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Mythic Bastionland Quickstart

The document outlines the game 'BastionlanD: Before Into the Odd', detailing its rules, character creation, and gameplay mechanics. Players assume the roles of Knights seeking glory, navigating through myths and challenges while adhering to a common oath. The document includes sections on getting started, running the game, and various gameplay elements such as virtues, attacks, and recovery methods.

Uploaded by

Chris Walczak
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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100% found this document useful (2 votes)
2K views51 pages

Mythic Bastionland Quickstart

The document outlines the game 'BastionlanD: Before Into the Odd', detailing its rules, character creation, and gameplay mechanics. Players assume the roles of Knights seeking glory, navigating through myths and challenges while adhering to a common oath. The document includes sections on getting started, running the game, and various gameplay elements such as virtues, attacks, and recovery methods.

Uploaded by

Chris Walczak
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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C H R I S M C D O W A L L

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

Game and Layout


Chris McDowall
Illustration
Alec Sorensen
Editing and Additional Content
Sarah Acton

Selected Inspirations
Cairn by Yochai Gal
Kingdoms by Sophia Tinney
Mausritter by Isaac Williams
Neverland by Andrew Kolb
Pendragon by Greg Stafford
Prince Valiant: The Storytelling Game by Greg Stafford
Runecairn by Colin Le Sueur

COPYRIGHT © 2023-2025 BY CHRIS MCDOWALL


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

WWW.BASTIONLAND.COM
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

Aside vagabonds on snakelene trails


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

4
Contents
Getting Started 6
Rules 8
Equipment 12
Running the Game 14
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.

Saga - An indeterminate number of sessions. A Knight may find themselves in a position


Here you can let the players guide the scope for which their rank is unworthy. They are
as they explore the world. sure to face initial opposition, but if this can
be overcome then their worthiness is proven.

6
Knighthood
You are Knights, united by a common Oath SQUIRES
and visions of the City. You may have Small Companies (2 Knights or fewer) may
dreams of glory, but every Knight must give each Knight a Squire. They serve as
accept the risk of death. apprentices, and are not yet Knights, so
cannot gain Glory or perform Feats.
The Seers who knighted you have deemed
that you travel as a Company. While some 2d6 for each Virtue, 1GD.
of you may rest, roam, or die, your collective They ride a pony (VIG 7, CLA 7, SPI 2, 2GD) and
journey will be as one. carry a dagger (d6).
Roll d6 for their extra equipment.
Knights have 3 Virtues. Roll a value for each
in order. The Start that you chose for your 1: Cudgel (d8 hefty), 2: Axe (d8 hefty),
Company determines the dice you roll. If 3: Hatchet (d6), 4: Shortbow (d6 long),
unsure, roll d12+d6. 5: Shield (d4, A1), 6: Three Javelins (d6).
When Knighted they gain d6 in each Virtue.
VIGOUR
Strong limbs, firm hands, powerful lungs.

CLARITY
Keen instinct, lucid mind, shrewd eyes.

SPIRIT
Charming tongue, iron will, fierce heart.

Roll for Guard (GD), your skill at avoiding


Wounds. The Start that you chose for your
Company determines the dice you roll. If
unsure, roll d6.

Roll or choose a Knight (p26).

This gives:

Property: Items brought with you.

Ability: A special talent unique to you.

Passion: A special means you have to


restore your Spirit.

Every Knight has a dagger (d6), torches,


rope, dry rations, and camping gear.

Every Knight knows the three Feats (p10).

Every Knight has sworn the Oath:

SEEK THE MYTHS


HONOUR THE SEERS
PROTECT THE REALM

7
SAVES
Basic Rules ATTACKS
To pass a Save, roll a d20 equal or below the Take the Attack dice noted on your
relevant Virtue. Failure means negative weapon(s), shield, and granted by bonuses.
consequences, not always a failed action.
Go through the following steps in order:
VIRTUES
Virtues can be reduced and raised in a 1. All combatants attacking the same target
number of ways, but can never go higher roll their dice at the same time.
than 19 or lower than 0. 2. If the target or their nearby allies can
Deny (p10) they may use it.
TURNS 3. Attackers 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

