Mythic Bastionland Feb 2025
Mythic Bastionland Feb 2025
FEB 2025
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     m    y     t   h     i     c
BastionlanD
B E F O R E   I N T O   T H E       O D D
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This version contains the full text, and serves as a preview while the remaining art is
completed by Alec.
Inevitably a few typos will have slipped through the proofread and edit, so if you spot any
then please go to this form to let me know. This is much appreciated!
https://forms.gle/K6CRGVQkLVy1GwB98
There may be other small changes when the final edition is released and sent to print, but
I’m not expecting anything significant.
Character sheets are here:
https://docs.google.com/document/d/1IXP-9zfA1Au_AFcsEMP-
qeRWOnkKqJFa_RFlWqvdrfQ
You can also join the Bastionland discord server to talk about Mythic Bastionland:
https://discord.gg/sPE74EY
Enjoy!
Chris
                       m        y       t      h          i   c
             BastionlanD
               B E F O R E           I N T O       T H E       O D D
                         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 Le Sueur
                          WWW.BASTIONLAND.COM
         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
4
        Contents
Getting Started     6
Rules                8
Equipment           12
Running the Game    14
Spark Tables       22
Knights & Myths     26
Oddpocrypha        174
                         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 (p21).   day be deemed worthy of the City Quest.
    The other players can go straight to the
    Knighthood page opposite and need not read       GLORY THROUGH MYTHS
    any further unless curious.                      When the group feels that a Myth has been
                                                     resolved, reaching a conclusion of any type,
    START & SCOPE                                    all Knights who played a part in that Myth
    Every group that sits down to play the game      gain 1 Glory.
    is different, and you should consider the        GLORY BY OTHER MEANS
    Start and Scope of a game before you begin.      In a public duel or joust, Knights may stake
                                                     Glory against a willing opponent. The victor
    The Start is the opening situation that the      gains 1 Glory, the loser loses 1 Glory.
    players find themselves in. The Scope is how
    long you expect the game to run, both in and Tournaments may also grant 1 Glory to the
    out of game.                                  winning Knight, provided there are
                                                  significant spectators and spectacle.
    START
                                                  If a battle is large enough to be remembered
    Wanderer - Young Knights-Errant with          in history, all Knights on the victorious side
    d6GD (Guard) and d12+d6 in each Virtue.       gain 1 Glory.
    They arrive in the Realm seeking Glory.
    If they lack direction, have them seek a      When the game moves to a new Age all
    Seer’s counsel.                               Knights gain 1 Glory through serving the
                                                  Realm and manoeuvring in Court.
    Courtier - Mature Knights-Gallant with
    2d6GD and d12+6 (six, not d6) in each Virtue. RANK
    They have a place in Court at the Seat of     A Knight’s Glory dictates their rank:
    Power. The first Omen of the nearest Myth is
    delivered as news to the Court.               0 Glory - Knight-Errant
                                                  Worthy of leading a Warband
    Ruler - Mature Knights-Tenant with d6+6GD
    and d12+6 (six, not d6) in each Virtue. One   3 Glory - Knight-Gallant
    Knight rules a Holding, the others are in     Worthy of a seat in Council or Court
    their Circle. The Seat of Power is under a
    wicked influence.                             6 Glory - Knight-Tenant
                                                  Worthy of ruling a Holding
    SCOPES
                                                  9 Glory - Knight-Dominant
    Adventure - One session. Here it can save     Worthy of ruling a Seat of Power
    time to generate a few Knights ahead of the
    game and let the players choose one each.     12 Glory - Knight-Radiant
                                                  Worthy of the City Quest
    Chronicle - A known number of sessions.
    Season and Age turns are planned out ahead WORTHINESS
    of time. For six sessions this might be a     Rank alone does not immediately grant the
    Season turn at the end of each session, and   Knight a Council position or rule of a
    an Age turn at the end of each Winter.        Holding. It merely proves their worthiness.
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.
This gives:
                                                                                                   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 may 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                                           who are 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 (helm
    When uncertain, a character makes a SPI         and shield), reducing the Damage to 6.
    Save to avoid an unfavourable reaction.
                                                    Impaired attacks roll d4 only and cannot
    EXPOSED                                         gain bonus dice or benefit from Feats.
    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 GD.
    FEATS
    These special actions known by Knights can      If they have at least 1GD remaining then they
    be performed as described (p10). Using Feats    Evade the Attack.
    risks the Knight becoming Fatigued which        If it leaves them with exactly 0GD then they
    prevents them from using further Feats until    gain a Scar (p9).
    they rest.
                                                    If it exceeds the target’s GD, the excess is
    DEATH                                           deducted from VIG and they are Wounded.
    Even the boldest Knight can die a sudden or
    ignoble death. Prepare yourself for this.   If they lose half or more of their remaining
                                                VIG it is a Mortal Wound. Mortally Wounded
    When a Knight dies the player creates a new targets are down and dying. They die if left
    Knight and they are added to the Company    untended for an hour, but can be patched up
    as quickly as possible. Alternatively they  in a few moments.
    may assume control of a Squire or follower.
                                                If Damage reduces the target’s VIG to 0, they
                                                are Slain.
8
VIRTUE LOSS
                Harm & Scars                    SCARS
Virtues may be reduced by means other than      Take the die that caused the Scar and roll it
Damage, typically referred to as Virtue Loss.   again, consulting the table below for the
In addition to the situations listed in the     specific Scar caused.
rules, characters may suffer Virtue Loss as
the cost or consequence of an action. This is   Virtue Loss through Scars is not Damage, so
detailed in the Action Procedure (p16).         cannot Mortally Wound or Slay the victim.
Victims are only Slain or Mortally Wounded      Scars are only gained through real, deadly
if the Virtue was reduced by Damage, never      combat, not training or bloodless duels.
as a result of Virtue Loss.
                                                                         SCAR
At VIG 0 you are Exhausted and cannot                           Distress – A lucky escape
Attack if you have moved this turn.              1
                                                                        Lose d6 SPI.
                                                          Disfigurement – A permanent mark
At CLA 0 you are Exposed and treated as                                   Roll 1d6:
having 0GD.                                      2              1: Eye, 2: Cheek, 3: Neck,
At SPI 0 your attacks are Impaired rolling a                    4: Torso, 5: Nose, 6: Jaw.
single d4 only.                                       If your max GD is 2 or less, increase it by d6.
                                                            Smash – A sudden spray of blood
RECOVERY                                         3
                                                                        Lose d6 VIG.
Guard is fully restored with just a moment                   Stun – Pain drowns the senses
of peace after the danger has passed.            4                      Lose d6 CLA
Fatigue is also removed this way.                     If your max GD is 4 or less, increase it by d6.
                                                     Rupture – Innards pierced and compressed
Virtues can be fully restored by 3 means:        5
                                                                       Lose 2d6 VIG.
•   Consuming a specific type of Remedy                       Gouge – Flesh torn from bone
•   Performing a specific Action                 6   When you get stitched up, if your max GD is 6
                                                                or less, increase it by d6.
•   Skipping to a new Season                         Concussion – A heavy blow numbs the mind
                                                 7
                                                                       Lose 2d6 CLA.
Vigour is restored by consuming Sustenance             Tear – Something taken in violent struggle
or spending a full day in warm hospitality.                               Roll 1d6:
Clarity is restored by consuming Stimulant                      1: Nose, 2: Ear, 3: Finger,
                                                 8
or receiving guidance from a Seer.                        4: Thumb, 5: Eye, 6: Chunk of Scalp.
                                                     When you get patched up, if your max GD is 8
Spirit is restored by consuming Sacrament                        or less, increase it by d6
or indulging a Passion.                                 Agony – With a crack, a torturous break
                                                 9
                                                                       Lose 2d6 SPI.
REMEDIES                                             Mutilation – A limb rendered lost or useless
A single Remedy is a sizeable bundle of                                   Roll 1d6:
materials and tools. A person or dedicated             1-2: Leg, 3-4: Shield Arm, 5-6: Sword Arm.
beast of burden can only carry one at once.     10
                                                     By next Season you have a prosthetic or have
Using a Remedy requires a whole Phase of             learned to get by, and if your max GD is 10 or
the day, and is more about the ceremonial act                     less, increase it by d6.
than the material components themselves.                  Doom – A cheated death haunts you
                                                11    If you take a Mortal Wound this Season you
The Virtue is restored before resolving any                          are Slain instead.
Omens or other encounters. A single Remedy               Humiliation – A most dolorous stroke
is enough to benefit all company present.       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 using a Feat the user must pass a Save    Changing weapons, dismounting, and similar
     or become Fatigued, unable to perform Feats     actions do not count as a combatant’s action
     until they rest. Each Feat can only be used     for the turn.
     once per Attack by each combatant involved.
                                                     BONUS ATTACK DICE
     SMITE - Release your righteous fury             These are gained from useful information,
     • Use before rolling a melee Attack.            shrewd preparations, or a tactical advantage.
     • The Attack gains either +d12 or Blast.        +d8 is a typical bonus.
     • Pass a VIG Save or become Fatigued.           UNARMED COMBAT
                                                     Unarmed attacks are Impaired unless the
     FOCUS - Create an opening to exploit            attacker has suitable natural weapons.
     • Use after rolling an Attack.
                                                     RANGED COMBAT
     • Perform a Gambit without using a die.         Purely ranged weapons cannot be used if the
     • Pass a CLA Save or become Fatigued.           attacker began their turn engaged in melee.
     DENY - Rebuff an attack before it lands         Protective cover grants an additional point of
     • Use after an Attack roll against you or an    Armour against ranged attacks.
       ally within arm’s reach.                       MOUNTED COMBAT
     • Discard one Attack die.                        Mounted combatants use their steed’s
     • Pass a SPI Save or become Fatigued.            trample Damage in addition to their own
                                                      weapons when charging enemies on foot.
     GAMBITS                                          This doesn’t work against spearwalls. Steeds
     Attackers may discard any number of Attack can be 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
                                                      SHIELDWALLS & SPEARWALLS
     • Stop a foe from moving next turn               3 or more allies may form a wall formation.
     • Impair a weapon on their next turn             If they all bear shields (not bucklers) then
     • Trap a shield until your next turn             they gain an additional point of Armour. If
     • Dismount a foe                                 they all bear spears (or similar) then enemies
     • Other effect of a similar level of impact cannot 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
                                               who 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 ill-rested, poorly fed, 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
                                               Militia: VIG 10, CLA 10, SPI 7, 3GD
LEADING FROM THE FRONT                         Crude polearm (d8 long)
One individual within a Warband can add        Skirmishers: VIG 10, CLA 13, SPI 10, 2GD
their Attack dice to the Warband’s Attack      Shortbow (d6 long)
Roll, leading from the front. If they do, they
suffer the same Damage that the Warband        Mercenaries: VIG 13, CLA 10, SPI 10, 4GD
does until their next turn.                    A3 (mail, helm, shield)
                                               Spear (d8 hefty), shield (d4)
WOOD AND STONE
Ships and structures are destroyed at 0GD.     Riders: VIG 10, CLA 13, SPI 10, 3GD
Recovering GD takes a day of repairs.          Javelins (d6), handaxe (d6), steed
Wooden structures and ships ignore Attacks     Knights: VIG 13, CLA 10, SPI 13, 5GD
other than from fire, siege weapons, or        A3 (mail, helm, shield)
suitably large creatures.                      Mace (d8 hefty), shield (d4), charger (d8
                                               trample)
Stone walls cannot be breached by
conventional means, though their gates are
usually a viable target.
Gate: 5GD, A2
Rampart: 10GD, A2
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. Plates and helm are
     pledges of service, cooperation, or protection.   generally not worn outside of battle.
     Simply, if you hope to trade you should have      COMMON ARMOUR
     a good answer to the question “What can I         Shield: d4, A1 (round, kite, heater)
     offer that they would value?”.
                                                       UNCOMMON ARMOUR
     Common items are widely available.                Coat: A1 (mail, gambeson, flexible armour
     Uncommon items require a specialist.              suitable for general wear or beneath plates)
     Rare items are truly treasured.
                                                       Helm: A1 (kettle, nasal, bucket, coif)
     WIELDING WEAPONS
     If no type is noted, assume the weapon uses       RARE ARMOUR
     one hand and has no other restrictions.           Plates: A1 (cuirass, brigandine, splint, scale,
                                                       rigid armour often worn over a coat, slow to
     Hefty weapons require one hand. Only one          remove or don, even with assistance)
     Hefty item can be wielded at once.
     Long weapons require both hands and are           TOOLS
     Impaired in confined environments.                Common Tools: Saw, fishing rod, sewing set,
     Slow weapons cannot be used if the attacker       candles, shovel, flute
     has moved this turn. They are also Long.          Uncommon Tools: Animal trap, smithing
                                                       tools, herbalist kit, scribe set, lute
     COMMON WEAPONS                                    Rare Tools: Alchemy tools, crystal ball,
     Hefty Tools: d6 hefty (pitchfork, hatchet)        extravagant harp
     Long Tools: d8 long (staff, logging axe, pick)
                                                       COMMON BEASTS
     Hand Weapons: d6 (dagger, club, handaxe)          Hound: VIG 5, CLA 10, SPI 5, 4GD, d6 bite
     Hefty Weapons: d8 hefty (spear, mace, axe)        Sheep or Pig: VIG 5, CLA 5, SPI 5, 1GD
     Long Weapons: d10 long (poleaxe, billhook)        Pony: VIG 7, CLA 7, SPI 5, 2GD
                                                       Mule: VIG 10, CLA 5, SPI 5, 1GD
     Sling: d4 hefty
     Javelin: d6 hefty                                 UNCOMMON BEASTS
     Shortbow: d6 long                                 Ox: VIG 15, CLA 5, SPI 5, 3GD
                                                       Hawk: VIG 5, CLA 15, SPI 5, 4GD, d4 talons
     UNCOMMON WEAPONS                                  Riding Steed: VIG 10, CLA 10, SPI 5, 3GD
     Shortsword: 2d6                                   Heavy Steed: VIG 15, CLA 5, SPI 5, 2GD
     Lance: d10 long, count as hefty if mounted
     Brutal Weapons: 2d10 slow (greataxe, maul)        RARE BEASTS
                                                       Charger: VIG 10, CLA 5, SPI 5, 5GD, d8 trample
     Longbow: d8 slow
                                                       REMEDIES (All Uncommon)
     RARE WEAPONS                                      Sustenance: The means for a generous feast.
     Longsword: 2d8 hefty                              Used to recover VIG.
     Greatsword: 2d10 long                             Stimulant: Enlightening herbal preparations.
     Curvebow: 2d6 long                                Used to recover CLA.
     Crossbow: 2d8 slow                                Sacrament: Props for a ritual or performance.
                                                       Used to recover SPI.
     SPECIALIST WEAPONS
     Take an existing common or uncommon               POISONS
     weapon with +d8 or +d10 in a specific             Common: Sickness and discomfort
     situation. Make it one category rarer.            Uncommon: Suffering, then slow death
                                                       Rare: Death plus speed, secrecy, or suffering
12
SERVICE
            People & Realms                       REALMS
Holdings house a range of people who can be       • The world is fractured into petty Realms,
called on for service. The larger the Holding,      each ruled from a Seat of Power.
the more likely that a particular service is      • Smaller Holdings are walled settlements
being offered there.                                tended by Vassals, guarded by Knights.
Many will gladly offer their service to a         • Most that lies between is wilderness.
Knight, but all have limits, after which they
ask something in return or refuse entirely.       MYTHS
As with trade, the key question comes down        • Stories that became truths, or are
to “What can I offer that they would value?”.       destined to come to pass.
                                                  • Nobody agrees on the details, but every
Common services are offered everywhere.             version is true in some way.
Uncommon services require training.               • There’s no such thing as “just a myth”.
Rare services require a lifetime dedication.
Roll their Virtues on d12+d6.                     ROLES
                                                  • Most fall into one of four roles: Vassal,
COMMON                                              Vagabond, Knight, or Seer. A web of
Servant: 2GD                                        seniority exists within and between each.
Single duty with little expertise
                                                  • Vassals serve a ruler, typically a Knight,
Guide: 4GD                                          in return for protection.
Handaxe (d6), javelin (d6), local knowledge       • Vagabonds roam, working for and
                                                    protecting only themselves.
Sentry: 3GD
Billhook (d10 long), little appetite for combat
                                                  SEERS
UNCOMMON                                          • Those who understand the nature of
Herbalist: 2GD                                      Myth enough to glimpse into our future.
Knows treatments, not cures                       • Their visions grant legitimacy and
Soldier-at-Arms: 6GD                                direction to a Knight’s quest.
A2 (helm, shield)                                 • They know when a Squire is ready to
Spear (d6 hefty), shield (d4), battle worn          become a Knight, and when a Knight is
                                                    ready to seek the City.
Archer: 3GD
Shortbow (d6 long)                                KNIGHTS
RARE                                              • Those who take the Oath are held in
Sage: 2GD                                           esteem, but expectations burden them.
Holds immense knowledge in a particular           • They rely on their arms, but are expected
area of expertise                                   to know the customs of peace.
                                                  • Usually one Knight holds each title,
Alchemist: 2GD                                      passed on in retirement or death.
Creates poisons or quasi-medicinal potions
Sellsword: 7GD                                    FAITH
A4 (coat, plates, helm, shield)                   • Some believe there is truth in the sky: the
Longsword (2d8 hefty), shield (d4)                  stars, moon, sun, positions, and motions.
Generally only agrees to fights that they are     • Some look to nature: the turn of seasons,
confident they can win                              the sound 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 (p27) in remote places.
     typical Realm, but they can be bent or broken   Number them as 1-6. The Hexes are clearly
     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, Landmarks, 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 (p26), consulting
     Most Hexes are Wilderness, with a variety of their page to discover which Seer.
     terrain types. Spark Tables (p22) can help
     with this. As a general guide create clusters Monuments: Sites of inspiration. Travellers
     of d12 hexes of the same terrain type.          may spend a Phase to restore SPI here as if
                                                     they were consuming a Sacrament.
     Some Hexes have a Barrier on one of their
     edges, typically a sudden altitude change or Hazards: Nature fights your every step.
     impassible feature. These cannot normally be Devise a solution, push through (lose d6 VIG),
     travelled through. For a typical Realm, place or go back the way you came.
     Barriers one sixth of your total Hexes.
                                                     Curses: Blights on the land that throw you
     Most Realms have a navigable river passing off course. If you travel in the next Phase it
     through and a few large lakes spanning          counts as travelling blind (p18).
     whole or multiple Hexes.
                                                     Ruins: Remnants of the past echo the future.
     HOLDINGS                                        These hint at a random Myth not currently
     Place 4 Holdings a good distance apart,         active in the Realm, though it may return.
     typically castles, walled towns, fortresses, or
     towers, held by Knights or influential          ADDING DETAILS
     Vassals. Most of the Realm lives within their Spark Tables (p22) can add detail to
     walls or the surrounding Hex.                   significant locations and people in the Realm.
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                                       6
to zoom in on a single Hex, or a specific site             1
within a Hex, in more detail.
Sites can be created as areas that warrant                            3
more detailed exploration, whether ancient
tombs, hostile castles, twisting caverns, or
misty woods spanning the entire Hex.                       2                     5
                                                                                                 15
     PRIMACY OF ACTION
                                Refereeing         ACTION PROCEDURE
     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 side-effect?
     Remember the core of giving players          4.  Risk: What's at risk? No risk, no roll.
     information, honouring their choices, and        Otherwise  make a Save or a Luck Roll.
     describing the impact of their actions.      5. Impact: Show the consequences, honour
                                                      the established risk, and move forward.
     GIVING INFORMATION
     The players can only make interesting        SUCCESS
     choices when they are presented with         When the players succeed at a significant
     difficult situations and given all of the    action the Referee does one of the following:
     information needed to engage with them.
                                                  • Advance: Move in a good direction.
     IMPROVISATION
     When faced with a question not answered by • Disrupt: Lessen a threat.
     rules, notes, or procedures, you improvise.  • Resolve: Put a problem to rest.
     Anything too beneficial or too harmful        FAILURE
     creates the feeling of an arbitrary world.    When the players fail at a risky action they
     Instead, describe something that does at      might still complete the action, but always
     least one of the following:                   suffer negative consequences:
     •   Evokes the flavour and themes of the      •   Threaten: Create a new problem.
         area and its inhabitants.                 •   Escalate: Make a problem worse.
     •   Indulges their senses. Vision, hearing,   •   Execute: Deliver on a threat.
         touch, smell, and taste.
     •   Reinforces something that they've         IMPACT
         already learned about this place.         Whether a success or a failure, ensure that
                                                   the players’ actions have an observable
     PROMPTS                                       impact on the world. The best types of impact
     Every Knight and Myth spread has prompts      have both immediate and lasting
     across its base. These serve as cues for      consequences, always moving things forward.
     improvisation as needed. Spark Tables (p22)
     are also useful for generating ideas.         ENDING A SESSION
                                                   At the end of each session:
     LUCK ROLLS
     If you need to consult the whims of fate,     •   Discuss if it would feel right for a Season
     make a Luck Roll on a d6. A high roll favours     or Age to pass between now and the next
     the players, a low one does not.                  session (p17).
                                                   •   If a Season or Age passes, then follow the
     In general, use these guidelines:                 procedure detailed.
                     LUCK ROLL                     •   Ask the players if they have any plans or
       1     Crisis: Something immediately bad.        ambitions for the next session. This gives
      2-3    Problem: Something potentially bad.       you a direction for any preparation you do
      4-6       Blessing: A welcome result.            before then.
16
Each 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.
Each Year has 3 Seasons:                        •   Weeks: Continue on to the next
                                                    significant seasonal event.
Spring - The Green Season                   •       Months: Move to the next Season.
• Begins with the Feast of the Sun, a day •         Years: Begin a new Age in Spring.
   of excess and revelry to strengthen both
   the people and the land.                 If uncertain, roll:
• Midspring sees Sceptremass, where the
   Seat of Power gathers local rulers to                 PASSAGE OF TIME
   renew their vows of loyalty.               1           Season or Age turns now
• Ends with the Tax, a share of coins        2-3   Season  or Age turns after next session
   collected by the Realm.                   4-6        The  Season or Age continues
                                                                                                 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         Otherwise all clear.
                                                         TRAVELLING BLIND
                                               1      Circle back to where you started.
                                              2-3    Drift a Hex to the Left (2) or Right (3).
                                              4-6            Progress as planned.
                                                            DIRE WEATHER
                                                     Dire weather. You can’t leave the Hex
                                              1            and can’t get proper sleep.
                                                    Looming threat. If this is rolled a second
                                              2-3    consecutive time, treat as dire weather.
                                              4-6          Fine weather for travel.
                                                             LOCAL MOOD
                                               1     Occupied by a looming or recent woe.
                                              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 something about Myths.
the land. Some may spend their whole lives       How much depends on who they are.
within one. A forest Hex might have cliffs,
streams, clearings, and caves.                   Vassals know about their nearest Myth, and
                                                 its general direction. If it is adjacent to their
Use Spark Tables (p22) and the prompts at        home then they know its precise location.
the base of each Knight and Myth spread to       They know Landmarks in their home and
help fill the blanks in your Hexes.              neighbouring Hexes.
EXPLORATION ACTIONS                              Knights and Vagabonds have roamed
When ruling exploration actions, follow the      enough to know about a random Myth of the
standard Action Procedure (p16). In              Realm and its rough direction. They also
particular, consider whether the action will     know of the nearest Landmark.
take a whole Phase of the day to carry out.
                                                 All of the above know rumours that warn of
As with other Actions, the players should        dangers, but not how to avoid or undo them.
know the risks before they commit to it.
                                                 Seers know the rules of all Myths, their
If the Action calls for a Save the Company       secrets, and their locations. They know their
decides who rolls, using their Virtue.           weaknesses, and cures to their maladies.
                                                 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 an 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   All locals know about children going missing,
the main activity involved in the risky part:    and stories of a strange 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
                                                 know where to find his lair.
SEARCHING
It takes a whole Phase to carry out a surface
level sweep of an entire Hex, thoroughly
search for something known to exist there, or
find a vantage point.
VISION
From a vantage point it’s possible to get an
overview of the current Hex and a general
sense of what lies in neighbouring hexes, but
not specific details.
                                                                                                     19
     RULING A DOMAIN
                                Dominion              CRISES
     In return for pledging loyalty to the Seat of    Ruling a Domain is an exercise in ongoing
     Power, a Holding might be granted to a           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, roll:
     of their nearest Holding.                                      CRISIS ROLL
                                                       1     Calamity: Immediately gain 2 Crises.
     THE COUNCIL
                                                      2-3     Dilemma: Choose between 2 Crises.
     Prestigious seats must be filled for a Domain
     to run smoothly. Though you may grant and        4-6        Prosperity: Times are good.
     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 the 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
                                                       Resolution: Get food into the stores.
     Envoy: Managing neighbours and providing 4. Misery - Vassals question why they toil
     hospitality to visitors.                          Resolution: Raise the spirits of the people.
     The Circle: Rulers often invite worthy        5.  Panic  - The weak tremble with unease
     visiting Knights to sit alongside the Council     Resolution: Ensure the Vassals feel safe.
     as equals, an ancient tradition.              6. Doubt - Seeds of betrayal against you
                                                       Resolution: Assert your authority to rule.
     Members of your Council can be assigned to
     tasks. Depending on the scope these could     MISRULE
     take a Phase, a Week, or a full Season. These If a season ends with 3 or more unresolved
     are handled just as normal actions (p16),     Crises then the Domain goes into misrule.
     with failure typically causing a Crisis.      Vassals revolt, Knights leave, and pretenders
     THE COURT                                     move in on their claims.
     Those who serve outside the Council.          CLAIMING A SEAT OF POWER
     Retainers: Vassals taken on by individual     A Seat of Power carries similar problems to a
     Council members to aid in their work.         Holding, elevated to a larger scale. Threats
                                                   arise from within your Court, within your
     Courtiers: Commoners with lesser              Realm, and from beyond your borders.
     responsibilities or ceremonial honours,
     usually holding higher ambitions.
     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.
TAXES, TITHES, & LEVIES
Standard collections (p17) keep the Domain
running without too much strain. A Steward
can squeeze more from their Vassals for a
war or great project, but must roll:
       INCREASED COLLECTIONS
 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, especially when
they hold 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 how 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
Work on existing buildings or infrastructure
is generally completed by the next Season.
New buildings or infrastructure can be
completed in a Season.
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   Mucky       Churn
      5     Sharp      Forest         5     Fiery      Billows      5   Cobalt      Froth
      6    Teeming     Valley         6     Ivory       Swirl       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    Sodden      Glades        11    Bright     Shimmer       11 Emerald      Spray
     12      Lush       Plain        12     Inky       Swells       12   Jade      Bubbles
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      Hallowed     Garden       8       Table     Wreaths
 9    Unfinished  Beacons       9        Rustic       Hall       9    Reliquary    Candles
10    Welcoming    Bridge       10      Solemn     Workshops    10     Cauldron      Fur
11      Proud      Pillars      11     Bustling      Arena      11    Chandelier  Tapestries
12      Bright      Moat        12    Immaculate    Garrison    12      Guards     Shields
                                                                                               23
                                      People
     Knights, Seers, Vassals, and Vagabonds are all more than just their role.
     Roll 2d12 on a Spark Table and combine the results for an improvisational prompt.
             APPEARANCE                      VOICE                         PERSONALITY
           Physique    Dress             Tone      Manner                Demeanour    Interest
      1     Delicate  Armoured       1 Whispering   Formal          1     Cautious     Botany
      2      Short    Tattered       2  Soothing     Poetic         2     Spiritual    History
      3     Robust     Vibrant       3  Smooth      Precise         3    Intellectual   Music
      4      Hard       Crude        4    Flat      Intense         4     Ambitious   Gambling
      5     Haggard    Eclectic      5  Mumbled    Rambling         5      Serene     Animals
      6       Cold   Traditional     6   Weak      Detached         6     Righteous      Art
      7      Warm    Comfortable     7   Strong   Passionate        7    Empathetic   Cookery
      8    Youthful    Gaudy         8  Hesitant     Terse          8     Unstable      Craft
      9       Soft      Drab         9  Melodic     Relaxed         9      Prying      Fishing
     10      Sickly   Decorated      10 Gravelly     Blunt          10   Melancholic   Fashion
     11       Tall   Functional      11  Erratic  Boisterous        11     Cynical    Hunting
     12      Rough     Elegant       12 Booming    Friendly         12      Rash       Stories
24
                              Combat
Anything can happen in the chaos of battle.
Roll 2d12 on a Spark Table and combine the results for an improvisational prompt.
        SOLDIER                        WEAPON                       MANOEUVRES
     Quality      Type            Descriptor Feature                Action     Intent
 1    Mobile    Skirmisher     1     Short    Blade          1       Feint   Demoralise
 2  Reluctant     Archer       2     Pole     Spear          2       Strike   Confuse
 3  Mounted       Scout        3    Chain      Axe           3       Boast     Exploit
 4  Renowned      Militia      4    Barbed    Mace           4      Defend      Stall
 5   Zealous      Guard        5    Forked   Cleaver         5     Negotiate  Relocate
 6  Conscript   Infiltrator    6    Curved   Hammer          6       Flurry   Observe
 7  Cowardly      Raider       7   Weighted   Spike          7       Rush      Defeat
 8    Heavy      Veteran       8    Double    Hook           8       Taunt     Expose
 9 Bloodthirsty  Infantry      9   Crossed     Club          9        Jab     Surprise
10    Fancy       Rider        10 Throwing     Rod           10     Charge    Stagger
11 Fearsome      Charger       11    Thin     Fang           11    Onslaught  Weaken
12 Mercenary      Knight       12    Long     Sword          12     Provoke  Intimidate
                                                                                           25
                                   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.
     Generally each player should have a
     different type of Knight.                        Each page also includes the Seer who
                                                      granted their Knighthood, witnessing the
     Some Realms refer to Knights by honorific        pledging of their Oath.
     titles and ranks, others their given name
     and home, while most use their full
     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
26
                                 Myths
     Roll d6 and d12. Read the d6 first. Pages list the d6 in a square, d12 in a pentagon.
Each Myth lists its Omens and the cast of        When the group feels that a Myth is
beings who are associated with it.               resolved the Knights each gain 1 Glory and
                                                 a new Myth replaces it in the next Season.
Entering or exploring the Myth’s Hex
always reveals its next Omen,                    Myths may appear at odds with their
remembering Primacy of Action (p16).             Realm, such as The Sea in a desert.
The Hex itself is visually tied to the Myth.     Still, these Myths must be brought to pass,
                                                 so Realm and Myth can shift as needed.
                                                                                               27
         1                              The
         1
                              True Knight
                                      A pact to uphold truth and fact
                                   On lies the false lay brake and cracked
     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)
     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 even more rotten, filthy,
           and diseased.
            Person: Wandering old coot ~ Name: Senara ~ Characteristic: Thunderous voice
              Object: Grey lantern ~ Beast: Smiling fox ~ State: Feasting ~ Theme: Sleep
28
                                              The
                                  Plague
                 Birthed in air, spread by stream, lurking in the blood
                 The terror of our time will see us all stuck in the mud
                   Omens                                               Cast
1. An old coot proclaims their dreams, where                 The Angry Infected
   foul air was choking people in their sleep.               VIG 8, CLA 6, SPI 5, 2GD
      Pleads for help spreading the word.                    Logging axe (d8 long)
2. Moaning in the mist. An ivy-cloaked            Those directly exposed must pass a VIG Save
   shack, home to a dying old couple. Their       to avoid infection. Causes d6 VIG loss daily.
     daughter left to search for treatment.           There are treatments but no cures.
3. Jolly hunter and his son with mild                        Jolly Hunter, Maccan
   symptoms, chasing a smiling fox up a                      VIG14, CLA 12, SPI 15, 4GD
   tree. They don’t believe in the Plague, but           Shortbow (d6 long), handaxe (d6)
   claim the fox is a harbinger of death.
   The smiling fox wants to witness a death.          Purging Knights, Dirmad & Duncas
4. A self-important Knight and two Squires,                   VIG 12, CLA 10, SPI 7, 5GD
   returning to report the Plague to the Seat                  A3 (mail, helm, shield)
   of Power. Demands escort from other                       Flail (d8 hefty), shield (d4)
   Knights. They carry a grey lantern, its             3 firepots (d6 blast, sets area alight)
         light only visible to the carrier.                   Twins, hate each other.
5. A clearing, bonfire embers. An infected
   crowd, close to death, full of anger. They              THE DEATHLY MALADY
   swear a blood oath on the stump of a red             Fatal Symptom   Transmission
   oak, seeing visions of revenge. They           1        Bleeding      Skin contact
           attack any caught watching.            2        Choking         Breath
6. An infected village, the root of the Plague.   3        Swelling      Bodily fluids
   All are visibly infected. Two Purging          4        Wasting        Ingestion
    Knights, charging to cleanse with flame.      5        Lethargy         Rats
                                                  6       Convulsion        Flies
   Dwelling: Shepherd fields ~ Sanctum: Whispering brook ~ Monument: Royal statue
          Hazard: Choking woodland ~ Curse: Icy mist ~ Ruin: Burned village
                                                                                                  29
          1                        The
          2
                             Snare Knight
                                   Immersed within the woods adeep
                                   A sheriff rides from nature’s keep
     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)
     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.
30
                                                The
                                    Wall
                  Cutting through the land, a wonder two storms tall
                   Guarding from invasion, or built to cage us all
                  Omens                                              Cast
1. Crumbling outpost. A band of labourers        Wall Wardens, Brin, Catrona & Elish
   sharing a meal on their way to begin work             VIG 11, CLA 8, SPI 7, 4GD
   repairing the Wall. They think Knights                   A1 (visored helm)
          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), excessive curiosity
   tree roots. She’s strayed from the Wall,
      bored, in search of 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                  Giant punches (2d10)
   break the wall after being driven out of
   their home. They drank oil from the                      STRETCHES OF WALL
   hidden giant’s well, granting a terrible              Condition       Watch Post
      strength. They don’t trust Knights.       1        Crumbling         Isolated
6. A distant army lies beyond the wall.         2        Reinforced       Overstaffed
   A mercenary Warband heads to break an        3       Under repair     In the clouds
                opening for them.               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
                                                                                               31
          1                        The
          3
                       Tourney Knight
                        A calling brought a life of combat, victories amassed
                     Questing for the fame that comes with prowess unsurpassed
     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)
     KNIGHTED BY…
     The Entombed Seer
     VIG   7, CLA 5, SPI 11, 2GD
     •     Now entombed in white stone, their voice
           answers visitors only rarely.
     •     Always guarded by a Knight, mourned by
           an apprentice.
     •     Sees beyond the veil of death.
32
                                         The
                               Shadow
            They wandered over here and there, groan and grief their guide
                Knowing in the strongest one a timid child does hide
                  Omens                                             Cast
1. Huge flatstones marbled with moss.             Mourning Shadow, Vestige of Sorrow
   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. Ornate well, now stagnant. Sorrowful                       loss in place of VIG)
   Knight, inconsolable, lashing at anyone       Can only be harmed by weapons forged by a
         who doesn’t give him sympathy.               creator mourned by the wielder.
3. Idealistic young alchemist collecting          Repelled by earth from a burial mound, or
   wind-tears found in the weeping winds.         funerary imagery. Destroyed if entombed.
    Tries to invoke sadness in all he meets.            Sorrowful Knight, Orwan
4. A strange nasal-toned flute, left with                  VIG 12, CLA 8, SPI 6, 2GD
   scraps of cloth. Playing stimulates sudden        A3 (mail, greencloaked plate, helm)
    grief. Lose d6 SPI, dream of the Shadow.     Hooked greatsword (2d10 long), oak necklace
5. The Shadow, still, by a drowning-lake.
   They torment trespassers with visions of            Roaming Alchemist, Coalin
   past sorrows. The water whispers,                     VIG 7, CLA 10, SPI 11, 1GD
   answering one question on behalf of the             Dagger (d6), alchemical tools
   dead each day. At morning, a herd of grey
   deer visit the lake to show their respects.             MOURNFUL FORMS
6. The Company find themselves in the                     Shape         Matter
   Shadow’s world. Islands in the mist of        1        Robed          Glow
   time. The mourned past can be seen as         2       Skeletal        Frost
   clear as the now. None can die here, but      3       Rotund          Fire
   all who leave lose d12 SPI. The Shadows       4       Knightly        Mist
     are only appeased by displays of grief.     5       Childish       Shadow
                                                 6      Amorphous        Water
     Dwelling: Traveller’s inn ~ Sanctum: Mirrored grotto ~ Monument: Runic cairn
          Hazard: Forgotten traps ~ Curse: Illusory paths ~ Ruin: Skull heap
                                                                                                33
          1                         The
          4
                          Bloody Knight
                     Some were born to fight and fall, forged beneath blade’s clash
                     This one birthed from blood of war, stained with corpses’ ash
     PROPERTY
     • Longaxe (d10 long), mail (A1), brutal plate
       (A1 only when Wounded), helm (A1)
     • Sacks of strong alcohol, to which you're
       largely resistant (see below, restock each
       new Season)
     • Bullish warhorse
       (VIG 15, CLA 5, SPI 5, 3GD, d6 trample)
     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
34
                                                 The
                                       River
                   Stream, fall, brook, and creek, flow along as one
                 Famine, flood, friend and foe, all things beneath the sun
                    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, led by Refton
3. A rocky outcropping, a lone dead tree at                    VIG 10, 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 a toll. The Knight knows one of                     A2 (ringmail, redshield)
   the pilgrims has a coin from the City and             Hooksword (2d6 hefty), redshield (d4),
        will take it by force if necessary.                   heavy coffer of toll money
5. The River bursts into a new stream. If
                                                                     RIVERBOATS
   travelling, the route is cut off. For the first
   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            3          Youths          Adventure
   spreads to neighbouring Hexes tomorrow.           4         Soldiers           Safety
   A spawning of mighty newts bursts forth           5         Acolytes          Hunting
                  the next day.
                                                     6          Knight         Pilgrimage
 Dwelling: Fertile farm ~ Sanctum: Hilltop hermitage ~ Monument: Knight mausoleum
       Hazard: Razor rocks ~ Curse: Heralds of doom ~ Ruin: Hanging skeletons
                                                                                                     35
          1                          The
          5
                            Moss Knight
                                    No need for lessons, tree or stone
                                   The wisest seek what soil has shown
     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.
     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.
36
                                              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.
                                                                 Fast but clumsy flyer.
4. Two foul eggs laid among battle carrion.
   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. The Wyvern soars low, seeking revenge
   for a failed attack on its nest. The
   attackers have already fled. It clutches                   THE POISONOUS YOUNG
   one of their silver shields (d6, A1), blessed               Form         Abomination
                by the iron willow.                  1         Adder        Barbed scales
6. Fearing for its nest, the Wyvern lands to         2         Newt         Unhinged jaw
   fight. If the situation is hopeless it flies to   3          Frog      Prehensile tongue
    a neighbouring Realm, plotting revenge.
                                                     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
                                                                                                    37
          1                              The
          6
                                   War Knight
                                   Forged and broke in goreful plight
                                   Won some, lost some, still upright
     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)
     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: Harbeger ~ Characteristic: House proud
       Object: Weird bone ~ Beast: Tender bloodhound ~ State: Sprinting ~ Theme: Healing
38
                                             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                   VIG 5, 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.                    Practice bow (d4, long)
   A valuable lost thing in return for a
            favour he can call in later.                         TRADING THE LOST
6. Suddenly dragged to the realm of lost                      Selling          Seeking
   things. Tunnels under piles of bric-a-brac.        1         Keys            Silver
   The Goblin gloats from atop his pile.
   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
                                                                                                     39
          1                                 The
          7
                           Willow Knight
                                   Titans tall, now smithreened stones
                                   The youth, cast down, intact, alone
     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)
                  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.
40
                                         The
                                Forest
                        Roots deeper than soil, farther than sea
                       No passage is swift, no figments believed
                  Omens                                               Cast
1. A Seer, beloved by her village, now              The Fearmonger in Wood, Glaiburn
   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 blue songbirds.          Slash (d10 vs two targets) or grasp (2d10
   They sing so fiercely that some lie           slow) or spores (everyone in Blast loses their
   breathless on the ground. The winding              speech until they leave the Forest)
       path leads to a distant forest Hex.                    Can Smite humans.
