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

PLAYTEST
01-06-23

m y t h i c
BastionlanD
B E F O R E I N T O T H E O D D
On grey misten hills, beast witsome and fell
In holdings and havens 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 oath, for 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. You may have Small Companies (1-2 Knights) may give
dreams of glory, but every Knight must each Knight a Squire. They serve as
accept the risk of death. apprentices, and are not yet knights, so
cannot gain Glory or perform Feats.
The Seers who knighted you have deemed
that you travel as a Company. While some 2d6 for each Virtue, 1GD.
of you may rest, roam or depart for good, They ride a pony (VIG 7, WIT 7, GRA 2, 2GD)
your collective journey will be as one. Roll d6 for their weapon.
1: Cudgel (d8 hefty), 2: Axe (d8 hefty)
Roll d12+d6 for each Virtue in order: 3: Spear (d6), 4: Shortbow (d6 long)
5: Dagger (d6), 6: 3 Javelins (d6)
VIGOUR
might, vitality, physical stamina HOW MUCH SHOULD I READ?
Players need not read any more, though may
WIT read up to pXXX if they are curious.
quickness, instinct, grip on reality
The Referee should read through to pXXX.
GRACE
composure, charm, emotional stability
Roll 1d6 for GUARD (GD), representing your
skill at avoiding damage.
Roll or choose a Knight (pXXX).
This gives:
Property: Items brought with them.
Feat: Every knight knows how to perform
three common Feats (pXXX), and a unique
Feat.
Vow: A personal value that they hold.
They also have a dagger (d6), torches, rope,
dry rations, and camping gear.
Every Knight has sworn the Oath:
SEEK THE MYTHS
HONOUR THE SEERS
PROTECT THE REALM
GLORY & RANK
As they uncover Myths and protect the
Realm, Knights gain Glory and Rank.

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START & SCOPE
Start & Scope
Every group that sits down to play the game
is different, and you should consider the
Start and Scope of a game before you begin.
The Start is the opening situation that the
players find themselves in, and should
always present an interesting world to
explore, filled with problems to face.
The Scope is how far you expect the game to
go run in-game and out of game.
The examples below are not a definitive list.
START
Choose one:
Petty - Young Petty Knights with d6GD and
d12+d6 in each Virtue. They arrive in the
Realm, seeking to uphold their Oath and
gain Glory. If they feel lost, advise them to
seek a Seer’s counsel.
Exemplar - Mature Knight Exemplars
(Glory 6) with 2d6GD and d12+6 in each
Virtue. They have a place in the Court of the
Seat of Power. Tell them about the first
Omen in each of the Realm’s Myths,
delivered as news to the Court.
Noble - Mature Noble Knights with d6+6GD
and d12+6 in each Virtue. The Knight with
the highest GRA has a Holding, with the
others in their Circle. The Seat of Power is
under a wicked influence.
SCOPES
Choose one:
Adventure - One session. Start the game
with the company finding an Omen of the
nearest Myth. Turn the Season at the end of
the session, seeing who upheld their Oath.
Chronicle - A known number of sessions,
finishing at the end of these. Season and Age
turns are planned out ahead of time. For 6
sessions this might be a Season turn at the
end of each session, an Age turn at the end of
each Winter.
Saga - An indeterminate number of sessions.
Here you can let the players guide the scope
as they explore the world.

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Glory
All Knights seek to gain Glory, that they
might be deemed worthy of the City Quest.
EARNING GLORY
When a Myth’s final Omen is resolved,
Knights gain a point of Glory for each of the
following:
• You Witnessed the final Omen
• You were in the Myth Hex at the time
• You Protected the Realm from harm

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 - Knight Commander
Worthy of leading an Army
12 Glory - Noble Knight
Worthy of a Holding
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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TRADE
Equipment TOOLS
Only the rich deal in coins. Most trade relies Simple Tools: Saw, fishing rod, rope, candles,
on 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
An item’s value depends on the bargaining Sheep or Pig: VIG 5, WIT 5, GRA 5, 1GD
positions of both parties. Long-standing trade Hound: VIG 5, WIT 10, GRA 5, 4GD, d6 bite
agreements often form into pledges of Raven: VIG 5, WIT 15, GRA 5, 4GD
ongoing service or protection. Cow: VIG 10, WIT 5, GRA 5, 1GD
CRUDE ARMS Mule: VIG 10, WIT 5, GRA 5, 2GD
Hefty Tools: d6 hefty (pitchfork, hatchet) Ox: VIG 15, WIT 5, GRA 5, 3GD
Long Tools: d8 long (staff, logging axe, pick) Hawk: VIG 5, WIT 15, GRA 5, 4GD, d4 talons

COMMON ARMS STEEDS


Hand Weapons: d6 (dagger, spear, handaxe) Riding Steed: VIG 10, WIT 10, GRA 5, 3GD
Hefty Weapons: d8 hefty (greatspear, mace) Heavy Steed: VIG 15, WIT 5, GRA 5, 4GD
Long Weapons: d10 long (poleaxe, billhook) Charger: VIG 10, WIT 5, GRA 5, 5GD,
d8 trample
Sling: d4 hefty
Javelin: d6 LUXURIES
Shortbow: d6 long Fine or Extravagant Clothes
Subtle or Ostentatious Jewellery
Shield: A1, d4 Scrolls, Books or Tomes
Greatshield: A2, d4 hefty Bottles of Perfume, Boxes of Spices
Heavy coffers of coin
UNCOMMON ARMS Feasts and Banquets
Shortsword: 2d6
Lance: d10 hefty, count as long on foot SPECIALISTS
Brutal Weapons: 2d10 slow (great maul/axe) Roll Virtues on d6+d12 or treat as 10.
Longbow: d8 slow Servant: 2GD, single duty with little expertise
Armour: A1 (leather, piecemeal iron) Herbalist: 1GD, provides treatment, not cures
RARE ARMS Sentry: 3GD, halberd (d10 long), little
Longsword: 2d8 hefty appetite for actual combat
Greatsword: 2d10 long
Alchemist: 1GD, creates poisons or
Curve Bow: 2d6 long quasi-medicinal potions
Crossbow: 2d8 slow
Soldier-at-Arms: 6GD, spear (d6), greatshield
Full Armour: A2 (suit of chain, scale, plate) (A2, d4 hefty), experience of combat
SPECIAL ARMS Archer: 3GD, shortbow (d6 long)
Special Weapon: Take as an existing weapon
type, but +d6 or +d8 in a specific situation. Guide: 5GD, handaxe (d6) and javelin (d6),
knows the area
Special Armour: A2 in a specific situation.

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SAVES
Rules
Roll d20 equal or below the relevant Virtue.
Failure means negative consequences, not
necessarily a failure of the action itself.
VIRTUES
Virtues can be reduced and raised in a
number of ways, but can never go higher
than 19 or lower than 0.
LUCK ROLLS
Roll d6 to represent the whims of fate.
LUCK ROLL
1 Crisis: Something immediately bad.
2-3 Problem: Something potentially bad.
4-6 Blessing: Something welcome.
TURNS
A turn is enough time to Move and then
perform an Action, always in that order.
SURPRISE
Players normally take their turns before the
enemies. Surprised characters must pass a
WIT Save or miss their first turn.

REACTION
When uncertain, a character makes a GRA
Save to avoid an unfavourable reaction.
EXPOSED
Characters who are caught unready or
defenceless are Exposed and act as if they
have 0GD. If they remedy their situation then
they are no longer Exposed. Traps and
ambushes typically catch victims Exposed.
FEATS
These special actions known by Knights can
be performed as described in their entry. If
using a Feat causes Virtue Loss then this
occurs after the Feat is performed.
DEATH
Even the boldest Knight can die a sudden or
ignoble death. Prepare yourselves for this.
When a Knight dies the player creates a new
Knight and they are added to the company
as quickly as possible. Alternatively they
may assume control of a squire or follower.

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ATTACKS
Attacks & Damage VIRTUE LOSS
Take the attack dice noted on your Targets are only Mortally Wounded if their
weapon(s), shield and granted by bonuses. Virtue was reduced by Damage.
All combatants attacking the same target Virtues may be reduced by other means,
pass their attack dice to a designated lead typically referred to as Virtue Loss.
attacker who rolls them all together.
If a Virtue is reduced to 0 by Virtue Loss the
• If the target is a Knight they may use character is Exhausted until their Virtue is
Deflect (pXXX) to remove one or more dice restored. Exhausted characters are Exposed
• Take the highest die remaining and cannot perform Feats.
• Add 1 for each other die that rolled a 4+ RECOVERY
• Subtract the target’s Armour score Guard is fully restored with just a moment
of peace, after combat is resolved.
The attack causes that much damage. The
lead attacker strikes the decisive blow. Vigour is fully restored by receiving warm
hospitality or visiting a Haven.
For example, a knight with a mace (d8) and
shield (d4) is aided by an ally with 2 daggers Wit is fully restored by receiving guidance
(d6 each), rolling a d8, a d4, and 2d6. from a Seer or visiting a Sanctum.
The roll is 5, 4, 2, 5. The highest die is 5 and
there are two other dice showing 4+, raising Grace is fully restored by performing a
the damage to 7. The target has Armour 1, worthy penance or visiting a Monument.
reducing the damage to 6.
Impaired attacks roll d4 and cannot benefit
from bonus dice or cause Onslaughts.
Blast attacks damage everybody in their
area, rolling each separately.
Ongoing damage occurs at the end of the
victim’s turns until removed.
DAMAGE
The attack’s damage is removed from the
target’s Guard. If they have at least 1GD
remaining then they Evaded the attack.
If it leaves them with exactly 0GD then they
are Scarred (pXXX).
If it exceeds the target’s Guard, the excess is
removed from VIG and they are Wounded.
If they lose half or more of their remaining
VIG it is a Mortal Wound. Mortally Wounded
targets are down and dying. They die if left
untended for an hour.
If damage reduces the target’s VIG to 0 then
they are Slain.

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Scars
Consult the entry for the amount of Damage
taken by the attack. Scars are only gained
through real combat, not training.
Virtue loss through Scars is not considered
Damage, so cannot cause Mortal Wounds or
Slay the victim.
1: Marked – Roll 1d6: 1: Eye, 2: Cheek.
3: Neck 4: Chest, 5: Stomach, 6: Hands
Reroll your max GD on d6 and keep the result
if higher.
2: Unnerved – You stammer and shake.
Lose d6 GRA.
3: Hobbled – Your speed is greatly reduced.
Lose d6 WIT.
Reroll your max GD on d6 and keep the result
if higher.
4: Smashed –You spit teeth and blood.
Lose d6 GRA.
5: Gouged – Your flesh is torn deeply.
When you get stitched up, reroll your max GD
on 2d6 and keep if higher.
6: Ruptured – Your insides are pierced or
crushed. Lose 2d6 VIG.
7: Torn – Roll 1d6: 1: Nose, 2: Ear, 3: Finger
4: Thumb, 5: Eye, 6: Chunk of Scalp
When you get patched up, reroll your max GD
on 2d6 and keep the result if higher.
8: Pained – Such agony numbs your senses.
Lose 2d6 WIT.
9: Mangled – Roll 1d6: 1-2: Leg,
3-4: Shield Arm, 5-6: Sword Arm. The limb is
lost or damaged beyond use.
By next Season you have a prosthetic or have
learned to get by, reroll your max GD on 3d6
and keep the result if higher.
10: Crushed – Your body and spirit are
bruised. Lose 2d6 GRA.
11: Humiliated –A demeaning blow.
If you achieve revenge then reroll your max
GD on 3d6 and keep the result if higher.

12 or more: Doomed –You shouldn't have


survived that. You dream of your own death.
If you would take a Mortal Wound this
season you are Slain instead.

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FEATS
Combat WEAPON TYPES
Every Knight knows these 3 Feats. If no type is noted assume the weapon uses
one hand and has no other restrictions.
SMITE Hefty weapons use one hand. They are
Make an armed melee attack Impaired if another Hefty item is wielded.
Get +d10 to the attack Long weapons require both hands and are
Lose d6 VIG Impaired in confined environments.
Slow weapons cannot be used if the attacker
DEFLECT has moved this turn. They are also Long.
Use immediately after an attack roll against
you or a nearby ally ARMOUR & SHIELDS
Discard one damage die rolled A combatant can benefit from one set of
Lose d6 WIT armour and one shield. Shields also grant an
This can be performed multiple times against attack die. For example, a fighter with a
the same attack dagger (d6), shield (A1, d4) and armour (A1)
has Armour 2 and attacks with a d6 and d4.
RAMPAGE
Make an armed melee attack UNARMED COMBAT
The attack gains Blast but is indiscriminate Unarmed attacks are Impaired unless the
Lose d6 GRA attacker has suitable natural weapons.
BONUS ATTACK DICE RANGED COMBAT
These are typically gained from having Purely ranged weapons cannot be used if the
useful information, taking a risk, or making attacker began their turn engaged in melee.
advanced preparations. The Referee chooses
the most appropriate bonus to grant: Partial concealment grants the target
equivalent protection of a Shield (A1) or
+d6: Crude gambit (thrown dust) Greatshield (A2) against ranged attacks.
+d8: Tactical exploit (superior position) This does not stack with their shield.
+d10: Ruthless ploy (disarmed target)
+d12: Overwhelming power (demon blood) CAVALRY COMBAT
Mounted combatants benefit from their
ONSLAUGHT steed’s Trample attack (if they have one)
When an attacker rolls the highest possible when charging enemies on foot. This doesn’t
number on the highest attack die, before any work against large opponents or spearwalls.
modifiers, they strike an Onslaught.
Impaired attacks cannot strike Onslaughts. Steeds can be targeted by attacks. A Knight
performing such an attack loses d6 GRA.
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 WAVERING MORALE
• Dismounting them from their steed • Lone combatants who are Wounded, or
• Restricting their movement groups who lose half of their original
• Driving them into a vulnerable position number, must make a GRA Save to avoid
rout or surrender.
These effects are not limited to Onslaughts, • Groups with a leader may use the leader's
but here they are granted without risk and GRA score in place of their own.
without use of an action. • This does not apply not player characters,
Multiple attackers only use the single but does affect squires and followers.
highest die when checking for an Onslaught.