While they can be plotted out with any


number of traditional methods, this is a 4
quick Hex-based method.
Entrance: A small cove, a safe landing spot
POINTS AND ROUTES on the island.
1. Draw 6 points as the corners of a Hidden Entrance: Locals know of a second
hexagon, with a 7th in the centre. landing, requiring careful piloting through
a. Mark 3 points with circles. These are rocks and caves.
features that give information or set 1. Stony beach overgrown with toxic black
the mood. moss. Dead rock pools, smashed boat.
b. Mark 2 with triangles. These are 2. A tattered rope bridge over jagged rocks.
dangers to be navigated carefully. Carrion Gulls harass travellers, hoping to
c. Mark 1 with a diamond. This is secure their next meal.
treasure, a useful or valuable find. 3. A concealed harbour. A hidden cave leads
d. Erase the final point and assign to 6. The passageway to 4 is overgrown
numbers to the remaining points. with toxic black moss.
2. Neighbouring points can be connected by 4. A former shrine to the sea, overgrown
three types of route. with black moss. Now the tomb of the
a. Draw 3 open routes with a solid line. Salt Seer.
These are straightforward paths 5. A waterlogged cave, swirling currents
between points. sweep away anybody not secured. Tunnel
b. Draw 2 closed routes with a crossed to 6 is flooded by raging waters.
line. Here something blocks the way, 6. The Salt Seer’s hoard. Valuable treasures
so creative thinking is required. and his Eye of the Sea.
c. Draw 1 hidden route with a dotted
line. This path is only found through BREAKING THE RULES
specific exploration of its connecting The guidelines on this page are just a
points or local knowledge. starting point. Rearrange the distribution of
3. Make sure all points can be reached, even the types of point, route, and entrance if it
if one of the routes is closed or secret. suits the theme of the site better.
4. If applicable, place an entrance in any
point, and an optional hidden entrance. So a sealed burial complex might have:
Points: 3 Treasures, 2 Dangers, 1 Feature
Routes: 3 Closed, 2 Secret, 1 Open
Entrances: 1 Entrance only

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.

Between Seasons and Ages, Knights guard


Harvest - The Gold Season the Realm and each choose a pursuit.
• Begins with the Feast of the Stars, a
night of honours, unions, and contests. BETWEEN SEASONS
• Midharvest sees Eldermass, a secretive Restore Virtues and choose one:
assembly of Seers and trusted associates.
• Pilgrimage: Learn about an unknown
• Ends with the Tithe, a share of food and part of the Realm.
drink collected by the Realm.
• Courtesy: Establish a new contact or
earn a favour.
Winter - The Grey Season • Service: Make a small improvement to
• Begins with the Feast of the Moon, a the Realm.
solemn reflection of mortality and history.
• Midwinter sees Kindlemass, a sacred BETWEEN AGES
day of warmth and goodwill, where each Restore Virtues, gain 1 Glory, choose one:
home must open their doors to all.
• Ends with the Levy, a share of materials • Duty: Make a significant improvement to
and crafted goods collected by the Realm. the Realm.
• Succession: Establish a successor and/or
Each Life has 3 Ages: have them Knighted.
• Young: Green, always learning. • Legacy: Your successor gains half of your
• Mature: Seasoned, in their golden years. current Glory.
• Old: Grey, considering their legacy.
UNRESOLVED SITUATIONS
When a character becomes Mature they If an important situation is left unresolved
reroll each Virtue on d12+d6 and keep the before moving to the next Season or Age, roll
result if higher. d6 to see how it changes:
UNRESOLVED SITUATIONS
When a character becomes Old they reroll
1 It goes as bad as it could possibly go.
each Virtue on d12+d6 and keep the result if
lower. Old characters lose d12 VIG at the end 2-3 It gets worse.
of each Age. If this takes them to VIG 0 they 4-6 It gets better.
die peacefully.

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

WEATHER FLORA FAUNA


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

FEATURE WONDER OTHERWORLD


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

22
Civilisation
Rare havens of timber and stone, filled with joy and turmoil.
Roll 2d12 on a Spark Table and combine the results for an improvisational prompt.
HOLDING BAILEY KEEP
Style Feature Style Feature Centrepiece Decoration
1 Dark Turrets 1 Filthy Marketplace 1 Hearth Antlers
2 Ruined Tower 2 Abandoned Forge 2 Throne Silver
3 Hostile Wall 3 Joyous Library 3 Musicians Heraldry
4 Ancient Battlements 4 Sophisticated Fountain 4 Pool Bones
5 Ornate Citadel 5 Industrious Temple 5 Advisers Flowers
6 Wild Gate 6 Humble Forum 6 Servants Scripture
7 Pristine Spire 7 Majestic Tomb 7 Shrine Jewels
8 Fortified Dome 8 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