3. The mother tree. Six woodland guardians           Woodland Guardians, Fox, Wolf & Cat
   attack anybody who looks upon it. Foxes,                 VIG 10, CLA 13, SPI 5, 3GD
        wolves, and wildcats fight as one.                    Tooth and claw (2d6)
4. The Fearmonger in horrific form, parts of
   owl, boar, and mouse. Lurking in the              Great Guardians, Stag, Boar & Bear
   mist, they hurl a thorn spear                           VIG 14, CLA 10, SPI 5, 5GD.
   (d10 hefty, cannot be taken from the                         A1 (thick hides)
   Forest) before retreating to the branches.                Tusk and maul (2d8)
5. A circle of blackened tree stumps. Inside,                   THE VERDY MAZE
   metal weapons roar with burning heat                      Place              Threat
   unless dropped. Then come the three                  Entwined wall of
                                                 1                        Riders approaching
   great guardians: stag, boar, and bear. The           trunks and roots
    Fearmonger preys from within the mist.       2
                                                       Descent into damp Frantic movement in
6. The Fearmonger shows their true, terrible                  earth          the branches
   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
                                                                                                  41
                                           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 Find You?      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 Enthroned Seer
     VIG   11, CLA 8, SPI 16, 2GD
     •     They are a twisted heap of flesh, bone,
           and spikes of 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: Lumpe ~ Characteristic: Watching eyes
               Object: Fang rattle ~ Beast: Redmaw wolf ~ State: Scouring ~ Theme: Cold
42
                                                  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.                VIG 2, CLA 2, SPI 18, 1GD
   Mistrustful of anybody that won’t join in.         No human can wilfully cause them harm.
2. 3 Seeker Knights and their redmaw wolf,
   escorting a Seer in the hunt for the Child,    Seeker Knights, Feliz, Gornig & Tayley
                                                          VIG 14, CLA 12, SPI 12, 5GD
   who they believe to be the key to the City.
                                                         A3 (halfshield, mail, helm)
3. Fog shrouded lake, no deeper than a foot         Morningstar (d8 hefty), halfshield (d4)
   throughout. A rogue Seeker Knight
   searches for the Child, who they believe       Redmaw Wolf, Greymender, Scartooth
   must be sacrificed to an awful creature in              VIG 14, CLA 10, SPI 5, 5GD
   order to put it to rest for good. You’re                     A1 (matted fur)
       either with them or against them.                     Stalk and bite (2d8)
4. An abandoned shack, empty cradle. A              Can bite out a wound to restore d6 VIG
   snake fang rattle, known to repel the
   wicked dead. The Burning Mother cries                      The 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)
                                                        Fire (d8 blast) or grasp (3d8, slow)
5. A silvery waterfall. Metal placed within is
   repaired. Distant cheering and crying as                         THE SIGNS
        the second sign comes into effect.                 First Sign         Second Sign
                                                  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
                                                                                                43
          1                        The
          9
                            Saddle Knight
                                A perfect steed is neither wild nor tamed
                             As one, a streak aguele through green untamed
     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)
                       LOYAL STEED
               Appearance         Temperament
      1          Pristine        Completely silent
      2          Plaited           Highly alert
      3            Tall          Eternally valiant
      4          Golden         Fierce (d8 trample)
      5           Dark         Loved by other beasts
                                  Perfect sense of
      6          Stocky              direction
     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, and
           the locations of their own jewels.
     •     Wants to send their jewels out to remote
           places, watching from afar.
44
                                           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 want justice.           A4 (mail, plate, towerhelm, shield)
2. A Company of the Order, seizing supplies           Thicksword (2d6 hefty), shield (d4)
   from local farmers. A frightened draft            Crusher steed (4GD, A1, d10 trample)
   horse is bolting. The froth from its mouth
   causes a great frenzy if touched.                     Frightened Draft Horse
                                                           VIG 15, CLA 6, SPI 2, 2GD
          A fight is about to break out.
                                                                  Kick (d6)
3. A dry clearing among boggy willow wood.       Cannot be calmed by any carrying a weapon.
   The Order hold council, stood in a circle.
   Each must justify themselves to their                   COMPANY OF THE ORDER
   peers, who can challenge any weakness.              Scholar-Knights              Retinue
             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                  A Scholar-Knight on         8 conscripts
    inferior metal) and reveals this if freed.   3   foot, their steed slain 2GD, billhooks (d10)
5. A Company rides on the trail of a                                                6 archers
     monstrous beast. You’re in their way.       4     3 Scholar-Knights      3GD, longbows (d8)
6. A Company leads an attack toward the              1 Scholar-Knight and
   nearest Holding. They have 3 Warbands                                         4 mercenaries
                                                 5      their apprentice      5 GD, longaxes (d10)
   alongside their retinue. They will lead the           5GD, blade (d6)
   Realm into misrule or be driven beyond
                                                                                    3 scouts
                    its borders.                 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
                                                                                                      45
          1                         The
         10
                            Riddle Knight
                                     A careful word can rise or fade
                                     Within each ear a truth remade
     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)
     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 object made from the bone or
           horn of their species.
     •     Wants to return the land to the beasts.
46
                                            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), Impair piercing attacks
      herbs. Five great red vultures circle.          Hook falx (d6), brass shield (d4)
4. A rotting corpse, mimicking its life as a       Running water causes d12 Damage.
   forager. It is tethered to a 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       Putrid stink
                                                 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
                                                                                                    47
          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 the 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
48
                                         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, Hooded Ones
   Stars flicker in the shadows. White                       VIG 5, CLA 18, SPI 15, 4GD
   ravens caw from the trees. An opening              Coldsword (2d6 hefty, ignores metal
   appears in the arch, dark but light at         armour), pale lantern (2d8 blast if thrown)
         once. Then all is normal again.           If slain, two more 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 d8 SPI)
3. Narrow, twisted cave. Clanging within. A
   shrouded smith is forging a coldsword                   Lost Knight, Valenta
   (2d8 hefty, ignores metal armour). It                     13, CLA 10, SPI 10, 5GD
                                                             VIG
       shatters if unsheathed in daylight.                 A3 (mail, helm, shield)
4. Heavy black cloth woven with indigo. If        Jagged sword (2d8 hefty), religious symbol
   hung, opens to a place you want to be.                 A VOICE IN THE DARKNESS
   Within, a dozen hands in the darkness                     Origin                 Purpose
   require a toll of silver or blood. They will         Whispering from      Scare them back to the
          take either by force if needed.         1        violet fungi              surface
5. Broad, lilac-leaved trees. No artificial               Singing from
                                                  2      drifting lights       Lure them deeper
   light can shine beneath. Five Shrouded
      Guides seeking to claim an owed toll.             Murmuring from         Show them things
                                                  3      mirrored pools      they cannot take home
6. A creeping darkness, then suddenly                    Taunting from
   within the Underworld. A dark reflection       4      deep shadows        Provide a little comfort
   of our world. Without a Shrouded Guide               Beckoning from
      the only exit is into a distant Realm.      5       distant dark          Wear them down
                                                  6   Chattering in the cold     Sow discontent
   Dwelling: Artisan brewery ~ Sanctum: Solitude peak ~ Monument: Sword carving
           Hazard: Toxic air ~ Curse: Ghostly shadows ~ Ruin: Broken fort
                                                                                                        49
          1                          The
         12
                         Barbed Knight
                                     Stone and spikes split into flowers
                                        Cruelty is delicious power
     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)
     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.
50
                                              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) or chew (3d10 slow) or
2. An argumentative sage complains. The                shower with debris (d8 blast)
   balance of nature has been tipped. The
   birds aren’t behaving correctly and              Wurmshields, Kermac, Cado, Zune,
      there’s not enough prey in the woods.               Shena, Marlo, Yazakel
                                                          VIG 10, CLA 12, SPI 8, 2GD
3. A logging camp, crushed. Barrels of                    A2 (helm, red halfshield)
   limeweed, a pungent appetite suppressor,        Spike mace (d8 hefty), red halfshield (d4)
   left untouched. A Wurmshield surveys           Repugnant personalities, always trying to
   their master’s work 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 on smashed burial             1     Spout hatred     Cut off escape
   mounds of Seers. It speaks with four           2      Spread fear  Trap them and leave
     Wurmshields, loyal but poor company.
6. The Wurm bursts from the ground, giving        3   Aggrandise self   Target the weak
   one     opportunity       for    stimulating   4    Insult enemies   Break their arms
   conversation before its great feast begins.    5   Seek submission Flee to better ground
      It will not 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
                                                                                                51
          2                             The
          1
                             Trail Knight
                                   More than foxes leave trails in their stead
                                   Comings and goings laid plain as a thread
     PROPERTY
     • Crow-beak axe (d8 hefty) and beaten
       gambeson (A1)
     • Sanguine lens (traces of blood appear
       obvious when viewed through this)
     • Serene steed (VIG 10, CLA 13, SPI 5, 3GD)
                      PERSONAL CODE
                  Value                  Forged by
      1           Honour              Battling a monster
      2            Duty                A raided village
      3           Loyalty            Rescuing the helpless
      4           Justice              Killing a tyrant
      5           Respect               A long journey
      6            Truth              Facing temptation
     KNIGHTED BY…
     The Welcomed Seer
     VIG   8, CLA 7, SPI 16, 3GD
     •     Fair features, soft voice, fine silk dress,
           black voids in place of eyes.
     •     Can only gain useful visions when
           extremely calm or in a rage.
     •     Desires treatment as a revered guest, and
           is prone to vicious changes of mood if
           made to feel even slightly unwelcome.
52
                                             The
                                      Pack
                           Woods and moors or paddock and rein
                            Wolves alone chomp at the chains
                   Omens                                                  Cast
1. Wailing shepherd. His sheepdogs have                      The Pack Leader, One-ear
   slaughtered their flock and fled. Crows                      VIG 15, CLA 15, SPI 7, 8GD
    feast on the gore. His family are hungry.                       A1 (scarred hide)
2. A band of poets and scribes fight among             Great jaws (2d8), zero tolerance for civility
   themselves, unable to speak except
   snarling growls. The Pack watch from a          Pack Wolves, Scruff, Scrag, Scab, Runt
                                                           VIG 10, CLA 12, SPI 3, 4GD
   nearby hill, scattering if disturbed. When
    they leave, the wanderers’ voices return.       Jaws (d8), loving hatred for their leader
3. A rival fighting the leader. 6 wolves guard                Wailing Shepherd, Nayl
   against interruption. They favour the                        VIG 10, CLA 10, SPI 6, 2GD
   challenger. The leader is toying with him                 Crook (d6 hefty), broken heart
    and tears his throat when he gets bored.
4. The wind suddenly stops, then the sound               Glutton Crow, Fatteth Rollybird
                                                                VIG 6, CLA 16, SPI 5, 2GD
   of jaws lapping at air. Then the howl,
   rough and screeching. Countless howls               Beak (d6), insatiable appetite, cannot eat
   join the call, air completely still. Soon the                     grain or fruit
        howl stops and the wind returns.
                                                             PACK FIGHTING TACTICS
5. An important trade road has been                             First                  Then
   blockaded by savagely torn trees and            1      Target the strong      Slip into shadow
           heaps of soil wet with blood.           2        Bite their legs       Drag one away
6. The 13 wolf pack howls in their den,            3       Terrorise them      Never let them sleep
   setting their sights on a nearby Dwelling            Start a fire with claw Attack their intended
   or Holding, attacking the humans and            4          and stone         destination instead
       their broken beasts in dark or mist.        5    Disarm them with jaw Stay just out of reach
                                                   6       Target the weak     Go and dig a pit trap
     Dwelling: Stone quarry ~ Sanctum: Glittering pond ~ Monument: Huge banner
        Hazard: Crumbling cliffs ~ Curse: Smoking stumps ~ Ruin: Shipwreck
                                                                                                       53
          2                          The
          2
                           Amber Knight
                                  Their wait was longer than stars have glown
                                     Their blade is slow but glaneth stone
     PROPERTY
     • Ancient greatblade (2d10 slow) and even
       more ancient mail (A1)
     • Amber amulet (if placed in a fire, carries
       its warmth for a whole day)
     • Loyal steed
       (VIG 10, CLA 10, SPI 5, 3GD, d6 trample)
     KNIGHTED BY…
     The Dreaming Seer
     VIG   5, CLA 5, SPI 7, 1GD
     •     Cannot be fully glimpsed, a silhouette of
           starlight. Cannot speak to those awake.
     •     Appears only in dreams of those in the
           Seer’s home, tended by elderly servants.
     •     Longs to find a way back to the waking
           world, or to drag companions into theirs.
54
                                                   The
                                       Eye
                            The sight of the eye opened my own
                              In its gaze I am never alone
                   Omens                                                 Cast
1. Nothing more than the hollow grunts of                 The Eye, Manifested in Stone
   moon toads in the roots. When the                           VIG 18, CLA 3, SPI 15, 9GD
   Knights sleep they share a dream of a                            A4 (stone body)
      great eye sprouting from the ground.             Trample (d10 blast) or devour (3d10 slow)
2. An elderly tanner has been banished from                   Longs to devour the wise.
   her home for sowing discord. She dreamt
   embarrassing        truths      about     her           Moon Toad, Silvertongue
                                                              VIG 3, CLA 3, SPI 3, 1GD
     neighbours and couldn’t resist sharing.
                                                             Attractive floral aroma.
3. Grey birds watch from the branches.                 Any that lick the toad have their bite
   When scattered they flutter about in a              imbued with a sleeping sickness. The
        spiralling circle before dispersing.       infusion and any sleep caused by a bite lasts
4. Five acolytes march toward the nearest                   until the biter next sleeps.
   settlement. They aim to tear down walls
      so that all can be revealed to the Eye.                    Acolytes of the Eye
5. A parade of dozens of acolytes, wheeling a                  VIG10, CLA 10, SPI 12, 2GD
   wooden wagon carrying a boulder painted             Club (d8 hefty), blacked-over eyes, gleeful
   with a spiral eye. It is a peaceful parade,                        anticipation
       but they warn the ascent is coming.
                                                                A TRUTH REVEALED
6. A rumbling below, then the Eye rises from                  Subject           Secret
   the earth. Acolytes run to be near. It          1           Knight         Love affair
   sprouts legs and begins to march toward         2            Seer         Hidden vice
   the nearest Seer, aiming to devour them         3           Ruler        Stolen identity
   for their knowledge before returning to         4          Artisan         Past crime
                     the earth.                    5          Hermit         Secret child
                                                   6          Courtier        Illicit pact
     Dwelling: Lakeside lodge ~ Sanctum: Secret bay ~ Monument: Queen’s colossus
        Hazard: Floodplain ~ Curse: Taunting mirage ~ Ruin: Statuary rubble
                                                                                                     55
          2                          The
          3
                            Horde Knight
                                In fury’s reign afore the rav’ning throng
                               In chaos born as knight where beast belong
     PROPERTY
     • Blunt sword (d8 hefty), ringed mail (A1)
     • A taste of home (see below, restock each
       new Season)
     • Beastly steed
       (VIG 15, CLA 7, SPI 5, 3GD, d6 trample)
     KNIGHTED BY…
     The Hanged Seer
     VIG   10, CLA 12, SPI 15, 1GD
     •     Dizzy, confused, and distressed unless
           hanging upside-down from their feet.
     •     Sees things from unusual perspectives,
           seeking insight or hidden things.
     •     Wants for nothing as long as they are
           suspended, which can make them difficult
           to bargain with.
56
                                                 The
                                   Blade
                     There it gleam’d as glore in meadow’s sight
                    That star-forged blade amark of warborne plight
                  Omens                                                Cast
1. A booming voice singing in the distance. A             The Blade, Sifrex, Ilglamvent
   travelling cook belts out songs about the           2d8 hefty, wounded targets are utterly
   Blade’s previous owners, each reaching a          destroyed. The Blade’s wielder loses d6 SPI
             tragic end (see opposite).                           after each Attack.
2. A cliff-side village, ruined long enough to
   be overgrown with moss and thorns. In a       Cutthroats, Colan, Fia, Elga, Ness, Ruac
                                                            VIG 10, CLA 10, SPI 7, 2GD
   ruined chapel an altar is inscribed with:
        Forsake in earth, unbroke by time                Longknife (d6), 2 javelins (d6)
                                                   Colan has a halfshield (d4, A1), angelic
    Afore first draw, that greedsome war              features, never sleeps, can Focus.
3. Band of 5 cutthroats think the Knights         He is truly bloodthirsty; the others less so.
    have the Blade or know its whereabouts.
4. Down a spiral of natural steps, a bloodied    Granddad Louse, Rollyromple, Rockbug
   sharpening wheel screams on the wind.                    VIG 12, CLA 5, SPI 2, 5GD
   Can sharpen blades to a keen edge (+d8)         A2, or A4 when rolled up (plated shell)
     but they break after their first Wound.                 Scuttering bite (2d6)
5. A cave concealed by a steaming waterfall      Hungers for wooden items to hide in its lair
   is the resting place of the Scabbard, which     and eat later. Fancy items appeal most.
   destroys any blade placed inside. The                         PAST WIELDERS
   waterfall scalds (d10) anybody wielding a                 Name             Tragic End
       weapon, harmless to the unarmed.          1   Erdyg, Shamed Knight      Throat cut
                                                 2    Belwin, River Bandit  Hanged from tree
6. A louse-infested dead forest. The Blade       3     Gwelhelm, Butcher     Poisoned feast
   lies within, but travellers are lured by      4    Ordrig, Tower Guard  Crushed by boulder
     visions of something they truly desire.     5     Regan, Cup Knight    Lost underground
                                                 6       Lervlin, Squire    Drowned in river
     Dwelling: Toll bridge ~ Sanctum: Tiny island ~ Monument: Guarded reliquary
       Hazard: Gulping marsh ~ Curse: Merciless winds ~ Ruin: Looted shrine
                                                                                                   57
          2                         The
          4
                       Emerald Knight  A verdant cloak on sable steed
                                    Neath nature’s veil, yond sight and heed
     PROPERTY
     • Branchspear (d8 hefty, when stabbed into
       a tree it is immovable by anyone but you)
     • Cloaked mail (A1 in verdant
       environments only), shield (d4, A1)
     • Sable steed (VIG 10, CLA 14, SPI 5, 4GD)
                       HIDDEN ACTION
               Hidden Action    Heightened Sense
              Strike a wounded
      1            enemy          Vision (detail)
      2       Make animal calls  Vision (distance)
      3         Throw stones         Hearing
              Grab a non-alert
      4            enemy              Smell
      5         Move slowly     Weather prediction
      6       Whisper to allies  Emotional insight
     KNIGHTED BY…
     The Unnamed Seer
     VIG   10, CLA 10, SPI 5, 2GD
     •     Toad-like being covered in shifting tattoos
           that foretell the future course of Myths.
           Only the Seer can read them.
     •     Clear glass eyes, but they see well.
     •     Longs to know more about their identity
           before they became the Unnamed Seer.
58
                                        The
                                 Legion
                Pitly ranks, fought and fell, returning stronger still
          Their scars nae fade, their fear but grow, their war their only will
                  Omens                                                Cast
1. A field littered with martial detritus.        Legionnaires, Born of Mud and Blood
   Broken helms, shields, and bodies. The                   VIG 15, CLA 5, SPI 5, 3GD
   mud grabs at those passing over, groans              A3 (rusted mail, helm, shield)
   on the wind. A lean horse is trying to pull   Barbed blade (d8), shield (d4), bow (d6 long),
   its dead rider from the ground to no avail.   all deal wounds that resist natural healing.
2. A lone legionnaire deserter. Can only            Fear of death. No purpose beyond war.
   grunt in cowardice, scouring the land for
   a place to hide. A pack of 5 legionnaires               Graveyard Horse, Greyveil
                                                              VIG 10, CLA 10, SPI 5, 2GD
        are tracking them, minutes away.
                                                     Instinctive reverence for the dead, always
3. A local militia are camped, recovering              knows where they should be taken to.
   from a clash with the Legion. Few are
   dead, but the wounded cry in agony. The               Local Militia, Untrained Serfs
   lacerations of the Legion’s barbed blades                VIG 10, CLA 10, SPI 10, 2GD
       are as fresh as when they were cut.           Polearms (d10 long), patchwork uniforms
4. A Legion Warband on the horizon, firing
   their arrows at the farthest possible                SCARS FROM THE LAST DEATH
    range. Break into retreat if approached.              Location       Description
5. A new legionnaire pulling themselves          1          Face           Pierced
   from the earth. Pained, clutching rusted      2          Arm            Burned
     arms. Seeks the comfort of the Legion.
                                                 3           Leg           Crushed
6. Three Legion Warbands invade the
   nearest Holding. If defeated they return      4          Torso          Whipped
   in greater ranks. The war only ends if        5          Back           Mangled
        they are driven into fire or water.      6          Head            Sliced
  Dwelling: Cooling well ~ Sanctum: Sparkling crags ~ Monument: Cleaved mountain
      Hazard: Spiked roots ~ Curse: Groaning earth ~ Ruin: Ash-drowned town
                                                                                                  59
          2                        The
          5
                            Chain Knight
                         Born below the soil, below the stone, below all thought
                         Down, down, further down, of blood and iron wrought
     PROPERTY
     • Pronged mace (d8 hefty)
     • Oubliette mail (A1, wrapped in a long
       iron chain)
     • Tired steed (VIG 10, CLA 12, SPI 3, 3GD)
     KNIGHTED BY…
     The Winged Seer
     VIG   4, CLA 4, SPI 6, 1GD
     •     Frail broken body, tattered useless wings
           held aloft by white-masked acolytes.
     •     Sees the potential failures of those who
           ask for advice. Has no faith in anybody to
           succeed at any task.
     •     Wants to bask in vicarious glory.
60
                                           The
                                       Imp
                          In scaldrine thrall we must endure
                         Neath smoldant flame chained evermore
                   Omens                                              Cast
1. A trail, glittering dust on the surface. A     The Imp, Scaldris, Child of Black Flame
   moment later, a flash ignites five dancing             VIG 6, CLA 17, SPI 17, 10GD
   white flames that torment the travellers.         Claws (2d4) or black flame (d6 blast)
    They vanish once they have caused pain.             Feeds on frustration and pain.
2. Smouldering heat can be felt from the
   shadows of looming trees. The darkness                  Foxes of the Imp’s Court
                                                             VIG 5, CLA 15, SPI 6, 4GD
   itself burns (d6 Damage) any within, but
   does not set things alight. The shadows                 Bite (d4), smouldering tails
        return to normal after this Phase.                  Enthralled Bat Swarm
3. A fluttering swarm of bats descend on the                 VIG 5, CLA 10, SPI 3, 7GD
   Knights. They are in the thrall of the Imp,    Bites (3d6), individual attacks are Impaired
   flying to him after they have drawn blood.             unless they are Blast attacks.
4. A feast is laid out on a grand table that
   shouldn’t be here. If they partake he                    Dancing White Flame
                                                             VIG 3, CLA 10, SPI 6, 2GD
   appears and plays some impish pranks. If
   they refuse he attacks with his black fire.            Burn (d6, ignoring armour)
                                                      Cannot be harmed by physical attacks.
5. The trail turns to a maze, smoke rolling
   in, soon surrounded by walls of flame. He                    IMPISH PRANKS
   releases the victims when they are                    Transform…            Into…
              adequately frustrated.              1     Item of clothing    Wormy earth
6. He is holding court, arguing with eight        2        Bed sheets         Bog peat
   foxes in their language. If their meeting is   3          Food             Hot ash
   allowed to conclude he stomps away,            4           Pet          Choking smoke
             banished by their words.             5        Heirloom         Fatty grease
                                                  6         Flowers      Vinegar-soaked rags
     Dwelling: Hidden cave ~ Sanctum: Luminous hollow ~ Monument: Eternal tree
       Hazard: Slippery rocks ~ Curse: Haunting lights ~ Ruin: Smashed glade
                                                                                                 61
          2                        The
          6              Banner Knight
                          Beware of kindly riders festooning flags in show
                         Where they come in friendship their soldiers rush to go
     PROPERTY
     • Banner-pike (d10 long, see below, lose
       d6 SPI if the banner ever falls to the
       ground in battle)
     • Spikehammer (d6) and ornate mail (A1).
     • Fat steed
       (VIG 10, CLA 8, SPI 5, 3GD, d6 trample)
     KNIGHTED BY…
     The Cured Seer
     VIG   9, CLA 4, SPI 8, 2GD
     •     Preserved in salt, completely desiccated
           and unable to move.
     •     Barely speaks, but offers manic visions to
           those who taste their salt.
     •     Wants to live forever and witness the end
           of all things.
62
                                            The
                                    Troll
           Each stab, each cut, each severance, regrown in warpsome matter
           All stretched and swollen, big and bent, a groaning soul atatter
                  Omens                                             Cast
1. In an itchy marsh, a severed, rubbery arm           The Troll, Cursed to Endure
   pulls itself along. Claws at anybody that               VIG 18, CLA 5, SPI 6, 7GD
   interferes. Has no sense of direction,                     A2 (rubbery skin)
   eventually withering to dense, dead flesh.               Flailing limbs (2d10)
2. A tiny chameleon watches from a crooked       Regains d12 VIG at the start of its turn. Can
   branch. Hisses a warning if anybody           slowly regenerate from any harm at all, but
   passes near, stirring the Troll in the             burning takes an Age to recover.
      nearby trees, fleeing back to its home.            Loves their pet chameleon.
3. A burglar is fleeing from an abandoned                        Troll Arm
   cave, a home carved into the earth.                      VIG5, CLA 5, SPI 1, 1GD
   Clumsy furniture cobbled from rock and                     A2 (rubbery skin)
   mud. Blood on the ground, smashed                              Claw (d6)
   bones, another dead troll limb. The
     burglar found nothing of value in there.         Clumsy Burglar, Sammesrede
4. The Troll drags a dying warhorse back                  VIG 12, CLA 7, SPI 16, 4GD
    toward its new cave. A Knight lays dead.         Baton (d6), prying tools, injured leg
5. Bronze, shimmering pond amongst a bog               Honest, amoral and shameless.
   of fly-infested reeds. Disturbing the water        THINGS IN THE TROLL LAIR
   grants a vision of the Troll being attacked           Object        Condition
   by soldiers with axes, hacking the            1     Human skull       Muddy
                 creature to bits.               2     Animal bone       Bloody
6. Split from head to pelvis, the Troll holds    3    Knight’s sword     Broken
   itself together as it rampages, craving       4      Tapestry        Flattened
           meat to aid the regeneration.         5         Pot           Chewed
                                                 6        Horn           Pristine
  Dwelling: Abandoned watchtower ~ Sanctum: Singing trees ~ Monument: Titan seat
       Hazard: Tight squeeze ~ Curse: Insect swarms ~ Ruin: Forgotten palace
                                                                                                 63
          2                          The
          7
                          Pigeon Knight
                              The humble know no home to call their own
                              Horizon is their hearth, each hill their throne
     PROPERTY
     • Bitterglaive (d10 long, +d8 vs targets
       within their home)
     • Tattered mail (A1) with hooded cloak (can
       be used to vanish into a significantly large
       crowd)
     • Grey steed (VIG 7, CLA 8, SPI 5, 2GD,
       unmatched over long distance)
     KNIGHTED BY…
     The Frozen Seer
     VIG   10, CLA 13, SPI 16, 2GD
     •     Draped in a white feather cloak, face
           concealed by a fractal warping of space.
     •     Can reveal possible futures through their
           collection of delicate mirrors, each of
           which must be destroyed afterwards.
     •     Wants the Knights to succeed, but only
           after a painful struggle.
                 Person: Cruel singer ~ Name: Wattle ~ Characteristic: Fidgeting hands
               Object: Cold carving ~ Beast: Ivory goat ~ State: Intoxicated ~ Theme: Fire
64
                                          The
                                 Demon
                        Slumber stirred by rising blackened sun
                       A mocking voice conceals the fiendsome one
                  Omens                                             Cast
1. The bloody remains of an ivory goat, its      The Demon, Ul-Huroc, Writher Within
   innards laid out in a broad spiral. White              VIG 15, CLA 15, SPI 15, 8GD
   goats are never eaten, thought to be          A4, bypassed by weapons drenched in Seer-
      reincarnations of Seers from the past.                 blood (twisted hide)
2. A singer, beating a drum. They sing cruel        Rip (d6) and lash (d8) and gore (d10)
   lyrics about the Knights, knowing more                Can rip over any distance.
   than they possibly could. They utterly
    ignore the Knights, even if apprehended.          Drunks, Eonah, Nissi, Franga
                                                           VIG 10, CLA 4, SPI 9, 2GD
3. In a meadow, a band of drunks are feeding        Aspects of the possessed (see below)
   a bonfire, growing out of control. They       Awaiting the Demon, nothing else to live for.
   openly praise the Writher Within,
   gloating that he’s coming to eat the Seers    Once-beloved Knight, Ethne, Possessed
            and free us from their lies.                  VIG 15, CLA 8, SPI 3, 7GD
4. The sun is black, gold light flooding from             A2 (bloody mail, helm)
   its corona. Animals panic, Seers are                   Longsword (2d8 hefty)
   blinded. This lasts until the next sunrise.     Now knows nothing beyond slaughter.
5. A once-beloved Knight now rampages                 ASPECTS OF THE POSSESSED
   through the Realm slaughtering serfs.               Appearance        Behaviour
   Her head has sprouted a curved horn on        1     Swollen head      Fiery temper
         one side, all humanity now gone.        2     Bloody teeth    Sinister whisper
6. A bloated serf is being dragged away          3    Writhing veins    Total amnesia
   before bursting in a red mist. The Demon
                                                 4      Hot breath      Morbid cruelty
   emerges from within in their true form,
   not resting until they have eaten 7 Seers.    5   Protruding bones   No boundaries
                                                 6   Withered tongue  Paranoid delusions
      Dwelling: Hilltop house ~ Sanctum: Moaning rocks ~ Monument: Raised ship
         Hazard: Draining climb ~ Curse: Dead lands ~ Ruin: Raiding debris
                                                                                                 65
          2                          The
          8
                            Shield Knight
                        In wood, hide, or iron, as armour meek or grand
               No greater shield for the weak than the oath-sworn Knight’s own hand
     PROPERTY
     • Dull sword (2d6 hefty), tattered gambeson
       (A1) and cracked shield (d4, A1)
     • Soothing salve (you prepare enough for
       one use each day, restores VIG, see below)
     • Untested steed (VIG 12, CLA 8, SPI 4, 2GD)
     KNIGHTED BY…
     The Watched Seer
     VIG   10, CLA 10, SPI 5, 4GD
     •     Impossibly tall and long-limbed,
           blindfolded with golden silk, adorned in
           runic scripture.
     •     Can gift others with a glimpse of their
           sight, revealing raw and painful truths.
     •     Believes all the other Seers are watching.
           Wants them all blinded or dead.
               Person: Novice shepherd ~ Name: Ragge ~ Characteristic: Haunted look
               Object: Storm ring ~ Beast: Roaring coot ~ State: Parched ~ Theme: Water
66
                                                  The
                                        Sea
                     A briny tempest churns, jaden tides all swell
                  The ringen path entwines with looming ocean’s spell
                   Omens                                              Cast
1. On glittering rapids, a shepherd is being            Devout Shepherd, Ganthyrn
   attacked by 8 wolfcrabs, usually only seen                VIG 12, CLA 7, SPI 7, 1GD
             scavenging on beaches.                   Crook (d6 long), longs to serve a Seer
2. Salty rain batters the land, web-like weed
   hanging from the trees. In an abandoned        Wolfcrab, Bluebrine, Hyena of the Deep
                                                            VIG 5, CLA 5, SPI 5, 3GD
     bowyery, deer and boars take shelter.
                                                               A2 (thick shell)
3. At the site of a modest pond, a new sea                       Claws (2d6)
   rises forth, its tide surging out night and
   day. Roaring coots honk out in a                   The Two-Hearted Knight, Alahag
                deafening protest.                         VIG 10, CLA 6, SPI 14, 10GD
4. The Two-Hearted Knight bellows at the                     A2 (whitemail, plate)
   Sea, trying to repel the water with their      Brightsword (2d6 hefty, when the dice match
   coral ring. They don’t know that they          an enemy is dazzled), coral ring (bearer can
   must be submerged in the water to                command the Sea when submerged in it)
                    command it.                          Wants to redeem themselves.
5. A great storm begins, and won’t stop until
   the wave has arrived. Saltwater rises                    FLOTSAM & JETSAM
   from all water sources, the land is flooded,          Condition           Item
               and harvest ruined.                1       Ancient          Armour
6. The wave swells on the horizon, as tall as     2      Preserved       Stone Tablet
   a mountain range. If it washes over the        3       Chained           Corpse
   Realm then little can survive. After the       4       Tangled           Sword
   devastation the Sea is quelled and
           returns to its rightful place.         5        Rotted          Pendant
                                                  6      Barnacled          Shield
    Dwelling: Salmon stream ~ Sanctum: Lapping waves ~ Monument: Clifftop tomb
         Hazard: Perilous crossing ~ Curse: Rolling fog ~ Ruin: Rotten gallows
                                                                                                 67
          2                                   The
          9
                            Whip Knight
                                    Some draw screams from flesh and bone
                                       Others seek to make soul moan
     PROPERTY
     • Spiny mace (d8 hefty) and whip (d6)
     • Strange herbs (different effect each time,
       see below. Enough for one dose each day.
       Effects wear off after an hour, but Virtue
       Loss remains)
     • Pampered steed (VIG 10, CLA 8, SPI 5, 2GD)
     KNIGHTED BY…
     The Prey Seer
     VIG   5, CLA 12, SPI 12, 4GD
     •     A hunched, flea-infested little wretch.
     •     Sees every hunger of every other being in
           the Realm.
     •     Longs to be eaten by something huge.
            Person: Sickly ironsmith ~ Name: Cradokke ~ Characteristic: Bright clothes
           Object: Artful cup ~ Beast: Longly viper ~ State: Tormenting ~ Theme: Shrinking
68
                                          The
                                       Elf
                   A steward of seasons, nature’s power bestowed
              Our land bends to their whimsy, our lives no mercy showed
                  Omens                                                Cast
1. Along a sheltered stream, isolated signs of        The Elf, Steward of Seasons, Coredis
         the next Season arriving early.                        VIG 9, CLA 9, SPI 9, 13GD
2. Two season destroyers are about to kill a             Acts first, faster than any opponent.
   defenceless, defeated ironsmith outside                   Wants to flaunt their power.
   his tiny forge. They claim the tide of             In Spring: SPI 19 and swiftbow (2d6 long)
          seasons requires fresh blood.               In Harvest: VIG 19 and goldfalx (3d6 long)
3. A season scout carries the rod of the             In Winter: CLA 19 and claws and jaws (4d6)
   upcoming Season, wishing to gift it to a       Season Scouts, Tizra, Vioth, Santrosal
   Seer courtesy of the Elf. The rod holds the             VIG 8, CLA 16, SPI 12, 8GD
      power to usher in its Season early.        Swiftbow (2d6), strawlike hair, zero patience
4. A season scout gifts the bow of the           Flee when wounded, faster than any mortal.
   upcoming Season (d8 long) to the Knight
   with the highest SPI score. It is imbued          Season Destroyers, Kilunar, Tasiviza
   with the power of the upcoming Season,                    VIG 10, CLA 12, SPI 12, 8GD
          when it is more potent (2d8).                   A2 (smoothbark armour, helm)
5. A season scout is travelling to the Seat of        Goldfalx (3d6 long), sense of superiority
   Power to deliver a message to the ruler of
   the Realm. They carry the longly viper, a         QUIRKS OF THE ELF AND THEIR KIN
   leaping, talking snake. Only the viper                  Cannot       Absolutely Must
   knows the message, that the Elf is coming     1      Harm animals     Extinguish fires
       to claim this Realm as their own.         2       Harm plants     Kill the elderly
6. The Elf emerges to claim the Seat of          3       Feel emotion     Scare children
   Power, a Warband each of scouts and           4          Speak        Steal jewellery
        destroyers. They’d prefer a duel.        5       Step indoors  Consume food seen
                                                 6      Tolerate music   Punish the ugly
  Dwelling: Hunting hideout ~ Sanctum: Enchanting pool ~ Monument: Carved names
        Hazard: Thorn snares ~ Curse: Invisible eyes ~ Ruin: Unmarked graves
                                                                                                   69
          2                          The
         10
                                 Seal Knight
                              A Knight’s sworn oath outlasts the stone wall
                               Yet Seers say in time even words must fall
     PROPERTY
     • Stout halberd (d10 long), gambeson (A1),
       siege plate (A1, when the wearer braces
       against a door it cannot be breached)
     • 3 runic scrolls (see below, can only be read
       by Seers, who value them greatly)
     • Dusty steed (VIG 10, CLA 8, SPI 5, 4GD)
                      RUNIC SCROLLS
                  Subject             Prophecy
      1       The Seer reading          Death
      2       The Seal Knight          Torment
      3        Another Knight          Rebirth
      4         Another Seer          Treachery
      5           A Myth               Growth
      6       The whole Realm           Glory
     KNIGHTED BY…
     The Drunken Seer
     VIG   14, CLA 6, SPI 10, 1GD
     •  Eyes can’t focus on her enough to get a
        sense of what she looks like.
     • Just being in her presence creates an
        intensely intoxicated feeling. Sleeping in
        this state gives vision-laden dreams.
     • Wants peace and quiet in the morning,
        good company in the afternoon, nobody
        can decipher what she wants at night.
           Person: Relaxed courier ~ Name: Sparenot ~ Characteristic: Formal clothes
      Object: Unbreakable compass ~ Beast: Flame weasel ~ State: Relaxing ~ Theme: Charm
70
                                                   The
                                        Axe
              As tools of humble lumberwrack they split the log and stone
              This one made to cleave the knights and castles that they own
                   Omens                                               Cast
1. A cowherd sleeps on a branch. Then, a                 The Axebearer, Wella Gall
   rumble in the ground followed by their                 VIG 14, CLA 12, SPI 15, 11GD
           cattle stampeding this way.                     A1 (restitched gambeson)
2. A maze of stony crags. A message carved              Axe (d10 long, +d12 vs Knights)
   in the rock: “All Knights will feel the Axe”.    Believes their fate is to kill all Knights.
3. A ruined hexagonal temple, seven stone          Any who carry the Axe share this delusion.
   seats the only furnishings left within.                Flame weasel, Embernip
   Each has a skull placed on it, the crest of               VIG 5, CLA 10, SPI 5, 2GD
   a Knight roughly scratched into each seat.      Jaws (pleasant burn, restoring CLA once per
   A flame weasel gnaws on one of the skulls.           day), gluttony for birds and eggs
4. A secluded orchard, pained groans
   amongst the birdsong. A Knight lies                    Stampeding Cattle, Warband
   bleeding, arm severed by the Axebearer.                    VIG 10, CLA 5, SPI 5, 3GD
     She doesn’t know why she was spared.
                                                             Relaxed Cowherd, Pasco
5. Echos of conversation from a winding                         VIG 11, CLA 5, SPI 16, 3GD
   tunnel. The militia within are discussing           Scrolls, maps, compass (extremely rare)
   whether the Knights should lay down
      their lives to appease the Axebearer.                  THE SONG OF THE AXE
6. The Axebearer stands atop a crag,                      Arcing Sound     Strike Sound
                                                   1        Humming         Thunderclap
   proclaiming that the Axe will break the         2        Whistling       Deep rumble
   very land in two. Their first strike to the     3         Hissing      Shattering stone
   ground causes rumblings, the second             4         Buzzing          Bell toll
   tears a chasm across the Hex, the third a       5         Tearing       Echoing boom
    mighty canyon across the whole Realm.          6        Screaming      Crashing wave
        Dwelling: Logging camp ~ Sanctum: Vast plain ~ Monument: First flame
         Hazard: Fallen woods ~ Curse: Labyrinth trail ~ Ruin: Tumbled tower
                                                                                                  71
          2                        The
         11
                            Horn Knight
                           A horn cried, hearts asank, blood pulsed anew
                     In its wail our fates all sealed a feast beneath death’s view
     PROPERTY
     • Antler-halberd (d8 long, +d10 vs horned or
       antlered opponents) and bow (d6 long)
     • Wild Horn (see below)
     • Rusty warhorse
       (VIG 13, CLA 6, SPI 5, 2GD, d6 trample)
     KNIGHTED BY…
     The Feasting Seer
     VIG10, CLA 3, SPI 3, 1GD
     A3 (huge soft body)
     •     Vast, soft, immobile creature, constantly
           fussed over by white-cloaked acolytes.