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WARBANDS
Warfare 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 +d10 and cause Blast Damage. Conscripts: VIG 10, WIT 10, GRA 7, 4GD
Crude Polearms (d8 long)
LEADING FROM THE FRONT Skirmishers: VIG 10, WIT 13, GRA 10, 2GD
One individual within a Warband can add Shortbows (d6 long)
their damage dice to the Warband’s attack
roll, leading from the front. If they do, they Mercenaries: VIG 10, WIT 10, GRA 10, 5GD
suffer the same damage that the Warband Billhooks (d10, long)
does when the target fights back.
Cavalry: VIG 10, WIT 13, GRA 10, 4GD
SHIELDWALLS & SPEARWALLS Javelins (d6), handaxes (d6), horses
Warbands can form close as a wall.
If bearing shields they gain 1 extra Armour Knights: VIG 13, WIT 10, GRA 13, 7GD
and if carrying spears enemies cannot attack Warmaces (d8 hefty), plate (A2) and shield
on the turn that they charge. (A1, d4), charger (+d8 on charge)
Movement is limited to a very slow pace.
WOOD AND STONE
Ships and structures are destroyed at 0GD.
Recovering GD takes a day of repairs.
Wooden structures and ships ignore attacks
other than from fire, siege weapons or
suitably large creatures.
Stone walls cannot be breached by
conventional means, though rumours tell of
alchemical methods in distant lands. Wooden
gates are a much more typical target.
Gate: 5GD, A1
Rampart: 10GD, A2
Castle Wall: 15GD, A3
Rowboat 4GD, carries 6 passengers
Longship 10GD, A1, carries a Warband
Raiding Ship: 10GD, A2, carries 2 Warbands
ARTILLERY AND SIEGERY
Siege Tower: 7GD, A2
Battering Ram: d12
Stone Thrower: d12 blast
Bolt Launcher: 2d12
Trebuchet: 3d12 blast, immobile

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HEXES
The Realm LANDMARKS
A Realm is a map with a hexagonal grid Some Wilderness Hexes contain a Landmark.
covering the loose influence of a seat of
power. Aim for 100-150 land hexes in total Landmarks cause a specific effect on a roll of
whether the realm is landlocked, coastal, or 4-6 on the Wilderness roll. When this causes
comprised of islands. Virtue loss, each character rolls separately.
Typically players can see a copy of the map Add d6 of each type of Landmark, scattered
with Holdings and general sense of the across the realm in Wilderness hexes. Mark
terrain between. They cannot see Myth and them with their initial or an icon as suits.
Landmark locations.
Typically Landmarks only become known to
The distance covered by each hexagon is characters when they encounter them or hear
known a Hecksleague, commonly a Hex. This about them from a local.
distance represents a few loose factors:
Each Landmark type can cover a range of
• The area a hill fort can overlook specific features depending on the terrain of
• The area that guards can patrol in a day its hex. Some examples are listed here, and
prompts are present on Knight and Myth
• A return hike to a neighbouring hex gets pages later in the book.
you home before dark
The players’ actions may create new
landmarks, or remove or alter existing ones.
MAPPING THE REALM
Consider the below a guideline rather than Haven: Places of safety and comfort
absolute ruling on the content of all Realms. Restore VIG
Place the Seat of Power near the centre. Sanctum: Niches of calm and focus
This is the Holding of the ruler of the whole Restore WIT
Realm, commonly a knight in a castle.
Monument: Symbols of hope and inspiration
Place 3 other Holdings a good distance away Restore GRA
from the Seat of Power. These are fortresses,
towers, walled towns, temples. Commonly Ordeal: Nature that fights your every step
one is held by a Knight, another a Seer, and Lose d6 VIG
another a particularly influential Vassal.
Name these Holdings and the Seat of Power. Gloom: Shadows that deceive the senses
Lose d6 WIT
Even holdings not held by a Seer have one on
site to offer their guidance. Vestige: Past failures that dampen spirits
Lose d6 GRA
The remaining Hexes represent Wilderness
and should be marked with a variety of NEIGHBOURING REALMS
terrain types. Consider a navigable waterway Realms are typically separated by distance, a
passing through a Holding of two, and entire natural barrier, or a disputed border.
hexes of water representing larger lakes. Travelling to another Realm normally sees
MYTH HEXES you arrive in the next Season.
These Hexes are distinctly affected by the
presence of their Myth.
Place 6 Myths (see pXXX) far from each
other and in remote places. Number them as
Myths 1-6.
When a Myth is resolved it is removed and a
new Myth emerges in the next Age.

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A Knight’s journey largely focuses on
Sites EXAMPLE - Blackmoss Isle
travelling great distances to seek the
guidance of seers and uncover myths.
However, on occasion there may be the need
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.

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PRIMACY OF ACTION
Refereeing 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?
Past action taken by the players supersedes 2: LEVERAGE - What makes it possible?
content generated by prompts or rules. Their 3: COST - Would it use a resource, cause
deeds are reality. Virtue Loss, or have a negative side-effect?
4: STAKES - What's at risk? No risk, no roll.
Remember the core of giving players 5: ROLL - Make a Save or a Luck Roll.
information, honouring their choices, and 6: IMPACT - Show the consequences,honour
describing the impact of their actions. the Stakes, and move forward.
GIVING INFORMATION SUCCESS
The players can only make interesting When the players succeed at a significant
choices when they are presented with action the Referee does one of the following:
difficult situations and given all of the
information needed to engage with it. ADVANCE - Move in a good direction.
DISRUPT - Lessen a threat.
IMPROVISATION RESOLVE - Put a problem to rest.
When the faced with a question not answered
by a rule, notes, or procedure, you improvise. FAILURE
When the players fail at a risky action they
Anything too beneficial or too harmful might still complete the action, but always
creates the feeling of an arbitrary world. suffer negative consequences:
Instead, describe something that does at
least one of the following: THREATEN - Create a new problem.
ESCALATE - Make a situation worse.
• Evokes the flavour and themes of the EXECUTE - Deliver on a threat.
area and its inhabitants.
• Indulges their senses. Vision, hearing, IMPACT
touch, smell, and taste. Whether a success or failure, ensure that the
• Reinforces something that they've players’ actions have an observable impact on
already learned about this place. the world. The best types of impact have both
immediate and lasting consequences, always
moving things forward.
PROMPTS
Every Knight and Myth spread has Prompts ENDING A SESSION
across its base. Some are expanded in the At the end of each session:
omens or cast, but mainly serve as cues for
improvisation as needed. • Discuss if it would feel right for a Season
or Age to pass between now and the next
session (pXXX).
• If a Season or Age passes follow the
procedure detailed (pXXX)
• Ask the players if they have any plans or
ambitions for the next session. This gives
you a direction for any preparation you do
before then.

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DAYS have 3 PHASES:
Time 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. • None - Pick up where you left off.
• Weeks - The season continues, onto the
YEARS have 3 SEASONS: next significant seasonal event.
Spring - The Green Season • Months - Move to the next Season.
• Rosy dawns, birds in the blossom, • Years - Begin a new Age in Spring.
blustering winds, and hailstorms
• Begins with the Feast of Stars, making If uncertain, Roll.
vows and settling debts PASSAGE OF TIME
• Midspring sees the Toil, fasting and 1 Season or age turns now.
sacrifice to fortify both people and land 2-3 Season or age turns next session.
4-6 The season or age continues
Harvest - The Gold Season
• Warm starry nights, chirping crickets, Between Seasons and Ages, knights serve the
drought, and thunder Realm and each choose a Focus.
• Begins with the Feast of the Sun, a
night of excess and revelry BETWEEN SEASONS
• Midharvest sees Purging Night, Restore Virtues and choose one:
burning huge fires to keep evil at bay • Pilgrimage: Learn about an unknown
part of the Realm.
Winter - The Grey Season • Courtesy: Establish a new contact or
• Blankets of mist, sudden blizzards, steely earn a favour.
ice, and darkness • Service: Make a small improvement to
• Begins with the Feast of the Moon, a the Realm.
reflection on the past and our mortality
• Midwinter sees Almsday, charity and BETWEEN AGES
goodwill to begin nature’s rebirth Restore Virtues and choose one:
A LIFE has 3 AGES: • Legacy: Establish a successor.
• Duty: Make a significant improvement to
Young: Green, always learning. the Realm.
Mature: Seasoned, in their golden years. • Mastery: Learn a Feat from a senior
Old: Grey, considering their legacy. Knight you have proven yourself to.
New Knights are assumed to be Young.
UNRESOLVED SITUATIONS
When significant years pass, characters move If a particularly important situation is left
onto the next Age. unresolved before moving to the next Season
or Age then the group can agree to roll d6 to
When a character becomes Mature they see how it changes during that time.
reroll all Virtues on d12+d6 and keep the
result if higher. UNRESOLVED SITUATIONS
When a character becomes Old they reroll all 1 It goes as bad as it could possibly go.
Virtues on d12+d6 and keep the result if 2-3 It gets a little worse.
lower. In addition, Old characters lose d12 4-6 It gets a little better.
VIG at the end of each age. If this reduces
them to VIG 0 they die peacefully.

15
Travel

WILDERNESS ROLL
Encounter the next Omen from a
1 Random Myth in this Realm.
Encounter the next Omen from the
2-3 Nearest Myth.
Apply the effect of the Hex’s Landmark TRAVELLING BLIND
4-6 Otherwise All Clear. 1 Circle back to where you started.
2-3 Drift 1 hex to the Left (2) or Right (3).
4-6 Progress straight ahead as planned.

DIRE WEATHER
1 Dire Weather. You can’t leave the Hex.
2-3 Looming Threat. If this is rolled a second
consecutive time, treat as Dire Weather.
4-6 Fine weather for travel.

LOCAL MOOD
1 Occupied by a looming or recent crisis
2-3 There is a sense of things in decline
4-6 A fine mood and all seems well enough

16
THE LAY OF THE LAND
Exploration GATHERING FOLKLORE
Each Hex is large and diverse, a land within Everybody knows their local Myths, but
the land. Some vassals may spend their Seers hold wisdom beyond common vassals.
whole lives within one. No Hex is entirely
uniform. A forest hex might have cliffs, Vassals know about their nearest Myth, and
streams, lakes, ruins, clearings, and caves. its general direction. If it is adjacent to their
home then they know its precise location.
Use Prompts (pXXX) to help fill the blanks in
your Hexes. Vagabonds have roamed enough to know
about a random Myth of the realm. They
EXPLORATION ACTIONS know its rough direction.
In ruling exploration actions, remember the
principles of Primacy of Action (pXXX). In Both know Rumours that warn of dangers,
particular, consider whether the action will but not how to avoid or undo them. Roll d6 to
take a whole Phase of the day to carry out. find out which Omen they reference.
As with other Actions, the players should Seers know the rules of all Myths, their
know the stakes before they commit to it. deeper secrets, and their locations. They
know its weaknesses, and cures to its
If the Action calls for a Save the company maladies. Their knowledge isn’t given freely.
decides who rolls, using their Virtue.
For example, take Myth 6, the Goblin.
Even if they fail the Save, the goal might still
be achievable, but now faces an obstacle or Omen 2 describes “A lost lad, full of stories.
additional cost. Claims a little old man called him into the
woods.”
While the cause and consequence of failure
can be personal, they also represent the A Vassal or Vagabond would know about
whims of nature: bad weather, shifting children going missing, and an old man in
landscapes, and dire fauna. the woods.
If it is unclear which Virtue to use, consider A Seer would know that this is in fact the
the main activity involved in the risky part. Goblin, and would know that he can only
claim lost things, unable to steal for himself.
VIGOUR - Physical challenge. They even know where to find his lair.
WIT - Mental or sensory challenge.
GRACE - Social or emotional challenge.
SEARCHING
It takes a whole Phase to carry out a surface
level sweep of an entire Hex, or thoroughly
search for something known to exist there.

