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

PLAYTEST
27-04-23

M Y T H I C
B ASTIONLAND
B E F O R E I N T O T H E O D D
On wide misten hills, beast witsome and fell

In scant scattered shires the Vassals adwell

Seers know the all, the start, 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

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KNIGHTHOOD
You are Knights, united by a common Oath SQUIRES
and visions of the City. Small groups (1-2 players) can give each
Knight a Squire. They serve as apprentices,
Roll d12+d6 for each Ability Score in order: and are not yet knights, so cannot gain Glory
or perform Feats.
VIGOUR - might, aggression, fortitude.
2d6 for each Ability Score, 1GD.
FINESSE - alertness, grace, precision. They ride a pony (VIG 7, FIN 7, CHA 2, 2GD)
Roll d6 for their weapon.
CHARM - charisma, fortune, willpower. 1: Cudgel (d6), 2: Axe (d6)
3: Spear (d6), 4: Shortbow (d6, ranged, long)
Roll 1d6 for GUARD (GD), representing your 5: Dagger (d6), 6: 3 Javelins (d6, ranged)
skill at avoiding damage.
Roll or choose a Knight (p18).
This gives:
Property: Items brought with them.
Feat: Every knight 3 common Feats they can
perform (p8), and a unique Feat of their own.
They also have a dagger (d6), torches, rope,
dry rations, and camping gear.
Every Knight has sworn the Oath:
PROTECT THE WEAK
Vassals who toil and rely on your sword.
SEEK THE MYTHS
Stories manifested into reality.
HONOUR THE SEERS
Those who glimpse our past and future.
GLORY & RANK
At the end of each season or era, Knights
who fulfilled their oath gain Glory.
As they do, they ascend the Ranks. They
might strive for the rank of Noble Knight, or
to sit atop a Seat of Power, but all dream of
the ultimate honour: proving themselves
worthy of the Quest for the City.
LEARNING THE GAME
Players need not learn all of the game’s rules
before playing. Rules for combat, burdens,
time, and travel can all be explained by the
Referee as they become important.

3
RULES
SAVES ATTACKS
Roll d20 equal or below the relevant Ability Take the dice noted on your weapon(s) and
Score. Failure means negative consequences, granted by bonuses.
not necessarily a failure of the action itself.
Multiple combatants attacking the same
LUCK ROLLS target pass their attack dice to a lead
Roll d6 to represent the whims of fate. attacker who rolls them all together.
LUCK ROLL
Take the single highest die from all of those
1 Crisis: Something immediately bad. rolled. The attack causes that much damage.
2-3 Problem: Something potentially bad.
4-6 Blessing: Something welcome. If relevant, the lead attacker strikes the
decisive blow.
TURNS
A turn is enough time to Move and perform Impaired attacks roll d4 and cannot benefit
an Action. Players take their turn before the from bonus dice or cause Onslaughts.
enemies. Surprised characters must pass a Blast attacks damage everybody in their
FIN Save or miss their first turn. area, rolling each separately. If the number
of targets is unclear, roll d6.
EXPOSED Ongoing damage occurs at the end of the
Characters who are caught unready or victim’s turns until removed.
overloaded are Exposed. They act as if they
have 0GD and cannot perform Feats (p8). DAMAGE
If they remedy their situation then they are Physical damage is reduced by the target’s
no longer Exposed. Traps and ambushes total Armour (A) value. Combatants may
catch the victims Exposed when sprung. benefit from 1 set of armour and 1 shield.
REACTION The remaining damage is removed from the
When uncertain, a character makes a CHA target’s Guard. If they have at least 1GD
Save to avoid an unfavourable reaction. remaining then they Evaded the attack.
LONG WEAPONS If it leaves them with exactly 0 Guard then
Long weapons require two hands to wield they are Scarred (p6).
and are Impaired when fighting in
unsuitable situations, such as a spiral If it exceeds the target’s Guard, the excess is
staircase, tunnel, or extreme close range. taken from VIG and they are Wounded.
If they lose half or more of their current VIG
SLOW ACTIONS from an attack it is a Mortal Wound.
Some actions or items are noted as Slow. To Mortally Wounded targets are down and
use them the character must have declared dying. They die if left untended for an hour.
the action at the end of their previous turn,
declaring targets if needed. Declaring is not If their VIG is reduced to 0 they are Slain.
an action in itself. If the Slow action is If FIN or CHA are reduced to 0 they are
rendered impossible then another action Immobile or Unresponsive respectively.
cannot be performed instead. The character
may still move before performing the action. RECOVERY
Guard is Refreshed with a moment of
BURDENS peace, after combat is resolved.
Burdens weigh on the body and soul.
Anybody with 3 or more Burdens is Exposed. Ability Scores are Restored at the start of
Each Burden specifies a method to Relieve a new Season (p13) or with expert healing.
it, removing it from the character. See p6. Burdens are Relieved by fulfilling their
FEATS specific Relief. Burdens must be relieved
These deeds cannot be performed while individually, even if they share a relief.
Exposed and, unless noted, are an Action. DEATH
When a character dies the Player creates a
new character and the Referee introduces
them to the group as quickly as possible.

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EQUIPMENT
TRADE TOOLS
Only the rich deal in coins. Most trade relies Simple Tools: Saw, fishing rod, rope, candles,
on more practical matters: shovel, flute, etc.
Specialist Tools: Animal trap, lockpicks,
• Finding somebody who can supply herbalist kit, scribe set, lute, etc.
• Securing raw materials if needed Arcane Tools: Alchemy tools, crystal ball,
• Giving something in return, or owing harp etc.
BEASTS
The value of any given item depends on the Sheep or Pig: VIG 5, FIN 5, CHA 5, 1GD
bargaining positions of the person holding it, Hound: VIG 5, FIN 10, CHA 5, 4GD, d6 bite
and the person desiring it. Long-standing Raven: VIG 5, FIN 15, CHA 5, 4GD
trade agreements often form into pledges of Cow: VIG 10, FIN 5, CHA 5, 1GD
ongoing service or protection. Mule: VIG 10, FIN 5, CHA 5, 2GD
COMMON ARMS Ox: VIG 15, FIN 5, CHA 5, 3GD
Crude Weapons: d6 long Hawk: VIG 5, FIN 15, CHA 5, 4GD, d4 talons
pitchfork, staff, woodaxe STEEDS
Hand Weapons: d6 Riding Steed: VIG 10, FIN 10, CHA 5, 3GD
dagger, shortspear, cudgel Heavy Steed: VIG 15, FIN 5, CHA 5, 4GD
Charger: VIG 10, FIN 5, CHA 5, 5GD,
Polearms: d8 long d8 trample
pike, halberd, longaxe
LUXURIES
Javelins: d6 ranged Fine or Extravagant Clothes
Subtle or Regal Jewellery
Shortbow: d6 long, ranged Scrolls, Books or Tomes
Bottles of Perfume, Boxes of Spices
Shield: A1 Heavy coffers of coin
round, kite, heater Feasts and Banquets
RARE ARMS SPECIALISTS
Impact Weapons: d8 Roll Ability scores on d6+d12 or treat as 10.
waraxe, morningstar, etc
Servant: 2GD, single duty with little expertise
Brutal Weapons: d10 long, slow
huge hammers, mauls and axes Herbalist: 1GD, provides treatment, not cures
Special Weapons: d6, bonus in a specific Sentry: 3GD, halberd (d8, long), little appetite
situation (+d6, or +d8 if long) for actual combat
Longbow: d8 long, ranged, slow Alchemist: 1GD, creates poisons or
quasi-medicinal potions
Partial Armour: A1
leather, piecemeal metal Soldier-at-Arms: 6GD, spear (d6), shield (A1),
experience of combat
Focused Armour: A2 in a specific situation
Archer: 3GD, shortbow (d6 long)
ESOTERIC ARMS
Longsword: 2d6 Guide: 5GD, axe (d6) and javelin (d6), knows
the area
Greatsword: 2d8 long
Curvebow: d8 long, ranged
Full Armour: A2
proper suit of chain, scale, plate

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BURDENS
BURDENS 8: Mangled – Roll 1d6: 1-2: Leg,
Knights inevitably gain Burdens throughout 3-4: Shield Arm, 5-6: Sword Arm. The limb is
their journeys. The Burden is usually lost or damaged beyond use.
specified, but sometimes the Referee chooses Relief: Learn new ways to adapt, possibly
from the below: with a prosthetic.
Shame - The stain of a wicked act. 9: Pained – The pain cuts to your very soul.
Relief: Perform a sacrifice or penance. Relief: Find a way to numb the pain.
Ache - Hungers stoked too fiercely. 10: Humiliated –A demeaning blow.
Relief: Indulge in a selfish vice. Relief: Achieve revenge, then reroll your max
GD on 3d6 and keep the result if higher.
Dread - Fear of what tomorrow brings.
Relief: Nurture or witness a spark of hope. 11: Broken – Automatically fail any VIG or
FIN Saves.
Relief: Take a full Season of rest.
SCARS 12: Doomed –You shouldn't have survived
Consult the entry for the amount of Damage that. You dream of your own death.
taken by the attack. Relief: Recover from a Mortal Wound, then
reroll your max GD on 3d6 and keep the
Scars count as Burdens, but some carry an result if higher.
additional effect until they are relieved, or
when relieved. Even when relieved they
sometimes leave a lasting impression.
1: Marked – Roll 1d6: 1: Eye, 2: Cheek.
3: Neck 4: Chest, 5: Stomach, 6: Hands
Relief: Tell somebody the story of the scar,
then reroll your max GD on d6 and keep the
result if higher.
2: Unnerved – You stammer and shake.
Relief: Take something to calm your nerves,
then reroll your max GD on d6 and keep the
result if higher.
3: Hobbled – You cannot sprint.
Relief: Start a new Season.
4: Smashed –You spit teeth and blood. You
look a mess.
Relief: Clean yourself up thoroughly.
5: Gouged – Your flesh is torn deeply.
Relief: Get yourself stitched up properly,
then reroll your max GD 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.
Relief: Start a new Season, then reroll your
max GD on 2d6 and keep if higher.
7: Torn – Roll 1d6: 1: Nose, 2: Ear, 3: Finger
4: Thumb, 5: Eye, 6: Chunk of Scalp
Relief: Get yourself stitched up properly.

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GLORY
Glory is a measure of a Knight’s experience
and prestige. Knights begin with 0 Glory.
EARNING GLORY
At the end of a Season or Era, players decide
if their Knight has fulfilled the oath:
PROTECT THE WEAK
SEEK THE HEART OF MYTHS
HONOUR THE SEERS
They gain 1 Glory for each part upheld.
This is a self-assessment, with each player as
sole judge of their Knight’s performance.
RANK
A Knight’s glory dictates their rank:
0 Glory - Petty Knight
Worthy of Knighthood
3 Glory - Knight Militant
Worthy of leading a Warband
6 Glory - Knight Exemplar
Worthy of a place in Court
9 Glory - Noble Knight
Worthy of a Holding
12 Glory - Knight Commander
Worthy of leading an Army
15 Glory - Knight Sovereign
Worthy of a Seat of Power
18 Glory - Knight Radiant
Worthy of the City Quest
WORTHINESS
Rank alone does not grant the Knight sudden
possession of a Warband or Holding, it
merely proves their Worthiness.
Knights in positions for which their rank is
unworthy face unrest and opposition.

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COMBAT
THE UPPER HAND UNARMED COMBAT
Where one side gains an advantage, the Unarmed attacks are impaired unless the
Referee grants the most appropriate bonus: attacker has suitable natural weapons.
+d6: Petty gambit (thrown dust) CAVALRY COMBAT
+d8: Tactical exploit (strong position) Combatants mounted on chargers benefit
+d10: Ruthless ploy (disarmed target) from their steed’s Trample attack (usually
+d12: Overwhelming power (demon blood) d8) when charging enemies on foot. This
doesn’t work against large opponents or a
ONSLAUGHT spearwall.
When a melee attacker rolls the maximum
possible number on the highest of their Steeds can be targeted separately to the
damage rolls they strike an Onslaught. rider, and if Mortally Wounded the rider is
Impaired attacks cannot cause Onslaughts. thrown for d6 damage. Any Knight
performing such an attack gains Shame.
The attacker chooses an additional effect,
occurring after the damage. It should not be DUELS & JOUSTS
so impactful as to instantly end the combat. Two combatants can mutually agree to
engage in a duel, or joust if mounted. They
Typical Onslaught effects are: fight as normal but their attacks are rolled
and resolved simultaneously.
• Disarming them of their weapon
• Shattering their shield SHIELDWALL
• Dismounting them from their steed 3 or more fighters forming up a wall of
shields gain 1 Armour in addition to the
• Restricting their movement next turn usual benefit of their shields, but can only
• Driving them into a vulnerable position move very slowly. Allies immediately behind
the Shieldwall are also protected.
These effects are not limited to Onslaughts,
but here they are granted without risk and SPEARWALL
without use of an action. 3 or more fighters forming up a wall of spears
or pikes cause immediate d6 damage to
Multiple attackers only use the single anybody charging them. This can be
highest die when checking for an Onslaught. combined with a Shieldwall.
They choose which specific attacker delivers
the Onslaught.
WAVERING MORALE
FEATS
Every Knight knows these 3 Feats. • Groups losing half of their total number
Feats cannot be performed while Exposed. require a CHA Save to avoid rout or
surrender.
SMITE • Groups with a leader may use the leader's
Make an armed melee attack. CHA score in place of their own.
Get +d10 to the attack. • This applies to opponents and allies but
Gain Dread. not player characters.
ENDURE
Reaction to a damage roll against you or a
nearby ally.
Discard one damage die rolled.
Gain Ache.
FRENZY
Make an armed melee attack.
The attack gains Blast but is indiscriminate.
Gain Shame.

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WARFARE
WARBANDS RECRUITMENT
Large groups of combatants fighting together Soldiers must be drawn from loyal vassals,
are treated as a Warband. knights that share a cause, or mercenaries
that have agreed a price.
• When they are Mortally Wounded they
are routed from the battle. Whatever their origin, soldiers expect their
• When they reach VIG 0 they are wiped out basic needs to be met during their service.
entirely.
Warbands roll d6 for GD before the battle
• They are not harmed by individual starts, 2d6 if they are suitably experienced,
attacks unless they are Blast attacks or fed, and rested.
suitably large-scale.
• Warband attacks against individuals WARBANDS
receive +d12 and cause Blast Damage. Conscripts: VIG 10, FIN 10, CHA 7, 4GD
Axes (d6, long)
LEADING FROM THE FRONT Skirmishers: VIG 10, FIN 13, CHA 10, 2GD
An individual within a Warband can add Shortbows (d6, long, ranged)
their damage dice to the Warband’s attack
roll, leading from the front. If they do, they Mercenaries: VIG 10, FIN 10, CHA 10, 5GD
suffer the same damage that the Warband Billhooks (d8, long)
does when the target fights back.
Cavalry: VIG 10, FIN 13, CHA 10, 4GD Javelins
WOOD AND STONE (d6), axes (d6), horses
Ships and structures ignore attacks causing
less than d12 Damage and are destroyed at Knights: VIG 13, FIN 10, CHA 13, 7GD Maces
0GD. Wooden structures and ships can be (d8), plate and shield (A3), charger (+d8 on
always be damaged by fire. Recovering GD charge)
takes a day of repairs.
Wooden Fort: 10GD
Stone Fort: 10GD, A1
Stone Castle: 15GD, A2
Rowboat 4GD, carries 6 passengers
Longship 10GD, carries a Warband
Raiding Ship: 10GD, A1, carries 3 Warbands
ARTILLERY AND SIEGERY
Battering Ram: d12 vs structures
Bolt Thrower: d10
Catapult: d10, Blast
Siege Tower: 7GD
Trebuchet: d12, immobile

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PREPARATION
HEXES OTHER METHODS
A Realm is a map with a hexagonal grid The Realm system described here is just one
covering the loose influence of a seat of way to prepare for the game. You might
power. 12x12 hexes is a good starting point. prepare in more detail or rely purely on
improvisation at the table.
Typically players can see a copy of the map
without Myth locations, START & SCOPE
Every group that sits down to play the game
The distance covered by each hexagon is is different, and you should consider the
known a Hecksleague, commonly a Hex. This Start and Scope of a game before you begin.
distance represents a few loose factors:
The Start is the opening situation that the
• The area a hill fort can overlook, spotting players find themselves in, and should
mountains or large lakes in the next hex always present an interesting world to
• The distance a walker can hike and explore, filled with problems to face.
return home before dark
• The area that a small group of knights The Scope is how far you expect the game to
can fully patrol in a single day go run in-game and out of game.
The examples below are not a definitive list.
MAPPING THE REALM STARTS
Consider the below a guideline rather than
absolute ruling on the content of all Realms. Petty - Young Petty Knights arriving in a
Realm, seeking to uphold their Oath and
Wild hexes are untamed lands, covering gain Glory. If they feel lost, advise them to
most of a Realm. Wood, hill, bog, and moor. seek a Seer’s counsel.
Add 6 Water hexes. Draw a navigable river Exemplar - Mature Knight Exemplars
from one of these to beyond the Realm. (Glory 6) with 2d6GD. They have a place in
the Court of the Seat of Power. Tell them
Add 6 Blocked hexes, typically mountains, about the first Omen in each of the Realm’s
ravines, or mires. Passage requires a guide. Myths, delivered as news to the Court.
Mark 6 Shire hexes with a house symbol, far Noble - Mature Noble Knights with 2d6GD.
from each other and often near water or a The Knight with the highest CHA has a
natural resource. These are farms, villages Holding, with the others in their Circle. The
and trails among natural terrain. Seat of Power is under a wicked influence.
Place 4 Holdings at least one Hex away SCOPES
from any other Holdings or Shires. These are
castles, shrines, walled towns, often with Adventure - One session. Start the game
surrounding villages. Mark the most central with the group encountering an Omen of the
as the Seat of Power, where the Realm’s nearest Myth. Turn the Season at the end of
ruler holds court. Of the remaining Holdings, the session, seeing who upheld their Oath.
place one under the rule of a knight, another
a seer, and the third under both. Chronicle - A known number of sessions,
finishing at the end of these. Season and Age
Place 6 Myths in remote places, numbered turns are planned out ahead of time. For 6
as Myths 1-6. Each of these Hexes is the sessions this might be a Season turn at the
Heart of its Myth (see p19) end of each session, an Age turn at the end of
each Winter.
Neighbouring Realms can be assumed to
be separated by water, wasteland, Saga - An indeterminate number of sessions.
mountains, or a disputed border. Here you can let the players guide the scope
as they explore the world.
Name the key locations: seat of power,
sanctuaries, and significant terrain features.