     •     Silent, does nothing but gorge on food,
           but her acolytes interpret meaning from
           whether she accepts or rejects offerings.
     •     Her guidance is generally helpful,
           especially to those who are kind to her.
                Person: Repugnant pedlar ~ Name: Endry ~ Characteristic: No nonsense
             Object: Destiny nut ~ Beast: Swiftly blackbird ~ State: Helping ~ Theme: Blood
72
                                           The
                                   Dwarf
             Fore first story, fore first seer, the time that came fore time
           One smith, one hammer, rock then hill, then world in craft divine
                   Omens                                              Cast
1. An ancient fountain, smashed to pieces,          The Dwarf, Drod of the First Forge
   tended to by a lone Dwarf. He uses his                  VIG 15, CLA 15, SPI 12, 7GD
   hammer to gently piece the stone back                    A2 (mail, bronze plate)
   together. Claims to be in the service of the    Creator hammer (3d10 slow, cannot kill)
    ruler of the Realm, happy to work again.      Driven by a creative urge, feels nothing else.
2. Voices from within a shadowy grove.
   Mercenaries, arms freshly forged by the         Newly Armed Mercenaries, Warband
                                                           VIG 12, CLA 10, SPI 10, 5GD
      Dwarf, discussing where to find work.
                                                         A3 (mail, bronze plate, helm)
3. A sudden, broad tunnel entrance. The                     Forged arms (see below)
   Dwarf leads reluctant labourers in             Both armour and weapons can be controlled
   digging out a passage to a distant Realm.         by the wielder of the creator hammer.
   He doesn’t care where. The earth itself
   appears to bleed in the ground around the              Giants of Vengeful Earth
      tunnel. The Dwarf seems undeterred.                    VIG 17, CLA 4, SPI 3, 7GD
4. Suddenly rising from the ground, three                    A3 (rock and soil body)
   great giants of vengeful earth lash out at       Swipes (d10) or huge smash (2d10 slow)
             any people they can find.            Fights until they feel humanity has suffered.
5. Band of traders, labourers, and thieves                     FORGED ARMS
   from a distant Realm. Claim they arrived               Material           Type
     through the tunnel, looking for a home.      1     Eternal bone       Blade (d6)
6. The earth writhes and convulses. The           2     Golden willow    Spear (d8 hefty)
   ground opens up to claim the nearest           3     Blood bronze   Hammer (d8 hefty)
   Holding, swallowing it into the distant        4      Night flint   Bardiche (d10 long)
         Realm at the end of the tunnel.          5      Meteor iron    Maul (2d10 slow)
                                                  6      Deep amber    Greatbow (d10 slow)
       Dwelling: Humble fort ~ Sanctum: Bracing winds ~ Monument: Seer’s skull
          Hazard: Mud slopes ~ Curse: Desolate moor ~ Ruin: Bloodied altar
                                                                                                   73
          2                            The
         12
                               Dove Knight
                       In serenous moon the best of us can rest in docile light
                      The quietest bird in impure times must soar in grisly flight
     PROPERTY
     • Stout blade (2d6 hefty), gambeson (A1),
       and winged scale (A1, can’t fly, but see
       below)
     • Bright weeds (create a cool glow when
       crushed to a powder, restock each new
       Season)
     • Mountain steed (VIG 14, CLA 5, SPI 5, 2GD,
       sure-footed on rocky ground)
     KNIGHTED BY…
     The Sunlit Seer
     VIG   3, CLA 13, SPI 15, 2GD
     •     Fragile, burnt body shuddering in a bed,
           tended by a lone herbalist.
     •     When she is the nearest Seer she can
           appear as a white face in the sun.
     •     Wants to see her beloved Knights
           triumph in battle above all else.
           Person: Scarred bounty hunter ~ Name: Arture ~ Characteristic: Always eating
         Object: Soldier’s horseshoe ~ Beast: Leafy goose ~ State: Returning ~ Theme: Revenge
74
                                          The
                                 Tower
                     In the tapestry of ages, stretching ever forth
                 The spiteful spirit of the land shows our follies’ worth
                  Omens                                                Cast
1. Marching across a barren moor, the Bolt             Bolt Knight, Berech of the Tower
   Knight escorts labourers in carts. They                    VIG 12, CLA 17, SPI 9, 7GD
   are being taken to the site of the Tower,            A3 (mail, shimmering plate, helm)
         where more efforts are needed.              Cruel partisan (d10 long +d10 vs mounted)
2. A dozen great birds of burden haul huge            Hatred for anything less than perfection.
   blocks across the Realm. A wake of torn
   earth. Tower guards escort on horseback.            Great Bird of Burden, Wazzletard
                                                              VIG 17, CLA 10, SPI 4, 4GD
3. A stairway in the wilds, dreamlike visions                      A2 (huge body)
   to any who ascend (see opposite). At the                   Trample and tear (2d10)
   top, a clear view of the Tower, complete on       Easily startled, longs for human approval.
                     the horizon.
4. Black clouds and thunder, but no rain.                     Tower Guards
   Crackling lightning turns to bolts,                        12, CLA 10, SPI 7, 4GD
                                                              VIG
   sparking fires across the Realm. This does                  A2 (mail, helm)
          not end until the Tower falls.                    Polearms (d10 long)
5. A titanic thunderclap and dazzling bolt of    Craving purpose, to be part of something big.
   lightning. The Tower begins to fall and
   cannot be stopped. The thunder and                         DREAMLIKE VISIONS
                lightning continue.                          Form            Content
6. With a swell of thunder all tower-like        1           Frozen     Regrets (lose d6 SPI)
   structures in the Realm are shaken,           2          Abstract   Hardship (lose d6 VIG)
   grand or humble. With a final clap they       3         Non-visual    Fear (lose d6 CLA)
             all fall. The clouds clear.         4          Ghostly      Pride (restore SPI)
                                                 5        Melodramatic  Comfort (restore VIG)
                                                 6          Watery     Guidance (restore CLA)
  Dwelling: Open market ~ Sanctum: Smouldering geyser ~ Monument: Buried library
             Hazard: Spike rocks ~ Curse: Sulphur stink ~ Ruin: Ash pit
                                                                                                  75
          3                           The
          1
                             Story KnightAt last, I’m here!
                        The one you were waiting for, the one behind the words
     PROPERTY
     • Crook-blade (d10 long), mail (A1), bronze-
       studded brigandine (A1)
     • Book of stories (something for everyone,
       see below for a random tale)
     • Sinister steed (VIG 10, CLA 14, SPI 5, 3GD)
     KNIGHTED BY…
     The Silvered Seer
     VIG   9, CLA 19, SPI 13, 2GD
     •     Shuffles slowly with help from adoring
           acolytes, body weighed down by blue
           candles and silver filigree.
     •     Claims not to be a Seer at all, a lie. They
           know more than any other, but gives only
           the barest hints of advice.
     •     Wants to escape and live a normal life.
              Person: Intolerant herder ~ Name: Abbotte ~ Characteristic: Sharp features
           Object: Bear wand ~ Beast: Emerald panther ~ State: Proud ~ Theme: Commands
76
                                           The
                              Chariot
                            Bursten forth out shroud o’night
                             Graven wheel and tiger’s bite
                  Omens                                                Cast
1. The stars are visible, even in day, forming            The Charioteer, Arayda
        a wheel pattern, visibly turning.                  VIG 16, CLA 7, SPI 18, 9GD
2. A huge crater, barely the rubble of a stone         A3 (Emerald skin and armour)
      outpost left. Heavy footprints within.      Meteor rod (2d8 hefty, wounded targets are
3. A distraught family claim a pair of great     thrown d6 Hexes, taking d6 further Damage)
   tigers attacked their small farm, eating      Driven to avenge any slights against himself
   their chickens, sheep, and dog. They                 or anybody he takes liking to.
   claim the beasts fell from the sky and                        The Chariot
        vanished back into the darkness.                       5GD A2 (structure)
4. A swathe has been cut through a forest or            2d12 trample, nothing can stop it
   mountain. It leads toward the Myth Hex.
5. The Charioteer rides over the horizon,                 Tigers, Frecko & Parafusa
   pulled by two great tigers. He is quick to                VIG 15, CLA 15, SPI 5, 6GD
   share his past triumphs, gathering                Rip and tear (2d8), faster than any horse
   followers to feed his ego. He seeks revenge           Hatred of horses, fear of mirrors.
   against the ruler of the nearest Holding,                  BOASTS AND SLIGHTS
     who has slighted him in a minor way.                     Boast                 Slight
6. Following up on a boast that somebody         1     I shaped the moon     It was in a past life
   doubted, the Charioteer is preparing to       2    I set stars in motion    They disgust me
   charge either upstream, or into the tide,     3
                                                        I awoke the first   They don’t appreciate
   proving that no mere water is a match for                  Spring            their standing
   the Chariot. They will succeed at this,       4      I dug out the sea   They mistreated a cat
   driving the water away for good, before            I rendered the trees   They squander their
                                                 5          motionless               lands
    taking flight and returning to the stars.
                                                 6   I made the mountains They sleep too much
  Dwelling: Tranquil quarry ~ Sanctum: Reclusive scribes ~ Monument: Heron statue
       Hazard: Flooded glade ~ Curse: Dizzying reeds ~ Ruin: Smashed pottery
                                                                                                     77
          3                        The
          2
                           Turtle Knight
                                    I stand inclad in shelldy stead
                                   Nawone of you will see me dead!
     PROPERTY
     • Beakhammer (d6), battered tower shield
       (d4, A1)
     • Drinking horn (makes even disgusting
       liquids taste good, see below)
     • Squat steed (VIG 14, CLA 5, SPI 6, 2GD)
     KNIGHTED BY…
     The Broken Seer
     VIG   2, CLA 7, SPI 13, 1GD
     •     A pile of loose limbs around a husk of a
           torso. Just able to pull themselves into a
           standing form with some difficulty.
     •     Doesn’t share much guidance now, but
           sends a body part on the quest to help.
     •     Wants more broken body parts to add to
           their heap.
                Person: Wise farmer ~ Name: Crabbe ~ Characteristic: Fine embroidery
            Object: Bird cauldron ~ Beast: Oily buzzard ~ State: Starving ~ Theme: Flowers
78
                                           The
                                   Desert
                Flesh and stone and grass are nought but falsely forms
                             All are dust, nothing more
                   Omens                                               Cast
1. Winds bring a sudden dust storm.               Crafty Hunters, Eadon, Frith, Burhow
   Visibility is short and travel impossible. It            VIG 10, CLA 13, SPI 7, 3GD
             blows over by nightfall.                Shortbow (d6), pig blood, cooking pot
2. Farmer staring into the clear sky. Claims
   the air feels too still. Until this Myth is           Oily Buzzard, Grimecrow
                                                             VIG 7, CLA 14, SPI 2, 2GD
   resolved there is no rain, the land
   gradually dries out, rivers start to wither.     Beak  (d8), oily hide (any weapons that
                                                 wound the creature reduce their die type by
3. Oily buzzards circle above, a band of            one size. Can be removed with alcohol)
   hunters below are playing dead in an
   attempt to catch and eat them. These           The Dust Hag, Exiled from Tomorrow
   birds are usually only found in barren                  VIG 8, CLA 13, SPI 11, 13GD
                    wastelands.                  Claws (2d6), dust shroud (ranged attacks are
4. A disembodied eye floats, watching the Impaired), dust stake (d4, anybody wounded
   Knights. If touched it turns to dust. The         is turned to dust until the hag dies)
           hag has taken note of them.                Driven by her whims (see below).
5. A parched stream, grey dusty earth Is NOT a Seer. Hates any mention of them.
   flowing upstream toward the dust hag’s
                     rocky lair.                         WHIMS OF THE DUST HAG
                                                           Wants                  The Catch
6. In her lair, the dust hag unleashes the 1              Treasure               Immediately
   Desert in full. Every Hex within 3 Hexes 2         Entertainment        Of a very specific type
   of the Myth Hex is now the Desert as long 3             Praise           At the cost of another
                    as she lives.
                                                  4     Peace and quiet     No amount is enough
                                                  5       Authority        In another, distant lair
                                                  6        Security        Also the Seat of Power
  Dwelling: Music camp ~ Sanctum: Silent stairs ~ Monument: Flower-adorned graves
         Hazard: Bone ridges ~ Curse: Eerie drone ~ Ruin: Bloody battlefield
                                                                                                      79
          3                           The
          3
                                    Key Knight
                                         Sure as sky and sea
                                         For every lock a key
     PROPERTY
     • Horned axe (d8 hefty), kite shield (A1 d4)
     • Ring of keys (for any lock there’s a 1-in-3
       chance you can find a key that fits) and
       bag of ill-gotten gains (see below)
     • Jittery steed (VIG 12, CLA 10, SPI 3, 3GD)
     KNIGHTED BY…
     The Unspoken Seer
     VIG   5, CLA 18, SPI 18, 6GD
     • Locals claim there’s no Seer here and
       dodge further questions.
     • Worthy Knights find guidance left as
       cryptic symbols in the wilderness near to
       their Sanctum and near to any Myth.
     • Wants to remain unspoken, unobserved,
       and eventually cease to exist at all.
             Person: Bitter archer ~ Name: Beryan ~ Characteristic: Intense speech
       Object: Rainbow beads ~ Beast: Riding peacock ~ State: Guarding ~ Theme: Towers
80
                                     The
                           Mountain
                           How earth ajoys to lay frailty bare
                          Render us small in its coldstone stare
                  Omens                                               Cast
1. Fur-clad monks pray toward the                             The Mountain Itself
   Mountain, scattering stones, water, and           Black crags, white peak. Travel toward it
   coals in its direction. They warn that only           feels uphill, causing d6 VIG loss.
             the worthy can climb it.
2. The Mountain appears on the horizon. A        Peacock Riders, Castian and Company
                                                          VIG 10, CLA 7, SPI 13, 4GD
   pack of 4 crag cats have descended, laying
      gems as bait for unsuspecting prey.           A2 (glamorous shield and high helm)
                                                     Light lance (d8 hefty), shield (d4)
3. The Mountain’s shadow swells, covering          Riding peacock (VIG 7, CLA 6, SPI 6, 5GD)
   the Realm most of each day. Animals are
    distressed, crops struggle in the gloom.      Crag Cat, Gemtongue, Gluttontiger
4. Seven peacock riders approach the                      VIG 8, CLA 17, SPI 6, 4GD
   Mountain. They claim their peacocks are       Claws (2d6), mouthful of jewels laid as bait
   so magnificent that nature simply gives
        way to them. They are mistaken.               Mourning Squires, Ennad, Merryn
                                                            VIG 7, CLA 8, SPI 6, 5GD
5. Two Squires return from near the peak.                         A1 (shield)
   Their Knights were killed by a pack of                Shortsword (2d6), shield (d4)
   crag cats, the Squires killing the cats in
   revenge. They’re headed to the nearest                      PATH TO THE PEAK
       Holding to seek their knighthoods.                    Route         Surroundings
6. Atop the mountain, a voice questions          1       Cliffside climb     Barren rock
   anybody at the peak. “Are you worthy?”        2       Tight squeeze      Mocking goats
   Those who answer yes receive a brief          3        Giant steps      Watching crows
   vision of a glittering city. After leaving    4      Crumbling path     Aromatic shrubs
    the Mountain it fades from the horizon.      5        Rope bridge       Thorny bushes
                                                 6      Winding tunnel      Gnarled trees
  Dwelling: Bridge tower ~ Sanctum: Flickering aurora ~ Monument: Candle-lit shrine
     Hazard: Lurking predators ~ Curse: Dying wetland ~ Ruin: Collapsed bridge
                                                                                                 81
          3                         The
          4
                           Moat Knight
                             There they stood, awashed in soddled loam
                              A grottling dance, the dusky sky agloam
     PROPERTY
     • Spiked flail (d10, long) and barbed mail
       (A1, anyone trying to grab or hold you
       takes d6 Damage)
     • Moat shovel (any hole dug with this
       immediately begins to fill with water,
       stopping when full)
     • Difficult steed
       (VIG 12, CLA 6, SPI 6, 2GD, see below)
     KNIGHTED BY…
     The Brazen Seer
     VIG10, CLA 3, SPI 10, 1GD
     A2 (bronze plates)
     •     A burning soul, welded into a hollow
           bronze statue of himself, mounted above
           a blazing fire pit.
     •     Sees any moments of great pain, in the
           past or the probable future.
     •     Wants others to suffer pain, as he has.
               Person: Hot-tempered baker ~ Name: Bray ~ Characteristic: Extremely old
                Object: Shadow lens ~ Beast: Two-tailed eel ~ State: Lost ~ Theme: Battle
82
                                             The
                                       Star
                                     The symbol of hope
                                     The herald of ruin
                   Omens                                                  Cast
1. A green star appears in the sky, brighter       Walking Tower, Guardian from the Star
         than any other, slowly circling.                    VIG 18, CLA 12, SPI 3, 7GD
2. An archer lies on a flat rock. Trails of pale     A4, treat as structure (star-iron walls)
    light fall from the Star onto the Realm.                  Crushing claws (2d10)
3. Spires of dull metal, planted in the                or starlight bolts (3d8 or d10 blast)
   ground, forming a barrier, blocking travel      Being controlled from within by a creature.
   in the direction of the Myth Hex. Moving              Strange behaviour (see below).
   toward the barrier causes intense pain,                      Creature from the Star
   pushing through it causes d12 Damage,                          VIG 5, CLA 13, SPI 6, 2GD
     ignoring Armour and other protection.             Starlit spear (2d10, hefty), gelatinous body
4. A silver spire, patrolled by a walking
   tower on birdlike legs. Smaller spires                     Mercenary Archer, Araya
      slowly grow around the central spire.                    VIG 13, CLA 11, SPI 10, 1GD
5. A mass of twenty commoners being                                 A2 (mail, helm)
   escorted by 3 walking towers. They are                  Longbow (d8, slow), handaxe (d6)
   being taken to the Myth Hex to be fed into          Out of employment, blames everybody but
          the red spire that grows there.                      herself, wants a good war.
6. Helpless commoners being forced into the                     TOWER BEHAVIOUR
   opening at the base of a towering silver                   Priority          Quirk
   spire. 5 walking towers guard them.             1       Destroy threats  Rumbling howl
   When they have all been taken on board          2        Uproot trees   Keeps falling down
   the spire glows with a blinding light           3         Lure prey       Very sluggish
   before returning to the green star with a       4        Spread terror   Hatred of birds
        screaming streak. The Star fades.          5        Observe spire     Broken leg
                                                   6       Consume stone     Fear of water
   Dwelling: Jouster field ~ Sanctum: Viewing treehouse ~ Monument: Mossy bridge
    Hazard: Slippery climb ~ Curse: Signpost to nowhere ~ Ruin: Dead tree-shrine
                                                                                                      83
          3                       The
          5
                         Boulder Knight
                                  A fated charge in mail and stalward plate
                                   Abaited foes await that thundring gait
     PROPERTY
     • Siege hammer (d10 long), mail (A1), and
       fancy plate (A1, see below)
     • Hand-written book “Of Time-Tested
       Guidance in the Construction and
       Destruction of Fortresses, Ramparts, and
       Castles”.
     • Well-fed steed (VIG 14, CLA 8, SPI 6, 3GD)
     KNIGHTED BY…
     The Weeping Seer
     VIG   7, CLA 7, SPI 6, 2GD
     •     A humble young man sobbing in a
           darkened corner.
     •     Constantly haunted with images of ways
           in which things could go wrong, always
           leading to his own horrible death.
     •     Wants to take every precaution, but it’s
           never enough.
                Person: Pristine raider ~ Name: Ogan ~ Characteristic: Smooth charmer
               Object: Dream cup ~ Beast: Bright mole ~ State: Burying ~ Theme: Sunset
84
                                             The
                                      Sun
                          Aurant of crown, a sov’reign aflame
                         The blaze of life can reap just the same
                  Omens                                                 Cast
1. A field of golden flowers, moles-a-brightly       The Sun, in the Form of the Feaster
   munching on their stems. The Sun                          VIG 18, CLA 5, SPI 10, 4GD
   appears extra bright, even peeking over                      A6 (colossal body)
               the horizon at night.                        Crush (2d12 or d12 blast)
2. A couple, vagabonds living off the land,          Wants to eat all crops. Afraid of animals.
   carrying a basket of fruit. They praise the
   Sun for an unusually ripe bounty.                      Mole-a-Brightly, Blazenose
                                                              VIG 3, CLA 13, SPI 2, 3GD
       Immediately flee from the Knights.
                                                     Glows pleasantly when eating, hates that
3. The Sun rises to new heights, not setting             which it does not already know.
   again until the Myth is resolved. Roll a
   new blessing of the Sun each time you                  Raiders, Opal and Company
      arrive at a settlement (see opposite).                  VIG 12, CLA 12, SPI 7, 3GD
4. A shady grotto, 5 raiders arguing loudly          Hatchet (d6), bow (d6 long), stolen trinkets
   within. They are frustrated that they
   cannot raid at night anymore. They plan            Vagabond Couple, Harnis & Raschle
                                                             VIG 9, CLA 14, SPI 12, 2GD
      a dire attack on the nearest Holding.
                                                      Dagger (d6), sling (d6), distrust Knights
5. A drought on the land. Wells dry, ground
   hardens, rivers die. The Sun brings no                    BLESSINGS OF THE SUN
             more boons, only banes.                          Boon                 Bane
6. The Sun swells further, then descends on      1        Early harvest          Forest fire
   the Realm in the form of the feaster, a       2      Huge ball game        Exhausted elders
   colossal golden man. He bounds about the      3    Outdoor performance     Worn out steeds
   Realm eating anything that grows.             4        Choir of birds      Ruined cropfield
     Terrified of animals, but not humans.       5    Travelling merchants     Insect swarms
                                                 6    Day of rest proclaimed Desperate predators
       Dwelling: Signal tower ~ Sanctum: Shady grotto ~ Monument: Sun brazier
        Hazard: Stinging swarms ~ Curse: Foul shadow ~ Ruin: Dirge-horn altar
                                                                                                    85
          3                                    The
          6
                      Tankard Knight Abrash and bold, renowned and rued
                                     Their presence cheered in feast or feud
     PROPERTY
     • Eagle axe (d8 hefty), roundshield (d4, A1),
       mail shirt (A1)
     • Scar from a friend betrayed (see below)
     • Aggressive charger
       (VIG 14, CLA 5, SPI 6, 2GD, d8 trample)
     KNIGHTED BY…
     The Red Seer
     VIG   8, CLA 15, SPI 15, 10GD
     •     Their shape lost within billowing crimson
           robes, flashing wet fabric forms fleeting
           shapes and faces, a voice on the breeze.
     •     Favours those who are open in their
           desires and fears. Hates dishonesty.
     •     Feels only one fleeting emotion at a time,
           but feels it with great intensity.
                Person: Influential collector ~ Name: Tresera ~ Characteristic: Wild hair
            Object: Beast idol ~ Beast: Burrowing otter ~ State: Rejoicing ~ Theme: Memory
86
                                            The
                                  Moon
                             Nasty neth’ren, neyn of night
                             Lain to life in loomer’s light
                  Omens                                               Cast
1. On a steep-sloped scrubland an elderly           The Claw, Black Lobster of the Wood
   woman gathers thorns. She claims they                    VIG 14, CLA 14, SPI 5, 6GD
   ward off the Claw, who’s due another              A2 (carapace), scything pincers (2d10)
                victim any night now.                    Repelled by thorns or nettles.
2. The Moon looms as a sharp crescent.               Wants to drag somebody into the night.
   When night falls the Claw begins to
   screech from the darkness. It only strikes        The Bonebreaker, Brawn o’no Brain
                                                             VIG 19, CLA 3, SPI 3, 5GD
          if it spots a vulnerable target.
                                                    A3 (deathless body), crush and tear (2d10)
3. Ferocious revellers dance around a beast          Repelled by clean bones. Wants to crush
   idol. They break animal and human bones                          the weak.
   against the stone totem, keeping the
     Bonebreaker at bay for another night.          The Bloodsucker, Wolf that Walks on
4. The Moon looms large and crooked. As              Foot, Queen of All Hungers, Esved
   soon as night falls the Bonebreaker                    VIG 12, CLA 17, SPI 15, 14GD
     strikes suddenly and without warning.           Claws and fangs (2d8, +d10 at night)
5. A wild-haired sage tries to calm a                       Repelled by cold blood.
   panicking congregation. He laments that               Wants to drink strong blood.
   they have no reptiles to sacrifice, a                    FALSE SUPERSTITIONS
   tradition intended to ward off the                      Tradition         Supposed Effect
   Bloodsucker, so instead people should        1       Sleep in the soil     See in the dark
      arm themselves and bar their doors.       2         Sever a toe       Speak with animals
6. The Moon looms waning and pale. When         3      Eat mouldy cheese     Avoid nightmares
   night falls the Bloodsucker strikes when     4     Drink bitter root tea  Prophetic dreams
         the Knights are most off-guard.        5      Steal a horseshoe         Find love
                                                6     Nurture a butterfly      Cheat death
      Dwelling: Great hall ~ Sanctum: Flower patch ~ Monument: Spear reliquary
        Hazard: Biting thorns ~ Curse: Blinding spores ~ Ruin: Hunter remains
                                                                                                 87
          3                           The
          7
                                   Owl Knight
                        A noble one, a lord indeed, who feasts on fruits of fact
                      From nog to nosh the nut of knowing fills with pleasing fat
     PROPERTY
     • Blade-staff (2d8 long) and ringmail (A1)
     • Sack of books (1-in-2 chance you have a
       small snippet of information on any
       particular topic at hand, otherwise you
       find a miscellaneous tome, as below)
     • Peaceful steed (VIG 10, CLA 10, SPI 6, 4GD)
     KNIGHTED BY…
     The Screaming Seer
     VIG   13, CLA 4, SPI 3, 1GD
     •     RAAAAAARGH!
     •     YAAAAAAAAAARRRGH!!!
     •     Utterly useless most of the time, but
           occasionally scribbles prophetic notes
           when left alone for a while.
88
                                                  The
                                      Lion
                        With creak and grind of time-worn wheel
                           A king of all is brought to kneel
                   Omens                                                Cast
1. On the brink of a disused clay pit, a potter    The Lion, Belliore, King of All Beasts
   shapes a bowl, telling a story to the dozen              VIG 18, CLA 12, SPI 15, 10GD
   children gathered to watch. She tells of               A2 (thick hide, shaggy mane)
   the Lion, the king of beasts. No Knight        Claws and jaws (2d8 +d10 against humans)
   could slay him, but a potter was his great        Roar (all who refuse to bow lose d6 SPI)
      enemy. She avoids giving any details.       All beasts bow to him, but he loathes them.
2. Horse breeders leading a dozen chargers        Hates the sound of wheels, terrified by fire,
   toward the Seat of Power. They’re              cockerels, and any beast that stings. Even a
   struggling to get the horses moving, as          drop of weak venom is lethal to the Lion.
   they’re all bowing toward the Lion’s Hex.        Can speak, but resents needing to do so.
3. An isolated, babbling pond. A pike pokes                 Storytelling Potter, Niefib
   its head from the water to cackle at                       VIG 10, CLA 14, SPI 18, 2GD
   passers-by. It can’t really speak, but             A1 (layers and layers of coats and cloaks)
   mimics words it has heard. It shouts “He’s              Always followed by a throng of
    here for his crown” among the gibberish.                     infuriating children.
4. All steeds throw riders to the ground
                                                           INFURIATING CHILDREN
   before charging off toward the Seat of
        Power to await the Lion’s arrival.                   Wants                Will Not
                                                  1       Entertaining            Stay still
5. The Lion, heading toward the Seat of
                                                  2    A very specific food      Use words
      Power to peacefully take the Domain.
                                                  3      What you have           Stop crying
6. Tired herald spreads word that the Lion        4        To go home       Compromise even a bit
   has taken the Seat of Power. Some
   humans remain in court, but mostly                  Something another     Explain themselves
                                                  5         child has              properly
    they’re replaced with unsuitable beasts.
                                                  6   They don’t even know    Stop grabbing you
  Dwelling: Actor encampment ~ Sanctum: Quiet path ~ Monument: Duelling ground
          Hazard: Rat territory ~ Curse: Smoke clouds ~ Ruin: Murder pit
                                                                                                    89
          3                          The
          8
                          Hooded Knight
                                     As deeds abound in history's script
                                     More slip from time’s forgetful grip
     PROPERTY
     • Glaive (d10 long), 3 throwing axes (d6)
     • Cloak and hood (see below, while fully
       cloaked and hooded, people will see you in
       the moment, but have no memory of you
       once you pass from sight)
     • Modest steed (VIG 10, CLA 9, SPI 5, 4GD)
     KNIGHTED BY…
     The Endless Seer
     VIG   13, CLA 16, SPI 13, 3GD
     •     With each blink they appear as an
           entirely different person, sometimes
           several, their voice a congregation.
     •     They see through everybody’s eyes all at
           once, hearing all their thoughts.
     •     Wants to offer guidance but is
           overwhelmed by so much vision.
              Person: Sneaky cobbler ~ Name: Kerensa ~ Characteristic: Always drinking
              Object: Fox pipe ~ Beast: Milk finch ~ State: Empowered ~ Theme: Breaking
90
                                                The
                                 Wheel
                   Dawn, day, then dusk. Blossom, burn, then bite.
                    Green, grown, then grey. Aborn, alive, abyss.
                  Omens                                                Cast
1. With a gust of groaning wind, the next                     The Wheel of Seasons
            Season begins suddenly.                 A wooden wheel on a stone plinth. Should
2. The wind groans again. At the start of the        turn inexorably with the seasons, but is
   next morning a new Season begins,                stalling. It requires greasing with a mix of
   skipping next Season in line and moving                    pollen, grain, and snow.
   immediately to the following Season.
              Birds screech and cry.                Guardian of the Wheel, Hewgol
                                                          VIG 18, CLA 8, SPI 8, 10GD
3. The next Season begins suddenly. Milk                A3 (mail, gold plate, helm)
   finches are singing out of season, pushing   Greataxe (2d10 long). Can only be lifted by a
   their milk-filled eggs from their nests,      sworn Guardian of the Wheel. Can Deny.
             breaking on the ground.            Cannot fathom that the Wheel isn’t working.
4. The next Season is skipped, the following
   Season beginning suddenly. A grey adder,                        Grey Adder
   hisses from a nearby branch, beckoning                     VIG 6, CLA 18, SPI 5, 4GD
   the Knights over. It will whisper “the           Bite (d6, poisons on a Wound, the victim is
   Wheel is broken” before biting anybody           unable to speak until forgiven by a snake)
                   who lingers.                              A DISTANT REALM
5. An especially intense Winter arrives                How far away?     Environment
   suddenly and will not end until the Wheel    1     Neighbour Realm       Desert
   is repaired. Swirling clouds form above      2      Two Realms over      Jungle
   the Wheel’s Hex, spinning at an irregular,   3     Three Realms over     Swamp
                 stuttering pace.
                                                4     Deep underground    Mountains
6. The Wheel vanishes. Now it can only be       5      Months over sea    Archipelago
     found in a distant Realm (see opposite).
                                                6       Impossibly far      Tundra
   Dwelling: Trickling fountain ~ Sanctum: Thorn library ~ Monument: Lizard statue
             Hazard: Sinkholes ~ Curse: Boozy air ~ Ruin: Collapsed wall
                                                                                                   91
          3                          The
          9
                            Lance Knight
                                 Steed agasp, spear agroan, strike agore
                                 Sharp afrail, sight ablind, then no more
     PROPERTY
     • Lance (d10 long or hefty if mounted),
       spiked mace (d8 hefty), kite shield (d4, A1)
     • Mystic sight (you can see something you
       shouldn't be able to, see below)
     • Weary charger
       (VIG 14, CLA 6, SPI 4, 3GD, d6 trample)
     KNIGHTED BY…
     The Shackled Seer
     VIG   10, CLA 16, SPI 13, 3GD
     •     Has a strange number of limbs (d12),
           seemingly changing with each glimpse,
           all shackled to the wall.
     •     Has especially clear visions of things that
           wish to be elsewhere.
     •     Pleads for freedom, but just wants to be
           shackled somewhere new.
               Person: Puny guard ~ Name: Howell ~ Characteristic: Sulky and unwashed
           Object: Plague scabbard ~ Beast: Clawed bees ~ State: Awestruck ~ Theme: Touch
92
                                          The
                                 Cudgel
                     The stick and the city, both worths beyond quill
                       Prized ever and all, their ends empty still
                  Omens                                              Cast
1. A modest tower, a lone guard protecting a          Clawed Bee Swarm, Warband
   petty duchess. She is obsessed with sleep                 VIG 5, CLA 3, SPI 3, 3GD
   and dreams. The guard wants to seek the           Claws and stings (d6, wounds fester,
   Cudgel, but needs somebody to watch the              releasing more bees tomorrow)
   tower in his absence. Knows that a
   hawkleon lives nearby, and will be drawn      Scheming Hedgehog, Verispa, Slysnout
                to such a weapon.                           VIG 7, CLA 17, SPI 7, 2GD
2. The corpse of a large white ox lies mauled    A2 (bristles, melee attackers without a Long
   but uneaten, twitching. Moments later a            weapon take d4 Damage), bite (d6)
       swarm of clawed bees bursts forth.        Hog-sized. Always on a scheme (see below).
                                                 Its spines can be made into a dozen arrows
3. A hawkleon prowls the shadows and               (+d6) which strike silently, then vanish.
   circles the skies, hoping to make sport
      with the Knights if it can isolate one.        Hawkleon, the Cat of the Skies
4. A scheming hedgehog tracks the Knights,                  VIG 15, CLA 15, SPI 7, 9GD
      hoping to steal the Cudgel for itself.       A1 (muscular hide), pounce (2d8), wings
5. The cowardly guard believes they have         Wants to toy with prey. Desires the Cudgel.
    the Cudgel. It’s just a branch (d6 hefty).   Ashes of its feathers repel both cat and bird.
6. Finally, the true Cudgel (d10 hefty, the            SCHEMES OF THE HEDGEHOG
   wielder knows the location of every enemy                Goal                Twist
   in their heart, but can never stop a fight    1        Steal food     Wants to get caught
   until their enemy is dead), embedded in a     2   Acquire better home      In disguise
   huge slab of unbreakable green marble.        3      Murder rival      Befriends enemies
   Releases itself only for somebody who         4      Steal treasure    Play the long game
          honestly intends to destroy it.        5     Defeat predator        Fake death
                                                 6     Expand dynasty    Exploit superstitions
 Dwelling: Welcoming brewery ~ Sanctum: Guiding stones ~ Monument: Ancient bridge
         Hazard: Choking dust ~ Curse: Filth heaps ~ Ruin: Wicked trophies
                                                                                                  93
          3                    The
         10
                      Questing Knight
                                   Dream of vassal, fear of knight
                                   To die at rest, in moonly light
     PROPERTY
     • Ancient sword (see below), kite shield (d4,
       A1), 3 javelins (d6)
     • Cold stone (can absorb a single ailment
       from the wielder before vanishing in a
       burning light, restock each new Season)
     • Reckless charger
       (VIG 14, CLA 6, SPI 6, 1GD, d8 trample)
     KNIGHTED BY…
     The Buried Seer
     VIG   4, CLA 3, SPI 14, 1GD
     • Trapped far beneath our feet, but speaks
       to those who stand at her gravestone,
       adorned with black flowers.
     • Sees all below the ground, and hears all
       on the surface. Blind to water and sky.
     • Wants to hurry along the inevitable death
       of everyone and everything.
             Person: Skilled bandit ~ Name: Borwenna ~ Characteristic: Silver hair
       Object: Fake tooth ~ Beast: Knightly salamander ~ State: Killing ~ Theme: Colours
94
                                                The
                                     Lizard
                           O scale’d one afernal, portenter o’decay
                          O fang o’roaring ruin, sunrise o’final day
                    Omens                                                 Cast
1. Black smoke on the horizon. The Lizard is            The Lizard, the Land’s Eternal Woe
   birthed from the fire, blind and confused.                    VIG 18, CLA 12, SPI 5, 8GD
       It cannot bite yet and tries to flee.          Scales of un-colour (ignores all Damage, but
2. A forest reduced to ash. A silver-haired                      does not cover its belly)
   bandit gathers it up. He knows that ash            Bite (2d10, a wound incinerates the victim to
    created by the Lizard is a deadly poison.                   ash) or thrash (d8 blast)
3. A river, flowing as grey ash-saturated              Burning blood (a single drop sparks a fire.
   sludge. Dead fish and newts line the                Only seawater can extinguish the flames)
   riverbank.       A     pair     of     knightly             Yfran, Veteran Bandit
   salamanders, normally immune to all                          VIG12, CLA 15, SPI 13, 6GD
      toxins, flail around in agonised rage.                     A1 (black brigandine)
4. A huge tail of the Lizard, detached by the                2 daggers (d6 each), bow (d6)
   growing beast, lies twitching amongst a            Wants to pull off one last big job (see below).
   briar patch. Its blood sparks a fire that
     can only be extinguished by seawater.               Knightly Salamander, Helmeck
5. A burial mound, where the Lizard made a                     VIG 10, CLA 4, SPI 5, 4GD
   temporary nest, erupts into burning soil           Claws and bite (d8), immune to most toxins
   and ash (d8 Damage each turn within the                       YFRAN’S BIG SCORE
         area). It burns until midnight.                       Target              Plot
6. A heap of rocks, part melted, now the lair         1    Retired Knight         Murder
   of the Lizard. If left to live it ignites into a   2    Wandering Seer      Identity theft
   huge fire that consumes the entire Hex,            3   The Seat of Power      Burglary
   birthing four more Lizards to spread into          4   Neighbouring ruler     Blackmail
              neighbouring Realms.                    5   Wealthy commoner    Confidence trick
                                                      6      Rival bandit        Long con
       Dwelling: Feasting hall ~ Sanctum: Timeless pool ~ Monument: Golden yew
         Hazard: Briar field ~ Curse: Acrid swamp ~ Ruin: Ghosts of slaughter
                                                                                                        95
          3                               The
         11
                               Ring Knight
                                    With ring a’lone, head dreams of home
                                    With rings o’two, heart longs to roam
     PROPERTY
     • Long mace (d10 long), violet mail (A1)
     • Pair of rings (see below, can only be put on
       or removed at sunrise)
     • Aloof steed
       (VIG 11, CLA 8, SPI 7, 3GD, leaves no trail)
     KNIGHTED BY…
     The Spectral Seer
     VIG   4, CLA 16, SPI 14, 5GD
     •     Immaterial shadow of a life long
           extinguished, restricted to dwell near an
           urn containing their remains.
     •     Sees all events that include death: past,
           present, and future.
     •     Wants to return to a physical form.
96
                                               The
                                       Ogre
            From sluggal umbrage knit a gastrell, deck’d in grile, and grim
              By him the curze’d kings of gloreday seem a way less dim
                   Omens                                                 Cast
1. Snow begins to fall. First a flurry, then a          The Ogre, the Repulsive Pretender
   veil that covers the whole Realm. Vision is                  VIG 18, CLA 10, SPI 2, 8GD
   limited to shouting distance. This                    A2 (gnarled muscles), bony knife (d8),
     remains until the Ogre dies or stops it.          crooked horn (d10), foul finery (see below)
2. Two elderly weavers stagger through the             Recovers from any harm while his soul is
   snow. They were captives in the Ogre’s                safely hidden. Hates being looked at.
   castle. He released them because they                   Wants to live a lazy life of luxury.
           would not work fast enough.
                                                       Stinging Crocodile, Nattlesnap
3. The Ogre watches the Company from the                      VIG 10, CLA 5, SPI 5, 3GD
   veil of snow. He’s looking for a Knight to      Jaws (d8, wound causes a painful sting, lose
   capture, to guard his castle. Although he       d6 SPI). Hates the Ogre, who banished him.
    cannot die, he won’t fight on long if hurt.