17
RULING A DOMAIN
Domain PLIGHTS AND DISASTER
In return for pledging loyalty to the Seat of Ruling a Domain is really an exercise in
Power, a Holding and surrounding lands ongoing disaster management.
might be granted to a Knight or influential
Vassal. This forms their Domain. Seers often At the start of a Season or when returning
claim a Domain through their own authority. from a long absence, make a Luck Roll.
THE COUNCIL DISASTERS
Prestigious seats that must be filled for a 1 Calamity: Immediately suffer 2 Plights.
Domain to run smoothly. Though you may 2-3 Dilemma: Choose between 2 Plights.
grant and revoke these roles, those who are 4-6 Prosperity: Times are good.
scorned rarely go quietly.
Plights apply to the whole Domain, not a
Steward: Ruling in your absence, carrying single character, and remain until resolved.
your authority and key to the treasury. They can be chosen by the Referee, or rolled:
Marshall: Training and equipping soldiers, 1: Chaos - Lawlessness in the land.
mustering them in times of war. Resolution: Enforce a sense of justice.
Sheriff: Monitoring threats within your 2: Debt - Dire need of coffer and coin.
realm and even within your walls. Resolution: Restock the treasury.
Envoy: Managing neighbours and providing 3: Famine - Empty plates, empty fields.
hospitality to visitors. Resolution: Get food into the stores.
Members of your council can be assigned to 4: Misery - Vassals question why they toil.
tasks. Depending on the scope these could Resolution: Raise the spirits of your people.
take a Phase, a Week, or a full Season. These
are handled just as normal actions (pXXX), 5: Panic - The weak tremble with unease.
with failure typically causing a Plight, or a Resolution: Ensure the vassals feel protected.
roll on the Disaster table.
6: Doubt - The seeds of betrayal against you.
THE CIRCLE Resolution: Bring court and council into line.
Knightly rulers often form a secondary
council of trusted Knights, seated as equals MISRULE
to discuss important matters. If a season ends with any unresolved Plights
then the domain goes into Misrule. Vassals
THE COURT revolt, Knights leave, and pretenders move in
Those outside of your immediate control. on their claims.
Officials: Staff taken on by individual CLAIMING A SEAT OF POWER
council members to aid in their work. A Seat of Power carries similar problems to
a Holding, elevated to a larger scale. Threats
Courtiers: Knights and Vassals with lesser arise from within your court, within your
responsibilities or ceremonial honours, realm, and from beyond your borders.
usually holding higher ambitions.
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.

18
MUSTERING TROOPS
Authority
A Seat of Power can typically muster three
warbands, other holdings usually two. The
quality of their Marshall 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 for war or great projects, but must Roll.
INCREASED TAXES
1 Immediate Misrule.
2-3 Your coffers are filled, but take a Plight.
4-6 The Vassals pay willingly, mostly.
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.
Every Season brings some drama, so Roll.
DRAMA IN COURT
1 You are personally involved.
2-3 You are involved by association.
4-6 You are not involved.

CONQUEST
Knights live between two worlds. One of
rank, oath, and rule of the worthy. The other
of chaos, brutality, and rule of the strong.
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.

19
Knights
Roll d6 and d12. Read the d6 first. Pages list the d6 in a square, d12 in a circle.

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 differ.
on to a successor in retirement or death.
The coat of arms presented may be used, or
They may keep their given name, or fully can be drawn on as a bank of examples.
give themselves to their knightly identity.
Each page also includes the Seer who
granted their Knighthood.

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 War Knight 6. The Tankard Knight 6. The Temple Knight
7. The Willow Knight 7. The Owl Knight 7. The Fox Knight
8. The Gilded Knight 8. The 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

20
Myths
Roll d6 and d12. Read the d6 first. Pages list the d6 in a square, d12 in a circle.

Each Myth lists the Omens that appear in When its final Omen is revealed, the Myth
a realm in which it is present, and the cast is Resolved and the Knights gain Glory. A
of beings who are associated with it. new Myth emerges in the next Age.
Entering or Exploring the Myth’s Hex Myths may appear at odds with their
always reveals its next Omen, Realm, such as The Sea in a desert. Still,
remembering Primacy of Action (pXXX). these Myths must be brought to pass, so
The Hex itself is visually tied to the Myth. the realm shifts as needed.

ONE THREE FIVE


1. The Plague 1. The Chariot 1. The Colossus
2. The Wall 2. The Desert 2. The Fortress
3. The 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

21
1 The
1
True KnightThey swore to uphold truth
The untrue lain broken upon their lies
PROPERTY
• Polished mace (d8 hefty) and armour (A1)
• Kite shield (A1, d4) marked with a
symbol of the truth (see below).
• Petulant steed
(VIG 10, WIT 10, GRA 5, 5GD)

FEAT - Punitive Stroke


Make an armed melee attack against a
known liar.
Get +d10 to the attack, ignoring armour.
VOW - Honesty
Lose d6 GRA when you knowingly lie.

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

KNIGHTED BY…
THE ROTTED SEER
VIG 7, WIT 5, GRA 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 ~ Characteristic: Thunderous Voice
Object: Grey Lantern ~ Beast: Smiling Fox ~ State: Feasting ~ Theme: Sleep

22
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 their The Angry Infected
dreams, where foul air was choking VIG 8, WIT 6, GRA 5, 2GD
people in their sleep. Pleads for help Axe (d8 hefty)
spreading the word. Those directly exposed must pass a GRA save
2. Moaning in the mist. A wooden shack to avoid infection. Lose d6 VIG each day.
cloaked with ivy, home to a dying old There are treatments but no cures.
couple. Their daughter recently left to
search for herbal treatment. Jolly Hunter, Maccan
VIG 14, WIT 12, GRA 15, 4GD
3. Jolly hunter and his son with mild Shortbow (d6 long)
symptoms, chasing a smiling fox up a
tree. They don’t believe in the Plague, but Purging Knights, Dirmad & Duncas
claim the fox is a harbinger of death. VIG 12, WIT 10, GRA 7, 5GD
The smiling fox wants to witness a death. Handflail (d8 hefty), Chain (A1), Shield (A1,
4. A self-important knight and two squires, d4), 3 Firepots (d6 blast, sets area alight)
returning to report the plague to the seat Twins, hate each other
of power. Demands escort from other
Knights. They carry a Grey Lantern, its
light only visible to the carrier.
THE DEATHLY MALADY
5. A clearing, embers of a bonfire. A crowd of
infected villagers, close to death, full of Fatal Symptom Transmission
anger. They swear a blood oath on the red 1 Bleeding Skin Contact
stump, seeing visions of revenge. They
attack anybody caught watching them. 2 Choking Breath
6. An infected village, the root of the Plague. 3 Swelling Bodily Fluids
Visible cause of transmission. Two
Purging Knights, lead the charge to 4 Wasting Ingestion
cleanse with flame. Fire only serves to 5 Lethargy Rats
spread the plague further.
6 Convulsion Flies
Haven: Shepherd Fields ~ Sanctum: Whispering Brook ~ Monument: Royal Statue
Ordeal: Thick Woodland ~ Gloom: Icy Mist ~ Vestige: Burned Village

23
1 The
2
Snare KnightImmersed 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, WIT 10, GRA 7, 4GD)
Partially understands human speech.
• Tattered steed
(VIG 8, WIT 10, GRA 5, 2GD)

FEAT - Wild Eye


Observe a beast in secret.
Learn a useful truth about their habitat.
VOW - Empathy
Lose d6 GRA when you kill an animal
unprovoked.
KNIGHT & COMPANION
History Type
1 Exiled Otter
2 Feral Hare
3 Vengeful Rat
4 Shamed Weasel
5 Jovial Ferret
6 Artistic Squirrel

KNIGHTED BY…
THE SWOLLEN SEER
VIG 15, WIT 5, GRA 4, 1GD

• Can only be moved by feats of


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

Person: Tired Scout ~ Name: Caldan ~ Characteristic: Golden Hair


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

24
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, WIT 8, GRA 7, 4GD
labourers sharing a meal on their way to Wallerhook (d8 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, WIT 10, GRA 8, 5GD
They nest in the trees that root among the Longaxe (d10 long), rusted armour (A1)
wall’s oldest stones.
3. Lonesome wall knight sat among colossal Giant Magpie, silverseeker
VIG 6, WIT 14, GRA 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, stuck at the bottom of a
muddy slope. They search for a bandit Empowered Refugees, Mohan & Orla
who climbed the wall. One is paranoid, VIG 18, WIT 8, GRA 9, 2GD.
eating from a pot of Moonlit Honey known Giant Punches (d10)
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
Haven: Verdant Treehouse ~ Sanctum: Tranquil Vista ~ Monument: Ancient Obelisk
Ordeal: Stinging Leaves ~ Gloom: Ominous Pit ~ Vestige: Defiled Totem

25
1 The
3
Tourney Knight A calling brought a life of combat
Nay a protector, in fact a competitor
PROPERTY
• Greatlance (2d10 hefty when mounted,
slow on foot) and 2 javelins (d6)
• Arena armour
(A1, requires a second person to don or
remove, fancy helm, see below).
• Horned Stallion
(VIG 12, WIT 10, GRA 5, 4GD, d6 trample)

FEAT - Champion Vow


Use immediately before a combat where
there is a prize at stake.
+d6 to melee attacks for the whole combat.
VOW - Hatred
lose d6 GRA when you forgive somebody.

CALLING AND HELM


Call to Battle Fancy Helm
1 Greed Lion
2 Bloodlust Shark
3 Glory Great Crest
4 Duty Hawk
5 Pride Bull
6 Ambition Demon

KNIGHTED BY…
THE ENTOMBED SEER
VIG 7, WIT 5, GRA 11, 2GD

• Now entombed in white stone, their voice


answers visitors only very rarely.
• Always guarded by a knight, mourned by
an apprentice.
• Sees beyond the veil of death.

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


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

26
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, WIT 15, GRA 17, 2GD.
trees, some forming on your cheek. Curse of despair-of-flesh (d8 blast, wounds
2. Ornately carved well, now stagnant. cause GRA loss in place of VIG).
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, WIT 8, GRA 6, 2GD
he meets. Hooked Greatsword (2d10 long),
4. A strange nasal-toned flute, left with greencloaked armour (A1)
scraps of cloth. Playing stimulates sudden Fine silver oakleaf necklace
grief. Lose d6 WIT and dream of the spirit.
5. The spirit, lingering by a drowning-lake. Roaming Alchemist, Coalin
They torment trespassers with visions of VIG 7, WIT 10, GRA 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 Shape Matter
visit the lake to show their respects.
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
lose d6 WIT. The spirits are only appeased
when sufficient grief has been caused. 5 Childish Shadow
6 Amorphous Water
Haven: Traveller’s Inn ~ Sanctum: Mirrored Grotto ~ Monument: Runic Cairn
Ordeal: Forgotten Traps ~ Gloom: Illusory Paths ~ Vestige: Skull Heap

27
1 The
4
Bloody Knight Some were born to fight
This one birthed from the very blood of battle
PROPERTY
• Longaxe (d10 long) and brutal armour (A2
only when Wounded)
• Sacks of alcohol (see below)
• Bullish warhorse
(VIG 15, WIT 5, GRA 5, 3GD, d6 trample)

FEAT - Bloody Echo


Use immediately after defeating an opponent.
Your next melee attack in this combat
gains Blast.
VOW - Justice
Lose d6 GRA when you allow a misjustice.

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

KNIGHTED BY…
THE REED SEER
VIG 8, WIT 15, GRA 10, 4GD

• Knows they will lose their sight if they


pass over a river.
• Sees the near future in the patterns of
reeds chopped in a very specific way.
• Wants to live in the protection of a
worthy master, serving a righteous cause.

Person: Bread Monk ~ Name: Jago ~ Characteristic: Disobedient Dog


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

28
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, WIT 14, GRA 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, WIT 10, GRA 12, 2GD
its peak. Three monks seek a blood Cudgels (d8 hefty), bread, mead barrels.
offering for the river. They need an
innocent animal or a sinful person. Bridge Knight, Tog
4. Pilgrims arguing with a Bridge Knight VIG 15, WIT 15, GRA 6, 6GD
chasing down a toll. The Knight knows Hooksword (2d6 hefty), armour and
one of the Pilgrims has a golden coin from redshield (A1, d4)
The City and will take it by force Heavy coffer of toll money
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
Haven: Thriving Farm ~ Sanctum: Hilltop Hermitage ~ Monument: Knight Mausoleum
Ordeal: Impossible Peak ~ Gloom: Heralds of Doom ~ Vestige: Hanging Skeletons

29
1 The
5
Moss Knight
The tree and stone had no need to be taught
The wisest knew to study beneath them

PROPERTY
• Branch cudgel (d8 hefty), buckler (A1, d4)
• Tattoos (see below)
• Pale steed
(VIG 8, WIT 12, GRA 5, 3GD)

FEAT - Mosstongue
Speak with uncut stones and particularly old
trees. If you push them for too much
knowledge they rebuke you, shunning you
for the rest of the day.
VOW - Naturality
Lose d6 GRA when you sleep indoors.

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

KNIGHTED BY…
THE LOATHED SEER
VIG 8, WIT 11, GRA 5, 6GD

• Long, twisted face and body, like she’s


been pulled around a cart wheel.
• Sees into a person’s hate with a touch,
sharing and fuelling their contempt.
• Physically pained by admiration or love.
Wants to become even more loathed.

