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

PLAYTEST
EDITION

P R I M E V A L
B ASTIONLAND
B E F O R E I N T O T H E O D D
CREATING A KNIGHT
You are Knights united by visions of the City,
driving you out onto Quests.
Roll 3d6 in order for each:
STRENGTH - valour and martial prowess.
DEXTERITY - grace and acute quickness.
CHARISMA - influence and cosmic charm.
Roll 1d6 for Hit Protection, or HP,
representing the ability to avoid being
wounded.
Roll d100 on the Knights table (p14).
This gives them:
Holdings: The things they own and have
access to.
Secrets: Truths held closely.
Every Knight also has a dagger (d6), torches,
rope, dry rations, and camping supplies.
Every Knight has sworn the Oath.
THE KNIGHT’S OATH
FIND THE CITY
The shining haven seen only in dreams.
PROTECT THE WEAK
Vassals who toil and rely on your sword.
WITNESS THE MYTHS
Illuminate the dark corners of the land.
Knights keep this Oath by pledging
themselves to Quests.
The Referee will tell each Knight what Quest
they have already sworn to undertake. (p7)

2
THIS PRIMEVAL WORLD

THESE LANDS BEASTS


• The world is fractured into petty • Trees and mists conceal animals that
domains, each ruled from a seat of power. might be unexpected in each climate.
• Most of the world is wildland, with • Fables and bestiaries catalogue their
fragmented homelands tended by vassals vices and virtues, revealing a knowing
and guarded by knights. intent to their actions.
• Dusty plains, frozen peaks, and whorling • Dire creatures grow larger and more
waters keep neighbours distant. violent with each year.

MYTH LAW
• Stories that became truths, or are • Petty Knights and conscripted vassals
destined to come to pass. enforce the local laws.
• Nobody agrees on the details, but every • If a ruler is unpopular enough, their
version is true in some way. vassals either revolt or flee.
• There’s no such thing as “just a myth”. • Travellers are subject to the whims of
the local powers.
OUR PEOPLE
• Most fall into a societal role from birth, or THE CITY
are taken as an apprentice. They are:
Vassal, Vagabond, Knight, or Seer. A web • Baztium, Bavellon, or Bastion - a shining
of seniority and bonds exists within and beacon of civilization.
between each role. • We’ve all seen it in our dreams.
• Vassals work in a community, under a • It doesn’t exist yet, but the future must
leader, in return for protection. be travelled to, not idly awaited.
• Vagabonds roam, working for and
protecting only themselves. OTHERWORLDS
• Some myths demand the existence of
SEERS places with their own rules of reality.
• They lie apart from this world but
• Those who understand the nature of intimately connected to it.
myth enough to glimpse into our future.
• Entry always comes with a toll, a trick, or
• Their visions grant power and direction to a guardian.
a Knight’s quest.
• Some can weave new myths into reality.

3
RULES OF PLAY
SAVES ATTACKS
Roll d20 equal or below the relevant Ability Roll the dice noted on your current weapon or
Score. Failure means negative consequences, weapons. Unarmed attacks roll d4 only.
not necessarily a failure of the action itself. Beneficial situations grant bonus dice.
Multiple attackers fighting the same target
LUCK ROLL all roll together.
Roll d6.
1: Curse: Something bad. After all dice are rolled, take the single
2-3: Problem: Something potentially bad. highest die. Weapons that list multiple dice
4-6: Blessing: Something good. still only take the single highest die.
TURNS Impaired attacks roll d4 and cannot benefit
A turn is enough time to move and perform from bonus dice.
an action. Players take their turn before the
enemies. Surprised characters must pass a Blast attacks damage everybody in their
DEX Save or do nothing but ready area, rolling each separately.
themselves on their first turn.
DAMAGE
REACTION Physical attacks are reduced by your total
When uncertain, the instigating character Armour (A) value. Combatants may benefit
makes a CHA Save to avoid an unfavourable from 1 set of armour and 1 shield.
first reaction.
The remaining damage is removed from HP.
EXPOSED If this leaves you with at least 1 HP
Characters who are caught unprepared, remaining then you Evaded the attack.
helpless, or overloaded are Exposed. They are
treated as if they have 0hp. If they improve If it leaves you with exactly 0hp then you are
their situation then their hp is used as Scarred, consulting p6.
normal. Traps and ambushes usually catch If the damage is higher than your current
their victims Exposed when sprung. HP, the excess is taken from STR and you
LONG WEAPONS are Wounded. You now make a STR Save to
Long weapons require two hands to wield avoid a Mortal Wound.
and are Impaired when fighting in When Mortally Wounded you are out of
unsuitable situations, such as a spiral action and dying. You can act once roused by
staircase, tunnel, or extreme close range. an ally during a moment of calm.
SLOW ACTIONS If your STR is reduced to 0 you are Slain. If
Some actions or items are noted as Slow. To DEX or CHA are reduced to 0 you are
use them the character must have declared Immobile or Unresponsive respectively.
the action at the end of their previous turn,
declaring targets if needed. Declaring a Slow Sources of Ongoing Damage cause their
action is not an action in itself. If the Slow damage at the end of the victim’s turns.
action is rendered impossible then another
action cannot be performed instead. RECOVERY
HP is Refreshed by a moment of peace,
BURDENS wiping away the mud and blood.
Questing knights acquire Burdens on their
soul. Anybody with 3 or more is Exposed. Ability Scores are Restored by a full week of
Each Burden specifies a method to Relieve recuperation under warm hospitality.
it, removing it from the character. See p6.
Burdens are Relieved by their specific
DEATH requirement, or taking a season of reflection
When a character dies the Player creates a or indulgence. Each Burden must be relieved
new character and the Referee introduces individually, even if multiple have the same
them to the group as quickly as possible. relief requirement.

4
EQUIPMENT
TRADE TOOLS
Only the rich deal in coins. Most trade in this Simple Tools: Saw, fishing rod, rope, candles,
primeval land is focused on: shovel, flute, etc.
Specialist Tools: Animal trap, lockpicks,
• Finding somebody who can supply the herbalism kit, scribe set, lute, etc.
item or service. Arcane Tools: Alchemy tools, crystal ball,
• Securing the raw materials if needed. harp etc.
• Giving something they want in return,
typically goods, service, or a promise. BEASTS
Sheep or Pig: 3hp
Hound: 3hp, d6 bite
The value of any given item depends on the Raven: 2hp
bargaining positions of the person holding it, Cow: 5hp
and the person desiring it. Long-standing Mule: 3hp
trade agreements often form into pledges of Ox: 5hp
ongoing service or protection. Hawk: 5hp, d4 talons
Rare and luxurious goods are difficult to find STEEDS
in supply, demanding more in return. Riding Steed: 3hp, swift and light
COMMON ARMS Heavy Steed: 4hp, sure on rough ground
Crude Weapons: d6 long Charger: 5hp, +d8 on charge
pitchfork, staff, woodaxe LUXURIES
Hand Weapons: d6 Fine or Extravagant Clothes
dagger, spear, cudgel Subtle or Regal Jewellery
Scrolls, Books or Tomes
Polearms: d8 long Bottles of Perfume, Boxes of Spices
pike, halberd, longaxe Heavy coffers of coin
Feasts and Banquets
Brutal Weapons: d10 long, slow
huge hammers, mauls and axes HIRELINGS
Roll Ability scores on 3d6 or treat as 10.
Javelins: d6 ranged
Servant: 2hp, has a single duty with little
Shortbow: d6 long, ranged expertise
Longbow: d8 long, ranged, slow Herbalist: 1hp, provides treatment, not cures
Shield: A1 Guard: 3hp, halberd (d8, long), little appetite
for actual combat
RARE ARMS
Strongarms: d8 Alchemist: 1hp, creates poisons or
waraxe, morningstar, etc quasi-medicinal potions
Longsword: 2d6 Mercenary: 6hp, spear (d6), shield (A1),
experience of combat
Greatsword: 2d8 long
Archer: 3hp, longbow (d8, long, slow)
Fine Bow: d8 long, ranged
Guide: 5hp, axe (d6) or shortbow (d6, long),
Armour: A1 knows the area
SPECIALIST ARMS
Specialist Weapon: d6, bonus in a specific
situation (+d6, or +d8 if long)
Specialist Armour: A2 only in a specific
situation