4. Shivering in the snow, a stinging                      Reluctant Knights of the Ogre
   crocodile. It will lead Knights to the castle               VIG 13, CLA 10, SPI 10, 5GD
     and a tunnel into the catacombs below.                  A2 (battered helm and shield)
5. An ancient graveyard on a hilltop, names                   Mace (d8 hefty), shield (d4)
   forgotten. Some know that the Ogre’s soul           Only serve while the Ogre holds their kin.
     is hidden in the first skull buried here.                      FOUL FINERY
6. Having gathered enough servants to live                  A cloak of…     And a crown of…
   a comfortable life, the Ogre bellows out in     1            Skin             Bones
   coarse laughter, heard across the Realm.        2          Feathers           Twigs
   His reluctant Knights gather taxes              3            Moss           Dead birds
   weekly, taking more than any can afford.        4         Stomachs             Eyes
                                                   5            Bark             Teeth
                                                   6        Matted hair          Rocks
  Dwelling: Silk-farming monks ~ Sanctum: Canyon vista ~ Monument: Floral chapel
    Hazard: Tangling moss ~ Curse: Taunting mirage ~ Ruin: Vine-choked tower
                                                                                                     97
          3                         The
         12
                            Forge Knight
                       Gravid beats on ferrous slab, thick air a crimson sheen
                     Each mallenstroke leaves scars aworn, apparent and unseen
     PROPERTY
     • Bolt-guisarme (d10 long in melee or d10
       slow ranged), gambeson (A1), scale (A1)
     • Scars from the forge (see below) and pots
       of forge dust (spreads irritating gas in the
       area when broken, Impairing attacks from
       within. You can make more anywhere
       with a forge)
     • Helmed steed
       (VIG 14, CLA 4, SPI 5, 4GD, d6 trample, A1)
     KNIGHTED BY…
     The Worst Seer
     VIG   10, CLA 14, SPI 3, 5GD
     •     Long face, hanging jaw, fat body draped
           in finery, tended on a high throne.
     •     Sees the worst in everybody, and awful
           things that could happen. Always knows
           what to say to make somebody feel bad.
     •     Secretly has noble intentions to protect
           the common people of the Realm.
             Person: Clumsy messenger ~ Name: Turnbucke ~ Characteristic: Greasy hair
               Object: Singing shell ~ Beast: Carrion stork ~ State: Aiding ~ Theme: Regret
98
                                       The
                                 Spider
                        Neath stygic veils, a whisp’ring prance
                         In woestich hide and gos’mer lance
                  Omens                                           Cast
1. Six carrion storks pick at webbed corpses    The Spider, Lord of Hunters, Spinjack
        of a Knight, a Squire, and steeds.               VIG 18, CLA 19, SPI 9, 10GD
2. A makeshift trail suddenly gives way to a                A3 (bristly carapace)
   wide tunnel network. This labyrinth leads    Bite (3d10, Wound causes instant paralysis
   to the Myth Hex, but the Spider guards it.              lasting until sunrise)
3. A skittering shadow in the clouds, then a     Wants a good hunt. Retreats if Wounded.
   blanket of thick webs covers the Company             The Spider Herald, Alskip
   (VIG Save to break free). Next round, the             VIG 10, CLA 12, SPI 12, 5GD
    Spider attacks, but only wants a snack.     A1 (spider husk armour, protects from webs)
4. The Spider Herald watches over a gloomy      Fang sword (2d6, covered in Spider venom)
   mound, warning passers-by to keep their       Has a different spider aspect (see below)
   distance. The mound conceals a nest of              each time she is encountered.
   writhing spider eggs. Any interference
   summons the Spider to defend his young.       Carrion Stork, Cruorsnipe, Corporant
5. The Spider Herald arrives, beckoning the               VIG 5, CLA 10, SPI 5, 4GD
   Company over. She inquires about their       Razor beak (d8, ignore armour, cuts through
   prowess, and if they seem worthy she            any material). Wants to feed in peace.
   cheerily informs them that they are now             ASPECTS OF THE SPIDER
     the Prey of the Spider, a great honour.             Head              Body
6. The Spider bursts from the ground. He’s      1      Extra eyes   Growing extra arms
   been tracking the Company and fights         2      Huge jaw     Growing extra legs
   until wounded, when he withdraws             3     Mottled skin      Bristly hair
   underground to return when fully healed.     4      Wide head     Swollen abdomen
                                                5     Sharp fangs    Jittery movement
                                                6       No nose        Spindly limbs
  Dwelling: Meadowside camp ~ Sanctum: Colourful flora ~ Monument: Star sculpture
            Hazard: Chill air ~ Curse: Golden haze ~ Ruin: Flooded village
                                                                                              99
           4                         The
           1
                               Rune Knight
                          Under gleam of lumenlight, in skin or stone ascratch
                         Strands of faten path unveiled, a starry scrawl to match
      PROPERTY
      • Pillar of inscribed stone (2d10 slow),
        gambeson (A1), iron chestplate (A1)
      • Sealed crystal flask (see below, you know
        the effect. If smashed, find a new flask at
        the start of the next Season)
      • Muscular charger
        (VIG 13, CLA 8, SPI 5, 3GD, d8 trample)
      KNIGHTED BY…
      The Drowned Seer
      VIG   3, CLA 3, SPI 5, 2GD
      • Said to be at the bottom of a small but
        impossibly deep pond. Soggy acolytes
        gather at the shore to speak her intent.
      • Sees from every river and body of fresh
        water, but utterly blind to the sea.
      • Wants to protect Knights. Occasionally
        floats useful items to the surface.
           Person: Legendary exile ~ Name: Myghal ~ Characteristic: Wrapped up warm
        Object: Hermit’s rope ~ Beast: Fanged dove ~ State: Entangled ~ Theme: Moonlight
100
                                           The
                                 Coven
                          In mossen whisper, on thundry roar
                          In starry flare, thrice-membered lore
                  Omens                                                 Cast
1. The Cloud Hag descends from above,             Always in conflict (see below). In mortal
   bombarding the Company with gusts of          hands their trinkets turn to sand after use.
    wind. She’ll leave when she feels strong.
                                                     The Cloud Hag, Nimbrel the Powerful
2. A cauldron under a canopy of knotted                      VIG 17, CLA 13, SPI 12, 12GD
   trees. Anything dipped in glows with              A1 (fog cloak), flight, wind orb (d10 blast)
   darkness. For the rest of the day the               Wants to feel above everybody else.
   object is invisible to any that wish to
   harm you. If living matter touches the         The Garden Witch, Tanselie the Petty
   brew then one of the Coven bursts from                 VIG 10, CLA 13, SPI 15, 8GD
   within and admonishes for the intrusion.        Four bony arms (d6 each), petal locket
3. The Garden Witch stoops about in the            (endless water when watering plants)
   shrubbery, plucking snails before eating      Wants to nurture the small, cut back the big.
   them. She offers her snails, which allow
     the eater to speak with plants briefly.      The Achantrix, Scathara the Perfect
                                                         VIG 15, CLA 13, SPI 18, 10GD
4. Amid a field of lush growth, a perfect        Bright sickle (2d8), star ring (disobeying a
   circle of dead plants. Plants entering the    command by the wearer causes d8 SPI loss)
   circle wither and die. The Garden Witch       Wants to expel all darkness from the world.
      has planted a saltstone causing this.
                                                               COVEN CONFLICTS
5. The wind drops. The Achantrix screeches                   About        Exacerbated by
   that there will be no night today. The next   1            Food       The other member
          night phase is treated as day.         2            Gifts        A physical fight
6. The Coven fight to the death, nothing able    3           Travel     Decades of resentment
   to quell their hatred for each other. The     4          Manners            Alcohol
        victor mourns, then enters exile.        5           Birds           A petty lie
                                                 6          Property         Heartbreak
     Dwelling: Patchwork tent ~ Sanctum: Duck pond ~ Monument: Eternal hearth
       Hazard: Burning heat ~ Curse: Yawning ravine ~ Ruin: Sorrowful statues
                                                                                                    101
           4                             The
           2
                        Gallows Knight
                                   In dregs of dawn the damnlings sway
                                     For famine’s brood a gifted prey
      PROPERTY
      • Neck-catcher (d10 long, Wounded targets
        are snared securely around the neck,
        provided they have one), salvaged armour
        (see below)
      • Titan beads (3 polished stones. When
        thrown they transform into a huge
        boulder mid-air, striking for d10 blast,
        restock each new Season)
      • Flea-bitten steed (VIG 9, CLA 7, SPI 4, 3GD)
      KNIGHTED BY…
      The Torn Seer
      VIG   9, CLA 5, SPI 8, 3GD and
      VIG   6, CLA 6, SPI 6, 2GD
      •     Appears as if a tall, broad man was torn
            in half from head to groin, halves now
            clinging together, but acting as two.
      •     Always presents two possibilities, two
            opinions, two predictions.
      •     Never argues with the other half, but
            always contradicts at least slightly.
                     Person: Wary crier ~ Name: Plodder ~ Characteristic: Wiry & lean
                Object: Mist club ~ Beast: Taloned heron ~ State: Building ~ Theme: Metal
102
                                              The
                                       Lich
             From fable’s heart springs fable’s fear, a past within a past
           From time before our nightmares still, made flesh by sullen mass
                   Omens                                                Cast
1. A grey wind shrieks into the Realm. Any         The Lich, Eternal, as a Formless Ghost
   items made of bone tremble for a moment.        VIG 9, CLA 10, SPI 10, 5GD, cannot be harmed
2. A ghost of shadow and smoke drifts                      Smells of incense and copper.
   nearby, clutching four gems. This is the        Nearby metal is chilled cold enough to burn.
     ghost of the Lich, gathering his riches.
                                                           The Lich, Eternal, as a Skull
3. A stream surges with blood toward the                        VIG 3, CLA 17, SPI 17, 1GD
      Myth Hex, a crumbled palace arisen.                          A6 (mystical force)
4. A hooded congregation surrounds an                   Immobile, but can manipulate nearby
   altar, a skull resting atop it. The Lich, as        objects including his royal dagger (2d6).
   a skull, proclaims his return as the old
   king. If disturbed the hooded robes fall to     The Lich, Eternal, as the Skeletal King
   the ground, no body within. The Lich                     VIG 10, CLA 12, SPI 16, 8GD
   threatens any Knights, but blasts off into      A2, A4 vs the living (ancient mail and helm)
   the sky if he needs to retreat to his palace.   Kingstaff (d10 long, Mortal Wounds age the
5. The Lich, as a skull, rests on a heap of                     victim to old age)
   bones before reassembling to a human            Can summon the dead version of a random
   form, desiccated skin growing to cover his         Knight. Wants to rule over the living.
   bones. Now with a full body he seeks to                       LAWS OF THE LICH
    return to his palace and rule the Realm.                Subject…             Must…
6. A sky of skull-clouds bellow a new law          1       All Knights       Fast for the day
   each Season (see opposite). At Season’s         2        All horses      Donate an eyeball
   end, all who broke the law are struck by a      3      All commoners    Be dressed in black
   black bolt (6d12 Damage, ignore Armour).        4         All Seers        Donate a bone
                                                   5         All elders     Leave the Realm
                                                   6       All children     Swear to the Lich
     Dwelling: Treetop village ~ Sanctum: Serene glade ~ Monument: Victory arena
       Hazard: Quickmud ~ Curse: Sudden nothingness ~ Ruin: Missing tower
                                                                                                   103
           4                           The
           3
                             Tome Knight
                                      A loom of wisdom spun at dawn
                                       Laid to rest til coming morn
      PROPERTY
      • Heavy staff (d10 long), gambeson (A1),
        brass-studded brigandine (A1)
      • Perfect recall (you remember everything
        you have ever experienced perfectly, with
        a few limitations, see below)
      • Small steed (VIG 9, CLA 8, SPI 5, 2GD)
      KNIGHTED BY…
      The Tangled Seer
      VIG   10, CLA 5, SPI 13, 4GD
      •     Not quite here, but also too much of them
            is here. Appears as knotted appendages
            and faces, twisting in and out of the air.
      •     Sees all possibilities, is never sure where
            they are right now.
      •     Wants stability and simplicity.
104
                                           The
                                 Wight
                                 Life itself is no prize
                               Enough is damnation itself
                  Omens                                               Cast
1. Beneath a grey willow, a young man           The Wight, Knight who Defeated Death
   washes a heap of clothes in a tiny pond.               VIG 15, CLA 12, SPI 8, 11GD
   It’s the cleanest water in the Realm. He             A3 (black mail, plate, shield)
   sings a song about “a Knight that fought     The Wightsword (2d10 hefty, living wielders
      death” but forgets most of the words.       lose d6 SPI with each Attack), shield (d4)
2. The Wight rides forth on their ghostly        Knows all Feats. Wants glory and death.
   steed. They shout a challenge to single      Accepts defeat if Mortally Wounded, but can
   combat, the loser allowing the winner to            only die by the hand of a Seer.
   drive a sword through their heart. The
     Wight knows that this won’t kill them.                     Ghostly Steed
                                                            VIG10, CLA 15, SPI 6, 4GD
3. Creaking, gasping breath on the wind.            Immaterial body, ignores physical harm.
   The Wight hunches among a crown of               Wants to serve the Wight, or their killer.
   jagged rocks. If disturbed they leap upon
          their steed and flee in shame.                    Washer Man, Catfold
4. The Wight returns, another challenge of                  VIG 11, CLA 7, SPI 7, 2GD
   solo combat. Now the loser must allow the                     Staff (d8 long)
   winner to burn them. The Wight tries to             Can get absolutely anything clean.
      lose, but even fire does not kill them.                HORRIBLE DEATHS
5. An unmarked, recently dug grave. If                      First               Then
   disturbed the Wight bursts out and flees.    1   Impaled on ten swords  Sent to the deep
6. A final challenge from the Wight,            2    Pressed under a slab Burned in a forge
   accompanied by a Seer. The Seer              3      Taken to pieces     Fed to magpies
   announces they will kill the winner in a     4      Torn by hounds      Stuffed in a tree
         horrible manner (see opposite).        5      Filled with salt    Encased in iron
                                                6     Drowned in smoke    Taken by the Seer
   Dwelling: Walled barracks ~ Sanctum: Humble academy ~ Monument: Model city
     Hazard: Crumbling ground ~ Curse: Salt sludge ~ Ruin: Traps and corpses
                                                                                                 105
           4                          The
           4
                           Meteor Knight
                                       A star of truth, fell from ahigh
                                     Such lumous ones should wear no lie
      PROPERTY
      • Elaborate trident (d10 long, see below),
        brass mail (A1)
      • Moon oil (when rubbed on an object you
        could lift it renders the object weightless
        until washed with water, restock each
        new Season)
      • Limping steed
        (VIG 12, CLA 8, SPI 5, 4GD, won’t be hurried)
      KNIGHTED BY…
      The Moonlit Seer
      VIG   5, CLA 16, SPI 15, 5GD
      •     A glow of loosely human shape, knows
            everything that moonlight has touched.
      •     Only exists under moonlight, strongest
            and most lucid under a full moon.
      •     Wants everything to happen at precisely
            the correct time, and nothing significant
            to happen outside of the moon’s sight.
               Person: Ambitious parent ~ Name: Reynere ~ Characteristic: Overly familiar
             Object: Shame gem ~ Beast: Overgrown hawk ~ State: Tearing ~ Theme: Insects
106
                                       The
                                Spectre
                               Haunted souls find no sleep
                              In bed or cot or grave so deep
                  Omens                                                 Cast
1. A funeral procession carries the Moth         The Spectre, the Moth Knight, Delsonde
   Knight, soon to be buried in home soil.                VIG 15, CLA 6, SPI 12, 7GD
    She was a great Knight, but a poor ruler.           A3 (mail, regal plate, shield)
2. A black hawk perches, then howls like a         Fang longsword (2d8 hefty), shield (d4)
       wolf before flying into the distance.      Regains her form as the Myth progresses.
3. An abandoned cabin, a clattering within.         Enraged by reminders of her failures.
   The Moth Knight cannot rest in shame.           Repelled by reminders of her successes.
   Her Spectre manifests, invisible and                  Ghostly Horsemen, Warband
   immaterial, throwing objects about inside                  VIG 12, CLA 6, SPI 10, 5GD
   the hut. After a moment the cabin itself is             A2 (shimmering mail, helm)
          torn to shreds. Then nothing.                          Longaxe (d10 long)
4. In an instant the world appears as it will        Vanish into the void if the Spectre is slain.
   when all has turned to ruin. Everything is
   dead. As soon as a Knight touches              Sages, Close to Death, Kolto, Enc, Agid
     something the world returns to normal.                  VIG 2, CLA 8, SPI 12, 6GD
5. Three sages, close to death themselves,       Staffs (d8 long), blue robes with faded runes,
   chant in a circle, pleading for the Spectre            mortal affliction (see below)
   to rest, begging for her to leave shame                   MORTAL AFFLICTIONS
   behind. After a moment the Spectre                    Affliction of…      Attitude
   lashes out at them, screaming wordlessly.     1            Mind          I deserve it
6. The Spectre leads her ghostly horsemen.       2            Lungs      Anger at the world
   Her form is more solid now, and able to be    3            Heart         Melancholy
   physically harmed. She will be at rest        4            Back         Fear of death
      only after a victory or a second death.    5           Senses          In denial
                                                 6            Limbs          Oblivious
        Dwelling: Bog village ~ Sanctum: Misted grove ~ Monument: Elder tree
          Hazard: Icy rapids ~ Curse: Green haze ~ Ruin: Barricaded rubble
                                                                                                     107
           4                          The
           5
                          Gazer Knight
                                 The blood sees through time aflow
                                To certain souls, a glimpse they show
      PROPERTY
      • Toothed blade (d8 hefty, +d8 against
        Seers), tapestry cloak (see below) over
        mail (A1)
      • Flickerlamp (a warm lantern that casts its
        shadows toward the nearest Seer)
      • Blueish steed (VIG 12, CLA 10, SPI 5, 3GD)
      KNIGHTED BY…
      The Stone Seer
      6GD, A3, treat as a Structure
      •    A 10ft statue dragged from the earth,
           motionless and silent. Never moves or
           responds, but those who speak with him
           get a general feel of approval or objection.
      •    Knows all of the past but nothing of the
           future or present.
      •    Wants to preserve the Realm.
                  Person: Furious outcast ~ Name: Gil ~ Characteristic: Muscular slab
                 Object: Mossy drum ~ Beast: Dark swan ~ State: Arguing ~ Theme: Size
108
                                           The
                                Wraith
                         An unbirthed life, no first breath drawn
                            In dark of night, unlife til morn
                   Omens                                                Cast
1. A reedy song in the distance. A dark swan         The Wraith, Night as Cold Flesh
   sings, advancing night or morning faster               VIG 16, CLA 16, SPI 16, 11GD
       than normal. The swan flees if seen.       Touch of unlife (d12, ignore armour, cannot
2. Messengers carry word from all Seers.                           be Denied)
     The Fallen Seer is to be killed on sight.    Hunting Seers. Can only exist in darkness.
3. In a dark patch of woods, a shadowy mass            The Fallen Seer, Ossoanamme
   looms over a broken body. The shadow                     VIG 12, CLA 4, SPI 16, 3GD
     flees if seen. The corpse is a local Seer.               A1 (wooden armour)
4. A messenger from the nearest Seer calls              Blade (2d8 hefty), burned silks
   for all Knights to report to guard them.       No longer knows the past, present, or future.
      The Wraith strikes on the next night.        Awoke the Wraith but has no control of it.
5. The Fallen Seer dances in the woods,
   cursing their brothers and sisters aloud.            Dark Swan, Netherplume, Nirrow
   They spout false prophecies to Knights                      VIG 10, CLA 10, SPI 6, 3GD
   they meet (see opposite). At nightfall the                    Wing and beak (2d6)
         Wraith attacks the Fallen Seer.              His song can hurry day into night, or night
6. The nearest Seer has come to seek the              into day, but only sings when feeling safe.
   Wraith alone, offering themselves as                         FALSE PROPHECIES
   sacrifice. The Wraith materialises at                      Subject          Prediction
   night and attacks. When this is done           1     A Company member Must kill the Wraith
   there is a scream heard across the Realm       2       A nearby Knight  Is the Fallen Seer
   and the Wraith returns to wherever they        3     A nearby commoner     Is the Wraith
               were summoned from.                4        A nearby Seer  Must serve the Wraith
                                                  5         The Wraith      Must kill a Seer
                                                  6        A nearby Myth  Must die at next night
    Dwelling: Sapling village ~ Sanctum: Hallowed grove ~ Monument: Crystal rose
          Hazard: Fierce winds ~ Curse: Fading light ~ Ruin: Sunken abbey
                                                                                                    109
           4                             The
           6
                                 Mule Knight
                                       A humble beast, no roar or flight
                                       Beneath the grey a show of might
      PROPERTY
      • Weighted longstaff (d10 long), polished
        chainmail (A1)
      • 3 explosives (d8 blast, see below, restock
        each new Season)
      • Tall steed (VIG 14, CLA 7, SPI 6, 2GD)
      KNIGHTED BY…
      The Green Seer
      VIG   10, CLA 14, SPI 13, 6GD
      •     A pulsing emerald heart in a cloud of
            bright spores and grasping tendrils.
      •     Hears every envious thought in the
            Realm.
      •     Wants everybody to get the thing that
            they are envious for.
110
                                             The
                                   Beast
              In cutting coil and snatching horn and crushing limb abound
              Tameless creature sees no knight, no seer, no king a’found
                   Omens                                              Cast
1. A hulking furred shadow moves between             The Beast, Nature Wild and Raw
   thick trees. Its form changes as you catch              VIG 19, CLA 17, SPI 5, 14GD
   it at new angles (see opposite). It burrows       A3 (thick hide), maul and tear (4d10)
           into the ground if disturbed.           Has no need for food or water, only fighting
2. A frightened rider points out two huge red                to display dominance.
   eyes, watching on the horizon. Hot breath
     on your skin. The eyes close. Vanished.              Clawed Limb of the Beast
                                                             VIG 15, CLA 5, SPI 5, 6GD
3. First a breath of wind, then a rumble,          Claw (d10, wounded targets are gripped and
   opening into a crackled roar. All animals          must pass a VIG Save to move away)
   in the Realm panic until the next sunrise.
4. A clawed limb snatches at one of the                    Frightened Rider, Fevych
   Knights, emerging from the undergrowth,                   VIG 11, CLA 16, SPI 6, 6GD
   no body in sight. Each turn a new limb                        A2 (helm, shield)
   emerges to snatch at another Knight, up              Javelins (d6), axe (d6), shield (d4)
   to six emerging in total. If the Knights flee   Abandoned her dream of becoming a Knight
           the limbs retreat into earth.           after seeing so many die. Now looking for a
5. All Knights in the Realm that fail a                    mercenary company to join.
   SPI Save fly into rage, attacking all                    FORMS OF THE BEAST
     nearby. This ends if they are Wounded.               Creatures         Adornments
6. With a howling bark the Beast bounds            1     Stag and fish      Countless tails
   toward the nearest body of water. When it       2    Wolf and beetle    Chitinous plates
   dives into the abyss a tidal wave covers all    3    Panther and ox   Multiple rows of teeth
   within two Hexes of the water, smashing         4     Lion and ram          Six limbs
         buildings and flooding the land.          5   Crocodile and fox Psychedelic colouring
                                                   6   Goat and serpent   Antlers and tusks
       Dwelling: Sage’s den ~ Sanctum: Raven roost ~ Monument: Obsidian henge
       Hazard: Venomous fens ~ Curse: Colourless woods ~ Ruin: Haunted hamlet
                                                                                                  111
           4                           The
           7
                                Halo Knight
                                       A trail of hope across the land
                                     In sorrow’s face, bright reprimand
      PROPERTY
      • Crescent axe (d8 hefty), ringmail (A1),
        kite shield (d4, A1)
      • Mistvial (when broken, thick mist rolls in
        over the whole Hex for the rest of the
        Phase. See below for repair requirements)
      • Wild steed (VIG 15, CLA 5, SPI 7, 3GD,
        will not be ridden by any but you)
      KNIGHTED BY…
      The Painted Seer
      VIG   4, CLA 17, SPI 14, 1GD
      •     Skin like canvas, stretched too tight, dyed
            every colour. Very limited movement.
      •     Conjures painted visions onto the walls.
      •     Wants to find and train an apprentice.
112
                                           The
                                    Judge
                            In time she calls for all the knights
                             Upon the best her blade still bites
                   Omens                                               Cast
1. A wretch pleads for charity. She was a         The Judge, Ambrageft, of Diamond Eye
    Knight, sentenced harshly by the Judge.                 VIG 13, CLA 19, SPI 17, 10GD
2. A courtyard in black and white, carved          A3 (gambeson, white fur plate, tall helm)
   seats in a circle. Vague voices echo,           Judgementsword (2d10 long, +d10 vs the
   arguing, then a loud clap followed by          guilty, striking causes a moment of silence)
    silence. This place is gone if returned to.            Can Deny and sees all lies.
3. Three Sergeants of Law deliver a scroll to     Sergeants of Law, Lyo, Tonnel, Muntin
   the Knight called for judgement. The                     VIG 12, CLA 14, SPI 14, 6GD
   Knight will be retrieved when the time is               A1 (checkerboard longcoats)
        right; a horn will be the warning.        Polehooks (d10 long, +d10 vs fleeing targets)
4. One of the Knights vanishes into mist,         Bitter, bound to service for their own crimes.
   forced to give witness to the trial of a
   Knight that they know. After testifying        Retriever of Justice, Lawhound, Azdart
       they are returned in a swirl of mist.               VIG 15, CLA 18, SPI 7, 7GD
5. A clear horn is heard across the Realm.           A1 (hardened body), huge jaws (2d8)
6. The Retriever of Justice comes bounding                  Only obeys the Judge.
   on the horizon, roughly dragging the                            JUDGEMENT
   summoned Knight to court, which has                      Verdict         Sentence (if guilty)
   materialised nearby. The Judge awaits,         1          Guilty          Immediate execution
   able to summon witnesses for or against,            Guilty, sentence to      Stripped of all
                                                  2     come next Season          possessions
   judging whether the Knight has truly
   done their best to follow the Oath. At the     3   Follows her witnesses   Life imprisonment
   next sunset or sunrise she gives her           4   Follows the evidence Stripped of knighthood
              verdict (see opposite).             5     Innocent for now    Execution next Season
                                                  6         Innocent           Just a warning
    Dwelling: Minstrel’s nook ~ Sanctum: Starfilled valley ~ Monument: Story stone
           Hazard: Razor crags ~ Curse: Growing shadows ~ Ruin: Lost fort
                                                                                                    113
           4                         The
           8
                                Iron Knight
                                      As sword abend, as plate afold,
                                      As shield asplint, a tale atold.
      PROPERTY
      • Cleavingblade (2d8 long, see below),
        mail (A1), plate pauldrons (A1)
      • Inscribed scabbard (shows a different
        scene each morning, hinting at the
        nearest Myth)
      • Dark steed (VIG 11, CLA 7, SPI 6, 3GD)
      PASSION - Diligence
      Restore SPI when refusing a shortcut.
             ORIGIN OF THE CLEAVINGBLADE
                Out of a…      At a time of…
       1       Vibrant forest   Contentment
       2       High waterfall   Desperation
       3        Roaring sea        Victory
       4      Broken boulder       Anger
       5        Narrow cave        Sorrow
       6         Dead tree       Transition
      KNIGHTED BY…
      The Celebrated Seer
      VIG   12, CLA 6, SPI 15, 2GD
      •     Clad in a coat of shining metal masks,
            each an expression of joy.
      •     Only sees moments of intense positive
            emotion, more intensity granting clearer
            visions and pleasure.
      •     Wants praise and elaborate celebrations,
            not really caring what for.
            Person: Hardened scavenger ~ Name: Ellery ~ Characteristic: Head in the clouds
             Object: Creation chest ~ Beast: Tiger spider ~ State: Celebrating ~ Theme: Fungi
114
                                         The
                                Crown
                                  No crown brings peace
                                     This one least
                  Omens                                              Cast
1. An old herald from the Seat of Power         The Crown, the Twelve-Wood Diadem
   rides, blasting his horn. He spreads word Seers see the wearer as a ruler, but Knights
   that the Seat of Power condemns the false see them as a fraud. Cannot be removed by
   Crown, and promises a vague reward for           its wearer. Whispers (see below).
     the one who turns it in for destruction.
2. The same herald blasts their horn,                       Old Herald, Alnect
                                                           VIG 6, CLA 7, SPI 13, 2GD
   announcing the hunt for the Crown. He
    has no memory of his previous message.        Mace (d8 hefty), fine garb, loud horn
3. Five brutal mercenaries approach, Brutal Mercenaries, Veyril’s Vanguard
   roughly interrogating any Knights to see              VIG 12, CLA 10, SPI 10, 4GD
   what they know about the Crown,              A1 (redmail), Veyril is A2 (redmail, plate)
      reporting back to the Seat of Power.           Poleaxe (d10 long), no empathy
4. The herald is beset by tiger spiders, Veyril has long red hair and lots of grudges.
   d6 attacking openly, a further d6 lurking
            nearby waiting to pounce.                  Tiger Spider, Horrortrix
                                                          VIG 12, CLA 14, SPI 5, 3GD
5. Twelve brutal mercenaries are enforcing a    Fangs (2d6), acidic spit (d8), harasses prey
   curfew on all Knights, ordering them to
   return to the nearest Holding until the              THE CROWN WHISPERS
   mercenaries have found and destroyed                Warning                 Suggestion
                    the Crown.                1    Death is coming            Raise an army
6. In a well-lit clearing the Crown sits on a 2 Invaders are looming Punish the Vassals
                                              3     Rebellion stirs        Listen to the Seers
                mahogany plinth.
                                                4   You are not worthy      Execute Knights
                                                5    You are immortal      Build fortifications
                                                6     The City is a lie   Attack another Realm
     Dwelling: Weaver’s loft ~ Sanctum: Cool meadow ~ Monument: Looming arch
     Hazard: Crumbling ridge ~ Curse: Misdirecting branches ~ Ruin: Frayed bridge
                                                                                                  115
           4                           The
            9
                         Mirror KnightIn eyes ojust, the given got
                                   Blow for blow, from one shared lot
      PROPERTY
      • Hook-axe (d8 hefty), 3 throwing axes (d6),
        and round shield (d4, A1)
      • Hushingbell (those who hear the bell hear
        nothing else)
      • Faded steed (VIG 9, CLA 8, SPI 5, 3GD, you
        have memories together, see below)
      KNIGHTED BY…
      The Giant Seer
      VIG19, CLA 4, SPI 6, 5GD
      A3 (huge body), huge fists (2d10)
      • A great, bounding figure, a clumsy
        menace to the nearby settlements.
      • Has little control over her sight, only
        seeing unreliable flashes of the present,
        nothing of the future or past.
      • Wants to be told that she’s a good Seer.
         Person: Cowardly diplomat ~ Name: Gowere ~ Characteristic: Short and stocky
        Object: Foul brooch ~ Beast: Imitation sparrow ~ State: Washing ~ Theme: Sadness
116
                                             The
                                    Boar
                              Guts burst forth in bloody flow
                              About the tusks of nature’s woe
                   Omens                                               Cast
1. The grass here feels like wiry bristles, the       The Boar, Rustigore, Ferrigras
   ground warm to the touch. Almost feels                   VIG 18, CLA 7, SPI 7, 7GD
       like the Realm is breathing heavily.                   A3 (brassy bristles)
2. Three hooded hunters are stalking the            Thrash and gore (d10 blast, +d10 when
   land, seeking the Boar who drove them               charging) or impale (3d10 slow)
         out of their idyllic home nearby.         Hungers for food made by human hands.
3. A white-walled vineyard ahead. A sudden        Tusks can be worked into weapons that kill
   crash as the Boar arrives, tearing vines        beasts they Wound, but break on impact.
        and crushing walls. It wants wine.        Hooded Hunters, Dristoc, Friswold, Ulf
4. If the hooded hunters are with the                     VIG 10, CLA 8, SPI 12, 3GD
   Company the Boar attacks, targeting the              Spear (d8 hefty), javelins (d6)
   hunters specifically. Otherwise, their          Much anger but little hunting experience.
      corpses lie broken in the Boar’s wake
5. Three masked hunters seek the Boar.                Masked Hunters, names left behind
   They barely speak, miming as the animal                    VIG 10, CLA 15, SPI 15, 5GD
   on their mask. If their mask is ever               A2 (fur armour, masked helm, see below)
     removed they vanish into black smoke.                      Greatspear (d10 long)
6. The Boar in the distance, masked hunters                     HUNTER MASKS
   concealed, ready to strike. If the Boar is             Appearance          Blessing
   killed the hunters unmask, vanishing to        1          Eagle         A4 vs the Boar
   smoke. If the Boar survives it heads to the    2          Tiger        Cheat death once
   nearest holding for a final feast before       3         Python      Can throw greatspear
                leaving the Realm.                4        Crocodile         Can Smite
                                                  5          Bear            Can Focus
                                                  6         Coyote           Can Deny
Dwelling: Alchemist tower ~ Sanctum: Whispering statuary ~ Monument: Quartz pillar
   Hazard: Brimstone springs ~ Curse: Choking gorge ~ Ruin: Scorched workshop
                                                                                                117
           4                          The
          10
                               Dusk Knight
                       Each touch of iron takes a price, in breath or blood or bone
                     A nasty cut takes something worse, the warmth of distant home
      PROPERTY
      • Longhammer (d10 long), 3 javelins (d6)
      • Pouch of wolfnuts (repellent to canines),
        poem on tattered parchment (see below)
      • Auburn steed (VIG 12, CLA 8, SPI 6, 2GD)
      KNIGHTED BY…
      The Fungal Seer
      VIG   11, CLA 3, SPI 15, 2GD
      •     Tortoise-like and luminous, his body
            bristling with fungal colonies.
      •     His mushrooms transport the eaters on a
            shared vision quest lasting until sunrise
            and offering abstract guidance. Dying in
            the vision results in actual death.
      •     Wants to bring everybody into one shared
            heavenly vision.
             Person: Pathetic veteran ~ Name: Roose ~ Characteristic: Enthusiastic feeder
            Object: Whistling pin ~ Beast: Eternal scorpion ~ State: Scared ~ Theme: Weapons
118
                                           The
                                   Eagle
                             A bird o’flame to claim sun’s toll
                             Crown for crown, gold for gold
                  Omens                                               Cast
1. A great shadow sweeps the landscape,                     The Eagle, Aflame
         blotting the sun for a moment.                  VIG 15, CLA 15, SPI 15, 8GD
2. A flame above, shrieking until it plunges     A2 (huge body), talons (2d8) and beak (d12)
   to the ground, sending roaring fire in             Wants lots of fire to fuel the sun.
   every direction (d8 blast) and setting the
   area alight. The Eagle, Aflame, surveys              The Eagle, Smouldering
                                                          VIG 13, CLA 12, SPI 10, 6GD
   the destruction then makes flight for the
           nearest large body of water.          A2 (huge body), clumsy thrashing (d8 blast)
                                                   Wants to extinguish its burning wings.
3. The Eagle, Smouldering, bathing to
   extinguish its feathers. It cannot fly for                  The Eagle, Rising
   another Phase, but can hobble about. A                   VIG15, CLA 18, SPI 18, 12GD
   crowd, driven from their burning homes,           A2 (huge body), gusts of wind (d10 blast)
    watch, and protect the Eagle from harm.          Must dry wings on the wind before flying.
4. The Eagle, Rising, stretches its wings,
   preparing to fly. As it ascends it sends a            Protective Victims of the Eagle
                                                              VIG 10, CLA 10, SPI 7, 2GD
   gust of wind through the Hex, felling
    wooden structures and flattening trees.          See below. They say the Eagle means well.
5. The sun seems to swell, then a piercing                 SALVAGED BELONGINGS
   cry. The shape of the Eagle, Aflame,                 In their hands     In their backpack
    appears in the sky, just circling for now.   1       Broken crutch        Sack of grain
6. The Eagle, Aflame, dives on the Seat of       2       Crying infant       Patchwork quilt
   Power, aiming to snatch the ruler and         3        Live chicken          Dried fish
   carry them up into the sun as an offering.    4         Flimsy hoe        Bladder of wine
      If this fails the next harvest is dire.    5     Rope tied to a goat     Metal pots
                                                 6        Lucky beads         Herb bundles
      Dwelling: Falconer’s hut ~ Sanctum: Amber brook ~ Monument: Sky boulder
       Hazard: Vulture peaks ~ Curse: Tainted stream ~ Ruin: Fallen treehouse
                                                                                                 119
           4                          The
          11
                               Coin Knight
                                       In arg or aur, decisions spun
                                        A prize, a life, lost or won
      PROPERTY
      • Morningstar (d8 hefty), roundshield (d4,
        A1), gambeson (A1), stone-studded
        brigandine (A1)
      • Jaunty flute (can only play a certain type
        of music, see below)
      • Arctic steed (VIG 14, CLA 8, SPI 7, 3GD, long
        coat turns white in winter)
      KNIGHTED BY…
      The Map Seer
      VIG   14, CLA 10, SPI 6, 2GD
      •     A body like craggy mountains, flowing
            with rivers of black blood.
      •     His will can alter the geography of the
            Realm, but it takes great effort.
      •     Wants to send Knights to their death.
120
                                                   The
                                       Bat
                               Spoil the loaf, taint the wine
                              To starve a fiend is most divine
                   Omens                                                 Cast
1. A smug musician, drumming. He sings                  The Bat, Most Wicked of All Beasts
   “the great winged one grows, and we are                     VIG 15, CLA 15, SPI 3, 7GD
     the feast” but he insists it’s just a song.                    A2 (huge body)
2. A flock of various birds, grounded. They            Thrashing wings (d8 blast) or bite (2d10)
   look to be grovelling toward the darkest            Wants sweet fruit and a dark place to rest.
   part of the sky. They scatter if disturbed.
                                                    Crowd of Bat Hunters, led by Radlef
3. A long table is laid out, commoners                       VIG 10, CLA 7, SPI 13, 3GD
   gathered for a feast. Every bowl is filled        Weaponised tools (d8 long), Radlef has a
   with worms, which people reluctantly eat        Bow (d6 long) and batbane arrows (no effect)
   by the handful. They say the Feast of                 Certainty in their convictions.
         Worms will deny the Bat its food.
4. Exhausted farmers gather pigs, cows, and                 Travelling Musician, Keork
   sheep. They’re heading to a nearby lake                     VIG 11, CLA 11, SPI 16, 4GD
   for a great sacrifice, hoping the bloody               Drum with red ribbons, dagger (d6)
    water will sate the Bat’s wicked hunger.             Enjoys hearing how badly others sing.
5. A crowd are lighting fires outside a cave,
                                                                CRIMES OF THE BAT
   the Bat hiding within. They aim to smoke
   it out. The Bat eventually emerges, and                      Act                Proof
       fights only enough to allow it to flee.     1        Mass murder            A song
6. Wings broken, dragged in chains, the Bat        2      Devouring cattle   One eyewitness
   is being taken to the Seat of Power to be       3       Spoiling crops    Popular rumour
   judged for its long list of crimes against      4      Spreading plague  Proclaimed by Seer
             the Realm (see opposite).             5     Shortening summer  Dubious confession
                                                   6     Causing nightmares  It’s self-evident!
    Dwelling: Thistle gatherers ~ Sanctum: Vibrant glade ~ Monument: Sun garden
         Hazard: Thorned trench ~ Curse: Stinging shade ~ Ruin: Bloody well
                                                                                                     121
           4                            The
          12
                              Mock Knight
                                     Sycamore, leather, felt and strings
                                     In heartless chest a soul still sings
      PROPERTY
      • War flail (d10 long)
      • Unnatural body (see below), concealed
        beneath plate suit (A1), hood, and clothes
      • Well-groomed steed
        (VIG 12, CLA 8, SPI 6, 2GD, a real horse)
      KNIGHTED BY…
      The Chance Seer
      VIG   10, CLA 10, SPI 6, 3GD
      •     Cloaked in constantly rotating scales,
            each showing a new colour.
      •     Only sees the uncertain futures, blind to
            that which is locked in certainty.
      •     Has no agenda of their own, having given
            themselves fully to the forces of fate.
122
                                              The
                                    Toad
                       In honeyed words a fat and charmsome lord
                        In poisoned gifts a bloaty malice stirred
                   Omens                                               Cast
1. A caravan of wagons, fat donkeys hauling           The Toad, the Fat Lord, Born to Rule
   thick logs, escorted by twelve warty                      VIG 12, CLA 5, SPI 16, 5GD
   guards. They are respectful to Knights,                    A4 (blubbersome body)
   but urge the need for haste, delivering              Grab and bite (d10), charming voice
         materials for the Toad’s castle.
