Wednesday, 14 May 2025

Between the Ages

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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