Wednesday, 12 November 2025

The Wheel

Starship crew refer to the reliably repetitive pattern of ship life as a rotating wheel with three handles.

Transit, Dock, Layover, Transit, Dock, Layover, and so on forever. 

1 - Transit: The Captain summons his Officers to discuss the ship’s next destination, often in lively debate. Once underway, the crew carry out their on board duties, get in each other’s way, and hope for an uneventful journey. Even when the work is quiet, crafty crew members will find ways to get ahead on the ship. 

2 - Dock: The crew carry out ship business at their destination, usually a job assigned by their Officer or passed down from the Captain themselves. Common activities are trade, repair, refitting, recruitment, information gathering, and general exploitation of the locals, who are usually trying to do the same back to the crew. 

3 - Layover: Custom dictates that Officers must take shore leave while the ship is at dock and portside business is closed. Usually an Officer takes their Table out into port, or even planetside, to conduct their personal business or just let off some steam while the ship’s drive is in cooldown. You don’t want to work on this ship forever, right? Now’s the time for your side hustle. 

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Wednesday, 5 November 2025

Life as Crew

Ships large enough to travel between the stars are a big investment, so most interstellar travellers get around as part of a captain’s crew. A standard sized ship has a crew nearing one-thousand souls. 

Below the captain, crew are split into three broad tiers.

  • Officers - Each with a sprawling responsibility, reporting directly to the captain. An average ship has six.
  • Heads - Specialists and senior crew who lead subteams and train new crewmembers, reporting to an officer. An average ship has seventy-two.
  • Hands - General crew doing the bulk of the actual work. An average ship has eight-hundred. 

Officers commonly form a close circle with their most trusted Heads, and maybe a few Hands, referred to as their Table. As well as eating together they often undertake shared ventures during shore leave.

Assigning Roles Each Officer is appointed to their station directly by the Captain. Officers then freely assign roles to their Heads. 

Codes and Conventions A crew is held together by a sprawl of rules, traditions, and superstitions that follow spacefarers across the living stars. Naturally, each ship puts their own spin on things, but it has led to a somewhat recognised set of positions that a ship will aim to fill. 

These are the six most common Officer Stations each followed by the twelve most common Head Roles found beneath them and their area of responsibility. Overlapping responsibilities are opportunities for buckpassing, landgrabbing, and creditstealing.

Below all this, even the Hands are broken into tiers and titles, but the ship’s Auster is already on my back for wasting time. 

High Merchant - Responsible for the ship's financial success. 

  • Broker - Trade negotiations

  • Fragholder - Liquid funds

  • Purser - Improving profits

  • Assayer - Goods valuation

  • Marketeer - Market forces

  • Appraiser - Item valuation

  • Exchanger - Internal transactions

  • Remitter - Transactions in

  • Bailiff - Transactions out

  • Comptroller - Financial efficiency

  • Auster - Resource efficiency

  • Vaulthead - Frag storage

Archmarshal in Arms - Responsible for the ship’s military and security concerns. 

  • Armourer - Small arms

  • Gunwarden - Naval guns

  • Castellan - Deckbound combat

  • Sergeant - External combat

  • Drillchief - Readiness training

  • Vanguard - Dangerous recon

  • Surveillant - Internal security

  • Voidhound - Enemy intelligence

  • Highguard - Captain’s security

  • Dropmajor - Mission entry

  • Retriever - Mission extraction

  • Hood - Interrogation/execution

Commander-at-the-Helm - Responsible for the ship's travel and operation. 

  • Astrogator - Route planning

  • Pilot - Orbital flight

  • Driver - Interplanetary flight

  • Underwatch - Interstellar flight

  • Overbosun - Ship’s boats

  • Router - External Pings

  • Addressor - Internal Pings

  • Wavesayer - Wave comms

  • Lookout - Operate scanners

  • Anomaler - Cosmic phenomena

  • Envoy - Comms content

  • Anchorer - Docking and release

Mate of Papers - Responsible for the records and data that allow for well-informed decisions.