10
SITES
A Knight’s journey largely focuses on EXAMPLE - Blackmoss Isle
travelling great distances to seek the
guidance of seers and uncover myths.
However, on occasion there may be the need
to focus in on a single hex, or a specific site 1 6
within a hex, in more detail.
This is not necessary, but is presented as an
option for those sites that warrant more 3
detailed exploration. These might be ancient
catacombs, 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
quick hex-based method. 4
POINTS AND ROUTES Entrance: A small cove, a safe landing spot
on the island.
1. Map out six Points in a hexagonal
structure, with an additional point in the Hidden Entrance: Locals know of a second
centre. Number these for reference. landing, requiring careful piloting through
1. Mark 3 of these points as Features rocks and caves.
with a circle, areas that give
information or set the mood. 1: Stony beach overgrown with toxic black
moss. Dead rock pools and a smashed boat.
2. Mark 2 as Hazards with a triangle,
places to be navigated carefully. 2: A tattered rope bridge over jagged rocks.
3. Mark 1 as Treasure with a diamond, Carrion Gulls harass travellers, hoping to
something very beneficial to find. secure their next meal.
4. Erase the remaining point.
3: A cave, revealing a small harbour and
2. Routes are connections between twisting cave out to sea. A high hidden cave
neighbouring points. leads to 6, while the passageway to 4 is
1. Draw 3 Open routes with a normal overgrown with black moss.
line. These are straightforward paths
between points. 4: A former shrine to the sea, overgrown with
2. Draw 2 Closed routes with a crossed black moss. Now the Tomb of the Salt Seer.
line. Here something blocks the way,
so creative thinking is required. 5: A waterlogged cave, swirling currents
sweep away anybody not secured. Tunnel to
3. Draw 1 Hidden route with a dotted 6 is flooded by raging waters.
line. This path is only found through
specific exploration of its connecting 6: The Salt Seer’s Horde. Valuable treasures
points or local knowledge and his Eye of the Sea.
3. Make sure a route exists between all
points, even if closed or secret. BREAKING THE RULES
4. If applicable, place an entrance in any The guidelines on this page are just a
Hex, and an optional hidden entrance. starting point. Rearrange the distribution of
the types of point, node, and entrance if it
suits the theme of the site better.
So a sealed off burial complex might have:
Points: 3 Treasures, 2 Hazards, 1 Feature
Routes: 3 Closed, 2 Secret, 1 Open.
Entrances: 1 Entrance only.

11
REFEREEING
PRIMACY OF ACTION TAKING ACTION
Even when using the rules for travel, When the players take action the Referee
exploration, and combat, remember this, the works down this list.
most important thing.
1: INTENT - What are you trying to do?
No rule or system within the game should 2: LEVERAGE - What makes it possible?
devalue the Actions the players take. 3: COST - Would it use a resource, grant a
Burden, or have a negative side-effect?
Remember the core of giving players 4: STAKES - What's at risk? No risk, no roll.
information, honouring their choices, and 5: ROLL - Make a Save or a Luck Roll.
describing the impact of their actions. 6: IMPACT - Show the consequences,honour
the Stakes, 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 it.
ADVANCE - Move in a good direction.
Giving a player a Burden that they weren’t DISRUPT - Lessen a threat.
expecting can feel arbitrary. Instead, present RESOLVE - Put a problem to rest.
Burdens as a cost to desirable actions. “You
can betray the Seer, but you’ll gain Shame.” FAILURE
When the players fail at a risky action they
IMPROVISATION might still complete the action, but always
When the faced with a question not answered suffer negative consequences:
by a rule, notes, or procedure, you improvise.
THREATEN - Create a new problem.
Anything too beneficial or too harmful ESCALATE - Make a situation worse.
creates the feeling of an arbitrary world. EXECUTE - Deliver on a threat.
Instead, describe something that does at
least one of the following: IMPACT
Whether a success or failure, ensure that the
• Evokes the flavour and themes of the players’ actions have an observable impact on
area and its inhabitants. the world. The best types of impact have both
• Indulges their senses. Vision, hearing, immediate and lasting consequences, always
touch, smell, and taste. moving things forward.
• Reinforces something that they've
already learned about this place. ENDING A SESSION
At the end of each session:
PROMPTS • Discuss if it would feel right for a Season
Every numbered spread has Prompts across or Age to pass between now and the next
its base. Some are expanded in the omens or session (p13).
cast, but mainly serve cues. • If a Season or Age passes, check how
Person/Name: Hosts, foes, or passersby. much Glory (p7) each Knight gains and
Aspect: Memorable character feature. apply any other effects (p13)
Object: Items carried, discarded, or lost. • Ask the players if they have any plans or
Beast: Creatures fabled and feared. ambitions for the next session. This gives
State: Mood or action for person or beast. you a direction for any preparation you do
Theme: Subjects of feasts and magic. before then.
Landscape: The lay of the land.
Building: Places occupied, empty, or fallen.
Placename: Hamlet to homestead to keep.
Complication: Unexpected encounters.
Wonder: Mystical places of innate power.

12
TIME
DAYS have 3 PHASES: At the end of each session, or during a
natural break in their journey, the group
Morning - From Sunrise. decides how much time will reasonably pass:
Afternoon - From Noon.
Night - From Sunset. • Minimal - The season continues.
• Weeks - The season turns.
Each phase, a group of travellers can both
Travel and perform a Task in any order. • Years - The age turns.
These are detailed in their own sections.
If uncertain, Roll.
YEARS have 3 SEASONS:
PASSAGE OF TIME
Spring - The Green Rising 1 Season or age turns now.
• Rosy dawns, birds in the blossom, 2-3 Season or age turns next session.
blustering winds, and hailstorms 4-6 The season or age continues
• Begins with the Feast of Stars, making
vows and settling debts In the time between Seasons and Ages,
• Midspring sees the Toil, fasting and knights carry out their knightly duties.
sacrifice to fortify both people and land
Optionally, the group may choose a Focus
for each character for the time between.
Harvest - The Golden Fall
• Warm starry nights, chirping crickets, BETWEEN SEASONS
drought, and thunder
• Indulgence: Relieve a Burden.
• Begins with the Feast of the Sun, a
night of passion and revelry • Journey: Travel to a new Realm.
• Midharvest sees Purgenight, a burning • Court: Earn a favour from an old or new
of great fires to banish wickedness contact.

Winter - The Grey Death BETWEEN AGES


• Blankets of mist, sudden blizzards, steely Relieve all Burdens and choose one:
ice, and darkness
• Begins with the Feast of the Moon, a • Legacy: Establish a successor.
reflection on the past and our mortality • Reputation: Gain 6 Glory.
• Midwinter sees Almsday, acts of charity • Mastery: Learn a Feat from a senior
and goodwill to begin nature’s rebirth Knight you have proven yourself to.

A LIFE has 3 AGES:


Young: Green, always learning.
Mature: Seasoned, in their golden years.
Old: Grey, considering their legacy.
New Knights are assumed to be Young.
When significant years pass, characters move
onto the next Age.
When a character becomes Mature they
reroll all Ability Scores on d12+d6, keeping
each result higher than their current score.
When a character becomes Old they reroll all
Ability Scores on d12+d6, keeping each result
lower than their current score.
They lose d20 VIG at the end of each Age.

13
TRAVEL
Travelling consumes a whole Phase of the THE LAY OF THE LAND
day and uses one of 3 methods. Each Hex is large and diverse, a land within
the land. Some vassals may spend their
HIKE - 1 Hex. whole lives within one. No Hex is entirely
RIDE - 2 Hexes on a Route with steeds. uniform. A forest hex might have cliffs,
FERRY - 3 Hexes. Requires a boat and streams, lakes, ruins, clearings, and caves.
navigable waterway.
Use Prompts (p12) to help fill the blanks in
When a phase ends after moving through at your Hexes.
least one Wild Hex (including the hex of
departure), Roll.
WILD TRAVEL
Encounter the next Omen from a
1 Random Myth in this Realm.
Encounter the next Omen from the
2-3 Nearest Myth.
4-6 All Clear.
Omens are typically encountered in the
destination Hex. Remember that even Shire
and Holding Hexes have dark corners.
ROUTES
Plotting a Route requires a Task (p14).
ROUGH SLEEP
Travellers gain a Burden whenever they
spend a night without resting in a Camp,
under hospitality, or at home. Typically this
is Ache but can be another when it suits.
CAMP
Anybody can sleep under a makeshift covers,
but a Camp is a safe area with a fire, hot
food, and clean water. Setting up a Camp
requires a Task (p14).
HOSPITALITY
Manners dictate that hospitality be granted
to knights. They can rely on a place to eat
and sleep in most settlements. Longer stays
allow a favour to be asked in return.
OMENS
Omens are listed in the order they are
encountered when rolled. The first encounter
with a specific Myth is always Omen 1, the
second Omen 2 etc.
If you roll an Omen from a Myth that has no
unused Omens, roll for a new Myth that
unveils itself in the Realm.
Remember Primacy of Action (p12). If the
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.

14
TASKS
Tasks are Actions that require a whole Phase BUILDING CAMP
of the day, but can be performed alongside A Task can be used to build a Camp. This
travelling without additional cost. involves finding a safe spot, building the fire,
and preparing hot food and clean water. For
In ruling a Task, remember the principles of this to be effective, at least half of the group
Primacy of Action (p12). must work on the Task.
PERFORMING TASKS PLOTTING A ROUTE
Tasks follow usual procedure for Taking A Task can be used to plot a Route 2 Hexes
Action (p12). Remember that not all tasks away. This allows travellers with steeds to
carry a cost or a risk, and as such may not Ride instead of Hiking. This often requires
require a roll. finding a guide or a vantage point. A specific
route cannot be relied on more than once.
Tasks that are simple in good conditions may
be costly or risky during Night or Winter. SEARCHING
A Task can reasonably cover a surface level
As with other Actions, the players should sweep of an entire Hex, or a thorough search
know the stakes before they commit to for something specific known to exist here.
performing the task.
GATHERING FOLKLORE
If the Task calls for a Save the group decides Everybody knows their local Myths, but
who rolls, using their Ability Score. Seers hold wisdom beyond common vassals.
Even if they fail the Save, the Task might As always, a Save is only required if there is
still be achievable, but now faces an obstacle a Risk, which here is likely to involve
or additional cost. Consider the Complication unwelcoming locals, or those who have
prompts (p10) or a Burden. While the cause reason to conceal information from Knights.
and consequence of failure can be personal,
they also represent the whims of nature: bad To determine what a local knows, roll 2d6:
weather, shifting landscapes, and dire fauna. The first die is the Myth of this Realm.
The second die the Omen they know about.
If it is unclear which Ability Score to use,
consider the main activity involved in the As a general principle:
risky part of the task.
Vassals know the rumours of a Myth,
VIGOUR - Physical graft. surface-level stories lacking detail. They
FINESSE - Careful action. warn of dangers, but don’t know how to avoid
CHARM - Social interaction. or undo their harm.
Seers know the rules of a Myth, its deeper
secrets, and the location of its Heart. They
know its weaknesses, and cures to its
maladies. Their knowledge isn’t given freely.
For example, if you rolled 6 and 2:
Myth 6 (the Goblin)
Omen 2 (A lost lad, full of stories. Claims a
little old man called him into the woods.)
A Vassal would know about children going
missing, and an old man in the woods.
A Seer would know that this is in fact the
Goblin, and would know that he can only
claim lost things, unable to steal for himself.
They even know where to find his lair.

15
DOMAIN
RULING A DOMAIN PLIGHTS AND DISASTER
In return for pledging loyalty to the Seat of Ruling a Domain is really an exercise in
Power, a Knight may be given rule of a ongoing disaster management.
smaller Holding and surrounding lands. This
forms their Domain. At the start of a Season or when returning
from a long absence, make a Luck Roll.
THE COUNCIL
Prestigious seats that must be filled for a DISASTERS
Domain to run smoothly. Though you may 1 Calamity: Immediately suffer 2 Plights.
grant and revoke these roles, those who are 2-3 Dilemma: Choose between 2 Plights.
scorned rarely go quietly. 4-6 Warning: Something must be done, or else
suffer 1 Plight.
Steward: Ruling in your absence, carrying
your authority and key to the treasury. Plights are treated as Burdens applied to a
Marshall: Training and equipping soldiers, Domain, not a single character. They can be
mustering them in times of war. chosen by the Referee, or rolled:

Sheriff: Monitoring threats within your 1: Chaos - Lawlessness in the land.


realm and even within your walls. Relief: Enforce your authority.

Envoy: Managing neighbours and providing 2: Debt - Dire need of coffer and coin.
hospitality to visitors. Relief: Restock the treasury.

Members of your council can be assigned to 3: Famine - Empty plates, empty fields.
Tasks. Depending on the scope these could Relief: Get food into the stores.
take a Phase, a Week, or a full Season. These 4: Misery - Vassals question why they toil.
are handled just as normal Tasks (p15), with Relief: Raise the spirits of your people.
failure typically causing a Plight, or a roll on
the Disaster table. 5: Panic - The weak tremble with unease.
Relief: Ensure the vassals feel protected.
THE CIRCLE
Knightly rulers often form a secondary 6: Instead of a Plight, the ruler personally
council of trusted Knights, seated as equals loses 2 Glory.
to discuss important matters.
MISRULE
THE COURT When a Domain has 3 or more Plights it is in
Those outside of your immediate control. Misrule. Vassals revolt, Knights leave, and
pretenders move in on their claims.
Officials: Staff taken on by individual
council members to aid in their work. CLAIMING A SEAT OF POWER
A Seat of Power carries similar problems to
Courtiers: Knights and Vassals with lesser a Holding, elevated to a larger scale. Threats
responsibilities or ceremonial honours, arise from within your court, within your
usually holding higher ambitions. realm, and from beyond your borders.
Petitioners: Representatives from outside of
the Court, granted an audience to seek aid,
counsel, or justice.
Seers: Beyond any authority, they choose
the Holding to honour with their residency.

