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Mythic Bastionland Playtest

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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
2
Knighthood
You are Knights, united by a common Oath
and visions of the City. You may have
dreams of glory, but every Knight must
accept the risk of death.
SQUIRES
Small Companies (1-2 Knights) may give
each Knight a Squire. They serve as
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
of you may rest, roam or depart for good,
your collective journey will be as one.
2d6 for each Virtue, 1GD.
They ride a pony (VIG 7, WIT 7, GRA 2, 2GD)
Roll d6 for their weapon.
Roll d12+d6 for each Virtue in order:
1: Cudgel (d8 hefty), 2: Axe (d8 hefty)
3: Spear (d6), 4: Shortbow (d6 long)
5: Dagger (d6), 6: 3 Javelins (d6)
VIGOUR
might, vitality, physical stamina
WIT
quickness, instinct, grip on reality
GRACE
composure, charm, emotional stability
HOW MUCH SHOULD I READ?
Players need not read any more, though may
read up to pXXX if they are curious.
The Referee should read through to pXXX.
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.
3
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.
4
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.
5
Equipment
TRADE
Only the rich deal in coins. Most trade relies
on practical matters:
•
•
•
Finding somebody who can supply
Securing raw materials if needed
Giving something in return, or owing
An item’s value depends on the bargaining
positions of both parties. Long-standing trade
agreements often form into pledges of
ongoing service or protection.
CRUDE ARMS
Hefty Tools: d6 hefty (pitchfork, hatchet)
Long Tools: d8 long (staff, logging axe, pick)
COMMON ARMS
Hand Weapons: d6 (dagger, spear, handaxe)
Hefty Weapons: d8 hefty (greatspear, mace)
Long Weapons: d10 long (poleaxe, billhook)
Sling: d4 hefty
Javelin: d6
Shortbow: d6 long
Shield: A1, d4
Greatshield: A2, d4 hefty
UNCOMMON ARMS
Shortsword: 2d6
Lance: d10 hefty, count as long on foot
Brutal Weapons: 2d10 slow (great maul/axe)
TOOLS
Simple Tools: Saw, fishing rod, rope, candles,
shovel, flute, etc.
Specialist Tools: Animal trap, lockpicks,
herbalist kit, scribe set, lute, etc.
Arcane Tools: Alchemy tools, crystal ball,
harp etc.
BEASTS
Sheep or Pig: VIG 5, WIT 5, GRA 5, 1GD
Hound: VIG 5, WIT 10, GRA 5, 4GD, d6 bite
Raven: VIG 5, WIT 15, GRA 5, 4GD
Cow: VIG 10, WIT 5, GRA 5, 1GD
Mule: VIG 10, WIT 5, GRA 5, 2GD
Ox: VIG 15, WIT 5, GRA 5, 3GD
Hawk: VIG 5, WIT 15, GRA 5, 4GD, d4 talons
STEEDS
Riding Steed: VIG 10, WIT 10, GRA 5, 3GD
Heavy Steed: VIG 15, WIT 5, GRA 5, 4GD
Charger: VIG 10, WIT 5, GRA 5, 5GD,
d8 trample
LUXURIES
Fine or Extravagant Clothes
Subtle or Ostentatious Jewellery
Scrolls, Books or Tomes
Bottles of Perfume, Boxes of Spices
Heavy coffers of coin
Feasts and Banquets
SPECIALISTS
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
Longsword: 2d8 hefty
Greatsword: 2d10 long
Sentry: 3GD, halberd (d10 long), little
appetite for actual combat
Curve Bow: 2d6 long
Crossbow: 2d8 slow
Full Armour: A2 (suit of chain, scale, plate)
Alchemist: 1GD, creates poisons or
quasi-medicinal potions
Soldier-at-Arms: 6GD, spear (d6), greatshield
(A2, d4 hefty), experience of combat
Archer: 3GD, shortbow (d6 long)
SPECIAL ARMS
Special Weapon: Take as an existing weapon
Guide: 5GD, handaxe (d6) and javelin (d6),
type, but +d6 or +d8 in a specific situation.
knows the area
Special Armour: A2 in a specific situation.
6
Rules
SAVES
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.
1
2-3
4-6
LUCK ROLL
Crisis: Something immediately bad.
Problem: Something potentially bad.
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.
7
Attacks & Damage
ATTACKS
Take the attack dice noted on your
weapon(s), shield and granted by bonuses.
VIRTUE LOSS
Targets are only Mortally Wounded if their
Virtue was reduced by Damage.
All combatants attacking the same target
pass their attack dice to a designated lead
attacker who rolls them all together.
Virtues may be reduced by other means,
typically referred to as Virtue Loss.
•
•
•
•
If the target is a Knight they may use
Deflect (pXXX) to remove one or more dice
Take the highest die remaining
Add 1 for each other die that rolled a 4+
Subtract the target’s Armour score
The attack causes that much damage. The
lead attacker strikes the decisive blow.
For example, a knight with a mace (d8) and
shield (d4) is aided by an ally with 2 daggers
(d6 each), rolling a d8, a d4, and 2d6.
The roll is 5, 4, 2, 5. The highest die is 5 and
there are two other dice showing 4+, raising
the damage to 7. The target has Armour 1,
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.
8
If a Virtue is reduced to 0 by Virtue Loss the
character is Exhausted until their Virtue is
restored. Exhausted characters are Exposed
and cannot perform Feats.
RECOVERY
Guard is fully restored with just a moment
of peace, after combat is resolved.
Vigour is fully restored by receiving warm
hospitality or visiting a Haven.
Wit is fully restored by receiving guidance
from a Seer or visiting a Sanctum.
Grace is fully restored by performing a
worthy penance or visiting a Monument.
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.
9
Combat
FEATS
Every Knight knows these 3 Feats.
SMITE
Make an armed melee attack
Get +d10 to the attack
Lose d6 VIG
DEFLECT
Use immediately after an attack roll against
you or a nearby ally
Discard one damage die rolled
Lose d6 WIT
This can be performed multiple times against
the same attack
RAMPAGE
Make an armed melee attack
The attack gains Blast but is indiscriminate
Lose d6 GRA
BONUS ATTACK DICE
These are typically gained from having
useful information, taking a risk, or making
advanced preparations. The Referee chooses
the most appropriate bonus to grant:
+d6: Crude gambit (thrown dust)
+d8: Tactical exploit (superior position)
+d10: Ruthless ploy (disarmed target)
+d12: Overwhelming power (demon blood)
WEAPON TYPES
If no type is noted assume the weapon uses
one hand and has no other restrictions.