FOOD GOODS LUXURIES


Quality Type Theme Type Rarity Type
1 Spiced Fish 1 Military Textile 1 Antique Jewel
2 Herbal Fruit 2 Abundant Livestock 2 Intricate Wine
3 Crunchy Stew 3 Traditional Grain 3 Unique Spice
4 Sour Mushrooms 4 Specialist Mead 4 Scarce Fragrance
5 Dry Pie 5 Industrious Tools 5 Hazardous Silk
6 Fermented Cheese 6 Innovative Stone 6 Flawless Fur
7 Salted Nuts 7 Secretive Wood 7 Luminous Artwork
8 Wet Cake 8 Simple Pottery 8 Lost Sword
9 Fatty Porridge 9 Strong Metal 9 Esoteric Creature
10 Chewy Bread 10 Decorated Leather 10 Sacred Ore
11 Sweet Vegetable 11 Fine Honey 11 Mythical Root
12 Mild Meat 12 Lucky Herb 12 Beautiful Scripture

DRAMA WOE NEWS


Theme Detail Description Incident Subject Mood
1 Betrayal Brawl 1 Secretive Disease 1 Duel Pensive
2 Jealousy Poison 2 Violent Famine 2 Birth Joyous
3 Rivalry Oath 3 Looming Raids 3 Market Content
4 Infidelity Feast 4 Sudden Invasion 4 Trial Divided
5 Coup Letters 5 Ongoing Abduction 5 Ritual Furious
6 Ambition Disguise 6 Prophecised Storm 6 Mercenaries Sceptical
7 Redemption Inheritance 7 Mysterious Fire 7 Festival Adoring
8 Revelation Assassin 8 Sanctioned Revolt 8 Tournament Nostalgic
9 Wrath Family 9 Unseen Exodus 9 Punishment Unified
10 Greed Alcohol 10 Vast Beast 10 Performance Bleak
11 Banishment Blackmail 11 Escalating Killing 11 Death Solemn
12 Manipulation Gold 12 Concealed Theft 12 Marriage Optimistic

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

RELATIONSHIP DESIRE TASK


State Connection Ambition Motive Action Subject
1 Adoring Kin 1 Escape Freedom 1 Investigate Knight
2 Reluctant Friend 2 Wealth Love 2 Capture Seer
3 Secret Lover 3 Status Legacy 3 Destroy Vassals
4 Estranged Spouse 4 Knowledge Recovery 4 Transport Livestock
5 Hateful Supporter 5 Mastery Revenge 5 Retrieve Monument
6 Distant Ally 6 Heirloom Duty 6 Mend Gold
7 Harmonious Rival 7 Marriage Fear 7 Break Ruin
8 Intimate Successor 8 Truth Guilt 8 Guard Animals
9 Recent Mentor 9 Travel Recognition 9 Aid Dwelling
10 Sworn Peer 10 Power Defiance 10 Salvage Holding
11 Tumultuous Enemy 11 Security Curiosity 11 Conceal Bridge
12 Resentful Guardian 12 Forgiveness Hatred 12 Hunt Warband
BACKGROUND AILMENT HERALDRY
Upbringing Memory Descriptor Symptom Palette Symbol
1 Deprived War 1 Hidden Insomnia 1 Light Beast
2 Pious Migration 2 Mild Migraines 2 Hot Bird
3 Outcast Riding 3 Intermittent Arthritis 3 Earthy Fish
4 Military Study 4 Growing Nausea 4 Rich Weapon
5 Insular Exile 5 Medicated Fixation 5 Metallic Crown
6 Nomadic Joy 6 Denied Blindness 6 Brilliant Tree
7 Drudgery Sickness 7 Unexplained Deafness 7 Grey Flower
8 Mercantile Escape 8 Constant Melancholy 8 Jewelled Bodypart
9 Feral Injury 9 Diminishing Shaking 9 Subdued Structure
10 Prestigious Friendship 10 Permanent Frailty 10 Airy Ring
11 Academic Execution 11 Debilitating Coughing 11 Cold Tool
12 Pampered Romance 12 Obvious Lethargy 12 Dark Star

