Want to learn to play MAC Attack in 16 minutes?
Like the look of it? Get ready for the Backerkit launch soon.
Want to learn to play MAC Attack in 16 minutes?
Like the look of it? Get ready for the Backerkit launch soon.
Travelling between Realms usually just has you arrive in the following season. Maybe we can roll to find out what actually happened on the journey.
I’m currently messing with a multi-realm map that has a bespoke table for each border. This is a typical example. It uses with the mythic calendar system, but if you’re just using seasons as written in the book then you can assume each season is made up of three months.
Roll d6 once for the whole company and resolve the event.
On successive rolls, add the result the previous entry you resolved, continuing until you arrive. This particular example requires a roll of 8+ to arrive, so it's going to take you at least two months, usually three, maybe more if you have very bad luck.
For example, a you might roll 2 (entry 2) then 3 (entry 2+3=5) then 5 (5+5=10, arrival), representing a journey of three months.
Remedies can be used between events but virtues are otherwise not restored.
You can turn back any time, rolling just one more time on the table before you get back to the realm you departed from.
Between the Realms - Dark Forest Borderlands
1: A green beast stalks you before striking
Make a combined attack roll. If you score 12 or more damage you kill the thing, gaining a Sustenance. Otherwise you each lose d12 VIG. You may use Gambits to bolster but cannot use Feats.
Advance to the next month.
2: Dead end, you must retrace your steps
Everyone loses d6 SPI. Increase this to d12 in Winter.
Advance to the next month.
3: The trail is blocked, you must climb to continue
Everyone loses d4 VIG and d4 SPI. Increase this to d8 in Winter.
Advance to the next month.
4: Brigands wait in ambush
Everyone makes a CLA Save. Those who fail lose d8 VIG.
Advance to the next month.
5: Respite, you find a place of calm and safety and take a rest day
Everyone may restore one Virtue
Advance to the next month.
6: You feel like you've been here before
One person makes a CLA Save.
If you fail, begin the journey from the start.
Advance to the next month.
7: The forest floor becomes more bog than soil
Everyone loses d4 VIG and d4 SPI. Increase this to d8 in Winter.
Advance to the next month.
8-9: You arrive suddenly in the realm. Roll d12 to see which column/row you enter the Realm from.
10+: You arrive safely. You may choose which column/row you enter the Realm from.
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I made this as an intro video for my Deep Dives, but it also serves as good mood setting for Mythic Bastionland.
So we played around with the shittiest MACs you
can field in MAC Attack, but what about the best?
Presenting MegaMACs.
What? You don't have a full and thorough understanding of
the MAC Attack system? That's fine, just go and read
it now.
EDIT: right, so double modules aren't in the quickstart...
In short, you pay an extra point to to cram two modules into one slot. When the slot is damaged, one of those modules is destroyed. When it's damaged again the second is destroyed. So you're getting extra stuff for your MAC, but it's somewhat exposed and adds to its total cost.
Okay? Let’s build a few.
ANNIHILATOR MegaMAC
Class 3 MAC
1: Double LM3 Cannons
2: Double SM2 GunArrays
3: Double Prism
4: Double Servo
5: Double Casing
6: Double ECM
MONARCH MegaMAC
Class 3 MAC
1: Double SB3 Cannons
2: Double B2 Blade
3: Double SG3-X Rockets
4: Double Intake
5: Double Intake
6: Double Jet
HEARTBREAKER MegaMAC
Class 3 MAC
1: Double LP4-X Missiles
2: Double SP3 PulseBeam
3: Double Amplifier
4: Double Amplifier
5: Double Catalyst
6: Double Catalyst
Are they worth it? I head back to the playtesting table with
a force of three MegaMACs against a much more balanced 78pt opposing force of
three Class 2s, two Class 1s, and three artillery guns.
Conclusion
They performed... okay. It actually felt much less uneven
than I expected.
Yeah the Heartbreaker launched a 16 die attack against a
Class 2 MAC and wiped it out in one shot, but the first attack against it
reduced it to a lone Pulsebeam for future attacks. The Monarch leaping 18”
makes for a fun start to the game, but it didn’t quite manage to bring its
blades to bear before they got shot off.
That kind of exemplifies the MegaMACs’ performance. They can
do some scary stuff on Round 1, but double modules start losing their
effectiveness as soon as the MAC takes a hit. It was actually a lot of fun
attacking them, as every hit is going to break something.