16
AUTHORITY
MUSTERING TROOPS
A Shire typically falls under the Domain of
its nearest Holding. Each Shire and Holding
usually provides a single Warband when
mustered by the Marshall, whose quality
determines their training and armament.
COLLECTING TAXES
Taxes are informally collected in a manner
that keeps the Domain running without too
much strain. A Steward can collect increased
taxes in order to strengthen the treasury, but
risks Disaster.
TENDING TO HARVEST
Midway through the harvest season it’s
possible to give a good forecast of how food
supplies will be for winter. Roll:
HARVEST
1 There’s nowhere near enough.
2-3 Tough choices will need to be made.
4-6 Things look good.

COURTLY CONFLICT
Courtiers have a habit of creating problems,
but they only become pressing when the
courtier holds some leverage over their ruler.
This might be an influential family, a dark
secret, or raw military strength.
In these cases a ruler must tread carefully,
as obvious solutions always leave at least one
party feeling ill-treated.
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.
Holdings and Realms seized by force tend to
go through a period of turmoil before
adapting to the new status quo .
GRAND DESIGNS
Repairs and improvements to existing
buildings or infrastructure are generally
completed by the next season, with multiple
such projects possible at once.
Creating new buildings or infrastructure can
be completed within a season, but typically
only one such project is possible at once.
Grand projects such as castles and roads
require an entire Age of work.

17
KNIGHTS
Roll d6 and d12. Read the d6 first. Bolded entries currently available.
For playtest purposes take your pick.

At any given time there is usually just one This is not an exhaustive list, and even
Knight that holds each title, often passed those listed knights may diverge from the
on to a successor in retirement or death. records presented.
They may keep their given name, or fully The coat of arms presented may be used, or
give themselves to their knightly identity. can be drawn on as a bank of examples.

ONE THREE FIVE


1. The True Knight 1. The Speaker Knight 1. The Mask Knight
2. The Snare Knight 2. The Turtle Knight 2. The Reliquary Knight
3. The Tourney Knight 3. The Key Knight 3. The Salt Knight
4. The Bloody Knight 4. The Moat Knight 4. The Warden Knight
5. The Moss Knight 5. The Boulder Knight 5. The Coffer Knight
6. The Soldier 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 Under Knight 8. The Hawk Knight
9. The Saddle Knight 9. The Lance Knight 9. The Gate Knight
10. The Riddle Knight 10. The Errant Knight 10. The Bone Knight
11. The Talon Knight 11. The Eye 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 Story Knight
3. The Horde Knight 3. The Tome Knight 3. The Herb Knight
4. The Emerald Knight 4. The Meteor Knight 4. The Torment Knight
5. The Chain Knight 5. The Gazer Knight 5. The Shepherd Knight
6. The Banner Knight 6. The Mule Knight 6. The Tithe Knight
7. The Pigeon Knight 7. The Halo Knight 7. The Scribe Knight
8. The Shield Knight 8. The Iron Knight 8. The Brook Knight
9. The Whip Knight 9. The Beacon Knight 9. The Mud Knight
10. The Seal Knight 10. The Dusk Knight 10. The Fanged Knight
11. The Horn Knight 11. The Coin Knight 11. The Road Knight
12. The Dove Knight 12. The Pretender Knight 12. The Burned Knight

18
MYTHS
Roll d6 and d12. Read the d6 first. Bolded entries currently available.
For playtest purposes take your pick.

Each Myth lists the Omens that appear in If the Knights do not venture into the
a realm in which it is present, and the cast Heart it eventually finds them as the final
of beings who are associated with it. Omen is revealed.
The Hex marked with a Myth contains its The closer you get to an Omen’s Heart, the
Heart, typically revealing the final Omen more the landscape is affected.
of the Myth and offering a chance to
prevent its other Omens altogether.

ONE THREE FIVE


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

TWO FOUR SIX


1. The Pack 1. The Coven 1. The Mist
2. The Eye 2. The Lich 2. The Storm
3. The Blade 3. The Wight 3. The Beacon
4. The Legion 4. The Spectre 4. The Feast
5. The Imp 5. The Wraith 5. The Horn
6. The Troll 6. The Beast 6. The Tree
7. The Demon 7. The Court 7. The Flame
8. The Sea 8. The Crown 8. The Gate
9. The Elf 9. The Boar 9. The Garden
10. The Axe 10. The Eagle 10. The Cave
11. The Dwarf 11. The Bat 11. The Owl
12. The Tower 12. The Toad 12. The Island

19
1/1
THE TRUE KNIGHT
They swore to uphold truth
The untrue lain broken upon their lies

PROPERTY
• Polished mace (d6) and armour (A1)
• Kite shield (A1) marked with a symbol of
the truth (see below).
• Petulant Steed
(VIG 10, FIN 10, CHA 5, 5GD, d6 trample)

FEAT - Punitive Stroke


Make an armed melee attack against a
known liar.
Get +d12 to the attack.
Gain Ache.
SYMBOL OF TRUTH
Trigger Effect
Lying to you about
1 their identity. Golden Glow
Giving false witness
2 to you. Turns Cold
Giving you malicious
3 advice. Gentle Hum
Lying while bearing
4 the shield. Fragrant Aroma
Omitting key
5 information to you. Distant Birdcall
Lying to you about
6 their intent. Loud Clang

THEIR DEEDS FORETOLD BY…

THE ROTTED SEER


VIG 7, FIN 5, CHA 11, 2GD

• Their withered touch is only contagious if


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

20
& THE PLAGUE
They sang; flutters in the air, splashes in the stream, lurkles in the blood
The uncaring terror of our time

OMENS CAST
1. A wandering old coot proclaims they have The Angry Infected
seen the Pestilence in their dreams. VIG 8, FIN 6, CHA 5, 2GD
Pleads for help spreading the word. Axe (d6)
2. Wooden shack cloaked with ivy, home to a Those directly exposed must pass a CHA save
dying old couple. Moaning in the mist. to avoid infection. Lose d6 VIG each day.
Their daughter recently left to search for There are treatments but no cures.
herbal treatment
Jolly Hunter, Maccan
3. Jolly hunter and his son with mild VIG 14, FIN 12, CHA 15, 4GD
symptoms, chasing a smiling fox up a Shortbow (d6, ranged, long)
tree. They don’t believe in the Plague, but
claim the fox is a harbinger of death. Purging Knights, Dirmad & Duncas
The smiling fox wants to witness a death. VIG 12, FIN 10, CHA 7, 5GD
4. A self-important knight and two squires, Handflail (d8), Armour and Shield (A2)
returning to report the plague to the seat 3 Firepots (d6 blast, sets area alight)
of power. Demands escort from other Twins, hate each other
Knights. They carry a Grey Lantern, its
light only visible to the carrier.
5. In a clearing, a crowd of infected villagers, THE DEATHLY MALADY
close to death but full of anger. They
swear a blood oath upon a red tree stump, Fatal Symptom Transmission
seeing visions of revenge. They attack 1 Bleeding Skin Contact
anybody caught watching them.
6. An infected village, the root of the Plague. 2 Choking Breath
Two Purging Knights, lead the charge to 3 Swelling Bodily Fluids
cleanse with flame. Fire only serves to
spread the plague further. 4 Wasting Ingestion
5 Lethargy Rats
6 Convulsion Flies
Landscape: Overgrown trail ~ Building: Wooden Shack ~ Placename: Chalk
Complication: Persistent Merchant ~ Wonder: Red Revenge Stump

21
1/2
THE SNARE KNIGHT Immersed within the woods
A sheriff of natural order

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

FEAT - Wild Eye


Observe a beast in secret.
Learn a useful truth about their habitat.
KNIGHT & COMPANION
History Type
1 Exiled Otter
2 Feral Hare
3 Vengeful Rat
4 Shamed Weasel
5 Jovial Ferret
6 Artistic Squirrel

THEIR DEEDS FORETOLD BY…

THE SWOLLEN SEER


VIG 15, FIN 5, CHA 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 ~ Aspect: Golden Hair


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

22
& THE WALL Cutting through the land, the storms could not cross its heights
Guarding from invasion, but also escape

OMENS CAST
Wall Wardens, Brin, Catrona & Elish
1. Crumbling stone outpost. A band of VIG 11, FIN 8, CHA 7, 4GD
labourers sharing a meal on their way to Wallerhook (d6, long, +d8 vs targets below)
begin work repairing the wall. They think
Knights are being sent to stop them. Wall Knight, Annick
2. Two giant magpies, stealing shiny things. VIG 13, FIN 10, CHA 8, 5GD
They nest in the trees that root among the Longaxe (d8, long), rusted armour (A1)
wall’s oldest stones.
3. Lonesome wall knight sat among exposed Giant Magpie, silverseeker
VIG 6, FIN 14, CHA 5, 3GD
tree roots. She’s strayed from the wall,
bored, in search for a little company. Beak and talons (2d6, Onslaught strikes the
eyes, blinding the victim until they rest)
4. Pair of wardens, wandering in search of a
bandit that climbed the wall. Also taking Empowered Refugees, Mohan & Orla
bribes in return for passage. One is VIG 18, FIN 8, CHA 9, 2GD.
paranoid, eating from a pot of Moonlit Giant Punches (d10)
Honey known to protect against illusions.
5. A pair of furious refugees, heading to
break the wall after being driven out of STRETCHES OF WALL
their home. They drank oil from the Condition Watch Post
hidden Giant’s Well, granting a terrible 1 Crumbling Isolated
strength. They don’t trust Knights.
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
Landscape: Muddy Slopes ~ Building: Crumbling Outpost ~ Placename: Roundhill
Complication: Bandit Victims ~ Wonder: Giant’s Well

23
1/3
THE TOURNEY KNIGHT
A calling brought a life of combat
Nay a protector, in fact a competitor

PROPERTY
• Greatlance (d10 long, slow when on foot)
and 2 javelins (d6 ranged)
• Arena armour
(A1, requires a second person to don or
remove, fancy helm, see below).
• Steed: horned stallion
(VIG 12, FIN 10, CHA 5, 4GD)

FEAT - Champion Vow


Use immediately before a combat where
there is a prize at stake.
+d8 to melee attacks for the whole combat.
Gain Shame if you lose.

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

THEIR DEEDS FORETOLD BY…

THE ENTOMBED SEER


VIG 7, FIN 5, CHA 11, 2GD

• 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.

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


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

24
& THE SPIRIT
They wandered ahere and athere, drawn by sorrow
Old as the sun, timid as a child

OMENS CAST
1. Huge flatstones marbled with moss. Mourning Spirit
Weeping winds. Tears from the skies, VIG 3, FIN 15, CHA 17, 2GD.
trees, some forming on your cheek. Curse of despair-of-flesh (d8 blast, wounds
2. Ornately carved well, now stagnant. cause Dread).
Sorrowful knight, beyond reason, lashing Only be harmed by weapons forged by a
out at anyone who doesn’t give them creator mourned by the wielder.
overwhelming sympathy. Repelled by earth from a burial mound, or
3. Idealistic young alchemist collecting funerary imagery. Destroyed if entombed.
wind-tears found in the weeping winds. Sorrowful Knight, Orwan
Subtly tries to invoke sadness in anyone VIG 12, FIN 8, CHA 6, 2GD
he meets. Hooked Greatsword (2d8), greencloaked
4. A strange nasal-toned flute, left with armour (A1)
scraps of cloth. Playing stimulates sudden Fine silver oakleaf necklace
grief. Gain Dread and dream of the spirit.
5. The spirit, lingering by a drowning-lake. Roaming Alchemist, Coalin
They torment trespassers with visions of VIG 7, FIN 10, CHA 11, 1GD
past sorrows. The water whispers, Dagger (d6), alchemical tools.
answering one question to the dead each MOURNFUL FORMS
day. Each morning a herd of grey deer
visit the lake to show their respects. Shape Matter
6. Suddenly, within the spirit’s world. 1 Robed Glow
Islands in the mist of time. The mourned 2 Skeletal Frost
past can be seen as readily as the now. 3 Rotund Fire
None can die there, but all who leave 4 Knightly Mist
gain Dread. The spirits are only appeased
when sufficient grief has been caused. 5 Childish Shadow
6 Amorphous Water
Landscape: Moss Marbled Flatstones ~ Building: Stagnant Well ~ Placename: Stonerock
Complication: Net Trap ~ Wonder: Drowning Lake

25
1/4
THE BLOODY KNIGHT Some were born to fight
This one birthed from the very blood of battle

PROPERTY
• Longaxe (d8 long) and brutal armour (A2
only when Wounded)
• Sacks of alcohol (see below)
• Bullish Warhorse
(VIG 15, FIN 5, CHA 5, 3GD, +d6 trample)

FEAT - Bloody Echo


Use immediately after killing an opponent.
Your next melee attack in this combat
gains Blast.

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


VIG 8, FIN 15, CHA 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 ~ Aspect: Disobedient Dog


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

26
& THE RIVER
Every stream, fall, brook, and creek, all as one
Brought famine and flood, sent friend and foe

OMENS CAST
1. Six monks, appeasing the river with Mighty Newt, slippery starback
offerings of bread. Their apparent leader VIG 16, FIN 14, CHA 5, 5GD
is annoyingly vivacious and optimistic Crushing toothless bite (d8, drag into water)
about their work tending to the river. Flees if wounded, regenerating quickly
2. Lost fisherman washed up on the before seeking petty revenge.
riverbank. A Mighty Newt is sniffing Feared by all venomous beasts.
around the shaken man.
River Monks
3. A rocky outcropping, a lone dead tree at VIG 10, FIN 10, CHA 12, 2GD
its peak. Three monks seek a blood Cudgels (d6), bread bushels, 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 VIG 15, FIN 15, CHA 6, 6GD
chasing down a toll. The Knight knows Hooksword (2d6), armour and redshield (A2)
one of the Pilgrims has a golden coin from Heavy coffer of toll money
The City and will take it by force
if necessary.
5. The river bursts into a new stream. If
travelling, the route is cut off. For the first RIVERBOATS
few moments, water from the newborn Travellers Intent
stream can heal any ailment. 1 Family Raiding
6. A great flood as the river gives birth to a 2 Elder Trade
new lake. It claims the entire hex and
spreads to neighbouring hexes tomorrow. 3 Youths Adventure
A spawning of Mighty Newts bursts forth 4 Soldiers Refuge
the next day. 5 Acolytes Hunting
6 Knight Pilgrimage
Landscape: Dead Tree Rock ~ Building: Palisade ~ Placename: Algie
Complication: Militia Barricade ~ Wonder: Healing Stream

27
1/5
THE MOSS KNIGHT
The tree and stone had no need to be taught
The wisest knew to study beneath them

PROPERTY
• Cudgel (d6, you can find a replacement in
any large tree) and shield (A1)
• Tattoos (see below)
• Pale steed
(VIG 8, FIN 12, CHA 5, 3GD)

FEAT - Mosstongue
Speak with uncut stones and particularly old
trees. If you push them for too much
knowledge they rebuke you, gain Dread.
FULL BODY TATTOOS
Design Effect
1 Faded Spirals Points to Water
Itches before an
2 Blue Thorns Ambush
3 Silver Stars A1 when Wounded
4 Pale Snakes A1 under moonlight
5 Red Bones A1 in rivers or streams
6 Burnt Rings Conceals a third eye

THEIR DEEDS FORETOLD BY…

THE LOATHED SEER


VIG 8, FIN 11, CHA 5, 6GD

• 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.

Person: Adoring Apprentice ~ Name: Merryn ~ Aspect: Formal Speech


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

28
& THE WYVERN All jaw and neck a knotted string
All wing and tail a baleful sting

OMENS CAST
1. Crowned Stag, crawling, poisoned. Its The Wyvern, that foul twisted reptile
antlers are known to burn scaled beasts. VIG 17, FIN 17, CHA 5, 12GD
2. A burial mound surrounded by a low stone Cowering wings (A2 when grounded).
wall. Much of it has been dug up, petty Bite & throw (2d10, slow when grounded) or
treasures scattered. The Wyvern sting (d8, 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. A
4. Two foul eggs laid among battle carrion. fast but clumsy flyer.
The air feels sour. The poisonous young Its Poisonous Young
hatch at dark, share a feast, then lurch in VIG 5, FIN 10, CHA 2, 3GD
opposite directions. A serrated blade Thrash (d6, carries its mother’s poison)
forged with pain (2d6) lies with the dead.
5. It soars low, seeking revenge for a failed
attack on its nest. The attackers have
already fled. It clutches one of their Silver THE POISONOUS YOUNG
Shields (A2 against Beasts only), blessed Form Abomination
by the Iron Willow.
6. Fearing for its nest, it lands to fight. If the 1 Adder Barbed Scales
situation is truly dire it will fly to a 2 Newt Unhinged Jaw
neighbouring Realm, plotting revenge.
3 Frog Prehensile Tongue
4 Weasel Bloated Stomach
5 Scorpion Twin Tails
6 Swan Horned Snout
Landscape: Torn Trees ~ Building: Seer Mounds ~ Placename: Ironbrow
Complication: Beckoning Illusion ~ Wonder: Iron Willow

29
1/6
THE WAR KNIGHT
Forged and broken in the bloodied mud
Won some, lost some, ever survived

PROPERTY
• Special Polearm (d6, long, see below),
splint armour and helm (A1, see below)
• Whalebone chess set (and some skill)
• Stocky steed
(VIG 15, FIN 8, CHA 5, 2GD)

FEAT - Battle Awareness


Use at the start of combat. Declare 2
reasonable battlefield features to be present.

