Getting Started

One player is the Referee. They should read through to the end of the rules. The other players can go straight to Creating Your Knight and need not read any further unless curious.

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 in which the players find themselves. The Scope is how long you expect the game to run for, both in and out of game.

STARTS

Wanderer - Young Knights-Errant with d6GD (Guard) and d12+d6 in each Virtue. They arrive in the Realm seeking Glory. If they lack direction, have them seek a Seer's counsel.

Courtier - Mature Knights-Gallant with 2d6GD and d12+6 (six, not d6) in each Virtue. They have a place in Court at the Seat of Power. The first Omen of the nearest Myth is delivered as news to the Court.

Ruler - Mature Knights-Tenant with d6+6GD and d12+6 (six, not d6) in each Virtue. One Knight rules a Holding, the others are in their Circle. The Seat of Power is under a wicked influence.

SCOPES

Adventure - One session. Here it can save time to generate a few Knights ahead of the game and let the players choose one each.

Chronicle - A known number of sessions. Season and Age turns are planned out ahead of time. For six sessions this might be a Season turn at the end of each session, and 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.

Creating Your Knight

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.

The Seers who knighted you have deemed that you travel as a Company. While some of you may rest, roam, or die, your collective journey will be as one.

VIRTUES

Knights have 3 Virtues. Roll a value for each in order. The Start that you chose for your Company determines the dice you roll. If unsure, roll d12+d6.

Vigour: Strong limbs, firm hands, powerful lungs. Clarity: Keen instinct, lucid mind, shrewd eyes. Spirit: Charming tongue, iron will, fierce heart.

Virtues can be reduced and raised in a number of ways, but can never go higher than 19 or lower than 0.

GUARD

Roll for Guard (GD), your skill at avoiding Wounds. The Start that you chose for your Company determines the dice you roll. If unsure, roll d6.

KNIGHT TYPE

Roll or choose a Knight (p26). This gives:

  • Property: Items brought with you.
  • Ability: A special talent unique to you.
  • Passion: A special means you have to restore your Spirit.

STANDARD EQUIPMENT

Every Knight has a dagger (d6), torches, rope, dry rations, and camping gear.

THE OATH

Every Knight has sworn the Oath:

  • Seek the Myths
  • Honour the Seers
  • Protect the Realm

SQUIRES

Small Companies (2 Knights or fewer) may give each Knight a Squire. They serve as apprentices, and are not yet Knights, so cannot gain Glory or perform Feats.

2d6 for each Virtue, 1GD. They ride a pony (VIG 7, CLA 7, SPI 2, 2GD) and carry a dagger (d6).

Roll d6 for their extra equipment:

  • Cudgel (d8 hefty), 2: Axe (d8 hefty), 3: Hatchet (d6), 4: Shortbow (d6 long), 5: Shield (d4, A1), 6: Three Javelins (d6).

When Knighted they gain d6 in each Virtue.

Core Mechanics

SAVES

To pass a Save, roll a d20 equal or below the relevant Virtue. Failure means negative consequences, not always a failed action.

TURNS

A turn is enough time to Move and then perform an Action, always in that order.

SURPRISE

Players normally take the first turn of combat, discussing their plan and acting in any order they wish.

Characters who were not readied for combat must pass a CLA Save or miss the first turn.

REACTION

Non-player characters react in a way that feels appropriate for the current context.

When uncertain, a character makes a SPI Save to avoid an unfavourable reaction.

EXPOSED

Characters who are caught with their guard down or otherwise 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.

DEATH

Even the boldest Knight can die a sudden or ignoble death. Prepare yourself 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.

Combat

ATTACKS

Take the Attack dice noted on your weapon(s), shield, and granted by bonuses.

Go through the following steps in order:

  • All combatants attacking the same target roll their dice at the same time.
  • If the target or their nearby allies can Deny they may use it.
  • Attackers may perform Gambits.
  • Take the highest die remaining.
  • Add any extra Damage from attackers who are Bolstering the Attack.
  • Subtract the target's total Armour score.
  • The Attack causes that much Damage.

Example: A Knight with a mace (d8) and shield (d4) is aided by an ally with 2 daggers (d6 each). They roll d8 and d4, and 2d6 respectively. The dice show 7, 3, 1, and 5. The highest die is 7. The 5 is spent on a Gambit to Bolster the Damage to 8. The target has Armour 2 (helm and shield), reducing the Damage to 6.

Impaired attacks roll d4 only and cannot gain bonus dice or benefit from Feats.

Blast attacks target everybody in their area, rolling each separately.

DAMAGE

The attack's Damage is deducted from the target's GD.

If they have at least 1GD remaining then they Evade the Attack.

If it leaves them with exactly 0GD then they gain a Scar.

If it exceeds the target's GD, the excess is deducted 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, but can be patched up in a few moments.

If Damage reduces the target's VIG to 0, they are Slain.