Hefty weapons use one hand. They are
Impaired if another Hefty item is wielded.
Long weapons require both hands and are
Impaired in confined environments.
Slow weapons cannot be used if the attacker
has moved this turn. They are also Long.
ARMOUR & SHIELDS
A combatant can benefit from one set of
armour and one shield. Shields also grant an
attack die. For example, a fighter with a
dagger (d6), shield (A1, d4) and armour (A1)
has Armour 2 and attacks with a d6 and d4.
UNARMED COMBAT
Unarmed attacks are Impaired unless the
attacker has suitable natural weapons.
RANGED COMBAT
Purely ranged weapons cannot be used if the
attacker began their turn engaged in melee.
Partial concealment grants the target
equivalent protection of a Shield (A1) or
Greatshield (A2) against ranged attacks.
This does not stack with their shield.
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
WAVERING MORALE
• Shattering their shield
• 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,
but does affect squires and followers.
Multiple attackers only use the single
highest die when checking for an Onslaught.
10
Warfare
WARBANDS
RECRUITMENT
Large groups of combatants fighting together Soldiers must be drawn from loyal vassals,
are treated as a Warband.
knights that share a cause, or mercenaries
that have agreed a price.
• When they are Mortally Wounded they
are routed from the battle.
Whatever their origin, soldiers expect their
• When they reach VIG 0 they are wiped out basic needs to be met during their service.
entirely.
Warbands roll d6 for GD before the battle
• They are not harmed by individual
starts, 2d6 if they are suitably experienced,
attacks unless they are Blast attacks or
fed, and rested.
suitably large-scale.
• Warband attacks against individuals
WARBANDS
receive +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
11
The Realm
HEXES
A Realm is a map with a hexagonal grid
covering the loose influence of a seat of
power. Aim for 100-150 land hexes in total
whether the realm is landlocked, coastal, or
comprised of islands.
LANDMARKS
Some Wilderness Hexes contain a Landmark.
Typically players can see a copy of the map
with Holdings and general sense of the
terrain between. They cannot see Myth and
Landmark locations.
Add d6 of each type of Landmark, scattered
across the realm in Wilderness hexes. Mark
them with their initial or an icon as suits.
Place the Seat of Power near the centre.
This is the Holding of the ruler of the whole
Realm, commonly a knight in a castle.
Sanctum: Niches of calm and focus
Restore WIT
Place 3 other Holdings a good distance away
from the Seat of Power. These are fortresses,
towers, walled towns, temples. Commonly
one is held by a Knight, another a Seer, and
another a particularly influential Vassal.
Name these Holdings and the Seat of Power.
Ordeal: Nature that fights your every step
Lose d6 VIG
Landmarks cause a specific effect on a roll of
4-6 on the Wilderness roll. When this causes
Virtue loss, each character rolls separately.
Typically Landmarks only become known to
characters when they encounter them or hear
The distance covered by each hexagon is
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
specific features depending on the terrain of
• The area a hill fort can overlook
• 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
Monument: Symbols of hope and inspiration
Restore GRA
Gloom: Shadows that deceive the senses
Lose d6 WIT
Even holdings not held by a Seer have one on
Vestige: Past failures that dampen spirits
site to offer their guidance.
Lose d6 GRA
The remaining Hexes represent Wilderness
NEIGHBOURING REALMS
and should be marked with a variety of
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
you arrive in the next Season.
MYTH HEXES
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.
12
Sites
A Knight’s journey largely focuses on
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
within a hex, in more detail.
This is not necessary, but is presented as an
option for those sites that warrant more
detailed exploration. These might be ancient
catacombs, hostile castles, twisting caverns,
or misty woods spanning the entire hex.
While they can be plotted out with any
number of traditional methods, this is a
quick hex-based method.
POINTS AND ROUTES
1. Map out six Points in a hexagonal
structure, with an additional point in the
centre. Number these for reference.
1. Mark 3 of these points as Features
with a circle, areas that give
information or set the mood.
2. Mark 2 as Hazards with a triangle,
places to be navigated carefully.
3. Mark 1 as Treasure with a diamond,
something very beneficial to find.
4. Erase the remaining point.
2. Routes are connections between
neighbouring points.
1. Draw 3 Open routes with a normal
line. These are straightforward paths
between points.
2. Draw 2 Closed routes with a crossed
line. Here something blocks the way,
so creative thinking is required.
3. Draw 1 Hidden route with a dotted
line. This path is only found through
specific exploration of its connecting
points or local knowledge
3. Make sure a route exists between all
points, even if closed or secret.
4. If applicable, place an entrance in any
Hex, and an optional hidden entrance.
EXAMPLE - Blackmoss Isle
6
1
3
2
5
4
Entrance: A small cove, a safe landing spot
on the island.
Hidden Entrance: Locals know of a second
landing, requiring careful piloting through
rocks and caves.
1: Stony beach overgrown with toxic black
moss. Dead rock pools and a smashed boat.
2: A tattered rope bridge over jagged rocks.
Carrion Gulls harass travellers, hoping to
secure their next meal.
3: A cave, revealing a small harbour and
twisting cave out to sea. A high hidden cave
leads to 6, while the passageway to 4 is
overgrown with black moss.
4: A former shrine to the sea, overgrown with
black moss. Now the Tomb of the Salt Seer.
5: A waterlogged cave, swirling currents
sweep away anybody not secured. Tunnel to
6 is flooded by raging waters.
6: The Salt Seer’s Horde. Valuable treasures
and his Eye of the Sea.
BREAKING THE RULES
The guidelines on this page are just a
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.
13
Refereeing
PRIMACY OF ACTION
Even when using the rules for travel,
exploration, and combat, remember this, the
most important thing:
TAKING ACTION
When the players take action the Referee
works down this list.
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.
IMPACT
• Indulges their senses. Vision, hearing,
Whether a success or failure, ensure that the
touch, smell, and taste.
players’ actions have an observable impact on
• Reinforces something that they've
the world. The best types of impact have both
already learned about this place.
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.
14
Time
DAYS have 3 PHASES:
Morning - From Sunrise.
