By the book, Squires get a pony, a dagger, and an okay
weapon from a d6 table.
Want to give your Squires a bit more flavour? Roll d6 and
d12, reading them in that order.
Remember you can combine these with the spark tables and
prompts in the book.
ONE - They brought something with them.
1: A somewhat grand helm (A1) that’s a bit too big for them.
2: They’re always playing a shrill flute.
3: They have fine clothes and a pouch of coins.
4: A homemade shield (A1).
5: A small barrel of low quality mead.
6: Layers and layers of padded clothes (A1).
7: Somehow, they got a crossbow (2d8 slow)
8: They somehow got hold of some mail (A1). Do they think they’re a Knight
already??
9: A tiny, low quality mirror.
10: Their parents loaded them up with Sustenance.
11: They’ve foraged enough Stimulant to go around.
12: A Seer provided them with Sacrament.
TWO - They have an aptitude.
1: They can sprint like a horse.
2: They can climb like a squirrel.
3: They can sing like a nightingale.
4: They can swim like a fish.
5: They can eavesdrop like a bat.
6: They’re a great judge of character.
7: They’re a captivating storyteller.
8: They have a perfect sense of direction.
9: They were highly educated.
10: They’re great with horses.
11: They were an apprentice herbalist.
12: They're a decent hunter.
THREE - Their home is notable.
1: It’s far away. They only know a language that nobody in this Realm
understands.
2: They’re a middling relative of the Ruler of the Realm.
3: They’re heir to one of the Holdings.
4: They’re already a successor to one of the Knights.
5: They were raised by a Seer of this Realm.
6: Their family sprawls all over this Realm.
7: They have a secret claim to the Seat of Power.
8: Their family was wiped out for treason, so they use a false name.
9: They grew up in the wilds, so their snarls are vaguely understood by
animals.
10: They come from the frozen peaks, ignoring any hardship of Winter.
11: They come from a realm of darkness, ignoring any problems with night.
12: They floated up from a body of water, not needing air to breathe.
FOUR - They’re not alone.
1: They have an old but loyal hound (VIG 5, CLA 7, SPI 6, 4gd, d6 bite)
2: They have a pet rat that they think understands them.
3: They’re accompanied by an overbearing parent (rolled as another Squire, but
they do not get a weapon)
4: They’re a pair of twins, identical in every way.
5: They have a kestrel (VIG 4, CLA 15, SPI 5, 3gd, d4 talons)
6: Their pony is especially violent (d6 trample).
7: They guard a younger sibling (roll as a Squire, but too young to fight or be
useful at all)
8: They carry their mother’s ashes in a wooden urn.
9: They have an embarrassing cloth doll.
10: They speak to their father’s skull, kept in secret.
11: Their older sibling is a successful Knight, only occasionally coming by to
check on them.
12: They claim to have an invisible friend. 50% chance of whether this ever
manifests into anything.
FIVE - They’re not like the other Squires.
1: They’re old.
2: They’re big. Increase VIG to 12.
3: They’re smart. Increase CLA to 12.
4: They’re bold. Increase SPI to 12.
5: They claim to be a Knight reborn. They can Smite.
6: They fought from birth. They can Focus.
7: They cheated death. They can Deny.
8: They secretly hate the Seers.
9: They will not eat meat.
10: They cannot lie.
11: They hate horses.
12: They’ve already seen battle. Roll d12 on the Scar table.
SIX - The Seers made a prophecy that must be
honoured.
1: This Squire must not fight until Knighted.
2: This Squire must die so that another can rise.
3: This Squire will find the City.
4: This Squire must visit every Seer.
5: This Squire must kill a Knight to become a Knight.
6: This Squire will become a Seer.
7: This Squire must kill a Seer.
8: This Squire will find the next ruler of the Realm.
9: This Squire must not ride a steed.
10: This Squire must live in poverty.
11: This Squire must never be Knighted.
12: This Squire will achieve nothing of worth.
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