FEATS

Every Knight knows the three Feats. After using a Feat the user must pass a Save or become Fatigued, unable to perform Feats until they rest. Each Feat can only be used once per Attack by each combatant involved.

Smite - Release your righteous fury

  • Use before rolling a melee Attack.
  • The Attack gains either +d12 or Blast.
  • Pass a VIG Save or become Fatigued.

Focus - Create an opening to exploit

  • Use after rolling an Attack.
  • Perform a Gambit without using a die.
  • Pass a CLA Save or become Fatigued.

Deny - Rebuff an attack before it lands

  • Use after an Attack roll against you or an ally within arm's reach.
  • Discard one Attack die from the roll.
  • Pass a SPI Save or become Fatigued.

GAMBITS

Attackers may discard any number of Attack dice of 4 or higher to perform Gambits, each causing one of the effects below. The affected foe must be a target of the original attack.

For Gambits other than Bolster and Move the target receives a VIG Save to ignore the effect.

  • Bolster the Attack for +1 total Damage
  • Move after the Attack, even if you already moved or are unable to move
  • Repel a foe away from you
  • Stop a foe from moving next turn
  • Impair a weapon on their next turn
  • Trap a shield until your next turn
  • Dismount a foe
  • Other effect of a similar level of impact

Strong Gambits: If a die of 8 or higher is used in melee then a Strong Gambit is performed and the attacker chooses one of the following:

  • No Save is granted to the target
  • Greater effect such as disarming an item, breaking a wooden shield or weapon, or removing a helm. This does not increase the Damage from Bolster.

SITUATIONAL COMBAT RULES

Minor Actions: Changing weapons, dismounting, and similar actions do not count as a combatant's action for the turn.

Bonus Attack Dice: These are gained from useful information, shrewd preparations, or a tactical advantage. +d8 is a typical bonus.

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. Protective cover grants an additional point of Armour against ranged attacks.

Mounted Combat: Mounted combatants use their steed's trample Damage in addition to their own weapons when charging enemies on foot. This doesn't work against spearwalls. Steeds can be targeted separately by attacks. Being dismounted causes d6 Damage. If this occurs in combat, add it to the existing dice.

Duels & Jousts: Two combatants can mutually agree to engage in a duel, or joust if mounted. They fight as normal but their attacks are rolled and resolved simultaneously, including the effects of Gambits. Both combatants can use Feats before the attacks are resolved.

Shieldwalls & Spearwalls: 3 or more allies may form a wall formation. If they all bear shields (not bucklers) then they gain an additional point of Armour. If they all bear spears (or similar) then enemies cannot Attack on the turn that they charge.

Wavering Morale: Individuals who are Wounded, or groups who lose half their number, must pass a SPI Save to avoid rout or surrender. Organised groups roll once using their leader's SPI. Disorganised groups roll for each individual against their own SPI. This does not affect player characters.

Harm & Recovery

VIRTUE LOSS

Virtues may be reduced by means other than Damage, typically referred to as Virtue Loss. In addition to the situations listed in the rules, characters may suffer Virtue Loss as the cost or consequence of an action.

Victims are only Slain or Mortally Wounded if the Virtue was reduced by Damage, never as a result of Virtue Loss.

At VIG 0 you are Exhausted and cannot Attack if you have moved this turn. At CLA 0 you are Exposed and treated as having 0GD. At SPI 0 your attacks are Impaired rolling a single d4 only.

RECOVERY

Guard is fully restored with just a moment of peace after the danger has passed. Fatigue is also removed this way.

Virtues can be fully restored by 3 means:

  • Consuming a specific type of Remedy
  • Performing a specific Action
  • Skipping to a new Season

Vigour is restored by consuming Sustenance or spending a full day in warm hospitality. Clarity is restored by consuming Stimulant or receiving guidance from a Seer. Spirit is restored by consuming Sacrament or indulging a Passion.

REMEDIES

A single Remedy is a sizeable bundle of materials and tools. A person or dedicated beast of burden can only carry one at once.

Using a Remedy requires a whole Phase of the day, and is more about the ceremonial act than the material components themselves.

The Virtue is restored before resolving any Omens or other encounters. A single Remedy is enough to benefit all company present.

SCARS

Take the die that caused the Scar and roll it again, consulting the table below for the specific Scar caused.

Virtue Loss through Scars is not Damage, so cannot Mortally Wound or Slay the victim.

Scars are only gained through real, deadly combat, not training or bloodless duels.