Afternoon - From Noon.
Night - From Sunset.
YEARS have 3 SEASONS:
Spring - The Green Season
• Rosy dawns, birds in the blossom,
blustering winds, and hailstorms
• Begins with the Feast of Stars, making
vows and settling debts
• Midspring sees the Toil, fasting and
sacrifice to fortify both people and land
Harvest - The Gold Season
• Warm starry nights, chirping crickets,
drought, and thunder
• Begins with the Feast of the Sun, a
night of excess and revelry
• Midharvest sees Purging Night,
burning huge fires to keep evil at bay
At the end of each session, or during a
natural break in their journey, the group
decides how much time will reasonably pass:
•
•
•
•
If uncertain, Roll.
1
2-3
4-6
PASSAGE OF TIME
Season or age turns now.
Season or age turns next session.
The season or age continues
Between Seasons and Ages, knights serve the
Realm and each choose a Focus.
BETWEEN SEASONS
Restore Virtues and choose one:
•
Winter - The Grey Season
• Blankets of mist, sudden blizzards, steely
ice, and darkness
• Begins with the Feast of the Moon, a
reflection on the past and our mortality
• Midwinter sees Almsday, charity and
goodwill to begin nature’s rebirth
•
A LIFE has 3 AGES:
•
•
Young: Green, always learning.
Mature: Seasoned, in their golden years.
Old: Grey, considering their legacy.
None - Pick up where you left off.
Weeks - The season continues, onto the
next significant seasonal event.
Months - Move to the next Season.
Years - Begin a new Age in Spring.
•
Pilgrimage: Learn about an unknown
part of the Realm.
Courtesy: Establish a new contact or
earn a favour.
Service: Make a small improvement to
the Realm.
BETWEEN AGES
Restore Virtues and choose one:
•
Legacy: Establish a successor.
Duty: Make a significant improvement to
the Realm.
Mastery: Learn a Feat from a senior
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
2-3
Virtues on d12+d6 and keep the result if
4-6
lower. In addition, Old characters lose d12
VIG at the end of each age. If this reduces
them to VIG 0 they die peacefully.
It goes as bad as it could possibly go.
It gets a little worse.
It gets a little better.
15
Travel
1
2-3
4-6
WILDERNESS ROLL
Encounter the next Omen from a
Random Myth in this Realm.
Encounter the next Omen from the
Nearest Myth.
Apply the effect of the Hex’s Landmark
Otherwise All Clear.
1
TRAVELLING BLIND
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
Dire Weather. You can’t leave the Hex.
Threat. If this is rolled a second
2-3 Looming
consecutive time, treat as Dire Weather.
4-6
Fine weather for travel.
1
1
2-3
4-6
16
LOCAL MOOD
Occupied by a looming or recent crisis
There is a sense of things in decline
A fine mood and all seems well enough
Exploration
THE LAY OF THE LAND
Each Hex is large and diverse, a land within
the land. Some vassals may spend their
whole lives within one. No Hex is entirely
uniform. A forest hex might have cliffs,
streams, lakes, ruins, clearings, and caves.
GATHERING FOLKLORE
Everybody knows their local Myths, but
Seers hold wisdom beyond common vassals.
Vassals know about their nearest Myth, and
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
Vagabonds have roamed enough to know
your Hexes.
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,
but not how to avoid or undo them. Roll d6 to
particular, consider whether the action will
find out which Omen they reference.
take a whole Phase of the day to carry out.
Seers know the rules of all Myths, their
As with other Actions, the players should
deeper secrets, and their locations. They
know the stakes before they commit to it.
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
Omen 2 describes “A lost lad, full of stories.
be achievable, but now faces an obstacle or
Claims a little old man called him into the
additional cost.
woods.”
While the cause and consequence of failure
A Vassal or Vagabond would know about
can be personal, they also represent the
children going missing, and an old man in
whims of nature: bad weather, shifting
the woods.
landscapes, and dire fauna.
If it is unclear which Virtue to use, consider
the main activity involved in the risky part.
VIGOUR - Physical challenge.
WIT - Mental or sensory challenge.
GRACE - Social or emotional challenge.
A Seer would know that this is in fact the
Goblin, and would know that he can only
claim lost things, unable to steal for himself.
They even know where to find his lair.
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
Domain
RULING A DOMAIN
In return for pledging loyalty to the Seat of
Power, a Holding and surrounding lands
might be granted to a Knight or influential
Vassal. This forms their Domain. Seers often
claim a Domain through their own authority.
THE COUNCIL
Prestigious seats that must be filled for a
Domain to run smoothly. Though you may
grant and revoke these roles, those who are
scorned rarely go quietly.
PLIGHTS AND DISASTER
Ruling a Domain is really an exercise in
ongoing disaster management.
At the start of a Season or when returning
from a long absence, make a Luck Roll.
1
2-3
4-6
DISASTERS
Calamity: Immediately suffer 2 Plights.
Dilemma: Choose between 2 Plights.
Prosperity: Times are good.
Steward: Ruling in your absence, carrying
your authority and key to the treasury.
Plights apply to the whole Domain, not a
single character, and remain until resolved.
They can be chosen by the Referee, or rolled:
Marshall: Training and equipping soldiers,
mustering them in times of war.
1: Chaos - Lawlessness in the land.
Resolution: Enforce a sense of justice.
Sheriff: Monitoring threats within your
realm and even within your walls.
2: Debt - Dire need of coffer and coin.
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
Authority
MUSTERING TROOPS
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.
1
2-3
4-6
INCREASED TAXES
Immediate Misrule.
Your coffers are filled, but take a Plight.
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.
1
2-3
4-6
DRAMA IN COURT
You are personally involved.
You are involved by association.
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
Knight that holds each title, often passed
on to a successor in retirement or death.
They may keep their given name, or fully
give themselves to their knightly identity.
20
This is not an exhaustive list, and even
those listed knights may differ.
The coat of arms presented may be used, or
can be drawn on as a bank of examples.
Each page also includes the Seer who
granted their Knighthood.