MILITARY GEAR
Special Polearm Helm
+d8 vs mounted
1 targets Leather Cowl
+d8 vs targets with a
2 shield Chain Hood
+d8 vs targets in
3 armour Full Bucket
+d8 vs targets without
4 a shield Beaked
+d8 vs two-handed
5 weapons Caged Visor
+d8 vs anybody
6 attacking you Kettle Cap

THEIR DEEDS FORETOLD BY…

THE LOST SEER


VIG 10, FIN 9, CHA 7, 2GD

• 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
advice directly how to find something.

Person: Lost Lad ~ Name: Coren ~ Aspect: House Proud


Object: Weird Bone ~ Beast: Tender Bloodhound ~ State: Sprinting ~ Theme: Healing

30
& 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, Lord of all
Looking for his lost bloodhound who Lost Things
tended to him during injury. VIG 7, FIN 16, CHA 15, 9GD
2. A lost lad, full of stories. Claims a little Bony needle (d6, +d8 to anybody indebted to
old man called him into the woods. the wielder), sack of particularly treasured
3. Oppressive branches, tripping roots. A lost things.
cloaked old man calls out, lost. If alerted Can only be harmed by objects that have
he cries out just before he is dragged into lain lost for at least ninety-nine years.
the ground, taken to the lost realm. Lost Pets
4. The lost pets are running wild. If spotted VIG 5, FIN 10, CHA 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 VIG 7, FIN 9, CHA 9, 3GD
bound by fate. The goblin offers a trade. A Practice bow (d4, ranged)
valuable lost thing in return for a favour
he can call in later.
6. Suddenly dragged to the Realm of Lost TRADING THE LOST
Things. Tunnels under piles of bric-a- Selling Seeking
brac. The Goblin gloats from atop his pile. 1 Keys Silver
Freedom is only granted for a binding 2 Letters Dogs
favour, which the Goblin will enforce.
3 Rings Needles
4 Memories Hats
5 Birds Knives
6 Scarves Shoes
Landscape: Oppressive Woods ~ Building: Ruined Watchtower ~ Placename: Byfield
Complication: Belligerent Beast ~ Wonder: Merchant’s Clearing

31
1/7
THE WILLOW KNIGHT
The giants fought the storm, falling, all broken bones
The youth, thrown about, arose in the calm

PROPERTY
• Old sword (d6) and Halfshield (A1, cannot
be splintered, does not count as Armour
for your Vengeful Grace)
• Youthful Energy (Use once only to treat a
Mortal Wound as a normal wound)
• Cautious steed
(VIG 10, FIN 15, CHA 5, 2GD)

FEAT - Vengeful Grace


Use in reaction to being attacked while
unarmoured.
Your next attack against them gets +d8.
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


VIG 7, FIN 5, CHA 11, 2GD

• Requires constant treatment, acolytes


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

Person: Legendary Seer ~ Name: Talin ~ Aspect: Battle Scars


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

32
& THE FOREST
Roots deeper than soil, farther than sea
No passage is swift, no figments believed

OMENS CAST
1. A legendary seer, beloved by her village, The Fearmonger in Wood
now trapped, inert in ironwood. Only the VIG 17, FIN 16, CHA 12, 6GD
Fearmonger can break their binds. Rune-carved wood (A3 against metal)
2. A winding path beneath bright blue Slash (d10 vs two targets) or grasp (2d10
songbirds. They sing so fiercely that some slow) or spores (everyone in blast loses their
lie breathless on the ground. The winding speech until they leave the forest)
path leads to a distant forest in the
Realm, then vanishes. Woodland Guardians, fox, wolf & cat
VIG 10, FIN 13, CHA 5, 3GD
3. The mother tree. Six woodland guardians Tooth and claw (2d6)
attack anybody who looks upon it. Foxes,
wolves, and wildcats fight as one. Great Guardians, stag, boar & bear
4. The Fearmonger in horrific form, parts of VIG 14, FIN 10, CHA 5, 5GD.
owl, boar, and mouse. Lurking in the Tusk and maul (2d8), thick hides (A1)
mist, they hurl a Thorn Spear
(d8, cannot be taken from the forest) THE VERDY MAZE
before retreating into the branches. Place Omen
5. A circle of blackened tree stumps. Inside, Entwined Wall of
metal weapons roar with burning heat 1 Trunks and Roots Riders Approaching
unless dropped. Then come the three
great guardians: stag, boar, and bear. The Frantic Movement in
2 Mossy Stone Pile the Branches
Fearmonger preys from within the mist.
6. The Fearmonger shows their true, terrible Descent into Damp
3 Earth Twisting in the Roots
form, as live, rotting wood. If they cannot
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
Landscape: Colossal Ancient Tree ~ Building: Fortified Monastery ~ Placename: Brow
Complication: Blocked Tunnel ~ Wonder: Burning Black Stumps

33
1/8
THE GILDED KNIGHT A beacon of the brave and bold
All cloaked and masked in sunnen gold

PROPERTY
• Great mace (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
(VIG 12, FIN 9, CHA 12, 4GD, d6 trample)

FEAT - Martyr-in-Waiting
Use as a reaction to being Wounded.
Allies fighting with you regain d6GD and get
+d6 against your attacker for the combat.
You gain Dread.
THE COST
Where did the What was left
armour show itself? behind?
1 Lake A Farm
2 Waterfall A Name
3 River Only Graves
4 Beach A Student
5 Cave A Teacher
6 Mountain A Castle

THEIR DEEDS FORETOLD BY…

THE CROWN SEER


VIG 11, FIN 8, CHA 16, 2GD

• 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.

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


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

34
& 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, FIN 2, CHA 18, 1GD
Mistrustful of anybody that won’t join in. None can wilfully cause them harm
2. Three Seeker Knights and their Redmaw
Wolf, escorting a Seer in the hunt for the Seeker Knights, Feliz, Gornig & Tilly
VIG 14, FIN 12, CHA 12, 5GD
child, who they believe to be the key to
finding the City. Morningstar (d8), Chain and Shield (A2)
3. Fog shrouded lake, no deeper than a foot Redmaw Wolf, greymender, scartooth
throughout. A rogue Seeker Knight VIG 14, FIN 10, CHA 5, 5GD
searches for the Child, who they believe Bite (d8) or Stalk and Pounce (2d8, slow)
must be sacrificed to an awful creature in Can bite out the wounds from itself or
order to put it to rest for good. You’re another, restoring d6 VIG each turn.
either with them or against them.
4. An abandoned shack, empty cradle. A Burning Mother
snake fang rattle, known to repel the VIG 10, FIN 16, CHA 17, 7GD
wicked dead. The Burning Mother cries Gout (d8 blast) or Grasp (2d10, slow)
out in the distance. Any who look upon Body aflame (ignores metal and wood)
her are attacked on sight. THE SIGNS
5. A trickling silvery waterfall. Metal objects First Sign Second Sign
drenched within are repaired. Distant
cheering and crying as the Second Sign 1 Golden Flowers Harvest of Snakes
comes into effect. 2 Violet Sunrise Sudden Winter
6. At last they are here. A cradle of mist, the 3 Singing Swans Night Terrors
Child within. d6 Seeker Knights are here 4 Milk to Honey Sleeping Mist
to kill them, another d6 here to protect
and take them back to their Realm. 5 Chimes from Below Earthquake
6 Miraculous Cures Burning Graves
Landscape: Foggy Lake ~ Building: Idyllic Farm ~ Placename: Huwen
Complication: Swamp Gas ~ Wonder: Silver Mending Waterfall

35
THE SADDLE KNIGHT
1/9 Within a blink they were atop their steed
Knight and beast at one, a red streak in the green

PROPERTY
• Swift steed
(VIG 12, FIN 12, CHA 7, 4GD, see below)
• Fine saddle and tack (you can never be
dismounted)
• 3 Rider’s Axes (d6, +d6 when mounted,
can be thrown) and Rider’s Pauldron (A1
when mounted only)

FEAT - Song of the Steed


Speak in a voice comprehensible to horses.
They need reasoning with rather than
commanding.
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


VIG 16, FIN 6, CHA 13, 1GD

• They see anybody that carries one of their


jewels, and can advise them remotely.
• 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.

Person: Stocky Hunter ~ Name: Rosen ~ Aspect: Lice Infested


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

36
& 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, FIN 16, CHA 8, 9GD
mistreatment of them. They plead Tower armour and shield (A3)
for justice. Thicksword (2d6)
2. A Company of the Order, seizing supplies Crusher steed (4GD, A1, d10 trample)
from local farmers. A frightened draft
horse is bolting. The froth from its mouth Frightened Draft Horse
VIG 15, FIN 6, CHA 2, 2GD
causes a great frenzy if touched.
A fight is about to break out. Kick (d6)
Cannot be calmed by any carrying a weapon.
3. A dry clearing among boggy willow wood.
They stand in a circle, holding a council.
Each member must justify themselves to COMPANY OF THE ORDER
their peers, who can challenge any Scholar-Knight Retinue
weakness. No spectators allowed. 1 A lone scholar-knight None
4. They are transporting a thief. The thief 2 riders (3GD,
knows the burial place of a suit of silver 2 Two scholar-knights d6 axes, steeds)
armour (A2 against weapons of inferior
metal only) and will reveal this if freed. A scholar-knight on 8 conscripts
3 foot, their steed slain (2GD, d8 billhooks)
5. They ride on the trail of a monstrous
beast. You’re in their way. 6 archers (3GD,
4 3 scholar-knights d6 shortbows)
6. A company leads an attack toward the
nearest Holding. They have 3 Warbands 1 scholar-knight and
alongside their Retinue. They will lead 4 mercenaries (5GD,
5 their apprentice (5GD, d8 longaxes)
the Realm into misrule or be driven d6 blade)
beyond its borders.
3 Scouts (2GD,
6 5 scholar-knights d6 shortbows)
Landscape: Sunlit Clearing ~ Building: Cave Forge ~ Placename: Brink
Complication: Territorial Beast ~ Wonder: Stinging Stone

37
1/10
THE RIDDLE KNIGHT
The right words say everything and nothing
A different truth to each ear

PROPERTY
• Twisted bow (d6, long, ranged), armour
(A1) with embroidered hood
• Moon pendant
(grants the wearer a false form under
moonlight, see below, rolling each night)
• Shadowy horse
(VIG 8, FIN 15, CHA 5, 2GD, very quiet)

FEAT - Twisted Words


Speak, but choose two different meanings, as
different as you wish, even total opposites.
Choose which meaning each listener takes
from the words.
MOON FORM
Body Visage
1 Muscular (d6 punch) Elderly
2 Shrunken (d6 bite) Youthful
3 Stretched (d6 strike) Hideous
4 Skeletal (d6 slash) Amorphous
5 Canine (d6 jaws) Horned
6 Feline (d6 claws) Regal

THEIR DEEDS FORETOLD BY…

THE JAWBONE SEER


VIG 5, FIN 5, CHA 7, 2GD

• 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.

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


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

38
& 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, FIN 2, CHA 1, 1GD
throwing bones at passers-by. Rusted glaive (d8 long, slow) and chain (A1)
2. Terrified scout sisters, reporting Keeps fighting even after a Mortal Wound.
wandering corpses on their patrol. Won’t Running water causes d12 damage.
rest until taken seriously.
Mocking bones conjured into service
3. Under Seer’s orders, a graveyard is being VIG 6, FIN 10, CHA 1, 3GD
burned as a precaution against the Hooked falx (d6), Brass shield (A1)
restless dead. Acolytes scatter dried Piercing attacks are Impaired. Rise from
herbs. Five Great Red Vultures circle. death unless the skull is smashed.
4. A rotting corpse, mimicking its life as a Running water causes d12 damage.
forager. It is bound by the ankle to a
nearby tree by a steel rope of impossible Great Red Vulture, grizzlebird
construction. VIG 15, FIN 6, CHA 5, 3GD
5. Five skeletons, mocking bones, powered Rip and tear (d8)
by hatred for the living, tormenting Burned and ground feathers are known to
defenceless travellers. The travellers are charm vermin into obedience.
artisans, known for their ability to make Completely silent under moonlight.
fine weapons out of certain woods. THE COST OF UNLIFE
6. 3 Warbands of rotting corpses and Raised by Cursed with
mocking bones, rising under a black 1 Noble intentions Intolerance of sunlight
banner, marching on the nearest Holding.
2 A paranoid castellan Hatred of plant life
3 An ambitious bandit Fear of running water
4 A deal with death Vulnerability to fire
5 A curious seer Craven cowardice
6 A lonely apothecary Insatiable hunger
Landscape: Cracked Boulder ~ Building: Bridge Huts ~ Placename: Bygrave
Complication: Sinking Bog ~ Wonder: Gifted Woodworks

39
THE TALON KNIGHT
1/11 The claw is nothing without the eye
The eye is nothing without the wing

PROPERTY
• Hookhammer (d6, +d6 when leaping down
onto a target) and gauntlet (A1 as shield)
• Old steed
(VIG 8, FIN 8, CHA 7, 2GD)
• Loyal bird
(VIG 5, FIN 10, CHA 5, 4GD, d4 talons,
see below)

FEAT - Flockbond
See through the eyes of your bird, and learn
the local knowledge of any prey it eats.

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)

THEIR DEEDS FORETOLD BY…

THE VEILED SEER


VIG 7, FIN 5, CHA 11, 2GD

• 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.

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


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

40
& THE UNDERWORLDA place beneath our living world, but neither grave nor tomb
A different path to places far, for those who brave the gloom

OMENS CAST
1. A huge stone archway, former temple. Shrouded guides
Stars flicker in the shadows. White VIG 5, FIN 18, CHA 15, 4GD
Ravens caw from the trees. An opening Cold sword (2d6, ignores metal armour)
appears in the arch, dark but light at Pale lantern (d8 blast if thrown, ignoring
once. Then all is normal again. armour). If slain, two emerge from the dark.
2. Lost knight from a distant place. She
claims to have fallen through a shadow. A Grasping hands from the dark
VIG 10, FIN 10, CHA 2, 1GD
Shrouded Guide follows, seeking the toll.
Cold grasp (d6, on a Wound, take Dread)
3. A narrow, winding cave. Metal clanging
within. A shrouded smith is forging a cold Lost Knight, Valenta
sword (2d6, ignores metal armour). It VIG 13, FIN 10, CHA 10, 5GD
shatters if unsheathed in daylight. Jagged sword (2d6), leather and shield (A2,
4. Heavy black cloth woven with indigo. If pale horse on green)
hung, opens to a place you want to be.
Within, a dozen hands in the darkness A VOICE IN THE DARKNESS
require a toll of silver or blood. They will Origin Purpose
take either by force if needed. Whispering from the Scare them back to the
1 violet fungi surface
5. Broad, lilac-leaved trees. No artificial Singing from the
light can shine beneath. Five Shrouded 2 drifting lights Lure them deeper
Guides emerge into their shade, seeking Murmuring from the Show them things
to claim back a toll owed to them. 3 mirrored pools they cannot take home
6. A creeping darkness, then suddenly Taunting from the
within the Underworld. A dark reflection 4 shadows Sow discontent
of our world. Without the blessing of a Beckoning from the
Shrouded Guide the only exit is into a 5 distant dark Wear them down
distant Realm. Chattering inside the Provide a little comfort
6 chill wind
Landscape: Winding Cave ~ Building: Stone Archway ~ Placename: Frost
Complication: Descent Needed ~ Wonder: Shade Trees

41
THE BARBED KNIGHT
1/12 Cruelty can bring a peace
Stone and spikes split into bloom

PROPERTY
• Jagged Spear (d6, long, +d8 against a
target you have Wounded or Scarred) and
chain armour (A1)
• Hunting Bow (d6 long, ranged, can be
used to Smite)
• Vicious steed
(VIG 12, FIN 8, CHA 5, 3GD, +d6 trample)

FEAT - The Red Hunt


Infuse spilt blood into an arrow to grant +d10
to Smites against the target, or taste a small
amount to get a glimpse of their location.
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


VIG 16, FIN 14, CHA 14, 3GD

• 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.