SCAR TABLE

  • Distress - A lucky escape. Lose d6 SPI.
  • Disfigurement - A permanent mark. Roll 1d6: 1: Eye, 2: Cheek, 3: Neck, 4: Torso, 5: Nose, 6: Jaw. If your max GD is 2 or less, increase it by d6.
  • Smash - A sudden spray of blood. Lose d6 VIG.
  • Stun - Pain drowns the senses. Lose d6 CLA. If your max GD is 4 or less, increase it by d6.
  • Rupture - Innards pierced and compressed. Lose 2d6 VIG.
  • Gouge - Flesh torn from bone. When you get stitched up, if your max GD is 6 or less, increase it by d6.
  • Concussion - A heavy blow numbs the mind. Lose 2d6 CLA.
  • Tear - Something taken in violent struggle. Roll 1d6: 1: Nose, 2: Ear, 3: Finger, 4: Thumb, 5: Eye, 6: Chunk of Scalp. When you get patched up, if your max GD is 8 or less, increase it by d6.
  • Agony - With a crack, a torturous break. Lose 2d6 SPI.
  • Mutilation - A limb rendered lost or useless. Roll 1d6: 1-2: Leg, 3-4: Shield Arm, 5-6: Sword Arm. By next Season you have a prosthetic or have learned to get by, and if your max GD is 10 or less, increase it by d6.
  • Doom - A cheated death haunts you. If you take a Mortal Wound this Season you are Slain instead.
  • Humiliation - A most dolorous stroke. When you achieve revenge, if your max GD is 12 or less, increase it by d6.

Glory & Rank

All Knights seek Glory, that they might one day be deemed worthy of the City Quest.

GLORY THROUGH MYTHS

When the group feels that a Myth has been resolved, reaching a conclusion of any type, all Knights who played a part in that Myth gain 1 Glory.

GLORY BY OTHER MEANS

In a public duel or joust, Knights may stake Glory against a willing opponent. The victor gains 1 Glory, the loser loses 1 Glory.

Tournaments may also grant 1 Glory to the winning Knight, provided there are significant spectators and spectacle.

If a battle is large enough to be remembered in history, all Knights on the victorious side gain 1 Glory.

When the game moves to a new Age all Knights gain 1 Glory through serving the Realm and manoeuvring in Court.

RANK

A Knight's Glory dictates their rank:

0 Glory - Knight-Errant: Worthy of leading a Warband 3 Glory - Knight-Gallant: Worthy of a seat in Council or Court 6 Glory - Knight-Tenant: Worthy of ruling a Holding 9 Glory - Knight-Dominant: Worthy of ruling a Seat of Power 12 Glory - Knight-Radiant: Worthy of the City Quest

WORTHINESS

Rank alone does not immediately grant the Knight a Council position or rule of a Holding. It merely proves their worthiness.

A Knight may find themselves in a position for which their rank is unworthy. They are sure to face initial opposition, but if this can be overcome then their worthiness is proven.

Arms & Equipment

TRADE

Only the rich deal in coins. Most trade is an exchange of raw materials, goods, or service. Frequent trades often grow into ongoing pledges of service, cooperation, or protection.

Simply, if you hope to trade you should have a good answer to the question "What can I offer that they would value?".

Common items are widely available. Uncommon items require a specialist. Rare items are truly treasured.

WIELDING WEAPONS

If no type is noted, assume the weapon uses one hand and has no other restrictions.

Hefty weapons require one hand. Only one Hefty item can be wielded at once. 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.

COMMON WEAPONS

Hefty Tools: d6 hefty (pitchfork, hatchet) Long Tools: d8 long (staff, logging axe, pick) Hand Weapons: d6 (dagger, club, handaxe) Hefty Weapons: d8 hefty (spear, mace, axe) Long Weapons: d10 long (poleaxe, billhook) Sling: d4 hefty Javelin: d6 hefty Shortbow: d6 long

UNCOMMON WEAPONS

Shortsword: 2d6 Lance: d10 long, count as hefty if mounted Brutal Weapons: 2d10 slow (greataxe, maul) Longbow: d8 slow

RARE WEAPONS

Longsword: 2d8 hefty Greatsword: 2d10 long Curvebow: 2d6 long Crossbow: 2d8 slow

SPECIALIST WEAPONS

Take an existing common or uncommon weapon with +d8 or +d10 in a specific situation. Make it one category rarer.

WEARING ARMOUR

One of each armour type (coat, plates, helm, shield) can be worn at once, combining their armour scores together. Plates and helm are generally not worn outside of battle.