5
BURDENS & SCARS
BURDENS 8: Dismembered – Roll 1d6: 1-2: Leg,
3-4: Shield Arm, 5-6: Sword Arm
Knights inevitably gain Burdens throughout Get a prosthetic or learn to get by.
their quests. The type of Burden may be
specified, or left to the Referee’s choice. 9: Pained – The pain cuts to your very soul.
Find a way to numb the pain.
• Duty: Prove your word to be true.
• Fatigue: Enjoy hot food and good sleep. 10: Humiliated –You are dealt a demeaning
• Glory: Protect your legacy. blow.
Achieve revenge, then reroll your maximum
• Shame: Show mercy or penance. HP on 3d6 and keep the result if higher.
• Vanity: Make your deeds known.
• Woe: Indulge in grief or debauchery. 11: Broken – Automatically fail any STR or
• Wrath: Win a worthy victory of arms. DEX Saves.
Take a week of Restoration.
12: Doomed –You shouldn't have survived
SCARS that.You have nightmares of your own death.
Consult the entry for the amount of Damage Pass a Save against a Mortal Wound, then
taken by the attack. reroll your HP on 3d6 and keep the result if
higher.
Scars count as Burdens, but some carry an
additional effect until they are relieved, or
when relieved.
1: Marked – Roll 1d6: 1: Eye, 2: Cheek.
3: Neck 4: Chest, 5: Stomach, 6: Hands
Tell somebody the story of the scar, then
reroll your maximum HP on d6 and keep the
result if higher.
2: Unnerved – You stammer and shake.
Take something to calm your nerves, then
reroll your maximum HP on d6 and keep the
result if higher.
3: Hobbled – You can only limp along.
Take a week of Restoration.
4: Smashed –You spit teeth and blood. You
look a mess.
Clean yourself up thoroughly.
5: Gouged – You’re wounded deeply.
Get yourself stitched up properly, then reroll
your maximum HP on 2d6 and keep if
higher.
6: Ruptured – Your insides are pierced or
crushed. If you take a Mortal Wound while
you have this Burden then you die.
Take a week of Restoration, then reroll your
maximum HP on 2d6 and keep if higher.
7: Torn – Roll 1d6: 1: Nose, 2: Ear, 3: Finger
4: Thumb, 5: Eye, 6: Chunk of Scalp
Get yourself stitched up properly.

6
QUESTS
Quests are another type of Burden, Relieved
when they have been completed. An
abandoned quest can be Relieved by taking a
season of reflection or indulgence.
STARTING QUESTS
In preparing the game the Referee will have
placed 6 Myths in the Domain (p11).
Each Knight rolls d6 for a verb, and d6 for
the Myth to combine it with.
1: Behead, 2: Serve, 3: Banish
4: Mend, 5: Master, 6: Empower
PLEDGING A QUEST
At sunrise, a Knight can proclaim a new
Quest.
The pledge always begins “I swear I will…”
and always relates to a specific Myth.
Mundane tasks are not the stuff of Quests.
A group of Knights may pledge together, but
all carry the Burden.
COMPLETION
A Knight judges for themselves whether the
quest is a complete.
After completing a quest a Knight rerolls an
Ability Score of their choice 3d6 and keeps
the result if higher. If the result is equal or
lower, gain Vanity instead.
THE QUEST FOR THE CITY
Every Knight is expected to pledge to the
Find the City at some point in their life. This
Pledge must be performed at the start of
Spring.
Knights on the City Quest are often held a
cut above others.
SEER VISIONS
Through dreamful sleep, enlightening flora,
or intense prayer, a Seer always knows a
way to stimulate a vision to aid a Knight in
their quest.
Whatever the method, the Knight always
takes a Burden.

7
MATTERS OF COMBAT
THE UPPER HAND CAVALRY COMBAT
Where one side gains an advantage, the Combatants mounted on chargers benefit
Referee grants the most appropriate bonus: from their steed’s Trample attack (usually
d8) when charging enemies on foot. This
+d6: Petty gambit (thrown dust) doesn’t work against large opponents or a
+d8: Tactical exploit (strong position) spearwall.
+d10: Ruthless ploy (disarmed target)
+d12: Overwhelming force (demon blood) Steeds can be targeted separately to the
rider, and if Mortally Wounded the rider is
CATCHING BLOW thrown for d6 damage. Any Knight
When an armed, clawed, or adequately performing such an attack gains Shame.
monstrous attacker rolls the maximum
possible number on the highest of their Two riders can mutually agree to engage in a
damage die they strike a Catching Blow. The joust if charging each other. They fight as
effect varies if the attack is Evaded, causes a normal but their attacks are rolled and
Scar, Wound, or Mortal Wound. resolved simultaneously.
Whatever the result, if a mounted target is SPLINTERED SHIELDS
struck with a Catching Blow they must also If a target wielding a shield rolls a 20 on
pass a STR Save or be dismounted. their Save against a Mortal Wound they may
Splinter their shield, rendering it useless, to
EVADED - The target is driven into a instead pass the Save.
disadvantageous position.
SCARRED - The target is shaken and SHIELDWALL
cannot attack on their next turn. 3 or more fighters forming up a wall of
WOUNDED - The target is enraged and shields gain 1 Armour in addition to the
gets +d12 to their next attack. usual benefit of their shields, but can only
MORTAL - The target bleeds, losing a move very slowly. Allies immediately behind
further d6 STR at the end of their next turn the Shieldwall are also protected.
unless stopped.
SPEARWALL
KNIGHTLY TECHNIQUES 3 or more fighters forming up a wall of spears
The following three techniques are only or pikes negate the effect of charging
available to Knights, and cannot be cavalry’s trample attack. This can be
performed while Exposed. combined with a Shieldwall.
DIRE STROKE - Cruel and ruthless strikes.
Get +d10 to a melee attack but gain Shame. WAVERING MORALE
BATTLE POISE - A stance to focus fury. • Groups require a CHA Save to avoid rout
Regain d6hp, but gain Wrath. or surrender when they lose half of their
total number.
GUARD SHIFT - Lifesaving manoeuvres. • Lone combatants make this Save when
Ignore all damage and effects from an they are first Wounded.
incoming attack, but gain Fatigue.
• Groups with a leader may use the leader's
CHA score in place of their own.
• This applies to opponents and allies but
not player characters.

8
METHODS OF WAR
DETACHMENTS RECRUITMENT
Large groups of combatants fighting together Detachments cost 10g to establish. They
are treated as a Detachment. demand a further d6g in upkeep each month,
or else they revolt.
• When they are Mortally Wounded they
are routed. Equipping a Detachment costs twenty times
• When they reach STR 0 they are wiped the individual item cost. Detachments roll d6
out. for hp before the battle starts, 2d6 if they
• They are not harmed by individual are suitably experienced, fed, and rested.
attacks unless they are explosive or MERCENARY DETACHMENTS
suitably large-scale. Typical fee for a week, plus they expect their
• Risky gambits may require a WIL Save basic needs seeing to throughout.
from the Leader.
• Detachment attacks against individuals Rabble: 4hp, axes (d6, long)
receive +d12 and cause Blast Damage.
Men-at-Arms: 5hp, billhooks (d8, long)
LEADING FROM THE FRONT Cavalry: 4hp, javelins (d6), axes (d6), horses
An individual within a detachment can add
their damage dice to the detachment’s attack Knights (Fight for a cause, not money): 7hp,
roll, leading from the front. If they do, they maces (d8), armour and shield (A2), charger
suffer the same damage that the detachment (+d8 on charge)
does when the target fights back.
WOOD AND STONE
Ships and structures ignore attacks causing
less than d12 Damage and are destroyed at
0hp. Wooden structures and ships can be
always be damaged by fire. Recovering hp
takes a day of repairs.
Wooden Fort: 10hp
Stone Fort: 10hp, A1
Stone Castle: 15hp, A2
Rowboat 4hp, carries 6 passengers
Longship 10hp, carries a detachment
Raiding Ship: 10hp, A1, carries 3
detachments
ARTILLERY AND SIEGERY
Battering Ram: d12 vs structures
Bolt Thrower: d10
Catapult: d10, Blast
Siege Tower: 7hp
Trebuchet: d12, immobile

