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Primeval Bastionland is finally at a stage where I can drag
it to the table for an early playtest to see if the idea has any real legs.
It's built on the Electric Bastionland rules, but a couple
of additions are needed for context here.
EXPOSED: Characters who are caught unprepared,
helpless, or overloaded are Exposed. They are treated as if they have 0hp. If
they improve their situation then their hp is consulted as normal. Traps and
ambushes usually catch their victims Exposed when sprung.
BURDENS: Knights regularly acquire Burdens on their
soul. Anybody carrying 3 or more Burdens is considered Exposed. Burdens are
Relieved by their specific requirement, or taking a season of reflection or
indulgence.
Being a game explicitly about quests, I wanted to have some tools on hand for roaming around the wilderness and undertaking long journeys. I wanted something different than just "roll to see how good/bad your journey is", so I'm trying out a set of guidelines that should encourage the players to plan their journey carefully and engage with the locals without being too focused on the minutiae of navigation and resource management.
DOMAINS & PROVINCES
A typical Domain covers 9 Provinces.
Roll a Host for the central Province, forming the main
settlement and seat of power.
The remaining 8 Provinces are set to the North, Northeast,
East etc. Each is defined by rolling a Myth that it is known to be linked to.
If appropriate this may include a smaller settlement.
Myths can be interpreted literally, or in a more abstract
manner. In case of duplicates the myth takes on several forms.
TRAVELLING
Days are split into 3 phases: Day, Eve, and Night. Travelling
at Night is ill-advised if not impossible.
Travel between Provinces takes:
- 1
Phase by horse or river with a route
- +1
Phase on foot
- +1
Phase without a route
Travelling to a new Domain follows the same guidance as
above, but replaces each Phase with d6 full days. Each day gives the choice of
two Provinces to pass through, each with their own Myth.
Etiquette dictates that hospitality be granted to
travellers, though a favour is usually asked for in return. Roll a Host to
discover who you find.
If Travellers are forced to spend the night camping without
having secured the area they gain the Burden:
Weary: Sleep somewhere safe
and comfortable.
Similarly, each day they go without food and drink gives the
Burden:
Deprived: Have a hot meal and clean drink.*
SEASONS
A year is roughly split into summer and winter. After a
Quest is completed roll 1d6.
1: The season changes.
2-3: The season is
turning. Change after the next Quest.
4-6: The current season continues.
In winter, Eve is treated as night, and anyone travelling
outside of a settlement gains the Burden:
Frigid: Get yourself warmed up.
*Yes, this is replacing the existing Deprived rule for this playtest!