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


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

30
The
Wyvern
All jack-a-jaw and neck a knotted string
All fess-a-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, WIT 17, GRA 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 (d10, wound causes bloating death
screeches in the distance. within an hour unless thoroughly washed
3. The bloated body of a poisoned knight, out with fresh milk).
adoring squire weeping at their side. Disgusted by the sound of a baby’s cry. 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, WIT 10, GRA 2, 3GD
opposite directions. A serrated blade Thrash (d8, 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, d4), Form Abomination
blessed 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
Haven: Pigeon Breeder ~ Sanctum: Sun Shrine ~ Monument: Voyage Mosaic
Ordeal: Carrion Birds ~ Gloom: Dark Woods ~ Vestige: Gory Painting

31
1 The
6
War Knight
Forged and broken in the bloodied mud
Won some, lost some, ever survived
PROPERTY
• Special Polearm (d10, long, see below),
splint armour and helm (A1, see below)
• Whalebone chess set (and some skill)
• Stocky steed
(VIG 15, WIT 8, GRA 5, 2GD)

FEAT - Battle Awareness


Use at the start of combat. Declare 2
reasonable battlefield features to be present.
VOW - Duty
Lose d6 GRA if you refuse martial service to a
worthy cause.
MILITARY GEAR
Special Polearm Helm
+d8 vs mounted
1 targets Veiled Leather Cowl
+d8 vs targets with a
2 shield Long Chain Hood
+d8 vs targets in
3 armour Full Heavy Bucket
+d8 vs targets without
4 a shield Crow-Beaked
+d8 vs two-handed
5 weapons Caged Visor
+d8 vs anybody
6 attacking you Kettle Cap

KNIGHTED BY…
THE LOST SEER
VIG 10, WIT 9, GRA 7, 2GD

• Constantly being rubbed with


psychotropic tinctures, parts of their body
seeming to dissipate from reality
• Sees things that have been lost in a hazy
vision of their current location.
• Knows they will lose their sight if they
advise directly how to find something.
Person: Lost Lad ~ Name: Coren ~ Characteristic: House Proud
Object: Weird Bone ~ Beast: Tender Bloodhound ~ State: Sprinting ~ Theme: Healing

32
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, WIT 16, GRA 15, 9GD
2. A lost lad, full of stories. Claims a little Bony needle (d6 +d10 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, WIT 10, GRA 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, WIT 9, GRA 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
Haven: Honey Farm ~ Sanctum: Chiming Bells ~ Monument: Victory Pillar
Ordeal: Salt Bog ~ Gloom: Ominous Chimes ~ Vestige: Shattered Shield

33
1
The
7
Willow Knight
The giants fought the storm, falling, all broken bones
The youth, thrown about, arose in the calm
PROPERTY
• Old sword (d8 hefty) and light shield (A1
does not count as Armour for your
Vengeful Bend)
• Youthful Energy (Use once only to treat a
Mortal Wound as a normal wound)
• Cautious steed
(VIG 10, WIT 15, GRA 5, 2GD)

FEAT - Vengeful Bend


Use immediately after you are attacked while
unarmoured and are not Wounded as a result.
Your next attack against them gets +d8.
VOW - Doubt
Lose d6 GRA when confronting somebody
senior to you.
MEMORIES OF HOME
Place Disaster
1 Riverside Death
2 Coastal War
3 Mountain Famine
4 Pine Forest Plague
5 Moor Fire
6 Castle Flood

KNIGHTED BY…
THE CARVED SEER
VIG 7, WIT 5, GRA 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 ~ Characteristic: Battle Scars


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

34
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, WIT 16, GRA 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, WIT 13, GRA 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, WIT 10, GRA 5, 5GD.
owl, boar, and mouse. Lurking in the Tusk and maul (2d8), thick hides (A1)
mist, they hurl a Thorn Spear
(d10 hefty, cannot be taken from the THE VERDY MAZE
forest) before retreating to 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
Haven: Cartographer Hut ~ Sanctum: Silent Grove ~ Monument: Sun Beacon
Ordeal: Barbed Gorge ~ Gloom: Shrieking Fauna ~ Vestige: Horse Tomb

35
The
1
8
Gilded KnightA beacon of the brave and bold
All cloaked and masked in sunnen gold
PROPERTY
• Great mace (d10 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, WIT 9, GRA 12, 4GD, d6 trample)

FEAT - Martyr-in-Waiting
Use as a reaction to being Mortally Wounded.
Allies fighting with you regain d6GD and get
+d12 against your attacker for the combat.
VOW - Pride
Lose d6 GRA when you admit defeat.

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

KNIGHTED BY…
THE CROWN SEER
VIG 11, WIT 8, GRA 16, 2GD

• Their head is a twisted heap of flesh,


bone, and precious metal
• Sees glimpses of the ultimate fate of
anybody taking up a seat of power.
• Demands a humiliating level of reverence
from visitors. Wants to manipulate loyal
contacts into positions of authority.

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


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

36
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, WIT 2, GRA 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, WIT 12, GRA 12, 5GD
child, who they believe to be the key to
finding the City. Morningstar (d8 hefty), Chain (A1) and
Halfshield (A1, d4)
3. Fog shrouded lake, no deeper than a foot
throughout. A rogue Seeker Knight Redmaw Wolf, greymender, scartooth
searches for the Child, who they believe VIG 14, WIT 10, GRA 5, 5GD
must be sacrificed to an awful creature in Bite (d10) or Stalk and Pounce (2d8)
order to put it to rest for good. You’re Can bite out the wounds from itself or
either with them or against them. another, restoring d6 VIG each turn.
4. An abandoned shack, empty cradle. A
snake fang rattle, known to repel the Burning Mother
wicked dead. The Burning Mother cries VIG 10, WIT 16, GRA 17, 7GD
out in the distance. Any who look upon Gout (d8 blast) or Grasp (3d8, slow)
her are attacked on sight. Body aflame (ignores metal and wood)
5. A trickling silvery waterfall. Metal objects THE SIGNS
drenched within are repaired. Distant First Sign Second Sign
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
Child within. d6 Seeker Knights are here 3 Singing Swans Night Terrors
to kill them, another d6 here to protect 4 Milk to Honey Sleeping Mist
and take them back to their Realm. 5 Chimes from Below Earthquake
6 Miraculous Cures Burning Graves
Haven: Tea Hut ~ Sanctum: Blossom Pond ~ Monument: Primal Menhir
Ordeal: Sticky Weeds ~ Gloom: Hallucinogenic Spores ~ Vestige: Toppled Henge

37
1 The
9
Saddle Knight
Within a blink they were atop their steed
Knight and beast at one, a red streak in the green
PROPERTY
• Beloved steed
(VIG 12, WIT 15, GRA 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 (A2
when mounted only)

FEAT - Song of the Steed


Speak in a voice comprehensible to horses.
They need reasoning with rather than
commanding.
VOW - Certainty
Lose d6 GRA when you are proven wrong.

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

KNIGHTED BY…
THE JEWELLED SEER
VIG 6, WIT 6, GRA 16, 1GD

• No body is visible, just layers and layers


of jewelled silk and glittering lace.
• Can see the history of jewelled items.
• Wants to send their jewels out to remote
locations so that they can view their
journey through visions, advising through
their thoughts.

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


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

38
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, WIT 16, GRA 8, 9GD
mistreatment of them. They plead Tower armour (A2) and shield (A1, d4)
for justice. Thicksword (2d6 hefty)
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, WIT 6, GRA 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
Two scholar-knights 3GD, axesriders
2
knows the burial place of a suit of silver 2 (d8), 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, billhooks (d10)
5. They ride on the trail of a monstrous
beast. You’re in their way. 6 archers
4 3 scholar-knights 3GD, 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
5 their apprentice 5GD, longaxes (d10)
the Realm into misrule or be driven 5GD, blade (d6)
beyond its borders.
3 Scouts
6 5 scholar-knights 2GD, shortbows (d6)
Haven: Hot Spring ~ Sanctum: Lullaby Falls ~ Monument: Wooden Arch
Ordeal: Steam Holes ~ Gloom: Confounding Caverns ~ Vestige: Fouled Garden

39
1 The
10
Riddle Knight
The right words say everything and nothing
A different truth to each ear

PROPERTY
• Twisted bow (d6 long), light armour (A1)
with embroidered hood
• Moon pendant
(grants the wearer a false form under
moonlight, see below, rolling each night)
• Shadowy horse
(VIG 8, WIT 15, GRA 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.
VOW - Integrity
Lose d6 GRA when deferring to somebody
unworthy of their position.
MOON FORM
Body Visage
1 Muscular (d8 grasp) Elderly
2 Shrunken (d6 bite) Youthful
3 Stretched (d6 strike) Hideous
4 Skeletal (d6 slash) Amorphous
5 Canine (d8 jaws) Horned
6 Feline (d6 claws) Regal

KNIGHTED BY…
THE JAWBONE SEER
VIG 15, WIT 15, GRA 3, 2GD

• Hunched, pale, huge jawbone grafted onto


their own, speaks like a wolf.
• 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 ~ Characteristic: Shaved Head


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

40
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, WIT 2, GRA 1, 1GD
throwing bones at passers-by. Rusted glaive (d10 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, WIT 10, GRA 1, 3GD
burned as a precaution against the Hook falx (d6), Brass shield (A2, d4 hefty)
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, WIT 6, GRA 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
Haven: Fishing Pond ~ Sanctum: Echo Cave ~ Monument: Moon Totem
Ordeal: Raging Rapids ~ Gloom: Eternal Night ~ Vestige: Crumbled Bridge

41
1 The
11
Talon Knight
The claw is nothing without the eye
The eye is nothing without the wing
PROPERTY
• Hookhammer (d8 hefty +d8 dropping onto
a target), shield-gauntlet (A1, d6)
• Loyal bird
(VIG 5, WIT 10, GRA 5, 4GD, d4 talons,
see below)
• Old steed
(VIG 8, WIT 8, GRA 7, 2GD)

FEAT - Flockbond
See through the eyes of your bird, and learn
the local knowledge of any prey it eats.
VOW - Regret
Lose d6 GRA when recalling your past.
LOYAL BIRD
Breed Special Training
Fisherhawk
1 (can dive into water) Singing
Cave Owl Fighting Humans
2 (nocturnal) (+d6 vs humans)
Grey Raven
3 (highly intelligent) Silent Flight
Red Eagle
4 (d6 Talons) Delivery
Rock Falcon
5 (preys on reptiles) Stealing
Bog Vulture Fighting Birds
6 (5GD) (+d6 vs birds)

KNIGHTED BY…
THE VEILED SEER
VIG 7, WIT 5, GRA 11, 2GD

• Hanging folds of flesh and horse-like hair


hide and semblance of a face.
• Sees nothing, but hears all within a Hex.
Speaks just once each day, giving a single
word of advice to the most worthy visitor.
• Genuinely wants to uphold peace.

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


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

42
The
Underworld
A place beneath our living world, but neither grave nor tomb
A different path to places far, for those who brave the gloom

OMENS CAST
1. A huge stone archway, former temple. Shrouded guides
Stars flicker in the shadows. White VIG 5, WIT 18, GRA 15, 4GD
Ravens caw from the trees. An opening Coldsword (2d6 hefty, 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, WIT 10, GRA 2, 1GD
Shrouded Guide follows, seeking the toll.
Cold grasp (d6, on a Wound, lose d6 GRA)
3. Narrow, twisted cave. Clanging within. A
shrouded smith is forging a coldsword Lost Knight, Valenta
(2d8 hefty, ignores metal armour). It VIG 13, WIT 10, GRA 10, 5GD
shatters if unsheathed in daylight. Jagged sword (2d8 hefty), leather and shield
4. Heavy black cloth woven with indigo. If (A1, d4, 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
Haven: Artisan Brewery ~ Sanctum: Solitude Peak ~ Monument: Sword Carving
Ordeal: Toxic Air ~ Gloom: Ghostly Shadows ~ Vestige: Broken Fort

43
1 The
12
Barbed Knight Cruelty can bring a peace
Stone and spikes split into bloom

PROPERTY
• Jagged Spear (d8 hefty +d8 against a
target you have Wounded or Scarred) and
chain armour (A1)
• Hunting Bow (d6 long)
• Vicious charger
(VIG 12, WIT 8, GRA 5, 3GD, +d6 trample)

FEAT - The Red Hunt


Once each day, infuse a target’s spilt blood
into an arrow to give it +d12 against the
target. You can also taste a small amount of
the blood to get a glimpse of their location.
VOW - Apathy
Lose d6 GRA when giving comfort to another.

BAD REPUTATION
Begrudging Ally Hated Enemy
1 Eccentric Alchemist Rich Merchant
2 Humble Chronicler Master Blacksmith
3 Surly Brewer Admired Knight
4 Horse Breeder Bandit Leader
5 Elderly Innkeeper Retired General
6 Petty Burglar Mercenary Captain

KNIGHTED BY…
THE SERPENT SEER
VIG 16, WIT 14, GRA 14, 3GD

• A writhing pile of serpents, speaking as


one through a choir of hisses.
• Grants visions of dangerous beasts in the
wilderness nearby.
• Wants more unusual serpents for their
pile, or even just a snack.

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


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

44
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, WIT 8, GRA 5, 10GD
sister away with a bite. That bone- Writhe (d10 blast)
grinding noise haunts her. or Swallow (slow, 3d10, 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, WIT 12, GRA 8, 2GD
appetite suppressor, left untouched. A Spike mace (d8 hefty), red halfshield (A1, d4)
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
Haven: Guard’s Outpost ~ Sanctum: Stargazer Hut ~ Monument: Star Stone
Ordeal: Wall Ruins ~ Gloom: Strange Constellations ~ Vestige: Impact Crater

45
2 The
1
Trail Knight
More than foxes leave a trail on the earth
Comings and goings laid plain as a thread
PROPERTY
• Crow-beak Axe (d8 hefty) and beaten
leather (A1)
• Sanguine lens (traces of blood appear
obvious when viewed through this)
• Serene steed (VIG 10, WIT 13, GRA 5, 3GD)

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.
VOW - Fear
Lose d6 GRA when travelling into darkness.