9
RUNNING THE GAME
CREATING THE WORLD DESCRIBING THE WORLD
While the game can be run by improvising The players can only make interesting
and rolling for content on the fly, preparing choices when they are presented with
ahead of time is recommended. difficult situations and given all of the
information needed to engage with it.
The world can be painted in broad strokes,
but is a living place that exists before the TAKING ACTION
actions of the player characters, and will When the players take action the Referee
persist after the game has ended. works down this list.
The Domains system described in this book 1: INTENT - What are you trying to do?
might be enough for your game, but you 2: LEVERAGE - What makes it possible?
should likewise feel free to create larger 3: STAKES - What's at risk? No risk, no roll.
maps, or zoom in for a more detailed view. 4: ROLL - Make a Save or a Luck Roll.
5: IMPACT - Show the consequences,honour
THE WORLD IS IN THE OMENS the Stakes, and move forward.
A randomly selected Myth page doubles as a
library of content as needed. The world is SUCCESS
woven throughout, but the Omens numbered When the players succeed at a significant
below always contain a specific element: action the Referee does one of the following:
1: Building, 2: Person, 3: Beast ADVANCE - Move in a good direction.
4: Landscape, 5: Object, 6: Wonder DISRUPT - Lessen a threat.
RESOLVE - Put a problem to rest.
CREATING PROBLEMS FAILURE
The most interesting problems for players to When the players fail at a risky action they
encounter are those that don’t have an might still complete the action, but always
obvious solution planned. Instead, fill your suffer negative consequences:
world with problems that you wouldn’t
necessarily know how to solve, and scatter THREATEN - Create a new problem.
tools and resources that give players options ESCALATE - Make a situation worse.
for how to engage with them. EXECUTE - Deliver on a threat.
Locks might have keys, but the world should PLAYER AGENCY
also contain lockpicks and battering rams. Players are most satisfied by a game where
their choices matter. For this reason, ensure
IMPROVISATION that their agency is preserved.
If the players ask a question not answered by
the prepared notes, a random table, or other Their decisions have impact. Their fate is in
procedure, then you must improvise. their own hands and the mysteries of the
dice. The referee only acts as a medium
Take a subtle approach. An answer that is between these two forces.
too beneficial or too harmful to the players
can create the feeling of an arbitrary world.
Instead, describe an answer that does at THE MOST IMPORTANT THING
least one of the following:
Even when using the rules for travel,
• Evokes the flavour of the world exploration, and combat, remember the most
• Indulges their senses important thing.
• Reinforces something that they've No rule or system within the game should
already learned about this place replace the core of giving players
information, honouring their choices, and
describing the impact of their actions.

10
DOMAINS
HEXES
A Domain is a map with a hexagonal grid
covering the loose influence of a seat of
power. 12x12 hexes is a good starting point.
The distance covered by each hexagon is
known a Hecksleague, commonly a Hex. This
distance represents a few loose factors:
• An area within which a hilltop fort or
tower can see and be seen
• A distance a walker can hike and return
home before dark
• An area that can be patrolled or surveyed
in a day by a small group of knights

MAPPING THE DOMAIN


Consider the below a guideline rather than
absolute ruling on the content of domains.
Wildland hexes are covered in untamed
terrain, making up the majority of a domain.
Ensure a range of terrain types.
Add 6 Water hexes. Draw a navigable river
from one of these to beyond the domain.
Add 6 Blocked hexes, Typically mountains,
ravines, or bogs. These cannot be crossed
without a guide.
Place 12 Homeland hexes, some clustered
and some isolated. These hexes have
scattered villages and winding trails among
their natural features. They are often near
water or a natural resource. Mark these with
a house symbol.
Place the Seat of Power, commonly a castle
and its surrounding settlements. This fits
easily within a central homeland hex.
Place 3 Sanctuaries in homeland hexes.
These can be forts, temples, towers, or
anywhere you might find knights or seers.
Roll 6 Myths, placing them at least 2 Hexes
away from Homeland hexes. Myths can be
interpreted literally, or in a more abstract
way. Mark these with their number from the
Myth table. Do not include these on the
players’ copy of the map.
Neighbouring domains can be assumed to
be separated by water, wasteland,
mountains, or a disputed border.

11
DAYS & SEASONS
DAYS SEASONS
A day has three phases: A year has three seasons:
MORN: Sunrise to Noon. SPRING
EVE: Afternoon to Sunset. • From green buds to the height of the sun
NIGHT: Dusk to Dawn. • Bright rosy dawns, blustery showers,
Make a Luck Roll for weather each Phase. birds amongst the blossom
• Toiling the fields, feasting the sun, and
WEATHER swearing new vows
1 Suddenly awful.
HARVEST
2-3 Turning bad.
• From the sun’s respite to the last leaf
4-6 Decent for the Season. • Brooding thunderclouds, long golden
evenings, and hot starry nights
If it is unclear how much time has passed • Bringing in crops, feasting the moon, and
during a lengthy action, make a Luck Roll. giving thanks where due
THE DAY WINTER
1 Move to the next phase. • From first frost to the swallow’s song
2-3 There’s a little time left this phase. • Blankets of mist, snow, and darkness
4-6 The current phase continues. • Tending to the hearth, feasting the stars,
and telling stories of the past

During the Harvest season, make a Luck Roll


to see how things are looking.
HARVEST
1 There isn’t enough.
2-3 There’s barely enough.
4-6 There’s plenty.

After a Quest is completed, or a significant


amount of time passes, make a Luck Roll.

THE YEAR
1 The season turns quickly
2-3 The season begins turning
4-6 The season continues

12
TRAVEL & EXPLORATION
TRAVEL SURVIVAL
Each phase of a day, travellers can move by For each of the following that occurs,
one of 3 methods: Travellers gain a Fatigue:
HIKE - Move 1 Hex. • Whole day without a phase of rest
• Whole day without food
RIDE - Move 2 Hexes starting or finishing in
a Homeland. Requires steeds. • Hiking in winter or at night

FERRY - Move 3 Hexes. Requires a boat and Manners dictate that hospitality be granted
navigable waterway. to knights, a favour in return. When meeting
or revisiting a host, make a Luck Roll.
AMBIENCE
EXPLORATION 1 Only a wicked presence remains.
Instead of moving, they can use the phase to: 2-3 Things are in decline.
SECURE - Make a secure camp with lookout. 4-6 Things are in growth.

SCOUT - Get an overview of the hex and spot At the start of each day, make a Luck roll to
landmarks in neighbouring hexes. check on the Supplies.
SUPPLIES
HUNT - Find something elusive or hidden. 1 Whatever you had is spoiled or lost.
You must have a specific target and make a
Luck Roll. You need to restock at the next
2-3 opportunity.
4-6 You’re well stocked.
HUNTING
1 Your target is being actively hidden. OMENS
At the the end of each phase, make a Luck
2-3 You get a nudge in the right direction. Roll to see if there is an Omen of myth. If the
group split up then each sub-group rolls
4-6 You find it’s exact location. separately.
LAY OF THE LAND Travellers resting in a secure camp or
Remember, a Hex is large, a land within the settlement ignore this roll during the night.
land. Some vassals may spend their whole OMENS
lives within one. No Hex is entirely uniform.
A forest hex might have cliffs, streams, lakes, 1 It’s here.
ruins, clearings, and caves.
2-3 It’s nearby.
STORY AND SONG
Never underestimate local knowledge. Even 4-6 It’s quiet.
Vassals who have barely travelled beyond
their home know the Myths of the area, and Specific Omens are rolled on the page for the
travellers help to spread the word. nearest Myth to the current hex.
Anything noted in a Myth is remembered in • In the Hex containing the Myth, roll 2d6
story or song by somebody. If you’re unsure and keep the highest.
how much a local knows, make a Luck Roll. • In neighbouring hexes, roll d6 only.
• For further Hexes, roll 2d6 and keep the
LOCAL KNOWLEDGE lowest.
1 They’re ignorant or secretive.
If the rolled Omen has already been
2-3 They know somebody who will know. encountered, take the next result.
4-6 They know the story for themselves.