Because Heat is strictly limited to six they rely pretty
strongly on heat prevention modules like catalysts in order to perform their
extreme manoeuvres. Overheating is even less appealing when you know those hits
are going to impact your effectiveness.
I expected this to be a dumb experiment in pushing the system to its extremes but it’s pushed me toward playing with double modules a little bit more.
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Bastiards of the electric epoch are known for their badly designed dice games, but what about the knights, vassals, and vagabonds of the mythic age?
They have lots of their own games, but Seerbones is the most popular in my realm.
You need five small pieces. Look, there are no hard rules about what the pieces should be, but they’re usually interestingly shaped pebbles, bones, wooden rings, small shells, basically anything you can comfortably enclose fully within your hand. So yes, you can use dice. It’s important that the five pieces are all different to each other. Seasoned players keep their set of seerbones in a pouch or small box, always on the lookout for more interesting pieces to trade into their set.
Oh, did I say Seerbones was one game? No, everybody has their own version, but insists it’s the original.
Seerbones (taught by a hunter)
2 Players only.
Agree on one piece to be “the killer” then place all five pieces in a concealed container.
The active player secretly chooses one piece and conceals it in a fist. The other player must either Guess or Declare.
If they Guess, they choose which hand they think the piece is in. If they’re right, they keep it. If they’re wrong, the active player keeps it.
If the piece was the killer and the player guessed incorrectly then the other player immediately wins the game. If it was the killer and the player guessed correctly then the killer is returned to the supply.
If they Declare, the active player reveals their piece. If it is the Killer then the declaring player immediately wins the game. If it is any other piece then the active player keeps the piece for themselves.
If the killer is the only unclaimed piece then it is treated as a normal piece. When all pieces are claimed the winner is the player with the most pieces.
Seerbones (taught by a squire)
Up to 5 players.
The owner of the set divides the pieces amongst players as evenly as possible, assigning remainders how they like.
Each player closes one fist and balances their pieces on the back of that hand.
Players can now use their enclosed fist only to try to knock off the pieces of the opposing players. Whoever’s last piece hits the ground last wins.
Seerbones (v3 taught by a bunch of drunks)
Up to 5 players.
Players bid on how many pieces they can throw in the air with one hand then catch in the other. The catching hand must be behind their back until the pieces are thrown.
Each player must either raise the bid or pass. When the first player passes the current high bidder immediately makes their attempt.
If they succeed then the player who passed is eliminated.
If they drop even one piece then they are themselves eliminated.
Seerbones (v4 taught by an innkeeper)
2 players only
Mark out a play area or sit at a table.
Draft two of the five pieces to each player and place the remaining piece in the middle of the play area. Players place their pieces on their edge of the play area.
Take turns flicking (specific flicking rules vary greatly) one of the pieces on your edge. If it hits one or more other pieces then move them all back to your edge. Pieces that leave the play area are dead and removed from the game.
First player to have no pieces on their edge loses.
Seerbones (v5 taught by a gaggle of children)
Up to 4 players.
Draw a circle somewhere in the play area. The owner of the pieces sets the size.
Take turns selecting up to five pieces to throw, aiming to get them inside the circle. The owner of the pieces sets the throwing restrictions i.e. no crouching, required distance etc.
For each throw score 1pt for each piece in the circle minus 1pt for each piece outside the circle. Your score for a throw can never be less than zero. Most points after three throws each wins.
Seerbones (v6 taught by a smith's apprentice)
Up to 5 players.
The owner of the set divides the pieces amongst players as evenly as possible, assigning remainders how they like.
The current player secretly splits their pieces between their enclosed hands however they wish. The player to their left looks at their enclosed hands and picks one, taking all the pieces in that hand. Play then moves to that player.
If a player has no pieces remaining they’re eliminated.
Playing safe is frowned upon, and winning through cowardly play is seen as worse than losing on a big risk.
The fight that often ensues afterwards is commonly referred to as “the real game”.
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What’s the smallest possible game of MAC Attack?
By the book a force must have at least three MACs. The cheapest MAC you can build is a Class 1 (12pts) with the maximum of three Frame modules (each reducing its cost by 1pt) so 9pts in total. Three of those give us a minimum legal force of 27pts.