COMMON ARMOUR

Shield: d4, A1 (round, kite, heater)

UNCOMMON ARMOUR

Coat: A1 (mail, gambeson, flexible armour suitable for general wear or beneath plates) Helm: A1 (kettle, nasal, bucket, coif)

RARE ARMOUR

Plates: A1 (cuirass, brigandine, splint, scale, rigid armour often worn over a coat, slow to remove or don, even with assistance)

TOOLS

Common: Saw, fishing rod, sewing set, candles, shovel, flute Uncommon: Animal trap, smithing tools, herbalist kit, scribe set, lute Rare: Alchemy tools, crystal ball, extravagant harp

BEASTS

Common: Hound (VIG 5, CLA 10, SPI 5, 4GD, d6 bite), Sheep or Pig (VIG 5, CLA 5, SPI 5, 1GD), Pony (VIG 7, CLA 7, SPI 5, 2GD), Mule (VIG 10, CLA 5, SPI 5, 1GD) Uncommon: Ox (VIG 15, CLA 5, SPI 5, 3GD), Hawk (VIG 5, CLA 15, SPI 5, 4GD, d4 talons), Riding Steed (VIG 10, CLA 10, SPI 5, 3GD), Heavy Steed (VIG 15, CLA 5, SPI 5, 2GD) Rare: Charger (VIG 10, CLA 5, SPI 5, 5GD, d8 trample)

REMEDIES (All Uncommon) Sustenance: The means for a generous feast. Used to recover VIG. Stimulant: Enlightening herbal preparations. Used to recover CLA. Sacrament: Props for a ritual or performance. Used to recover SPI.

POISONS

Common: Sickness and discomfort Uncommon: Suffering, then slow death Rare: Death plus speed, secrecy, or suffering

Principles of Refereeing

PRIMACY OF ACTION

Even when using the rules for travel, exploration, and combat, remember this, the most important thing:

Past action taken by the players supersedes content generated by prompts or rules. Their deeds are reality.

Remember the core of giving players information, honouring their choices, and describing the impact of their actions.

GIVING INFORMATION

The players can only make interesting choices when they are presented with difficult situations and given all of the information needed to engage with them.

IMPROVISATION

When faced with a question not answered by rules, notes, or procedures, you improvise.

Anything too beneficial or too harmful creates the feeling of an arbitrary world. Instead, describe something that does at least one of the following:

  • Evokes the flavour and themes of the area and its inhabitants.
  • Indulges their senses. Vision, hearing, touch, smell, and taste.
  • Reinforces something that they've already learned about this place.

PROMPTS

Every Knight and Myth spread has prompts across its base. These serve as cues for improvisation as needed. Spark Tables are also useful for generating ideas.

LUCK ROLLS

If you need to consult the whims of fate, make a Luck Roll on a d6. A high roll favours the players, a low one does not.

  • Crisis - Something immediately bad.

2-3: Problem - Something potentially bad. 4-6: Blessing - A welcome result.

ACTION PROCEDURE

When the players take action the Referee works down this list:

  • Intent: What are you trying to do?
  • Leverage: What makes it possible?
  • Cost: Would it use a resource, cause Virtue Loss, or have a side-effect?
  • Risk: What's at risk? No risk, no roll. Otherwise make a Save or a Luck Roll.
  • Impact: Show the consequences, honour the established risk, and move forward.

SUCCESS

When the players succeed at a significant action the Referee does one of the following:

  • Advance: Move in a good direction.
  • Disrupt: Lessen a threat.
  • Resolve: Put a problem to rest.

FAILURE

When the players fail at a risky action they might still complete the action, but always suffer negative consequences:

  • Threaten: Create a new problem.
  • Escalate: Make a problem worse.
  • Execute: Deliver on a threat.

IMPACT

Whether a success or a failure, ensure that the players' actions have an observable impact on the world. The best types of impact have both immediate and lasting consequences, always moving things forward.

ENDING A SESSION

At the end of each session:

  • Discuss if it would feel right for a Season or Age to pass between now and the next session.
  • If a Season or Age passes, then follow the procedure detailed under Time & Seasons.
  • 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.

The World

REALMS

  • The world is fractured into petty Realms, each ruled from a Seat of Power.
  • Smaller Holdings are walled settlements tended by Vassals, guarded by Knights.
  • Most that lies between is wilderness.

MYTHS

  • Stories that became truths, or are destined to come to pass.
  • Nobody agrees on the details, but every version is true in some way.
  • There's no such thing as "just a myth".

ROLES

  • Most fall into one of four roles: Vassal, Vagabond, Knight, or Seer. A web of seniority exists within and between each.
  • Vassals serve a ruler, typically a Knight, in return for protection.
  • Vagabonds roam, working for and protecting only themselves.

SEERS

  • Those who understand the nature of Myth enough to glimpse into our future.
  • Their visions grant legitimacy and direction to a Knight's quest.
  • They know when a Squire is ready to become a Knight, and when a Knight is ready to seek the City.

KNIGHTS

  • Those who take the Oath are held in esteem, but expectations burden them.
  • They rely on their arms, but are expected to know the customs of peace.
  • Usually one Knight holds each title, passed on in retirement or death.

FAITH

  • Some believe there is truth in the sky: the stars, moon, sun, positions, and motions.
  • Some look to nature: the turn of seasons, the sound of trees, the wisdom of beasts.
  • Some believe the sacred stories that weave into Myths, guiding us to the City.

PEOPLE & SERVICE

Holdings house a range of people who can be called on for service. The larger the Holding, the more likely that a particular service is being offered there.

