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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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.

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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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.

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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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.

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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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.

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.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday, 17 September 2025

Building Bastionland - A Career Retrospective

I’ve been making games professionally for long enough now that people sometimes ask me how I got here. 

I don’t really know the answer, but I know these things are true:

  • I’d be designing games anyway, even if nobody bought them.
  • The popularity of each game has opened up opportunities for the next game.
  • I keep the business simple, do everything possible by myself, and get my part done well before it’s due. 

So I’m looking back over the forty years that led me to this point. Skip to chapter 2 to get to designing games, skip to chapter 3 to get to working full time. 


CHAPTER 1 - PLAY

1985: I’m born. I grow up in rural Staffordshire in the Midlands of England.

1995: I get my first White Dwarf and begin the descent into tabletop games. 

1996: I branch out from Warhammer Fantasy Battles into Warhammer Quest and Necromunda. These games are much more my kind of thing. 

1997: I already played the Fighting Fantasy books, but now I’ve borrowed a copy of Out of the Pit from a friend. It’s a book of monsters, and I’m slightly confused how you’re supposed to use it. Maybe to write your own Fighting Fantasy books?

1999: I go to the Games Day convention and stumble upon Warhammer Fantasy Roleplay, the first RPG I've ever opened up. I buy it but feel a bit daunted by it, never getting it to the table. I love rolling characters and  reading all the bonkers tables. 

2000: I buy the brand new D&D 3e core books and starter set, getting my first set of polyhedral dice. I briefly play this with a friend but don’t get a group going. Around this point I stop playing Warhammer, teenage embarrassment finally catching up with me. 

2003: I move away to university. I'm embarrassed about my nerdy hobbies. I hide my D&D books behind my guitar amp. I play Ultima Online in a roleplay guild and even a little 3e on forums. 

2006: I'm spending a lot of time in RPG IRC channels and forums. Playing games there never quite feels satisfying. After finishing university I fail to qualify for teacher training. They give me some studying to do so that I can qualify next year.

CHAPTER 2 - DESIGN

2007: I’m working in a pub and after my shifts I start writing a fantasy setting for the free superhero game Powergame. I like the system, but change a few things here and there. I’m excited about the upcoming D&D 4th Edition, especially listening to the designers talk about the process. I branch out into writing other games like Blowing Stuff Up, a dumb action movie game. Later in the year I begin my teacher training.

2008: I’m reading game design blogs, including a few recognisable OSR blogs. I'm writing my wuxia game A Wanderer's Romance, my sort-of-board-game Teen Island, and an RPG called Robot World that never gets off the ground. They’re all just free google doc links, and I’m playing these over IRC and forum. It’s difficult to get much interest. 4th edition D&D has some cool ideas but by now I’ve drifted away from that level of crunch, and I find combat to be a slog. I fail my final term of teacher training, so I’ll be staying on for another term to complete the course. 

2009: I start my blog as soogagames, now thoroughly immersed in the blogosphere of the time. My post “100 Interesting Magic Items” is still my most viewed of all time. I submit Teen Island to the 2009 d6 Design Contest and it gets released as a print on demand compilation of entries. It’s incredible to see something I designed in print. I write more games: Five Star Chef, Skullados, Invisible Eyes, and I even start work on The Adventurer’s Tale, my begrudging attempt at a fantasy RPG. I complete my teacher training and begin supply work while looking for a job. This can be pretty unpleasant.

2010: I write a sci-fi game called Xenofringe. I’m still working away at A Wanderer’s Romance and The Adventurer’s Tale. I’m teaching in special education now. While there are parts of the job I enjoy, some of the grim practicalities of the job are starting to wear me down.

2011: I know Michael Wolf through IRC and he says I should put A Wanderer’s Romance up on drivethrurpg. He lays it out and puts it up, and of course it’s free. I don’t see selling my stuff as a real possibility. Google+ launches and hangouts makes playing with video chat much more accessible. I buy a webcam and play some B/X hacks by OSR people. I love this style of play, but I still find D&D an uncomfortable fit. Around this time I play Searchers of the Unknown and become very inspired by the extremes of rules-lite. I start blogging about Project Odd which is my D&D hack with a sci-fi/horror twist. Teaching is truly grinding away at me now. I don’t think I want to do this until I retire. My blog gets 1,000 monthly views for the first time. 