MAC-27. A force for the MAC Commander on a tight budget.
But Why?
I dunno. Because we can? I want the game to be fun with the minimum financial investment of three miniatures each, and this extends that philosophy to the points cost.
These MACs are going to be pretty limited, with only three module slots left after taking those Frames. They should also be simpler for new players to play with, but there’s a risk they just aren’t that fun.
They’re sure to have bad heat management, but they probably won’t generate all that much heat either.
They won’t have much firepower, but they’re also pretty flimsy, and unlikely to have much in the way of defensive modules.
So is a 3v3 battle with shitty MACs actually fun? Let’s make some and I’ll try it out.
Discount MACs
Okay, here are the forces.
I’m not doing a normal scenario, instead just bringing the MACs onto the board from the centre of opposite board edges and playing for a total wipeout of the other side. 24x24" board with a few patches of cover and rough.
Post Battle Analysis
The most obvious effect here is that the MACs were all super simple, even more so than I expected. There were half the normal number of modules to keep track of, mostly focused on a few weapons. This is sometimes good, but a frame being destroyed is just less interesting than blowing up a weapon or a radiator, which often alter the way a player needs to pilot that MAC.
Cooldown went a lot more quickly too, as all of the MACs just cooled 1 Heat, with no extra modules to factor in.
I tried to avoid building these MACs to some imagined meta, but with all these small MACs running around certain modules (Burst weapons, Mesh) felt more appealing than normal. In play, piercing weapons still felt good, as even small MACs tend to slow down once the firing starts, as Rushing restricts how much you can rotate, making it harder to keep the enemy in your sights.
Final verdict? It was fun! Definitely something I’d keep in my pocket if I wanted to introduce the game to a particularly inexperienced wargame player.
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How do you run a Mythic Bastionland one shot?
There’s some guidance on the “Starts and Scopes” page at the front of the book, but it seems to be a recurring question. I figured I’d share my thoughts, since I’ve done quite a few at this point.
Considerations
So I think there are actually three ways you can go with a Mythic one shot, so take your pick from these equally valid methods.
The Teaser-Shot: Most authentic Mythic experience
The Speed-Shot: Getting straight to it
The Smart-Shot: For those blessed with Clarity
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Old characters in Mythic Bastionland stand a chance of just dying off-screen between Ages.
But what happened to that person?
11: The life was coughed out of their rattling lungs
12: Their body wasted away to bone and shadow
13: Gnawed on too much numbing bark for their pain
14: Strangled in wrath with little fight
15: Fell from a height and scattered their innards
16: Faded with their appetite, withered beside a full plate
21: Sank in a mire and not wholly found
22: Left to bleed on the roadside
23: A malady in their last meal turned their belly to rot
24: Trampled beneath horses
25: Spat out their blood in the night
26: Perished in weak murmurs, none heard or came
31: Burned in a fire brought by a neighbour
32: Torn apart by maddened hounds
33: Swollen to bursting by the old plagues' return
34: Smote by lightning atop a hill
35: Rode out with trembling hands, never found
36: Their mind was hot with raving till their soul slipped free
41: Slipped on the ground and cracked their skull
42: Lost their words, then their breath
43: Half-woke at dawn, still in their dream, dead by nightfall
44: Their body left clenched and contorted from wicked grain
45: Bitten by invisible mites, dying puffed and sputtering
46: Fell in a field, unable to drag themselves back
51: Wandered too far and grew cold, dying beneath their blanket
52: Found sitting stiff, watching the sky
53: Hollowed out by belly worms and left pale
54: Rendered silent by sun sickness
55: Bitten by a coughing wind, which spread deep
56: Dreamt too deeply, never to wake
61: Split open in a petty feud
62: Fed false herbs by will or chance, cold and blue
63: Hacked down by uncaring raiders
64: Choked on a bone at their evening meal
65: Screamed out their last breaths in the night
66: Drank deep of cursed water, leaving a yellowed corpse
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Following on from last week, here are some events that might happen between Ages.
![]() |
Other than the inevitable |
Roll d66 for each Knight:
11. You suffered a great failure and must re-pledge your Oath in order to retain your Knighthood.
12. You have been in a nearby Realm on diplomatic duty. Roll a Spirit Save. On a pass, you are now well-esteemed there. On a fail you triggered a war with them.
