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 •