ONE
1. The True Knight
2. The Snare Knight
3. The Tourney Knight
4. The Bloody Knight
5. The Moss Knight
6. The War Knight
7. The Willow Knight
8. The Gilded Knight
9. The Saddle Knight
10. The Riddle Knight
11. The Talon Knight
12. The Barbed Knight
THREE
1. The Speaker Knight
2. The Turtle Knight
3. The Key Knight
4. The Moat Knight
5. The Boulder Knight
6. The Tankard Knight
7. The Owl Knight
8. The Under Knight
9. The Lance Knight
10. The Errant Knight
11. The Eye Knight
12. The Forge Knight
FIVE
1. The Mask Knight
2. The Reliquary Knight
3. The Salt Knight
4. The Warden Knight
5. The Coffer Knight
6. The Temple Knight
7. The Fox Knight
8. The Hawk Knight
9. The Gate Knight
10. The Bone Knight
11. The Vulture Knight
12. The Free Knight
TWO
1. The Trail Knight
2. The Amber Knight
3. The Horde Knight
4. The Emerald Knight
5. The Chain Knight
6. The Banner Knight
7. The Pigeon Knight
8. The Shield Knight
9. The Whip Knight
10. The Seal Knight
11. The Horn Knight
12. The Dove Knight
FOUR
1. The Rune Knight
2. The Gallows Knight
3. The Tome Knight
4. The Meteor Knight
5. The Gazer Knight
6. The Mule Knight
7. The Halo Knight
8. The Iron Knight
9. The Beacon Knight
10. The Dusk Knight
11. The Coin Knight
12. The Pretender Knight
SIX
1. The Silk Knight
2. The Story Knight
3. The Herb Knight
4. The Torment Knight
5. The Shepherd Knight
6. The Tithe Knight
7. The Scribe Knight
8. The Brook Knight
9. The Mud Knight
10. The Fanged Knight
11. The Road Knight
12. The Burned Knight
The
1
True Knight
1
They 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
1
2
3
4
5
6
Trigger
Lying to you about
their identity.
Giving false witness
to you.
Giving you malicious
advice.
Lying while bearing
the shield.
Omitting key
information to you.
Lying to you about
their intent.
Effect
Golden Glow
Turns Cold
Gentle Hum
Fragrant Aroma
Distant Birdcall
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
1
Snare Knight
2
Immersed within the woods
A sheriff of natural order
PROPERTY
•
•
•
Hatchet (d6) attached to Wildrope (strong
rope that blends perfectly into foliage)
Companion (see below)
(VIG 5, 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.
1
2
3
4
5
6
KNIGHT & COMPANION
History
Type
Exiled
Otter
Feral
Hare
Vengeful
Rat
Shamed
Weasel
Jovial
Ferret
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
1
Tourney Knight
3
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.
1
2
3
4
5
6
CALLING AND HELM
Call to Battle
Fancy Helm
Greed
Lion
Bloodlust
Shark
Glory
Great Crest
Duty
Hawk
Pride
Bull
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
1
Bloody Knight
4
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.
1
RAGE FUEL
Alcohol
Hatred
Strong Wine
The Rich
2
Strong Mead
Knights
3
Strong Ale
The Poor
4
Fermented Milk
Seers
5 Fermented Vegetable
6
Fermented Blood
The Sea
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
1
Moss Knight
5
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
2
Blue Thorns
3
Silver Stars
Points to Water
Itches before an
Ambush
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
1
6
The
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.
1
2
3
4
5
6
MILITARY GEAR
Special Polearm
Helm
+d8 vs mounted
Veiled Leather Cowl
targets
+d8 vs targets with a
Long Chain Hood
shield
+d8 vs targets in
Full Heavy Bucket
armour
+d8 vs targets without
Crow-Beaked
a shield
+d8 vs two-handed
Caged Visor
weapons
+d8 vs anybody
Kettle Cap
attacking you
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
1
Willow Knight
7
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.
1
2
3
4
5
6
MEMORIES OF HOME
Place
Disaster
Riverside
Death
Coastal
War
Mountain
Famine
Pine Forest
Plague
Moor
Fire
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
1
8
Gilded Knight
A 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.
1
2
3
4
5
6
THE COST
Where did the
What was left
armour show itself?
behind?
Lake
A Farm
Waterfall
A Name
River
Only Graves
Beach
A Student
Cave
A Teacher
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
1
Saddle Knight
9
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.
1
2
3
4
5
6
LOYAL STEED
Appearance
Temperament
Pristine
Silent
Plaited
Alert
Tall
Valiant
Golden
Restless
Dark
Gentle
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
1
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.
1
2
3
4
5
6
MOON FORM
Body
Visage
Muscular (d8 grasp)
Elderly
Shrunken (d6 bite)
Youthful
Stretched (d6 strike)
Hideous
Skeletal (d6 slash)
Amorphous
Canine (d8 jaws)
Horned
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
1
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.
1
2
3
4
5
6
LOYAL BIRD
Breed
Special Training
Fisherhawk
Singing
(can dive into water)
Cave Owl
Fighting Humans
(nocturnal)
(+d6 vs humans)
Grey Raven
Silent Flight
(highly intelligent)
Red Eagle
Delivery
(d6 Talons)
Rock Falcon
Stealing
(preys on reptiles)
Bog Vulture
Fighting Birds
(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
1
Barbed Knight
12
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.
1
2
3
4
5
6
BAD REPUTATION
Begrudging Ally
Hated Enemy
Eccentric Alchemist
Rich Merchant
Humble Chronicler
Master Blacksmith
Surly Brewer
Admired Knight
Horse Breeder
Bandit Leader
Elderly Innkeeper
Retired General
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
2
Trail Knight
1
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
1
2
3
4
5
6
Value
Honour
Duty
Loyalty
Justice
Respect
Truth
Forged by
Battling a monster
A raided village
Rescuing the helpless
Killing a tyrant
A long journey
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
2
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
1
2
3
4
5
6
Pastime
Painting
Miniature Sculpture
Embroidery
Pottery
Drawing
Flower Pressing
Taught By
Knight-Mentor
Father
Mother
Brother
Sister
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
2
Horde Knight
3
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
1
2
3
4
5
6
Flavour
Sour
Salty
Fiery
Smoked
Burnt
Chewy
Substance
Skin
Beans
Insects
Roots
Cheese
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
2
Emerald Knight
4
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
1
Strike a wounded
enemy
Vision (detail)
2
3
Make animal calls
Throw stones
Vision (distance)
Hearing
4
Grab an unalert
enemy
Smell
5
6
Move slowly
Whisper to allies
Weather prediction
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
2
Chain Knight
5
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
1
2
3
4
5
6
First
Through Darkness
Through Smoke
Out of a Cell
Climbing Chains
Up the Great Stair
Through Fire
Then
Through Ice
Through Dirt
Out of a Mountain
Out of a Tomb
Up From a Well
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
2
Banner Knight
6
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
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)
GRA
•
•
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
1
2
3
4
5
6
Design
Red/White Diamonds
Blue/Yellow Saltire
Green/Silver Spiral
Purple/Gold Chevrons
Black/Blue Bars
Orange/Black Waves
Topper
Antlers
Jaws
Tree
Fishtail
Wings
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
2
Pigeon Knight
7
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?