13. You have become deathly ill. You that know you will die before the next Age without supernatural intervention.
14. You saved the life of a Seer, so they owe you a favour.
15. You have been named as heir to a Seat of Power.
16. You gain an especially loyal pet.
21. The most important non-player character to you dies suddenly. You are with them in their last moments.
22. You have spent years trapped in an Otherworld.
23. You brokered peace with raiders from beyond your borders, who have set up a Holding of their own in the Realm.
24. You won a great battle. Choose its location and roll a Vigour Save. On a pass you won, placing a Monument there. Otherwise you lost, placing a Curse there.
25. A distant or estranged relative has come to the Realm, finding a place in court.
26. An enemy or rival from your past has found a place in court.
31. You inherit a piece of armour (your choice) belonging to a Knight-Radiant, who has left to find the city. Old knights hold you in high regard when you wear it.
32. Roll a Clarity Save. On a pass you helped depose an unjust ruler, who seeks petty revenge against you. On a fail you unwittingly helped to make them a ruler.
33. A defeated foe has placed a sizeable bounty on your head.
34. You received prophetic dreams of a new Myth in the realm. The dreams relate to its final Omen.
35. You helped a new Seer find their sanctuary. Place it anywhere you wish.
36. A random visiting Knight gifts you their steed before they leave.
41. Justifiable or not, the vassals have taken to calling you "The Wicked"
42. Justifiable or not, the vassals have taken to calling you "The Great"
43. You are offered a new Knightly title. Roll a new Knight type and decide if you wish to exchange your gear and ability for the new one.
44. As a diplomatic gesture you have been barred from visiting the Seat of Power.
45. You fight in a battle that sees the destruction of a random holding. Decide which side you were on.
46. You set up a modest home for yourself that has grown into a dwelling. Place it wherever you choose.
51. Illness plagues those close to you. Choose three non-player characters close to you. They must each pass a Vigour Save or die.
52. A ghost from a previous encounter still haunts you. You cannot sleep alone.
53. You have been exiled from the Realm. If you stay you are doing so under a false identity.
54. You were sent to fight against a nearby Realm, earning a bloody reputation amongst its loyal Knights. They swore to come for you one day.
55. You helped a young protegee become a full Knight. Roll their Knight type at random, and they are now roaming the Realm on their own quest.
56. Time has been cruel to you. If you are Mature, immediately age to Old. If you are Old, lose d6 Vigour to a minimum of 2.
61. Time has been good to you. If you would age to Old, remain as Mature instead. If you would age to Mature you may increase any one Virtue by d6 to a maximum of 18.
62. You earn a reputation in tournaments. Gain d6 Maximum Guard to a maximum of 18.
63. You were embroiled in a blood feud with a ruler of the Realm. Decide somebody close to you who died in the conflict, and also somebody close to them.
64. A particularly harrowing battle leaves you with little appetite for combat Lose d6 Maximum Guard to a minimum of 1.
65. Another Knight bearing your title has entered the Realm, seeking to usurp your position.
66. A holding unexpectedly fell into your rule.
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Mythic Bastionland assumes that you’ll advance through the Seasons, and likely through the Ages, seeing your Knights grow old and maybe die a peaceful death.
In terms of what happens between the end of a session and the start of a new Season or Age, it’s left quite loose. You get this table.
And of course there are Spark tables for the Referee to draw on. These ones in particular are handy.
And maybe this middle one when you become Old.
I turn 40 in a couple of weeks, so I’m studying this one carefully.
Knights also get to choose an activity between Seasons and Ages, but what if want to inject a slightly more concrete random event thing?
Let's go. We'll just do between Seasons today. These aren't really meant to be played out in full, you just discuss what happened as a group when you move to a new Season.
Some of these call for specific Spark Tables found in the book.
Between Season Events
Each Knight rolls d66:
11. An old Knight offers you their longsword (2d8) if you pledge to train their grandchild as a squire.
12. A random Seer of the Realm is dying and summoned to you ask them one last question.
13. You become ill, roll an ailment.
14. You are assigned an important role at a wedding.
15. The ruler of a nearby holding has openly spoken ill of you.
16. While camping, one of your weapons, shields, or pieces of armour was stolen.
21. A messenger from a distant realm brings news, with a loose connection to you.
22. Your steed suddenly dies.
23. Local farmers provide you with sustenance.
24. A merchant from a neighbouring realm provides you with stimulant.
25. A band of pilgrims offer you sacrament.
26. Somebody close to you becomes ill, roll an ailment.
31. You learn of a new Landmark in the Realm. Roll and place it randomly.
32. You witness a ghost from your past.
33. You meet a travelling part. Roll SPI. If you pass, they write a complimentary song about you, granting 1 Glory. If you fail they mock you, losing 1 Glory until you prove them wrong.