Many will gladly offer their service to a Knight, but all have limits, after which they ask something in return or refuse entirely. As with trade, the key question comes down to "What can I offer that they would value?".

Common services are offered everywhere. Uncommon services require training. Rare services require a lifetime dedication.

Roll their Virtues on d12+d6.

Common - Servant (2GD, single duty with little expertise), Guide (4GD, handaxe d6, javelin d6, local knowledge), Sentry (3GD, billhook d10 long, little appetite for combat)

Uncommon - Herbalist (2GD, knows treatments not cures), Soldier-at-Arms (6GD, A2 helm/shield, spear d6 hefty, shield d4, battle worn), Archer (3GD, shortbow d6 long)

Rare - Sage (2GD, immense knowledge in a particular area), Alchemist (2GD, creates poisons or quasi-medicinal potions), Sellsword (7GD, A4 coat/plates/helm/shield, longsword 2d8 hefty, shield d4, generally only agrees to fights they can win)

Creating a Realm

BREAKING THE RULES

The guidelines in this section make for a typical Realm, but they can be bent or broken in creating your own Realms.

THE HEX MAP

A Realm is mapped on a hexagonal grid covering the loose rule of a Seat of Power. A 12x12 grid is typical, whether the Realm is landlocked, coastal, or an island chain.

Typically, players get a copy of the map with Holdings and general terrain marked. They cannot see Myths, Landmarks, and Barriers.

The distance covered by each hexagon is a Hecksleague, commonly called a Hex. This distance represents a few loose factors:

  • The area a hill fort can overlook
  • The area that guards can patrol in a day
  • A return hike to a neighbouring Hex gets you home before dark

WILDERNESS

Most Hexes are Wilderness, with a variety of terrain types. Spark Tables can help with this. As a general guide create clusters of d12 hexes of the same terrain type.

Some Hexes have a Barrier on one or more of their edges, typically a sudden altitude change or impassible feature. These cannot normally be travelled through. For a typical Realm, place a number of Barriers equal to one sixth of your total Hexes.

Most Realms have a navigable river passing through and a few large lakes spanning whole or multiple Hexes.

HOLDINGS

Place 4 Holdings a good distance apart, typically castles, walled towns, fortresses, or towers, held by Knights or influential Vassals. Most of the Realm lives within their walls or the surrounding Hex.

Designate one Holding as the Seat of Power. This is the Holding of the ruler of the whole Realm, commonly a Knight.

MYTH HEXES

Place 6 Myths in remote places. Number them as 1-6. The Hexes are clearly affected by the presence of their Myth.

LANDMARKS

Some Wilderness Hexes contain a Landmark. These are discovered when travellers roll 4-6 on the Wilderness roll. A typical Realm has 3 or 4 of each type of Landmark. Mark them with their initial or an icon.

Even characters who know a Landmark's location must still make a Wilderness Roll to check for Omens as they travel there.

Each Landmark type covers a range of specific features, with prompts provided on Knight and Myth pages later in the book. The course of the game may create new Landmarks or remove or alter existing ones.

Dwellings: Humble homes amid the wilds. Sanctums: Each the sacred home to a Seer. Roll on the Knight table, consulting their page to discover which Seer. Monuments: Sites of inspiration. Travellers may spend a Phase to restore SPI here as if they were consuming a Sacrament. Hazards: Nature fights every step. Devise a solution, push through (lose d6 in a Virtue, usually VIG), or go back the way you came. Curses: Blights on the land that throw you off course. If you travel in the next Phase it counts as travelling blind. Ruins: Remnants of the past echo the future. These hint at a random Myth not currently active in the Realm, though it may return.

ADDING DETAILS

Spark Tables can add detail to significant locations and people in the Realm.

DISTANT REALMS

Realms are usually bordered by water, mountains, or wasteland, though claims are often disputed. Travelling to a distant Realm normally sees you arrive in the next Season.

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 zoom in on a single Hex, or a specific site within a Hex, in more detail.

Sites can be created as areas that warrant more detailed exploration, whether ancient tombs, hostile castles, twisting caverns, or misty woods spanning the entire Hex.

POINTS AND ROUTES

  • Draw 6 points as the corners of a hexagon, with a 7th in the centre.

a. Mark 3 points with circles. These are features that give information or set the mood. b. Mark 2 with triangles. These are dangers to be navigated carefully. c. Mark 1 with a diamond. This is treasure, a useful or valuable find. d. Erase the final point and assign numbers to the remaining points.

  • Neighbouring points can be connected by three types of route.

a. Draw 3 open routes with a solid line. These are straightforward paths between points. b. Draw 2 closed routes with a crossed line. Here something blocks the way, so creative thinking is required. c. Draw 1 hidden route with a dotted line. This path is only found through specific exploration of its connecting points or local knowledge.

