People & Realms

Mythic Bastionland · p.13

Open source p.13

Service

Holdings house a range of people who can be called on for service. The larger the Holding, the more likely that a particular service is being offered there.

Many will gladly offer their service to a Knight, but all have limits, after which they ask something in return or refuse entirely.

As with trade, the key question comes down to “What can I offer that they would value?”.

Common services are offered everywhere. Uncommon services require training. Rare services require a lifetime dedication.

Roll their Virtues on +.

Common

  • Servant: 2 GD Single duty with little expertise
  • Guide: 4 GD Handaxe (), javelin (), local knowledge
  • Sentry: 3 GD Billhook ( long), little appetite for combat

Uncommon

  • Herbalist: 2 GD Knows treatments, not cures

Soldier-at-Arms: 6 GD A2 (helm, shield) Spear ( hefty), shield (), battle worn

  • Archer: 3 GD Shortbow ( long)

Rare

  • Sage: 2 GD Holds immense knowledge in a particular area of expertise
  • Alchemist: 2 GD Creates poisons or quasi-medicinal potions
  • Sellsword: 7 GD A4 (coat, plates, helm, shield) Longsword ( hefty), shield () Generally only agrees to fights that they are confident they can win

Realms

  • The world is fractured into petty Realms, each ruled from a Seat of Power.
  • Smaller Holdings are walled settlements tended by Vassals, guarded by Knights.
  • Most that lies between is wilderness.

Myths

  • Stories that became truths, or are destined to come to pass.
  • Nobody agrees on the details, but every version is true in some way.
  • There’s no such thing as “just a myth”.

Roles

  • Most fall into one of four roles: Vassal, Vagabond, Knight, or Seer. A web of seniority exists within and between each.
  • Vassals serve a ruler, typically a Knight, in return for protection.
  • Vagabonds roam, working for and protecting only themselves.

Seers

  • Those who understand the nature of Myth enough to glimpse into our future.
  • Their visions grant legitimacy and direction to a Knight’s quest.
  • They know when a Squire is ready to become a Knight, and when a Knight is ready to seek the City.

Knights

  • Those who take the Oath are held in esteem, but expectations burden them.
  • They rely on their arms, but are expected to know the customs of peace.
  • Usually one Knight holds each title, passed on in retirement or death.

Faith

  • Some believe there is truth in the sky: the stars, moon, sun, positions, and motions.
  • Some look to nature: the turn of seasons, the sound of trees, the wisdom of beasts.
  • Some believe the sacred stories that weave into Myths, guiding us to the City.