Mythic Bastionland Quickstart
Mythic Bastionland Quickstart
m    y     t   h     i     c
BastionlanD
B E F O R E   I N T O   T H E       O D D
                       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
          CHARACTER SHEET AND OTHER RESOURCES AT BIT.LY/MBSTUFF
         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 in which      gains 1 Glory, the loser loses 1 Glory.
    the players find themselves. The Scope is
    how long you expect the game to run for, both Tournaments may also grant 1 Glory to the
    in and 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 from the roll.          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. If this
     causing one of the effects below. The affected occurs in combat, add it to the existing dice.
     foe must be a target of the original attack.
                                                      DUELS & JOUSTS
     For Gambits other than Bolster and Move the Two combatants can mutually agree to
     target receives a VIG Save to ignore the effect. engage in a duel, or joust if mounted.
     • Bolster the Attack for +1 total Damage         They fight as normal but their attacks are
     • Move after the Attack, even if you             rolled and resolved simultaneously, including
         already moved or are unable to move          the effects of Gambits. Both combatants can
     • Repel a foe away from you                      use Feats before the attacks are resolved.
     • Stop a foe from moving next turn               SHIELDWALLS & SPEARWALLS
     • Impair a weapon on their next turn             3 or more allies may form a wall formation.
     • Trap a shield until your next turn             If they all bear shields (not bucklers) then
     • Dismount a foe                                 they gain an additional point of Armour. If
     • Other effect of a similar level of impact they all bear spears (or similar) then enemies
                                                      cannot Attack on the turn that they charge.
     If a die of 8 or higher is used in melee then a WAVERING MORALE
     Strong Gambit is performed and the               Individuals who are Wounded, or groups who
     attacker chooses one of the following:           lose half their number, must pass a SPI Save
     • No Save is granted to the target               to avoid rout or surrender.
     • Greater effect such as disarming an            Organised groups roll once using their
         item, breaking a wooden shield or            leader's SPI. Disorganised groups roll for each
         weapon, or removing a helm. This does        individual against their own SPI. This does
         not increase the Damage from Bolster.        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 or more of
     their edges, typically a sudden altitude        Hazards: Nature fights every step. Devise a
     change or impassible feature. These cannot solution, push through (lose d6 in a Virtue,
     normally be travelled through. For a typical usually VIG), or go back the way you came.
     Realm, place a number of Barriers equal to
     one sixth of your total Hexes.                  Curses: Blights on the land that throw you
                                                     off course. If you travel in the next Phase it
     Most Realms have a navigable river passing counts as travelling blind (p18).
     through and a few large lakes spanning
     whole or multiple Hexes.                        Ruins: Remnants of the past echo the future.
                                                     These hint at a random Myth not currently
     HOLDINGS                                        active in the Realm, though it may return.
     Place 4 Holdings a good distance apart,
     typically castles, walled towns, fortresses, or ADDING DETAILS
     towers, held by Knights or influential          Spark Tables (p22) can add detail to
     Vassals. Most of the Realm lives within their significant locations and people in the Realm.
     walls or the surrounding Hex.                   DISTANT REALMS
     Designate one Holding as the Seat of Power. Realms are usually bordered by water,
     This is the Holding of the ruler of the whole mountains, or wasteland, though claims are
     Realm, commonly a Knight.                       often disputed. Travelling to a distant Realm
                                                     normally sees you arrive in the next Season.
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
     Travelling consumes a whole Phase of the          OMENS
     day and uses one of 3 methods:                    Each Myth has 6 Omens, listed in the order
                                                       in which they are encountered. The first
     •   Trek: 1 Hex on foot or steed.                 encounter with a specific Myth is always
     •   Gallop: 2 Hexes on a non-Exhausted            Omen 1, the second Omen 2 etc.
         steed. The steed loses d6 VIG.
     • Cruise: 3 Hexes by boat, or by steed on a Remember primacy of action (p16). If the
         rarely-found proper road.               players want to hunt for the Wyvern’s nest
                                                 they don’t have to wait for that Omen to
                                                 appear if they take action themselves.
     When ending a phase in Wilderness, roll:
                  WILDERNESS ROLL                MYTH HEXES
                Encounter the next Omen from a   Ending a phase in the Hex containing a Myth
       1         random Myth in this Realm.      always reveals its next Omen without
               Encounter the next Omen from the
                                                 making a Wilderness Roll. When possible,
      2-3                                        the Knights also get the drop on the Omen.
                        nearest Myth.
     4-6       Encounter the Hex’s Landmark.           BARRIERS
                    Otherwise all clear.               Travel through a Barrier is not normally
                                                       possible, though locals might know a way.
     HOSPITALITY                                       Attempting to travel through a Barrier
     When sleeping indoors, do not make a              wastes that Phase of the day, but still causes
     Wilderness Roll. Manners dictate that             a Wilderness Roll.
     hospitality be granted to travelling Knights.
     Longer stays warrant a favour in return.          OTHER TRAVELLING TABLES
                                                       Travellers who find themselves roaming
     CAMPING                                           without a proper sense of direction, or
     When sleeping outdoors make a Wilderness          shrouded by darkness or mist, must roll
     Roll as normal, ignoring Landmarks.               when they try to move to a new Hex.
     Hostile Omens prevent proper sleep, while                    TRAVELLING BLIND
     others may not occur at all if they are
     improbable as nighttime activity.                  1      Circle back to where you started.
                                                       2-3    Drift a Hex to the Left (2) or Right (3).
     SUPPLIES
     Knights gather food, water, and firewood as       4-6            Progress as planned.
     they travel, so these are not tracked. In     When travelling in lands at the mercy of dire
     situations where essential needs are deprived weather, roll at the start of each Phase.
     the Company each lose d6 VIG each morning.
                                                                     DIRE WEATHER
     NIGHT                                                    Dire weather. You can’t leave the Hex
                                                        1
     Travelling or exploring at night causes the                    and can’t get proper sleep.
     Company to lose d6 SPI each. If they lack a             Looming threat. If this is rolled a second
                                                       2-3
     guide and light they are also travelling blind.          consecutive time, treat as dire weather.
                                                       4-6          Fine weather for travel.
     SLEEP
     Each morning, all who did not get proper          When arriving in a Holding, roll to gauge the
     sleep the previous day lose d6 CLA.               local mood.
                                                                      LOCAL MOOD
     WINTER                                             1     Occupied by a looming or recent woe.
     Anybody camping or travelling at night in
     Winter loses d6 VIG. Most Realms also risk        2-3    There is a sense of things in decline.
     dire weather during Winter (see opposite).        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
     Marshal: 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              SUCCESSION
A typical Seat of Power can muster 3                Typically a ruler names their successor,
Warbands, other Holdings 2. The Marshal             though some Realms defer the decision to a
determines their training and armament.             conclave of Seers or a group of specially
                                                    chosen Knights-Elector.
TAXES, TITHES, & LEVIES
Standard collections (p17) keep the Domain          Whoever the successor, they are sure to face
running without too much strain. A Steward          at least some resistance, and should quickly
can squeeze more from their Vassals for a           establish their own authority.
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
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                                         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
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          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.
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                                              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
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