  • Make sure all points can be reached, even if one of the routes is closed or secret.
  • If applicable, place an entrance in any point, and an optional hidden entrance.

EXAMPLE - Blackmoss Isle

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.

  • Stony beach overgrown with toxic black moss. Dead rock pools, smashed boat.
  • A tattered rope bridge over jagged rocks. Carrion Gulls harass travellers, hoping to secure their next meal.
  • A concealed harbour. A hidden cave leads to 6. The passageway to 4 is overgrown with toxic black moss.
  • A former shrine to the sea, overgrown with black moss. Now the tomb of the Salt Seer.
  • A waterlogged cave, swirling currents sweep away anybody not secured. Tunnel to 6 is flooded by raging waters.
  • The Salt Seer's hoard. Valuable treasures and his Eye of the Sea.

BREAKING THE RULES

The guidelines above are just a starting point. Rearrange the distribution of the types of point, route, and entrance if it suits the theme of the site better.

So a sealed burial complex might have: Points: 3 Treasures, 2 Dangers, 1 Feature Routes: 3 Closed, 2 Secret, 1 Open Entrances: 1 Entrance only

Time & Seasons

PHASES

Each Day has 3 Phases:

  • Morning: Sunrise to Noon.
  • Afternoon: Noon to Sunset.
  • Night: Sunset to Sunrise.

SEASONS

Each Year has 3 Seasons:

Spring - The Green Season

  • Begins with the Feast of the Sun, a day of excess and revelry to strengthen both the people and the land.
  • Midspring sees Sceptremass, where the Seat of Power gathers local rulers to renew their vows of loyalty.
  • Ends with the Tax, a share of coins collected by the Realm.

Harvest - The Gold Season

  • Begins with the Feast of the Stars, a night of honours, unions, and contests.
  • Midharvest sees Eldermass, a secretive assembly of Seers and trusted associates.
  • Ends with the Tithe, a share of food and drink collected by the Realm.

Winter - The Grey Season

  • Begins with the Feast of the Moon, a solemn reflection of mortality and history.
  • Midwinter sees Kindlemass, a sacred day of warmth and goodwill, where each home must open their doors to all.
  • Ends with the Levy, a share of materials and crafted goods collected by the Realm.

AGES

Each Life has 3 Ages:

  • Young: Green, always learning.
  • Mature: Seasoned, in their golden years.
  • Old: Grey, considering their legacy.

When a character becomes Mature they reroll each Virtue on d12+d6 and keep the result if higher.

When a character becomes Old they reroll each Virtue on d12+d6 and keep the result if lower. Old characters lose d12 VIG at the end of each Age. If this takes them to VIG 0 they die peacefully.

ADVANCING TIME

At the end of each session, or during a natural break in their journey, the group decides how much time will reasonably pass:

  • None: Pick up where you left off.
  • Weeks: Continue on to the next significant seasonal event.
  • Months: Move to the next Season.
  • Years: Begin a new Age in Spring.

If uncertain, roll:

PASSAGE OF TIME

  • Season or Age turns now.

2-3: Season or Age turns after next session. 4-6: The Season or Age continues.

BETWEEN SEASONS

Between Seasons and Ages, Knights guard the Realm and each choose a pursuit.

Restore Virtues and choose one:

  • 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, gain 1 Glory, choose one:

  • Duty: Make a significant improvement to the Realm.
  • Succession: Establish a successor and/or have them Knighted.
  • Legacy: Your successor gains half of your current Glory.

UNRESOLVED SITUATIONS

If an important situation is left unresolved before moving to the next Season or Age, roll d6 to see how it changes:

  • It goes as bad as it could possibly go.

2-3: It gets worse. 4-6: It gets better.

Travel

METHODS

Travelling consumes a whole Phase of the day and uses one of 3 methods:

  • Trek: 1 Hex on foot or steed.
  • Gallop: 2 Hexes on a non-Exhausted steed. The steed loses d6 VIG.
  • Cruise: 3 Hexes by boat, or by steed on a rarely-found proper road.

WILDERNESS ROLL

When ending a phase in Wilderness, roll:

  • Encounter the next Omen from a random Myth in this Realm.

2-3: Encounter the next Omen from the nearest Myth. 4-6: Encounter the Hex's Landmark. Otherwise all clear.

HOSPITALITY

When sleeping indoors, do not make a Wilderness Roll. Manners dictate that hospitality be granted to travelling Knights. Longer stays warrant a favour in return.

CAMPING

When sleeping outdoors make a Wilderness Roll as normal, ignoring Landmarks. Hostile Omens prevent proper sleep, while others may not occur at all if they are improbable as nighttime activity.

SUPPLIES

Knights gather food, water, and firewood as they travel, so these are not tracked. In situations where essential needs are deprived the Company each lose d6 VIG each morning.

NIGHT

Travelling or exploring at night causes the Company to lose d6 SPI each. If they lack a guide and light they are also travelling blind.