34. You meet a new successor, potentially more promising than your own if you have one.
35. You meet a potential romantic partner. Pass a SPI Save to see if the affection is mutual.
36. You indirectly cause a great fire, wiping out a hex of forest or other greenery.
41. A visiting Knight wishes to duel you.
42. You discover a raiding party from a neighbouring Realm.
43. You stumbled upon a wild beast. It gave you a Scar (d12) before leaving you for dead. Any Virtue loss caused by this is still active at the start of the next Season.
44. A wandering Seer from a distant Realm offers you cryptic guidance.
45. You learn the location of a legendarily powerful longsword (3d8 hefty), but it's in the most inconvenient place.
46. You encounter a Knight sworn to an enemy Realm, but they're pleading for sanctuary and passage to the Seat of Power.
51. You are called to adjudicate between a truthful but vindictive ruler and a dishonest but desperate vassal.
52. You learn of a secret Drama in court.
53. A Seer personally calls you for a Task.
54. You are at the centre of a new Conflict between two holdings.
55. You witness a Wonder in a hex near to your most significant holding.
56. You dream of an Otherworld.
61. You are accused of a crime you did not commit.
62. You are swept up within a peoples' revolt in the Realm.
63. You find a band of artisans from a distant Realm. You escort them to set up shop in a holding.
64. You offended a strange hermit and they swore a curse upon you. Seers predict grave things for you.
65. You are with a random ruler as they die suddenly.
66. A ruler abandons their holding, calling you to aid in establishing a new ruler.
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After last week’s holiday I’m taking a little break from Mythic places, but I’ll return to that series at some point.
Let’s go back to Alpha Complex.
I mentioned previously that mutant powers have felt like an afterthought in the few sessions of Paranoia that I’ve run.
So what if they weren’t a thing the player could actively use, but something that ticks along in the background? Some might be useful, but I also like the idea of them just being annoying and sparking more suspicious behaviour from players.
Of course, that means it becomes a thing for the Referee to track, but I’m sure they can handle it.
Let’s make 12.
Hostile Emissions - If you are scanned for anything you always generate the worst possible result.
Shocking Field - Any living thing you touch suffers a painful shock equivalent to a stun stick.
Pressurised Blood - If you suffer even the smallest wound you spray blood everywhere. If you’re killed it’s extremely messy.
Soft Gut - If you eat any solid food you regurgitate it instantly.
Rubberised Musculature - You are unarmed by falling, but bounce a lot upon landing.
Inflation Bladder - If you enter a body of liquid you automatically inflate like a balloon, floating quite safely. It takes a moment of calm for you to deflate.
Facial Chameleosis - Each morning you wake up with a new face.
Bronchial Cryogenesis - When you sneeze, cough, or otherwise expel a large amount of air, it’s cold enough to freeze liquids or a bit of flesh.
Mortal Regeneration - When you die, as long as your body is mostly intact, you’ll regenerate in a few minutes without needing a new clone. You’re still messed up, but you’re back on your feet. This may cause multiple clones to be active at once.
Hyper Hearing - You can hear things happening in the next room as clear as day, but loud noises cause you physical harm.
Bio Siren - When you are wounded you emit a scream so loud that it shatters glass in the nearby area.
Molecular Metallurgy - Metal objects you hold gradually start to melt, without becoming hot.
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Electric Bastionland puts you in debt, with a failed career, and generally assumes you've left home in order to pursue your get-out-of-debt-quick scheme.
But I've certainly had players ask about whether they have a home. I usually just handwave it with the above explanation, but what if the players really want to know?
Roll 6d6 in order.
Roll 1: What type of home?
1: A forgotten hovel.
2-3: Borough-funded dormitory room above/below/amongst a place of business
4-6: A rented bedsit, but you're out at the end of the week
Roll 2: Where is it?
1: Embarrassingly, you can't find your way back.