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


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

42
& 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, FIN 8, CHA 5, 10GD
sister away with a bite. That bone- Writhe (d10 blast)
grinding noise haunts her. or Swallow (slow, 2d12, d8 ongoing damage
2. An argumentative sage complains. The until freed)
balance of nature has been tipped. The or Shower with debris (d8 blast)
birds aren’t behaving correctly and Craggy hide (A2)
there’s not enough prey in the woods.
Wurmshields, Kermac, Cado, Zune,
3. A logging camp left crushed and bare. Shena, Marlo, Yazakel.
Wooden barrels of limeweed, a pungent VIG 10, FIN 12, CHA 8, 2GD
appetite suppressor, left untouched. A Spiked mace (d6) and bloodied shield (A1)
Wurmshield surveys their master’s work Repugnant personality
with unearned pride.
4. A stinking grey salt-bog. Grinding
laughter can be heard on the wind as the
Wurm sleeps below, dreaming of the next
feast. Two Wurmshields keep watch, WURM BEHAVIOUR
arguing over who is more loyal. Conversation Combat
5. The Wurm lounges among smashed burial 1 Spout Hatred Cut off escape
mounds of great seers. It speaks with four
Wurmshields. They are loyal, but make 2 Spread Fear Trap them and leave
poor company.
3 Aggrandise Self Target the weak
6. It bursts from the ground, giving one
opportunity for stimulating conversation 4 Insult Enemies Break their arms
before its great feast begins. It will not 5 Seek Submission Flee to better ground
stop until bloated or dead.
6 Entice Fealty Blunt assault
Landscape: Salt Bog ~ Building: Logging Camp ~ Placename: Tinneye
Complication: Burned Bridge ~ Wonder: Whispering Mounds

43
2/1
THE TRAIL KNIGHT
More than foxes leave a trail on the earth
Comings and goings laid plain as a thread

PROPERTY
• Crow-beak Axe (d6) and beaten
leather (A1)
• Sanguine lens (traces of blood appear
obvious when viewed through this)
• Serene steed (VIG 10, FIN 13, CHA 5, 3GD,
+d6 trample)

FEAT - Strands of Past


By studying the ground for a whole phase you
can ask a single Yes or No question about
what happened here in the past few days.
PERSONAL CODE
Value Forged by
1 Honour Battling a monster
2 Duty A raided village
3 Loyalty Rescuing the helpless
4 Justice Killing a tyrant
5 Respect A long journey
6 Truth Facing temptation

THEIR DEEDS FORETOLD BY…

THE WELCOMED SEER


VIG 8, FIN 7, CHA 16, 3GD

• Ribboned hair and fine silk dress.


• Can only gain useful visions when
extremely calm or in a rage.
• Desires treatment as a revered guest, and
is prone to vicious changes of mood if
made to feel even slightly unwelcome.

Person: Boisterous Poet ~ Name: Jory ~ Aspect: Always Talking


Object: Venomous Rose ~ Beast: Glutton Crow ~ State: Sulking ~ Theme: Questions

44
& THE PACK
Beasts are divided at birth: the woods and moors or the paddock and saddle
Wolves alone take this schism to heart

OMENS CAST
The Pack Leader, one-ear
1. Wailing shepherd. His sheepdogs have VIG 15, FIN 15, CHA 5, 6GD
slaughtered their flock and fled. Crows Jaws (d8), zero tolerance for civility or
feast on the gore. His family are hungry. domesticated beasts
2. A band of poets and scribes fight among
themselves, unable to speak except Pack Wolves, scruff, scrag, scar, runt
snarling growls. The Pack watch from a VIG 10, FIN 12, CHA 3, 4GD
nearby hill, scattering if disturbed. When Jaws (d6), loving hatred for their leader
they leave, the wanderers’ voices return.
3. A rival fights the pack leader. 6 wolves Wailing Shepherd, Nayl
VIG 10, FIN 10, CHA 6, 2GD
watch on and fight to prevent any
interruption. They favour the challenger. Crook (d6, long), broken heart
One-ear is toying with him and tears his Glutton Crow, fatteth rollybird
throat when he gets bored. VIG 6, FIN 16, CHA 5, 2GD
4. The wind suddenly stops, then the sound Beak (d6), insatiable appetite, cannot eat
of jaws lapping at air. Then the Howl, grain or fruit
rough and screeching. Countless howls PACK FIGHTING TACTICS
join the call, air completely still. Soon the
howl stops and the wind returns. First Then
5. An important trade road has been 1 Target the strong Slip into shadow
blockaded by savagely torn trees and 2 Bite their legs Drag one away
heaps of soil wet with blood. 3 Terrorise them Never let them sleep
6. The 13 wolf pack howls in their den,
setting their sights on a nearby shire or Start a fire with claw Attack their intended
4 and stone destination instead
holding, attacking in dark or mist. They
won’t stop until all humans and their 5 Disarm them with jaw Stay just out of reach
broken beasts are killed. 6 Target the weak Go and dig a pit trap
Landscape: Withered Flats ~ Building: Rough Pantry ~ Placename: Ferdle
Complication: Landslide ~ Wonder: Lightning Bushes

45
2/2
THE AMBER KNIGHT
The blade glowed with a gentle menace, then a precise arc
Slow but unstoppable

PROPERTY
• Clumsy greatblade (d10, long, slow) and
shoulder armour (A1)
• Amber amulet (if placed in a fire, carries
its warmth for a whole day)
• Loyal steed
(VIG 10, FIN 10, CHA 5, 3GD)

FEAT - Unstoppable Stroke


Can only be made with Slow weapons. Ignore
all of the target’s Armour and Immunities, no
matter how supernatural.
If this fails to defeat the opponent, gain
Shame.
A STEADY HAND
Pastime Taught By
1 Painting Knight-Mentor
2 Miniature Sculpture Father
3 Embroidery Mother
4 Pottery Brother
5 Drawing Sister
6 Flower Pressing Self

THEIR DEEDS FORETOLD BY…

THE DREAMING SEER


VIG 5, FIN 5, CHA 7, 1GD

• Unable to be fully glimpsed, a silhouette


of night and starlight.
• Appears only in dreams of those in the
Seer’s home, tended by elderly servants.
• No longer exists in the waking word, but
longs to come back.

Person: Elderly Tanner ~ Name: Breok ~ Aspect: Knows Everybody


Object: Traveller’s Hat ~ Beast: Moon Toad ~ State: Confused ~ Theme: Hearth

46
& THE EYE
The sight of the eye opened up my own
I can dream of no greater purpose than to be in its gaze

OMENS CAST
Moon Toad, silvertongue
1. Nothing more than the hollow grunts of VIG 3, FIN 3, CHA 3, 1GD
moon toads in the roots. When the Attractive floral aroma.
Knights sleep they share a dream of a Any that lick the toad have their bite
great eye sprouting from the ground. imbued with a sleeping sickness. The
2. An elderly tanner has been banished from infusion and any sleep caused by a bite lasts
her home for sowing discord. She until the biter next sleeps.
witnessed embarrassing truths about her
neighbours in a dream and couldn’t resist Acolytes of the Eye
sharing them. VIG 10, FIN 10, CHA 12, 2GD
3. Grey Birds watch from the branches. Club (d6), blacked-over eyes, gleeful
When scattered they flutter about in a anticipation
spiralling circle before dispersing.
Manifestation of the Eye
4. 5 Acolytes match toward the nearest VIG 18, FIN 3, CHA 15, 9GD
settlement. They aim to tear down walls Trample (d10 Blast) or Devour (d12 slow)
so that all can be revealed to the eye. Stone Body (A2), longs to devour the wise
5. A parade of dozens of Acolytes, wheeling a
wooden wagon carrying a huge stone A TRUTH REVEALED
painted with a spiral eye. This is a Subject Secret
peaceful parade, but they warn the ascent 1 Knight Love Affair
is coming.
6. A rumbling below, then a huge stone eye 2 Seer Hidden Vice
rises from the earth. Acolytes run to be 3 Ruler Stolen Identity
near. It sprouts legs and begins to march 4 Artisan Past Crime
toward the nearest Seer, aiming to devour
them for their knowledge before 5 Hermit Secret Child
returning to the earth. 6 Courtier Illegal Enterprise
Landscape: Strange Depths ~ Building: Red Smokehouse ~ Placename: Undermaw
Complication: Rival Knights ~ Wonder: Thunder Grotto

47
2/3
THE HORDE KNIGHT
In fury’s reign afore the rav’ning throng
In chaos born as knight where beast belong

PROPERTY
• Blunt sword (d8) and ring armour (A1)
• Rations from home (acquired taste, see
below)
• Beastly Steed
(VIG 15, FIN 7, CHA 3, 3GD, d6 trample)

FEAT - Graceful Slaughter


When you use Frenzy while fighting closely
alongside at least 3 Allies you get +d6 and
only damage targets you choose.

RATIONS FROM HOME


Flavour Substance
1 Sour Skin
2 Salty Beans
3 Fiery Insects
4 Smoked Roots
5 Burnt Cheese
6 Chewy Honey

THEIR DEEDS FORETOLD BY…

THE HANGED SEER


VIG 10, FIN 12, CHA 15, 1GD
• Dizzy, confused, and distressed unless
hanging upside-down from their feet.
• Sees things from unusual perspectives,
seeking insight or hidden things.
• Wants for nothing as long as they are
suspended, which can make it difficult to
reach deals.

Person: Steady Cook ~ Name: Annack ~ Aspect: Sneering Smile


Object: Ghost Axe ~ Beast: Granddad Louse ~ State: Wandering ~ Theme: Music

48
& THE BLADE
There it gleam’d as glore in meadow’s sight
That star-forged blade amark of warborne plight

OMENS CAST
The Blade, Sifrix, Ilglammerant
1. A booming voice singing in the distance. A 2d6, when the dice match on a wound the
travelling cook belts out songs about the target is utterly destroyed. The wielder
Blade’s previous owners, warriors each gains Dread after each attack.
reaching a tragic end (see opposite).
2. A cliffside village, ruined long enough to Cutthroat, Colan, Fia, Elga, Ness, Ruac
be overgrown with moss and thorns. In a VIG 10, FIN 10, CHA 7, 2GD
ruined chapel an altar is inscribed with: Longknife (d6) and 2 Javelins (d6) each.
Entombed in earth, the blade forsaken Colan has a Shield (A1), angelic features,
Endulled by time, yet still unbroken never sleeps, and is truly bloodthirsty, the
Its rest shall come afore first draw others less so.
And with it die that greedsome war Granddad Louse, rollyromper, rockbug
3. Band of 5 Cutthroats think the Knights VIG 12, FIN 5, CHA 2, 5GD
have the Blade or know it’s whereabouts. Plated shell (A1 or A3 when rolled up)
4. Down a spiral of natural steps, a bloodied Scuttering bite (2d6)
sharpening wheel screams on the wind. Hungers for wooden items to hide in its lair
Can sharpen blades to a keen edge (+d6) and eat later. Fancy items appeal most.
but they break after their first wound. PAST WIELDERS
5. A cave concealed by a steaming waterfall Name Tragic End
is the resting place of the Scabbard, which 1 Erdyg, Short Knight Throat Cut
destroys any blade placed inside. The
waterfall scalds (d10) anybody wielding a 2 Belwin, River Bandit Hanged from Tree
weapon, harmless to the unarmed. 3 Gwelhelm, Butcher Poisoned Feast
6. A louse-infested dead forest. The blades 4 Ordrig, Tower Guard Crushed by Boulder
lies within, but travellers are lured by 5 Regan, Cup Knight Lost Underground
visions of something they truly desire.
6 Lovin, Squire Drowned in River
Landscape: Tight Cliff ~ Building: Veiled Dungeon ~ Placename: Greaterhoss
Complication: Unsafe Bridge ~ Wonder: Hermit’s Spiral

49
2/4
THE EMERALD KNIGHT
A verdant cloak on sable steed
Neath nature’s veil ‘yond sight and heed

PROPERTY
• Branchspear (d6, becomes immovable if
stabbed into a tree)
• Cloaked Armour (A2 in verdant
environments only)
• Sable steed (VIG 10, FIN 14, CHA 5, 4GD)

FEAT - Fade to Green


When hiding still and silent in greenery, you
cannot be found by any means. While hiding
you can only perform a specific type of action
without revealing yourself, but also benefit
from a heightened sense (see below for both).
HIDDEN ACTION
Hidden Action Heightened Sense
Strike a Wounded
1 Enemy Vision (detail)
2 Make Animal Calls Vision (distance)
3 Throw Stones Hearing
Grab an Unalert
4 Enemy Smell
5 Move Slowly Weather Prediction
Whisper to Nearby
6 Allies Emotional Insight

THEIR DEEDS FORETOLD BY…

THE UNNAMED SEER


VIG 10, FIN 10, CHA 5, 2GD
• Covered in shifting tattoos that
prophecise the future course of Myths.
Only the Seer can read them.
• Clear glass eyes, but they see well.
• Longs to know more about their identity
before they become the Unnamed Seer.

Person: Cheery Groom ~ Name: Aywin ~ Aspect: Firey Hair


Object: Lightning Wine ~ Beast: Graveyard Horse ~ State: Sick ~ Theme: Fear

50
& THE LEGION
Sodden ranks, fought and fell, returning stronger still
Their scars nae fade, their fear but grow, their war their only will

OMENS CAST
Legionnaires, born of mud and blood
1. A field littered with martial detritus. VIG 15, FIN 5, CHA 5, 3GD
Broken shields and bodies sunken in Barbed blade (d6) and bow (d6), both deal
mud. The mire seems to grab at those wounds that resist natural healing.
passing over, fearful groans on the wind. Rusted armour and shield (A2).
A lean grey horse is trying to pull its dead Fear of death. No purpose beyond War.
rider from the ground to no avail.
2. A lone legionnaire deserter. Can only Graveyard horse, greyveil
grunt in cowardice, scouring the land for VIG 10, FIN 10, CHA 5, 2GD
a place to hide. A pack of 5 Legionnaires Instinctive reverence for the dead, always
are tracking them, minutes away. knows where they should be taken to.
3. A local militia are camped, recovering
from a clash with the legion. Few are Local militia, untrained serfs
VIG 10, FIN 10, CHA 10, 2GD
dead, but the wounded cry in agony. The
lacerations of the Legion’s barbed blades Polearms (d8 long), patchwork uniforms
are as fresh as when they were cut.
4. A Legion Warband on the horizon, firing
their arrows at the farthest possible
range. Break into retreat if approached. SCARS FROM THE LAST LIFE
5. A new Legionnaire pulling themselves Location Description
from the dank earth. Scarred, screaming, 1 Face Pierced
clutching rusted arms. Seeks the comfort 2 Arm Burned
of the Legion’s ranks.
3 Leg Crushed
6. 3 Legion Warbands invades the nearest
Holding. If defeated they return in a few 4 Torso Whipped
weeks in greater ranks. The War only 5 Back Mangled
ends if they are driven into Fire or Water. 6 Head Sliced
Landscape: Ancient Slope ~ Building: Ragged Armoury ~ Placename: Littlebrow
Complication: Bleeding Knight ~ Wonder: Snow Leaves

51
2/5
THE CHAIN KNIGHT
Born below the soil, below the stone, below all thought
Down, down, further down, of blood and iron wrought

PROPERTY
• Heavy Mace (d6) and Oubliette Armour
(A1, wrapped in chains)
• Dislike of the sun (you cannot Rest in
direct sunlight)
• Tired steed (VIG 10, FIN 12, CHA 3, 3GD)

FEAT - Will of the Irons


You can move chains that you touch as if they
were a limb. They can lash out (d6), grasp
opponents, and otherwise move to your will.
Attacks against chains that you are moving
cause damage to you.

HOW DID YOU ESCAPE TO THE SURFACE?