SLEEP

Each morning, all who did not get proper sleep the previous day lose d6 CLA.

WINTER

Anybody camping or travelling at night in Winter loses d6 VIG. Most Realms also risk dire weather during Winter.

OMENS

Each Myth has 6 Omens, listed in the order in which they are encountered. The first encounter with a specific Myth is always Omen 1, the second Omen 2 etc.

Remember primacy of action. If the players want to hunt for the Wyvern's nest they don't have to wait for that Omen to appear if they take action themselves.

MYTH HEXES

Ending a phase in the Hex containing a Myth always reveals its next Omen without making a Wilderness Roll. When possible, the Knights also get the drop on the Omen.

BARRIERS

Travel through a Barrier is not normally possible, though locals might know a way. Attempting to travel through a Barrier wastes that Phase of the day, but still causes a Wilderness Roll.

TRAVELLING BLIND

Travellers who find themselves roaming without a proper sense of direction, or shrouded by darkness or mist, must roll when they try to move to a new Hex.

  • Circle back to where you started.

2-3: Drift a Hex to the Left (2) or Right (3). 4-6: Progress as planned.

DIRE WEATHER

When travelling in lands at the mercy of dire weather, roll at the start of each Phase.

  • Dire weather. You can't leave the Hex and can't get proper sleep.

2-3: Looming threat. If this is rolled a second consecutive time, treat as dire weather. 4-6: Fine weather for travel.

LOCAL MOOD

When arriving in a Holding, roll to gauge the local mood.

  • Occupied by a looming or recent woe.

2-3: There is a sense of things in decline. 4-6: 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 may spend their whole lives within one. A forest Hex might have cliffs, streams, clearings, and caves.

Use Spark Tables and the prompts at the base of each Knight and Myth spread to help fill the blanks in your Hexes.

EXPLORATION ACTIONS

When ruling exploration actions, follow the standard Action Procedure. In particular, consider whether the action will take a whole Phase of the day to carry out.

As with other Actions, the players should know the risks before they commit to it.

If the Action calls for a Save the Company decides who rolls, using their Virtue.

Even if they fail the Save, the goal might still be achievable, but now faces an obstacle, a hostile encounter, or an additional cost.

While the cause and consequence of failure can be personal, they also represent the whims of nature, bad weather, shifting land.

If it is unclear which Virtue to use, consider the main activity involved in the risky part:

  • Vigour: Strength or physical stamina.
  • Clarity: Senses or mental quickness.
  • Spirit: Social or emotional influence.

SEARCHING

It takes a whole Phase to carry out a surface level sweep of an entire Hex, thoroughly search for something known to exist there, or find a vantage point.

VISION

From a vantage point it's possible to get an overview of the current Hex and a general sense of what lies in neighbouring hexes, but not specific details.

GATHERING FOLKLORE

Everybody knows something about Myths. How much depends on who they are.

Vassals know about their nearest Myth, and its general direction. If it is adjacent to their home then they know its precise location. They know Landmarks in their home and neighbouring Hexes.

Knights and Vagabonds have roamed enough to know about a random Myth of the Realm and its rough direction. They also know of the nearest Landmark.

All of the above know rumours that warn of dangers, but not how to avoid or undo them.

Seers know the rules of all Myths, their secrets, and their locations. They know their weaknesses, and cures to their maladies. They know all Landmarks in the Realm. Such vast knowledge isn't given freely.

For example, take Myth 6, the Goblin. Omen 2 describes "A lost lad, full of stories. Claims a little old man called him into the woods."

All locals know about children going missing, and stories of a strange old man in the woods off to the north-east.

A Seer knows 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.

Warfare

WARBANDS

Two-dozen or so combatants fighting together are treated as a single Warband.

  • When they are Mortally Wounded they are routed from the battle.
  • At VIG 0 they are wiped out entirely, at SPI 0 they are broken.
  • They are not harmed by individual attacks unless they are Blast attacks or suitably large-scale.
  • Warband attacks against individuals receive +d12 and cause Blast Damage.

LEADING FROM THE FRONT

One individual within a Warband can add their Attack dice to the Warband's Attack Roll, leading from the front. If they do, they suffer the same Damage that the Warband does until their next turn.

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 their gates are usually a viable target.

Gate: 5GD, A2 Rampart: 10GD, A2 Castle Wall: 10GD, A3

Colliding ships take d12 Damage. If one ship is much larger it takes d6 Damage instead.

Rowboat: 4GD, carries 6 passengers Longship: 7GD, A1, carries a Warband Warship: 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

RECRUITMENT

Soldiers are drawn from loyal Vassals, Knights that share a cause, or mercenaries who have agreed a price.

Whatever their origin, soldiers expect their basic needs to be met during their service.