2-3: One Borough over.
4-6: Right here in this Borough.
Roll 3: Who do you share it with?
1: Vermin
2-3: Someone was already there, so now you share. You don't really get on.
4-6: d6 family or friends, wanted or not.
Roll 4: What's the first thing people notice?
1: Well, you'd never let outsiders in.
2-3: The shamefully outdated décor.
4-6: The inconvenient way you need to access the property.
Roll 5: Any neighbours?
1: You can hear them but you never see them.
2-3: They vanished recently and their place got boarded up.
4-6: Yeah, and they're always knocking-on.
Roll 6: Wait, what's that noise?
1: Oh yeah, it got demolished.
2-3: The electricity/water/heat is out and you're at the end of the waitlist for a repair.
4-6: It's just an annoying hum/drip/clicking. You got used to it.
The next two landmarks will be the overtly bad ones. No positive spin on this, a Hazard is just a place you want to avoid.
Unless...
Well, let’s make this one a place that you’ll want to avoid unless you’re looking for a very specific thing, which will be the Treasure point in our site map.
EDIT: Looking back on this sentence above I can confirm that I abandoned this and just made it an awful place you wouldn’t want to go to. Enjoy!
Let’s take a prompt to get things moving.
Hazard Prompt: Earsplitting Screams
Something leaps out at me here. We could break this prompt down into just “Ear Splitting” or “Splitting Screams”. We’ll make this place horrible one way or another. How about a weird hermit that wants to take the ears of anybody who passes through. Perhaps they’re pretending to be a seer, but they’re actually just an ear-collecting weirdo. Let’s run with that.
We’ll roll on a few spark tables to give us a bank of ideas to pull from or discard:
Sky: Pale Streaks
Fauna: Placid Canines
Feature: Desecrated Waterfall
Wonder: Pleasure Water
Drama: Banishment Letters
Appearance: Sickly Crude
Voice: Strong Friendly
Desire: Knowledge Recognition
The description for hazards says “push through or turn back” so I’m taking that very literally here and trying out a completely linear site.
Site - Grotto of the Ear Warlock
Key
Circle: Feature
Triangle: Danger
Diamond: Treasure
Line: Open path
Crossed Line: Closed path
Dotted Line: Hidden path
Arrow: Entrance
Dotted Arrow: Hidden entrance
Locations
Entrance: Amid slippery crags, crude wooden barriers shelter an opening behind a waterfall. This looks to be the only way ahead without turning back.
1: Tunnels wind down to a tight squeeze. It’s tough to fit through but somehow impossible to return back through. Only the Warlock knows the Terric Mantra required to reopen the passageway.
2: Steam rises from vents in this crooked cavern. Breathing in the steam causes a pleasing sensation at first, then intense muscle spasms (lose d6 VIG). Breathing through a damp cloth protects against this.
3: Amidst stalactites and foul pools, the Ear Warlock bathes. Though he appears sickly, cloaked in rags, he booms with a welcoming voice. He won’t outright say that he’s a Seer, but does everything to suggest that to the Knights. In fact, he has no power beyond knowing the tricks of this grotto. If Knights ask for guidance he offers baseless predictions in return for an ear. Cutting off an ear causes d6 VIG loss and holds no power for the Warlock, simply adding it to his collection.
4: Two matted old dogs sleep on a bed of slimy moss. They seem utterly content, occasionally stealing an ear from their master’s collection.
5: The Warlock’s sleeping quarters, if you can call it that. A heap of rags for a bed, a small metal chest hidden within, containing the letter of banishment he received from the ruler of the Realm. The warlock has boarded up the passageway and warns the Knights that only the worthy should pass through.
6: One tight squeeze after another, the rocks like sandpaper. An utter dead-end, though the Warlock insists that the worthy can find passage through. In fact, there is another Terric Mantra allowing passage out into the wider world, but he would only reveal it out of true desperation or a chance to redeem himself in the eyes of the Realm.
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Described as places of inspiration. Spending a phase here restores Spirit, so they’re typically one of the most straightforwardly beneficial landmarks to come across.
But what if you already have full Spirit? Dwellings and Sanctums can restore Vigour and Clarity respectively, but beyond that they at least have somebody to talk to and get some information from. What else can a monument offer? Well... not much, really, but that doesn’t mean we can’t make it a nice little flavourful place to encounter.