1
2
3
4
5
6
Memory
Emerald
Marble
Silver
Golden
Ruby
Violet
Memory
Towers
Walls
Flowers
Ships
Water
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
2
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
1
2
3
4
5
6
Aroma
Rosemary
Mould
Pepper
Copper
Garlic
Meat
Side Effect
Hallucination
Lethargy
Stimulation
Sorrow
Giddiness
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
2
Whip Knight
9
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
1
2
3
4
5
6
Positive Effect
Heightened hearing
Breathe fire once (d8
blast)
Speak with any one
person in the realm
No Pain (Armour 1)
Restore one Virtue
Remove all Virtues
Side Effect
Mild nausea
Unable to speak
Hazy vision
Lose d6 VIG
Lose d6 WIT
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
2
Seal Knight
10
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
1
2
3
4
5
6
SUBJECT
The Seer reading
The Seal Knight
Another Knight
Another Seer
A Myth
The Whole Realm
PROPHECY
Death
Torment
Rebirth
Treachery
Growth
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
2
Horn Knight
11
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
1
2
3
4
5
6
Shape
Sharp
Helix
Sickle
Intertwined
Coiling
Swollen
Sound
Dissonant
Solemn
Ghostly
Beastly
Droning
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
2
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.
1
2
3
4
5
6
WINGED ARMOUR
Ability
Limitation
Always land safely
Sink like a stone
Jump twice as high Red glow when angry
Sprint silently
Slow running speed
Animals won’t attack Horses other than your
you unprovoked
own are afraid of you
Knights who strike the Lose d6 GRA if you ever
first blow against you strike the first blow to
lose d6 GRA
a Knight.
under
Appear as real wings Only protects
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
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
Ref: Okay we should talk about the Start and
Scope of the campaign. For the Start you can
be Petty Knights newly knighted and out for
glory, Exemplars who are older and have a
place in court, or Nobles if you want to start
already ruling a seat of power. To be honest
that last one sounds a bit much for me at the
moment, but we could do either of the others.
Tal: I just assumed we’d be starting out as
new Knights, but starting with a place in
court could be cool.
THOUGHTS
For those used to more traditional campaign
structures, the between-session time jumps
of Mythic Bastionland can seem daunting.
It’s understandable that some players don’t
like the idea of releasing control of their
characters for these “off camera” months or
years that pass during such an advancement.
Of course, the intent of this rule isn’t to leave
players with a lack of control, so here Ref
does a good job of reassuring Tal and Moss.
I think Ref strikes a good balance between
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.
Moss: Yeah I’m happy with either.
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
Ref: So in this game you’re both Knights, but
you’ll have different strengths and
weaknesses. Start by rolling your Virtues.
They’re Vigour, Wit, and Grace. For each
you’ll roll a d12 and a d6 and add them
together. High is better, 10 is average.
Hands a character sheet to each player. They
start rolling their Virtues.
Tal: Okay, I got Vigour 11, Wit 14, Grace 7.
Moss: I got Vigour 6! Urgh. At least my Wit
and Grace are higher, 10 and 12.
Ref: Yeah that’s pretty bad! Don’t worry
though, just means you’ll need to be clever.
The scores might get better later too as your
character ages. There’s this rule where…
Actually, scrap that for now. Roll d6 for your
Guard. This is how good you are at avoiding
getting hit or taking lasting damage.
THOUGHTS
When getting the players started with the
game I like to get them rolling their
character as soon as possible, before I even
start telling them about the world. The
things they discover in making their
character will get them immersed in the
world right away.
It’s good that Ref gives a bit of context for
Virtues. If you’ve played a lot of RPGs it’s
easy to assume that everybody will work out
the average of d6+d12, but just telling the
players that 10 is average gives them a point
of reference for their character.
Getting bad rolls here can be disheartening,
so it’s good to see Ref reassuring Moss that
their low Vigour score isn’t going to make
their character useless.
We can see that Ref almost goes into
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.
At this point it’s enough for the players to
Moss: I got 6! Guess I’m a survivor.
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
focused on their character in the here and
Knights.
now.
Ref fans through the book, showing some of
On our very first example, Ref is already
the entries for Knights.
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
instead Ref took the chance that Tal would
Tal: Yeah, thanks.
probably be happy with their character, but
They both roll Knights, getting the Moss and would appreciate the backup option if they
didn’t like the Knight they rolled.
Talon knights.
This can go the other way, with some players
Tal: I get a bird? I’ll stick with this one!
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
Tal: Okay, now the rules?
THOUGHTS
Here I’ll show my bias toward getting the
game started as soon as you can, backloading
as much of the rules explanation as possible.
Ref: So this is a bit more complex than Into
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
gives further context for the information on
Ref: Combat is… you know what we’ll deal
the players’ character sheets. They get a
with combat when it happens. For now you
little bogged down talking about weapons
just need to know that the die type next to
and armour, and frankly I think Ref could
your weapon is the die you roll when you
attack with it. So Moss your Cudgel does d8 have skipped this whole section, sticking to
the line that combat will be explained when
damage. Oh, and you have a Shield which
it happens.
gives you Armour 1, meaning you’ll take 1
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
have just said “we’ll deal with that later” but
my attacks weaker too?
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.
Now Tal understands generally what Fears
matter, but it won’t affect your damage.
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
figure. Actually, you recognise her, it’s Sam
the burglar.
Here we see a group running into a situation
that calls for Ref to remember the Primacy of
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
are well aware that Ref is pulling this new
else, all that stuff you remember definitely
healer tangent out of thin air, but if they
happened, but sure enough you see Sam
deliver it with confidence and make it an
sprinting away from the cave, no sign of a
interesting addition to the fiction then the
broken leg. Weird huh?