Warbands who are ill-rested, poorly fed, or otherwise pushed too far typically lose SPI. At SPI 0 a Warband will not follow orders, acting only in their self interest.

WARBAND TYPES

Militia: VIG 10, CLA 10, SPI 7, 3GD Crude polearm (d8 long)

Skirmishers: VIG 10, CLA 13, SPI 10, 2GD Shortbow (d6 long)

Mercenaries: VIG 13, CLA 10, SPI 10, 4GD A3 (mail, helm, shield) Spear (d8 hefty), shield (d4)

Riders: VIG 10, CLA 13, SPI 10, 3GD Javelins (d6), handaxe (d6), steed

Knights: VIG 13, CLA 10, SPI 13, 5GD A3 (mail, helm, shield) Mace (d8 hefty), shield (d4), charger (d8 trample)

Dominion & Authority

RULING A DOMAIN

In return for pledging loyalty to the Seat of Power, a Holding might be granted to a Knight or influential Vassal. This forms a Domain. Wilderness Hexes and their Landmarks formally fall under the dominion of their nearest Holding.

THE COUNCIL

Prestigious seats must be filled for a Domain to run smoothly. Though you may grant and revoke these roles, those who are scorned rarely go quietly.

Steward: Ruling in your absence, carrying your authority and the key to the treasury. Marshal: Training and equipping soldiers, mustering them in times of war. Sheriff: Monitoring threats within your Realm and even within your walls. Envoy: Managing neighbours and providing hospitality to visitors. The Circle: Rulers often invite worthy visiting Knights to sit alongside the Council as equals, an ancient tradition.

Members of your Council can be assigned to tasks. Depending on the scope these could take a Phase, a Week, or a full Season. These are handled just as normal actions, with failure typically causing a Crisis.

THE COURT

Those who serve outside the Council.

Retainers: Vassals taken on by individual Council members to aid in their work. Courtiers: Commoners with lesser responsibilities or ceremonial honours, usually holding higher ambitions. Petitioners: Representatives from outside of the Court, granted an audience to seek aid, counsel, or justice. Seers: Although they live in their Sanctums they occasionally visit Court or send acolytes in their stead.

CRISES

Ruling a Domain is an exercise in ongoing disaster management.

At the start of a Season or when returning from a long absence, roll:

CRISIS ROLL

  • Calamity - Immediately gain 2 Crises.

2-3: Dilemma - Choose between 2 Crises. 4-6: Prosperity - Times are good.

Crises apply to the whole Domain, not a single character, and remain until resolved. They can be chosen by the Referee, or rolled:

  • Chaos - Lawlessness in the land. Resolution: Enforce a sense of justice.
  • Debt - Dire need of coffer and coin. Resolution: Restock the treasury.
  • Famine - Empty plates, empty fields. Resolution: Get food into the stores.
  • Misery - Vassals question why they toil. Resolution: Raise the spirits of the people.
  • Panic - The weak tremble with unease. Resolution: Ensure the Vassals feel safe.
  • Doubt - Seeds of betrayal against you. Resolution: Assert your authority to rule.

MISRULE

If a season ends with 3 or more unresolved Crises then the Domain goes into misrule. Vassals revolt, Knights leave, and pretenders move in on their claims.

CLAIMING A SEAT OF POWER

A Seat of Power carries similar problems to a Holding, elevated to a larger scale. Threats arise from within your Court, within your Realm, and from beyond your borders.

MUSTERING TROOPS

A typical Seat of Power can muster 3 Warbands, other Holdings 2. The Marshal determines their training and armament.

TAXES, TITHES, & LEVIES

Standard collections keep the Domain running without too much strain. A Steward can squeeze more from their Vassals for a war or great project, but must roll:

INCREASED COLLECTIONS

  • Immediate misrule.

2-3: Your coffers are filled, but take a Crisis. 4-6: The Vassals pay willingly, mostly.

COURTLY CONFLICT

Courtiers breed problems, especially when they hold leverage over their ruler, whether family influence, dark secrets, or military might. Here a ruler must tread carefully, as obvious solutions always leave at least one party feeling mistreated.

Every Season brings some drama. Spark Tables can help to describe this. Roll to see how you're involved:

DRAMA IN COURT

  • You are personally involved.

2-3: You are involved by association. 4-6: You are not involved.

CONQUEST

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

Often, having the audacity to seat yourself in a Holding is enough to make you the ruler.

Holdings and Realms seized by force and left unchallenged tend to have a period of turmoil before adapting to the new status quo.

GRAND DESIGNS

Work on existing buildings or infrastructure is generally completed by the next Season. New buildings or infrastructure can be completed in a Season. Grand projects such as castles and roads require an entire Age of work.

SUCCESSION

Typically a ruler names their successor, though some Realms defer the decision to a conclave of Seers or a group of specially chosen Knights-Elector.

Whoever the successor, they are sure to face at least some resistance, and should quickly establish their own authority.