So let’s see what happens as we turn one into a site. We’ll start with a random monument prompt from the book.
Monument Prompt: Buried library.
Okay, neat, well this is already feeling like it could become a useful place for the Knights to get pointed toward in search of knowledge.
We’ll mess around with the distribution of the points and routes in there, maybe removing dangers altogether, making it more of a welcoming exploration site.
I’ll roll on a few spark tables to get some extra juice:
Landscape: Dry Bog (!) Flora: Sturdy Brambles Wonder: Temptation Plants
Dry Bog is one of those combinations that doesn’t quite make sense, but I remember rolling it previously and using it as a sort of quicksand. Yeah, it’s not technically dry but remember the point of a spark table is to spark ideas, not give you a canonical answer straight out of the box.
Instead of quicksand here I’m imagining a riverland that’s dried up, now overrun by thick brambles. As the wind blows through them it sounds like whispering voices from within. Our library is “buried” beneath this strange flora, as well as the earth itself.
Site - The Barrow of Words
Key
Circle: Feature
Triangle: Danger
Diamond: Treasure
Line: Open path
Crossed Line: Closed path
Dotted Line: Hidden path
Arrow: Entrance
Dotted Arrow: Hidden entrance
Overview
Amid the trenches of a dried-up riverland, thick-stemmed brambles block the way, a narrow trail cut through, but always at risk of being covered back up. Wind blowing through this tangle sounds like indistinct whispers.
Deep within the brambles, a simple standing stone marks a mound. Those who can cut a path through find an open mound, but not for corpses.
Locations
Entrance 1 (to 1): Requires cutting through a mass of thorns, then an open barrow entrance into the darkness.
1: Hall of Dead Words - Vast stone tablets inscribed in a long forgotten script. Something about them is comforting, restoring the Spirit of those who look over them or touch them.
2: The Library - Sprawling racks of tablets in stone, clay, marble, each in a different script, all completely illegible. Any Seer that learns about this urges the Knights to destroy this place. Beneath a collapsed rack a shaft leads down to 4.
3: The Unlit Stairway - A seemingly endless spiral staircase. Only traveling in total darkness allows passage to the other side.
4: Librarian Beetle Colony - A great nest of small blue beetles. They scutter harmlessly over any who enter here, investigating them thoroughly, before scurrying up to the Library to scratch cryptic symbols onto the tablets.
5: Hall of Forbidden Words - A sealed sarcophagus. Opening it up reveals six tablets. Even attempting to read their forgotten script causes d10 Spirit loss.
6: Muse Fountain - Statues of a child and a skeleton support each side of a great vase. The fountain isn’t working, and the water below sits stagnant.
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Each Sanctum is a sacred home to a seer. They are typically mysterious by nature, so by expanding this sanctum into a site we can make it difficult for the knights to find the seer, or perhaps not even realise that this is a sanctum at all.
Let’s roll a seer and take the sanctum prompt for a different page.
The Drowned Seer
VIG 3, CLA 3, SPI 5, 2GD
Sanctum Prompt: Raven Roost
The prompt doesn’t immediately mesh with the seer, but that’s an opportunity to get creative. Instead of ravens let’s use a black heron, the site based around its nest. A good excuse to learn a bit about Herons’ nesting behaviours and put a twist on it. I’m learning now that these usually solitary birds come together to form a treetop colony, or heronry, while nesting.
But who cares about real nature, let’s see what the Bodleian Bestiary has to say about Herons. In summary:
That last point is interesting if we’re making a black heron. We’ll lean into what that could represent.
Site - The Black Heronry
KeyCircle: Feature
Triangle: Danger
Diamond: Treasure
Line: Open path
Crossed Line: Closed path
Dotted Line: Hidden path
Arrow: Entrance
Dotted Arrow: Hidden entrance
Overview
A copse of willow trees twist together, tangled in a canopy of matted branches. Water drips from above, forming winding streams that spread underfoot in all directions.
Locations
Entrance 1 (to 2): Hanging branches form a climbable curtain of foliage.
Entrance 2 (to 6, hidden): Beneath the roots a cramped chute is hollowed into a trunk, providing passage up to the canopy.
1: Treetop Waterfall - Gnarled, slippery bark makes for a dangerous climb (to 1). Going up through the water (to 3) causes upsetting visions of famine and war in the Realm.