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

CONFLICT DUEL BATTLEFIELD


Dispute Status Stipulation Twist Feature Detail
1 Border War 1 Joust Timed 1 River Smoke
2 Religion Raids 2 Swords Pit 2 Ruins Mud
3 Succession Animosity 3 Partner Bridge 3 Hill Flies
4 Resource Truce 4 Team Immobile 4 Forest Trenches
5 Debt Skirmishes 5 Unarmoured Maze 5 Lake Tower
6 Betrayal Standoff 6 Chained Archers 6 Outpost Boulders
7 Theft Occupation 7 Blood Fire 7 Pass Flowers
8 Conquest Stalemate 8 Death Beasts 8 Farm Streams
9 Marriage Blockade 9 Surrender Mud 9 Trail Thorns
10 Deceit Tension 10 Judged Night 10 Bridge Stink
11 Waterway Forgotten 11 Blunt Water 11 Wall Ravine
12 Bloodfeud Negotiations 12 Javelins Cage 12 Dwelling Tombs
DEPLOYMENT STRATEGY EVENT
Style Formation Plan Twist Subject Event
1 Aggressive Line 1 Encircle Darkness 1 Allies Collapse
2 Mobile Column 2 Capture Reserves 2 Morale Attack
3 Tight Chevron 3 Assault Diversion 3 Weather Slaughter
4 Deceptive Ranks 4 Harass Betrayal 4 Terrain Stalemate
5 Shielded Square 5 Pillage Artillery 5 Strategy Stall
6 Rigid Circle 6 Outlast Camouflage 6 Discipline Falter
7 Flexible Flank 7 Ambush Bluff 7 Animal Sabotage
8 Open Skirmish 8 Overwhelm Delay 8 Opportunists Scatter
9 Focused Block 9 Blockade Decoy 9 Deception Charge
10 Dispersed Square 10 Divide Bait 10 Leader Confusion
11 Reinforced Wedge 11 Focus Sacrifice 11 Loot Worsening
12 Defensive Scatter 12 Counter Fire 12 Weapons Discovery

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

TWO FOUR SIX


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

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.

ONE THREE FIVE


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

TWO FOUR SIX


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

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)

ABILITY - Punitive Stroke


Make a melee Attack against a known liar.
Get +d10 to the Attack, ignoring armour.
PASSION - Honesty
Restore SPI when you tell the truth where a
lie might be more beneficial.

SYMBOL OF THE TRUTH


Trigger Effect
Lying to you about
1 their identity Golden glow
Giving false witness
2 to you Turns cold
Giving you malicious
3 advice Gentle hum
Lying while bearing
4 the shield Fragrant aroma
Omitting key
5 information to you Distant birdcall
Lying to you about
6 their intent Loud clang

KNIGHTED BY…
The Rotted Seer
VIG 7, CLA 5, SPI 11, 2GD
• Their withered touch is only contagious if
they will it.
• Sees the way to live on through any
amount of physical decay.
• Wants to become 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)

ABILITY - Wild Eye


Observe a beast in secret.
Learn a useful truth about their habitat.
PASSION - Empathy
Restore SPI when you spare the life of a
hostile animal.

KNIGHT & COMPANION


History Type
1 Exiled Otter
2 Feral Hare
3 Vengeful Rat
4 Shamed Weasel
5 Jovial Ferret
6 Artistic Squirrel

KNIGHTED BY…
The Swollen Seer
VIG 15, CLA 5, SPI 4, 1GD
• Can only be moved by feats of
engineering usually reserved for siegery.
• Sees within the minds of huge beings.
• Wants to grow ever bigger.

Person: Tired scout ~ Name: Caldan ~ Characteristic: Golden hair


Object: Moonlit honey ~ Beast: Giant magpie ~ State: Resting ~ Theme: Rope

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)

ABILITY - Champion Vow


Use immediately before a combat where
there is a prize at stake.
+d6 to melee attacks for the whole combat.
PASSION - Hatred
Restore SPI when you refuse a plea for
forgiveness.
CALLING AND HELM
Call to Battle Fancy Helm
1 Greed Lion
2 Bloodlust Shark
3 Glory Great crest
4 Duty Hawk
5 Pride Bull
6 Ambition Demon

KNIGHTED BY…
The Entombed Seer
VIG 7, CLA 5, SPI 11, 2GD
• Now entombed in white stone, their voice
answers visitors only rarely.
• Always guarded by a Knight, mourned by
an apprentice.
• Sees beyond the veil of death.