2012: I rename Xenofringe to Arkbound, still longing to write a sci-fi game. I keep working away on what’s now called Into the Odd. I lay it out in MS Word, add public domain art, and put the pdf out for free. Online play and collaboration are thriving on Google+. A small group of people are actually enjoying Into the Odd and it’s much easier to get players when I tell them it’s kind of a D&D hack. I move north to Manchester and I’m done with teaching, starting a career in wine retail, going to evening classes to get my knowledge up to scratch. 

2013: Into the Odd testing and iteration continues. Working in retail means I have some antisocial hours, which at least lets me spend time writing while my partner is at work. At this time I’m still embarrassed around playing and writing games. Digging into why would be a much longer post, but after three years together I tell my partner that I’ve been making this stuff in my spare time. She’s a bit baffled about my feelings of shame, but she’s very encouraging. We play a game of Teen Island together. 

2014: I’m messing around with a new take on my sci-fi idea, this time called DIE BONEHEAD DIE. Great name, but the game never really goes anywhere. I go to my first proper RPG convention, Dragonmeet, in London. I also start going to UK OSR Meetups arranged on Google+. Paolo from Lost Pages proposes a printed version of Into the Odd and we make it happen, selling it for actual money. I’m amazed when we sell 48 copies on the first day. It’s unbelievable to think of somebody having a book I wrote on their shelf. I’m now manager of a wine shop, so the antisocial hours continue. 

2015: People are still buying Into the Odd and it’s a nice bit of pocket money when I get the sales report through. I’ve got a vague idea for an ITO companion, something to flesh out the world. Maybe a city book then a wilderness book. I mash DIE BONEHEAD DIE and Arkbound together into Hellspace and continue to fail to get a sci-fi game moving. I start a Patreon for the blog. For the next five years this will hover around enough to buy a modest lunch each month. 

2016: The Into the Odd Supplement starts to take shape through blogposts. I figure I might as well include the original rules as they're so short. I joke about calling it Advanced Into the Odd. I’m working as Buying and Logistics Manager for the wine company now, so my hours are more standard 9-5. This makes writing more difficult, as it’s less appealing after a tiring day in the office. My blog gets 10,000 monthly views for the first time. 

2017: Into the Odd has been out for two years now and has sold around 300 printed copies. I release a playtest packet for what I’m now calling Bastionland. The Electric part comes shortly after in the second playtest version. These are becoming more recognisable now, with failed careers, scars, spark tables, and a focus on procedure and bullet points. I’d love to make this a big hardback book with loads of art, so maybe one day I’ll take it to crowdfunding. Free League hire me to write a dungeon for Forbidden Lands and my contact, Nils, mentions he’s a fan of Into the Odd! The word rate is good, but it takes me much longer to write than I anticipated. 

2018: My Patreon peeks just above £100 for a month, then drops back down to its typical amount. I’m still writing and testing Electric Bastionland. I begin to wonder if 100 Failed Careers was too many. Google Plus dies. I mostly move to Discord, but it’s definitely not the same. I try Twitter but even now the atmosphere is pretty awful. My day job is becoming more difficult. I’m making stupid mistakes and finding myself exhausted at the end of each day. It’s getting really hard to force myself to sit down to write game stuff in my spare time. 

2019: I start planning a Kickstarter for Electric Bastionland. The writing is almost complete, and I’ll use the funds to pay for art and printing. I’ve met the Rowan Rook & Decard team a couple of times at cons now, so I hire them to consult on the process, helping me with amateur questions about printing and distributing a book. I set up a limited company in preparation for this. The Kickstarter for Electric Bastionland finishes just above £50,000. With my day job becoming increasingly untenable, I decide to try a year working full time on RPGs. There’s enough profit left to pay myself an okay salary for a year even if I only make minimal sales. If it doesn’t work out I can look for another job. 