2: Lower Branches - d6 great black herons (3gd, d8 beak) snap at intruders. In rain or thunder they’re off flying above the clouds. Clear climbable branches lead up (to 1). Squeezing through a gap in the bark leads to 5.
3: The Heronry - A cluster of black heron nests, filled with young in spring, deserted at the rest of the year. They bow in reverence to knights who have drawn blood this season. They despise anyone else and peck and caw at them with little effect. Dangling branches shield walkways across the branches (to 1 and 6). Breaking through the thick wall of bark leads to 4.
4: The Seer’s Pool - A pond contained with the canopy of a huge willow. See the Seer’s description.
5: Abandoned Nest - A great nest hidden in a hollowed out trunk. Strewn with small clothes, a rag doll, a wooden spoon. Another Seer was raised here.
6: Delicate Canopy Top - Can be crawled over only without carrying any heavy gear whatsoever, otherwise it breaks. It’s a dangerous leap down to the Seer’s Pool. A passage down to the Heronry can be broken through the branches.
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Sites read like a bit of a side-dish in Mythic Bastionland. I wanted to include a simple little system to create more zoomed-in locations, but the game is generally more focused on the larger scale of hex crawling.
Landmarks are a key part of that, so you could always pick a few in your realm to turn into sites in their own right.
I’d like to do one of each, but let’s start with the first.
Dwellings are described as “humble homes amid the wilds”, representing the people who choose to live outside of a holding. I typically place them at least a few hexes away from the nearest holding to make them feel a bit more isolated.
Beyond that, it’s left pretty open. The intent is that these are places that, at the very least, contain a person you can probably convince to provide you with hospitality and a little local knowledge. It’s easy to imagine an isolated hut where the resident can live off the land, but the prompts in the book show that you can also make them a small settlement. Anything short of the walled towns or fortifications that typically define a holding.
Let’s take one of the 72 prompts in the book and work from there. I landed on “Guard’s Outpost”, which I think could be interesting to expand up to a proper site. I’ll use the other prompts from that spread “The Barbed Knight & The Wurm” and spark tables to flesh it out as needed.
Remember that hexes are pretty large, so even with larger landmarks they're still just a small portion of the hex, so don't take the map as being to scale relative to the whole hex.
I'll be taking liberties with what counts as a hazard, treasure etc. to fit the landmark type.
Limeweed Tor Dwelling Site
Key Circle: Feature Triangle: Danger Diamond: Treasure Line: Open path Crossed Line: Closed path Dotted Line: Hidden path
Overview A jagged hill juts out from the surrounding forest, the brown rock laced in bright green creeping foliage. A sturdy wooden tower sits atop, surrounded by a small village. Make a note of the nearest holding, as it sits under their domain. All in all there are around 20 inhabitants, half of which are out hunting or gathering in the day.
Locations
1: Smokehall - A long hall filled with smoke, preserving poultry for winter. Four older villagers sit inside gossipping, pretending the smoke doesn’t bother them. Chider, the head smoker, wants outside news from any travellers.
2: Rampart - An abandoned wooden fortification, boarded off. Locals know it’s the only part of an old attempt to properly wall the village, abandoned by the holding. You could climb around here to get to the barracks, but it’s dangerous. There are a few vegetable patches growing here too.
3: Medicine hut - A middle-aged man believes he knows everything and loves to correct people. He mostly offers leeches and other animal-based remedies, but will at least offer a place to rest if injured. The sage knows not to let anybody up to the watchtower, and is entrusted with a key to its door. He also has a small chicken pen.
4: Watchtower - A sturdy tower manned by two guards taking shifts, a brother and sister, the latter’s face mangled by service in war. The view from here is impressive, seeing up to two hexes away in broad strokes. The guards know the surrounding area well and are sworn to send a rider to the nearest Holding to warn of any incoming threats. They expect a Knight from the holding to visit every few weeks.
5: Barracks: A simple wooden hut built onto the side of the watchtower. There are a few shields and spears and a small stable for a scruffy grey horse.
6: Crypt: A spiral staircase leads down from the base of the tower into a sprawling crypt. This was dug out in anticipation of the village growing, but it only houses a few bodies at the moment.
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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.
If you want to support my blog, podcasts, and video content then head over to my Patreon.