  • Ledgereeve - Event records

  • Librarian - Data management

  • Upperclerk - Data processing

  • Auditor - Error correction

  • Chronologue - Strict time records

  • Storetallier - Inventory records

  • Cosmographer - Accurate maps

  • Codex- Codes and laws

  • Notarian - Binding contracts

  • Adjustor - Data reconciliation

  • Rollcaller - Crew records

  • Papbearer - Information relay

Peoples Executive - Responsible for crew effectivity and stability.

  • Constable - Crew discipline

  • Handherd - Crew morale

  • Allegiant - Crew loyalty

  • Surgeon - Crew health

  • Chef-de-Ship - Meal preparation

  • Chaplain - Spiritual needs

  • Troubleshooter - Problem people

  • Interface - Machine relations

  • Mediator - Intradepartmental relations

  • Liaison - Interdepartmental relations

  • Medallier - Reward distribution

  • Lashy - Punishment distribution

Technical Prime - Responsible for the good running of the ship and equipment on board. 

  • Quartermate - Equipment distribution

  • Dorgard - Internal structure

  • Hulgard - External structure

  • Furnishfitter - Fixture deployment

  • Rigleech - Fixture maintenance

  • Swabwash - Ship hygiene

  • Smulter - Waste processing

  • Pipeliner - Pipes and wires

  • Provost - Scientific research

  • Machinist - Machine quality

  • Trimtender - Ship aesthetics

  • Liverer - Crew aesthetics

The keen-eyed amongst you might think that the existence of 72 of these means that they would define your character in Intergalactic Bastionland, but you’d be wrong.

They’re the opposite of a failed career, which is something for which you have expertise but no employment. Instead, this is a job that you currently work in that you may have little or no aptitude for at all, so any connection to a character’s skill is purely coincidental.

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Wednesday, 22 October 2025

The Tax, the Tithe, and the Levy

The life of a Knight isn’t all myth-seeking and feast-eating. Sometimes you’re called in for proper work, namely taking stuff from vassals and bringing it to their ruler. 

Of course, you could refuse, but such dereliction of duty is viewed poorly. 

These collection events happen at the end of each season. Let’s look at what’s typically involved, with the usual caveats that individual realms will vary. 


Quick Note on Dominion

A Holding’s Hex is usually big enough to have a few farms and small dwellings outside its walls. 

Beyond that, each Hex technically falls under the dominion of its nearest Holding, which is especially important when it comes to collections. Equidistant hexes that are disputed, leading to some nice conflict. For this topic it’s mainly relevant when it comes to landmarks, especially dwellings. 

Above this, Holdings usually owe fealty to the Seat of Power in their realm, so this results in two layers of collections taking place: Vassals to Holdings, then Holdings to Seat of Power. 

How Much?

Now that’s the question. 

In principle, a ruler evaluates a fair amount to take from each subject based on both the vassal’s needs and the needs of the holding. This judgement often gets passed down to the steward. A shrewd steward will then pass it down to one of their retainers, who may request a knightly escort to go and investigate the state of things. 

In reality the amount is usually “how much can I get away with taking while avoiding short and  long-term problems”. 

The book has a little table for when a ruler wants to squeeze a bit more out of their vassals.


While this is mostly intended for when the players are in charge, rather than collecting for another ruler, it can still give you a sense of the mood in the realm. 

Okay onto the seasonal collections.

The Tax (Leaves, Late Spring)

A collection of coins, based on the idea that a ruler can put this wealth to use protecting and improving their domain. 

As noted in the Arms & Goods page, only the rich deal in coins, so your average farmer is unaffected by this, though wealthier vassals will be expected to pay the ruler of their nearest Holding. Depending on their nature, even Seers may be subject to the Tax. 

The real tension comes when each Holding has to pay their share to the Seat of Power, and these negotiations can quickly turn heated. Coincidently, Sceptremass is just a month before this, and that feast is intimately threaded to the impending Tax. 

The Tithe (Barrels, Late Harvest)

A collection of crop, so that a holding may prepare for desperate times ahead. 

Sure, rich people don’t like it when you take their coins, but in a world where subsistence farming is common, almost everyone ends up paying the Tithe in some form. Empty barrels are rolled in and filled before being taken to the storeroom of the holding, giving this month its name. 

Depending on the ruler, a barrel of mead may be much more warmly welcomed than the more practical barrel of dried grains. Better yet, a collector could be bribed or influenced to return to their ruler with empty barrels and exaggerated tales of the bad harvest. 