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
something neither overtly beneficial or
up.
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 bonebook 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
now a bit of a sitting duck if the Legion
decide to attack again.
Here we see Ref work through the 6 steps of
the Taking Action Procedure:
Ref: So you gather the serfs and spend the
afternoon chopping wood and cobbling
together a ramshackle wall. Doesn’t look like
much but at least it’s a line of defence
against the Legion. The sun sets as you
admire your work.
Giving them certainty here lets them get on
with making the decision instead of
agonising about something that the Referee
knows won’t happen.
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
mnemonic, but it wasn’t meant to be.
greater numbers, right?
Even though this ends up being resolved as a
Moss: Yeah, how about we help them build
Task, shorter Actions follow the same
some better defences?
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
interested in the fact that the players want to
Ref: Yeah. I mean with the limited skill,
invest time in performing this action, and the
materials, and time you have I think 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
might expect, outright telling the players
Moss: Fair.
that the Legion aren’t coming back today.
You want the world to have mystery, but it’s
Ref: Cost… I mean it’s taking up time and
the work of the local serfs but they’re already also important to give players the
information they need to make their decision.
inclined to help out. Stakes… now I don’t
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.
Moss: Well it’s something but we need a
proper plan to beat them for good.
76
PLAY
Exploration
Ref: Right, so it’s the dawn of a new day.
Ref points to the pawn on the player’s map
showing their location.
THOUGHTS
In my experience as a Referee, you can’t
recap too often. In this game it’s especially
useful to recap the geography of the world, as
there’s a lot of travelling into new areas. The
hex map serves its purpose but it’s down to
the Referee to really make the world feel like
a real place.
Ref: To recap, you’re here. Other than the
elevated camping spot you found it’s rather
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
through play, rather than being frontloaded
are where the Goblin was last seen. Wait,
into a rules explanation.
how far can we actually see? Can we see
those woods?
When the players are unsure about an
element of exploration, here Tal asking how
Ref: Not from your camp, but they’re so far
away that you’d only get a distant view even far they can see, the Ref can explain it to
them with the context of a situation they’re
from a vantage point. Like you’d see there
actually invested in.
are woods, but couldn’t spot a person there.
Moss: Okay let’s go toward the Holding and
do some information gathering. We’ll just
Trek as we’re not in a rush.
Ta: While we’re travelling can I search for
any other travellers we could speak to? I can
see through my Raven’s eyes remember.
When Tal decides to move they specify that
they are Trekking, using the actual game
term. When new players are learning they
might say something like “we’ll move to here”
and it’s worth clarifying what they actually
mean in game terms, ensuring that they’re
happy with how their decision will be
implemented mechanically.
Ref: Yeah that’ll help for sure. No real risk
Ref leans on a Luck Roll here for a situation
here so we’ll just make it a Luck Roll. With
that didn’t have any risk, but was still
your Raven you’ll certainly find somebody,
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
used this as a “Gotcha!” moment to make the
make out shadows of movement. Looks like
players feel stupid but that style has never
someone is moving around inside the cave.
appealed to me. I tend to assume that the
You also spot a silhouette standing guard,
characters are at least competent. Players
outside, a solid looking figure.
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
I think Ref handled the approach to the cave
Stealing, after all.
well by ensuring that the players are wellinformed and have plenty of opportunity to
Ref: They’re definitely armed, but let’s do a
make choices. The Save roll only came into
Luck Roll to see if they’re carrying it. We’ll
play when Tal decided to take the risky
call it straight 50/50.
action, knowing that there would be a Save.
Ref rolls a d6, scoring 2. This means fortune
If Ref had simply called for a Save without
does not favour the characters.
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
cruelty of the game world.
Tal rolls a 19, failing the Save.
Ref: Your Raven swoops down on the
unsuspecting guard, grasping at his mace
with her talons. The guard grabs onto the
haft, wrenching it free from her grip and
winding up to strike. What’s she doing?
When the Raven fails the WIT Save, Ref
could have had the guard immediately strike
the bird, launching into combat. Instead they
took a softer approach, giving the players a
chance to respond before the attack is
thrown.
Tal: Get her out of there! Actually, she can fly
Neither option is right or wrong here, and
off in the other direction, away from us.
the sweet spot lies somewhere in the middle.
Might cause a distraction.
If failure spirals into disaster too quickly
then the players might feel too much at the
Ref: Let’s see if he falls for it…
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
Ref: The boar is huge, like a hay bale. Its
eyes dead and black like a shark. It stands
taut, as if it could charge any minute.
Moss: This pig is definitely up for a fight.
Moss and Tal discuss a plan briefly.
Tal: Can I climb a tree? Is there one nearby?
Ref: Sure, we’re in a forest. You scramble up
without any trouble.
Moss: I’ll get under the tree and try to bait
the boar into charging me, then Tal will dive
down onto it when it gets close.
Ref: Hm, I think moving to the tree and
climbing it is already an action for this turn.
If you bait the boar over then it’ll get to
charge you before you can respond.
Moss: Fine, I hoist up my shield.
Ref: The boar charges at Moss and…
Rolls d10 for damage, scoring 9. This is
reduced to 8 because of Moss’s shield.
Ref: Eight damage! So the boar…
THOUGHTS
I like that Ref has the boar pose an
immediate threat, but gives the players time
to discuss a plan. They could have gone even
further by having the boar already charging
toward them, giving a sense of urgency to
their choice.
Some questions don’t need a roll. If your
players are in a forest and say “is there a tree
nearby?” then the answer is obvious.
We’ve seen Ref be quite generous up to this
point, but here draw a line and tell Moss that
they can’t carry out their whole plan in a
single turn.
What would have happened if they let Moss
do all of this in a single turn? I don’t think
there would be much harm done, but
allowing this sort of turn in every combat
might leave opponents feeling too easy to
deal with. I like a cunning plan in a fight, but
I also like giving the enemy a chance to
respond to the player’s actions before
suffering the consequences.
Moss uses the Deflect feat to avoid taking
damage from the boar, but had to interrupt
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
here. You want to give the players ample
Tal: I pounce with my hookhammer, which
information and time to make these
gets +d8 when leaping down.
decisions, and offer guidance to new players,
but no player wants to feel like the Referee is
Ref: Okay, who’s leading the attack?