13
100 KNIGHTS
Bolded entries currently available. Replace d100 roll with d12 for playtest.
1. The True Knight 35. The Eye Knight 69. The Mud Knight
2. The Snare Knight 36. The Forge Knight 70. The Fanged Knight
3. The Tourney Knight 37. The Rune Knight 71. The Road Knight
4. The Bloody Knight 38. The Gallows Knight 72. The Burned Knight
5. The Moss Knight 39. The Tome Knight 73. The Unbound Knight
6. The Soldier Knight 40. The Meteor Knight 74. The Mage Knight
7. The Willow Knight 41. The Gazer Knight 75. The Preacher Knight
8. The Gilded Knight 42. The Mule Knight 76. The Font Knight
9. The Saddle Knight 43. The Halo Knight 77. The Magpie Knight
10. The Riddle Knight 44. The Iron Knight 78. The Killer Knight
11. The Talon Knight 45. The Beacon Knight 79. The Glass Knight
12. The Barbed Knight 46. The Dusk Knight 80. The Lead Knight
13. The Hunter Knight 47. The Coin Knight 81. The Chain Knight
14. The Hammer Knight 48. The Pretender Knight 82. The Butcher Knight
15. The Horde Knight 49. The Mask Knight 83. The Ghoul Knight
16. The Jewelled Knight 50. The Reliquary Knight 84. The Leaf Knight
17. The Under Knight 51. The Captain Knight 85. The False Knight
18. The Banner Knight 52. The Warden Knight 86. The Weaver Knight
19. The Pigeon Knight 53. The Coffer Knight 87. The Slayer Knight
20. The Shield Knight 54. The Temple Knight 88. The Cursed Knight
21. The Whip Knight 55. The Fox Knight 89. The Thunder Knight
22. The Seal Knight 56. The Hawk Knight 90. The Executioner Knight
23. The Horn Knight 57. The Gate Knight 91. The Dust Knight
24. The Dove Knight 58. The Bone Knight 92. The Gallant Knight
25. The Court Knight 59. The Vulture Knight 93. The Mob Knight
26. The Turtle Knight 60. The Free Knight 94. The Dog Knight
27. The Key Knight 61. The Silk Knight 95. The Moon Knight
28. The Moat Knight 62. The Story Knight 96. The Dagger Knight
29. The Boulder Knight 63. The Herb Knight 97. The Titan Knight
30. The Tankard Knight 64. The Torment Knight 98. The Breaker Knight
31. The Owl Knight 65. The Shepherd Knight 99. The Wolf Knight
32. The Master Knight 66. The Tithe Knight 100. The Rat Knight
33. The Lance Knight 67. The Scribe Knight
34. The Errant Knight 68. The Brook Knight

14
100 MYTHS
Bolded entries currently available. Replace d100 roll with d12 for playtest.
1. The Plague 35. The Ogre 69. The Garden
2. The Wall 36. The Spider 70. The Cave
3. The Spirit 37. The Coven 71. The Owl
4. The River 38. The Lich 72. The Island
5. The Wyvern 39. The Wight 73. The Hill
6. The Goblin 40. The Spectre 74. The Beach
7. The Forest 41. The Wraith 75. The Bridge
8. The Child 42. The Beast 76. The Mound
9. The Order 43. The Court 77. The Ruin
10. The Dead 44. The Crown 78. The Stone
11. The Underworld 45. The Boar 79. The Changeling
12. The Wurm 46. The Eagle 80. The Elephant
13. The Wolf 47. The Bat 81. The Whale
14. The Eye 48. The Toad 82. The Gargoyle
15. The Blade 49. The Colossus 83. The Market
16. The Legion 50. The Fortress 84. The Lake
17. The Imp 51. The Citadel 85. The Pool
18. The Troll 52. The Mausoleum 86. The Falls
19. The Demon 53. The Grove 87. The Bog
20. The Sea 54. The Glade 88. The Forge
21. The Elf 55. The Tournament 89. The Mirror
22. The Axe 56. The Bull 90. The Labyrinth
23. The Dwarf 57. The Hydra 91. The Dryad
24. The Tower 58. The Spire 92. The Snake
25. The Chariot 59. The Shrine 93. The Catacomb
26. The Desert 60. The Fox 94. The Shadow
27. The Mountain 61. The Mist 95. The Crocodile
28. The Star 62. The Storm 96. The Heron
29. The Sun 63. The Beacon 97. The Snail
30. The Moon 64. The Feast 98. The Sprite
31. The Lion 65. The Horn 99. The Pixie
32. The Wheel 66. The Tree 100. The Faerie
33. The Hammer 67. The Flame
34. The Lizard 68. The Gate

15
THE TRUE KNIGHT
1
Holdings
They swore to uphold truth
The untrue lain broken upon their lies

• Polished mace (d6)


• Kite shield (A1) marked with a symbol of
the truth (see below).
• Petulant Steed (5hp, d6 trample)

Secrets
• When sharing a meal with somebody they
can sense if any lies are spoken.
• Sworn to smite those that knowingly lie.
May deal Dire Strokes to the untruthful
without taking a Burden.
• If they turn a blind eye to a knowing lie,
or lie themselves, they gain Woe.

SHIELD OF JUSTICE
Shield colour Symbol of Truth
1 Pearl Green Ring
2 White Red Spiral
3 Ivory Black Tree
4 Pale Purple Moon
5 Grey Golden Hand
6 Frosted Blue Eye

THEIR DEEDS FORETOLD BY…

THE ROTTED SEER


STR 7, DEX 5, CHA 11, 2hp
• Their withered touch is only contagious if
they will it.
• Sees the way to live on through any
amount of physical decay.
• Wants to become more rotten, filthy, and
diseased.

Find the City. Protect the weak. Witness the Myths.

16
& THE PLAGUE
They sang; it flutters in the air, it splashes in the river, it lurkles in the blood
The uncaring terror of our time

OMENS ENCOUNTERS
The Angry Infected
1. Wooden shack cloaked with ivy, home to a STR 5, DEX 6, CHA 10, 2hp
dying old couple. Moaning in the mist. Axe (d6)
2. A babbling stream. A wandering old coot Those directly exposed must pass a CHA
proclaims the Pestilence has arrived. save to avoid infection. Lose d6 STR each
They have seen it in their dreams. day. There are treatments but no cures.
3. Jolly hunter and his son chasing a
smiling fox up a tree. They’re showing Jolly Hunter
mild symptoms but don’t know about the STR 14, DEX 12, CHA 15, 4hp
Plague. Shortbow (d6, ranged, long)
4. Overgrown trail near to a fallen stone Purging Knight
circle. A wandering farmer and her pony. STR 12, DEX 10, CHA 7, 5hp
Seeking treatment for her parents. Axe (d6), Shield (A1)
5. A knight and two attendants returning to 3 Firepots (d6 blast, sets area alight)
report the plague to the seat of power.
One carries a Grey Lantern, the light
only visible to the carrier. THE DEATHLY MALADY
6. A clearing. A crowd of infected villagers,
close to death but full of anger. They are Fatal Symptom Transmission
swearing a blood oath upon a red tree 1 Bleeding Skin Contact
stump, granting guiding visions of
revenge. 2 Choking Breath
7. Two Purging Knights, leading the charge
to cleanse an infected village with flame. 3 Swelling Bodily Fluids
4 Wasting Ingestion
5 Lethargy Rats
6 Convulsion Flies
1-Building 2-Person 3-Beast 4-Landscape 5-Object 6-Wonder

17
THE SNARE KNIGHT
2
Holdings
Immersed within the wilderness
A sheriff of natural order

• Tattered steed (3hp) and hatchet (d6)


• Wildrope: A strong rope that blends
perfectly into its surroundings.
• Companion (3hp, see below) that you can
fully communicate with.