Person: Young alchemist ~ Name: Goyon ~ Characteristic: Cold eyes


Object: Grief flute ~ Beast: Grey deer ~ State: Serving ~ Theme: Names

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)

ABILITY - Slaughter Echo


Use immediately after defeating an opponent.
Your next melee Attack in this combat
gains Blast.
PASSION - Justice
Restore SPI when you restore the balance
of justice.
RAGE FUEL
Alcohol Hatred
1 Burning wine The rich
2 Strong mead Knights
3 Spiced ale The poor
4 Sour milk Seers
5 Fermented vegetable The sea
6 Blood brew The sun

KNIGHTED BY…
The Reed Seer
VIG 8, CLA 15, SPI 10, 4GD
• Knows they will lose their sight if they
pass over a river.
• Sees the near future in the patterns of
reeds chopped in a very specific way.
• Wants to live in the protection of a
worthy master, serving a righteous cause.
Person: Bread monk ~ Name: Jago ~ Characteristic: Disobedient dog
Object: City coin ~ Beast: Mighty newt ~ State: Drinking ~ Theme: Truth

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.

FULL BODY TATTOOS


Design Effect
1 Faded spirals Points to water
Burns before an
2 Blue thorns
ambush
3 Silver stars A1 in saltwater
4 Colourful snakes A1 under moonlight
5 Red bones A1 in rivers or streams
6 Burnt rings Conceals a third eye

KNIGHTED BY…
The Loathed Seer
VIG 8, CLA 11, SPI 5, 6GD
• Long, twisted face and body, like she’s
been pulled around a cart wheel.
• Sees into a person’s hate with a touch,
sharing and fuelling their contempt.
• Physically pained by admiration or love.
Wants to become even more loathed.

Person: Adoring apprentice ~ Name: Medryn ~ Characteristic: Formal speech


Object: Pain blade ~ Beast: Crowned stag ~ State: Stealing ~ Theme: Flight

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)

ABILITY - Battle Awareness


When fighting in a combat with at least 3
combatants on each side all your Gambits
count as Strong Gambits.
PASSION - Duty
Restore SPI when you answer the call for
martial service under a superior.
MILITARY GEAR
Special Polearm Helm
+d10 vs mounted
1 targets Veiled leather cowl
+d10 vs targets with a
2 shield Long mail hood
+d10 vs targets in
3 armour Full heavy bucket
+d10 vs targets
4 without a shield Crow-beaked
+d10 vs beasts and
5 monsters Caged visor
+d10 vs anybody
6 attacking you Kettle cap

KNIGHTED BY…
The Lost Seer
VIG 10, CLA 9, SPI 7, 2GD
• Constantly being rubbed with
psychotropic tinctures, parts of their body
seeming to dissipate from reality.
• Sees things that have been lost in a hazy
vision of their current location.
• Knows they will lose their sight if they
advise directly how to find something.
Person: Lost lad ~ Name: 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)

ABILITY - Bend with the Wind


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

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

KNIGHTED BY…
The Carved Seer
VIG 7, CLA 5, SPI 11, 2GD
• Requires constant treatment, acolytes
tending to their runic flesh carvings.
• Sees the outcome of battles in their own
healing wounds.
• Wants to drive the land toward a
climactic war that will bring peace.

Person: Legendary sage ~ Name: Burgoyne ~ Characteristic: Battle scars


Object: Thorn spear ~ Beast: Laughing shrew ~ State: Surveying ~ Theme: String

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)

ABILITY - Song of the Steed


Speak in a voice comprehensible to horses.
They need reasoning with, but are inclined to
trust you.
PASSION - Certainty
Restore SPI when you prove somebody wrong.

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.

Person: Stocky hunter ~ Name: Knotte ~ Characteristic: Lice infested


Object: Silver armour ~ Beast: Draft horse ~ State: Dying ~ Theme: Food

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)

ABILITY - Layered Words


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

KNIGHTED BY…
The Jawbone Seer
VIG 15, CLA 15, SPI 3, 2GD
• Hunched, pale, huge jawbone grafted onto
their own, speaks like a wolf.
• Sees with the senses of a beast while
clutching an object made from the bone or
horn of their species.
• Wants to return the land to the beasts.