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
just been in lone combat, driving a Mighty
Newt back into the river.
This is going to happen. You might notice
immediately, or you might realise months
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
Vigour loss will be harder to recover.
The important thing is that you look back
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
Moss, but I’m also glad that Moss didn’t take
cheated.
them up on it. I’m not sure what would be
gained by repeating the combat one way or
Tal: I don’t feel cheated!
another.
Moss: No I mean like I should be dead. I
But what if the opposite had happened. What
want things to be fair.
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 reRef 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
Omen of the Wyvern Myth, killing the beast.
They’ve set up camp and rested for the night.
Every game session has its high energy
moments and those that are more subdued.
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
can go anywhere!” it’s not uncommon to see
Tal and Moss look over the map for a while,
them overwhelmed with choice, or nobody
recapping where they’ve already been.
wanting to take the lead.
Tal: Yeah… I dunno. Whatever is good.
Here Ref encouraged the players to think
creatively by reminding them of their oath, a
Moss: Hm.
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
what lies ahead. Holdings and Landmarks
Moss: No I say we head to the nearest
Holding and get some leads. Let’s go to that are a good example, as they’re often little
more than a marker on the map until the
one right there.
Knights decide to actually visit one.
They go through the normal travel procedure,
If Ref were feeling more confident they could
then Ref realises they don’t have anything
have just rolled frantically on some prompts
planned for this Holding.
and described the Holding on the fly as the
Ref: Okay. Actually, I just need to make some players listened. Sometimes this pressure
helps the Referee create unexpected ideas.
rolls for this place. Is now a good time for a
little break?
Instead, they called for a short break,
something that works well in moderation.
Tal: Yeah I wouldn’t mind a drink.
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
The Knights are fighting a huge crocodile.
Ref: So far you haven’t got a good hit in on
this beast, but it’s looking worn down. What
do you want to do?
Tal: It seems pretty nasty, but we could just
leave it be.
THOUGHTS
Onslaughts can be tricky. You want them to
feel impactful and exciting, but they
shouldn’t be enough to completely resolve the
combat. Some creatures do a specific thing
when they cause an Onslaught, but in
general it’ll be up to the combatant to decide.
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
judging themselves on their adherence.
Ref: Yeah, remember the “Protect the
Vassals” part of your oath.
Here the Referee offers some examples to Tal
on what the Onslaught could do. I’d perhaps
Tal: You’re right, let’s take it on. I’ll go in
remind them that these examples aren’t a
with my hook-hammer.
restrictive list, and they could carry out
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”
example too literally, understanding the
Moss hands Tal a d8 from their cudgel. Tal
adds this to their own d6 and rolls both dice, intent of the example, that it’s an
opportunity to temporarily weaken the
scoring 2 on the d8 and 6 on the d6.
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
the encounter, something too powerful for the
Moss: We could drive it under the bridge to
intent of an Onslaught result.
set it up for one of your diving attacks next
turn.
Although the Onslaught rule also applies to
enemy attacks, I’d be a little more restrained
Ref: Sure.
in its use against player characters.
Springing nasty surprises on players as the
Tal: Could we drive it away for good?
result of an Onslaught can create fun
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
Combat Manoeuvres
PLAY
THOUGHTS
Moss is in the middle of a duel against a rival Even with access to Feats and Onslaughts,
Knight that’s been tormenting them.
and the chance of causing Scars, players will
sometimes want to cause a specific effect
Moss: Right. So instead of swinging my
with their attack. Here Ref falls back on the
cudgel I’ll draw my dagger and try to stab
standard Taking Action Procedure, asking
him right through the eye.
for clarity on what exactly the intent of the
action is. It’s easy to get bogged down in the
Ref: Erm… hang on
specifics of what the character is doing, but
here it’s useful to know what the player is
Ref flicks through the combat rules for a
actually trying to achieve.
moment, thinking about how best to make a
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
trying to cause maximum harm to their
achieve with this? Like kill him in a single
stab? Blind him permanently? Temporarily? target, and going beyond that is usually
covered with a Smite Feat. Taking this as a
starting point, they change that Feat to apply
Moss: Yeah I want to make sure even if I
extra long-term damage instead of simply
can’t kill him I’ll leave him without an eye.
improving the normal damage of the attack.
Ref: Right. I mean as far as killing him goes,
Importantly, the details of the ruling are
you’re already trying to do that with a
explained to Moss before they confirm they
normal attack. You could do a Smite if you
really want to try to take him out, but if it’s want to go through with it. Upon weighing
up the ruling, a player might decide it’s no
more about leaving a lasting mark we
longer worth it. At this point the Referee can
could… hang on…
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
Tal: Did we say about doing a time skip?
Ref: Oh yeah, that was the plan. We said
we’d move onto the next Season. Are you
happy with that?
THOUGHTS
Timekeeping can be tricky enough with an
RPG session, and the end of my sessions
often feel rushed, hurrying to get to some
sort of suitable conclusion.
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
hesitancy from Ref, offering the players the
Ref shows them both the list of options.
chance to change their mind. I suspect Ref
forgot that this was the plan right until this
Tal: Service means I can make a small
moment where Tal reminded them.
improvement to the realm. I’ll take that.
Ref: Sure, what are you actually doing?
Tal: Could I spend some time with those
hunters we met, using my Raven to help
them find some new hunting grounds?
Ref: Yeah that sounds good. Maybe if even
goes further and they set up a proper
outpost. We’ll mark it as a Haven on the
map.
Luckily the players are both in agreement,
but I’d encourage Ref to stick to the original
plan here and move ahead with the time
skip. It can be tempting for players to want
to continue the moment-to-moment story of
their characters, picking up the next session
right where they left off, but I think the
progress of time makes for a better campaign
in the long term.
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
make use of in future.
Moss: Great, well my rank is Knight
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
Moss: So we heard there’s some brilliant
blacksmith in this castle, right? How about
before we go and meet the Lady of the Castle
we try to get some better gear?
Ref: Sure, down in the maze of passageways
beneath the castle you follow the metallic
clangs and radiating heat of the forge. Sure
enough you find a blacksmith hard at work,
the walls lined with all manner of arms.
Tal: We said about getting bows, is there a
bow on the wall?
Ref: So arms are generally split into
Common, Uncommon, and Rare.