2. Two scouts, searching for news of the                  Warty Guards, led by Jabeck
                                                              VIG 12, CLA 10, SPI 8, 5GD
   Toad. They hear his castle has been built.
                                                         A3 (froghelm, mail, rotund plate)
3. The Toad’s pet, a monstrous slug, is being            Bow (d6 long), halberd (d10 long)
   delivered to his castle in chains. Six warty          Fearful look, professional manner.
   guards struggle with the task, asking for
    help. The Toad is grateful for aid given.           Blotch, Beloved Pet to the Toad
4. Nestled among thorns, a scroll with green                  VIG 17, CLA 5, SPI 2, 5GD
   ribbon. It reads “the Toad commends your                A4 (monstrous sluglike body)
   service”. Anybody reading it feels sickly                  Slobbering maw (3d8)
   sweet, as if filled with honey. They choke              Always sad, always hungry.
    and sputter syrupy spittle, losing d8 VIG.                 Wants to be released.
5. A lone warty guard, delivering a gift to                     BALEFUL GIFTS
   one of the Knights (see opposite). Its curse              Gift              Curse
   manifests when the item is used, which         1        Apple pie       Deathly sleep
   the guard encourages the Knight to do          2      Froghelm (A1)     Loss of speech
     later. The curse lasts an entire Season.     3      Wooden flute      Hideous face
6. Twelve warty guards ride forward,              4      Silver mirror     Loss of vision
   demanding the Knights visit the Toad.          5      Woollen scarf   Total memory loss
         They must swear to him or die.
                                                  6       Copper mug      Loss of hearing
 Dwelling: Rambunctious fishery ~ Sanctum: Tranquil cove ~ Monument: Triple obelisk
      Hazard: Quaking ground ~ Curse: Rippling darkness ~ Ruin: Broken mast
                                                                                              123
           5                        The
           1
                             Mask Knight
                                    Now you call for truth from me?
                                     I’ll offer not which cannot be
      PROPERTY
      • Splittingaxe (d10 long), mail (A1) with
        masked helm (A1, see below)
      • Star ink (writing only shows under
        starlight at night) and parchment
      • Silver steed (VIG 12, CLA 8, SPI 5, 4GD)
      KNIGHTED BY…
      The Abacus Seer
      VIG   9, CLA 19, SPI 3, 3GD
      •  Hunched on the floor, counting on fingers
         and toes in numbers you don’t recognise.
      • Takes a long time to make a prediction,
         but when they do it is sure to come true.
         Even fate must bend to their calculation.
      • Wants to live long enough to complete all
         of their calculations.
          Person: Patronising hermit ~ Name: Peryn ~ Characteristic: Morbid embroidery
       Object: Spinning goblet ~ Beast: Dead greyhound ~ State: Mourning ~ Theme: Darkness
124
                                            The
                           Colossus
                               A legacy hewn in living rock
                                 A life that should not be
                  Omens                                               Cast
1. An elderly sculpter toils away, carving a       The Colossus, Woken from the Rock
   great statue into a cliff face. He boasts                VIG 19, CLA 3, SPI 2, 6GD
   that the statue is based on him in his        A4, count as a structure (colossal stone body)
   youthful prime. He knows he is dying and            Crush (2d12) or sweep (d12 blast)
               longs for immortality.             Driven by strange behaviour (see below).
2. Across the Realm the earth shakes and
        rumbles as the Colossus awakes.                The Hammer Knight, Lansheigh
                                                              VIG 14, CLA 5, SPI 6, 7GD
3. A crushed stone house, petty belongings              A3 (helm, gambeson, spiked plate)
   scattered across the nearby field. Looks as       Maul (2d10 slow), siege bombs (d8 blast)
        if it was bombarded with stones.             Sworn to never ask or answer a question.
4. The Hammer Knight rides, declaring they
   are seeking the Colossus, who has been        Besieger Mercenary Company Member
                terrorising the area.                      VIG 13, CLA 7, SPI 7, 5GD
5. Two warbands of a mercenary company           A3 (siegehelm, blackened mail, towershield)
   fight the Colossus, gradually realising            Blade (2d6 hefty), towershield (d4)
      they’re unable to harm its stone body.                STRANGE BEHAVIOUR
6. In the distance, the Colossus is leaning                  Loves              Hates
   against a mountainside. With a groan          1            Fire            Darkness
   they collapse into a heap, their form
   merging with that of the mountain. After      2           Water               Rain
   a few moments the new rock is covered in      3          Beasts              Birds
                red and green moss.              4          Flowers             Trees
                                                 5         Weapons             Armour
                                                 6     One of the Knights One of the Knights
  Dwelling: Scribe’s shelter ~ Sanctum: Haven of roots ~ Monument: Carved monolith
      Hazard: Needle grass ~ Curse: Tablet of falsehoods ~ Ruin: Faded library
                                                                                                  125
           5                            The
           2
                              Bone Knight
                           Ribble rabble, ronky donk, they bounce a duckle dine
                            Clatter clink, clanky tank, a rib, a skull, a spine
      PROPERTY
      • Needledagger (d6, +d6 against armoured
        targets) and jagged buckler (d4, A1)
      • Box of bones (see below)
      • Marsh steed (VIG 12, CLA 8, SPI 5, 3GD,
        moves effortlessly on bog and marsh)
                        BOX OF BONES
                  The Box                The Bones
       1        Silver coffer           Sorted by age
       2         Ivory cage            Sorted by size
       3      Bronze cylinder         Sorted by habitat
       4       Velvet pouch           Sorted by beauty
       5    Painted wooden case       Sorted by virtue
       6     Gilded clam shell         Unsorted chaos
      KNIGHTED BY…
      The Twilight Seer
      VIG   10, CLA 10, SPI 14, 2GD
      •     Elderly, shadowy, and incoherent by day,
            youthful, radiant, and cogent at night.
      •     Only sees the moments between
            significant events, the times of travel
            and rest.
      •     Wants stability in the Realm, ensuring
            the peaceful transition of night and day.
            Person: Adventurous fugitive ~ Name: Ezter ~ Characteristic: Shameful eyepatch
               Object: Vassal rod ~ Beast: Sniffer bear ~ State: Swimming ~ Theme: Drink
126
                                    The
                            Fortress
                          A cage in stone, all thorned and vast
                          Disguise a scheme in shadows cast
                  Omens                                            Cast
1. The Thorn Seer roams the Realm,                           The Thorn Seer
   proclaiming an invasion of great scuttling             VIG 9, CLA 16, SPI 14, 3GD
             monsters is coming soon.                     A2 (thorny body, helm)
2. A messenger declares that the Thorn Seer         Spined mace (d8 hefty), dagger (d6)
   has reclaimed a lost fortress (in the Myth       Sees pain in the past and the future.
   Hex), creating an impenetrable sanctuary
          for when the invasion comes.                   Claw Swarm Cutter
                                                          VIG 9, CLA 9, SPI 3, 3GD
3. Three claw swarm cutters peer from their                A1 (green carapace)
   tunnels, scouts for the invasion. If seen            Claws (2d6), acid spit (d8)
        they scutter back underground.                 Cunning instinct (see below).
4. A smith and her three young apprentices
   are looking for a new home. They left the               Claw Swarm Hulk
   Fortress, as the Thorn Seer wanted the                  VIG15, CLA 5, SPI 5, 6GD
   impossible from them, demanding whole                     A2 (red carapace)
              walls of iron be built.                 Great claws (2d8), blunt instinct
5. The voice of the Thorn Seer is heard
   across the land. The invasion is here,                 CUNNING INSTINCTS
   numberless hordes of the claw swarm                   Action           Objective
   attacking the Fortress. They will not        1       Burrow          Regroup later
   actually breach the Fortress, as they are    2        Scatter     Surprise the enemy
           creations of the Thorn Seer.         3      Camouflage   Target a single enemy
6. The invasion defeated, the Thorn Seer        4     Sprout wings    Confuse the enemy
   demands to be made ruler of the Realm,       5     Spawn more     Set up an advantage
       the Fortress as his Seat of Power.       6       Spit acid    Exploit a weak spot
      Dwelling: Exile pottery ~ Sanctum: Timeless cavern ~ Monument: Lyre tree
       Hazard: Numb ache on the air ~ Curse: The Silence ~ Ruin: Scoured trail
                                                                                            127
           5                          The
           3                     Salt Knight
                                   Saline stink adwells in every depth
                                 Matters not how still the mirrow’s breadth
      PROPERTY
      • Spined mace (d8 hefty), javelin (d6),
        coraline mail (A1)
      • Everflask (contains an endless supply of
        fresh water, see below)
      • Scaled steed (VIG 12, CLA 8, SPI 5, 3GD)
                       THE EVERFLASK
                   Design                 Thirst
       1        Leather pouch             A story
       2         Brass horn               A blade
       3        Twisted silver        A small creature
       4        Mottled stone          Delicious fruit
       5         White wood                Honey
       6        Frosted glass              Music
      KNIGHTED BY…
      The Bright Seer
      VIG   12, CLA 14, SPI 14, 3GD
      •     A booming, intrusively optimistic man
            cloaked in orange and gold.
      •     Has complete control over fire, able to
            twist it into visions brought to life.
      •     Wants to see the world burn, but in a
            planned and controlled manner.
128
                                                The
                               Citadel
                            A watcher yond our earthly sight
                            Beyond the reach of falcon’s flight
                  Omens                                              Cast
1. The silhouette of the Citadel appears on        The Watcher in the Citadel, Setizi
   the horizon, teetering and crooked. Any                 VIG 12, CLA 17, SPI 15, 8GD
    Seers you meet warn you not to go there.             A1 (silver mail). Can Focus.
2. The nearest Seer skulks between the          Glassy longsword (2d8 hefty), crystal lantern
   trees, seeking a new Sanctum so that the         (peering into it gives a hazy view of a
           Watcher will not find them.            location within the Realm that you have
3. Iron hounds, forged in the Citadel, scour         visited. Light causes pain to Seers)
   the land, terrorising but not harming          Protecting a destined future (see below).
   Seers. A pack of four charge past the                       Immolated Seer
     Company, heading to the nearest Seer.                   VIG10, CLA 7, SPI 7, 6GD
4. The Watcher from the Citadel is seeking           Bursts of anguished flames (d8 blast)
   out every Seer, warning them not to
    interfere with the destiny of the Realm.                     Iron Hound
5. A glowing orb falls from the sky, landing                VIG10, CLA 12, SPI 2, 2GD
   with an explosion in the nearby woods.                     A3 (metallic body)
   Screams follow from the crash site, and          Forged jaws (d8), focused on their quarry
   an Immolated Seer bursts from the                          DESTINED FUTURE
   woods. In their death throes they attack                Subject             Destiny
      any nearby, losing d6 VIG each round.     1     Ruler of the Realm Must die next Season
6. The Citadel glows, flooding the Realm        2           A Seer       Must leave the Realm
   with intense white light. Seers scream.             A member of the   Must be imprisoned in
                                                3         Company             the Citadel
    When the light fades the Citadel is gone.   4         A Knight             Must die
                                                5         A Vassal        Must find the City
                                                6         A courtier     Must rule the Realm
  Dwelling: Harpist gathering ~ Sanctum: Lullaby stream ~ Monument: Marble mesa
        Hazard: Draining dunes ~ Curse: Gorge of sorrow ~ Ruin: Broken tools
                                                                                                 129
           5                         The
           4
                             Violet Knight
                                     A lightless glow, from neath a dream
                                         Illuminates the fabric’s seam
      PROPERTY
      • Grand mace (d10 long), mail (A1),
        reflective scale (A1)
      • Flattering handmirror (shows the viewer’s
        ideal vision of themselves)
      • Nameless steed
        (VIG 12, CLA 8, SPI 4, 1GD, see below)
      KNIGHTED BY…
      The Gut Seer
      VIG   10, CLA 2, SPI 2, 1GD
      •     A pulsing, fleshy mass, entrails sprawled
            out across the stained floor.
      •     When spoken to the stains and intestines
            spiral and sprawl to form guiding shapes.
      •     Just wants to do their duty.
130
                                  The
                          Catacomb
                          Under skarny bough a world beneath
                          Bygone souls acraw in furied grief
                  Omens                                                Cast
1. Beneath a wilting tree, a heap of                     Boneborn, Death’s Creations
   misshapen bones, seeming to sprout from                  VIG 10, CLA 10, SPI 5, 4GD
   the ground itself. They feel slightly warm.             A2 (bone form, see below)
2. A narrow stone stairway leads down,                        Jealous of the living.
   below a huge blackened tree. It twists into
   a branching tunnel, each of the three             Bones at Arms, the Soldiers of Death
                                                             VIG 10, CLA 6, SPI 6, 4GD
   branches concealing a lurking Boneborn.
        They attack anybody who enters.                 A2 (bonehelms and boneshields)
                                                     Bonehammer (d8 hefty), boneshield (d4)
3. A grinding sound beyond the trees.
   Investigating reveals a rushing river of      The Bone Slayer, Upholder of Bonelaw
   bones, heading from the Myth Hex,                     VIG 15, CLA 14, SPI 11, 8GD
   running toward the nearest body of water.     A3 (bonehelm, boneplate, hardened bones)
4. The ground opens, the Company trapped         Bonebreaker (2d10 long, cannot be wielded
   in an arena of bones. They must fight                       by the living)
   three waves, each of d6 Boneborn. If they                  BONEBORN FORMS
    survive, a stairway to the surface opens.
                                                             Body                  Attack
5. Three warbands of Bones at Arms march         1      Winged (can fly)       Bone maul (d10)
   forward. They roam the land, taking out
             their anger on the living.          2    Clawed (can burrow) Shoulder blade (2d6)
6. The Bone Slayer emerges, fighting on          3    Extra bones (VIG 15) Deadtouch (2d12 slow)
   behalf of all of the dead. He fights any      4      Bone shield (A1)     Fire burst (d8 blast)
   challengers in a duel, banishing losers to        Piecemeal (immune to Spring slash (d8, free
                                                 5      ranged attacks)     move after the Attack)
   a bony underground prison. Turns to ash
       if defeated, releasing all prisoners.          Sprawling (roll twice   Spine javelins (d6,
                                                 6   on the Attack column)    throw 2 each turn)
  Dwelling: Stonecutting camp ~ Sanctum: Majestic ledge ~ Monument: Kestrel statue
   Hazard: Hopeless climb ~ Curse: Untrustworthy shadows ~ Ruin: Crumbled mosaic
                                                                                                     131
           5                        The
           5
                          Cosmic Knight
                                    Countless lights dotted in night’s veil
                                   To them, each one a glad or shameful tale
      PROPERTY
      • Strange crossbow (see below)
      • Echostone (can record and repeat one
        spoken phrase)
      • Boneless steed (VIG 10, CLA 8, SPI 5, 3GD,
        can squeeze through any gap as large as
        its head)
      KNIGHTED BY…
      The Rose Seer
      VIG   5, CLA 8, SPI 6, 1GD
      • Frail body, lilting head of pink
        flesh-petals. Every need lovingly tended
        to by an elderly woman.
      • Whispers her guidance as obscure, ugly
        poetry, applauded by her caretaker.
      • Wants everybody to suffer just enough to
        enjoy the little pleasure they have.
              Person: Smug prophet ~ Name: Viralag ~ Characteristic: Flower lover
        Object: War ink ~ Beast: Dust mongoose ~ State: Trailing ~ Theme: Transformation
132
                                           The
                                   Hound
                          The eye of a slayer, the nose of a hound
                           In wind and flesh, a hunter unbound
                   Omens                                               Cast
1. A search party. They’re looking for an                    The Hound in Shadow
   elderly woman, a herb gatherer. She’s                      VIG 5, CLA 16, SPI 5, 5GD
              been missing for days.                       A2 (muscular hide, wiry fur)
2. First a patch of blood, then pieces of flesh,       Jaws (2d8), cannot be hurt in darkness
   gradually becoming clear as the remains
         of the missing elderly woman.                       The Hound on the Wind
                                                              VIG 10, CLA 16, SPI 5, 7GD
3. Another heap of torn remains, this time                 A2 (muscular hide, wiry fur)
   some sort of deer. All present must pass a          Jaws (2d8), impossibly fast, moves and
   CLA Save or else feel compelled to sniff and
                                                              attacks twice each turn
   paw at the remains. They now have the
   Hound Within (see opposite), the effects                   The Hound in Flesh
       lasting until this Myth is resolved.                   VIG15, CLA 16, SPI 5, 7GD
4. The shadows seem to grow. Any who                       A2 (muscular hide, wiry fur)
   brave the darkness are attacked by the                 Attacks by those affected by the
   Hound in Shadow. It does not attack                     Hound Within are Impaired.
   those affected by the Hound Within                          THE HOUND WITHIN
             unless they attack first.                     Day Effect          Night Effect
5. An icy wind, then the Hound on the Wind         1     Enhanced smell      Cannot use hands
   attacks from nowhere, focusing its              2    Enhanced hearing      Unable to speak
   attacks on those affected by the Hound
     Within. If slain, it returns to the wind.     3     Enhanced vision        Fear of fire
                                                         Can eat raw and    Pass a CLA Save or
6. A heap of flesh and bones. The Hound in         4       rotten meat     wander the wilderness
     Flesh bursts out, fighting to the death.      5   Animals respect you   Howl at the moon
                                                   6    Powerful jaws (d8) Cannot sleep indoors
  Dwelling: Citadel of pipers ~ Sanctum: Sheltered trench ~ Monument: Memory opals
   Hazard: Earsplitting screams ~ Curse: Discordant howl ~ Ruin: Abandoned home
                                                                                                   133
                                    The
           5
           6
                          Temple Knight     No blood or cry
                                           Not here, not today
      PROPERTY
      • Spear (d8 hefty), white cloak, broadshield
        (d4, A1)
      • Mummified snake (Reptiles will not attack
        anyone holding it. The snake speaks to
        your mind directly, see below)
      • Moorland steed (VIG 11, CLA 9, SPI 6, 3GD,
        faint smell of heather)
      KNIGHTED BY…
      The Tapestry Seer
      VIG   9, CLA 17, SPI 4, 1GD
      •     A silken silhouette locked in a moment of
            total insight, only able to murmur.
      •     Sees everything at once and all
            connections between them.
      •     Wants to make everything as simple as
            possible without disturbing fate.
134
                                                  The
                                    Glade
                               Amid the stillen halt and hush
                              A poison blooms in grove alush
                   Omens                                             Cast
1. A calm glade amid dense trees. Complete         Based on the offering left at their plinth.
   silence. Three empty plinths, one each in        White Stone Hunter, Serephyllea
   black, grey, and white stone. Anyone                    VIG 12, CLA 12, SPI 16, 8GD
   attempting to leave the clearing finds                A2 (silent mail, silver plate)
   themselves back within it until an             Hunting spear (1d10 to 3d10, made from the
   offering is left on each plinth, regardless            material of their offering)
                    of its value.
2. In the Glade, the White Stone Hunter                 Grey Stone Hunter, Gravok
                                                          VIG 13, CLA 15, SPI 12, 8GD
   asks “whom shall I aid?” to whoever left
   their offering. They vanish and perform a            A2 (heavy cloak, round helm)
             kind act to that person.             Hunting bow (1d8 to 3d8, arrows made from
                                                        the material of their offering)
3. In the Glade, the white offering
                    is returned.                      Black Stone Hunter, Therenas
4. In the Glade, the Grey Stone Hunter asks                VIG 13, CLA 16, SPI 17, 8GD
   “whom shall I punish?” to whoever left         Armour 2-4 (armour made from the material
   their offering. They vanish and perform a                    of their offering)
   punishment, the effects lasting until the         Scythe blade (2d10 or 2d8 blast, long)
           next Spring (see opposite).                    ARBITRARY PUNISHMENT
5. In the Glade, the grey offering is returned.       Immediate Effect      Later Effect
6. In the Glade, the Black Stone Hunter asks      1   Best clothes stolen   Eyes fall out
   “whom shall I kill?” to whoever left their     2         Hiccups       Constant coldness
   offering. They vanish and attempt to kill      3      Spoiled food       Loss of taste
   that person. The offering is left on the       4     Slippery hands      Broken limb
           body of the target if killed.          5      Hair falls out     Severed hand
                                                  6    Annoying insects     Teeth fall out
      Dwelling: Silk farm ~ Sanctum: Salt grotto ~ Monument: Seer bone reliquary
       Hazard: Pouncing spiders ~ Curse: Tangling shadows ~ Ruin: Torn tapestry
                                                                                                 135
           5                             The
           7
                                    Fox Knight
                                     A whimsied whirl, a crafty guise
                                    The truth revealed as sour surprise
      PROPERTY
      • Jagged blade (d8 hefty), buckler (d4, A1),
        foxhelm (A1), hidden blade (d6, see below)
      • Sealing wax (can render any container
        watertight and airtight, restock each new
        Season)
      • Tunnel steed (VIG 10, CLA 10, SPI 5, 2GD,
        can see perfectly in the dark)
      KNIGHTED BY…
      The Needle Seer
      VIG   8, CLA 14, SPI 6, 4GD
      •     Tall and slender, festooned with blades.
      •     Pulls open small tears in reality, showing
            what could have been but is now
            impossible.
      •     Wants to make other people feel bad, but
            grudgingly does their duty to the Realm.
136
                             The
                    Tournament
                       Tween cog and blade, a challenge thrown
                       Blood must beat bronze, its mettle shown
                  Omens                                           Cast
 From Omen 3 onwards, when an Omen is                 Nimiod, Genius Tinkerer
rolled a horn is heard across the Realm. The            VIG 10, CLA 15, SPI 12, 2GD
 Company only encounter the Omen when          Fine sword (2d6), layered silks, focused eyes
they return to the Seat of Power, where the
  Tournament is being held. Ignore further                Clockwork Knight
   Omens from this Myth until they do so.                VIG13, CLA 5, SPI 5, 6GD
                                               A4 (metal body, copper plate, helm, shield)
1. A tinkerer, accompanied by his Clockwork           Fine sword (2d6), shield (d4)
   Knights. He boasts that a tournament           Follows Nimiod’s verbal commands.
     will see his Knights defeat any others.    Grinding voice, imitating knightliness.
2. A messenger from the Seat of Power. The          Subject to one quirk (see below).
   Company is called to represent the Realm
        against the Clockwork Knights.                  Clockwork Champion
                                               As above, but knows all Feats, has a fine
3. Nimiod parades his Clockwork Knights longsword (2d8 hefty),will disobey Nimiod in
   before the crowd. The Company are also      order to preserve its own life and honour.
          presented for those watching.
4. The Company compete all together,                    CLOCKWORK QUIRKS
   paired against a Company of Clockwork                Body               Behaviour
   Knights. It is a mounted battle, melee 1 Ignore Mortal Wounds Boasts and taunts
   weapons only, competitors eliminated if 2 Cannot be disarmed          Strict etiquette
           they take a Mortal Wound.         3    Human-like voice       Cunning fighter
5. Now the Company must fight on foot, no 4 Mean arm (can Smite) Soulless intimidation
                shields permitted.
                                             5   Real skull for head   Showboats for crowd
6. Finally, one Knight must take on the
                                             6 Extra fast (can Deny)      Stiff and jerky
              Clockwork Champion.
  Dwelling: Nomad camp ~ Sanctum: Tranquil waterfall ~ Monument: Ancient throne
            Hazard: Dust storm ~ Curse: Pond mirage ~ Ruin: Looted caravan
                                                                                               137
           5                           The
           8
                                Gull Knight
                            Tattered wing, loath’ed cry, born of ugly bill
                 And yet what heights, what lofty sights, this skwarmew captures still
      PROPERTY
      • Hooked blade (d8 hefty), patchwork mail
        (A1, see below), patterned cloak
      • Blinding bracelet (anybody wearing the
        bracelet is blind until they take it off)
      • Tempestuous steed (VIG 12, CLA 8, SPI 7,
        4GD, dances joyfully in rain)
                   PATCHWORK ARMOUR
            Some taken from…          Mixed with…
       1       Fallen soldiers        Flexible leather
       2       Ancient tomb            Sleek bronze
       3         Shipwreck             Polished steel
       4       A fighting pit           Brass studs
       5     A defeated Knight          Padded coat
       6      Thankful militia           Thick furs
      KNIGHTED BY…
      The Floating Seer
      VIG   12, CLA 12, SPI 14, 2GD
      •     A bloated bladder of a being, humming as
            she bobs about in the air buoyantly,
            yelping as she hits the ceiling.
      •     Sees through the eyes of all flying beings.
      •     Wants to float free toward the stars.
            Hates being confined. Being grounded
            causes agony.
                  Person: Zealous student ~ Name: Foxter ~ Characteristic: Always alert
             Object: Crystal mead ~ Beast: Paradise cockerel ~ State: Searching ~ Theme: Ice
138
                                             The
                                      Bull
                         The bless’d are bound for tragic end
                       While jealous eyes make wrath their friend
                   Omens                                                Cast
1. Leaf-covered acolytes parade a newly                 The Bull, Green of Horn and Hide
   born green bull, declaring a blessing on                   VIG 10, CLA 5, SPI 3, 2GD
   the Realm. They are taking him to a                    Horns (d6), docile temperament
         secret location for safekeeping.
2. People rejoice in the Blessing of the Bull,             Leaf-clad Guard, led by Solas
                                                                VIG 11, CLA 8, SPI 8, 4GD
    now clearly taking effect (see opposite).
                                                               A2 (leaf-clad mail, helm)
3. On a dusty trail, the Bull lies dead. A                  Broad-bladed guisarme (d10)
   scream is heard in the distance, two                       Intense love for the Bull.
   children running to say that they saw the          Solas wields a great guisarme (2d10 slow).
   Knights standing over the corpse.
       The Blessings of the Bull are lost.            Winged Fiends, Bringers of Sorrow
4. Five leaf-clad guards immediately charge                    VIG 8, CLA 17, SPI 4, 5GD
   the Knights, declaring them enemies of               A1 on ground only (leathery wings)
         the Realm for killing the Bull.                 Bladed arms (2d6), clumsy flight
5. A pair of winged fiends are seen in the            Want to sow misery and watch from afar.
   distance, harassing a lost horse,                        BLESSINGS OF THE BULL
   tormenting it with their blades. They flee
                                                               First                 Also
                   if confronted.
                                                  1     Drinks tastes better   Perfect weather
6. A lone leaf-clad guard is fending off an
   attack    from      five   winged    fiends,   2      Bread stays warm     Lost items return
   emboldened by their numbers. If the            3      Heavenly dreams     New fruit flourishes
   guard survives he vouches for the              4     The sick are healed   Fish leap into nets
               Knights’ innocence.                5     Wounds are mended Music sounds sweeter
                                                  6    The wind smells great Breathtaking aurora
     Dwelling: Humble hearth ~ Sanctum: Glittering spring ~ Monument: Coin pool
           Hazard: Red hail ~ Curse: Tattered light ~ Ruin: Screaming cave
                                                                                                    139
           5                         The
           9
                          Magpie Knight
                                     Keen eyes see what cold heart seeks
                                        This bird never bare of beak
      PROPERTY
      • Heavy cudgel (d8 hefty), 3 javelins (d6)
      • Twofold pouch (items you place in the
        pouch can only be retrieved by you)
        containing a memento (see below)
      • Ironclad steed
        (VIG 13, CLA 5, SPI 5, 2GD, A1, d6 trample)
      KNIGHTED BY…
      The Lens Seer
      VIG   10, CLA 14, SPI 6, 2GD
      •     A squat body, her head a refractive orb of
            liquid glass.
      •     Knows the true fate of anything that she
            examines closely and thoroughly.
      •     Wants interesting things brought to her
            for examination.
140
                                        The
                                 Hydra
                             Our best fall before their time
                             The worst shall live forever
                  Omens                                            Cast
1. The Candle Knight lies broken in the         The Hydra, Punishment for Past Sins
   road, unable to walk. They tell of the               VIG 19, CLA 10, SPI 7, 12GD
   Hydra rising from a pool of stagnant                  A5 (unbreakable scales)
   water. It killed the rest of her Company.         Onslaught of heads (2d10 blast)
    It cannot be killed. It must be endured.    Cannot be harmed. Regenerates any lost
2. A wide hole leading down into damp               body part and heals any wounds.
   darkness. Any disturbance awakens the          Sometimes feigns weaknesses to trick
   Hydra, bursting forth and attacking the     attackers into thinking they have a chance.
       Company. It shrugs off any attack.      One head is always holding onto some sort of
3. Atop a hill, the Hydra screeches               treasure (see below), baiting victims.
   triumphantly in the ruins of a shattered            The Candle Knight, Aluane
   stone outpost. It fights if disturbed,                 VIG 14, CLA 13, SPI 8, 8GD
   mocking the Company if they do not                   A3 (mail, plate, white helm)
           realise it cannot be killed.            Longsword (2d8 hefty), shortsword (2d6)
4. A rapidly spreading fire among the trees.        Can whisper into a candle to deliver a
   The Hydra waits in ambush, now able to           message anywhere within the Realm.
             breathe fire (d8 blast).                 Wants to get far from the Hydra.
5. A roar from above, and the Hydra                    TREASURES OF THE HYDRA
     descends, now winged and able to fly.             Descriptor        Object
6. The Hydra, visibly weakened, crawls         1         Golden           Crown
   toward a bubbling spring. As it             2        Bejewelled       Sceptre
   submerges itself the water boils, turning   3        Engraved        Longsword
         black, and the Hydra is gone.         4        Luminous         Chalice
                                               5         Ancient          Spear
                                               6          Runic           Shield
     Dwelling: Canopy outpost ~ Sanctum: Oracle font ~ Monument: Golden leaf
   Hazard: Immaterial attackers ~ Curse: Misleading voices ~ Ruin: Beheaded statue
                                                                                              141
           5                            The
          10
                      Reliquary Knight
                                   Noble rest, earned in life, final breath
                                  Echos ring, they live on, spurning death
      PROPERTY
      • War sickle (d8 hefty), gambeson (A1),
        carved plate (A1)
      • Sack of history tomes, treasured reliquary
        (see below)
      • Bearded steed (VIG 12, CLA 8, SPI 6, 3GD)
                     TREASURED RELIC
                 Bodypart                  Being
       1           Hand                Forgotten Seer
       2           Skull              Glorious Knight
       3           Heart              Deposed monarch
       4           Ribs                Pitied monster
       5            Eye                 Hateful bird
       6       Unknown organ           Ancient reptile
      KNIGHTED BY…
      The Predator Seer
      VIG   16, CLA 17, SPI 12, 9GD
      •     An animalistic woman with a powerful
            body and sleek mane.
      •     There is no better guide to hunting, no
            matter the quarry.
      •     Wants to sharpen Knights into the
            perfect predators of the world, even if
            they must suffer along the way.
                Person: Cruel charlatan ~ Name: Brayne ~ Characteristic: Always yelling
               Object: Immovable herb ~ Beast: Flat owl ~ State: Gluttonous ~ Theme: Salt
142
                                         The
                                   Spire
                            The pinnacle of stool and shroom
                             Grown to fall in putrid bloom
                  Omens                                              Cast
1. A finely-dressed mushroom gatherer is            The Spire, the Great Fungal Tower
   complaining of a lean harvest. He says a                9GD, count as a structure
   great fungal spire is overdue, which will                   A2 (bouncy flesh)
     spread new fungus around the Realm.            Spores grant pleasing hallucinations to
2. A haze of yellow spores on the wind. Those        friends or nightmare visions to foes.
   inhaling it see the world around them
   start to bend and breathe, mouths                  Fungal Serf, Born of the Spire
                                                          VIG 10, CLA 5, SPI 5, 1GD
     opening in the ground. It soon passes.
                                                      Heavy fist (d6), bright colouration
3. Six fungal serfs are out gathering food to         Wants to collect food for the Spire.
   take back to the Spire. They take without           Doesn’t understand ownership.
         asking but have no will to fight.
4. A round cabin on a wooded hill, shouting               Fungal Knight, Rotting
   within. Two stargazers, sisters, each                   VIG 13, CLA 7, SPI 8, 3GD
   yelling that the other one is a shape-              A2 (mould-covered mail, shield)
   shifter from the stars. They have both             Fungal mace (d8 hefty), shield (d4)
     been tricked by hallucinogenic spores.              Impatient to rot away fully.
5. The Fungal Knight shambles forward,                         FUNGAL SERFS
   ensuring nobody plans to interfere with             Appearance             Manner
   the Spire. He has little appetite to fight   1   Huge head, teetering  Wheezing spores
      and just wants to rot away to sludge.     2      Spindly limbs     Curious of the world
6. A squelch heard across the Realm. The        3      Bloated body      Aggressively diligent
   Spire and all fungal beings collapse into    4       Broad cap          Warm and jovial
   sludge, seeping into the ground. Next
                                                5     Covered in gills     Proud and aloof
       season the fungus will be bountiful.
                                                6     Tall and clumsy     Eating own body
  Dwelling: Knight’s rest ~ Sanctum: Fountain clearing ~ Monument: Offering plinth
        Hazard: Glue bog ~ Curse: Haunting reflections ~ Ruin: Sinister altar
                                                                                                 143
           5                                The
          11
                          Vulture Knight
                                     Gutly ribbons, blood’s sweet dance
                                      The future calls in gory trance
      PROPERTY
      • Black axe (d10 long, +d10 vs wounded
        targets), sinister mail (A1, see below)
      • Spidernip nuts (acts as a pleasing
        stimulant for insects and arachnids when
        ground to a powder, restock each new
        Season)
      • Bright-eyed steed (VIG 12, CLA 9, SPI 5, 2GD)
      KNIGHTED BY…
      The Hymn Seer
      VIG   7, CLA 10, SPI 13, 5GD
      •     Little more than a skeleton draped in
            white robes, moving suddenly and
            stopping completely still.
      •     Guides visitors in dreary, discordant
            song, loose guidance hidden in the words.
      •     Wants to bring Myths to a rapid end so
            that the whole world can be drawn to a
            sorrowful close.
             Person: Confident assassin ~ Name: Kelwun ~ Characteristic: Brawn over brains
              Object: Leaf sword ~ Beast: Grim donkey ~ State: Breaking ~ Theme: Warmth
144
                                          The
                                   Sprite
                             Sodden gifts from spriggle wylde
                               Atop a crone, below a child
                   Omens                                               Cast
1. A half-asleep fisherman by a duckweed-          The Sprite, Old Girl o’ the Pond, Wrundl
   covered pond. He warns the “old girl o’ the              VIG 12, CLA 16, SPI 16, 7GD
      pond” can’t be trusted on her word.                  A1 (robe of thick pond weed)
2. A pond thick with duckweed, the Sprite          Water shaped to a blade (3d6) or arrow (2d6)
   emerges, an old woman with the voice and          Wants to interfere with the way things
   movement of a child. She takes a liking to      should be. Feels intense love for one thing at
   one member of the Company and asks lots            a time before forgetting them entirely.
    about them before fleeing into the pond.
                                                                   Watery Being
3. Another weed-covered pond. The Sprite                      VIG  10, CLA 4, SPI 4, 3GD
   emerges in the centre, appearing serious.         Once people, drowned by the Sprite. They
   She asks her beloved to name any object         long for her love, but she has forgotten them.
   they want, from the past, present, or
   future. She insists until they give an                 Drowsy Fisherman, Mucks
     answer, then ducks back under water.                    VIG 12, CLA 6, SPI 10, 4GD
4. Two beings of greenish water (see                  A1 (rusty pot helm), patchwork clothes
   opposite) fight loudly, each proclaiming         Plans petty revenge against the Sprite, but
             that “she loves only me”.                    she has already forgotten him.
5. A still lake, the green arms of the Sprite
   emerging on the bank, holding the                         WATERY CREATIONS
                                                             Voice             Attack
   requested item for their beloved. She           1     Low gurgling    Lashing weeds (2d6)
           attacks if the gift is refused.         2    Splashing cries   Bloated limbs (d8)
6. The Sprite, now angry, is here to reclaim       3     Sloshing song     Rusted axe (d8)
    the gift. She’ll take it by force if needed.   4     Frothing hiss  River rock (2d10 slow)
                                                   5    Drowning moan    Choking hands (d6)
                                                   6    Rumbling roar   Cold scream (d6 blast)
 Dwelling: Moonwatcher settlement ~ Sanctum: Steam spring ~ Monument: Silver arch
      Hazard: Strangling fog ~ Curse: All light fades here ~ Ruin: Darkened fort
                                                                                                    145
           5                            The
          12
                                Free Knight
                             No soul, no mind, should live acaged or chained
                               Yet freedom won is never quietly gained
      PROPERTY
      • Hooked flail (d8 hefty), hexshield (d4, A1,
        see below)
      • Tempest chest (when empty, it can draw a
        storm within, restoring calm weather. If
        opened when full the storm is released)
      • Grassy steed (VIG 11, CLA 8, SPI 5, 2GD,
        blends into long grass when sitting)
      KNIGHTED BY…
      The Roaming Seer
      VIG   10, CLA 14, SPI 6, 4GD
      •     A tall cloaked figure, leaving a trail of
            sand in his footsteps.
      •     Will not offer any guidance to visitors, but
            offers to accompany any Knights he
            deems worthy. He is demanding, slow,
            and cryptic, but offers clear guidance
            when it matters most.
      •     Wants to see everything for himself.
                Person: Muddy astrologer ~ Name: Clemens ~ Characteristic: Red tattoos
               Object: Beggar shroud ~ Beast: Singing bull ~ State: Dashing ~ Theme: Frost
146
                                             The
                                      Hole
                           In mud and root, from sunken land
                            Careful hands plan works agrand
                  Omens                                                Cast
1. A hole in the ground rips open, growing as       Holfolk, Little Ones of the Hole
   trees and rocks tumble in. A small blue                 VIG 7, CLA 7, SPI 15, 5GD
   Holfolk, Gruff, scurries out into a tree.     Good at hiding. No means or desire to fight.
   She is shy, but explains that this only       Want to explore every part of every Realm.
   happens when there’s work to be done on
   the surface. Those from above can’t enter            Ardwright, the Jade Architects
    the Hole, held back by an invisible force.                VIG 10, CLA 15, SPI 3, 1GD
                                                                                                  147
           6                          The
           1
                                 Silk Knight
                                  Judge not a knight on might and favour
                                  Where silk endures, a heart can waver
      PROPERTY
      • Delicate halberd (d10 long), woven coat
        armour (A1, no protection against fire)
      • Intricate brass puzzle (compelling but
        impossible)
      • Young steed
        (VIG 9, CLA 8, SPI 6, 1GD, see below)
      KNIGHTED BY…
      The Crimson Seer
      VIG   11, CLA 14, SPI 16, 4GD
      •     Elegantly dressed woman, her heart
            visible, pulsing through her chest.
      •     Gets glimpses of beings’ desires and fates
            by tasting their blood.
      •     Wants to make the world interesting and
            dramatic, anything but boring.
148
                                                  The
                                     Mist
                              Agrime’d air a’dims the gleam
                              A realm is lost in fearful dream
                   Omens                                               Cast
1. The air turns cool and a thin mist begins                      The Mist
   to roll in. A flock of red crows fly past,     Pushed back by smoke from burning bones.
      shrieking as they make urgent flight.
2. The Mist thickens, a cold leaden curtain.            Misguided Militia, led by Harlger
                                                               VIG 10, CLA 10, SPI 8, 4GD
     Vision beyond each Hex is impossible.
                                                             A2 (cloaked mail, full helm)
3. Six horrors lurk just beyond vision,                 Shortbow (d6), axe (d8), handaxe (d6)
   haunting sounds and faint shadows. They            Hargler has a longbow (d8 long) and wants
   stalk the Company, only striking if                      to overthrow her former liege.
           somebody becomes isolated.
4. The Mist grows ever more dense, vision         Horror in the Mist, Desperate Stalker
   limited to a few feet. Even bright lights                 VIG 7, CLA 14, SPI 4, 4GD
     fade to a dull glow. All travel is blind.                    A1 (cold hide)
5. A militia warband, defected from a nearby            Gripping claws and fangs (2d6)
   Holding, open fire on the Company,                    Fear of bells and being seen.
     mistaking them for horrors in the Mist.      Shifting form (see below, reroll frequently).