Person: Scout sisters ~ Name: Ruan ~ Characteristic: Shaved head


Object: Steel rope ~ Beast: Red vultures ~ State: Repairing ~ Theme: Sunlight

46
The
Dead
Corpses wrent of soul, their resting spirit torn
Pulled by malice from their sleep to serve anew, unborn

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

47
1 The
11
Talon Knight
The claw is nothing without the eye
The eye is nothing without the wing
PROPERTY
• Hookhammer (d8 hefty, +d8 dropping
from above), shield-gauntlet (d6, A1),
helm (A1)
• Loyal bird
(VIG 5, CLA 10, SPI 5, 4GD, d4 talons,
see below)
• Old steed (VIG 8, CLA 8, SPI 7, 2GD)

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

KNIGHTED BY…
The Veiled Seer
VIG 7, CLA 5, SPI 11, 2GD
• Hanging folds of flesh and horse-like hair
hide any semblance of a face.
• Sees nothing, but hears all within a Hex.
Speaks just once each day, giving a single
word of advice to the most worthy visitor.
• Genuinely wants to uphold peace.
Person: Lost Knight ~ Name: Demelza ~ Characteristic: Delicate clothes
Object: Black cloth ~ Beast: White ravens ~ State: Nurturing ~ Theme: Coins

48
The
Underworld
A place beneath our living world, but neither grave nor tomb
A different path to places far, for those who brave the gloom

Omens Cast
1. A huge stone archway, former temple. Shrouded Guides, Hooded Ones
Stars flicker in the shadows. White VIG 5, CLA 18, SPI 15, 4GD
ravens caw from the trees. An opening Coldsword (2d6 hefty, ignores metal
appears in the arch, dark but light at armour), pale lantern (2d8 blast if thrown)
once. Then all is normal again. If slain, two more emerge from the dark.
2. Lost Knight from a distant place. She
claims to have fallen through a shadow. A Grasping Hands from the Dark
VIG 10, CLA 10, SPI 2, 1GD
Shrouded Guide follows, seeking the toll.
Cold grasp (d6, on a Wound lose d8 SPI)
3. Narrow, twisted cave. Clanging within. A
shrouded smith is forging a coldsword Lost Knight, Valenta
(2d8 hefty, ignores metal armour). It 13, CLA 10, SPI 10, 5GD
VIG
shatters if unsheathed in daylight. A3 (mail, helm, shield)
4. Heavy black cloth woven with indigo. If Jagged sword (2d8 hefty), religious symbol
hung, opens to a place you want to be. A VOICE IN THE DARKNESS
Within, a dozen hands in the darkness Origin Purpose
require a toll of silver or blood. They will Whispering from Scare them back to the
take either by force if needed. 1 violet fungi surface
5. Broad, lilac-leaved trees. No artificial Singing from
2 drifting lights Lure them deeper
light can shine beneath. Five Shrouded
Guides seeking to claim an owed toll. Murmuring from Show them things
3 mirrored pools they cannot take home
6. A creeping darkness, then suddenly Taunting from
within the Underworld. A dark reflection 4 deep shadows Provide a little comfort
of our world. Without a Shrouded Guide Beckoning from
the only exit is into a distant Realm. 5 distant dark Wear them down
6 Chattering in the cold Sow discontent
Dwelling: Artisan brewery ~ Sanctum: Solitude peak ~ Monument: Sword carving
Hazard: Toxic air ~ Curse: Ghostly shadows ~ Ruin: Broken fort

49
1 The
12
Barbed Knight
Stone and spikes split into flowers
Cruelty is delicious power
PROPERTY
• Jagged spear (d8 hefty, +d8 against a
target you have Wounded or Scarred), red
cloaked mail (A1)
• Hunting bow (d6 long)
• Vicious charger
(VIG 12, CLA 8, SPI 5, 3GD, d6 trample)

ABILITY - The Red Hunt


Infuse a target’s blood into an arrow to give it
+d12 against the target. You can also taste a
small amount of the blood to get a glimpse of
their location.
PASSION - Apathy
Restore SPI when you reject a call for comfort.
BAD REPUTATION
Begrudging Ally Hated Enemy
1 Eccentric alchemist Rich merchant
2 Humble chronicler Master blacksmith
3 Surly brewer Admired Knight
4 Horse breeder Bandit leader
5 Elderly innkeeper Retired general
6 Petty burglar Mercenary captain

KNIGHTED BY…
The Serpent Seer
VIG 16, CLA 14, SPI 14, 3GD
• A writhing pile of serpents, speaking as
one through a choir of hisses.
• Grants visions of dangerous beasts in the
wilderness nearby.
• Wants more unusual serpents for their
pile, or even just a snack.

Person: Argumentative sage ~ Name: Chider ~ Characteristic: Mangled ear


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

50
The
Wurm
Callous, cruel, awful, and long
Feasting far beyond its hunger, only happy in bloated rest

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

51

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