THOUGHTS
Playing a game without tracking of currency
or abstract wealth ratings is an adjustment
for most players. The intent was to get
players into more of a feudal mindset, where
longstanding exchanges of service, labour,
protection, and goods make up the majority
of trade. Aside from any sense of immersion,
this approach encourages players to consider
the place of the characters in the world and
the network of relationships between nonplayer characters.
Here we see that in a well-worn scene of
RPGs, shopping for weapons.
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
help up to a certain point, but still ultimately
reckon they’ve got plenty of Common
need the Lady’s approval to give out Rare
stockpiled, and some Uncommon and Rare
items like swords. The players could have
tucked away in storage or made to order.
tried to bribe them, but does this Smith
really need money? I suspect they wouldn’t
Tal: Wait how much money do we have?
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
justifying the details of the world together.
store. When you ask about the swords he
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
swords (d6 hefty) and light shields (A1). Ref
has ruled that any damage sustained from
this can be shaken off afterwards.
In combat, sometimes one side just has a
clear upper hand. Consider two knights
fighting in pitch darkness, one with perfect
nightvision.
Ref: Okay so you both agree that this is a
duel, right? That means you’ll roll and deal
damage simultaneously.
While these are straightforward, more often
players will try to earn the upper hand
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
cool” rather than whether Tal knows the
the mud again like when you fought that
right thing to say.
brand new squire?
Moss: Hey!
Ref: Are you actually trying to distract Moss
here? It might backfire and give an opening.
Tal: Yeah sure.
Ref: Okay, Moss, make a GRA Save.
Even with Risky actions, there are cases
where you might not call for a Save, and just
allow a bonus in return for taking a XXX.
Maybe you can fight recklessly and both
sides you will get +d8 to attacking each
other. If they join in the recklessness maybe
it goes up to +d10! Here the Risk element is
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
before. That stone mammoth has VIG 19,
Tal: Argh, fair enough I guess.
Armour 3, so getting a +d10 to every attack
because you learn of its hatred of fire is
Both players roll to attack again, Moss
practically necessary.
getting +d8 this time. Moss rolls 3 and 7,
keeping the 7, and Tal gets 4. The shields
The last method is to reward good
take this down to 6 and 3 damage.
Preparation. Action now to enhance action
Ref: Tal, you struggle with your footing here, later. The classic is "setting up" an ally for
their attack, or driving the enemy into a
letting Moss knock your attacks aside and
smack you across the head with their wooden disadvantageous position with an Onslaught.
In essence, if a player can point back to a
sword. You’re down to VIG 7 so it’s a wound,
but you’re still in the fight. What do you both previous action that specifically set up the
current attack I'm happy to give them a
do next?
bonus for it.
86
PLAY
Taking Damage
THOUGHTS
Tal and Moss have decided to stand and fight
against a Warband of raiders from a
belligerent neighbouring realm. They’ve
already taken a little damage from arrow fire.
Keeping your Knight alive involves
managing a few different resources. Armour
and Guard are the first lines of defence, with
the Virtues as more precious resources.
Ref: Okay, now it’s the Warband’s turn. As
you’re both individual combatants, they get
+d10 and gain Blast, attacking both of you.
The Referee has to balance keeping the
players are aware of these while also
indulging their senses in the description of
the actual battle. Too much focus on numbers
and resources and it becomes just a dice
game, too little and you risk the players not
being able to make informed choices on how
to proceed with the fight.
Ref rolls d6 and d10 for each target, taking
the highest single die against each. The dice
against Tal are 3 and 8 (8 damage), the dice
against Moss 5 and 5 (6 damage)
Ref: The horde of attackers surge onto you
both as you try to stand firm, spears and axes
coming from all directions. Tal is looking at 8
damage, and Moss 6. Actually, with your
armour we can knock that down to 7 and 5
respectively.
Ref strikes a decent balance here, but as I’m
writing this for an example of play, there’s
perhaps more explicit explanation of the
numbers than I would expect at the table.
Tal: Lucky escape I guess.
More urgently, keeping some WIT free might
allow a use of Deflect later on in this combat,
perhaps to prevent taking a Mortal Wound
themselves.
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
accordingly, shifting the focus back to what’s
Ref: Yeah you can, but remember it’s really
actually happening to the characters.
bad if you drop down to 0 in any Virtue.
As players get more experienced they’ll feel
Tal: Right, let’s not do that then.
more confident weighing up their options
when faced with damage. The dilemma faced
Ref: So you’ve got 2 damage coming in
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
after the combat is finished, and could leave
a few inches and you’d be missing an eye!
them vulnerable until they can restore it.
Lose (rolls d6) 2 GRA.
Ref: Meanwhile, Moss, you’re on 1GD and 6
VIG, right?
Moss: Yeah… don’t think I want to use
Deflect just yet… let me have it!
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?
Still, I’m not optimistic about their chances
in this situation. Perhaps a chance to
consider whether surrender is Knightly.
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
to encounter the need for judgement calls
and improvisation.
•
01-06-23
• Tweaked conditions for gaining Glory,
same idea different implementation
• New variant of the damage system,
now additional rolls of 4+ grant +1 to
the total damage, so even d4s thrown
into the pool have a chance to be
impactful, and damage is boosted
across the board
• Modified some existing Knight traits
and vows
•
31-05-23
•
Fixed some errors that slipped through in the last
version
30-05-23
•
This one is big so maybe just… read it all from the
start? Sorry!
•
Ability Scores now Virtues
•
Burdens replaced with Virtue Loss
•
Travel system overhauled
•
Tasks and Actions no longer distinct things
•
Less focus on performing essential tasks like route
planning and setting up camp
•
Landmarks added to Realms
•
Glory system overhauled
•
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)
Join the Bastionland discord server to give
feedback and talk Mythic Bastionland:
https://discord.gg/sPE74EY
Character sheets are here:
https://docs.google.com/document/d/
1IXP-9zfA1Au_AFcsEMPqeRWOnkKqJFa_RFlWqvdrfQ
I’m not looking for typo or grammar checking
yet, as the document is still in rough form.
In particular, useful feedback for me is based
around how the game feels, rather than
specific suggestions.
“This part was confusing” or “this part felt
too safe and easy” is more useful to me than
“I think the game needs a subsystem for X”.
Bring me problems, not solutions.
Enjoy!
Chris
88
•
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