Secrets
• Studying a beast’s behaviour in secret
reveals something about their
surroundings.
• While travelling through the Wilderness
they can never be surprised.
• If they needlessly kill a beast, gain
Shame.

KNIGHT & COMPANION


History Type
1 Exiled Mouse
2 Feral Sparrow
3 Vengeful Rat
4 Shamed Robin
5 Jovial Ferret
6 Artistic Magpie

THEIR DEEDS FORETOLD BY…

THE SWOLLEN SEER


STR 15, DEX 5, CHA 4, 1hp
Thick hide (A1)

• Can only be moved by feats of


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

Find the City. Protect the weak. Witness the Myths.

18
& THE WALL Cutting through the land, the storms could not cross its heights
Guarding from invasion, but also escape

OMENS ENCOUNTERS
Wall Warden
1. Crumbling stone outpost. A band of STR 11, DEX 8, CHA 7, 4hp
labourers sharing a meal before returning Wallerhook (d6, long, +d8 vs targets below)
to work repairing the wall.
2. Beleaguered scout, covered in mud after a Wall Knight
trying journey. Reporting on refugees STR 13, DEX 10, CHA 8, 5hp
trying to break through the wall. Longaxe (d8, long), rusted armour (A1)
3. Two giant magpies, stealing shiny things. Giant Magpie
They nest in the trees that root among STR 6, DEX 14, CHA 3, 3hp
the wall’s oldest stones. Beak and talons (2d6)
4. Winding pathway up a muddy slope, tree
roots sticking out. Lonesome wall knight, Empowered Refugee
straying from the wall in search for a STR 18, DEX 8, CHA 9, 2hp.
little company. Giant Punches (d10)
5. Pair of wardens on a low section of wall, STRETCHES OF WALL
taking bribes in return for passage. One
is eating from a pot of Moonlit Honey, Condition Watchpost
known to protect against illusions.
6. Terrified warden shouting down from a 1 Crumbling Isolated
watchtower as a pair of refugees punch at 2 Reinforced Overstaffed
the wall, longing to get to the other side.
Before fleeing they drank some Giant’s 3 Under Repair In the Clouds
Oil, granting them terrible strength.
7. Siege party from beyond, heading to 4 Overgrown Leaning
break the wall.
5 Mid Inspection Hostile
6 Breached Abandoned
1-Building 2-Person 3-Beast 4-Landscape 5-Object 6-Wonder

19
THE TOURNEY KNIGHT
3
Holdings
A calling brought a life of combat
Nay a protector, in fact a competitor

• Greatlance (d10 long, slow when on foot)


and 2 javelins (d6)
• Steed: horned stallion (4hp)
• Arena armour (A1, requires a second
person to don or remove, fancy helm, see
below).

Secrets
• After watching somebody training or
fighting, get a good sense of their fighting
prowess and style.
• +d8 to melee attacks when in single
combat and talking with the opponent.
• Must accept challenges to single combat,
and grant mercy if the opportunity
arises. Ignoring either of these obligations
gains Wrath.
TAKING THE HELM
Calling Helm
1 Wealth Lion
2 Bloodlust Shark
3 Glory Great Crest
4 Duty Hawk
5 Vanity Bull
6 Ambition Demon

THEIR DEEDS FORETOLD BY…


THE ENTOMBED SEER
STR 7, DEX 5, CHA 11, 2hp
• Always guarded by a knight, mourned by
an apprentice.
• Sees beyond the veil of death.
• Now entombed in white stone, their voice
answers visitors only very rarely.

Find the City. Protect the weak. Witness the Myths.

20
& THE SPIRIT
They wandered ahere and athere, drawn by sorrow
Old as the sun, timid as a child

OMENS ENCOUNTERS
Mourning Spirit
1. Ornately carved well, now stagnant. STR 5, DEX 15, CHA 17, 3hp.
Sorrowful knight, beyond reason, lashing Curse of despair-of-flesh (d8 blast, wounds
out at anyone who doesn’t give them give a Woe). Immaterial body (ignores normal
overwhelming sympathy. weapons).
2. Idealistic young alchemist collecting Repelled by earth from a burial mound, or
wind-tears found in the weeping winds. funerary imagery.
3. A hazy vision of a murder-drowning,
fading upon nearing. A herd of deer bow Sorrowful Knight
their heads toward the vision. STR 8, DEX 10, CHA 6, 2hp
4. A heap of huge, pale, flat stones marbled Greatsword (2d8), green cloaked armour (A1)
with moss. Weeping winds. Tears from Fine silver oakleaf necklace
the skies, trees, some forming on your Roaming Alchemist
cheek. STR 7, DEX 10, CHA 11, 1hp
5. A strange nasal-toned flute, left with Dagger 9d6), alchemical tools.
scraps of cloth. Playing stimulates sudden
grief. Gain Woe and dream of the spirit. MOURNFUL FORMS
6. The spirit, lingering by a drowning-lake.
They assault trespassers with visions of Shape Matter
past sorrows. The lake grants one 1 Robed Glow
question to the dead each day.
2 Skeletal Frost
7. Suddenly, within their world. Islands
within the mist of time. The mourned 3 Rotund Fire
past can be seen as readily as the now.
None can die there, but any that leave 4 Knightly Mist
gain Woe. 5 Childish Shadow
6 Amorphous Water
1-Building 2-Person 3-Beast 4-Landscape 5-Object 6-Wonder

21
THE BLOODY KNIGHT
4
Holdings
Some were born to fight
This one birthed from the very blood of battle

• Longaxe (d8 long) and beaten armour (A1)


• Bullish steed (3hp, +d6 trample)
• Sacks of alcohol (see below)

Secrets
• When attacking immediately after being
dealt a Catching Blow, Wound, or Scar,
roll +d12.
• When attempting to surrender, retreat, or
show mercy, they must pass a CHA Save,
otherwise they must attack instead.
• Their enraged oratory can rouse a crowd
or disperse those with little inclination to
fight.
RAGE FUEL
Alcohol Hatred
1 Strong Wine The Rich
2 Strong Mead Knights
3 Strong Ale The Poor
4 Fermented Milk Seers
5 Fermented Vegetable The Sea
6 Fermented Blood The Sun

THEIR DEEDS FORETOLD BY…

THE REED SEER


STR 8, DEX 15, CHA 10, 4hp
• 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.

Find the City. Protect the weak. Witness the Myths.

22
& THE RIVER
Every stream, fall, brook, and creek, all as one
Brought famine and flood, sent friend and foe

OMENS ENCOUNTERS
Giant Newt
1. A tall wooden palisade around a tiny STR 16, DEX 14, CHA 3, 5hp
hamlet. Gives a view of the roaring river. Crushing toothless bite (d8, drags into water)
A riverboat struggles against the current. Flees if wounded, regenerating quickly before
2. Six monks, appeasing the river with seeking petty revenge.
offerings of bread. Their apparent leader
is annoyingly vivacious and optimistic River Monks
about their work tending to the river. STR 10, DEX 12, CHA 12, 2hp
3. Lost fisherman washed up on the Cudgels (d6), bread bushels, mead barrels.
riverbank. A Giant Newt is sniffing
around the shaken man. Bridge Knight
4. A rocky outcropping, a lone, dead tree at STR 15, DEX 15, CHA 6, 6hp
its peak. Three monks seek a blood Longsword (2d6) and red shield (A1)
offering for the river. They need an Heavy coffer of toll money
innocent animal or a sinful person.
5. Pilgrims arguing with a Bridge Knight RIVERBOATS
demanding a toll. The river crashes about
the bridge. The Knight guards his Travellers Intent
beloved, a golden coin from The City. 1 Family Raiding
6. The river bursts into a new stream,
rapidly encroaching into the land. If 2 Elder Trade
travelling, the route is cut off. For the 3 Youth Questing
first few moments, water from the new
stream can heal ailments. 4 Soldiers Refuge
7. A great flood, the river is released and 5 Acolytes Hunting
claims the entire hex.
6 Knight Pilgrimage
1-Building 2-Person 3-Beast 4-Landscape 5-Object 6-Wonder

23
THE MOSS KNIGHT
5
Holdings
The tree and stone had no need to be taught
The wisest knew to study beneath them

• Cudgel (d6), shield (A1), bag of assorted


animal bones
• Pale steed (3hp)
• Tattoos (see below)

Secrets
• Can speak with uncut stones, but they
talk very slowly and are extremely literal
• When spending the night under a tree it
shares a useful vision through dreams,
and grants warm, restful sleep
• Cannot benefit from rest inside a
building.