PERSONAL CODE
Value Forged by
1 Honour Battling a monster
2 Duty A raided village
3 Loyalty Rescuing the helpless
4 Justice Killing a tyrant
5 Respect A long journey
6 Truth Facing temptation

KNIGHTED BY…
THE WELCOMED SEER
VIG 8, WIT 7, GRA 16, 3GD

• Fair features, soft voice, fine silk dress,


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

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


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

46
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, WIT 15, GRA 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, WIT 12, GRA 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, WIT 10, GRA 6, 2GD
watch on and fight to prevent any
interruption. They favour the challenger. Crook (d6 hefty), broken heart
One-ear is toying with him and tears his Glutton Crow, fatteth rollybird
throat when he gets bored. VIG 6, WIT 16, GRA 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 haven 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
Haven: Stone Quarry ~ Sanctum: Glittering Pond ~ Monument: Huge Banner
Ordeal: Crumbling Cliffs ~ Gloom: Burning Peat ~ Vestige: Shipwreck

47
2 The
2
Amber Knight
The blade glowed with a gentle menace, then a precise arc
Slow but unstoppable
PROPERTY
• Clumsy greatblade (2d10 slow) and
shoulder armour (A1)
• Amber amulet (if placed in a fire, carries
its warmth for a whole day)
• Loyal steed
(VIG 10, WIT 10, GRA 5, 3GD, d6 trample)

FEAT - Unstoppable Stroke


Make a melee attack when you have not
moved this turn.
+d10 to the attack. Ignore the target’s
Armour and Immunities of any sort.
If this fails to defeat the opponent, take d6
damage yourself.
VOW - Avarice
Lose d6 GRA when giving something for free.
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

KNIGHTED BY…
THE DREAMING SEER
VIG 5, WIT 5, GRA 7, 1GD

• Unable to be fully glimpsed, a silhouette


of night and starlight. Cannot speak
those awake.
• Appears only in dreams of those in the
Seer’s home, tended by elderly servants.
• Longs to find a way back to the waking
world, or to drag companions into theirs.

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


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

48
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, WIT 3, GRA 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, WIT 10, GRA 12, 2GD
3. Grey Birds watch from the branches. Club (d8 hefty), 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, WIT 3, GRA 15, 9GD
settlement. They aim to tear down walls Trample (d10 Blast) or Devour (3d10 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
Haven: Lakeside Lodge ~ Sanctum: Secret Bay ~ Monument: Queen’s Colossus
Ordeal: Floodplain ~ Gloom: Taunting Mirage ~ Vestige: Statuary Rubble

49
2 The
3
Horde Knight
In fury’s reign afore the rav’ning throng
In chaos born as knight where beast belong
PROPERTY
• Blunt sword (d8 hefty), ring armour (A1)
• Rations from home (acquired taste, see
below)
• Beastly Steed
(VIG 15, WIT 7, GRA 3, 3GD, d6 trample)

FEAT - Pack Tactics


When you attack with at least one ally gain
+d6 for each ally attacking the same target.
VOW - Prestige
Lose d6 GRA when another takes credit for
your deeds.

RATIONS FROM HOME


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

KNIGHTED BY…
THE HANGED SEER
VIG 10, WIT 12, GRA 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 ~ Characteristic: Sneering Smile


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

50
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 2d8 hefty, a target is wounded by an
travelling cook belts out songs about the Onslaught they are utterly destroyed. The
Blade’s previous owners, warriors each wielder loses d6 GRA 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, WIT 10, GRA 7, 2GD
ruined chapel an altar is inscribed with: Longknife (d6), 2 Javelins (d6)
Entombed in earth, the blade forsaken Colan has a Halfshield (A1, d4), angelic
Endulled by time, yet still unbroken features, never sleeps, and is truly
Its rest shall come afore first draw bloodthirsty, the others less so.
And with it die that greedsome war Granddad Louse, rollyromper, rockbug
3. Band of 5 Cutthroats think the Knights VIG 12, WIT 5, GRA 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
Haven: Toll Bridge ~ Sanctum: Tiny Island ~ Monument: Guarded Reliquary
Ordeal: Soggy Marsh ~ Gloom: Merciless Winds ~ Vestige: Looted Shrine

51
2 The
4
Emerald Knight A verdant cloak on sable steed
Neath nature’s veil ‘yond sight and heed

PROPERTY
• Branchspear (d8 hefty, when stabbed into
a tree it is immovable by anyone but you)
• Cloaked Armour (A2 in verdant
environments only)
• Sable steed (VIG 10, WIT 14, GRA 5, 4GD)

FEAT - Fade to Green


Use 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).
VOW - Elegance
Lose d6 GRA when you make a place less
beautiful.
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


6 Whisper to allies Emotional insight

KNIGHTED BY…
THE UNNAMED SEER
VIG 10, WIT 10, GRA 5, 2GD

• Toad-like being 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 ~ Characteristic: Firey Hair


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

52
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, WIT 5, GRA 5, 3GD
Broken shields and bodies sunken in Barbed blade (d8) and bow (d6 long), deal
mud. The mire seems to grab at those wounds that resist natural healing.
passing over, fearful groans on the wind. Heavy, rusted armour (A1) and tower shield
A lean grey horse is trying to pull its dead (A2, d4 hefty).
rider from the ground to no avail. Fear of death. No purpose beyond war.
2. A lone legionnaire deserter. Can only
grunt in cowardice, scouring the land for Graveyard horse, greyveil
a place to hide. A pack of 5 Legionnaires VIG 10, WIT 10, GRA 5, 2GD
are tracking them, minutes away. Instinctive reverence for the dead, always
3. A local militia are camped, recovering knows where they should be taken to.
from a clash with the legion. Few are
dead, but the wounded cry in agony. The Local militia, untrained serfs
VIG 10, WIT 10, GRA 10, 2GD
lacerations of the Legion’s barbed blades
are as fresh as when they were cut. Polearms (d10 long), patchwork uniforms
4. A Legion Warband on the horizon, firing
their arrows at the farthest possible
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
Haven: Cooling Well ~ Sanctum: Sparkling Crags ~ Monument: Cleaved Mountain
Ordeal: Sheer Climb ~ Gloom: Smoking Earth ~ Vestige: Dormant Volcano

53
2 The
5 Chain Knight
Born below the soil, below the stone, below all thought
Down, down, further down, of blood and iron wrought
PROPERTY
• Pronged Mace (d8 hefty)
• Oubliette Armour (A1, wrapped in a long
chain)
• Tired steed (VIG 10, WIT 12, GRA 3, 3GD)

FEAT - Will of the Irons


You can move a single chain that you touch as
if they were a limb. You can lash out with
both ends (d6 each), grasp opponents, and
otherwise move to your will.
VOW - Darkness
Lose d6 GRA when Resting under daylight.

HOW YOU REACHED 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

KNIGHTED BY…
THE WINGED SEER
VIG 4, WIT 4, GRA 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 ~ Characteristic: Pet Rat


Object: Death Woodcut ~ Beast: Bony Zebra ~ State: Crying ~ Theme: Dirt

54
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, WIT 17, GRA 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, WIT 15, GRA 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, WIT 10, GRA 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, WIT 10, GRA 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
Haven: Hidden Cave ~ Sanctum: Luminous Hollow ~ Monument: Eternal Tree
Ordeal: Slippery Rocks ~ Gloom: Haunting Lights ~ Vestige: Smashed Glade

55
2 The
6 Banner Knight
Beware of those festooning the flag
Their blade may be idle but their comrades are sharpened
PROPERTY
• Banner-pike (d10 long, see below, lose d6
GRA if the banner ever falls to the ground
in battle)
• Spikehammer (d6) and ornate
armour (A1).
• Fat steed (VIG 10, WIT 8, GRA 5, 3GD, d6
trample)

FEAT - Rousing Presence


Use once per attack when you are Lead
Attacker of a group attack.
You may reroll the entire pool of attack dice
once only.
VOW - Sensitivity
Lose d6 GRA when socially rejected.
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

KNIGHTED BY…
THE CURED SEER
VIG 9, WIT 4, GRA 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 ~ Characteristic: Meticulously Clean


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

56
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, WIT 5, GRA 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, WIT 5, GRA 1, 1GD
3. A burglar is fleeing from an abandoned Claw (d6), rubbery skin (A1)
cave, a home carved into the earth.
Clumsy furniture cobbled from rock and Clumsy burglar, Sammesrede
VIG 12, WIT 7, GRA 16, 4GD
mud. Blood on the ground, smashed
bones, another dead troll limb. The Baton (d6), 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
Haven: Abandoned Watchtower ~ Sanctum: Singing Trees ~ Monument: Titan Seat
Ordeal: Tight Squeeze ~ Gloom: Insect Swarms ~ Vestige: Forgotten Palace

57
2 The
7
Pigeon Knight
The humble know no home in place
For such wanderers, the horizon is their hearth

PROPERTY
• Bitterglaive (d10 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, WIT 8, GRA 5, 2GD,
unmatched over long distance)

FEAT - Wayfinder Sense


Sense 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.
VOW - Inquisition
Lose d6 GRA when you cannot get a straight
answer to a question.
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

KNIGHTED BY…
THE FROZEN SEER
VIG 10, WIT 13, GRA 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 ~ Characteristic: Fidgeting Hands
Object: Cold Carving ~ Beast: Ivory Goat ~ State: Intoxicated ~ Theme: Fire

58
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, WIT 15, GRA 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, WIT 8, GRA 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, WIT 8, GRA 3, 7GD
4. The sun turns black, golden light flooding Longsword (2d8 hefty), 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
Haven: Hilltop House ~ Sanctum: Moaning Rocks ~ Monument: Raised Ship
Ordeal: Draining Climb ~ Gloom: Dead Lands ~ Vestige: Raiding Debris

59
2
The
8
Shield Knight
In wood, hide, or iron, as armour meek or grand
No greater shield for the weak than the oath-sworn Knight’s own hand

PROPERTY
• Dull Sword (2d6 hefty), tattered armour
(A1) and cracked shield (A1, d4)
• Soothing salve (you prepare enough for
one use each day, restores VIG, see below)
• Untested Steed (VIG 12, WIT 8, GRA 4, 2GD)

FEAT - Death Ward


Use when a nearby Ally would take a Mortal
Wound or be killed outright. You take a
Mortal Wound instead.
VOW - Mortality
Lose d6 GRA when you witness an ally die.

SOOTHING SALVE
Aroma Side Effect
1 Rosemary Hallucination
2 Mould Lethargy
3 Pepper Stimulation
4 Copper Sorrow
5 Garlic Giddiness
6 Meat Absentmindedness

KNIGHTED BY…
THE WATCHED SEER
VIG 10, WIT 10, GRA 5, 4GD

• Impossibly tall and long-limbed,


blindfolded with golden silk, adorned in
runic scripture.
• Can gift others with a glimpse of their
sight, revealing raw and painful truths.
• Believes all the other Seers are watching.
Wants them all blinded or dead.

Person: Novice Shepherd ~ Name: Colenso ~ Characteristic: Haunted Look


Object: Storm Ring ~ Beast: Roaring Coot ~ State: Parched ~ Theme: Water

60
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, WIT 7, GRA 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, WIT 5, GRA 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, WIT 15, GRA 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, WIT 6, GRA 14, 10GD
to repel the encroaching sea with their Brightsword (2d6 hefty, when the dice match
sea ring, but doesn’t know that they must an 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
Haven: Salmon Stream ~ Sanctum: Lapping Waves ~ Monument: Clifftop Tomb
Ordeal: Perilous Crossing ~ Gloom: Rolling Fog ~ Vestige: Rotten Gallows

61
2 The
9
Whip Knight
Some draw screams from wrent flesh and bone
Others have ways to make very soul moan
PROPERTY
• Spiny Mace (d8 hefty) and Whip (d6)
• Stimulating herbs (different effect each
time, see below. Enough for one dose each
day. Effects wear off after an hour, but
Virtue Loss remains)
• Pampered Steed (VIG 10, WIT 8, GRA 5, 2GD)

FEAT - Pain Strike


Make a melee attack on your own.
Damage is applied to GD as normal, but then
to GRA in place of VIG. If the target loses half of
their GRA from this attack they lie broken
before you.
VOW - Reverence
Lose d6 GRA when acting disrespectfully to the
dead.

HERBAL STIMULATION
Positive Effect Side Effect
1 Heightened hearing Mild nausea
Breathe fire once (d8
2 blast) Unable to speak
Speak with any one
3 person in the realm Hazy vision
4 No Pain (Armour 1) Lose d6 VIG
5 Restore one Virtue Lose d6 WIT
6 Remove all Virtues Lose d6 GRA

KNIGHTED BY…
THE PREY SEER
VIG 5, WIT 12, GRA 12, 4GD

• A hunched, flea-infested little wretch.


• Sees every hunger of every other being in
the Realm.
• Longs to be eaten by something huge.

