What makes a Feast? Three things, as you’d expect.
Ceremony - How is the official purpose of the feast observed?
Spectacle - How is the host showing off how wealthy, powerful, or important they are?
Revelry - You think anyone would show up if you weren’t providing food and drink?
And, naturally, feasts in Mythic Bastionland fall into three broad categories: Great Feasts
Old Feasts/Masses, and Declared Feasts.
The Great Feasts
The three main feasts of the year that typically extend to the entire Realm. These are pretty loose, so each Realm and Holding will celebrate them in a different way. The below is just one example.
Feast of the Sun
(Sprouts, Early Spring)
Ceremony - A great toast is held at the first sight of the sun, offering thanks for the end to another winter. It’s customary not to mention those lost during the winter, lest spring feel ashamed for not coming sooner, but rulers will make a subtle tally of those absent.
Spectacle - A bloody tournament, in the belief that blood spilt on the ground will strengthen the land. This particularly attracts young knights hoping to make a name for themselves. Older, more established knights may know better than to risk their necks.
Revelry - The expectation is that this will be the biggest, most decadent feast of the year, but coming after a particularly difficult winter can leave the larders bare. Any lack of food is made up for in excessive drink, music, and dancing.
Feast of the Stars
(Bales, Early Harvest)
Ceremony - At the latest sunset of the year, honours are presented to those who have served the Realm well. Those receiving honours here are also permitted to have their union blessed by the ruler during the ceremony.
Spectacle - Before the ceremony, a great, impossible contest is declared and pursued with vigour. Examples are searching a hay field for a needle, climbing up an oiled castle wall, or making a mummified skeleton laugh with a joke. Although victory is impossible, it’s a chance to show off bravery and creativity.
Revelry - After the ceremony a highly formalised feast is laid out, with those receiving honours granted the seats closest to the ruler, though they are also expected to make a stirring speech or tell an inspirational story.
Feast of the Moon
(Pyres, Early Winter)
Ceremony - The wisest elders of the Realm are gathered to speak of the glorious dead, those who build the world as we know it. The ruler may honour a few of the recently deceased to be named amongst these legendary figures.
Spectacle - Great bonfires are lit, believing the dead can see the living world if they burn bright enough. People are encouraged to shout messages to departed loved ones and to curse vanquished enemies.
Revelry - All are encouraged to act as if it were their last night alive, so no amount of decadence is off the table. Of all the feasts, this one is especially suited to the dark.
The Old Feasts
Also called “the Masses” due to their naming. These are much more rigid, and you can expect most to celebrate these in the same way, or at least stick to their own established traditions.
Sceptremass
(Petals, Midspring)
Ceremony - The ruler of the realm, their hall, and their council are dressed and decorated as extravagantly as possible. Rulers from smaller holdings must attend to re-pledge their loyalty, and no excuse would be enough to justify absence. Newly arrived knights may also be expected to attend to publicly restate their own oath.
Spectacle - The amount of finery and ritual on display during the ceremony is spectacular enough, but some sort of performance is usually arranged in honour of the Ruler. Common examples are horsemanship displays, mock battles, or elaborate puppet shows.
Revelry - Depending on the state of the realm, the feast itself can often be a tense affair, with rulers of each domain sat awkwardly apart. The host may use games and stimulant to encourage mingling, or use the cold atmosphere to reassert a distance from their vassals.
Eldermass
(Bushels, Midharvest)
Ceremony - Who knows? This is notable as the most secretive of all feasts, with only Seers known to attend. If a non-Seer were invited, they would certainly be encouraged to keep the events to themselves. Otherwise, knights would only expect to be involved by escorting a Seer to the location, or being summoned after the fact to hear their guidance.
Spectacle - Every vassal has a different story about how they know when Eldermass occurs. Some claim the stars move in certain ways, others report particularly vivid dreams, but whatever the sign there’s always a stir around this time of year.
Revelry - When a ruler suspects Eldermass is taking place there is a tradition of hosting a small feast, with a simple toast “to the Seers” made in their absence. Why isn’t it called Seermass? Well the festival is older than the Seers, but that’s a story for another day.