6. A dull bell clangs, a towering figure barely                 A SHIFTING FORM
   visible striding through the Mist. It’s                    Call               Body
   impossible to get closer to it. As it fades
                                                  1          Hooting      Long dragging limbs
   into the distance the Mist begins to clear.
   By the next Morning it has completely          2         Shrieking       Hanging wet jaw
   passed, leaving silvery dew. A Seer has        3         Grinding        Huge black eyes
    been taken by the Mist, never to return.      4         Weeping       Spiked prehensile tail
                                                  5          Gasping       Many rows of teeth
                                                  6          Singing      Normal pitiful human
  Dwelling: Reclusive perfumery ~ Sanctum: Sapphire woods ~ Monument: Pillar of ice
   Hazard: Frostbite fog ~ Curse: Blinding blizzards ~ Ruin: Shattered stained glass
                                                                                                   149
           6                                The
           2
                              Tiger Knight
                                       You see in beasts an anarchy unfold
                                    In truth, a structure strict as crowns of old
      PROPERTY
      • Fang blades (d6, or d8 each when wielded
        as a pair), knotted coat (A1)
      • 3 phoenix feathers (erupts in flame when
        they touch the ground, d8 blast, restock
        each new Season)
      • Tattooed steed
        (VIG 12, CLA 9, SPI 5, 5GD, see below)
      KNIGHTED BY…
      The Dying Seer
      VIG   3, CLA 12, SPI 3, 1GD
      •     A ghostly projection bound to a rotting
            corpse, trapped in the moment of death.
      •     Knows the precise details of every death
            still to come, but is forbidden from
            sharing them. Can still gently advise.
      •     Wants every other being to die so that he
            can finally rest.
             Person: Animal worshipper ~ Name: Hygo ~ Characteristic: Attempts mystique
                   Object: Web net ~ Beast: Listening asp ~ State: Eating ~ Theme: Grass
150
                                       The
                              Gargoyle
                          In hearthy glow, small joys take flight
                           Whilst bitter past doth dwell in spite
                   Omens                                                Cast
1. Two boisterous lads clamber on a ruined                   The Gargoyle, Astergrist
   temple, smashing the eroded statuary                       VIG 14, CLA 17, SPI 12, 6GD
   with a heavy hammer. They say they’re                A4 (hulking stony body), clumsy flight
    just following orders from a nearby Seer.           Great claws (2d8) and tail (d10 blast)
2. The Gargoyle descends on the Company,              Well-read and ill-tempered. Hates the sun.
   shouting that he means no harm. He’s                   Wants to bring back anything old.
   looking for a lost item, and expects the           Always seeking a specific item (see below).
   Knights to find it. He will cause an
   argument for his own amusement if he                         Sculpted Beast
             can, otherwise he leaves.                           10, CLA 6, SPI 6, 3GD
                                                                VIG
                                                            A3 (stony body, wolflike)
3. Atop a huge stone ruin, the Gargoyle           Stone bite (2d8, wounds cause the victim to
   carves away at the stone with his bare         slowly petrify over the next week, reversed
   hands, sculpting beasts. Two such beasts          only if the Gargoyle grants a pardon)
      watch on, eager for a new companion.         Mindlessly serves the Gargoyle’s whims.
4. In the shade of a grey tree the Gargoyle
   argues with a nearby Seer. He claims that                         LOST ITEM
   he alone gives the Seers their knowledge.                 Object              Last Seen
                     This is a lie.               1      Twisted tin flute   Sinking into water
5. The two lads who were smashing statues         2    Bejewelled chess set In the Seat of Power
      lie petrified by a sculpted beast’s bite.
                                                  3       Huge cauldron       Seized by a Seer
6. In a quarry the Gargoyle smashes his
   sculpted beasts to rubble one by one. They     4     Map-marked shield   Buried in the woods
   don’t resist. After this he takes flight for   5    Mummified Seer head Hurled from a peak
     another Realm, declaring this one dull.      6     Crown of raw iron    Entombed in a tree
    Dwelling: Orchard village ~ Sanctum: Luminous pond ~ Monument: Shell circle
      Hazard: Chilling bushes ~ Curse: Obscuring reeds ~ Ruin: Broken henge
                                                                                                    151
           6                             The
           3
                                   Leaf Knight
                                     No greater gift than bough and bush
                                        All feast in verdy bountilush
      PROPERTY
      • Hooked club (d8 hefty), verdant leather
        (A1 while within foliage), useful stick (see
        below)
      • Murmur box (creates the illusion of
        indistinct conversation when open)
      • Patchy steed (VIG 12, CLA 5, SPI 5, 3GD)
      KNIGHTED BY…
      The Born Seer
      VIG   6, CLA 6, SPI 8, 1GD
      •     An infant, impossibly large eyes, filled
            with boundless energy, destined to be the
            most powerful Seer of all.
      •     Sees the future in childlike simplicity and
            gives clumsy guidance, refusing to
            elaborate or explain themselves.
      •     Wants to go somewhere new.
                Person: Athletic warden ~ Name: Andona ~ Characteristic: Huge backpack
            Object: Scaled daisy ~ Beast: Massive badger ~ State: Thinking ~ Theme: Sunrise
152
                                       The
                          Changeling
                           When eyes can lie and words beguile
                           So falsehoods gain a truthness vile
                   Omens                                                  Cast
1. A warm gust. A dove looks at one Knight           The Changeling, in its True Form
   questioningly before fluttering away.                    VIG 10, CLA 16, SPI 17, 8GD
   Secretly roll or choose a victim (see                 A2 (twisting, shapeless form)
   opposite) whom the Changeling has               Warping touch (d8, Mortal Wound leaves the
   captured, stealing their form, memories,             victim as a soft, quivering heap)
          and place within the Realm.
2. An elderly rider sits on a wall, his steed                  Elderly Rider, Beltor
                                                                VIG 6, CLA 6, SPI 9, 9GD
   chased away by horned wolves. He passes
   on a Seer’s warning, the Changeling                         A2 (mail, leather helm)
         walks the Realm. Trust no one.                Longsword (2d8 hefty), throwing axes (d6)
                                                         Rasping voice. Rejected a knighthood.
3. A mature Knight (rolled as normal)
   arriving in the Realm, seeking the Seat of                Horned Wolves, Malicorn
   Power to offer her service. If she is not the                VIG 12, CLA 8, SPI 3, 3GD
      Changeling she has good intentions.               Gore and tear (2d8), tries to weaken the
4. A fleshy door in a tree trunk. It snaps shut         target and return later to finish the job.
     as quickly as it is noticed, no trace left.                   CHOSEN VICTIM
5. A pair of horned wolves leap from hiding,                   Victim                 Clue
   attacking a random member of the                1     Ruler of the Realm     They cannot eat
      Company, trying to drag them away.           2       Known Knight       They cannot drink
6. Whoever is the Changeling stands in a           3         Known Seer       Animals hate them
                                                   4        Known Vassal      Children are scared
   clearing, facing away from the Company.               The last person the They do not have any
   If disturbed they unfold into their true        5      Company spoke to     of their memories
   form before fleeing, looking for a passage            The next person the    Sunlight causes
            back to their own world.               6       Company meets        great discomfort
     Dwelling: Bright windmill ~ Sanctum: Silent sands ~ Monument: Crowned oak
        Hazard: Scalding heat ~ Curse: Mocking clouds ~ Ruin: Ghostly village
                                                                                                     153
           6                           The
           4
                             Glass Knight
                            Revealer of all secrets, in stark, judgemental light
                            In cold and sharpened heart lies no deceitful spite
      PROPERTY
      • Two-pronged pike (d10 long), painted mail
        (A1, see below)
      • Witching needle (a six-inch spike, can be
        stuck into any material, and cannot be
        removed by anybody but you or a Seer)
      • Chestnut steed (VIG 11, CLA 8, SPI 6, 3GD,
        hated by spiders and hates them back)
      KNIGHTED BY…
      The Blossom Seer
      VIG   9, CLA 18, SPI 16, 2GD
      •     Woman with an uncertain number of
            limbs draped in white silk. Petals of pale
            skin occasionally fall to the ground.
      •     Sees the present in intense detail.
      •     Knows she is only here for a matter of
            days, and wants to do as much good as
            possible in that time. Returns next year.
             Person: Smart inquisitor ~ Name: Kirus ~ Characteristic: Beautifully statuesque
               Object: City rune ~ Beast: Clever tortoise ~ State: Travelling ~ Theme: Hair
154
                                    The
                                 Inferno
                           Flames of greed in earth entrenched
                           In deepest soil no thirst bequenched
                   Omens                                              Cast
1. A faint heat can be felt from the soft parts          The Red Serpent, Guivregule
   of the ground, like the embers of                        VIG 18, CLA 10, SPI 10, 10GD
                 yesterday’s fire.                  A4 (blazing scales, strips of golden mail)
2. Smoke rises from behind a row of trees. A          Snapping jaw (2d10), whip tail (d10),
   crackling forest fire burns. It can be         flaming breath (3d10 blast, once per phase).
   stopped if the Company acts quickly, else      Regal voice. Wants gold above all else, and is
     this small patch of forest burns down.         willing to play the long game to get more.
3. An orchard lies burned to ash, the young                 Young Farmer, Etane
   farmer weeps among the embers. They’re                   VIG 12, CLA 10, SPI 6, 2GD
   left with no choice but to plead for aid at    Petty smoke-damaged belongings. Wants to
              the nearest Holding.                    build a new life, forgetting the past.
4. A smouldering rift in the ground yawns
   open, the Red Serpent emerging, writhing        Watchtower Guards, Hendon, Terone
   through the hot air like a great eel. It                 VIG 10, CLA 12, SPI 9, 3GD
   demands gold and will engage in no other                   A2 (gambeson, helm)
              topic of conversation.              Warfork (d10 long), packed lunch (see below)
5. A stone watchtower, two guards within,           Wants a quiet life and respectful work.
   slowly sinking into the ground. The stone                     PACKED LUNCH
   appears to be melting as the ground opens                Food               Drink
   up, swallowing the tower in a pit of flame.    1      Meaty cake           Old wine
6. The Serpent encircles a pile of riches,        2    Spiced sausages     Medicinal tea
   taken from all over the Realm, slowly          3      Thick broth        Strong mead
   sinking back into the molten earth below.      4     Raw cabbage          Apple juice
                                                  5    Steamed snails       Pond water
                                                  6   Potato-filled bread  Lemon water
    Dwelling: Shepherd tents ~ Sanctum: Fruits of clarity ~ Monument: Painted cliff
           Hazard: Boulder rapids ~ Curse: The haze ~ Ruin: Scorched farm
                                                                                                   155
           6                              The
           5
                                    Hive Knight
                           A bed of gluous, parchly cloth, a coat of stickly sleen
                           Emerged in morning good as new, chirurgery unseen
      PROPERTY
      • Rootbow (d6 long), countless daggers (d6)
      • Tidal resin (when burned, all nearby
        water becomes still and solid for a while,
        restock each new Season)
      • Hooded steed (VIG 11, CLA 10, SPI 5, 3GD)
      KNIGHTED BY…
      The Skin Seer
      VIG   14, CLA 7, SPI 7, 4GD
      •     Patchwork creation of various Seers who
            were murdered or executed. Tall,
            powerful shape, but twisted visage.
      •     Sees every thought of betrayal, even the
            tiniest consideration.
      •     Wants to punish those who do not respect
            the Seers.
                   Person: Deceitful healer ~ Name: Kapo ~ Characteristic: Loves gossip
            Object: History pack ~ Beast: Wood centipede ~ State: Bellowing ~ Theme: Stories
156
                                           The
                                    Harp
                            Lilt and dirge in bough astrung
                            As sharp as soft, his doom asung
                  Omens                                                Cast
1. The wind rises, rustling branches of                        The Harp, Orlyndra
   nearby trees, almost sounding like music        If played with malice, d12 ranged Attack.
                   for a moment.                 If played soothingly, those who fall asleep to
2. A frail carpenter is rummaging through                  its music restore all Virtues.
   the woods, grumbling as he searches for        If played badly, d12 Damage to the player.
   just the right type of wood. He says he’s           If played by the creator, see below.
   working on a great project, but is
            reluctant to share details.                   Frail Carpenter, Quilfrey
                                                             VIG 6, CLA 14, SPI 17, 2GD
3. The carpenter cries out, he’s fighting off          Clumsy axe (d8 long), straggly beard
   six wood centipedes as he tries to carry          Shaky voice and hands, optimistic spirit.
     freshly cut wood back to his workshop.          Knows the Harp will be his final and most
4. The wind stirs the branches and leaves,                   important piece of work.
   glittering music in the air, now loud
   enough to hear clearly (see opposite). This       Wood Centipede, Fibrex, Scuttermum
             affects all in the Realm.                        VIG 7, CLA 5, SPI 2, 1GD
5. The carpenter, riding a rickety cart, the           A1 (glossy shell), insatiable appetite
   Harp concealed beneath a grey blanket.            Mandibles (2d6 or devour a wooden item)
   He appears fraught, insisting the Knights         THE HARP, PLAYED BY ITS CREATOR
   take the Harp and make sure it doesn’t                     Effect            Duration
            fall into the wrong hands.           1     Fall into deep sleep  Just a moment
6. A parade of white-cloaked acolytes lead a     2       Shadows vanish       For the Phase
   council of Seers from across the Realm.       3      The sun darkens     Until next morning
   They declare that the Harp must be            4     Strong body (VIG 18)      A Season
         buried until it is truly needed.        5    Sharp senses (CLA 18)       A year
                                                 6     Light heart (SPI 18)       An Age
   Dwelling: Trapper cabin ~ Sanctum: Aromatic pines ~ Monument: Worldview peak
        Hazard: Lack of air ~ Curse: Blinding lights ~ Ruin: Only shadows left
                                                                                                  157
           6                            The
           6
                             Ghoul Knight     Arise! Arise!
                                        But, for what? For whom?
      PROPERTY
      • Bearded axe (d10 long), dusty mail (A1)
      • Cleaner salt (renders even the most rotten
        food safe and delicious, restock each new
        Season), animal miniature (see below)
      • Faithful steed (VIG 12, CLA 8, SPI 5, 3GD,
        will never abandon you)
      KNIGHTED BY…
      The Paired Seer
      VIG   9, CLA 9, SPI 9, 2GD
      •     An unremarkable peasant woman,
            busying herself with chores and errands.
      •     Her twin exists in the future of the City,
            and they share a mind and memory.
      •     Wants to be reunited with her twin.
158
                                                The
                                    Tree
                          Not all that grows is good and fair
                         Not all from ‘bove an answered prayer
                  Omens                                               Cast
1. On the horizon, twisting branches of a               Raiders from the Clouds
           great tree, black and blue.                     VIG 14, CLA 8, SPI 8, 5GD
2. The branches on the horizon seem to grow         A1 (hazy form), hooked trident (d10)
   with each moment, fading to grey, then          Want to take earthy goods back to the
   white, as they reach into the clouds and     clouds, valuing anything that grows in soil.
     spread above every part of the Realm.
                                                         Felling Militia, led by Melca
3. Branches scrape the clouds in every part                  VIG 11, CLA 8, SPI 8, 3GD
   of the Realm. With a scratching scream            Felling axes (d8 long), poor motivation
   six cloud raiders fall from above, landing       Melca has A2 (helm, mail), theatrical voice
   unharmed, looking to seize whatever they
          can carry back to the clouds.                          Cloud Creature
4. A militia warband march toward the Tree,                   VIG 12, CLA 8, SPI 4, 3GD
   aiming to chop it down. They do not know              A1 (formed of cloud, see below)
    that earthly tools cannot harm the Tree.        Slam (d8), lightning (d12, once per Phase)
5. Great branches fall from the sky across             Just wants to get back to the clouds.
   the Realm. One falls nearby, a pair of                         CLOUD FORM
   cloud creatures clinging on before                        Shape             Descriptor
               attacking in panic.              1          Snakelike            Thin (VIG 6)
6. With a thunderous creak the Tree begins      2           Wolflike          Swift (can fly)
   to lean. A moment later it falls, followed   3           Bearlike             Icy (A2)
   by a rain of branches. The Myth Hex and      4           Goatlike          Dense (VIG 16)
   all adjacent Hexes are devastated,                                      Unstable (collapses
                                                5          Squidlike     into water if Wounded)
       causing 2d12 Damage to all within.
                                                                           Crackling (can use
                                                6           Apelike          lightning twice)
   Dwelling: Tiny market ~ Sanctum: Golden grove ~ Monument: Constellation dome
     Hazard: Exhausting spores ~ Curse: Nightmare fungus ~ Ruin: Smashed jail
                                                                                                  159
           6                         The
           7
                         Weaver Knight
                                 This and that, might just be that and this
                                   As now is morrow, perfectly amiss
      PROPERTY
      • Two-headed axe (d8 hefty), bronze buckler
        (d4, A1), thrown weapon (d6, see below)
      • Hushcloth (items fully wrapped in this
        cloth create no noise)
      • Orchard steed (VIG 12, CLA 9, SPI 5, 1GD,
        can sniff out fruit)
      KNIGHTED BY…
      The Armoured Seer
      VIG   15, CLA 7, SPI 9, 5GD, A3 (metal body)
      •     A great blocky mass of chains and iron
            plates, just about humanoid in shape.
      •     They were interred in their armour after
            a mortal wound, now seeing through the
            eyes of every piece of armour and every
            weapon in the Realm.
      •     Wants to restore their body to its
            previous health.
                Person: Thrifty herald ~ Name: Pryer ~ Characteristic: Animal lover
            Object: Seer arrow ~ Beast: Watcher python ~ State: Coveting ~ Theme: Hearing
160
                                          The
                                   Pool
                           Idle fiends steep murksome brew
                          A heart’s desire turned false or true
                  Omens                                               Cast
1. A joyous farmer skips and sings, leading                       The Pool
   an ox made entirely of gold. She claims     When somebody drinks its cloudy water they
   she wished for the ox after drinking from                   make a SPI Save.
   the Pool. Hasn’t got much of a plan for      If they pass they receive a blessing, if they
             what to do with the ox.                fail they receive a curse (see below).
2. An elderly man, crying out for help.        The only cure is the blood of a great whale.
   Claims that a curse has left him old,                   The Pool then dries up.
      previously a healthy young hunter.
                                                   Joyous Farmer, Dolm, with Golden Ox
3. Beneath a shady canopy, light peeks                     VIG 10, CLA 6, SPI 13, 3GD
   through, directing attention to the Pool,       Rash and impulsive. Seeking another pool.
          surrounded by round stones.
4. Two bodies lie on a large bloodstain,                  Elderly Wretch, Alastig
   seemingly having stabbed each other.                     VIG 8, CLA 8, SPI 7, 2GD
       A dried-up pool sits between them.                Bow (d6), leaf-lined clothes
5. The Pool presents itself again, this time          Appears elderly, claims to be young.
        atop a hill, among jagged rocks.                         POOL EFFECTS
6. A babbling sound echoes on the air. The                Blessing                Curse
   mossy earth yawns and a great stone         1    Invisible in moonlight  Blind in moonlight
   cauldron rises up. Here the Pool provides   2    Never age past Mature      Become Old
   enough water for the Company to drink as    3       Immunity to fire       Memory wiped
   much as they like, though each receive      4    Fire breath (d8 blast) A limb withers away
   just one effect. This remains here until    5      Wish for one object  All possessions lost
             the end of the Season.                   An icesword (3d6     Attack nearest ally,
                                               6     hefty) rises from the stopping only when
                                                        water for you       Mortally Wounded
  Dwelling: Peaceful disciples ~ Sanctum: Lush island ~ Monument: Roots of the world
        Hazard: Biting muck ~ Curse: Labyrinth stream ~ Ruin: Massacre moor
                                                                                                  161
           6                      The
           8
                      Thunder Knight           Thunder!
                           Should be felt, not heard, else call it a whimper!
      PROPERTY
      • Forked spear (d8 hefty), oakshield (d4, A1)
      • Caged bug
        (VIG 2, CLA 6, SPI 3, 5GD, see below)
      • Overfed steed
        (VIG 12, CLA 6, SPI 5, 2GD, d6 trample)
      KNIGHTED BY…
      The Dice Seer
      3GD, A3. Treat as a Structure.
      •    A great crystalline form, twitching and
           rotating of its own force, its voice a
           grinding chant.
      •    Sees glimmers of every possible future all
           at once.
      •    Encourages the action with the most risk
           and the greatest potential reward.
               Person: Friendly mercenary ~ Name: Aluna ~ Characteristic: Piglike face
               Object: Wolf knife ~ Beast: Talking hyena ~ State: Tasting ~ Theme: Thirst
162
                                      The
                           Elephant
                          Booming march and children’s cheer
                            A hunter ushers death a’near
                  Omens                                              Cast
1. With thunderous steps, the Elephant                  The Elephant, Balihanthor
   Knight parades past with armoured                        VIG 18, CLA 5, SPI 5, 6GD
   soldiers. She marches toward the Seat of                  A3 (tough hide, mail)
        Power to receive a hero’s welcome.              Gore (d10) and trample (2d10)
2. Excited children bicker over which of the       Only feels safe with the Elephant Knight.
   Elephant Knight’s deeds were the
              greatest (see opposite).                The Elephant Knight, Castine
                                                           VIG 16, CLA 9, SPI 13, 8GD
3. A cruel hunter watches from the shadows,         A2 (blue-embroidered gambeson, helm)
   quietly alerting the Company and asking              Hooked greatsword (2d10 slow)
   if they have seen the Elephant. He is           Travel-weary. Wants to retire in comfort.
                 hunting it for sport.
4. The Elephant lies dead, the Elephant                     Cruel Hunter, Berach
   Knight screaming in anger, running into                  VIG 14, CLA 16, SPI 6, 6GD
   the distance. The hunter lurks, waiting            Crossbow (2d8 slow), shadowy cloak,
      for a safe moment to claim his trophy.       countless pots of animal bait and repellent
5. In a muddy pit, the Elephant Knight                  Can Smite when shooting prey.
   slathers herself in wet clay, shouting to        DEEDS OF THE ELEPHANT KNIGHT
   the sky in a language you cannot speak.               Action           Target
   She fights off any attempt to stop her,     1      Defeated the…    Iron Crocodile
     leaving when completely caked in clay.    2      Restored the…    Invisible Wolf
6. A monstrous clay elephant smashes at        3      Mastered the…     Faerie King
   trees, trumpets at the sky. Heavy rain      4      Exposed the…      Blood Heron
   begins to fall, washing the creature away
                                               5       Sated the…     Labyrinth Beast
                into the damp earth.
                                               6      Beheaded the…     Mirror Ghost
    Dwelling: Master hunter hut ~ Sanctum: Youthful forest ~ Monument: Sky spire
        Hazard: Bloodsucking insects ~ Curse: Mossy air ~ Ruin: Desolate inn
                                                                                                 163
           6                        The
           9
                            Dust Knight
                                   Lust and loathing, ire and desire
                                    In truth as one, a frosted fire
      PROPERTY
      • Old hammer (d8), inscribed shield (d4, A1)
      • Beckoning net (fish wilfully swim into this
        fishing net), preserved fish (see below,
        restock each new Season)
      • Spotted steed (VIG 12, CLA 9, SPI 5, 3GD,
        hated by other horses)
      KNIGHTED BY…
      The Purged Seer
      Does not exist.
      •    A dark, cold void where once a Seer was.
      •    Stepping into the void shows futures that
           cannot exist based on the present state of
           the Realm.
      •    The void has no agenda, but mostly shows
           visions helpful to Knights.
164
                                            The
                                      Snail
                            On grimely stone a truth be told
                           The sluggen path in slime enscrolled
                   Omens                                                Cast
1. Over crooked rocks, a trail of slime has             The Snail, Tutor of Time, Glossly
   left runic inscriptions in the stone.                        VIG 10, CLA 5, SPI 5, 1GD
   Nobody recognises the language, but                   A2 (or A4 when retracted into shell)
   everybody can understand it. It promises                     Slow sword (2d6 slow)
                “the truth in time”.                    Feels responsible for maintaining the
2. A narrow, slime-covered passage leads               structure of time across all reality, but
   down into the darkness. On the walls                     doesn’t know how to do that.
   within,     runes     glowing,    promising         Covers this with smug overconfidence.
   “passage to wherever you wish”. The
   tunnel leads to the desired location with                       Helix Beast
   just a Phase of travel, then closes, and five                  7, CLA 7, SPI 2, 3GD
                                                                VIG
                                                                                                   165
           6                        The
          10
                           Fanged Knight
                               You see now why I cannot wear a smile
                             Now bare your skin and share your heart awhile
      PROPERTY
      • Forked blade (d8 hefty), chain mail (A1),
        shell plates (A1)
      • Ancient scroll (has references to places in
        this Realm, but outdated, see below)
      • Noble steed (VIG 12, CLA 5, SPI 7, 4GD)
      PASSION - Melancholy
      Restore SPI when you dampen the mood.
               REFERENCES IN YOUR SCROLL
                     Place         Ancestor to
       1            A tower         The ruler
       2        A body of water     A Knight
       3            A peak           A Seer
       4           A village        All people
       5            A river            You
       6            A cave      A Company member
      KNIGHTED BY…
      The Damned Seer
      VIG   7, CLA 15, SPI 4, 1GD
      • A screaming, burning figure tied to a
        post. Forces seem to try to drag him in
        every direction, but he holds firm.
      • Knows everything, but hesitant to give
        advice unless he knows the recipient can
        be trusted to follow his instructions.
      • Wants to redeem himself by ensuring the
        future occurs as the stars demand.
               Person: Frail herbalist ~ Name: Samzun ~ Characteristic: Fast talker
        Object: Firebreath flask ~ Beast: Sword rhinoceros ~ State: Lounging ~ Theme: Skin
166
                                             The
                                     Cave
                          A weary soul discerns no truth or lie
                         An eager heart asks neither what or why
                   Omens                                                Cast
1. A wide cave mouth looms from a vine-                      Beast of Solid Darkness
   cloaked cliff. It seems empty, but echoes                   VIG 12, CLA 12, SPI 7, 8GD
              sound slightly altered.                      A3 (darkness hardened to iron)
2. Three iron pilgrims attempt to seal the                  Blade out of darkness (3d10)
     cave, claiming it can only cause harm.                 or burst of un-light (d8 blast)
3. The Cave, a familiar shape and echo. This           Iron Pilgrims, Lymon, Sid, Hayma
   time a glow emanates from within,                         VIG 12, CLA 10, SPI 13, 3GD
   revealing 3 useful crystals (see opposite).           Robes and chains, blacksmith tools
4. The Cave appears again, on a new cliff
   face, the word “gold” echos from within.                 Debt Collector, Ambralleon
   Anybody entering awakens the beast of                       VIG 16, CLA 16, SPI 7, 8GD
   solid darkness, which only fights to                      A2 (shadow form, cold plates)
   prevent entry to the Cave. Beyond the              Black spear (2d8 hefty, can be thrown and
         beast lies a heavy coffer of gold.             called back into his hand). Can Smite.
5. The Cave appears on a great boulder, now                    USEFUL CRYSTALS
   with eye-like holes and tooth-like                     Appearance       Power when Broken
   stalactites. It slowly speaks, granting one    1      Flickering grey    d10 blast of lightning
   question to each Knight present. It knows                               Releases  horrifying but
    all and answers to the best of its ability.   2       Milky white          harmless ghosts
6. A towering figure strides out of a shadow,                                   Winter arrives
                                                  3        Dull ochre            immediately
   like folds of material darkness. He is the                              Open   up a flaming pit
   Debt Collector, here to take payment for       4        Pale mauve        (d10) in the ground
   the Cave. He accepts anything of value,        5     Swirling turquoise Vision of a useful truth
      and tries to kill those who won’t pay.      6      Pulsing crimson     Plants grow rapidly
  Dwelling: Guardian hearth ~ Sanctum: Ember cavern ~ Monument: Diamond aurora
        Hazard: Acidic fog ~ Curse: Vortex of smoke ~ Ruin: Crumbled obelisk
                                                                                                      167
           6                            The
          11
                               Pearl Knight
                         Why lurk shellbound in the depths, awashed in solitude?
                         All best secrets walk above, all dark and low and lewd
      PROPERTY
      • Seablade (2d8 long, see below), glossy mail
        (A1), demi-plate (A1)
      • Salincense (smoke from this candle causes
        plants to wither and die in seconds)
      • Rose steed (VIG 12, CLA 9, SPI 5, 3GD)
      KNIGHTED BY…
      The Pain Seer
      VIG   7, CLA 13, SPI 5, 1GD
      •     Awkwardly hunched woman, her very
            image appearing shattered like glass.
      •     Absorbs sorrow and aches, like nectar to
            a bird. Exchanges them for guidance
            doomed to cause only more sorrow.
      •     Wants to feed enough to finally be
            satisfied, then she can begin offering
            truly useful guidance.
                Person: Loyal sculptor ~ Name: Tahnet ~ Characteristic: Graceful hands
           Object: Oceanic whetstone ~ Beast: Herbalist dog ~ State: Cooking ~ Theme: Harvest
168
                                The
                         Apparatus
               When all the seeds are tallied, and every leaf scribed down
               The age of Seers shall tumble, bereft their wicked crown
                  Omens                                               Cast
1. Mother and daughter trappers, searching          The Apparatus, Oracular Device
   for ducks. They have noticed a strange        Copper springs and cogs. Predicts the future
   order to the Realm recently (see opposite).     perfectly, but takes a long time to do so.
2. A learned numerator and his young scribe
   note down observations of nature. He                  Learned Numerator, Alfger
                                                           VIG 10, CLA 17, SPI 14, 2GD
   claims that the time of order may be here,
   where the future can be seen in                         Sack of scrolls, busy mind
      calculations, not the whims of Seers.          Cynical Brawler Knight, Charcabol
3. A great bridge spanning a ravine. The                     VIG 15, CLA 6, SPI 6, 7GD
   Brawler Knight sits on a ledge. States               A2 (layered mail, bucket helm)
   that she’d normally fight those passing                Heavy gauntlets (d8 each)
    over, but doesn’t see the point anymore.           Feels all is futile. Can’t explain it.
4. The numerator’s scribe rides, blowing a
   trumpet. They’re declaring that the                       Seer-Loyal Knights
   Apparatus is complete, and the                           VIG12, CLA 12, SPI 12, 7GD
   numerator can calculate the future                    A3 (mail, full helm, kite shield)
        perfectly. The age of Seers is over!             Axe (d8 hefty), kite shield (d4)
5. A warband of Knights, loyal to the Seers,                    STRANGE ORDER
   rides toward the Apparatus to destroy it,              The Land              The Sky
       demanding the Company join them.          1   Crops grow in squares Stars fully aligned
6. The numerator rides on an old steed,          2       Cube boulders        Spiral clouds
   pleading for the Company’s protection. If     3   Worms forming signs      Orderly rain
   left unchecked, the Seer-loyal Knights        4    Rivers straightening      No wind
      ride ahead and break the Apparatus.        5     Symmetrical trees   Wasps in formation
                                                 6     Pulse from below    Birds forming lines
 Dwelling: Dreamweaver’s cocoon ~ Sanctum: Prismatic falls ~ Monument: Echo of song
  Hazard: Biting serpents ~ Curse: Hopeless mirage ~ Ruin: Tomb of the oathbreaker
                                                                                                 169
           6                          The
          12
                                 Rat Knight
                                 In squeakling hole I squashed and curled
                                      Amidst my kin, a kinder world
      PROPERTY
      • Pole sickle (d10 long), 3 darts (d6),
        modified gambeson (A1, see below)
      • Listening horn (when placed against a
        wall, hear everything from the other side
        in perfect clarity)
      • Matted steed (VIG 12, CLA 8, SPI 5, 3GD)
      ABILITY - Verminform
      Take the form of a rat to squeeze into any
      space that a rat could fit into. You return to
      your normal form as soon as you are in a
      space that allows it. You can also speak with
      rats, who are generally helpful.
      PASSION - Trust
      Restore SPI when giving the benefit of the
      doubt in a way that leaves you vulnerable.
                     MODIFIED ARMOUR
                    Type          Modified for…
       1           Leather     Fast donning/removal
       2            Velvet        Fire immunity
       3             Fur         Ease of swimming
       4            Scales      Total fall protection
       5             Hair        Concealing robes
       6            Straw        Repellent to rats
      KNIGHTED BY…
      The Rising Seer
      VIG   14, CLA 17, SPI 17, 4GD
      •     Embers of starlight in the form of a man,
            streaks of light soaring upward.
      •     Touch grants glimpses of foresight for the
            rest of the day.
      •     Wants to find somebody virtuous enough
            to take their place, after which they can
            ascend fully to the stars.
             Person: Antisocial haberdasher ~ Name: Abran ~ Characteristic: Prosthetic legs
                 Object: Fear egg ~ Beast: Lesser mule ~ State: Basking ~ Theme: Carving
170
                                           The
                                    Rock
                            Amid the waves a stony throne
                           Where ancient warlords sleep alone
                  Omens                                               Cast
1. A breeze with the scent of steel and blood.       Alabaster Knight, Denebawde
2. A dancing farmer is herding her geese and              VIG 15, CLA 8, SPI 8, 4GD
   dragging a skeletal corpse wrapped in                  A4 (body of white stone)
   cloth. She gladly explains that she’s            Black stone greatsword (3d10 slow)
   taking her grandfather to the Rock, the       Wears a white python that whispers shrewd
      only resting place for such a warrior.      guidance, but cannot bite or cause harm.
3. A Knight of white stone stands guarding                Rock Pilgrims, led by Marik
   a withered tree, just a few pieces of fruit               VIG 10, CLA 10, SPI 13, 2GD
   on its branches (see opposite). He explains       Red cloaks, sacks of weapons intended as
   that this fruit is being kept for warriors          offerings to the warriors of the Rock
   returning from the Rock. Punishments for
     eating the fruit can be lifted by a Seer.    Warriors of the Rock, led by Olthiar
4. A band of nine pilgrims seek the Rock.                 VIG 16, CLA 10, SPI 16, 8GD
   They offer protective talismans to                      A2 (ancient mail, helm)
   Knights. These will ensure that warriors          Sword of extinct metal (2d8 long)
   returning from the Rock do not mistake        Want to fight in a worthy battle. Can Smite.
     the Knights for enemies of the Realm.                      SACRED FRUIT
5. An invigorating storm. With each flash of                Type         Punishment if Eaten
   lightning the sound of battle can be heard.   1      Silver berries       Turn to stone
6. Mist rolls back from a lake, revealing a      2      Bright oranges       Voice silenced
   rocky island within, a rowboat on the         3    Translucent grapes      Loss of eyes
   shore. Three bellowing warbands of            4       Purple pears     A hand withers away
   warriors, waiting in death, ready to serve    5         Star figs         Ghoulish face
        the Realm in battle one last time.       6      Huge peaches        Become Exposed
  Dwelling: Philosopher tower ~ Sanctum: Soothing thunder ~ Monument: Quiet flame
         Hazard: Magma field ~ Curse: Drizzle veil ~ Ruin: Defiled catacomb
                                                                                                171
                                           The
                             City Quest
                        For the oath, for the glory, through sorrow and ache
                         The City, that quest to which no Knight can make
      A Company worthy of the City Quest continues their knightly duties as normal, but when
      they would encounter an Omen from a random Myth by rolling 1 on the Wilderness Roll,
      they instead encounter an Omen from the City Quest.
      To determine the Omen, roll d12 and add the number of Omens of the City that the
      Company have already encountered, adding 0 if this is their first. In the case of a duplicate
      take the next Omen down the list. Treat rolls of higher than 24 as 24 instead.
      After encountering Omen 18 or higher the City Quest ends.
                                                Omens
      1. A lost traveller in finely cut cloth, armed    11. A metal wagon lies in ruin, various
          with a strange device. He’s desperate to          canisters and pipes lie broken within the
          get back to the City, telling stories of a        wreckage, like nothing you’ve seen before.
           place of coloured lights and brick towers.       Amongst the wreckage, a metal chest
      2. On the horizon, a jagged skyline of towers,        contains a beautiful crystal bottle filled
          domes, impossible bridges, dotted with            with fiery liquor, and a pouch of
            warm light. It fades in the next Phase.                 impossibly clear diamonds.
      3. Four strange raiders stroll up, mocking        12. A woman in a black coat, with a broad hat.
          the Knights as primitives. They attempt           She’s a science-mystic, trading wonders
          to rob anything of value the Knights have.        from the City in return for guidance to
      4. A broken trail appears to have a golden                   mystical places in the Realm.
          hue, gradually turning to slabs of            13. A pottery-like stairway leading downward
          sparkling stone, impossibly smooth. After         in a spiral. A green-tiled tunnel with soft
            a while the road fades back to nothing.         light, soothing music. The exit leads to a
      5. The City Knight, returning from the City.                  distant point in the Realm.
                 She advises you to turn back.          14. A wooden case with six rifles (2d10 long)
      6. Three great shapes move in the sky,                    and a good amount of ammunition.
          casting shadows over the land. Like huge,     15. A sponge-like, metallic material has burst
          dark eggs, a growling hum. With a chorus          forth from the soil, slowly growing from
          of bangs they send an explosive barrage           beneath. Narrow tunnels lead into a
          (2d10 blast) down onto the Company                  chamber where ten silver ghouls sleep.
               before drifting off to the horizon.      16. A towering, square mountain. The
      7. A rider in ugly red plate. She claims to be        slightest touch reduces it to rubble,
          the Arch-Hellion of Jules, pressing a                  releasing the brick giant within.
          claim on the nearest Seat of Power. She is    17. Scattered plates and wires. A faint voice
          from the City, but smugly refuses to share        from a blinking light. You may ask the
                    any information about it.               voice one question, which it will answer
      8. A wide tunnel through a sheer cliff face,             with certainty. It knows everything.
          the other side visible. Partway through       18. An open plain. You are utterly certain
          the tunnel, a rumble, a whistle, a blast of        that this is where the City must be built.
          white smoke. Anyone who doesn’t vacate        19. A vast, empty, glittering castle. The City
          the tunnel is struck by an immense force           will grow from here with the right ruler.
          (3d10), which vanishes before it exits the    20. The City. A hellish smoke-choked factory.
                    other side of the tunnel.
                                                        21. The City. All coloured lights, strange
      9. Green-grey smoke washes over the land                   machines, and discordant music.
          for the rest of the season. It burns
                 slightly, but no serious effect.       22. The stars look closer. You feel a force
                                                             drawing you toward them, into the void.
      10. A Warband of Knight-Catchers charge,
          aiming to preserve you for display in a       23. A liquid light roars over you. Embrace the
               museum that does not exist yet.                      end or abandon your quest.
                                                        24.      You see now. The City was a lie.
172
                                               Cast
        Lost Traveller, Hopkin                                Knight-Catchers
         VIG 8, CLA 13, SPI 11, 3GD                        VIG12, CLA 12, SPI 10, 7GD
   Carbine (2d10 long, a few bullets left)             A2 (cloth-armour, round helms)
   Wants to get back to the electric city of       Tremor-guns (2d8, long, ignore armour,
    Bastion, but has wandered too far.            causes non-lethal Damage), formaldehyde
                                                   Want to collect artifacts from this world,
    Strange Raiders, led by Hooper                     ensuring they are undamaged.
          VIG 13, CLA 11, SPI 8, 6GD
    A2 (hardened leather, spiked plates)                  Science-Mystic, Lyonelle
      Roaring-toothed blades (2d10),                       VIG 6, CLA 16, SPI 11, 4GD
         a few grenades (d8 blast)                     Ceramic staff (2d6 long), case of
   Hooper has a flamethrower (2d6 blast).        technological wonders containing alchemical
     Want to feel powerful and get rich.          lamps (impossibly bright), flasks of acid (d8
                                                  Damage each round until washed, ignoring
         The City Knight, Abril                      armour), magnets, springs, and glue
           14, CLA 17, SPI 16, 13GD
         VIG
   A3 (shining chain, helm, kite shield)                        Silver Ghoul
 Etched longsword (2d8 hefty), shield (d4)                  VIG 7, CLA 7, SPI 6, 6GD
  Has seen the City, and was immensely                         A2 (metallic body)
disappointed. Doesn’t want to talk about it,     Claws and teeth (2d6), bone-melting scream
         but warns others away.                  (d12 slow, ignore armour, once per day each)
                                                     Wants to be left alone in their cave.