First Then
1 Through Darkness Through Ice
2 Through Smoke Through Dirt
3 Out of a Cell Out of a Mountain
4 Climbing Chains Out of a Tomb
5 Up the Great Stair Up From a Well
6 Through Fire Out of a Lake

THEIR DEEDS FORETOLD BY…

THE WINGED SEER


VIG 4, FIN 4, CHA 6, 1GD
• Frail broken body, tattered useless wings
held aloft by white-masked acolytes.
• Sees the potential failures of those who
ask for advice. Has no faith in anybody to
succeed at any task.
• Wants to bask in vicarious glory.
Person: Oblivious Cartographer ~ Name: Margan ~ Aspect: Pet Rat
Object: Death Woodcut ~ Beast: Bony Zebra ~ State: Crying ~ Theme: Dirt

52
& THE IMP
In scaldrine thrall we must endure
Neath smoldant flame chained evermore

OMENS CAST
The Imp, SCALDRIS, spirit of black flame
1. A trail, glittering dust on the surface. A VIG 6, FIN 17, CHA 17, 7GD
moment later, a flash ignites five dancing Claws (2d4) or black flame (d6 blast)
white flames that torment the travellers. Feeds on frustration and pain
They vanish once they have caused pain.
2. Smouldering heat can be felt from the Foxes of the Imp’s court
shadows of looming trees. The darkness VIG 5, FIN 15, CHA 6, 4GD
itself burns (d6 damage) any within, but Bite (d4)
does not set things alight. The shadows
return to normal after this phase. Enthralled bat swarm
VIG 5, FIN 10, CHA 3, 7GD
3. A fluttering swarm of bats descend on the
knights. They are in the thrall of the Imp, Bites (3d6), individual attacks are Impaired
flying to him after they have drawn blood. unless they are Blast attacks.
4. A Feast is laid out for the Knights, on a Dancing white flame
grand table that shouldn’t be here. If they VIG 3, FIN 10, CHA 3, 2GD
partake he appears and plays some Burn (d6, ignoring armour)
Impish Pranks. If they refuse he attacks Cannot be harmed by physical attacks
with his black fire.
IMPISH PRANKS
5. The trail turns to a maze, smoke rolling
in, soon surrounded by walls of flame. He Transform… Into…
releases the victims when they are 1 Item of Clothing Wormy Earth
adequately frustrated. 2 Bedsheets Bog Peat
6. He is holding court, arguing with eight 3 Food Hot Ash
foxes in their language. If their meeting is
allowed to conclude he stomps away, 4 Pet Choking Smoke
banished by their words. 5 Heirloom Fatty Grease
6 Flowers Vinegar-Soaked Rags
Landscape: Singing Field ~ Building: Perilous Vault ~ Placename: Orrin
Complication: Toxic Plants ~ Wonder: Fox Court

53
2/6
THE BANNER KNIGHT
Beware of those festooning the flag
Their blade may be idle but their comrades are sharpened

PROPERTY
• Banner-pike (d8, long, see below, gain
Shame if the banner ever falls to the
ground in battle)
• Spikehammer (d6) and ornate
armour (A1).
• Fat steed (VIG 10, FIN 8, CHA 5, 3GD)

FEAT - Rousing Presence


Once per turn while bearing the banner.
When an Ally attacks you may add d8 to their
attack. If the attack does not defeat the
opponent you gain Dread.
INSPIRING BANNER
Design Topper
1 Red/White Diamonds Antlers
2 Blue/Yellow Saltire Jaws
3 Green/Silver Spiral Tree
4 Purple/Gold Chevrons Fishtail
5 Black/Blue Bars Wings
6 Orange/Black Waves Seashell

THEIR DEEDS FORETOLD BY…

THE CURED SEER


VIG 9, FIN 4, CHA 8, 2GD
• Preserved in salt, completely desiccated
and barely able to move.
• Barely speaks, but offers manic visions to
those who taste their salt.
• Wants to live forever and witness the end
of all things.

Person: Aggressive Carver ~ Name: Kanen ~ Aspect: Meticulously Clean


Object: Vow Sunflower ~ Beast: Tiny Chameleon ~ State: Observing ~ Theme: Anger

54
& THE TROLL
Each stab, each cut, each severance, regrown in warpsome matter
All stretched and swollen, big and bent, a groaning soul atatter

OMENS CAST
The Troll
1. In an itchy marsh, a severed, rubbery arm VIG 18, FIN 5, CHA 6, 7GD
pulls itself along. Claws at anybody that Flailing limbs (2d10), rubbery skin (A1)
interferes with it. Has no sense of Regains d12 VIG at the start of its turn. Can
direction, eventually withering to dense, slowly regenerate from any harm at all, but
dead flesh. burning takes an Age to recover.
2. A tiny chameleon watches from a crooked Loves their pet chameleon.
branch. Hisses a warning if anybody
passes near, stirring the troll in the Troll Arm
nearby trees, fleeing back to its home. VIG 5, FIN 5, CHA 1, 1GD
3. A burglar is fleeing from an abandoned Claw (d6), rubbery skin (A1)
cave reveals a home carved into the earth.
Clumsy furniture cobbled from rock and Clumsy burglar, Sammesrede
VIG 12, FIN 7, CHA 16, 4GD
mud. Blood on the ground, smashed
bones, another dead troll limb. The Club (d6), rope and prying tools, injured leg.
burglar found nothing of value in there. Honest, amoral and shameless.
4. The Troll drags a dying warhorse back
toward its new cave. A knight lays dead in
the distance. THINGS IN THE TROLL LAIR
5. Bronze, shimmering pond amongst a bog Object Condition
of fly-infested reeds. Disturbing the water 1 Human Skull Muddy
grants a vision of the Troll being attacked 2 Animal Bone Bloody
by soldiers with axes, hacking the
creature to bits. 3 Knight’s Sword Broken
6. Split from head to pelvis, the Troll holds 4 Tapestry Flattened
itself together as it rampages, craving 5 Pot Chewed
meat to aid the regeneration. 6 Horn Pristine
Landscape: Damp Boulders ~ Building: Battle Stable ~ Placename: Soffbridge
Complication: Fleeing Burglar ~ Wonder: Dead Ravine

55
2/7
THE PIGEON KNIGHT
The humble know no home in place
For such wanderers, the horizon is their hearth

PROPERTY
• Bitterglaive (d6 long, +d8 vs targets
within their home)
• Patchwork armour (A1) with hooded cloak
(can be used to vanish into a significantly
large crowd)
• Grey Steed (VIG 7, FIN 8, CHA 5, 2GD,
unmatched over long distance)

FEAT - Wayfinder Sense


You always know the direction in which a
particular goal lies, but not the best route to
travel there. You cannot use this to find your
lost home or the City.
MEMORIES OF THE LOST HOME?
Memory Memory
1 Emerald Towers
2 Marble Walls
3 Silver Flowers
4 Golden Ships
5 Ruby Water
6 Violet Skies

THEIR DEEDS FORETOLD BY…

THE FROZEN SEER


VIG 10, FIN 13, CHA 16, 2GD
• Draped in a white feather cloak, face
concealed by a fractal warping of space.
• Can reveal possible futures through their
collection of delicate mirrors, each of
which must be destroyed afterwards.
• Wants the Knights to succeed, but only
after a painful struggle.

Person: Cruel Singer ~ Name: Ulwin ~ Aspect: Fidgeting Hands


Object: Cold Carving ~ Beast: Ivory Goat ~ State: Intoxicated ~ Theme: Fire

56
& THE DEMON
Slumber stirred by rising blackened sun
A mocking voice conceals the fiendsome one

OMENS CAST
The Demon, UL-HUROC, writher within
1. The bloody remains of an ivory goat, its VIG 15, FIN 15, CHA 15, 8GD
innards laid out in a broad spiral. White Rip (d6) and lash (d8) and gore (d10)
goats are never eaten, thought to be Can project the force of its rip attack across
reincarnations of Seers from the past. any distance.
2. A singer, beating a drum. They sing cruel Twisted hide (A4, bypassed by weapons
lyrics about the Knights, knowing more drenched in Seer blood)
than they possibly could. They utterly
ignore the Knights, even if apprehended. Drunks, Eonah, Nissi, Franga
3. In a meadow, a band of drunks are feeding VIG 10, FIN 8, CHA 9, 2GD
a bonfire, growing out of control. They Aspects of the Possessed (see below)
openly praise the Writher Within, Awaiting the Demon, nothing else to live for
gloating that he’s coming to eat the Seers
and free us from their lies. Once-beloved Knight, Ethne, possessed
VIG 15, FIN 8, CHA 3, 7GD
4. The sun turns black, golden light flooding Longsword (2d6), bloody armour (A1)
from its corona. Animal are unsettled, Knows nothing now beyond slaughter
seers temporarily blinded. This lasts until
the next sunrise.
ASPECTS OF THE POSSESSED
5. A once-beloved knight, now rampages
through the realm slaughtering serfs. Her Appearance Behaviour
head has sprouted a curved horn on one 1 Swollen head Fiery Temper
side, all humanity now gone. 2 Bloody teeth Sinister Whisper
6. A bloated, possessed serf is being dragged 3 Writhing veins Total Amnesia
away before bursting in a red mist. The
Demon emerges from within in their true 4 Hot breath Morbid Cruelty
form, not resting until they have eaten 5 Protruding bones No Boundaries
seven seers. 6 Withered tongue Paranoid Delusions
Landscape: Lonely Meadow ~ Building: Damp Falconry ~ Placename: Bystream
Complication: New Blockage ~ Wonder: Bronze Plain

57
2/8
THE SHIELD KNIGHT
In wood, hide, or iron, as armour meek or grand
No greater shield for the weak than the oath-sworn Knight’s own hand

PROPERTY
• Shortblade (d6), tattered armour (A1) and
cracked shield (A1)
• Soothing salve (you prepare enough for
one use each day. Relieves Ache, see
below)
• Untested Steed (VIG 12, FIN 8, CHA 4, 2GD)

FEAT - Splintered Self


When you would take a Mortal Wound you
gain Dread instead. You still suffer the VIG
loss from the wound.
SOOTHING SALVE
AROMA SIDE EFFECT
1 Rosemary Hallucination
2 Mould Lethargy
3 Pepper Stimulation
4 Copper Sorrow
5 Garlic Giddiness
6 Meat Absentmindedness

THEIR DEEDS FORETOLD BY…

THE WATCHED SEER


VIG 10, FIN 10, CHA 5, 4GD
• Blindfolded with golden silk, adorned in
heretical scripture.
• Can gift others with a glimpse of their
sight, revealing raw and painful truths.
• Believes all the other Seers are watching.
Wants them all blinded or dead.
Person: Novice Shepherd ~ Name: Colenso ~ Aspect: Haunted Look
Object: Storm Ring ~ Beast: Roaring Coot ~ State: Parched ~ Theme: Water

58
& THE SEA
A briny tempest churns, jaden tides all swell
The ringen path entwines with looming ocean’s spell

OMENS CAST
Devout shepherd, Ganthyrn
1. On glittering rapids, a shepherd is being VIG 12, FIN 7, CHA 7, 1GD
attacked by 8 Wolfcrabs, usually only Crook (d6 long), longs to serve a Seer
seen scavenging on beaches.
2. Salty rain batters the land, web-like weed Wolfcrab, bluebrine, hyena of the deep
hanging from the trees. In an abandoned VIG 5, FIN 5, CHA 5, 3GD
bowyery, deer and boars take shelter. Claws (2d6), thick shell (A1)
3. At the site of a modest pond or stream, a
new Sea rises forth, its tide washing forth Roaring Coot
VIG 3, FIN 15, CHA 3, 3GD
night and day. Roaring Coots honk out in
a deafening protest. Aloud in flap and honk and bellow
4. The Two-Hearted Knight bellows at the The Two-Hearted Knight, Alahag
sea, presenting their hand. They’re trying VIG 10, FIN 6, CHA 14, 10GD
to repel the encroaching sea with their Brightsword (2d6, when the dice match an
sea ring, but doesn’t know that they must enemy is dazzled), white armour (A2),
be submerged in the water in order to sea ring (bearer can command the Sea when
command it. completely submerged in its waters)
5. A great storm begins, and won’t stop until FLOTSAM & JETSAM
The Wave has arrived. Saltwater rises
from all water sources, the land is flooded, Condition Item
and harvest ruined. 1 Ancient Armour
6. The Wave swells on the horizon, as tall as 2 Preserved Stone Tablet
a mountain range. If it washes over the 3 Chained Corpse
Realm then little can survive. After the
devastation the Sea is quelled and 4 Tangled Sword
returns to its rightful place. 5 Rotted Pendant
6 Barnacled Shield
Landscape: Inspiring Rapids ~ Building: Solumn Bowyery ~ Placename: Keyhill
Complication: Huge Webs ~ Wonder: Vow Altar

59
60
ODDPOCRYPHA

What follows are the records of a single scribe.

Chronicled accounts with insight to their adjudication.

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

Ref is the Referee

Moss the Moss Knight

Tal the Talon Knight

61
CHARACTER CREATION
PLAY THOUGHTS
Ref: So in this game you’re both Knights, but When getting the players started with the
you’ll have different strengths and game I like to get them rolling their
weaknesses. Start by rolling your Ability character as soon as possible, before I even
Scores. They’re Vigour, Finesse, and Charm. start telling them about the world. The
For each you’ll roll a d12 and a d6 and add things they discover in making their
them together. High is better, 10 is average. character will get them immersed in the
world right away.
Hands a character sheet to each player. They
start rolling their ability scores. It’s good that Ref gives a bit of context for
Ability Scores. If you’ve played a lot of RPGs
Tal: Okay, so I got Vigour 11, Finesse 14, it’s easy to assume that everybody will work
Charm 7. out the average of d6+d12, but just telling
the players that 10 is average gives them a
Moss: I got Vigour 6! Urgh. At least my point of reference for their character.
Finesse and Charm are higher, 10 and 12.
Getting bad rolls here can be disheartening,
Ref: Yeah that’s pretty bad! Don’t worry so it’s good to see Ref reassuring Moss that
though, just means you’ll need to be crafty their low Vigour score isn’t going to make
and not rely on brute force. The scores might their character useless.
get better later too as your character ages.
There’s this rule where… Actually, scrap We can see that Ref almost goes into
that for now. You need to roll d6 for your explaining the rules for characters ageing,
Guard. This is how good you are at avoiding and how their Ability Scores can increase,
getting hit or taking lasting damage. but decides not to overload the players right
now. At this point it’s enough for the players
Tal: Okay, 3, I guess that’s okay. to know that their scores can change later,
Moss: I got 6! Guess I’m crafty like you said. they don’t need to know the details while
they’re focused on their character in the here
Ref: Okay now you each get to be one of these and now.
Knights.
On our very first example, Ref is already
Ref fans through the book, showing some of breaking the rules. The character creation
the entries for Knights. process says nothing about letting the
characters roll a Knight and then decide
Ref: The book says you can choose from here whether to keep them or roll a different entry
or roll. What do you think? instead, but Ref sees that Tal is feeling
anxious about getting a character they don’t
Moss: Obviously we should roll. like and decides to give the players the best
of both worlds.
Tal: Oh I dunno, I don’t want to be stuck
with a character I don’t like. Ref could have stood firm, insisting that Tal
either rolls a character or chooses one, but
Ref: Okay how about we roll, but if you hate instead Ref took the chance that Tal would
what you get then we’ll just choose instead. probably be happy with their character, but
Tal: Yeah, thanks. would appreciate the backup option if they
didn’t like the Knight they rolled.
They both roll Knights, getting the Moss and
Talon knights. This can go the other way, with some players
finding it too much choice to be handed a list
Tal: I get a bird? I’ll stick with this one! of 72 Knights to choose from, so would rather
take the roll. A huge part of the Referee’s role
Ref: Great, so this gives you some gear and a is sensing the best option for their group. If
special thing you can do. Let’s get it onto in doubt, just ask the players and trust them
your character sheets and we can get started. to be reasonable.