FULL BODY TATTOOS


Colour Design
1 Faded Black Branching Spirals
2 Deep Blue Tangled Thorns
3 Raised Silver Curved Stars
4 Pale Green Horned Snakes
5 Scarred Red Twisted Bones
6 Burnt Copper Flaming Rings

THEIR DEEDS FORETOLD BY…

THE LOATHED SEER


STR 8, DEX 11, CHA 3, 6hp
• Is physically pained by admiration or
love.
• Sees into a person’s hate with a touch,
sharing and fuelling their contempt.
• Wants to become even more loathed.

Find the City. Protect the weak. Witness the Myths.

24
& THE WYVERN All jaw and neck a knotted string
All wing and tail a baleful sting

OMENS ENCOUNTERS
The Wyvern
1. A burial mound surrounded by a low STR 17, DEX 17, CHA 3, 12hp
stone wall. The Wyvern is sniffing around Cowering wings (A2 when grounded).
a mound it has partially dug up. Flies Bite & throw (2d10, slow when grounded) or
away immediately if spotted. sting (d8, wound causes bloating death
2. The bloated body of a poisoned knight, within an hour unless thoroughly washed out
adoring apprentice weeping at their side. with fresh milk).
3. A herd of white deer, fleeing frantically. Disgusted by the sound of a baby’s cry. A fast
One of them is bloated with poison, barely but clumsy flyer.
able to walk.
4. Trees torn from their roots, only Its Poisonous Young
branches remain. Leaves are dying on the STR 5, DEX 10, CHA 2, 3hp
surrounding trees. A shadow of wings Thrash (d6, carries its mother’s poison)
soaring above. Birds cry out.
5. Two foul eggs laid among battle carrion.
The air feels toxic. The poisonous young
hatch at dark, share a feast, then lurch in THE POISONOUS YOUNG
opposite directions. A serrated blade Form Abomination
forged with pain (2d6) lies with the dead.
6. It soars low, seeking revenge for a failed 1 Adder Barbed Scales
attack on its nest. The attackers, have 2 Newt Unhinged Jaw
already fled. It clutches one of their Silver
Shields (A2 against Beasts only). 3 Frog Prehensile Tongue
7. Now upon its nest, it will fight to the 4 Weasel Bloated Stomach
death. If the young are killed it will fly 5 Scorpion Twin Tails
away, seeking revenge later.
6 Swan Horned Snout
1-Building 2-Person 3-Beast 4-Landscape 5-Object 6-Wonder

25
THE WAR KNIGHT
6
Holdings
Forged and broken in the bloodied mud
Won some, lost some, ever survived

• Special Polearm (d6, long, see below),


splint armour and helm (A1, see below)
• Stocky steed (2hp, A1)
• Whalebone chess set (and some skill)

Secrets
• After surveying a battle for a full turn
they can ask the Referee any questions
about the state of both sides.
• When they throw down arms and commit
to a retreat, immediately Refresh HP.
• They must offer a single act of military
service any Host. Refusing gains Duty.

MILITARY GEAR
Special Polearm Helm
Catahook
1 +d8 vs mounted Leather Cowl
targets
Lunderhook
2 +d8 vs targets with a Chain Hood
shield
Splittermaul
3 +d8 vs targets in Full Bucket
armour
Brekermaul
4 +d8 vs targets without Beaked
a shield
Shafferfork
5 +d8 vs two-handed Caged Visor
weapons
Mekenfork
6 +d8 vs anybody Kettle Cap
attacking you
THEIR DEEDS FORETOLD BY…

THE LOST SEER


STR 10, DEX 9, CHA 7, 2hp
• Addicted to psychotropic tinctures.
• Sees things that have been lost in a hazy
vision of their current location.
• Knows they will lose their sight if they
tell somebody directly how to find
something.

Find the City. Protect the weak. Witness the Myths.

26
& THE GOBLIN
On toes it crept just out o’ sight
The petty hoarder full o’ spite

OMENS ENCOUNTERS
Their Cleverness, the Goblin, Lord of all
1. Ruined stone watchtower. Lost Things Lost Things
splayed out on a flat rock outside. He STR 7, DEX 13, CHA 15, 9hp
whispers from beyond, taking one now Bony needle (d6, +d8 to anybody indebted to
will cause two things to be lost later. the wielder), sack of particularly treasured
2. A lost lad returns, full of stories. Claims a lost things.
little old man called him into the woods. Can only be harmed by objects that have lain
3. Weeping huntsman, cursing everyone. lost for at least ninety-nine years.
Looking for his lost bloodhound. Lost Pets
4. Oppressive woodland, tripping roots. A STR 5, DEX 10, CHA 3, 2hp
cloaked old man calling out, lost. If Yapping, biting, and scratching (d6).
alerted he cries out just before he is
dragged into the ground, taken to the lost Lost Lad
realm. STR 7, DEX 9, CHA 9, 3hp
5. The lost pets are running wild. If spotted Practice bow (d4, ranged)
they immediately run back toward the
secret door to the lost realm. One drops a
strange metallic bone. TRADING THE LOST
6. A dark clearing. Any deals made here are Selling Seeking
bound by fate. The goblin offers a trade. A 1 Keys Silver
valuable lost thing in return for a favour
he can call in later. 2 Letters Dogs
7. Suddenly dragged to the Realm of Lost 3 Rings Needles
Things. Tunnels under piles of bric-a-
brac. The Goblin gloats from atop his pile. 4 Memories Hats
Freedom is only granted for a binding 5 Birds Knives
favour, giving Duty. 6 Scarves Shoes
1-Building 2-Person 3-Beast 4-Landscape 5-Object 6-Wonder

27
THE WILLOW KNIGHT
7
Holdings
The giants fought the storm, falling, all broken bones
The youth, thrown about, arose in the calm

• Old sword (d6) and youthful energy (can


be Shattered like a shield)
• Cautious steed (2h, fast sprinter)
• Lyre (only knows sad songs)

Secrets
• As long as they are not wearing Armour
any attack dice rolled against them are
discarded if they show their highest
possible result. Shields do not count as
Armour for this purpose.
• Elders won’t take them seriously at all
until their worth is proven.
• They begin with Vanity.

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

THEIR DEEDS FORETOLD BY…

THE CARVED SEER


STR 7, DEX 5, CHA 11, 2hp
• 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.

Find the City. Protect the weak. Witness the Myths.