      Arch-Hellion of Jules, Quith
         VIG 10, CLA 13, SPI 13, 7GD                             Brick Giant
A3 (armoured cloth, red plate, ornate helm)                 VIG18, CLA 7, SPI 2, 4GD
Lightning rod (3d8, can release its shocking         A3 (brickwork), count as a structure
   power a short distance), sacks of gold        Crush (3d12 slow) or sweep (2d12 slow blast)
Wants to gather an army to press their claim       Voice like a cement mixer. Only knows
       on the nearest Seat of Power.                 words that a building would know.
Hates the City that rejected her, but gets joy      Wants to destroy all other structures.
  from withholding information about it.
                                                                                                  173
174
Oddpocrypha
        What follows are the records of a single scribe.
Tal (she/her) is the Talon Knight and later the Riddle Knight.
                                                                 175
      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 ruling a Holding. To be       characters for these “off camera” months or
      honest that sounds a bit much for me at the     years that pass during such an advancement.
      moment, but we could do either of the others.
                                                      Of course, the intent of this rule isn’t to leave
      Tal: I assumed we’d be starting out as new      players with a lack of control, so here Ref
      Knights, but starting in Court could be cool.   does a good job of reassuring Tal and Moss.
      Moss: Yeah I’m happy with either.               I think Ref strikes a good balance between
                                                      keeping plans loose by suggesting some
      Ref: Well let’s talk about scope before we      flexibility in when to advance the Seasons
      lock it in. This is how many sessions we’ll     and Ages, but also making it clear that these
      run and how time will advance across them. I advances are planned into the campaign,
      know we agreed to run for 6 weeks, so that      explaining why they want to include them.
      would fit a chronicle. We can always carry on
      afterwards if we’re enjoying it.                I’d possibly be clearer here, telling the group
                                                      that each session will always be the start of a
      Moss: Yeah I’m away for two weeks and I         new Season, and deciding ahead of time
      think Tal has that other campaign?              which session will also advance to the next
      Ref: Sure, we’ll do six sessions then. The      Age. This is no more right or wrong than
      book suggests each session should end by        Ref’s approach here, and comes down to your
      moving onto the next Season, and at the end own preferences and your experience of
      of winter we’ll advance to a new Age, which     playing with your group.
      means advancing like twenty years or so.        They eventually settle on starting as
      Tal: Right… but what if we end the session      Knights-Errant, which is where I expect the
      right in the middle of something?               majority of groups to begin their games. Ref
                                                      even goes as far as to recommend against the
      Ref: I mean we don’t have to set it in stone, most advanced starting point.
      but things persist between Seasons. Maybe
      we’ll leave the exact timing of the Age-skip    Even if a group is unlikely to want to begin
      loose so that we can do it when it feels right. as experienced Knights, it’s worth
      It’ll be neat to look back on the campaign and highlighting these options at the start of the
      have a proper span of your Knights’ lives.      campaign. Just showing them as possibilities
                                                      helps players see the likely direction for their
      Tal: Okay that makes sense.                     Knights and gives a bit more context to
                                                      where they might be after some Seasons
      Moss: I guess we try to finish each session in and Ages.
      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 next time 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.
176
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.
Ref 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
Moss: I got Vigour 6! Urgh. At least my          the average of d6+d12, but just telling the
Clarity and Spirit are higher, 10 and 12.        players that 10 is average gives them a point
                                                 of reference for their character.
Ref: Yeah that’s pretty bad! Don’t worry
though, just means you’ll need to be clever.     Getting bad rolls here can be disheartening,
The scores might get better later as your        so it’s good to see Ref reassuring Moss that
character ages. There’s this rule where…         their low Vigour score isn’t going to make his
Actually, scrap that for now. Roll d6 for your   character useless.
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,
Tal: Okay, 3, I guess that’s okay.               and how their Virtues can increase, but
                                                 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          don’t need to know the details while they’re
these Knights.                                   focused on their brand new character.
Ref fans through the book, showing some of  On our very first example, Ref is already
the entries for Knights.                    breaking the rules. The character creation
                                            process says nothing about letting the
Ref: The book says you can choose from here characters roll a Knight and then decide
or roll. What do you think?                 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 she doesn’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
                                                 instead Ref took the chance that Tal would
Tal: Yeah, thanks.                               probably be happy with her character, but
                                                 would appreciate the backup option if she
They both roll Knights, getting the Moss and     didn’t like the Knight she rolled.
Talon Knights.
                                              This can go the other way, with some players
Tal: I get a bird? I’ll stick with this one!  finding it too much choice to be handed a list
Ref: Great, so this gives you some gear and a of 72 Knights, so would rather let the dice
special thing you can do. Let’s get it onto   decide. A huge part of the Referee’s role is
your character sheets and we can get started. sensing the best option for their group. If in
                                              doubt, just ask the players and trust them to
                                              be reasonable.
                                                                                                  177
      PLAY
               Teaching the Rules                     THOUGHTS
      Tal: Okay, now the rules?                       Here I show my bias toward getting the game
                                                      started as soon as you can, backloading as
      Ref: So this is a bit more complex than Into    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
      Moss: No, I missed that week.                   considerations with this approach.
      Ref: Okay I’ll start from scratch then. When Players may be relieved that they don’t need
      you do something risky I’ll ask you to roll a   to learn rules immediately, but some may
      Save, so you’ll roll a d20 and try to get equal worry that they’re going to make a critical
      or less than your relevant Virtue. So, Moss, if mistake without knowing all of the details of
      you made a Vigour Save then you’d need to       how the game works.
      roll 6 or less on a d20.                        Here Ref starts with the bare minimum,
      Moss: Got it. I guess I’ll be avoiding those.   explaining how Saves work. This is a nice
                                                      rule to start with as it’s simple and gives
      Ref: Combat is… you know what, we’ll deal further context for the information on the
      with combat when it happens. For now you        players’ character sheets. They get a little
      just need to know that the die type next to     bogged down talking about weapons and
      your weapon is the die you roll when you        armour, and frankly I think Ref could have
      Attack with it. So Moss your cudgel does d8     skipped this whole section, sticking to the
      Damage. Oh, and you have a shield which         line that combat will be explained when it
      gives you Armour 1, meaning you’ll take 1       happens.
      less Damage from attacks against you. You
      can bash with it too for extra Damage.          It’s natural for players to ask about other
                                                      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
                                                      I like that they at least gave the context for
      Ref: No actually. There are times when it       them, if not the actual rules in detail. Now
      will matter, but it won’t affect your Damage. Tal understands generally what Feats are,
                                                      but hasn’t needed to learn exactly how they
      Moss: Oh right, that’s good then.               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
      Ref: Yeah the rest we’ll just deal with as we the Oath gives Knights a clear purpose, so I
      get to it. I’ll give you plenty of warning so I would encourage Ref to at least explain the
      won’t just drop a horrible rule on you!         Oath and maybe touch on how they’ll be
                                                      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.
178
PLAY
          Primacy of Action                     THOUGHTS
The Company encounter an Omen of the            Never underestimate the power of saying
Troll, which the book describes as a clumsy     “yeah, weird huh?” when you slip a massive
burglar 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
Tal: She got caught trying to break into the Omen, doing something unlikely, given the
Seer’s tower, remember? The guards beat her events that have already occurred.
up and later we found out her leg was          Ref could have just said “okay, it’s NOT Sam,
broken, but that old woman was looking after but she looks just like her”, though revealing
her? I think this was after we did the Season a secret twin is a risky play.
change, so can’t have been long ago in game.
                                               Remember the whole point of this is to make
Ref: Ah yeah, right…                           the world feel real and not to undermine the
Slightly awkward pause.                        players’ previous choices. Here the players
                                               are well aware that Ref is pulling this new
Ref: No, no, this is fine! Well above anything healer tangent out of thin air, but if they
else, all that stuff you remember definitely   deliver it with confidence and make it an
happened, but sure enough you see Sam          interesting addition to the fiction then the
sprinting away from the cave, no sign of a     players will take it in their stride.
broken leg. Weird huh?
                                               As with other moments of improvisation, it’s
Moss: Huh.                                     best to keep the improvised content as
                                               something neither overtly beneficial or
Tal: Okay let’s flag her down and see what’s harmful to the players. Players accept that
up.                                            improvisation happens, but moments with
                                               significant positive or negative impact are
Meanwhile Ref flicks to a random page          best when they feel like part of the impartial
scouring the prompts for an explanation.       mechanisms of the game, rather than
They see “Toxic Plants”, and during the        something implemented at the whims of
conversation Sam explains that her leg was     the Referee.
miraculously healed by a travelling herbalist,
but they used methods and materials that       Here, even just flicking to another page of the
nobody had seen before.                        book to scour for prompts can make the
                                               improvised content feel more real, at least
Ref makes a secret note that these bone-       spreading the perceived responsibility
mending methods use toxic plants that are      between the Referee and the book.
going to spell future trouble for Sam. They
plant the seed by having Sam have a small
coughing fit in the middle of their
conversation before laughing it off.
                                                                                                 179
         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 VIG is 6            against going back to change the past, even if
      right? If you lost half of that in one Attack it the consequences would be severe.
      should have been a Mortal Wound.
                                                       When this happens in plain view of the group
      Moss: Oh. Well, 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
      Tal: We can say Tal showed up to help?           got away with something, but others can feel
                                                       that the reality of the game world has
      Ref: You know what, I don’t think we should somehow been compromised.
      go back and change things. The combat went
      the way it did, we’ll just make sure we          Ref handled it pretty well here, explaining
      remember next time.                              that the situation wouldn’t be all that
                                                       different with the correct ruling. I think they
      Moss: Aah, I dunno, I feel bad. Feels like I’ve 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.
      Moss: No I mean like I should be dead. I      But what if the opposite had happened. What
      want things to be fair.                       if Moss had been killed by the newt, but later
                                                    realised that the correct rule would have had
      Ref: But you probably would have used the     them live? This is a more difficult situation to
      Deny Feat to block the Damage if you’d        manage. Here I’d lean on the principle of
      known, right? I think the end result would be being generous to the players, but try to do so
      the same. Not like you came out without a     without completely invalidating the play
      scratch. If it’s really important then we can that’s already happened. Perhaps Moss was
      roll back and redo the combat. Maybe just go dragged into the water, assumed to be dead,
      back to right before you took that bite?      but re-emerged days later. If Moss had
      Ref scrambles through their notes to try to   already created a new Knight, perhaps that
      work out who had taken Damage.                character becomes a non-player character,
                                                    being a new contact in the Realm.
      Moss: No, no, you’re right that feels dumb.
      As 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.
180
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
Moss: I guess we’re kinda free aren’t we.      themselves after a big success. In these
                                               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.
                                               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
Ref taps the Oath on each character sheet.     requires attention. A hostile encounter,
                                               screams in the distance, a looming storm.
Moss: Yeah. I mean I guess we could just go Here I think Ref made the right call in not
looking for Myths.                             doing that, as it may have cut short the
                                               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
Realm after all. You haven’t been into this    Of course, the difficult thing with giving
marsh yet though, you could just chance it.    players this much freedom is that the
                                               Referee is likely to have to improvise what
Moss: No I say we head to the nearest          lies ahead. Holdings and Landmarks are a
Holding and get some leads. Let’s go to that good example, as they’re often little more
one right there.                               than a marker on the map until the players
                                               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       players listened. Sometimes this pressure
some rolls for this place. Is now a good time  helps the Referee create unexpected ideas.
for a little break?
                                               Instead, they called for a short break,
Tal: Yeah I wouldn’t mind a drink.             something that works well in moderation.
Tal goes to get a drink, Moss stays at the     Taking too many of these breaks can leave
table checking his phone. Ref rolls some       the game feeling disjointed, but here it feels
prompts and makes brief notes for the          like the group was ready for it, so it was a
Holding, a few characters there, and the       good opportunity for Ref to spend a little time
Myths that they each know about. After a       preparing ahead. I just hope Ref remembers
couple of minutes they’re done. Tal returns.   to take a break of their own at some point.
                                                                                                 181
      PLAY
                        Taking Action                 THOUGHTS
      Ref: With its walls torn down, the village is   Here we see Ref work through the 5 steps of
      now a bit of a sitting duck if the Legion       the 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 five words formed
      greater numbers, right?                         a mnemonic, but it wasn’t meant to be.
      Moss: Yeah, how about we help them build        Talking through the specific stages by name
      some better defences?                           is a good way to help internalise the process,
                                                      but not strictly necessary once the group is
      Ref flips to the Action Procedure to remind     comfortable with it.
      themselves of the steps.
                                                      Also notable is that Ref feels happy leaving
      Ref: Okay, Intent. So what are you actually the Intent somewhat loose until the group
      trying to do? Get the walls back to how they have discussed Leverage. Working through
      were? Make them even better?                    the steps in order doesn’t mean you have to
                                                      lock everything in as you go.
      Moss: Could we make them better?
                                                      I’m glad Ref doesn’t get bogged down in the
      Ref: Well let’s work through the rest of the    detail of how long it takes to build a wall,
      steps before we commit to that. What’s your how many workers you need, how much
      Leverage for this? How are you actually         material. No Referee can know all these
      going to make it happen?                        things, and slowing down the game to brush
      Tal: The serfs here would be on board with      up on the logistics of wall construction is
      helping with the work, right? Plenty of wood unlikely to improve the game. Here we’re
      around too.                                     interested in the fact that the players want to
                                                      invest time in performing this action, and the
      Ref: Yeah. With the limited skill, materials, impact it has on the ongoing fiction.
      and time you have I think the Intent is going
      to be restricted to getting it patched up as a There’s more transparency from Ref than you
      solid but makeshift wall.                       might expect, outright telling the players
                                                      that the Legion aren’t coming back today.
      Moss: Fair.                                     You want the world to have mystery, but it’s
                                                      also important to give players the
      Ref: Cost… it’s taking up time and the work information they need to make their decision.
      of the local serfs but they’re already inclined If it was uncertain, Ref might have said
      to help out. Risk… now I don’t think the        “there’s a slim chance the Legion will come
      Legion are coming imminently, so there’s no back today” or “there’s a high chance the
      risk of them showing up before the work is      Legion will come back today”, keeping a
      done. That means there’s no need to roll if     mental note of the odds they would use on
      you’re happy to spend the time on this.         the Luck Roll to determine this later.
      Tal: Yeah, let’s do it.                         Giving them certainty here lets them get on
                                                      with making the decision instead of
      Ref: So you gather the serfs and spend the      agonising about something that the Referee
      afternoon chopping wood and cobbling            knows won’t happen.
      together a ramshackle wall. Doesn’t look like
      much but at least it’s a line of defence
      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.
182
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
Ref: To recap, you’re here. Other than the     Hex map is useful, but it’s up to the Referee
elevated camping spot you found it’s rather    to make the Realm feel like a real place.
unpleasant bog as far as the eye can see. The Ref goes beyond just describing the sights of
air feels damp and mushroomy.                  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
                                               locals. This is something best learned
Tal: Yeah but we know these woods over         through play, rather than being frontloaded
here are where the Goblin was last seen.       into a rules explanation.
Wait, how far can we actually see? Can we
see those woods?                               When a player is unsure about an element of
                                               exploration (here Tal asking how far she can
Ref: Not from your camp, but they’re so far    see), the Ref can explain it with the context
away that you’d only get a distant view even of a situation she’s actually invested in.
from a vantage point. You’d see there are
woods, but couldn’t spot a person there.       When Tal decides to move she specifies that
                                               they are Trekking, using the actual game
Moss: Okay let’s go toward the Holding and term. When new players are learning they
do some information gathering. We’ll just      might say something like “we’ll move to here”
Trek as we’re not in a rush.                   and it’s worth clarifying what they actually
                                               mean in game terms, ensuring that they’re
Tal: While we’re travelling can I search for   happy with how their decision will be
any other travellers we could speak to? I can implemented mechanically.
see through my raven’s eyes remember.
                                               Ref leans on a Luck Roll here for a situation
Ref: Yeah that’ll help for sure. No real risk  that didn’t have any risk, but was still
here so we’ll just make it a Luck Roll. With   uncertain in outcome. Perfect use of that type
your raven you’ll certainly find somebody,     of roll.
but this is more about how far away they are.
                                               To get a prompt for what the raven finds, Ref
Tal rolls a d6, scoring 5.                     rolls a Knight and uses the prompts on that
                                               page. They could also have simply flicked to a
Ref: Sure, there’s somebody travelling not     random page if they wanted inspiration
far from here, let me see who we’ve got.       quickly, but the dice are generally preferable
Ref decides to roll a random prompt for a      to get a wider spread of results.
person, scoring 1 and 11. They’ll also use the When Ref describes what they see their
State prompt from the same page. The result description ends with a choice that the
is “lost Knight” and “nurturing”.              players must make. I try to do this as often
Ref: Through your raven’s eyes you see an      as I can. Remember, the most powerful words
armoured figure riding on horseback, a         in any RPG are “what do you do?”.
smaller figure on a pony trailing behind
them. Looks like a Knight and their Squire.
You’ve got enough warning to skirt around
them, or are you going to move closer?
                                                                                                 183
      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
      Ref: It’s pretty dark here other than the light of my rolls out in the open. They could have
      from the cave. I assume you put your torches gone further and had one of the players roll
      out before you started sneaking up here?         the die, but either way works.
      Moss: Yeah, makes sense.                         Ref also shows generosity to the players in
                                                       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
      Tal: Let’s do it. CLA Save for my raven?         sound appealing in some scenarios, I find
                                                       players respond much more positively to
      Ref: Go for it.                                  situations where they suffer the
                                                       consequences of their own choices and
      Tal rolls a 19, failing the Save.                actions, rather than the seemingly random
                                                       cruelty of the game world.
      Ref: Your raven swoops down on the
      unsuspecting guard, grasping at his mace         When the Raven fails the Save, Ref could
      with her talons. The guard grabs onto the        have had the guard immediately strike the
      haft, wrenching it free from her grip and        bird, launching into combat. Instead they
      winding up to strike. What’s she doing?          took a softer approach, giving the players a
                                                       chance to respond before the attack.
      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.
184
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 and Tal discuss a plan briefly.            toward them, giving a sense of urgency to
Tal: Can I climb a tree? Is there one nearby? their choice.
Ref: Sure, we’re in a forest. You scramble up Some questions don’t need a roll. If your
without any trouble.                            players are in a forest and say “is there a tree
                                                nearby?” then the answer is obvious.
Moss: I’ll get under the tree and try to bait
the boar into charging me, then Tal will dive We’ve seen Ref be generous up to this point,
down onto it when it gets close.                but here they draw a line and tell Moss that
                                                they can’t carry out their whole plan in a
Ref: Hm, I think moving to the tree and         single turn.
climbing it is already an action for this turn.
If you bait the boar over then it’ll get to     What would have happened if they let Moss
charge you before you can respond.              do all of this in a single turn? I don’t think
                                                there would be much harm done, but
Moss: Fine, I hoist up my shield.               allowing this sort of turn in every combat
                                                might leave opponents feeling too easy to
Ref: The boar charges at Moss and…              deal with. I like a cunning plan in a fight, but
                                                I also like giving the enemy a chance to
Rolls d10 for Damage, scoring 9. This is        respond to the players’ actions before
reduced to 8 because of Moss’s shield.          suffering the consequences.
Ref: Eight Damage! So the boar…                 Moss uses the Deny feat to ignore the
Moss: Woah, hang on. I’ll use Deny on that, Damage from the boar, but had to interrupt
trying to take the brunt on my shield.          Ref in order to do this. If they hadn’t used the
                                                Feat then they’d be facing a Mortal Wound.
Ref: Okay, you use Deny. That’s a SPI Save to
avoid Fatigue.                                  A less confident player might have missed
                                                their opportunity to do this, so I’d have liked
Deny removes the die and Moss passes the        to see Ref give them a moment to consider
Fatigue Save.                                   before they start narrating the Damage,
                                                maybe even giving them a reminder that
Moss: Definitely worth it. Spring the trap! I they have access to Deny.
Attack with my cudgel and…
                                                As with so many things there’s a balance
Tal: I pounce with my hookhammer, which         here. You want to give the players ample
gets +d8 when leaping down.                     information and time to make these
                                                decisions, and offer guidance to new players,
Ref: Okay, Moss, you in too?                    but no player wants to feel like the Referee is
Moss: Yeah let’s roll.                          running their character for them.
                                                                                                   185
      PLAY
                                      Gambits           THOUGHTS
      The Knights are fighting a huge crocodile.        Gambits can be tricky. You want them to feel
                                                        impactful and exciting, but they shouldn’t be
      Ref: So far you haven’t got a good hit in on      enough to completely resolve the combat.
      this beast, but it’s looking worn down. What
      do you want to do?                                On a tangent, I like that the Referee gently
                                                        reminds players of their Oath here.
      Tal: It seems nasty, but we could leave it be.    Especially early in a campaign it’s useful to
      Moss: It’s pretty close to the bridge though.     keep the Oath at the forefront of their minds.
      It attacked us, so how do we know it won’t        Here the Referee offers some examples to Tal
      just attack the next travellers that pass by?     on what the Gambit could do. I’d perhaps
      Ref: Remember “Protect the Realm” is part         remind them that these examples aren’t a
      of your Oath.                                     restrictive list, and they could carry out
                                                        another effect if they had something in mind.
      Tal: You’re right, let’s take it on. I’ll go in
      with my hookhammer.                             It’s good to see they don’t take the “Impair a
                                                      weapon” example too literally, understanding
      Moss: I’ll swing my cudgel. I’ll Smite too.     the intent of the example, that it’s an
                                                      opportunity to temporarily weaken the
      Moss rolls d8 from their cudgel and d12 for     attack power of the opponent. You could read
      Smiting, scoring 9 and 3. He passes his VIG     the “trapping their shield” example in the
      Save to avoid Fatigue from Smiting. Tal rolls same way, perhaps exposing the crocodile’s
      her own d6, getting a 6.                        belly to allow them to ignore its Armour score
                                                      on their next Attack. It’s impossible to cover
      Tal: So I can use the 6 for a Gambit, right?    all possible uses of a Gambit, so it’s more
      Ref: Yeah so you can Bolster the total          important to understand the principles.
      Damage by 1 or do something else. This croc Here, Ref demonstrates these principles,
      is strong, so it’ll be tricky to do fancy stuff telling the players that they can’t just drive
      unless Moss uses the 9 for a Strong Gambit. the crocodile away, as that would outright
      Tal: What about Impairing a weapon? Would end the encounter, something too powerful
      that work on an animal?                         for the intent of a Gambit.
      Ref: Yeah, you could smash its jaw to           Although the Gambit rule also applies to
      prevent it biting next turn. It gets a Save     enemy attacks, I’d be careful straying too far
      though.                                         from the suggested effects against player
                                                      characters. Springing nasty surprises on
      Moss: I could use the 9 to drive it under the players as the result of a Gambit can create
      bridge to set it up for one of your diving      fun moments, but they should abide by the
      attacks next turn.                              same restrictions as the players.
      Tal: Could we just drive it away from the
      fight altogether? We don’t need to kill it.
      Ref: No Gambits can’t do something that
      would outright end the combat, just grant 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.
186
PLAY
            Unusual Attacks                       THOUGHTS
Moss is in the middle of a duel against a rival Even with Feats, Gambits, and Scars,
Knight that’s been tormenting him.              players will sometimes want to cause a
                                                specific effect with their Attack. Here Ref
Moss: Right. So instead of swinging my          falls back on the standard Action Procedure.
cudgel I’ll draw my dagger and try to stab      It’s easy to get bogged down in the specifics of
him right through the eye.                      what the character is doing, but here it’s
Ref: Erm… hang on.                              useful to know what the player is actually
                                                trying to achieve.
Ref flicks through the combat rules, thinking
about how best to make a ruling                 Ref could have absolutely ruled this as an
                                                attempt to perform a Gambit, but I
Ref: Okay, so what are you actually trying to understand that this eye-gouging attack
achieve with this? Like kill him in a single    might feel beyond the scope of that rule. I
stab? Blind him permanently? Temporarily? think ruling it as a Gambit with a Clarity
                                                Save to dodge the stab would work just fine,
Moss: Hmm, I want to make sure even if I        encouraging the player to Smite to improve
can’t kill him I’ll leave him without an eye.   their chances of getting a Strong Gambit.
Ref: Right. I mean as far as killing him goes,    It’s good that Ref clarifies that with a normal
you’re already trying to do that with a           attack the character is already assumed to be
normal Attack. You could do a Smite if you        trying to cause maximum harm to their
really want to try to take him out, but if it’s   target, and going beyond that is usually
more about leaving a lasting mark we              covered with a Smite. Taking this as a
could… hang on…                                   starting point, they change the Feat to apply
                                                  extra long-term harm instead of simply
Ref looks through the rules a bit more            improving the normal Damage of the Attack.
Ref: Yeah how about we do it as a Smite but       Importantly, the details of the ruling are
instead of the extra Damage you’ll leave a        explained to Moss before he confirms he
mark. Probably only makes sense if you            wants to go through with it. A player might
actually Wound him too, so you’ll need to         then decide it’s no longer worth it. At this
take him down to 0GD. I don’t think you could     point the Referee can suggest an alternative,
do this to any old opponent, but here there’s     or the player might decide to go ahead with a
clearly hatred between the two of you.            normal Attack or Feat.
Moss: Yeah that sounds fair.                 I also appreciate that Ref made it clear that
Moss rolls his Attack and successfully       this is a bespoke ruling for the current
Wounds his enemy. He fails the Save to avoid combat, leveraged by the established hatred
becoming Fatigued.                           between the combatants. If Moss tried
                                             something similar in another situation the
Ref: So sure enough, you thrust your dagger ruling could be different.
at his eye and… urgh, you get the idea! He
clutches his face, screaming, but he’s still There’s clearly a bit of discomfort from Ref in
standing. You breathe heavily, feeling the   having to describe the eye-gouge. In a game
adrenaline running through your body.        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.
                                                                                                    187
      PLAY
                   The Upper Hand                      THOUGHTS
      Moss and Tal are sparring using wooden           In combat, sometimes one side has a clear
      swords (d6 hefty) and light shields (A1). Ref    upper hand. Consider two Knights fighting in
      has ruled that any Damage sustained from         pitch darkness, one with perfect nightvision.
      this can be shaken off afterwards.
                                                       While these are straightforward, more often
      Ref: Okay so you both agree that this is a       players will try to earn the upper hand.
      duel, right? That means you’ll roll and deal
      Damage simultaneously.                           Gambits are one way to represent this,
                                                       especially using Smite or Focus to improve
      Moss: Okay, let’s go.                            your chances, but there are other options.
      Both players make a normal Attack to begin       There are various ways do this, and here we
      with. Moss rolls 2, Tal 3.                       see Tal taking a risk. There are a few ways
                                                       this can go. The classic is "roll a Save, if you
      Ref: So you’re both sort of feeling each other   pass then you get a bonus to your Attack; if
      out first, wooden sword clattering against       you fail then something bad happens
      shield, a few probing jabs. No sharp blade to    instead" but there's a lot of fine tuning that
      worry about, but a wooden sword to the ribs      can be done in there. Here, Ref has Moss
      isn’t a barrel of laughs.                        make the Save instead of Tal. I think either
      Tal: Hey, Moss, aren’t you scared you’ll fall    would have worked, but here it makes sense
      in the mud again like when you fought that       as the question is “will Moss keep his cool?”
      brand new Squire?                                rather than whether Tal knows what to say.
188
PLAY
               Taking Damage                      THOUGHTS
Tal and Moss are fighting against a Warband Keeping your Knight alive involves
from a neighbouring Realm. They’ve already managing a few different resources. Armour
taken Damage from arrow fire.                 and Guard are the first lines of defence,
                                              Vigour a more precious resource, and Feats a
Ref: Okay, now it’s the Warband’s turn. As    further tool for survival.
you’re both individual combatants, they get
+d12 and gain Blast, attacking both of you.   The Referee has to balance keeping the
                                              players aware of these while also indulging
Ref rolls d8 and d12 for each target, taking  their senses in the description of the actual
the highest single die against each. The dice battle. Too much focus on numbers and
against Tal are 8 and 5; the dice against     resources and it becomes just a dice game.
Moss 8 and 7.                                 Too little and you risk the players not being
Ref: The horde of attackers surge onto you,   able to make informed choices on how to
spears and axes coming from all directions.   proceed with the fight.
Both attacks are Bolstered, so you’re both    Ref strikes a decent balance here, but as I’m
facing 9 Damage. You both have 3 Armour so writing this for an example of play, there’s
we can knock those down to 6.                 perhaps more explicit explanation of the
Tal: I’ll stand firm using Deny on the 8.     numbers than I would expect at the table.
Ref removes the 8, leaving the 5. Tal passes  As a general procedure I describe what the
her Save against Fatigue.                     attacker is doing, roll their dice out in the
                                              open, give a chance for the Knights to use
Ref: So that leaves 2 Damage after Armour. Deny or other Feats to modify those dice, and
                                              then tell the player how much Damage
Tal: Could I use Deny again?                  they’ve taken.
Ref: No, it’s once per Attack.                The player can then report back whether the
                                              Attack caused a Wound (VIG loss) or Mortal
Tal: Right, got it.                           Wound (half of current VIG lost), and I can
Ref: So you’ve got 2 Damage coming in         describe the Attack and its impact
against 2GD, leaving you at exactly 0GD. That accordingly, shifting the focus back to what’s
means a Scar. I roll on the Scar table with   actually happening to the characters.
the die that caused Damage and get Distress, As players get more experienced they’ll feel
so I guess a spear just narrowly missed you, more confident weighing up their options
a few inches and you’d be missing an eye!     when faced with Damage. The situation faced
Lose (rolls d6) 2 SPI.                        by Moss here is a good example, and I
Tal: Lucky escape I guess.                    suspect he slightly underestimated the
                                              danger he was in.
Ref: Moss, you’re on 1GD and 6 VIG, right?
                                              I’m not optimistic about his chances in this
Moss: Yeah. I guess I’ll Deny the 8.          situation. Perhaps a chance to consider
                                              whether surrender is Knightly.
Moss removes the 8, leaving the remaining 7.
He also fails his Save against Fatigue.
Ref: Oof, so 4 Damage means 1 to your GD
and 3 off your VIG. As you’ve lost half of your
VIG in one go that’s a Mortal Wound. Moss is
overwhelmed by the Warband, kicked to the
ground, an axe buried in his gut. He’ll die if
left untended, and I wouldn’t expect mercy
from these raiders. What’s the plan?
                                                                                               189
      PLAY
                  Dynamic Combat                       THOUGHTS
      Tal and Moss are launching an attack        Dynamic combat is the idea that a fight
      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
      Moss: Yeah, should we focus on one of them? of an arc, but it’s especially useful to consider
                                                  for longer, more significant fights.
      Tal: Okay, I’ll send my raven out to Attack
      another.                                    Here we see just two rounds of combat, but
                                                  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 an
      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, showing how
      Still, the two on horseback dismount and         they’re feeling about their survival chances.
      form a close formation with the other, pulling
      their shields up into a shieldwall.              A missed opportunity here is that we don’t
                                                       see Ref describe the location of the Attack.
      Tal: Right. They were already hard to            For all we know it’s happening in a generic,
      Damage, I feel like we shouldn’t just dive       featureless field. While the players were
      straight in.                                     creative enough to use the dismounted
                                                       enemies’ steeds against them, this creativity
      Moss: Yeah you’re right. Is there a way we       could have been encouraged through
      can break up their formation?                    including other tactical hooks on the
                                                       battlefield. These can be mundane, such as
      Tal: That one we spoke to before was             describing especially thick woodland, boggy
      particularly proud of their horse, right? How    ground, or a nearby waterfall. For more
      about if we try to spook the horses away,        unusual features rolling a prompt can be
      they might break away to stop us.                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 just the change
                                                       of flavour is enough to create interest.
      Ref: Okay I guess the horses will break away
      if you do that, but let’s see if the Scholar- Another good element to introduce is a time
      Knights break their formation.                limit. Perhaps they had word that the
                                                    Scholar-Knights were meeting with more of
      Ref fails a SPI Save for the Scholar-Knights, their Order, so reinforcements were expected
      so describes one of them running for the      in an uncertain number of rounds.
      horses, breaking the shieldwall.
      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.
190
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: It’s early morning and you’re facing off to that of the Dynamic Combat entry, but it
against the fortress. You can see hurried      can be difficult to remember when faced with
movement on the ramparts.                      the concept of a full-on battle with hundreds
                                               of soldiers. Even though the scale is larger,
Moss: Well I guess we ruined the element of the same principles apply. Here we see a
surprise when we let those scouts get away. battle with a built-in time limit, the
Ref: Yeah, in fact you see the main gate       impending arrival of enemy mercenaries. As
swing open, 2 Warbands emerging. Looks         well as this, Ref makes sure to describe what
like a band of archers and a horde of          the players can see, from the bustling
aggressive-looking fighters, carrying an axe defenders on the ramparts to the lay of the
or blade in each hand. Remember you were       land in front of them.
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
Ref roughly sketches out the battlefield,      themselves trying to keep things as simple as
noting a bog and a small forest.               possible to the detriment of the actual game.
                                               There’s always a 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
Tal: Well we outnumber the enemy right         ambush in the woods, or set up behind the
now. I think send the cavalry to deal with the bog to dampen an incoming heavy cavalry
archers and everybody else piles into that     charge. These things aren’t detailed in the
other Warband (Tal pushes some of the paper rules, but they provide vital leverage for both
Warbands around on the map).                   players and Referee to perform certain
                                               actions that would otherwise be implausible.
Moss: Okay, let’s do it.
                                               I’d like to see Ref asking the players where
Ref: Right, so as you advance on the enemy the Knights themselves are. Are they leading
your archers exchange fire with each other.    specific Warbands, or hanging back on their
                                               own? In a large battle like this, especially
Ref rolls an Attack for the enemy archers,     when you introduce a map and pieces, it’s
Moss for the allied archers.                   easy to lose track of the personal experience
                                               of the Knights.
Ref: The enemy get the better of the
exchange, your archers crying out as they
take casualties, but holding steady for now.
                                                                                                191
      PLAY
                     Advancing Time                   THOUGHTS
      Tal: Did we say about doing a time skip?        Timekeeping can be difficult 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: Hm. Yeah. We have some loose              “finishing” the session with sufficient time to
      threads but it’d be fun to move things along.   discuss Season or Age changes. In this case it
      Tal: Yeah let’s do it.                          sounds like Ref is perhaps rushing before
                                                      they miss their last bus home.
      Ref: Right, so first of all restore your Virtues
      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
                                                       hesitancy from Ref, offering the players the
      Ref shows them both the list of pursuits.        chance to change their minds. I suspect Ref
                                                       forgot that this was the plan right until this
      Tal: “Service” means I can make a small          moment where Tal reminded them.
      improvement to the Realm. I’ll take that.
                                                       Luckily the players are both in agreement,
      Ref: Sure, what are you actually doing?          but I’d encourage Ref to stick to the original
                                                       plan here and move ahead with the time
      Tal: Could I spend some time with those          skip. It can be tempting for players to want
      hunters we met, using my raven to help them to continue the moment-to-moment story of
      find some new hunting grounds?                   their characters, picking up the next session
      Ref: Yeah that sounds good. Maybe it goes        right where they left off, but I think the
      further and they set up a proper outpost.        progress of time makes for a better campaign
      We’ll mark it as a Dwelling on the map.          in the long term.
      Moss: Can I do “Courtesy”? Perhaps not in        When choosing their pursuit between
      this horrible swamp.                             seasons I like that Ref pushes Tal to describe
                                                       what she’s actually doing, rather than just
      Ref: No it’s fine, we assume you both travel picking her choice from a list. It’s also a nice
      about a bit and then reconvene next time.        little reward to have this action create a new
                                                       Dwelling on the map for the players to make
      Moss: Great, well my rank is Knight-Gallant use of in future.
      now that I have 3 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!
192
PLAY
                                  Trade         THOUGHTS
Moss: We heard there’s a brilliant              Playing a game without tracking of currency
blacksmith in this castle, right? How about     or abstract wealth ratings is an adjustment
we try to get some better gear?                 for most players. The intent is to get players
                                                into more of a feudal mindset, where
Ref: Sure, down in the tunnels beneath the      longstanding exchanges of service, labour,
castle you follow the clangs and heat of the    protection, and goods make up the majority
forge. Sure enough you find a blacksmith        of trade. Aside from any sense of immersion,
toiling, the walls lined with an array of arms. this approach encourages players to consider
Tal: We said about getting bows, is there a     the place of the characters in the world and
bow on the wall?                                the network of relationships between non-
                                                player characters.
Ref: So arms are generally split into
Common, Uncommon, and Rare.                     Here we see that in a well-worn scene of
                                                RPGs: shopping for weapons.
Ref opens the book for the players and
gestures over the list.                         What does the blacksmith want? Ref thinks
                                                they’re content. Working for the Lady gives
Ref: Since this guy is a proper weaponsmith them a relatively secure life in the castle.
I reckon they’ve got plenty of Common           When Knights arrive to help the Lady it
stockpiled, and some Uncommon and Rare          seems fitting that the blacksmith would help
tucked away in storage or made to order.        up to a certain point, but still ultimately
                                                need the Lady’s approval to give out Rare
Tal: Wait how much money do we have?            items like swords. The players could have
                                                tried to bribe him, but does this smith really
Ref: You have a bit, but big bags of money      need money? I suspect he wouldn’t be so
are for rich merchants. You’re Knights! You easily tempted. Instead, as the players learn
need three things to make a trade: somebody more about this character, his place in the
who can supply the thing, raw materials if      castle’s society, and his relationship with the
needed, and something to give in return.        Lady, they might be able to pull his strings a
Moss: Okay, let’s see what their deal is first. bit more effectively.
The group play out a conversation with the      Later, Tal points out that maybe the bows
blacksmith, who seems fiercely loyal to the     should be located elsewhere, as they’re made
Lady of the Castle.                             from wood, not metal. It’s pretty common for
                                                players to question apparent errors like this,
Tal: Okay, well we’re here to help the Lady, and it shouldn’t be considered malicious.
so could we take a couple of bows?
                                                Instead of immediately hitting undo, consider
Moss: Wait, I also want a proper sword.         why the seemingly inconsistent element
                                                could be true. Here it’s obvious, but you can
Ref: The smith happily pulls some bows off      create some interesting situations by
the wall and hands them to you, a quiver of     throwing such queries back at the players.
arrows each.
                                                “Yeah, that is weird, right? Why do you think
Tal: Actually why would a blacksmith have       that could be? Do you want to ask somebody
bows? Are they metal bows?                      about it or investigate?”
Ref: I guess this is a general weapon store.    Sometimes they’ll shrug it off, sometimes it’ll
When you ask about the swords he seems          set them on a tangent, but wherever possible
less open. “I’ll have to speak to the Lady      I like to keep to my word as a Referee, which
about that, I’m sure you understand.”           means we’re sometimes discovering and
                                                justifying the details of the world together.
Moss: Okay, all the more important we make
a good impression.
                                                                                                  193
      PLAY
                                  Weapons               THOUGHTS
      The Knights are trapped in a besieged citadel, In Mythic Bastionland weapons should
      the attackers almost through the main gate.      matter, but not too much. I wanted players to
                                                       feel like they had an interesting choice of
      Tal: I knew this was a trap when we had to       weapons, but I didn’t want them to spend too
      hand our weapons over on arrival.                much time crunching numbers.
      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
      Ref: Some guards stuck around, not part of       generally behave in the same way.
      the plot against you. They direct you to an      Specialist weapons are a special case if you
      arms store at the base of the citadel. There’s want a weapon for a niche situation.
      basically any common weapon you could
      want. Some piecemeal armour too, but you         Here the players start by looking for the
      still have your own armour at least.             “best” weapon, which Ref reasonably
                                                       interprets as “the weapon with the biggest
      Tal: What looks most dangerous?                  Attack die”, but their current situation of
      Ref: So there are some polearms, like some       defending a tower leads them to consider the
      halberds and… fauchards? You know, blades environment they’re likely to be fighting in.
      and spikes on poles. They look the most          Better yet, they remember that blunt
      effective, but they’re also long, so won’t be    weapons would be especially useful against
      great in an enclosed environment.                their expected enemy. There’s no “blunt”
      Tal: Yeah and I guess we’re going to be          weapon type listed, so the game relies on the
      fighting on that big spiral stair at some point. group using common sense. An advantage of
                                                       this approach is that mechanically identical
      Moss: Okay, something one-handed, so I can weapons can become mechanically distinct if
      use my shield. Like a solid mace or axe?         the right situation arises.