62
TEACHING THE RULES
PLAY THOUGHTS
Tal: Okay, now the rules? Here I’ll show my bias toward getting the
game started as soon as you can, backloading
Ref: So this is a bit more complex than Into as much of the rules explanation as possible.
the Odd, but the core is the same. Wait, were
you both here when we played that? The game is designed in such a way that
players don’t need to know all of the rules to
Tal: Yeah I think I remember all the rules. begin with, but there are some important
considerations with this approach.
Moss: Wait, no, I missed that week.
Players may be relieved that they don’t need
Ref: Okay I’ll start from scratch then. When to learn rules immediately, but some may
you do something risky I’ll ask you to roll a worry that they’re going to make a critical
Save, so you’ll roll a d20 and try to get equal mistake without knowing all of the details of
or less than the Ability Score. So Moss if you how the game works.
made a Vigour Save you’d need to roll 6 or
less on a d20. Here Ref starts with the bare minimum,
explaining how Saves work. This is a nice
Moss: Got it. rule to start with as it’s very simple and
Ref: Combat is… you know what we’ll deal gives further context for the information on
with combat when it happens. For now you the players’ character sheets. They get a
just need to know that the die type next to little bogged down talking about weapons
your weapon is the die you roll when you and armour, and frankly I think Ref could
attack with it. So Moss your Cudgel does d6 have skipped this whole section, sticking to
damage. Oh, and you have a Shield which the line that combat will be explained when
gives you Armour 1, meaning you’ll take 1 it happens.
less damage from attacks against you. It’s natural for players to ask about other
Moss: Right. Does my bad Vigour score make parts of their character sheet that they don’t
my attacks weaker too? yet understand, here the Burdens and Feats.
Ref could have just said “we’ll deal with that
Ref: No actually. There are times in combat later” but here I like that they at least gave
when it will matter, but it won’t affect your the context for those things, if not the actual
attacks. rules in detail. Now Tal understands what
those things are, but hasn’t needed to learn
Moss: Oh right, that’s good then. exactly how they work in game terms.
Ref scans over some of the other pages of rules Something that Ref missed here is explaining
and prepared notes. the objective of the characters. In this game
the Oath gives Knights a very clear purpose,
Ref: Yeah the rest we’ll just deal with as we so I would encourage Ref to at least explain
get to it. I’ll give you plenty of warning so I the Oath and warn the players that they’ll be
won’t just drop a horrible rule on you! judging themselves on their adherence to it
at the end of the session.
Tal: What are these things on my sheet? I’ve
got Burdens and Feats.
Ref: Right, right. Burdens are bad, you don’t
want to have them but sometimes you’ll get
them! We’ll deal with them when they
happen. Your Feat is a special thing that
only you can do. There are some other ones
linked to combat but… you know what let’s
just get started and we’ll do a little combat
brief when it happens.
Moss: Sounds good, let’s go.

63
DANGER
PLAY THOUGHTS
Ref: You see light flickering from within the I like that Ref is so transparent with their
cave. It’s maybe 30ft away through the trees. Luck roll here. We all know the classic image
of the gamemaster rolling dice secretly
Moss: Any signs of life around the cave? behind a screen, but I make the vast majority
of my rolls out in the open. They could have
Ref: It’s pretty dark here other than the light gone further and had one of the players roll
from the cave. I assume you put your torches the die, but either way works.
out before you started sneaking up here?
Ref also shows generosity to the players in
Moss: Yeah, makes sense. assuming they put out their torches before
Ref: Well even under the moonlight you can sneaking up to the cave. They could have
make out shadows of movement. Looks like used this as a “Gotcha!” moment to make the
someone is moving around inside the cave. players feel stupid but that style has never
You also spot a silhouette standing guard, appealed to me. I tend to assume that the
outside, a solid looking figure. characters are at least competent. Players
will make enough bad decisions on their own
Tal: Wait, I have a plan. Are they carrying a without saddling them with characters that
weapon? I could send my Raven to steal it if do the same.
it’s on the ground. She specialises in
Stealing, after all. I think Ref handled the approach to the cave
well by ensuring that the players are well-
Ref: They’re definitely armed, but let’s do a informed and have plenty of opportunity to
Luck Roll to see if they’re carrying it. We’ll make choices. The Save roll only came into
call it straight 50/50. play when Tal decided to take the risky
action, knowing that there would be a Save.
Ref rolls a d6, scoring 2. This means fortune
does not favour the characters. If Ref had simply called for a Save without
the players knowing that they were taking a
Ref: You can see a mace hung on their belt. risk, it can create an overly tense
Your Raven could still go for it, but would environment at the table, where players feel
need a Save to avoid the guard’s anger. like they’re never safe. While this might
sound appealing in some scenarios, I find
Tal: Let’s do it. FIN Save for my Raven, players respond much more positively to
yeah? situations where they suffer the
consequences of their own choices and
Ref: Go for it. actions, rather than the seemingly random
Tal rolls a 19, failing the Save. cruelty of the game world.

Ref: Your Raven swoops down on the When the Raven fails the FIN Save, Ref
unsuspecting guard, grasping at his mace could have had the guard immediately strike
with her talons. The guard grabs onto the the bird, launching into combat. Instead they
haft, wrenching it free from her grip and took a softer approach, giving the players a
winding up to strike. What’s she doing? chance to respond before the attack is
thrown.
Tal: Get her out of there! Actually, she can fly
off in the other direction, away from us. Neither option is right or wrong here, and
Might cause a distraction. the sweet spot lies somewhere in the middle.
If failure spirals into disaster too quickly
Ref: Let’s see if he falls for it… then the players might feel too much at the
mercy of the dice, but if consequences feel too
soft then they may feel that their choices and
rolls aren’t having any meaningful impact on
the progress of the game.

64
EXPLORATION
PLAY THOUGHTS
Ref: Right, so it’s the dawn of a new day. In my experience as a Referee, you can’t
recap too often. In this game it’s especially
Ref points to the pawn on the player’s map useful to recap the geography of the world, as
showing their location. there’s a lot of travelling into new areas. The
hex map serves its purpose but it’s down to
Ref: To recap, you’re here. Other than the the Referee to really make the world feel like
elevated camping spot you found it’s rather a real place.
unpleasant bog as far as the eye can see. The
air feels damp and mushroomy. Ref goes beyond just describing the sights of
the area, indulging in other senses. Here the
Both players look at the map and start to feel of the air and the stink of the bog.
point at other hexes.
It seems like the players both understand the
Moss: We don’t have a route, so we’ll likely be basics of travel in this game, knowing how
hiking. We could make it to this Shire hex by long it takes to reach a certain point,
nightfall. Get ourselves a proper meal and understanding the importance of speaking to
actually speak to some locals? locals. This is something best learned
Tal: Yeah but we know these woods over here through play, rather than being frontloaded
are where the Goblin was last seen. Wait, into a rules explanation.
how far can we actually see? Can we see When the players are unsure about an
those woods? element of exploration, here Tal asking how
Ref: Not from your camp, but they’re so far far they can see, the Ref can explain it to
away that you’d only get a distant view even them with the context of a situation they’re
from a vantage point. Like you’d see there actually invested in.
are woods, but couldn’t spot a person there. When Tal decides to move they specify that
Tal: Okay let’s hike toward that Shire they are Hiking, using the actual game term.
instead and do some information gathering. When new players are learning they might
As we’re travelling can I search for any other say something like “we’ll move to here” and
travellers we could speak to? I can see it’s worth clarifying what they actually mean
through my Raven’s eyes remember. in game terms, ensuring that they’re happy
with how their decision will be implemented
Ref: Yeah that’ll help for sure. No real risk mechanically.
here so we’ll just make it a Luck Roll. With
your Raven you’ll certainly find somebody, Ref leans on a Luck Roll here for a situation
but this is more about how far away they are. that didn’t have any risk, but was still
uncertain in outcome. Perfect use of that type
Tal rolls a d6, scoring 5. of roll.
Ref: Sure, there’s somebody travelling not far To get a prompt for what the Raven finds Ref
from here, let me see who we’ve got. rolls a Knight and uses the prompts on that
page. They could also have simply flicked to a
Ref decides to roll a random Prompt for a random page if they wanted inspiration
Person, scoring 1 and 11. They’ll also use the really quickly, but the dice are generally
State prompt from the same page. The result preferable to get a wider spread of results.
is “Lost Knight” and “Nurturing”.
When Ref describes what they see their
Ref: Through your Raven’s eyes you see an description ends with a choice that the
armoured figure riding on horseback, a players must make. I try to do this as often
smaller figure on a pony trailing behind as I can. Remember, the most powerful words
them. Looks like a Knight and their squire. in any RPG are “what do you do?”
You’ve got enough warning to skirt around
them, or are you going to move closer?

65
COMBAT
PLAY THOUGHTS
Ref: The boar is huge, like a hay bale. Its I like that Ref has the boar pose an
eyes dead and black like a shark. It stands immediate threat, but gives the players time
taut, as if it could charge any minute. to discuss a plan. They could have gone even
further by having the boar already charging
Moss: This pig is definitely up for a fight. toward them, giving a sense of urgency to
their choice.
Moss and Tal discuss a plan briefly.
Some questions don’t need a roll. If your
Tal: Okay, can I climb up into a tree? Are players are in a forest and say “is there a tree
there any nearby? nearby?” then the answer is obvious.
Ref: Sure, we’re in a forest. You scramble up We’ve seen Ref be quite generous up to this
without any trouble. point, but here draw a line and tell Moss that
Moss: I’ll get under the tree and try to bait they can’t carry out their whole plan in a
the boar into charging me, then Tal will dive single turn.
down onto it when it gets close. What would have happened if they let Moss
Ref: Hm, I think moving to the tree and do all of this in a single turn? I don’t think
climbing it is already an action for this turn. there would be much harm done, but
If you bait the boar over then it’ll get to allowing this sort of turn in every combat
charge you before you can respond. might leave opponents feeling too easy to
deal with. I like a cunning plan in a fight, but
Moss: Fine, let’s go ahead with that. I hoist I also like giving the enemy a chance to
up my shield. respond to the player’s actions before
suffering the consequences.
Ref: The boar charges at Moss and…
Moss uses the Endure feat to avoid taking
Rolls d10 for damage, scoring 9. This is damage from the boar, but had to interrupt
reduced to 8 because of Moss’s shield. Ref in order to do this. If they hadn’t used the
Feat then they’d be facing a Mortal Wound.
Ref: Eight damage! So the boar…
A less confident player might have missed
Moss: Woah, hang on. I’ll use the Endure their opportunity to do this, so I’d have liked
Feat on that, trying to take the brunt of the to see Ref give them a moment to consider
charge on my shield. before they start narrating the damage,
maybe even giving them a reminder that
Ref: Okay, you use Endure, in that case they have access to Endure.
meaning no damage. Take a Dread though.
As with so many things there’s a balance
Moss: Got it. Our turn? Spring the trap! I here. You want to give the players ample
attack with my cudgel and… information and time to make these
Tal: I leap down with my hookhammer, decisions, and offer guidance to new players,
which gets +d6 when leaping down. but no player wants to feel like the Referee is
running their character for them.
Ref: Okay, who’s leading the attack?
Moss: Me! I want revenge on this pig.
Tal gives their 2d6 to Moss, who adds d6
from their own weapon and rolls all three,
scoring 2, 2, 6. The highest single die is 6.
Moss: Six damage!
Ref: And it’s an Onslaught because you rolled
the highest number on your die! You’re going
to hit this pig, but what else do you want to
happen?

66
GLORY & TIME
PLAY THOUGHTS
Tal: Did we say about doing a time skip? Timekeeping can be tricky enough with an
RPG session, and the end of my sessions
Ref: Oh yeah, that was the plan. We said often feel rushed, hurrying to get to some
we’d move onto the next Season. Are you sort of suitable conclusion.
happy with that?
With Mythic Bastionland it’s worth
Moss: I mean we have some loose threads but “finishing” the session early to make sure you
I think it’d be fun to move things along. have proper time to talk about season or age
changes and assign Glory when needed. In
Tal: Yeah let’s do it. this case it sounds like Ref is definitely
Ref: First you have to decide how many parts rushing before they miss the last bus home.
of your oath you fulfilled. Although moving to the next season was
The table look over the three parts of the oath agreed upon beforehand, we see a moment of
and discuss their actions. hesitancy from Ref, offering the players the
chance to change their mind. I suspect Ref
Tal: Yeah I think on balance we didn’t really forgot that this was the plan right until this
Honour the Seers, but I’m glad we ignored moment where Tal reminded them.
him anyway, he was a weirdo.
Luckily the players are both in agreement,
Moss: Yeah I’m happy with that. but I’d encourage Ref to stick to the original
plan here and move ahead with the time
Ref: That’s 2 Glory each. Tal’s on 5, Moss 7. skip. It can be tempting for players to want
to continue the moment-to-moment story of
Moss: So I’m a Knight Exemplar now? their characters, picking up the next session
right where they left off, but I think the
Ref: Yeah, so you’re considered worthy of a progress of time makes for a better campaign
place in court. Not much use out here in the in the long term.
bog but if you go to a holding you might be
able to get a position of influence. Next game Allowing the players to self-assess how much
we’ll move into Winter. What are you both Glory they earned might feel like a risky
focusing on before then? addition. For me, RPGs already rely so much
on trust between the players and the referee,
Ref shows them both the list of options. I like to write games that assume the trust is
Tal: Oh I can just relieve a Burden? I’ll get flowing in both direction. As this rule only
rid of that Dread I picked up. really matters in ongoing campaigns I feel
like this trust should be even stronger.
Ref: Okay, so Indulgence? What are you
doing exactly? When choosing their focus between seasons I
like that Ref pushes Tal to describe what
Tal: How about riding out alone, my raven on they’re actually doing, rather than just
my arm. Would that work? picking their choice from a list. Even though
Tal was motivated by the mechanical reward
Ref: Yeah that’s a cool image. of removing a Burden it’s a nice little
moment to hear what their character is
Moss: Can I do the court focus? I know we’re actually doing to achieve this.
in the swamp.
Ref: No it’s fine, we assume you both travel
about a bit and then reconvene next time.
Moss: I’ll see if I can get some influence at
the Seat of Power with my new worthiness.
Ref: Nice. We’ll come back to that at the start
of the next game. Okay, we’re done!

67
GETTING RULES WRONG
PLAY THOUGHTS
The players have split up briefly. Moss has This is going to happen. You might notice
just been in lone combat, driving a Mighty immediately, or you might realise months
Newt back into the river. into a campaign that you’ve interpreted a
rule differently than the book intended.
Ref: Okay, if you’re taking a moment to rest
you can restore your Guard back to full, that The important thing is that you look back
Vigour damage will be harder to recover. and ask yourself what harm has been done.
Moss: Oof. That thing took away like 4 of my In most cases the game will have worked just
VIG with one bite. fine. Maybe things will feel better when you
start using the correct rule, but I’d warn
Ref: Wait… Hang on. Your max Vigour is 6 against going back to try to change the past,
right? If you lost half of that in one attack it even if the consequences would be severe.
should have been a Mortal Wound.
When this happens in plain view of the group
Moss: Oh. I mean I’d probably be dead right, you can encounter Moss’ reaction here. Some
since Tal wasn’t around to help me? players won’t mind, or might enjoy that they
got away with something, but others can feel
Tal: We can say Tal showed up to help? that the reality of the world has somehow
Ref: You know what, I don’t think we should been compromised.
go back and change things. The combat went Ref handled it pretty well here, explaining
the way it did, we’ll just make sure we that the situation probably wouldn’t be all
remember next time. that different with the correct ruling. I think
Moss: Aah, I dunno, I feel bad. Feels like I’ve they were right to offer to roll things back for
cheated. Moss, but I’m also glad that Moss didn’t take
them up on it. I’m not sure what would be
Tal: I don’t feel cheated! gained by repeating the combat one way or
another.
Moss: No I mean like I should be dead. I
want things to be fair. But what if the opposite had happened. What
if Moss had been killed by the Newt, but
Ref: I mean you probably would have used later realised that the correct rule would
the Endure Feat to avoid the damage if you’d have had them live? This is a more difficult
known, right? I think the end result would be situation to manage. Here I’d lean on the
the same. Not like you came out without a principle of being generous to the players,
scratch. If it’s really important then we can but try to do so without completely
roll back and redo the combat. Maybe just go invalidating the play that’s already
back to right before you took that bite? happened. Perhaps Moss was dragged into
the water, assumed to be dead, but re-
Ref scrambles through their notes to try to emerged days later. If Moss had already
work out who had taken damage. created a new Knight, perhaps that character
becomes a non-player character, being a new
Moss: No, no, you’re right that feels dumb. As contact in the realm.
long as you both know it was an accident.
Ref: Yeah of course. Hey, first excuse I get
this Newt is coming back to finish the job.