28
& THE FOREST
Roots deeper than soil, farther than sea
No passage is swift, no figments believed

OMENS ENCOUNTERS
The Fearmonger in Wood
1. A hilltop monastery, no obvious path STR 17, DEX 16, CHA 12, 3hp
upward. Spores on the breeze, Rune-carved wood (A2 against metal)
temporarily stealing traveller’s speech Slash (d10 vs two targets) or grasp (2d10
until they wash their mouths out. slow) or spores (everyone in blast loses their
2. A legendary seer, beloved by her village, speech until they leave the forest)
now trapped in ironwood. Only the
Fearmonger can break their binds. Woodland Guardians
STR 10, DEX 13, CHA 3, 3hp
3. A winding path, beckoned by bright blue Tooth and claw (2d6)
songbirds. Leads to an entirely different
forest within the Domain. Great Guardians
4. A colossal, ancient tree. A pack of six STR 14, DEX 10, CHA 3, 5hp.
woodland guardians protect it. Foxes, Tusk and maul (2d8), thick hides (A1)
wolves, and wildcats fight as one.
5. The Fearmonger takes a horrific form
with elements of owl, boar, and mouse. THE VERDANT MAZE
Looking in the mist, they hurl a Thorn Place Omen
Spear (d8, cannot be taken from the 1
Entwined Wall of Riders Approaching
forest) before vanishing. Trunks and Roots
6. A circle of blackened tree stumps. Inside, 2 Mossy Stone Pile Frantic Movement in
metal weapons roar with burning heat the Branches
unless dropped. First come the three Descent into Damp
great guardians: stag, boar, and bear. The 3 Earth Twisting in the Roots
fearmonger preys from the sidelines. 4 Leafy Clearing Fading Light
7. The Fearmonger shows their true, 5 Tree Bridge Rising Mist
terrible form, as live, rotting wood. 6 Trailway Watching Eyes
1-Building 2-Person 3-Beast 4-Landscape 5-Object 6-Wonder

29
THE GILDED KNIGHT
8
Holdings
A beacon of the brave and bold
All cloaked and masked in sunnen gold

• Great hammer (d8 long)


• Gold-coloured armour with cloak and
masked helm (A1, opponents who know
the value of gold have their first ever
attack against you Impaired)
• Majestic charger (4hp, +d8 on charge)

Secrets
• They begin with Glory.
• When Wounded, all allies fighting
alongside regain d6hp
• When slain, the armour must be cast into
darkness. A new Gilded Knight emerges
when they are most needed

THE COST
How long has the What was left
armour been worn? behind?
1 Days A Farm
2 Weeks A Crown
3 Months Only Graves
4 Years A Student
5 Decades A Teacher
6 For all memory A Castle

THEIR DEEDS FORETOLD BY…

THE CROWN SEER


STR 11, DEX 8, CHA 16, 2hp
• Demands a humiliating level of reverence
from visitors.
• Sees glimpses of the ultimate fate of
anybody taking up a seat of power.
• Wants to manipulate their worshippers
into positions of authority.

Find the City. Protect the weak. Witness the Myths.

30
& THE CHILD When night met day, where water flame
They saw the child, rejoiced in name

OMENS ENCOUNTERS
The Promised Child
1. Idyllic farming community. Fanatics of STR 2, DEX 2, CHA 18, 1hp
the Child preach that innocence holds None can wilfully cause them harm
true wisdom.
2. Drunken child-worshippers, rejoicing that Seeker Knights
the First Sign has arrived. STR 12, DEX 12, CHA 10, 5hp
3. Three Seeker Knights and their Great Lance (d6, +d6 on horseback), Shield (A1)
Wolf, escorting a Seer in the hunt for the
child, who they believe to be the key to
finding the City. Great Wolf
4. Fog shrouded lake, no deeper than a foot STR 14, DEX 10, CHA 3, 5hp
throughout. A rogue Seeker Knight Bite (d8) or Stalk and Pounce (2d8, slow),
searches for the Child, who they believe perfect scent tracking
must be sacrificed to an awful creature in
order to put it to rest for good. Burning Mother
5. An abandoned shack, empty cradle. A STR 10, DEX 16, CHA 17, 7hp
snakefang rattle, known to repel the
wicked dead. The Burning Mother cries Gout (d8 blast) or Grasp (2d10, slow)
out in the distance. Any who try to look Body aflame (ignores physical attacks)
upon her are attacked on sight. THE SIGNS
6. A tricking waterfall of silvery water. First Sign Second Sign
Metal objects drenched in the water are 1 Golden Flowers Harvest of Snakes
repaired. Distant cheering and crying as 2 Violet Sunrise Sudden Winter
the Second Sign comes into effect. 3 Singing Swans Night Terrors
7. At last they are here, as promised. A 4 Milk to Honey Sleeping Mist
cradle of mist, the Child within. 5 Chimes from Below Earthquake
6 Miraculous Cures Burning Graves
1-Building 2-Person 3-Beast 4-Landscape 5-Object 6-Wonder

31
THE SADDLE KNIGHT
9
Holdings
Within a blink they were atop their steed
Knight and beast at one, a red streak in the green

• Swift steed (4hp, see below) with ornately


decorated saddle and tack
• Rider’s Sword (d6, +d6 when mounted)
• 2 Rider’s Javelins (d6, +d6 when
mounted)

Secrets
• Horses understand their speech, though
often need reasoning with rather than
commanding
• Can ride through rough terrain as easily
as it were open, and nothing can knock
them from the saddle
• Attacks against horses and horse-like
creatures are Impaired.

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

THEIR DEEDS FORETOLD BY…

THE JEWELLED SEER


STR 16, DEX 6, CHA 13, 1hp
• Can distribute jewels to favoured visitors.
They see anybody that carries one of their
jewels, and can advise on their quest.
• Can see the history of jewelled items that
they hold.
• Wants to send their jewels out to remote
locations so that they can see further.

Find the City. Protect the weak. Witness the Myths.

32
& THE ORDER
They were six in the circle, no first among them
Each a knight and seer, master and student

OMENS ENCOUNTERS
Seer-Knight of the Order
1. A bustling forge and workshop. Labourers STR 16, DEX 16, CHA 8, 9hp
complaining about the Order’s superior Tower armour and shield (A2)
manner and lack of care. Longsword (2d6)
Crusher steed (4hp, A1, d10 trample)
2. A bald, stocky hunter, having recently
spotted the Order. Overly admiring their
attitude of ambition and improvement.
3. A Company of the Order, seizing supplies
from local farmers. A frightened draft
horse is bolting. Two members are
arguing and a fight is about to break out.
4. A dry, sunlit clearing among boggy willow COMPANY OF THE ORDER
wood. They stand in a circle, holding a Seer-Knight Retinue
council. Each member must justify 1 A lone seer-knight None
themselves to their peers, who can
challenge any weakness. 2 riders (3hp,
2 Two seer-knights d6 axes, steeds)
5. They are transporting a captive criminal.
The criminal knows the burial place of a 3
A seer-knight on foot, 8 conscripts
suit of golden armour (A2 against their steed slain (2hp, d8 billhooks)
weapons of inferior metal only) 6 archers (3hp,
6. They ride on the trail of a nearby 4 3 seer-knights d6 shortbows)
monster. Nearby, the Stinging Stone, a
standing stone that curses at its touch 1 seer-knight and 4 mercenaries (5hp,
(lose d6 STR each day). 5 their apprentice (5hp, d8 longaxes)
7. A rogue member, seeking revenge on the d6 blade)
others. 3 Scouts (2hp,
6 5 seer-knights d6 shortbows)
1-Building 2-Person 3-Beast 4-Landscape 5-Object 6-Wonder

33
THE RIDDLE KNIGHT
10
Holdings
The right words say everything and nothing
A different truth to each ear

• Twisted bow (d6, long) and embroidered


hood
• Dark steed (2hp, very quiet)
• Moon pendant (the wearer takes on a false
form by night, but always the same form.
See table for details)

Secrets
• Their words can conceal a message that
only the intended recipient would
understand
• All poetry, story, and song conceals a
hidden message
• If somebody agrees to a game of riddles,
they can be set a particularly difficult
conundrum, giving them Woe.

MOON PENDANT
Body Visage
1 Muscular Elderly
2 Shrunken Youthful
3 Stretched Hideous
4 Skeletal Amorphous
5 Canine Horned
6 Feline Regal

THEIR DEEDS FORETOLD BY…


THE JAWBONE SEER
STR 5, DEX 5, CHA 7, 2hp
• Hunched, pale, huge jawbone grafted onto
their own.
• Sees with the senses of a beast while
clutching an objects made from the bone
or horn of their species.
• Wants to return the land to the beasts.

Find the City. Protect the weak. Witness the Myths.