      Tal: Hey remember those bone-creatures            When looking for a particular type of
      were tough to kill with sharp weapons? Let’s      weapon, Ref falls back on the ever-useful
      get a mace and shield each. Actually, I’ll take   Luck Roll, a mixed result prompting them to
      a mace and another weapon. Is there               reveal a weapon that almost does what they
      something I could wield in my other hand?         want. Here Ref throws together a ruling out
                                                        of nowhere, saying that throwing the spears
      Ref: Sure, you grab a hefty mace and a light      will mean rolls of 6 are discarded, making
      mace that you can wield together effectively.     them less effective than javelins.
      Moss: Wait, are there any javelins here? Or       They could have gone in other directions with
      spears that we could throw if needed?             this. Perhaps they’re ineffective beyond close
                                                        range; perhaps they gain the slow rule when
      Ref: Erm, hang on.                                thrown; or perhaps they’re bulky enough that
      Ref makes a Luck Roll and gets 4, an okay         you can only carry a couple.
      result for the players.                           It’s inevitable that a Referee will need to
      Ref: So there are some shortspears. Not           make rulings like this on the fly, and I think
      designed for throwing but they’ll work okay.      this solution is fine. I like the idea that
      Let’s say you can throw them for d6 like          players might roll a 6 and blame the spears,
      javelins, but rolls of 6 are discarded.           wishing they had proper javelins instead.
194
PLAY
                                   Death         THOUGHTS
Tal has been spotted sneaking into a tower.      Death can be a shocking presence, but I
Her SPI has already been depleted on the         believe that it’s an important element to have
journey, and now her Guard has been              in a game based around Knights.
depleted by a volley of arrows. Moss ducks out
of sight but Tal runs for the tower.             It’s usually considered a sort of “fail state” of
                                                 the game, and Mythic Bastionland embraces
The sentries roll high and Tal has no choice     the more unpredictable side of death instead
but to take the Damage reducing her VIG to 0,    of great sacrifices scripted ahead of time. If
meaning she is Slain.                            your Guard, Spirit, and Vigour are all getting
                                                 low then it’s advisable to do everything you
Ref: Oh, wow. One of the arrows flies            can to avoid taking further Damage.
straight into Tal’s throat… she falls to the
ground, a pool of blood forming. She’s slain.    Although it’s a failure of that character, who
                                                 would surely rather be alive, it’s not a failure
Moss: What!?                                     of the ongoing story of the game. All Knights
Tal: Argh, I knew that was a dumb thing to       die in the end. This is why they seek
do. Is there anything else I can do?             successors, heirs, Squires.
Ref: I mean you’re out of Guard, Spirit, and     Many Referees would be tempted to find a
Vigour, so I think that’s it for Tal.            way to keep Tal alive. Dying to the arrow of a
                                                 nameless sentry feels like an ignoble end for
Tal sighs and folds up the character sheet.      a protagonist, but we can see that Tal had
                                                 opportunities to avoid this. As a Referee, if in
Ref: Well we have less than an hour left         doubt, make sure players understand this
tonight, so I’d recommend we sort your new       risk when they take such an action.
character at the start of the next session, or
you can do it at home. You can make a brand      Of course, it still feels bad. The player might
new Knight or you could take on a successor.     feel embarrassed that they let it happen, or
You had that Squire who was injured, maybe       sad that they won’t get to continue using
they could get Knighted for themselves.          their character. It’s perfectly fine to take a
                                                 moment to acknowledge these feelings, and
Tal: Yeah. Urgh, I should have ran away.         make sure that the player doesn’t feel the
                                                 death was somehow unfair or unwarranted.
Moss: Hey we’ve both been taking risks, this Here I prefer an impartial approach. If the
could have happened to me. Can I recover the rules say they’re slain, then they’re slain.
body? Tal deserves a proper funeral after all.
                                                 The Referee didn’t kill Tal, the arrows did.
Ref: Oh definitely, we’ll get to that. In the
meantime I’ll get Tal a character for now.       Ref does the right thing here by getting Tal
Moss, what’s your plan after recovering Tal? right back into the game with a new
                                                 character, in this case a temporary one.
Moss: Well I need to get to safety for the       Elevating an existing NPC to become Tal’s
night. Oh, and I look for Tal’s raven!           new character would be great, but sometimes
Ref: Sure. Tal, you okay?                        none of the existing characters fit, so it
                                                 makes sense to just introduce a new Knight.
Tal: Yeah, I guess I was just getting attached
to this character.                               In most cases I’d start the new Knight as a
                                                 Young Knight-Errant, but if the Company is
Ref sets up Tal with a character for the rest of well-established then it might make sense to
the session, using a prompt to get a new         start them with some Glory.
character to meet Moss as quickly as possible.
Between sessions Tal rolls a new Knight to
join the company, the Riddle Knight.
                                                                                                     195
      PLAY
                                      Virtues          THOUGHTS
      After her character died last session, Tal has   With just three Virtues to choose from, it’s
      created a new character, the Riddle Knight.      usually clear which Virtue should be used for
      The Company are already worn down, having        a Save, or damaged by a particular harmful
      suffered CLA loss. They’re hunting a rogue       effect. Ref is pretty confident that Clarity is
      Knight who’s been harassing travellers.          the Virtue to use for covertly tracking an
                                                       enemy, and I’d agree with them here.
      Ref: So this is the hill where you heard the
      rogue Knight was last spotted. What’s the        In those cases where it’s not so clear I tend to
      plan from here?                                  err on the side of giving the players the final
                                                       say, but I’d hope that these instances are
      Tal: How about we search for tracks. I can       rare. If they start occurring frequently then
      roll CLA for that, right?                        I’d take a moment to talk through the
      Ref: Erm… Hang on.                               Virtues with the players, making sure
                                                       everybody understands what each of them
      Ref looks at the Action Procedure and asks a     represents for their character.
      few clarifying questions to Tal.
                                                       In this example we see that having low
      Ref: So the risk is that by scouring around      scores in a Virtue can create some interesting
      these woods looking for tracks you might         moments, here driving the players to seek
      attract some unwanted attention.                 out a Seer in the hope of both recovering
                                                       their Clarity and getting the information
      Moss: Wait, if we’re just searching for          they were looking for.
      something quickly could I use Vigour
      instead? That’s for like… athletic stuff, right? If there wasn’t a Seer nearby then Ref could
                                                       still have suggested some alternative
      Ref: Hm, no, I think that doesn’t work here. directions for them to take, and speaking
      Clarity is sharp senses and quick thinking,      with the locals is usually a good direction to
      which is what’s being used here.                 nudge players toward.
      Tal: Urgh, we’ve both got super low Clarity     If the players are desperate to restore a
      at the minute. I wish I’d thought of this       Virtue, and the most obvious means of doing
      before we came all the way out here.            so is too far away, then remind them that
                                                      Remedies exist, suggesting where they might
      Ref: Well there’s always another way.           be found. Although they represent
      Instead of scouring for tracks you could try to uncommon goods, a Holding will usually at
      find somebody to talk to, see if they’ve        least be able to point them in the right
      encountered the rogue Knight.                   direction. For Stimulant, which is used to
      Tal: Oh, and if we get “guidance from a Seer” restore Clarity, perhaps they’d be directed
      then we recover our Clarity, right? I know it’s toward a local herbalist or alchemist in
      quite far, but we could travel over to this     service of the ruler, remembering that these
      Sanctum (points to the map) where we know things are never given away for free.
      there’s a Seer living.                          If all else fails, remember that moving to a
      Moss: Works for me, we might get some           new Season or Age restores all Virtues, so
      other good info while we’re there.              sometimes an impromptu time skip can be
                                                      the best way to move things forward.
      Ref: Great, so which way are you travelling?
196
PLAY
                          Travelling            THOUGHTS
The Company are part-way through a journey Focusing on long distance travel calls for a
between two distant Holdings. Ref points to     “zoomed out” approach that can be daunting
their current Hex location on the map.          in comparison to the more moment-by-
                                                moment play of exploration and combat.
Ref: Okay, you wake up and clear away the
camp. It’s…                                     Here I like that Ref takes a moment to set
                                                the scene beyond just the paper map in front
Ref makes a few rolls on the Nature Spark       of them. Even seemingly inconsequential
Tables for Sky and Weather.                     weather and sky descriptions help to paint
Ref: There’s a pale haze in the air, not        the scene of the Knights travelling across
enough to hinder your view, but gives a         great distances and significant passages of
slight fuzz to the forested mountains in the    time. They also give sensory grounding to the
distance. There’s a dull humidity, no breeze relatively abstract Hex map.
at all, a contrast to yesterday’s bitter storm! The Spark Tables are a great source for this,
Moss: Yeah, sounds better to me.                and I always keep them to hand when
                                                running the game.
Tal: So we keep going, right?
                                                Ref also ensures the players have the
Tal gestures to their final destination on the  information needed to make interesting
map, then to the next Hex in that direction.    choices. In particular, telling them that they
                                                can see something in a neighbouring Hex, but
Tal: Head over there, I think. Wait, can we     not outright stating what it is. Now they face
see anything around us?                         a choice between continuing to their
                                                destination or taking a detour to a
Ref: Sure, you camped on a decent vantage       potentially useful location.
point, so you got a good look at your
surroundings. You can see this Hex is mostly There’s also a good amount of generosity on
rolling hills, a few patchy forests.            display here. Ref states that there’s a haze in
                                                the air, but not enough to obscure the
Ref points to the Hex Tal had indicated as      Knights’ view. They also assume that the
their next destination.                         Company set up camp on a vantage point,
Ref: In that direction it looks much the        allowing them to easily survey their
same, no sign of any real points of interest.   surroundings. I’d always lean in this
                                                direction, but I absolutely wouldn’t hesitate
On their own map, Ref sees that a different     to make the Knights’ lives difficult when the
adjacent Hex has a Monument landmark. In dice prompt it.
their notes this is an “Eternal Hearth”.
                                                For example, if the weather roll was “Solid
Ref: Over to the West you can see there’s       Fog” then I think it’s appropriate to say that
some sort of structure in amongst the hills, a the Knights can’t see into their neighbouring
little smoke rising from it.                    hexes, perhaps even travelling blind unless
                                                they have a way to maintain their course.
Moss: Ah… we could go and get some proper
rest over there. It’s out of our way, though.
Tal: Yeah… we’re in good condition, though.
Maybe let’s just mark it on our map for now
and check it out another time.
Moss: Okay, works for me.
                                                                                                  197
      PLAY
                               Hospitality            THOUGHTS
      The Company encounter an Omen of the            Knights can expect hospitality from most of
      Pack, a shepherd having lost his flock to his   the people they encounter on their travels,
      own dogs. The Knights do their best to help,    but this can still create some interesting
      but the shepherd is heartbroken.                conflicts. Commonly these are based around
                                                      how much the Company are willing to upset
      Moss: Wait, where does this shepherd live?      their host by outstaying their welcome, or
      We’re nowhere near a Holding or Dwelling.       whether the host is bold enough to ask for
      Ref: Do you want to ask him?                    something in return.
198
PLAY
                         Landmarks                THOUGHTS
The Company is in a tower, overlooking the        Where Myths and Holdings generally act as
surrounding Hexes. Ref gestures to each Hex       the major features within the Realm,
as they describe the terrain in broad terms.      Landmarks tend to have a more understated
                                                  place in the game.
Ref: The forest continues all across the west.
The south looks more marshy, and there are Ruins in particular can feel almost out of
rough hills to the east.                        place, offering a glimpse at a Myth that won’t
                                                actually be used in the Realm as it stands.
On their copy of the map, Ref notices there’s a The intent is to hint at a wider and older
Landmark in a neighbouring Hex, a Ruin.         world, and as we see here it can create
They rolled a prompt for this as part of their moments that border on anticlimactic.
prep, noting that it relates to the Blade, a
Myth not currently active in the Realm. The     I don’t think this is something to be feared.
prompt for the Ruin was “crumbled bridge”.      These moments of relative calm can be a
                                                welcome change of tempo. I like that Ref
Ref: You can spot a bridge in the distance      allows the moment to play out before giving
out in this direction, but you can’t see the    the players a gentle nudge to move on,
details from this far away.                     asking them where they want to go next.
The players decide to head toward the bridge, Ref did just about enough preparation here,
arriving in the next Phase of the day.          rolling the Ruin’s Myth ahead of time and
Ref: Okay, so the bridge spans a mostly         choosing a prompt for its general description.
dried up stream and has collapsed, the centre They could have gone further and worked out
now a heap of rubble.                           how the bridge tied in to the Blade, but they
                                                were able to improvise this just fine.
Ref turns to the Blade myth to look for a hint
to place here. They decide to use “Ilglamvent”, If they found themselves stuck, unable to
one of the names given for the Blade.           draw a connection between the Ruin and its
                                                Myth, then I’d encourage them to take a
Ref: In amongst the rubble you can see a        more relaxed approach. Maybe for now this
large block. There’s something carved on it,    bridge is just a bridge, no Myth connection at
covered in red moss.                            all. It still acts as a point of interest, a literal
                                                landmark to help with navigation.
Tal: I’ll carefully scrape it off with my
dagger, trying to see the carving.              They could also place a person near to the
                                                Ruin, giving them knowledge of the related
Ref: It’s faint but you can just make out the Myth. Perhaps a wandering pilgrim is
shape of a sword, the word “Ilglamvent”         seeking the Blade, but nobody in this Realm
written down the length of its blade.           has heard of it. Anything that helps the
                                                world feel large or old would work.
Tal: Huh.
Moss: I’ll look through the rubble. Maybe
there’s a sword down here?
Ref: Yeah you dig through but there doesn’t
seem to be anything of note.
Moss: Right. Hm.
Ref: So where next?
                                                                                                       199
      PLAY
                                    Folklore          THOUGHTS
      The Company are staying in the Holding of a     Non-player characters can be useful in
      friendly ruler. After dinner they are left to   different ways. They can offer hospitality,
      their own devices for a while. They have        equipment, remedies, military aid, new
      already encountered one Omen of the Child.      positions in a Council, or even a Holding to
                                                      rule. Whoever they are, most people are also
      Ref: Okay, what are you both doing?             able to offer the resource of knowledge, as
      Tal: The ruler here seems friendly enough,      detailed in the Folklore section of the rules.
      but I’ll see if anybody else looks keen to talk. We can see the importance of this here, with
      Moss: I’ll ask around to see what people         Moss actively seeking information and Tal
      know about the Child.                            being more passive. I like that Ref gives Tal
                                                       this useful information even though she
      Ref: Okay, Tal, as you’re moving around the didn’t explicitly ask for it. When it comes to
      hall a Knight strides over. You’ve not met       Myths I like to ensure they’re worked into
      them before, they’re…                            the conversations happening all across the
                                                       Realm, even if the character is a new arrival.
      Ref rolls on some Spark Tables to get an idea
      of their appearance.                             Ref gives some very vague knowledge of the
                                                       Shadow here. They could have had the
      Ref: He looks sort of soft-bodied for a Knight, Knight outright explain an encounter with
      a tattered cloak over his patchwork mail. He the Shadow, or one of its Omens, but the key
      speaks in a whispered tone.                      is that they wouldn’t know the inner
                                                       workings of the Myth. That level of
      Ref rolls a random Myth of the Realm for this knowledge is restricted to Seers, and is the
      Knight to know about, getting the Shadow.        basis for their powerful position within the
      Ref: “Greetings, Knight. Have you come from society of the Realm.
      the north?”                                      Ref could have gone further here, and had
      Tal: Erm… (she checks the map) no, we’ve         Tal meet the actual Knight described in the
      ridden in from the east.                         Myth. One Omen describes a sorrowful
                                                       Knight, lashing out at passers-by, and they
      Ref: “Well, take my word for it, if you’re       could have presented this character to the
      heading north then don’t look too closely into Company, appearing before their sad fate.
      the shadows. A sorrowful presence lurks
      there. My brother-in-arms has already been They could go in another direction, replacing
      taken by its melancholy.”                        the Knight described in the Shadow’s Omen
                                                       with this new Knight who Tal has just met.
      Tal: Is this something to do with the Child?
                                                       Instead, Ref takes the more straightforward
      Ref: He doesn’t seem to know anything about option of having the Knight who Tal meets
      the Child. He explains that he’s recently        simply having a connection to the Knight
      arrived in the Realm. He also describes the      that will appear in a later Omen. Still
      location of a Monument he passed on the          effective, but it’s always good to consider
      way, the mausoleum of a nameless Knight.         other options.
      Ref points to the Monument’s location on the
      map, a few Hexes north of the Holding.
      Tal: Great, that’s useful.
      Moss: Yeah, do I have any luck?
200
PLAY
                                 Omens          THOUGHTS
The Company are travelling through a barren     Remember that Myths operate under their
tundra during winter, facing dire weather at    own rules, and they don’t need to follow the
every turn. Ref makes a Wilderness Roll and     usual laws of reality.
gets a 1, rolling for a random Myth from
elsewhere in the Realm. They roll the Forest,   This means situations like this one, where a
of which the Company have already               Myth’s Omen feels an odd fit for the current
encountered the first five Omens. This means    situation, can easily be woven into the
they’ll encounter the sixth and final Omen.     ongoing story.
Tal: Oh, I bet this is something to do with   One of the reasons that Knights tend not to
the Forest, right?                            have magical-feeling abilities is that I want
                                              the world to feel more magical than the
Moss: Yeah, shall we go in?                   people within it.
Tal: I think we should! We’re meant to be       You’ll be exploring a mystical land, and while
“seeking the Myths” after all.                  you’ll sometimes benefit or suffer at the
                                                hands of its magic, you’ll never quite
Moss: Okay, let’s carefully go in.              understand or control it yourself.
Ref: As you enter the mist begins to clear.     This is perfect for handling these moments,
The air even feels warmer. Looking around,      but should never be done at the cost of the
you feel like you’re in the middle of a deep    previously established fiction of the game.
forest, despite having only walked a few
paces into the trees.                          When they enter the woods, Ref jumps
                                               straight into the encounter with the
Moss: At least it’s warm.                      Fearmonger in their true form. This is fine,
                                               but there was also an opportunity to have the
Ref: A towering figure stands boldly between players explore this strange place a little
the trees. Their body is thick, writhing wood, before the Fearmonger shows themselves. It
knotted and gnarled. Their hands are like      would give a little more weight to the fact
great clawed roots. The imposing creature      that the Forest manifested so suddenly,
looms over you. What do you do?                allowing the players to take that in for a
                                               moment before thrusting them into a high-
                                               stakes situation.
                                                                                                 201
      PLAY
                 Mapping a Realm                      THOUGHTS
      Ref is preparing a new Realm for the            The procedure for creating a Realm is a
      Company to explore. They’re using a piece of    useful starting point for any game, but
      hex mapping software and following the          sooner or later a Referee is going to want to
      guidance in the Creating a Realm section.       break some of those rules. This is absolutely
                                                      encouraged, and here we see Ref creating a
      They want this Realm to be an isolated          Realm that still draws on the tools and
      island, so instead of the recommended 12x12     guidance available, but also allows them to
      grid they use a 6x6 grid. They figure this will indulge in their own creativity.
      work if they just divide any recommended
      quantities by four, as there are only a quarter A smaller Realm can be a fun change from
      of the normal amount of Hexes.                   the larger maps that the standard procedure
                                                       creates. I’ve also had success with a Realm
      They decide not to use the Spark Tables to       made up of a large ocean dotted with tiny
      generate the terrain types, as they already      islands, or a much wilder Realm with just a
      have some ideas for the map. They draw a         single Holding and more hostile Landmarks.
      cluster of mountains in the centre of the
      island, a swamp covering the western half,       We see that Ref starts off discarding most of
      and a scattering of forests and hills on the     the tools, creating the parts of the Realm for
      eastern half. They draw a few Barriers where which they already have a clear vision. When
      it feels appropriate.                            they reach an area that they don’t already
                                                       have ideas for, the Spark Tables give just
      They want the island to be caught in a           enough to get their imagination flowing,
      dispute between its two Holdings, both           prompting some unexpected results.
      claiming to be the Seat of Power. They place
      the Holdings on opposite sides of the island.    This is a balance that every Referee will find
                                                       for themselves.
      Two Myths instead of the usual six feels about
      right for this smaller Realm, so they place      If they rely purely on the procedures and
      them at far points of the island. They decide tables in the book then they’re missing an
      that a single Landmark of each type also feels opportunity to inject their own ideas into
      right, scattering them around. They decide to their world.
      add an extra Hazard and an extra Curse, just
      to make the island feel more hostile.            If they use only their own ideas then they
                                                       may find themselves sticking too closely to
      The island looks pretty good, but Ref doesn’t what they already know.
      have a clear idea of the two conflicting rulers.
      They head to the Spark Tables section of the Taking an unexpected result of a Spark
      book and roll on some of the “People” tables.    Table, like those seen in this example, and
                                                       using your own imagination to explain them
      The first set of results gives a hard            allows you to create a Realm in your own
      appearance, elegant dress, soothing tone,        style, while still pushing yourself outside of
      blunt manner. Some juxtapositions there.         your comfort zone.
      Perhaps a Knight hardened by a life of
      conflict, now doing their best to be a           This is shown in Ref’s idea of a former Seer
      diplomatic ruler.                                now being a ruler. Nothing from the Spark
                                                       Table explicitly mentioned this, but it gave
      The second gives a melancholic demeanour,        Ref just enough of a nudge to create the idea
      interest in Myths, and “distant mentor” as       for themselves.
      their relationship to the other ruler. Maybe
      this ruler is actually a Seer. Perhaps a former
      Seer, having lost their sight, now struggling
      with ruling a Holding.
202
PLAY
                  Between Ages                  THOUGHTS
Ref and the players are sitting down for their Advancing the game to the next Age can be
first session in a while.                      daunting, leaving a narrative gap of a few
                                               decades and sometimes having the
Ref: Okay, so I thought rather than trying to characters go through dramatic changes, like
pick up where we left off we could move into we see here with Moss.
a new Age. This is generally twenty years or
so, advancing you both from being Young        This should be embraced rather than feared,
Knights to being Mature, in your prime!        and Moss seems happy enough to justify
                                               their sudden surge in Vigour when Ref
Moss: Oh right, we might improve our           reminds them that it wasn’t all that sudden
Virtues here, I think.                         in the fiction of the world.
Ref: Yeah, you can reroll each of your         We see there’s a slight disconnect between
Virtues on d12+d6, keeping the new result      the knowledge of the players and their
only if it’s higher than your current score.   characters. Ref is clearly excited for the
The players both do this, improving some of    players to go and explore the Realm, seeing
their Virtues.                                 what’s changed, but Tal points out that the
                                               Knights would probably already know many
Moss: Hey, my Vigour went from 6 to 18!        of these things.
Tal: What!? That can’t be right.               Saying that the Knights have been absent
                                               from the Realm is a decent fix for this, but
Ref: Remember, this has been decades since Ref could also have the players ask the
we last saw the characters. Moss, think of     questions they want to know. Maybe even
what might have happened to cause you to       make a game of it, saying that they can each
improve your Vigour so much.                   ask three questions, representing that their
                                               Knights wouldn’t know of every happening in
Moss: Well it was pretty bad before. I guess I every corner of the Realm.
started out kind of soft and have been
hardened by all these years as a Knight.       Giving them a surface level overview of the
                                               whole Realm might be excessive, when it’s
Ref: Yeah makes sense. Now you also both       likely that they just want to know about
choose a Pursuit.                              some of the non-player characters they’re
Ref shows them the Pursuits list and each      invested in.
player chooses one.                            It’s another good example of the power of just
Ref: Now I did some rolls before we started    asking the players what they want, instead
to see how things have changed around the      of trying to second-guess them.
Realm, but you’ll have to discover that for
yourselves.
Tal: Wouldn’t we know how things are going?
Ref: Right… well, I’ll give you a brief
overview, but let’s say that you’ve spent the
last few years away from the Realm,
returning now to see what’s happened.
Ref gives them a very broad description of
what’s changed in the Realm, who rules each
Holding, but leaves it very vague.
Ref: Okay, let’s work out where you start.
                                                                                                203
      PLAY
                 Council & Court                      THOUGHTS
      Ref: Okay, Tal, now that you’re the rightful Like so many other parts of the game, ruling
      ruler of Raider’s Gate you’ll want to assemble a Holding is at its best when the players
      a Council.                                     have enough information to prompt difficult
                                                     decisions with impactful consequences.
      Ref outlines the positions of Steward,
      Marshall, Sheriff, and Envoy.                  Assembling the Council is a good opportunity
                                                     for this. As we see here, it’s a chance to
      Tal: Okay, Moss, are you up for being the      introduce new characters or elevate
      Marshall? Getting the soldiers into shape?     previously encountered people into a more
      Moss: Yeah, of course.                         prominent role.
      Ref: Yeah that works. Now even though you Focusing Holding management on the
      proved the previous ruler, the Chain Knight, Council has a few beneficial effects. Firstly it
      as an enemy of the Realm, the Steward who keeps the spotlight on interactions with
      served under him is still here. She’s Medryn, characters rather than the fine details of
      very formal and professional. You can kick     economics and infrastructure. You can decide
      her out of her seat or keep her on.            that you want to collect more taxes, or
                                                     change the armament of your warbands, but
      Tal: Let’s keep her on for now, but we’ll keep doing so requires going through your
      a close eye on her. I’ll go and talk to her    Steward or Marshall respectively, keeping
      properly a little later.                       those relationships at the forefront.
      Ref: Well security is also part of the Sheriff’s This is most effective when a ruler’s Council
      job, watching for threats inside and outside     and Court are both populated by a dynamic
      your walls. Who are you appointing there?        cast of characters. Here a Referee can create
                                                       a messy web of ambitions and quarrels for
      Tal: Needs to be somebody we trust.              the ruler to attempt to keep in order. A
                                                       combination of Spark Tables and Luck Rolls
      Moss: I don’t think I trust anybody around       can give some useful prompts for this.
      here anymore.
                                                       If one of the Knights ends up ruling a Seat of
      Tal: Okay… can we leave the seat vacant          Power, then the rulers of each Holding
      just for now while we decide?                    become an additional layer of relationships to
      Ref: We can talk about it some more, but I       manage on top of this.
      definitely wouldn't leave your Realm without I like to ensure that the ruler still gets a
      a Sheriff unless you want to invite trouble!     chance to go out and be a Knight, letting
      Tal: Argh, okay. Hey, what about that guy        their Council manage things in their absence.
      who was guarding the tower we found?             This can be encouraged by reassuring the
                                                       player that Knights are expected to delegate
      Moss: Yeah, he helped us out.                    rule to their Steward in order to continue
                                                       fulfilling their Oath. If a Knight gets too
      Tal: Okay, he was over here, right?              bogged down in politicking from their castle
                                                       then word begins to spread that they’ve
      Tal points at a landmark a few Hexes away. grown soft or renounced their Oath to “seek
      Tal: Can I like… send a rider out to summon the Myths”. That should give them a nudge
      him or something?                                toward adventure.
204
PLAY
                                 Crises         THOUGHTS
Tal and Moss return to Raider’s Gate after a     Crises need to walk a fine line between
few weeks visiting a foreign Realm.              creating interesting problems for the players
                                                 to solve without becoming an annoyance that
Ref: Okay, so as you ride to the gate a sentry makes the Knights never want to leave their
notices you and shouts an order to open up.      Holding, or reluctant to return when they do.
The portcullis creaks upward, allowing you to
ride into the courtyard. A horn sounds, and      It’s a small, unrelated detail, but here I like
another sentry scrambles to quickly pull your that Ref doesn’t just cut to the Knights
banner up, hanging proudly above the hall.       sitting in Court. They’ve been away in a
                                                 distant land for weeks, so it’s nice to indulge
Tal: Nice to see the place is still standing.    a little in the feeling of returning home.
Ref: Sure, but let’s see what’s been             Early on, Ref faces one of the more difficult
happening while you were away. Roll a d6.        prompts, creating a Dilemma between two
Tal rolls 3, scoring a Dilemma. Ref rolls two Crises, in this case Chaos and Doubt.
Crises for Tal to choose from, getting Chaos     Exactly how the choice will present itself is
and Doubt.                                       left to the Referee’s discretion, so here their
Ref: Hmm… okay… As you enter the hall            Sheriff is able to resolve one of the Crises
you’re greeted by your Council, and the          while the other is left to be handled by the
Steward gives you an overview. She explains Knights personally.
that the coffers are full, the harvest looks     The Dilemma could be presented in a less
good, but there are whispers of an uprising in direct way. Perhaps a lowly Vassal comes to
the Realm, in both field and Court.              Court to challenge the ruler’s authority.
Tal: What for??                                  Allowing them to do so could spread Doubt
                                                 within the Court, whereas dealing with them
Ref: She beckons to the Sheriff who explains too harshly could cause Chaos through a
that these things are usually started by         popular uprising.
somebody who wants to seize the Holding for
themselves. He has a few agents that he can Improvising these in the middle of a game
send out to nip it in the bud, but he’ll need to can be challenging, so if Ref struggled with
focus on the dissent in the Court or out in the this they might prepare the outlines of a few
wider domain. You’ll have to investigate the Dilemmas ahead of the next session, keeping
other yourselves.                                them on hand for if they’re needed.
Moss: Well we know most of the people in         Remember that any part of the game is only
Court, right? I think we could handle that       worthwhile if it’s serving the type of game
side ourselves.                                  that the group wants to play. If the constant
                                                 presence of Crises begins to wear the players
Tal: Yeah. I tell him to send his agents out to down then mix it up. Shift the focus to some
speak with the Vassals and I’ll investigate      specific interpersonal drama with Court, or
the dissent inside these walls.                  have a new Myth rise to prominence. The
                                                 Crisis system is just one way to make
Ref: Great, he heads off to start work on        rulership challenging, and Referees should
that. How are you starting your own              feel free to experiment with other methods.
investigation?
Tal: Do we have a dungeon?
                                                                                                   205
      Delving into Tomorrow
      Mythic Bastionland follows on from the       INTO THE ODD
      games Into the Odd and Electric Bastionland,
      which explore the world’s industrial and     • The game that both of the others are built
      electric eras respectively. Yet unwritten      upon, and the simplest overall.
      games may explore other eras and areas.      • It’s easy to be swamped by enemies when
                                                     they outnumber you.
      The games are built on the same rules, with • Arcana are powerful devices with a single
      key differences noted opposite. These aren’t   useful ability.
      exhaustive lists, but highlight some
      important things to keep in mind.            • Characters gain Hit Protection by
                                                     completing expeditions and later training
      It’s completely viable to take characters or   an apprentice.
      content from one game to another, with the
      following guidance:                          ELECTRIC BASTIONLAND
      •   Use the content of the game you’re           •   Multiple attackers roll and keep the
          playing as a guideline for conversion. If        single highest die, making outnumbering
          you bring a rifle from Electric                  less deadly than in Into the Odd.
          Bastionland into the world of Mythic         •   Scars can occur in combat, often
          Bastionland then look at how much                improving the victim’s maximum
          damage a crossbow does and boost it a            Hit Protection.
          little from there.
                                                       •   Arcana are renamed as Oddities and
      •   Capture the spirit of the content or             Willpower is replaced by Charisma.
          character that you’re converting, rather
          than worrying about finding the perfect
          numbers. Mythic Bastionland’s Virtues        MYTHIC BASTIONLAND
          mostly line up with the Ability Scores of
          the other two games, but sometimes it’s      •   Uses Virtues in place of Ability Scores,
          better to assign a value that feels right.       each recovered by different methods.
      •   Use as much of each game as you like.        •   Guard is the new name for Hit Protection
          Into the Odd characters might learn the          but functions in the same way.
          Feats from Mythic Bastionland,               •   Feats and Gambits create more in-depth
          continuing to use them even when they            combat rules.
          return to that industrial setting.           •   Armour can be layered, so Armour values
      •   Use as little as you like. If those same         are generally higher.
          Into the Odd characters are playing in a     •   Because of the above, Damage is a touch
          horror-themed scenario then perhaps the          higher across the board.
          heroic Feats aren’t a good fit.
      •   If you’re feeling overwhelmed then just
          take the system you’re most familiar with    THE TRUTH OF IT ALL
          and use that for everything. You can play
          a game of Into the Odd exploring both        How are these worlds connected?
          Electric and Mythic Bastionlands without
          touching any of the new rules. The           Do they form a linear timeline from a
          players will remember the worlds they        medieval age up to a late modern period?
          explore much more than the specific set of   Is there just one true setting, the others just
          rules that they used.                        stories told by its inhabitants?
                                                       Do they exist simultaneously, characters able
                                                       to wander from one age to another if they
                                                       know the way?
                                                       Yes.
206
                                 Index
Action Procedure, 16, 182    Hefty, 12                    Seasons, 17, 192
Afternoon, 17                Hexes, 14                    Seat of Power, 14
Ages, 17, 203                Holdings, 14                 Seers, 13
Armour, 12                   Hospitality, 18, 198         Services, 13
Artillery, 11                Impact, 16                   Shieldwall, 10
Attacks, 8, 185              Impaired, 8, 9               Ships, 11
Barriers, 14, 18             Improvisation, 16            Siegery, 11
Beasts, 12                   Into the Odd, 206            Sites, 15
Blast, 8                     Jousting, 10                 Sleep, 18
Bonus Attack Dice, 10, 188   Knights, 7, 13, 26           Slow, 12
Camping, 18                  Landmarks, 14, 18, 199       Smite, 10
Character Creation, 7, 177   Life, 17                     Spark Tables, 22-25
Circle, 20                   Local Mood, 18               Spearwall, 10
Clarity, 7                   Long, 12                     Spirit, 7
Council, 20, 204             Luck Roll, 16                Spring, 17
Court, 20, 21, 204           Mature, 17                   Squires, 7
Crises, 20, 205              Misrule, 20                  Start, 6, 176
Cruise, 18                   Monuments, 14                Structures, 11
Curses, 14                   Morale, 10                   Success, 16
Damage, 8, 189               Morning, 17                  Succession, 17
Days, 17                     Mortal Wounds, 8             Supplies, 18
Death, 8, 195                Mounted Combat, 10           Surprise, 8
Deny, 10                     Myth Hex, 14, 18, 27         Taxes, 21
Dire Weather, 18             Myths, 13, 27                Tools, 12
Domains, 20                  Night, 17                    Trade, 12, 193
Duelling, 10                 Oath, 7                      Travel, 18, 197
Dwellings, 14                Old, 17                      Travelling Blind, 18
Electric Bastionland, 206    Omens, 18, 201               Trek, 18
End of Session, 16           Phases, 17                   Turns, 8
Exhausted, 9                 Poisons, 12                  Unarmed Combat, 10
Exploration, 19, 183         Primacy of Action, 16, 179   Vagabonds, 13
Exposed, 8, 9                Ranged Combat, 10            Vassals, 13
Failure, 16                  Rank, 6                      Vigour, 7
Faith, 13                    Reaction, 8                  Virtue Loss, 9
Fatigue, 10                  Realms, 13, 14, 202          Virtues, 7, 8, 196
Feats, 8, 10, 185            Recovery, 9                  Vision, 19
Focus, 10                    Recruitment, 11, 21          Warbands, 11, 191
Folklore, 19, 200            Remedies, 9, 12              Weapons, 12, 194
Gallop, 18                   Ruins, 14                    Wilderness Roll, 18
Gambits, 10, 186             Sanctums, 14                 Winter, 17, 18
Glory, 6                     Saves, 8                     Worthiness, 6
Guard, 7                     Scars, 9                     Wounds, 8
Harvest, 17                  Scope, 6, 176                Years, 17
Hazards, 14                  Searching, 19                Young, 17
                                                                                 207
          LAND
                              Nature        SKY                          WATER                    HOLDING
                                                                                                                 Civilisation          BAILEY                         KEEP
   Character Landscape                Tone      Texture              Tone     Texture           Style     Feature                   Style      Feature         Centrepiece   Decor
1    Barren    Marsh           1    Glittering   Aurora      1      Crystal      Silk       1    Dark      Turrets          1       Filthy     Market      1      Hearth    Antlers
2     Dry       Heath          2     Violet       Haze       2        Teal     Ripples      2   Ruined     Tower            2    Abandoned      Forge      2      Throne     Silver
3     Grey      Crags          3    Sapphire     Marble      3    Pearlescent   Abyss       3   Hostile     Wall            3      Joyous      Library     3    Musicians   Heraldry
4    Sparse     Peaks          4       Pale       Glow       4      Mucky       Churn       4  Ancient   Battlements        4   Sophisticated Fountain     4       Pool      Bones
5    Sharp     Forest          5      Fiery      Billows     5      Cobalt      Froth       5   Ornate     Citadel          5    Industrious   Temple      5     Advisers   Flowers
6   Teeming    Valley          6      Ivory       Swirl      6     Verdant     Mirror       6    Wild       Gate            6      Humble       Forum      6     Servants  Scripture
7     Still     Hills          7      Slate      Streaks     7      Frosted     Surge       7  Pristine     Spire           7      Majestic     Tomb       7      Shrine     Jewels
8     Soft     Meadow          8      Pink       Dapple      8       Dark       Glass       8  Fortified    Dome            8     Hallowed     Garden      8       Table    Wreaths
9 Overgrown      Bog           9     Golden       Rays       9     Verdigris     Surf       9 Unfinished  Beacons           9       Rustic       Hall      9    Reliquary   Candles
10    Vivid     Lakes         10     Bloody      Pillars     10      Silver    Rapids      10 Welcoming    Bridge          10      Solemn     Workshops   10     Cauldron     Fur
11  Sodden     Glades         11     Bright     Shimmer      11    Emerald      Spray      11   Proud      Pillars         11     Bustling      Arena     11    Chandelier Tapestries
12    Lush      Plain         12      Inky       Swells      12      Jade      Bubbles     12   Bright      Moat           12    Immaculate Garrison      12      Guards    Shields
     APPEARANCE
                              People   VOICE                        PERSONALITY                      SOLDIER
                                                                                                                           Combat    WEAPON                   MANOEUVRES
   Physique    Dress               Tone      Manner               Demeanour Interest              Quality      Type             Descriptor Feature            Action     Intent
 1  Delicate  Armoured         1 Whispering   Formal          1    Cautious     Botany     1       Mobile    Skirmisher     1      Short    Blade          1   Feint   Demoralise
 2   Short    Tattered         2  Soothing     Poetic         2    Spiritual    History    2     Reluctant     Archer       2       Pole    Spear          2   Strike   Confuse
 3  Robust     Vibrant         3  Smooth      Precise         3   Intellectual   Music     3     Mounted       Scout        3      Chain     Axe           3   Boast     Exploit
 4   Hard       Crude          4    Flat      Intense         4    Ambitious   Gambling    4     Renowned      Militia      4     Barbed    Mace           4  Defend      Stall
 5  Haggard    Eclectic        5 Mumbled    Rambling          5     Serene     Animals     5      Zealous      Guard        5     Forked   Cleaver         5 Negotiate  Relocate
 6    Cold   Traditional       6   Weak      Detached         6    Righteous      Art      6     Conscript   Infiltrator    6     Curved   Hammer          6   Flurry   Observe
 7   Warm    Comfortable       7   Strong   Passionate        7   Empathetic   Cookery     7     Cowardly      Raider       7    Weighted   Spike          7   Rush      Defeat
 8 Youthful    Gaudy           8  Hesitant     Terse          8    Unstable      Craft     8       Heavy      Veteran       8     Double    Hook           8   Taunt     Expose
 9    Soft      Drab           9  Melodic    Relaxed          9     Prying      Fishing    9    Bloodthirsty Infantry       9     Crossed    Club          9    Jab     Surprise
10   Sickly   Decorated       10 Gravelly      Blunt         10   Melancholic   Fashion    10      Fancy       Rider       10    Throwing    Rod          10  Charge    Stagger
11    Tall   Functional       11   Erratic  Boisterous       11     Cynical    Hunting     11    Fearsome     Charger      11      Thin     Fang          11 Onslaught  Weaken
12   Rough     Elegant        12 Booming     Friendly        12      Rash       Stories    12    Mercenary     Knight      12      Long     Sword         12  Provoke  Intimidate