Person: Sickly Ironsmith ~ Name: Bolt ~ Characteristic: Bright Clothes


Object: Artful Cup ~ Beast: Longly Viper ~ State: Tormenting ~ Theme: Shrinking

62
The
Elf
A steward of seasons, running amok with their bargained power
Our land at their mercy, no thought to our petty lives

OMENS CAST
The Elf, steward of seasons, Coredis
1. Along a sheltered stream, isolated signs of VIG 9, WIT 9, GRA 9, 12GD
the next Season arriving early. 3 Season Acts first, faster than any opponent
Scouts watch on from the shadows, firing Wants to flaunt their power
arrows to scare off any that dwell too long. In Spring: GRA 19 and swiftbow (2d6 long)
2. 2 Season Destroyers are about to kill a In Harvest: VIG 19 and goldfalx (3d6 long)
defenceless, defeated ironsmith outside In Winter: WIT 19 and claws and jaws (4d6)
his tiny forge. They claim the wheel of
seasons only turns when oiled with blood. Season scouts, Tizra, Vioth, Santrosal
3. A Season Scout carries the Rod of the VIG 8, WIT 16, GRA 12, 8GD
upcoming Season, wishing to gift it to a Swiftbow (2d6), strawlike hair, zero patience
Seer courtesy of the Elf. The Rod holds Flee upon being wounded
the power to usher in its Season early. Run faster than any mortal
4. A Season Scout gifts the Bow of the Season destroyers, Kilunar, Tasiviza
upcoming Season (d8 long) to the Knight VIG 10, WIT 12, GRA 12, 8GD
with the highest GRA score. It is imbued Goldfalx (3d6 long), smoothbark armour (A1)
with the power of the upcoming Season, Flee upon being wounded
when it is more potent (2d8)
QUIRKS OF THE ELF AND THEIR KIN
5. A Season Scout is travelling to the Seat of
Power to deliver a message to the ruler of Cannot Absolutely Must
the realm. They carry the Lonely Viper, a 1 Harm animals Extinguish fires
leaping, talking snake. Only the Viper 2 Harm plants Kill the elderly
knows the message, that The Elf is
coming to claim this Realm as their own. 3 Feel emotion Scare children
6. The Elf emerges to claim the Seat of 4 Speak Steal jewellery
Power, a warband each of Scouts and 5 Step indoors Consume food seen
Destroyers. They’d prefer a duel. 6 Tolerate music Punish the ugly
Haven: Hunting Hideout ~ Sanctum: Enchanting Pool ~ Monument: Carved Names
Ordeal: Thorn Snares ~ Gloom: Invisible Eyes ~ Vestige: Unmarked Graves

63
2 The
10
Seal Knight
A Knight’s sworn word outlasts the stone wall
Yet Seers say in time even words must fall
PROPERTY
• Stout halberd (d10 long) and siege plate
(A1, when the wearer braces against a
door it cannot be breached)
• 3 runic scrolls (see below, can only be read
by Seers, who value them greatly)
• Dusty Steed (VIG 10, WIT 8, GRA 5, 4GD)

FEAT - Seal of Binding


Once per day, strike a shield or armour
belonging to a non-Knight to mark it with
your Seal.
They can use Deflect as if they were a Knight,
but then the Seal is removed.
VOW - Modesty
Lose d6 GRA when receiving a reward over
somebody else.
RUNIC SCROLLS
SUBJECT PROPHECY
1 The Seer reading Death
2 The Seal Knight Torment
3 Another Knight Rebirth
4 Another Seer Treachery
5 A Myth Growth
6 The Whole Realm Glory

KNIGHTED BY…
THE DRUNKEN SEER
VIG 14, WIT 6, GRA 10, 1GD

• Eyes can’t quite focus on her enough to


get a sense of what she looks like.
• Just being in her presence creates an
intensely intoxicated feeling. Sleeping in
this state gives vision-laden dreams.
• Wants peace and quiet in morning, good
company in the afternoon, and nobody
can decipher what she wants at night.
Person: Relaxed Courier ~ Name: Bronnen ~ Characteristic: Formal Clothes
Object: Unbreakable Compass ~ Beast: Flame Weasel ~ State: Relaxing ~ Theme: Curses

64
The
Axe
As tools, built to split log and stone
This one fated to cleave knights and the realm they guard

OMENS CAST
The Axebearer, Wella Gall
1. A cowherd sleeps on a branch, any VIG 14, WIT 12, GRA 15, 11GD
conversation immediately interrupted by Axe (d10 long, +d12 vs Knights), leather (A1)
a rumble in the ground followed by their Believes their destiny is to kill every Knight
cattle stampeding this way. Any who carry the Axe share this delusion,
2. A maze of stony crags. A message carved losing d6 WIT each time they refuse it
in the rock: “All Knights will feel the Axe”.
3. A ruined hexagonal temple, seven stone Flame weasel, embernip
seats the only furnishings left within. VIG 5, WIT 10, GRA 3, 2GD
Each has a skull placed on it, the crest of Jaws (d6, pleasant burn, restoring WIT once
a knight roughly scratched into each seat. per day), gluttony for birds and eggs
A flame weasel gnaws on one of the skulls.
4. A secluded orchard, pained groans Stampeding Cattle, warband
VIG 10, WIT 5, GRA 5, 3GD
amongst the birdsong. A Knight lies
bleeding, arm severed by the Axebearer. Relaxed Courier, Pasco
She doesn’t know why she was spared. VIG 11, WIT 5, GRA 16, 3GD
5. Echos of conversation from a cave entry Scrolls and maps, compass (extremely rare)
into a deep winding tunnel. A vassal THE SONG OF THE AXE
militia within are discussing whether the
Knights should lay down their lives to Arcing Sound Strike Sound
appease the Axebearer. 1 Humming Thunderclap
6. The Axebearer stands atop a crag, 2 Whistling Deep Rumble
proclaiming that the Axe will break the 3 Hissing Shattering Stone
very land in two. Their first strike to the
ground causes rumblings, the second 4 Buzzing Bell Toll
tears a chasm across the hex, the third a 5 Tearing Echoing Boom
mighty canyon across the whole realm. 6 Screaming Crashing Wave
Haven: Logging Camp ~ Sanctum: Vast Plain ~ Monument: First Flame
Ordeal: Fallen Woods ~ Gloom: Labyrinth Trail ~ Vestige: Tumbled Tower

65
2 The
11
Horn Knight
Horn cried, hearts asank, blood awoke
In its wail our fates all sealed as the feast for death
PROPERTY
• Antler-halberd (d8 long, +d8 vs horned or
antlered opponents) and bow (d6 long)
• Wild horn (see below)
• Rusty warhorse (VIG 13, WIT 6, GRA 5, 2GD,
d6 trample)

FEAT - Bloody Fanfare


Blow the Wild Horn in battle.
For the rest of this battle any VIG lost through
damage is doubled. This affects all involved in
the battle, whether they hear the horn or not.
VOW - Bluntness
Lose d6 GRA when speaking in a way that
avoids the obvious topic at hand.
THE WILD HORN
Shape Sound
1 Sharp Dissonant
2 Helix Solemn
3 Sickle Ghostly
4 Intertwined Beastly
5 Coiling Droning
6 Swollen Gravelly

KNIGHTED BY…
THE FEASTING SEER
VIG 10, WIT 3, GRA 3, 1GD, huge soft body (A3)

• Vast, soft, immobile creature, constantly


fussed over by white-cloaked acolytes
• Silent, does nothing but gorge on food,
but her acolytes interpret meaning from
whether she accepts or rejects offerings
• Her guidance is generally helpful,
especially to those who are kind to her

Person: Repugnant Pedlar ~ Name: Endry ~ Characteristic: No Nonsense


Object: Destiny Nut ~ Beast: Swifty Blackbird ~ State: Helping ~ Theme: Blood

66
The
Dwarf
Fore first story, fore first seer, the time fore time
One smith, one hammer, first rock, then mountain, then world

OMENS CAST
The Dwarf, Drod of the first forge
1. An ancient fountain, smashed to pieces, VIG 15, WIT 15, GRA 12, 7GD
tended to by a lone Dwarf. He uses his Creation hammer (3d10 slow, cannot be used
hammer to gently piece the stone back to destroy), forge spike (d8), bronze armour
together. Claims to be in the service of the (A2)
ruler of the Realm, happy to work again. Driven by a creative urge, feels nothing else
2. Voices from a shadowy grove. A
mercenary warband, arms freshly bought Newly armed mercenaries, warband
by the Dwarf, discussing where to find VIG 12, WIT 10, GRA 10, 5GD
gainful employment. Forged arms (see below), bronze armour (A2)
3. A sudden, broad tunnel entrance. The Both armour and weapons can be controlled
dwarf leads reluctant labourers in digging by the wielder of the Creation hammer
out a passage to a distant Realm. He Seeking employment, overly confident
doesn’t care where. The earth itself
appears to bleed in the ground around the Vengeful earth
VIG 17, WIT 4, GRA 3, 7GD
tunnel. The dwarf seems undeterred.
Swipes (d10) or huge smash (2d10 slow)
4. Suddenly rising from the ground, three Fights until they feel humanity has suffered.
great giants of vengeful earth lash out at
any people they can find. FORGED ARMS
5. Band of traders, labourers, and thieves Material Type
from a distant Realm. Claim they arrived 1 Eternal Bone Blade (d6)
through the tunnel, looking for a home. 2 Golden Willow Spear (d6)
6. The earth writhes and convulses. The 3 Blood Bronze Hammer (d8 hefty)
ground opens up to claim the nearest
Holding, swallowing it into the distant 4 Night Flint Bardiche (d10 long)
realm at the end of the tunnel. 5 Meteor Iron Maul (2d10 slow)
6 Deep Amber Longbow (d10 slow)
Haven: Humble Fort ~ Sanctum: Bracing Winds ~ Monument: Seer’s Skull
Ordeal: Mud Slopes ~ Gloom: Barren Moor ~ Vestige: Bloodied Altar

67
2 The
12
Dove Knight
In serenous moon the best of us can rest in docile light
That quietest bird in impure times must soar in bloody flight
PROPERTY
• Stout blade (2d6 hefty) and winged
armour (A1, can’t fly, but see below)
• Bright weeds (create a bright glow when
crushed to a powder)
• Mountain Steed (VIG 14, WIT 5, GRA 5, 2GD,
sure-footed on rocky ground)

FEAT - Strike of Serenity


Make an armed melee attack against a
wounded target. Get +d8 to the attack.
If this defeats the target then all Allies
restore GRA.
VOW - Revenge
Lose d6 GRA when passing up a chance for
worthy revenge.
WINGED ARMOUR
Ability Limitation
1 Always land safely Sink like a stone
2 Jump twice as high Red glow when angry
3 Sprint silently Slow running speed
Animals won’t attack Horses other than your
4 you unprovoked own are afraid of you
Knights who strike the Lose d6 GRA if you ever
5 first blow against you strike the first blow to
lose d6 GRA a Knight.
Appear as real wings Only protects under
6 daylight

KNIGHTED BY…
THE SUNLIT SEER
VIG 3, WIT 13, GRA 15, 2GD

• Fragile, burnt body shuddering in a bed,


tended by a lone herbalist
• When she is the nearest Seer she can
appear as a white face in the sun,
speaking to all knights who see her
• Wants to see her beloved Knights
triumph in battle above all else
Person: Scarred Bounty Hunter ~ Name: Teyan ~ Characteristic: Always Eating
Object: Soldier’s Horseshoe ~ Beast: Leafy Goose ~ State: Returning ~ Theme: Revenge

68
The
Tower
In the tapestry of ages, time and time forth,
The spiteful spirit of the land never fails to expose our folly.