CHAPTER 3 - WORK

2020: Working from home, I keep supporting Electric Bastionland with blogposts, streams, and  podcasts. Print copies ship in May, and general sales open up, with around 500 extra books sold before the end of the year. My Patreon grows up to around £350 per month, where it still sits today. I do some more external work writing for stretch goals but soon discover this isn’t a great fit for me, and try to focus on writing my own stuff instead. In lockdown fever I buy my first miniatures and paints since my teenage years. Inevitably I start working on a skirmish game, calling it Grimlite. I don’t see this as something I’d ever release, but it’s fun getting excited about miniatures like I’m ten years old again. 

2021: I decide to release Into the Odd Remastered with luxury presentation and additional content through Free League. I ask Johan Nohr to do layout, thinking he’ll be too busy, but he’s excited by the game and finds time for it. The Kickstarter finishes just over £110,000, more than double what Electric Bastionland did. I speak with a couple of publishers about The Doomed, formerly known as Grimlite, and I decide to publish it with Osprey. 

2022: Into the Odd Remastered and Electric Bastionland both continue to sell well, but a year without a big Kickstarter usually ends in at least a small loss after paying myself. I complete writing on The Doomed and hand it over to Osprey, who will release it next year. I start work on Primeval Bastionland and do some initial testing before renaming it Mythic Bastionland. I’m also working on a new mech miniature game called Titanic Bastionmechs, later renamed MAC Attack. 

2023: After a few good years of business I decide to take the plunge and go to GenCon this year, probably as a “once in a lifetime” thing. I hope to drum up some good contacts for when it’s time to start marketing the Mythic Bastionland Kickstarter. It’s an expensive trip but a great time, and I meet people I would never have met in the UK. The Doomed is released by Osprey and sells around 4,000 print copies in the first six months, but even with that success the royalties are more like “here’s a good bonus” than “pay my salary”. The Mythic Bastionland Kickstarter finishes just under £270,000, more than double what Into the Odd Remastered did. 

2024: After the success of Mythic Bastionland I decide on another trip to GenCon. Even though I’m a regular convention-goer I usually don’t have my own trade stand, instead finding somebody happy to stock Electric Bastionland on their space, as ITOR and The Doomed are both stocked by their respective publishers already. This means I mostly use conventions for networking, though it doesn’t come naturally to me. Mythic Bastionland faces a big art delay, meaning it won’t release this year. I keep backers informed, so they’re incredibly understanding, and luckily the sales were good enough to weather what would end up being a full year delay. My blog gets 100,000 monthly views for the first time. 

2025: Mythic Bastionland is fulfilled and goes on general sale, and just two weeks later the Quinns’ Quest video review causes a surge in sales. Luckily, I’d been forewarned about this, so I’d ordered a truly colossal print run. The additional sales from this review were close to the initial Kickstarter sales. The book also wins three Ennies, and of course I’m at GenCon again so I get to collect them in person and meet Alec for the first time. I crowdfund MAC Attack on Backerkit, finishing on £24,000. While this is much lower than my RPGs, it’s higher than I’d expected for a niche miniature game. 

Conclusions

This is more about providing context than identifying universal lessons. The following things stand out to me as I look back over things.

  • I designed games semi-seriously for 7 years before I sold anything
  • I sold games for 6 years before I went full-time as a designer
  • I’ve worked for 5 years as a full-time game designer and I’m still a company of one person with just five releases

Of course there’s a way to read that as gatekeeping. I don’t think you need to “pay your dues”, and the environment of creating games feels different now to when I started out, but looking back at my own journey I'm glad I didn't move faster.

This slowness extends to release schedules too. Five years into my career I’ve averaged one book a year, and the company is really built on just three of those. I released a couple of tiny adventures as pdf only, pay what you want, but it’s telling that I don’t even mention them in my retrospective. 

Slowly building an audience of people who like my stuff has made it possible for me to self publish the big art-filled hardbacks that pay the bills, and also indulge in my less profitable side projects. If I relied on royalties from other publishers I don’t think I could have made it work.

For all that my game design comes from a place of impatience, I appear to have taken the opposite approach with all this.

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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.

Wednesday, 10 September 2025

Mythic Feasts

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 built 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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