Kindlemass
(Hearths, Midwinter)
Ceremony - In the morning every fire in the home is lit, as the dull midday sees the doors theatrically cast open for any guests who wish to visit. The rest defies planning, and friends and enemies alike use this custom as a means to spring surprises.
Spectacle - Hosts are expected to provide gifts to visitors, with the most elaborate gifts strategically held back for the most important guests. Hosts are also expected to humble themselves with an embarrassing performance or game, with rulers often acting as servant to their own vassals! The wise know that there is a sweet spot with how much to play along with this custom.
Revelry - While quantity of food may be limited, presentation is key here, with even humble provisions dressed up to resemble mythical beasts or famous landmarks. Strong, hot drinks are the order of the day. While the doors are open to all, only a few are typically invited to stay the night.
Declared Feasts
Typically announced by a ruler with a specific purpose and list of guests. These could be in honour of a union or coming of age, in memorial of an important historical event, or simply as a show of wealth and influence. There are some spark tables at the end of this section to generate ideas for these.
Preparation and the Council
While the Ruler has final say, members of the Council are expected to play their part. The typical responsibilities are:
Steward - Most end up running the Feast while the Ruler enjoys themselves, monitoring the cost of the whole thing.
Marshal - Ensure that guests’ weapons and armour are stored safely, and that guards are on hand if needed.
Sheriff - Use whatever means to gather the gossip and scandal that inevitably occurs at the Feast, or is shared across the table. Deciding what intelligence to share with their liege is the true craft of a Sheriff.
Envoy - Charged with the Roll of Guests, making sure the right people are invited and, more importantly, excluded.
Circle - Knights in the Ruler’s Circle are encouraged to display their courtesy and glamour to the guests, for a great ruler must surely attract the greatest knights.
The Summons
Those extended a formal invite are usually expected to attend, and had better have a good reason if they need to refuse. Of course, those of higher standing are typically extended a less forceful invitation.
But How do I Actually Run a Feast?
I thought about making a new subsystem for attending a feast, but really it’s just like any other situation in the game. Flip to page 16 and remember the key points:
- Give your players enough information about what’s going on and answer their questions generously.
- Present them with situations that have real choices, even if it’s as simple as “who do you want to sit next to?”
- Even in the less dramatic moments of a feast you can use the “improvisation” guidance to evoke, indulge, and reinforce.
- As always, ask the players what they want to do and look to the Action Procedure.
However, a time may come when you want to zoom out for the remaining events of the feast, so here’s a little twist on the time-skip system already in the game.
Feast Pursuits
While the game may focus in on particular moments of the Feast, each knight may choose a general Pursuit from the list below, rolling a d6:
Mirth - Focusing on being a good, lively guest.
1: You take it a bit too far. Wake up with d12 loss of each Virtue, rolling separately for each.
2-3: You were a welcome presence at the feast, but make a VIG Save to avoid one minor embarrassment.
4-6: You feasted with gusto! Good word spreads through the Holding about you, and you can expect an invitation to the next feast.
Whispers - Focus on gathering information, risking a breach of etiquette.
1: You’re caught in a compromising position. Word gets around that you’re untrustworthy.
2-3: You got some mixed information. You can ask the GM a yes or no question that you could have plausibly investigated, but you only have hearsay to support it. Make a CLA Save to avoid appearing shifty throughout the feast.
4-6: You land some juicy gossip. Ask the GM a yes or no question, and you even have some evidence to back it up.
Charm - Make a strong impression with a particular person.
1: You really put your foot in it. Make a SPI Save. If you fail, it was your fault. If you pass, you were sabotaged by a rival.
2-3: You increase your standing with them a little, but somebody competing for their attention now sees you as a threat.
4-6: You increase your standing with the person, and you’ve managed to arrange another meeting with them. The Referee makes a SPI Save for you in secret. If you pass, they genuinely like you, otherwise they’re looking to exploit you for their own purposes.
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