OMENS CAST
Bolt Knight, Berech, of the Tower
1. Marching across a barren moor, the Bolt VIG 12, WIT 17, GRA 9, 7GD
Knight escorts vassals in carts. They are Cruel partisan (d0 long +d8 vs mounted, can
being taken to the site of the Tower, be thrown as a javelin)
where more labour is needed. Shimmering plate armour (A2)
2. A dozen great birds of burden haul huge Hatred for anything less than perfection
blocks across the realm. A wake of torn
earth. Tower guards escort on horseback. Great bird of burden
3. A stairway in the wilds, dreamlike visions VIG 17, WIT 10, GRA 4, 4GD
to any who ascend (see opposite). At the Trample and tear (2d10), huge body (A2)
top, a clear view of the Tower, complete on Easily startled, longs for human approval
the horizon.
Tower guards
4. Black clouds and thunder, but no rain. VIG 12, WIT 10, GRA 7, 4GD
Crackling lightning turns to bolts, Polearms (d10 long), chain armour (A1)
sparking fires across the Realm. This does Craving purpose, to be part of something big
not end until the Tower falls.
5. A titanic thunderclap and dazzling bolt of
lightning. The tower begins to fall and DREAMLIKE VISIONS
cannot be stopped. The thunder and
lightning continue. Form Content
6. With a swell of thunder all towers in the 1 Frozen Regrets (lose d6 GRA)
Realm are shaken, grand or humble. With 2 Abstract Hardship (lose d6 VIG)
a final clap they all fall. The clouds clear. 3 Non-Visual Fear (lose d6 WIT)
4 Ghostly Pride (restore GRA)
5 Melodramatic Comfort (restore VIG)
6 Vague Clarity (restore WIT)
Haven: Open Market ~ Sanctum: Smouldering Geyser ~ Monument: Buried Library
Ordeal: Spike Rocks ~ Gloom: Sulphur Stink ~ Vestige: Ash Pit

69
70
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

71
PLAY
Start & Scope THOUGHTS
Ref: Okay we should talk about the Start and For those used to more traditional campaign
Scope of the campaign. For the Start you can structures, the between-session time jumps
be Petty Knights newly knighted and out for of Mythic Bastionland can seem daunting.
glory, Exemplars who are older and have a It’s understandable that some players don’t
place in court, or Nobles if you want to start like the idea of releasing control of their
already ruling a seat of power. To be honest characters for these “off camera” months or
that last one sounds a bit much for me at the years that pass during such an advancement.
moment, but we could do either of the others.
Of course, the intent of this rule isn’t to leave
Tal: I just assumed we’d be starting out as players with a lack of control, so here Ref
new Knights, but starting with a place in does a good job of reassuring Tal and Moss.
court could be cool.
I think Ref strikes a good balance between
Moss: Yeah I’m happy with either. keeping plans loose by suggesting some
flexibility in when to advance the seasons
Ref: Well let’s talk about Scope before we lock and ages, but also making it clear that these
it in. This is how many sessions we’ll run and advances are planned into the campaign,
how time will advance across them. I know explaining why they want to include them.
we agreed to run for 6 weeks, so that would
fit a Chronicle. We can always carry on I’d possibly be clearer here, telling the group
afterwards if we’re enjoying it. that each session will always be the start of a
new season, and deciding ahead of time
Moss: Yeah I’m away for two weeks after that which session will also advance to the next
and I think Tal has that other campaign? age. This is no more right or wrong than
Ref’s approach here, and comes down to your
Ref: Sure, we’ll do six sessions then. The book own preferences and your experience of
suggests each session should end by moving playing with your group.
onto the next Season, and at the end of
Winter we’ll advance to a new Age, which They eventually settle on starting as Petty
means advancing like twenty years or so. Knights, which is where I expect the majority
of groups to begin their games. Ref even goes
Tal: Right… but what if we end the session as far as to recommend against the most
right in the middle of something? advanced starting point.
Ref: I mean we don’t have to set it in stone, Even if a group is unlikely to want to begin
but things persist between Seasons. Maybe as Exemplars or Nobles, it’s worth
we’ll leave the exact timing of the Age skip highlighting these options at the start of the
loose so that we can do it when it feels right. campaign. Just showing them as possibilities
I think we should push ourselves to move helps players see the likely direction for their
through time though, it’ll be neat to look knights and gives a bit more context to where
back on the campaign and have a proper they might be after some Seasons and Ages.
span of your Knights’ lives.
Tal: Okay that makes sense.
Moss: I guess we try to finish each session in
a place that makes sense too, right? Like we
won’t end right in the middle of a combat?
Ref: Yeah, and if that happens we can always
finish the fight off next session and do the
time skip mid-session. It doesn’t take long.
Tal: Great. Well if we’re doing that shall we
start as brand new petty knights?
Moss: Sounds good to me.

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

73
PLAY
Teaching the Rules 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 Virtue. So Moss if you made how the game works.
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. I guess I’ll be avoiding those. 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 d8 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. You It’s natural for players to ask about other
can bash with it too for extra damage. parts of their character sheet that they don’t
Moss: Right. Does my bad Vigour score make yet understand, here the Feats. Ref could
my attacks weaker too? have just said “we’ll deal with that later” but
here I like that they at least gave the context
Ref: No actually. There are times when it will for them, if not the actual rules in detail.
matter, but it won’t affect your damage. Now Tal understands generally what Fears
are, but hasn’t needed to learn exactly how
Moss: Oh right, that’s good then. 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 maybe touch on how they’ll be
won’t just drop a horrible rule on you! gaining Glory.
Tal: What about this Feat on my sheet?
Ref: Right, right. 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.

74
PLAY
Primacy of Action THOUGHTS
The company encounter an Omen of the Troll, Never underestimate the power of saying
which the book describes as a clumsy burglar “yeah, weird huh?” when you slip a massive
fleeing from the Troll’s cave-house. contradiction into the game by mistake.
Ref: Running away from the cave you see a Here we see a group running into a situation
figure. Actually, you recognise her, it’s Sam that calls for Ref to remember the Primacy of
the burglar. Action, essentially the idea that events that
have already happened supersede new events
Ref had previously used Sam as an incidental that are generated through omens or
character, randomly taking them as a prompt prompts when establishing the ongoing
when they needed a shady character. By fiction of the world.
coincidence the same character has now been
prompted by an Omen. So if you cut off the Wyvern’s wings then
they don’t grow back because the next omen
Moss: I guess she got over her broken leg? describes it flying above.
Ref: Wait, what happened again? Here it’s a character reappearing in an
Omen, doing something that would be
Tal: She got caught trying to break into the unlikely given the events that have already
Seer’s tower, remember? The guards beat her occurred.
up and later we found out her leg was
broken, but that old woman was looking after Ref could have just said “okay, it’s NOT
her? I think this was after we did the Season actually Sam, but she looks just like her”,
change, so can’t have been long ago in game. though revealing a secret twin is a risky
play.
Ref: Ah yeah, right…
Remember the whole point of this is to make
Slightly awkward pause. the world feel real and not to undermine the
Ref: No, no, this is fine! Well above anything players’ previous choices. Here the players
else, all that stuff you remember definitely are well aware that Ref is pulling this new
happened, but sure enough you see Sam healer tangent out of thin air, but if they
sprinting away from the cave, no sign of a deliver it with confidence and make it an
broken leg. Weird huh? interesting addition to the fiction then the
players will take it in their stride.
Moss: Huh.
As with other moments of improvisation, it’s
Tal: Okay let’s flag her down and see what’s best to keep the improvised content as
up. something neither overtly beneficial or
harmful to the players. Players accept that
Meanwhile Ref flicks to a random page improvisation happens, but moments with
scouring the prompts for an explanation. significant positive or negative impact are
They see “Toxic Plants”, and during the best when they feel like part of the impartial
conversation Sam explains that her leg was mechanisms of the game, rather than
miraculously healed by a travelling herbalist, something implemented at the whims of the
but they used methods and materials that Referee.
nobody had seen before.
Here, even just flicking to another page of the
Ref makes a secret note that these bone- book to scour for prompts can make the
mending methods use toxic plants that are improvised content feel more real to the
going to spell future trouble for Sam. They players, at least spreading the perceived
plant the seed by having Sam have a small responsibility between the Referee and the
coughing fit in the middle of their book.
conversation before laughing it off.

75
PLAY
Taking Action 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.

76
PLAY
Exploration THOUGHTS
Ref: Right, so it’s the dawn of a new day. In my experience as a Referee, you can’t
recap too often. In this game it’s especially
Ref points to the pawn on the player’s map useful to recap the geography of the world, as
showing their location. there’s a lot of travelling into new areas. The
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 could make it to this Holding by basics of travel in this game, knowing how
nightfall. Get some hospitality and actually long it takes to reach a certain point,
speak to some locals? understanding the importance of speaking to
Tal: Yeah but we know these woods over here locals. This is something best learned
are where the Goblin was last seen. Wait, through play, rather than being frontloaded
how far can we actually see? Can we see into a rules explanation.
those woods? When the players are unsure about an
Ref: Not from your camp, but they’re so far element of exploration, here Tal asking how
away that you’d only get a distant view even far they can see, the Ref can explain it to
from a vantage point. Like you’d see there them with the context of a situation they’re
are woods, but couldn’t spot a person there. actually invested in.

Moss: Okay let’s go toward the Holding and When Tal decides to move they specify that
do some information gathering. We’ll just they are Trekking, using the actual game
Trek as we’re not in a rush. term. When new players are learning they
might say something like “we’ll move to here”
Ta: While we’re travelling can I search for and it’s worth clarifying what they actually
any other travellers we could speak to? I can mean in game terms, ensuring that they’re
see through my Raven’s eyes remember. happy with how their decision will be
implemented mechanically.
Ref: Yeah that’ll help for sure. No real risk
here so we’ll just make it a Luck Roll. With Ref leans on a Luck Roll here for a situation
your Raven you’ll certainly find somebody, that didn’t have any risk, but was still
but this is more about how far away they are. uncertain in outcome. Perfect use of that type
of roll.
Tal rolls a d6, scoring 5.
To get a prompt for what the Raven finds Ref
Ref: Sure, there’s somebody travelling not far rolls a Knight and uses the prompts on that
from here, let me see who we’ve got. page. They could also have simply flicked to a
random page if they wanted inspiration
Ref decides to roll a random Prompt for a really quickly, but the dice are generally
Person, scoring 1 and 11. They’ll also use the preferable to get a wider spread of results.
State prompt from the same page. The result
is “Lost Knight” and “Nurturing”. When Ref describes what they see their
description ends with a choice that the
Ref: Through your Raven’s eyes you see an players must make. I try to do this as often
armoured figure riding on horseback, a as I can. Remember, the most powerful words
smaller figure on a pony trailing behind in any RPG are “what do you do?”
them. Looks like a Knight and their squire.
You’ve got enough warning to skirt around
them, or are you going to move closer?

77
PLAY
Danger THOUGHTS
Ref: You see light flickering from within the I like that Ref is so transparent with their
cave. It’s maybe 30ft away through the trees. Luck roll here. We all know the classic image
of the gamemaster rolling dice secretly
Moss: Any signs of life around the cave? behind a screen, but I make the vast majority
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 attention. like they’re never safe. While this might
sound appealing in some scenarios, I find
Tal: Let’s do it. WIT 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 WIT 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.

78
PLAY
Combat THOUGHTS
Ref: The boar is huge, like a hay bale. Its I like that Ref has the boar pose an
eyes dead and black like a shark. It stands immediate threat, but gives the players time
taut, as if it could charge any minute. to discuss a plan. They could have gone even
further by having the boar already charging
Moss: 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: Can I climb a tree? Is there one nearby? players are in a forest and say “is there a tree
Ref: Sure, we’re in a forest. You scramble up nearby?” then the answer is obvious.
without any trouble. We’ve seen Ref be quite generous up to this
Moss: I’ll get under the tree and try to bait point, but here draw a line and tell Moss that
the boar into charging me, then Tal will dive they can’t carry out their whole plan in a
down onto it when it gets close. single turn.

Ref: Hm, I think moving to the tree and What would have happened if they let Moss
climbing it is already an action for this turn. do all of this in a single turn? I don’t think
If you bait the boar over then it’ll get to there would be much harm done, but
charge you before you can respond. allowing this sort of turn in every combat
might leave opponents feeling too easy to
Moss: Fine, I hoist up my shield. deal with. I like a cunning plan in a fight, but
I also like giving the enemy a chance to
Ref: The boar charges at Moss and… respond to the player’s actions before
suffering the consequences.
Rolls d10 for damage, scoring 9. This is
reduced to 8 because of Moss’s shield. Moss uses the Deflect feat to avoid taking
damage from the boar, but had to interrupt
Ref: Eight damage! So the boar… Ref in order to do this. If they hadn’t used the
Feat then they’d be facing a Mortal Wound.
Moss: Woah, hang on. I’ll use the Deflect Feat
on that, trying to take the brunt of the A less confident player might have missed
charge on my shield. their opportunity to do this, so I’d have liked
to see Ref give them a moment to consider
Ref: Okay, you use Deflect, in that case before they start narrating the damage,
meaning no damage. You lose d6 WIT though. maybe even giving them a reminder that
Moss: I rolled a 1, definitely worth it. Spring they have access to Deflect.
the trap! I attack with my cudgel and… As with so many things there’s a balance
Tal: I pounce with my hookhammer, which here. You want to give the players ample
gets +d8 when leaping down. information and time to make these
decisions, and offer guidance to new players,
Ref: Okay, who’s leading the attack? but no player wants to feel like the Referee is
running their character for them.
Moss: Me! I want revenge on this pig.
Tal gives their 2d8 to Moss, who adds d8 and
d4 from their own weapon and shield and
rolls all four, scoring 2, 2, 7, 8. The highest
single die is 8 and there is one additional roll
of 4+, raising the total to 9.
Moss: Nine damage!
Ref: And it’s an Onslaught because you rolled
the highest number on your die! You’ll hit the
pig, but what else do you want to happen?

79
Getting Rules Wrong
PLAY THOUGHTS
The players have split up briefly. Moss has This is going to happen. You might notice
just been in lone combat, driving a Mighty immediately, or you might realise months
Newt back into the river. into a campaign that you’ve interpreted a
rule differently than the book intended.
Ref: Okay, if you’re taking a moment to rest
you can restore your Guard back to full, that The important thing is that you look back
Vigour loss will be harder to recover. and ask yourself what harm has been done.
Moss: Oof. That thing took away like 4 of my In most cases the game will have worked just
VIG with one bite. fine. Maybe things will feel better when you
start using the correct rule, but I’d warn
Ref: Wait… Hang on. Your max 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 Deflect 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.

