Authority

Mythic Bastionland · p.21

Open source p.21

Mustering Troops

A typical Seat of Power can muster 3 Warbands, other Holdings 2. The Marshal determines their training and armament.

Taxes, Tithes, & Levies

Standard collections (p17) keep the Domain running without too much strain. A Steward can squeeze more from their Vassals for a war or great project, but must roll:

Courtly Conflict

Courtiers breed problems, especially when they hold leverage over their ruler, whether family influence, dark secrets, or military might. Here a ruler must tread carefully, as obvious solutions always leave at least one party feeling mistreated.

Every Season brings some drama. Spark Tables (p22) can help to describe this. Roll to see how you’re involved:

Conquest

Knights live between two worlds. One of rank, oath, and rule of the worthy. The other of chaos, brutality, and rule of the strong.

Often, having the audacity to seat yourself in a Holding is enough to make you the ruler.

Holdings and Realms seized by force and left unchallenged tend to have a period of turmoil before adapting to the new status quo.

Grand Designs

Work on existing buildings or infrastructure is generally completed by the next Season.

New buildings or infrastructure can be completed in a Season.

Grand projects such as castles and roads require an entire Age of work.

Succession

Typically a ruler names their successor, though some Realms defer the decision to a conclave of Seers or a group of specially chosen Knights-Elector.

Whoever the successor, they are sure to face at least some resistance, and should quickly establish their own authority.

Increased Collections

d6Result
1Immediate misrule.
2-3Your coffers are filled, but take a Crisis.
4-6The Vassals pay willingly, mostly.

Drama in Court

d6Result
1You are personally involved.
2-3You are involved by association.
4-6You are not involved.

Tables on p.21 (2)

Drama in Court

No table.

Increased Collections

No table.