The Levy (Candles, Late Winter)

A collection of craft, the fruits of months stuck indoors and fodder for construction to begin in spring. 

This one has a reputation for being looser than the others. Nobody wants to spend the final wet weeks of winter trudging across the realm to bring back some shoddy clothes and mouldy firewood. 

So why do this in winter at all if nobody wants to travel? 

Some think it’s an excuse for the rulers to kick restless knights out of their halls. Others think it’s a census-in-disguise, checking in on who survived the winter. Some rulers might use it as a way to spot especially promising craftsfolk, with a view to bringing them into the holding where they can better serve. For those living close to the holding it’s a prompt to clear the trails now that the worst of the weather has passed. 

For the knights escorting the collection it’s usually just an unpleasant slog.

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Wednesday, 15 October 2025

Strange Knights

You’ve probably met knights from other realms, but these are different. While they resemble familiar knights in many ways, they have a different oath and a different set of feats.

Not these two. They're pretty standard. 

KNIGHTS OF THE FENS

From the shifting realm of night, where even Seers cannot see. 

Oath

Obey my superiors
Endure the pains of the world
Destroy the unworthy

Feats

DOMINATE - Use when you Mortally Wound or Slay a target. Attack them again immediately.
Lose d6 VIG before use. Cannot be used when Exhausted.

ILLUMINATE - Use when you attack a target. Ask the Referee a single yes or no question about them, which must be answered honestly.
Lose d6 CLA before use. Cannot be used when Exposed.

HATE - Use when you take a wound. Regain d6gd up to your maximum and get +d12 to your next attack against the one who wounded you.
Lose d6 SPI before use. Cannot be used when Impaired.

KNIGHTS OF THE ISLES
Don’t call them Knights, they insist on you knowing their name and past deeds. 

Oath

Excel in all things
Claim what I desire
Leave a mark on history

Feats

RAMPAGE - Your attack gets +d12 and Blast but is utterly indiscriminate.
Become Fatigued after use.

CURSE - Use as your action. On your next turn the target is Exposed until their next turn.
Become Fatigued after use.

BREATHE - Use as a move. Fully Restore Guard
Become Fatigued after use.

KNIGHTS OF THE TUNDRA
A warstruck realm where even castles must move with the wind. 

Oath

Bow to no one
Stay ahead of the wind
Seek a fierce death

Feats

STRIKE - Use when you make a charging attack. Duplicate all dice you roll.
Roll d6 before use:
1: Become immediately fatigued, cancel the Feat, and drop to 0 VIG.
2-3: Become Fatigued after the Feat is resolved.
4-6: No cost.

GUST - Use as a move. Instantly move anywhere you can see.
1: Become immediately fatigued, cancel the Feat, and drop to 0 CLA.
2-3: Become Fatigued after the Feat is resolved.
4-6: No cost.

ROAR - Use as an action. All allies get +1 Armour and +d6 to attacks. These both last until the start of your next turn. Multiple Roars may be in effect at once.
Roll d6 before use:
1: Become immediately fatigued, cancel the Feat, and drop to 0 SPI.
2-3: Become Fatigued after the Feat is resolved.
4-6: No cost.

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Wednesday, 8 October 2025

Smithers, who is that Horse God from the Dawn Age?

Glorantha is a famously deep but daunting setting. I won’t try to summarise it here, but open up any of the books and you’re sure to be swarmed by proper nouns you’ve never seen before.

The Glorantha-set King of Dragon Pass has one simple trick, continued in its spiritual sequel series Six Ages.

On most screens of the game you have a bunch of familiar faces. These are your circle, important people assigned to leadership roles, and the best thing about them is that you can click on each of them to see what they think at the given moment.

Often they’ll straight up tell you what they think you should do.


Sometimes it’s thinly-veiled gameplay tutorial stuff or a mini lore dump. Things that are annoying on a popup menu, but it's better coming from a person.

And it's always dripping with that bronze age Glorantha sauce that helps put you in the right mindset.

Yeah, why aren't we selling slaves??

This is great for a setting like Glorantha, where you won't always know what sort of things are accepted norms in this weird world, but I think it would be handy for a lot of TTRPG settings.

Still, I don't expect the players to cart around a team of seven advisors to handle every situation.