68
GETTING STUCK
PLAY THOUGHTS
The Knights have just encountered the final Every game session has its high energy
Omen of the Wyvern Myth, killing the beast. moments and those that are more subdued.
They’ve set up camp and rested for the night. The latter shouldn’t be feared, but there are
certainly times when a little direction or
Ref: Okay, brand new day, no Wyvern eating urgency can keep things moving.
the locals! Feels good, right?
Here Ref gave the players plenty of
Tal: Yeah! Moss, what should we do now? opportunity to pick a new direction for
themselves after a big success. In these
Moss: I guess we’re kinda free aren’t we. situations where the players are told “you
Tal and Moss look over the map for a while, can go anywhere!” it’s not uncommon to see
recapping where they’ve already been. them overwhelmed with choice, or nobody
wanting to take the lead.
Tal: Yeah… I dunno. Whatever is good.
Here Ref encouraged the players to think
Moss: Hm. creatively by reminding them of their oath, a
good fallback for moments like this.
Hesitation as both players look at each other.
An alternative approach is to throw
Ref: If in doubt, remember your oath. something at the players that immediately
requires attention. A hostile encounter,
Ref taps the Oath on each character sheet. screams in the distance, a looming storm.
Here I think Ref made the right call in not
Moss: Yeah. I mean I guess we could just go doing that, as it may have cut short the
looking for Myths. opportunity for the players to bask in a little
Ref: Speaking to the locals is the best way to moment of calm after their Wyvern fight.
get information. You swore to protect the Of course, the difficult thing with giving
weak after all. You haven’t been up into this players this much freedom is that the
marsh yet though, you could just chance it. Referee is likely going to have to improvise
Moss: No I say we head to the nearest Shire what lies ahead. Shires are a good example,
and get some leads. Let’s Hike to that one as they’re often little more than a marker on
right there. the map until the Knights decide to actually
visit one.
They go through the normal travel procedure,
then Ref realises they don’t have anything If Ref were feeling more confident they could
planned for this Shire. have just rolled frantically on some prompts
and described the Shire on the fly as the
Ref: Okay. Actually, I just need to make some players listened. Sometimes this pressure
rolls for this Shire. Is now a good time for a helps the Referee create unexpected ideas.
little break?
Instead, they called for a short break,
Tal: Yeah I wouldn’t mind a drink. something that works well in moderation.
Taking too many of these breaks can leave
Tal goes to get a drink, Moss stays at the the game feeling disjointed, but here it feels
table checking their phone. Ref rolls some like the group felt ready for it, so it was a
prompts and makes brief notes for the shire, a good opportunity for Ref to spend a little time
few characters there, and the Myths that they preparing ahead. I just hope Ref remembers
each know about. After a couple of minutes to take a break of their own at some point.
they’re done. Tal returns.
Ref: Right, so following the trail to this Shire
you can hear drums and flutes playing in the
distance. Sounds like there’s a celebration on.

69
ONSLAUGHTS
PLAY THOUGHTS
The Knights are fighting a huge crocodile. Onslaughts can be tricky. You want them to
feel impactful and exciting, but they
Ref: So far you haven’t got a good hit in on shouldn’t be enough to completely resolve the
this beast, but it’s looking worn down. What combat. Some creatures do a specific thing
do you want to do? when they cause an Onslaught, but in
general it’ll be up to the combatant to decide.
Tal: It seems pretty nasty, but we could just
leave it be. On a tangent, I like that the Referee gently
reminds players of their Oath here.
Moss: It’s pretty close to the bridge though. It Especially early in a campaign it’s useful to
attacked us, so how do we know it won’t just keep the Oath at the forefront of their minds,
attack the next travellers that pass by? while also assuring them that they’ll only be
Ref: Yeah, remember the “Protect the Weak” judging themselves on their adherence.
part of your oath. I mean you’ll be the judges Here the Referee offers some examples to Tal
of whether you’ve stuck to it, but… on what the Onslaught could do. I’d perhaps
Tal: You’re right, let’s take it on. I’ll go in remind them that these examples aren’t a
with my hook-hammer. restrictive list, and they could carry out
another effect if they had something in mind.
Moss: Right, you lead this one, I’ll follow up
with my cudgel. It’s good to see they don’t take the “Disarm”
example too literally, understanding the
Moss hands Tal a d6 from their cudgel. Tal intent of the example, that it’s an
adds this to their own d6 and rolls both dice, opportunity to temporarily weaken the
scoring 2 and 6. attack power of the opponent. You could read
the Shatter their Shield example in the same
Tal: 6! That’s an Onslaught. way, perhaps exposing the crocodile’s belly to
allow them to ignore its Armour score on
Ref: So you’ll do your damage but something their next attack. It’s impossible to cover all
else in addition. The examples are disarming possible uses of the Onslaught, so it’s more
them, restricting their movement, or pushing important to understand the general
them somewhere. principles.
Tal: Disarm? Would that work on an animal? Here Ref shows that understanding, telling
the players that they can’t just drive the
Ref: Yeah I guess you could smash its mouth crocodile away, as that would outright end
to hinder its attacks or something. the encounter, something too powerful for the
Moss: We could drive it under the bridge to intent of an Onslaught result.
set it up for one of your diving attacks next Although the Onslaught rule also applies to
turn. enemy attacks, I’d be a little more restrained
Ref: Sure. in its use against player characters.
Springing nasty surprises on players as the
Tal: Could we drive it away for good? result of an Onslaught can create fun
moments, but they should abide by the same
Ref: No you can’t do something that would restrictions as the players.
outright end the combat, just a temporary
advantage.
Tal: Okay, how about I hit it and then jump
onto its back to hold its jaws shut? That’s like
a disarm, right?
Ref: That’s great! So here’s what happens.

70
COMBAT MANOEUVRES
PLAY THOUGHTS
Moss is in the middle of a duel against a rival Even with access to Feats and Onslaughts,
Knight that’s been tormenting them. and the chance of causing Scars, players will
sometimes want to cause a specific effect
Moss: Right. So instead of swinging my with their attack. Here Ref falls back on the
cudgel I’ll draw my dagger and try to stab standard Taking Action Procedure, asking
him right through the eye. for clarity on what exactly the intent of the
action is. It’s easy to get bogged down in the
Ref: Erm… hang on specifics of what the character is doing, but
Ref flicks through the combat rules for a here it’s useful to know what the player is
moment, thinking about how best to make a actually trying to achieve.
ruling It’s good that Ref clarifies that with a normal
Ref: Okay, so what are you actually trying to attack the character is already assumed to be
achieve with this? Like kill him in a single trying to cause maximum harm to their
stab? Blind him permanently? Temporarily? target, and going beyond that is usually
covered with a Smite Feat. Taking this as a
Moss: Yeah I want to make sure even if I starting point, they change that Feat to apply
can’t kill him I’ll leave him without an eye. extra long-term damage instead of simply
improving the normal damage of the attack.
Ref: Right. I mean as far as killing him goes,
you’re already trying to do that with a Importantly, the details of the ruling are
normal attack. You could do a Smite if you explained to Moss before they confirm they
really want to try to take him out, but if it’s want to go through with it. Upon weighing
more about leaving a lasting mark we up the ruling, a player might decide it’s no
could… hang on… longer worth it. At this point the Referee can
suggest an alternative, or the player might
Ref looks through the rules a bit more simply decide to go ahead with a normal
attack or Feat.
Ref: Yeah how about we do it as a Smite but
instead of the extra damage you’ll leave a I also appreciate that Ref made it clear that
mark. Probably only makes sense if you the ruling here is a bespoke ruling for the
actually Wound him too, so you’ll need to current combat, leveraged by the established
take him down to 0GD. I don’t think you could hatred between the combatants. If the
do this to any old opponent, but here there’s players tried something similar in another
clearly hatred between the two of you. situation the ruling could be different.
Moss: Yeah that sounds fair. So I’ll only take There’s clearly a bit of discomfort from Ref in
the Shame if I actually get his eye, right? having to describe the eye-gouge. In a game
with this much focus on combat, and a
Ref: Yeah that sounds right. system for Scars, there’s always going to be a
bit of gore, but it’s perfectly acceptable to
Moss rolls their attack and successfully draw a veil over the grisly details if the group
Wounds their enemy. isn’t fully comfortable with them, as Ref does
Ref: So sure enough, you thrust your dagger here. This is something that becomes easier
at his eye and… urgh, you get the idea! He to judge through experience playing with the
clutches his face, screaming, but he’s still same group of players.
standing.

71
TAKING ACTION
PLAY THOUGHTS
Ref: With its walls torn down, the village is Here we see Ref work through the 6 steps of
now a bit of a sitting duck if the Legion the Taking Action Procedure:
decide to attack again.
Intent, Leverage, Cost, Stakes, Roll, Impact.
Tal: We could stay and guard them but the
Seer told us the Legion always comes back in It would be lovely if those six words formed a
greater numbers, right? mnemonic, but it wasn’t meant to be.
Moss: Yeah, how about we help them build Even though this ends up being resolved as a
some better defences? Task, shorter Actions follow the same
procedure and make the same
Ref: Right, right. That would be a Task, so it considerations, except for the fact that Tasks
would take a phase of the day, taking you up are assumed to consume significant time.
to Night. Let me just…
Talking through the specific stages by name
Ref flips to the Taking Action Procedure to is a good way to help internalise the process,
remind themselves of the steps. but not strictly necessary once the group is
comfortable with the process.
Ref: Okay, Intent. So what are you actually
trying to do? Get the walls back to how they Also notable is that Ref feels comfortable
were? Make them even better? leaving the Intent somewhat loose until the
group have discussed Leverage. Working
Moss: Could we make them better? through the steps in order doesn’t mean you
have to lock everything in as you go.
Ref: Well let’s work through the rest of the
steps before we commit to that. What’s your I’m glad Ref doesn’t get bogged down in the
Leverage for this? How are you actually detail of how long it takes to build a wall,
going to make it happen? how many workers you need, how much
material. No Referee can know all these
Tal: The serfs here would be on board with things, and slowing down the game to brush
helping with the work, right? Plenty of wood up on the logistics of wall construction is
around too. unlikely to improve the game. Here we’re
Ref: Yeah. I mean with the limited skill, interested in the fact that the players want to
materials, and time you have I think the invest time in performing this action, and the
Intent is really going to be limited to getting impact it has on the ongoing fiction.
it patched up as a solid but makeshift wall. There’s more transparency from Ref than you
Moss: Fair. might expect, outright telling the players
that the Legion aren’t coming back today.
Ref: Cost… I mean it’s taking up time and You want the world to have mystery, but it’s
the work of the local serfs but they’re already also important to give players the
inclined to help out. Stakes… now I don’t information they need to make their decision.
think the Legion are coming imminently, so If it was uncertain, Ref might have said
there’s no risk of them showing up before the “there’s a slim chance the Legion will come
work is done. That means there’s no need to back today” or “there’s a high chance the
roll if you’re happy to spend the time on this. Legion will come back today”, keeping a
mental note of the odds they would use on
Tal: Yeah, let’s do it. the Luck roll to determine this later.
Ref: So you gather the serfs and spend the Giving them certainty here lets them get on
afternoon chopping wood and cobbling with making the decision instead of
together a ramshackle wall. Doesn’t look like agonising about something that the Referee
much but at least it’s a line of defence knows won’t happen.
against the Legion. The sun sets as you
admire your work.
Moss: Well it’s something but we need a
proper plan to beat them for good.

72
TRADE
PLAY THOUGHTS
Moss: So we heard there’s some brilliant Playing a game without tracking of currency
blacksmith in this castle, right? How about or abstract wealth ratings is an adjustment
before we go and meet the Lady of the Castle for most players. The intent was to get
we try to get some better gear? players into more of a feudal mindset, where
longstanding exchanges of service, labour,
Ref: Sure, down in the maze of passageways protection, and goods make up the majority
beneath the castle you follow the metallic of trade. Aside from any sense of immersion,
clangs and radiating heat of the forge. Sure this approach encourages players to consider
enough you find a blacksmith hard at work, the place of the characters in the world and
the walls lined with all manner of arms. the network of relationships between non-
player characters.
Tal: We said about getting bows, is there a
bow on the wall? Here we see that in a well-worn scene of
RPGs, shopping for weapons.
Ref: So arms are generally split into
Common, Specialist, and Rare. What does the Blacksmith want? Ref thinks
they’re quite content. Working for the Lady
Ref opens the book for the players and gives them a relatively secure life in the
gestures over the list. castle. When Knights arrive to help the Lady
Ref: Since this guy is a proper weaponsmith I it seems fitting that the Blacksmith would
reckon they’ve got plenty of Common help up to a certain point, but still ultimately
stockpiled, and some Specialist and Rare need the Lady’s approval to give out Rare
tucked away in storage or made to order. items like swords. The players could have
tried to bribe them, but does this Smith
Tal: Wait how much money do we have? really need money? I suspect they wouldn’t
be so easily tempted. Instead, as the players
Ref: You have a bit, but big bags of money learn more about this character, their place
are for rich merchants. You’re knights! You in the Castle’s society, and their relationship
need three things to make a trade: somebody with the Lady, they might be able to pull
who can supply the thing, raw materials if their strings a bit more effectively.
needed, and something to give in return.
Later, Tal points out that maybe the bows
Moss: Okay, let’s see what this Blacksmith’s should be located elsewhere, as they’re made
deal is first. from wood, not metal. It’s pretty common for
players to question apparent errors like this,
The group play out a conversation with the and it shouldn’t be considered malicious.
Blacksmith, who seems fiercely loyal to the
Lady of the Castle. Instead of immediately hitting undo, consider
why the seemingly inconsistent element
Tal: Okay, well we’re here to help the Lady, could be true. Here it’s obvious, but you can
so could we take a couple of bows? create some interesting situations by
throwing such queries back at the players.
Moss: Wait, I also want a proper sword.
“Yeah, that is weird, right? Why do you think
Ref: The Smith happily pulls some bows off that could be? Do you want to ask somebody
the wall and hands them to you, a quiver of about it or investigate?”
arrows each.
Sometimes they’ll shrug it off, sometimes it’ll
Tal: Actually why would a blacksmith have set them on a tangent, but wherever possible
bows? Are they metal bows? I like to keep to my word as a Referee, which
Ref: I guess this is also just a general weapon means we’re sometimes discovering and
store. When you ask about the swords he justifying the details of the world together.
seems less open. “I’ll have to speak to the
Lady about that, I’m sure you understand”
Moss: Okay, all the more important we make
a good impression.

73
PLAYTEST NOTES
Game by Chris McDowall
Placeholder Art by Midjourney AI
Bastionland Press, 2022-2023

This game is raw and barely tested. Charter of Change:


I hope you have some fun with it, but expect • 27-04-23
to encounter the need for judgement calls • Two more Knights and Myths
and improvisation. • Shuffling of equipment list, including
Join the Bastionland discord server to give splitting Armour into Partial and Full.
feedback and talk Mythic Bastionland: • Slight change to how Old characters
lose VIG each Age.
https://discord.gg/sPE74EY • 14-04-23
Character sheets are here: • Rolled back to an older version of Midjourney for the
placeholder art to keep things dreamy.
https://docs.google.com/document/d/ • Two more Knights and Myths
1IXP-9zfA1Au_AFcsEMP- • More Oddpocrypha
qeRWOnkKqJFa_RFlWqvdrfQ • 28-03-23
I’m not looking for typo or grammar checking • Myths now have a Heart that can be confronted by
yet, as the document is still in rough form. exploring their Hex
• Existing Myths rewritten slightly to fit this
In particular, useful feedback for me is based • Burdens tweaked down to 3 types
around how the game feels, rather than
specific suggestions. • 2 more Knights and Myths
• More Oddpocrypha
“This part was confusing” or “this part felt • 20-03-23
too safe and easy” is more useful to me than • Mortal Wounds now occur when a target loses half of
“I think the game needs a subsystem for X”. their VIG from an attack, instead of calling for a
Bring me problems, not solutions. Save.
• Shield Shattering is now part of the Onslaught rule.
Enjoy! • Added the Oddpocrypha section, which will be much
expanded.
Chris
• 18-1-23
• Multiple attackers now pass their dice to an attack
leader to make the roll.
• Trying d6 and d12 in place of d100.
• AND trying d6+d12 in place of 3d6 for ability scores,
very much on a trial basis.
• 2 new Knights and Myths.

74

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