34
& THE DEAD Corpses wrent of soul, their resting spirit torn
Pulled by malice from their sleep to serve anew, unborn

OMENS ENCOUNTERS
A rotting corpse, denied their rest
1. Two stone huts flanking a bridge over a STR 10, DEX 2, CHA 1, 1hp
dried-up river. Children playing “the Rusted glaive (d8 long, slow)
skeleton game”, wearing wooden skull- Keep fighting even after a Mortal Wound.
masks and throwing bones at passers-by. Running water causes d12 damage.
2. Terrified scout sisters, reporting
wandering corpses on their patrol. Mocking bones conjured into service
3. A seer has ordered a graveyard to be STR 6, DEX 10, CHA 1, 3hp
burned as a precaution against the Hooked falx (d6), Brass shield (A1)
restless dead. Grey Vultures circle above. Piercing attacks are Impaired. Rise from
4. A local elder being buried beneath a huge, death unless the skull is smashed.
cracked boulder. A dozen labourers Running water causes d12 damage.
working to move it, more scattering
herbs. THE COST OF UNLIFE
5. A rotting corpse, mimicking its life as a Raised by Cursed with
forager. In a nearby tree hangs a steel A now dead seer with
1 noble intentions Intolerance of sunlight
rope of impossible construction.
6. Five skeletons, mocking bones, powered 2 A paranoid castellan Hatred of plant life
by hatred for the living. Tormenting 3 An ambitious bandit Fear of running water
defenceless villagers. The village is a A dying knight
pacifist community known for their 4 making a deal with Vulnerability to fire
prodigious woodworking talent. death
7. An army of rotting corpses and mocking
bones marching toward the seat of power. 5 A seer with dark Craven cowardice
curiosities
A lonesome
6 apothecary Insatiable hunger

1-Building 2-Person 3-Beast 4-Landscape 5-Object 6-Wonder

35
THE TALON KNIGHT
11
Holdings
The claw is nothing without the eye
The eye is nothing without the wing

• Hook hammer (d6) and buckle-mitt (A1 in


melee)
• Old steed (2hp)
• Bird of Prey (4hp, d4 talons, see below)

Secrets
• Eating the still-warm flesh of a prey
animal in its natural habitat imparts
some of its local knowledge
• A leaping attack onto a target below
grants +d12
• When accompanied by their bird, their
vision is limited only to the horizon

BIRD OF PREY
Breed Special Training
Fisherhawk
1 (can dive into water) Singing
Cave Owl Fighting Humans
2 (nocturnal) (+d6)
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 (5hp) (+d6)

THEIR DEEDS FORETOLD BY…

THE VEILED SEER


STR 7, DEX 5, CHA 11, 2hp
• Speaks just once each day, giving a single
word of advice to the most worthy visitor.
• Sees nothing, but hears any conversation
within a Hex.
• Genuinely wants to protect people and
uphold peace.

Find the City. Protect the weak. Witness the Myths.

36
& 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 ENCOUNTERS
Shrouded guides
1. A huge stone archway, former temple. STR 5, DEX 18, CHA 15, 4hp
Stars flicker in the shadows. A shadowy Cold sword (2d6, ignores metal armour)
opening appears in the arch, dark but Pale lantern (d8 blast if thrown, ignoring
light at once. Then all is normal again. armour). If slain, two emerge from the dark.
2. Lost knight from a distant place. She
claims to have fallen through a shadow. Grasping hands from the dark
3. Ravens caw at a dark pit. A pocket of the STR 10, DEX 10, CHA 2, 1hp
underworld, a Shrouded Guide trapped. Cold grasp (d6, on a Wound, take Fatigue)
4. A narrow, winding cave. Metal clanging
within. A shrouded smith is forging a cold
sword (2d6, ignores metal armour). It A VOICE IN THE DARKNESS
shatters if unsheathed in daylight.
Origin Purpose
5. Heavy black cloth woven with indigo. If
hung, opens to a place you want to be. Whispering from the Scare them back to the
1 violet fungi surface
Within, a dozen hands in the darkness
require a toll of silver or blood. They will Singing from the
2 drifting lights Lure them deeper
take either by force if needed.
6. Broad, purple leaved trees. No artificial Murmuring from the Show them things they
3 mirrored pools cannot take home
light can shine beneath. At next dark, five
Shrouded Guides emerge into our realm, Taunting from the
seeking to claim back a toll owed to them. 4 shadows Sow discontent
7. A creeping darkness, then suddenly Beckoning from the
within the Underworld. A dark reflection 5 distant dark Wear them down
of our world. Only a guide can show you Chattering inside the Provide a little comfort
the way back. 6 chill wind

1-Building 2-Person 3-Beast 4-Landscape 5-Object 6-Wonder

37
THE BARBED KNIGHT
12
Holdings
Cruelty can bring a peace
Stone and spikes split into bloom

• Jagged Spear (d6, +d8 against a target


you have Scarred or Wounded) and
Shortbow (d6 long, ranged)
• Vicious steed (3hp, +d6 trample)
• Choking powder (DEX Save to avoid a
coughing fit. One use, replenished at a
secret source)

Secrets
• Working an unnatural creature’s bones
into weaponry creates a bane against
similar monstrosities, but leaves the
weapon fragile.
• A target’s spilt blood can be tasted to
grant a view of their current location.
• After spending a full day in the company
of others, they gain Wrath.
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

THEIR DEEDS FORETOLD BY…

THE SERPENT SEER


STR 16, DEX 14, CHA 14, 3hp
• Writhing among a pile of serpents, each
bite grants visions of dangerous beasts in
the wilderness nearby.
• Respects strength above all other things.
• Wants more unusual serpents for their
pile.

Find the City. Protect the weak. Witness the Myths.

38
& THE WURM Callous, cruel, awful, and long
Feasting far beyond its hunger, only happy in bloated rest

OMENS
ENCOUNTERS
1. Abandoned logging camp, forest torn up. The Wurm
All creatures swallowed or scattered. A STR 18, DEX 8, CHA 5, 10hp
Wurmshield surveys their master’s work. Writhe (d10 blast)
2. An argumentative sage complains. The or Swallow (slow, 2d12, d8 ongoing damage
balance of nature has been tipped. The until freed)
birds aren’t behaving correctly and or Shower with debris (d8 blast)
there’s not enough prey for predators. Craggy hide (A2)
3. A leech-collector weeps. In a nearby
swamp the colossal thing snatched her Wurmshield
sister away with a bite. That bone- STR 11, DEX 12, CHA 8, 2hp
grinding noise haunts her. Spiked mace (d6) and bloodied shield (A1)
4. A stinking grey salt-bog. It’s grinding Repugnant personality
laughter can be heard on the wind as it
sleeps below, dreaming of the next feast.
Two Wurmshields keep watch.
5. A village left crushed and bare. Wooden WURM BEHAVIOUR
barrels of limeweed, a pungent appetite Conversation Combat
suppressor, left untouched.
1 Spout Hatred Cut off escape
6. Lounging among smashed burial mounds
of great seers. In silence their words still 2 Spread Fear Trap them and leave
offer guidance to knights. The Wurm 3 Aggrandise Self Target the weak
speaks four Wurmshields. They are
worshipful but poor company. 4 Insult Enemies Break their arms
7. It bursts from the ground, giving one Flee to advantageous
5 Seek Submission ground
opportunity for conversation before the
feast begins. 6 Entice Fealty Blunt assault
1-Building 2-Person 3-Beast 4-Landscape 5-Object 6-Wonder

39
PLAYTEST NOTES
Game by Chris McDowall
Art by Midjourney AI
Bastionland Press, 2022

This game is in a very early, almost entirely Charter of Versions:


untested form.
• 5-7-22: Initial release.
I hope you have some fun with it, but expect
to encounter the need for judgement calls
and improvisation.
Join the Bastionland discord server to give
feedback and talk Primeval Bastionland:
https://discord.gg/sPE74EY
I’m not looking for typo or grammar checking
yet, as the document is still in rough form.
In particular, useful feedback for me is based
around how the game feels, rather than
specific suggestions.
“This part was confusing” or “this part felt
too safe and easy” is more useful to me than
“I think the game needs a subsystem for X”.
Bring me problems, not solutions.
Enjoy!
Chris

Find the City. Protect the weak. Witness the Myths.

40

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