I think a single NPC following the group around spouting exposition is fine, but having two is much more fun, as you can have them disagree on things, or even give conflicting information on the setting. Use that latter one sparingly, though.

Now remember the trick with the Dragon Pass advisors is that they mostly give advice when asked, so avoid having the NPCs butt in with their suggestions before the players have even begun thinking about what to do. They can be proactive at times, but players are much more likely to be interested in what NPCs say when it's a question they've asked, rather than information they're being fed.

For Mythic Bastionland there are lots of ways to end up with NPC hangers-on, but squires are the most obvious. If your knights are new to the realm then have their squires be from here, with a smattering of local knowledge and their own conflicting opinions on what would be best for their realm.

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Wednesday, 1 October 2025

More Landmarks

The Mythic Bastionland realm creation procedure suggests a 12x12 hex Realm, but I've drifted more toward 12x18 mostly because it's a nice easy fit to print out on a regular piece of paper. A side-effect of this is that the realm feels a little bit sparser, so I sometimes compensate by including a few more landmarks than normal.

Lately I've also been experimenting with some alternative landmark types. The book has six, which I think work well together, so I'd use this as extras to include alongside them.

Bridges
Each guarded by a knight. Non-knights may pass peacefully, but knights can only cross if one of the company defeats the knight in single combat. The duel continues until one side yields, which the bridge knight will do only when mortally wounded.

Defeating a bridge knight allows permanent passage for your company and grants 1 Glory.

Ponds
These mirrored pools are especially hard to find, only discovered on a wilderness roll of 6 when passing through. They are always placed in pairs, scattered through the realm and plunging into one provides instant passage to the paired pond elsewhere. Perhaps some pairs even span to distant realms.

Traveling through the ponds is disorienting, causing d12 CLA loss. Each pair of ponds will only transport a person once per season.

Chapels
Humble buildings built as shrines to the forces of nature, usually home to peaceful hermits. Each is dedicated to a particular animal, the hermits willing to share that beast's wisdom and a temporary use of their gifts to the worthy.

They are easy targets for raiders. If protection is not put in place then roll on the "unresolved situations" table between seasons to see their fate.

Grottos
Impossible to find unless a local has given you the directions. These mystic caves are three, spread across the realm. Spending the night sleeping in one, utterly alone, grants a useful vision of the past, present or future, depending on the specific grotto. Such visions are too much for a knight's mind and cause d8 CLA loss.

In spite of their similarity, Seers will strongly discourage knights from entering these places, and will scold those who have.

Fountains
Natural springs found in the most difficult to reach areas of the realm. Those stumbling on them only see the spray of their water from a distance. Water from each of the three fountains has different properties.

Red Water: A flask of this water is somehow enough to share around a whole company, providing just the refreshment needed. It can function as any Remedy type (sustenance, stimulant, or sacrament).
Mossy Water: When poured on the ground, this water always runs toward whichever place, person, or thing, the pourer asks for.
Inky Water: Anyone splashed with a flask of this water loses all of their senses until thoroughly dried out, usually a whole phase.

If the company try to take more than a single flask of water the fountain suddenly dries up until they have left.

Willows
One for each season, only emerging from the woods during their own season. These great knotted trees conceal a doorway to another world, opened by freshly spilled blood. Knights that enter are faced with a series of challenges, their reward being the fabled fruit of that particular willow. Only one fruit is present each season, and is only enough for one person to eat.

Spring Willowfruit: Creates an intense feeling of awareness, as if all distractions were washed away. Reroll CLA and keep if higher.
Harvest Willowfruit: Cures any ailment or curse, no matter how powerful. The eater is restored to fantastic health. Reroll VIG and keep if higher.
Winter Willowfruit: A truly delicious fruit, though the eater will die peacefully at the end of Winter. They know this, and find themselves surprisingly at ease. Reroll SPI and keep if higher. In spring, the eater returns to the realm as they were in their youth.

For the challenges, make a mini dungeon using the sites system, with plenty of danger. It's otherworldly, so it doesn't need to make much sense.

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Wednesday, 24 September 2025

Into the Land

Mythic Bastionland has this spark table for it's lands.


Want to go a further step deeper? Let's see how deep this place goes.

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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.

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