80
PLAY
Getting Stuck THOUGHTS
The Knights have just encountered the final Every game session has its high energy
Omen of the Wyvern Myth, killing the beast. moments and those that are more subdued.
They’ve set up camp and rested for the night. The latter shouldn’t be feared, but there are
certainly times when a little direction or
Ref: Okay, brand new day, no Wyvern eating urgency can keep things moving.
the locals! Feels good, right?
Here Ref gave the players plenty of
Tal: Yeah! Moss, what should we do now? opportunity to pick a new direction for
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
Vassals after all. You haven’t been 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 what lies ahead. Holdings and Landmarks
Holding and get some leads. Let’s go to that are a good example, as they’re often little
one right there. more than a marker on 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 Holding. have just rolled frantically on some prompts
and described the Holding on the fly as the
Ref: Okay. Actually, I just need to make some players listened. Sometimes this pressure
rolls for this place. 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 good opportunity for Ref to spend a little time
holding, a few characters there, and the preparing ahead. I just hope Ref remembers
Myths that they each know about. After a to take a break of their own at some point.
couple of minutes they’re done. Tal returns.
Ref: Right, so following the trail to this
Holding you can hear drums and flutes
playing in the distance. Sounds like there’s a
celebration on.

81
PLAY
Onslaughts 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 judging themselves on their adherence.
Vassals” part of your oath. Here the Referee offers some examples to Tal
Tal: You’re right, let’s take it on. I’ll go in on what the Onslaught could do. I’d perhaps
with my hook-hammer. remind them that these examples aren’t a
restrictive list, and they could carry out
Moss: Right, you lead this one, I’ll follow up another effect if they had something in mind.
with my cudgel.
It’s good to see they don’t take the “Disarm”
Moss hands Tal a d8 from their cudgel. Tal example too literally, understanding the
adds this to their own d6 and rolls both dice, intent of the example, that it’s an
scoring 2 on the d8 and 6 on the d6. opportunity to temporarily weaken the
attack power of the opponent. You could read
Tal: 6! That’s an Onslaught. the Shatter their Shield example in the same
way, perhaps exposing the crocodile’s belly to
Ref: So you’ll do your damage but something allow them to ignore its Armour score on
else in addition. The examples are disarming their next attack. It’s impossible to cover all
them, restricting their movement, or pushing possible uses of the Onslaught, so it’s more
them somewhere. important to understand the general
principles.
Tal: Disarm? Would that work on an animal?
Here Ref shows that understanding, telling
Ref: Yeah I guess you could smash its mouth the players that they can’t just drive the
to hinder its attacks or something. crocodile away, as that would outright end
Moss: We could drive it under the bridge to the encounter, something too powerful for the
set it up for one of your diving attacks next intent of an Onslaught result.
turn. Although the Onslaught rule also applies to
Ref: Sure. enemy attacks, I’d be a little more restrained
in its use against player characters.
Tal: Could we drive it away for good? Springing nasty surprises on players as the
result of an Onslaught can create fun
Ref: No you can’t do something that would moments, but they should abide by the same
outright end the combat, just a temporary restrictions as the players.
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.

82
PLAY
Combat Manoeuvres 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 VIG loss 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. Actually, GRA system for Scars, there’s always going to be a
loss probably fits better here, as you’re giving bit of gore, but it’s perfectly acceptable to
in to your emotions. draw a veil over the grisly details if the group
isn’t fully comfortable with them, as Ref does
Moss rolls their attack and successfully here. This is something that becomes easier
Wounds their enemy. to judge through experience playing with the
Ref: So sure enough, you thrust your dagger same group of players.
at his eye and… urgh, you get the idea! He
clutches his face, screaming, but he’s still
standing.

83
PLAY
Advancing Time 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. In this case it sounds like Ref is
Tal: Yeah let’s do it. perhaps rushing before they miss their last
Ref: Right, so first of all restore your Virtues bus home.
and next game we’ll move into Winter. What Although moving to the next season was
are you both focusing on before then? agreed upon beforehand, we see a moment of
Ref shows them both the list of options. hesitancy from Ref, offering the players the
chance to change their mind. I suspect Ref
Tal: Service means I can make a small forgot that this was the plan right until this
improvement to the realm. I’ll take that. moment where Tal reminded them.
Ref: Sure, what are you actually doing? Luckily the players are both in agreement,
but I’d encourage Ref to stick to the original
Tal: Could I spend some time with those plan here and move ahead with the time
hunters we met, using my Raven to help skip. It can be tempting for players to want
them find some new hunting grounds? to continue the moment-to-moment story of
their characters, picking up the next session
Ref: Yeah that sounds good. Maybe if even right where they left off, but I think the
goes further and they set up a proper progress of time makes for a better campaign
outpost. We’ll mark it as a Haven on the in the long term.
map.
When choosing their focus between seasons I
Moss: Can I do Courtesy? Perhaps not in this like that Ref pushes Tal to describe what
horrible swamp. they’re actually doing, rather than just
picking their choice from a list. It’s also a
Ref: No it’s fine, we assume you both travel nice little reward to have this action create a
about a bit and then reconvene next time. new Haven on the map for the players to
Moss: Great, well my rank is Knight make use of in future.
Exemplar now that I have 6 Glory, so could I
use this favour to actually get a place in
court?
Ref: Sounds reasonable! We’ll come back to
that at the start of the next game. Okay,
we’re done!

84
PLAY
Trade 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, Uncommon, 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 Uncommon 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.

85
PLAY
The Upper Hand THOUGHTS
Moss and Tal are sparring using wooden In combat, sometimes one side just has a
swords (d6 hefty) and light shields (A1). Ref clear upper hand. Consider two knights
has ruled that any damage sustained from fighting in pitch darkness, one with perfect
this can be shaken off afterwards. nightvision.
Ref: Okay so you both agree that this is a While these are straightforward, more often
duel, right? That means you’ll roll and deal players will try to earn the upper hand
damage simultaneously. through their own actions.
Moss: Okay, let’s go. As mentioned in the Combat section, there
are typically three ways to do this, and here
Both players make a normal attack to begin we see Tal taking a Risk. There are a few
with. Moss rolls 2, Tal 3. ways this can go. The classic is "roll a save, if
you pass then you attack with bonus if you
Ref: So you’re both sort of feeling each other fail then something bad happens instead" but
out first, wooden sword clattering against there's a lot of fine tuning that can be done in
shield, a few probing jabs. No sharp blade to there. Here we see Ref has Moss make the
worry about, but a wooden sword to the ribs Save instead of Tal. I think either would
isn’t a barrel of laughs. have worked, but here I think it makes sense
Tal: Hey, Moss, aren’t you scared you’ll fall in as the question is really “will Moss keep their
the mud again like when you fought that cool” rather than whether Tal knows the
brand new squire? right thing to say.

Moss: Hey! Even with Risky actions, there are cases


where you might not call for a Save, and just
Ref: Are you actually trying to distract Moss allow a bonus in return for taking a XXX.
here? It might backfire and give an opening. Maybe you can fight recklessly and both
sides you will get +d8 to attacking each
Tal: Yeah sure. other. If they join in the recklessness maybe
it goes up to +d10! Here the Risk element is
Ref: Okay, Moss, make a GRA Save. still present, even without a Save.
Moss rolls a 10, passing the Save. Ref looks at The second method is through having useful
the Upper Hand section of the Combat rules. Information. Perhaps you've learned
something that would help here. This how I
Ref: Okay, Moss, you keep your cool as Tal might handle the classic “hit the monster in
mocks you, capitalising on their lack of focus their weak spot”. Not glowing targets, but a
to drive them back onto a patch of gnarled reward for going out and talking to hunters
roots. You’ll get +d8 on your attack this turn. and those who have fought the creature
Tal: Argh, fair enough I guess. before. That stone mammoth has VIG 19,
Armour 3, so getting a +d10 to every attack
Both players roll to attack again, Moss because you learn of its hatred of fire is
getting +d8 this time. Moss rolls 3 and 7, practically necessary.
keeping the 7, and Tal gets 4. The shields
take this down to 6 and 3 damage. The last method is to reward good
Preparation. Action now to enhance action
Ref: Tal, you struggle with your footing here, later. The classic is "setting up" an ally for
letting Moss knock your attacks aside and their attack, or driving the enemy into a
smack you across the head with their wooden disadvantageous position with an Onslaught.
sword. You’re down to VIG 7 so it’s a wound, In essence, if a player can point back to a
but you’re still in the fight. What do you both previous action that specifically set up the
do next? current attack I'm happy to give them a
bonus for it.

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PLAY
Taking Damage THOUGHTS
Tal and Moss have decided to stand and fight Keeping your Knight alive involves
against a Warband of raiders from a managing a few different resources. Armour
belligerent neighbouring realm. They’ve and Guard are the first lines of defence, with
already taken a little damage from arrow fire. the Virtues as more precious resources.
Ref: Okay, now it’s the Warband’s turn. As The Referee has to balance keeping the
you’re both individual combatants, they get players are aware of these while also
+d10 and gain Blast, attacking both of you. indulging their senses in the description of
the actual battle. Too much focus on numbers
Ref rolls d6 and d10 for each target, taking and resources and it becomes just a dice
the highest single die against each. The dice game, too little and you risk the players not
against Tal are 3 and 8 (8 damage), the dice being able to make informed choices on how
against Moss 5 and 5 (6 damage) to proceed with the fight.
Ref: The horde of attackers surge onto you Ref strikes a decent balance here, but as I’m
both as you try to stand firm, spears and axes writing this for an example of play, there’s
coming from all directions. Tal is looking at 8 perhaps more explicit explanation of the
damage, and Moss 6. Actually, with your numbers than I would expect at the table.
armour we can knock that down to 7 and 5
respectively. As a general procedure I describe what the
attacker is doing, roll their dice out in the
Tal: I’ll stand as firm as I can, using Deflect open, give a chance for the Knights to use
to remove the 8 rolled. Deflect or other feats to modify those dice,
and then tell the player how much damage
Ref: Sure, so you lose (rolls a d6) 6 WIT as you they’ve taken.
duck and dodge the worst blows. That leaves
the roll of 3, down to 2 with your armour. The player can then report back whether the
attack caused a Wound (VIG loss) or Mortal
Tal: Could I use Deflect twice? I’m already Wound (half of current VIG lost), and I can
down to WIT 3 though... describe the attack and its impact
Ref: Yeah you can, but remember it’s really accordingly, shifting the focus back to what’s
bad if you drop down to 0 in any Virtue. actually happening to the characters.

Tal: Right, let’s not do that then. As players get more experienced they’ll feel
more confident weighing up their options
Ref: So you’ve got 2 damage coming in when faced with damage. The dilemma faced
against 2GD, leaving you at exactly 0GD, that by Tal here is a good example. They could
means a Scar. A 2 damage scar is unnerved, have used Deflect a second time to prevent
so I guess a spear just narrowly missed you, the scar, but that extra WIT loss would linger
a few inches and you’d be missing an eye! after the combat is finished, and could leave
Lose (rolls d6) 2 GRA. them vulnerable until they can restore it.
Tal: Lucky escape I guess. More urgently, keeping some WIT free might
allow a use of Deflect later on in this combat,
Ref: Meanwhile, Moss, you’re on 1GD and 6 perhaps to prevent taking a Mortal Wound
VIG, right? themselves.
Moss: Yeah… don’t think I want to use Still, I’m not optimistic about their chances
Deflect just yet… let me have it! in this situation. Perhaps a chance to
consider whether surrender is Knightly.
Ref: 5 Damage means 1 to your GD and the
remaining 4 off your VIG. As you’ve lost half
of your VIG in one go that means a Mortal
Wound. Moss is overwhelmed by the
Warband, kicked to the ground, an axe
buried in their gut. They’ll die if left
untended, and I wouldn’t expect mercy from
these raiders. What’s the plan?

87
Playtest Notes
Game by Chris McDowall
Placeholder Art by Midjourney AI, to be replaced for release
Heraldry from Heraldry Artist at worldspinner.com
Bastionland Press, 2022-2023
This game is raw and barely tested. Charter of Change:
I hope you have some fun with it, but expect • 01-06-23
to encounter the need for judgement calls • Tweaked conditions for gaining Glory,
and improvisation. same idea different implementation
Join the Bastionland discord server to give • New variant of the damage system,
feedback and talk Mythic Bastionland: now additional rolls of 4+ grant +1 to
the total damage, so even d4s thrown
https://discord.gg/sPE74EY into the pool have a chance to be
impactful, and damage is boosted
Character sheets are here: across the board
• Modified some existing Knight traits
https://docs.google.com/document/d/ and vows
1IXP-9zfA1Au_AFcsEMP-
qeRWOnkKqJFa_RFlWqvdrfQ • 31-05-23
• Fixed some errors that slipped through in the last
I’m not looking for typo or grammar checking version
yet, as the document is still in rough form. • 30-05-23
In particular, useful feedback for me is based • This one is big so maybe just… read it all from the
around how the game feels, rather than start? Sorry!
specific suggestions. • Ability Scores now Virtues
• Burdens replaced with Virtue Loss
“This part was confusing” or “this part felt • Travel system overhauled
too safe and easy” is more useful to me than
“I think the game needs a subsystem for X”. • Tasks and Actions no longer distinct things
• Less focus on performing essential tasks like route
Bring me problems, not solutions. planning and setting up camp
• Landmarks added to Realms
Enjoy!
• Glory system overhauled
Chris • Knightly Feats reworded
• Shield bashing!
• Extra damage if you have extra attack die that
match the high die
• Shieldwalls and Spearwalls moved to Warbands only
• Vassals and Vagabonds get slightly different
guidance for folklore
• More printer-friendly border, still just a placeholder
for final art
• New Myths now emerge at the start of an Age
• Small changes to sieges
• Page references changed to pXXX to avoid future
pain (sorry for the inconvenience right now)

88

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