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100% found this document useful (2 votes)
9K views158 pages

Once and Future (Download)

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 158

CREDITS

Developer: Monica Speca


Scion Content Leads: Neall Raemonn Price and
Hiromi Cota
Writers: Jacqueline Bryk, David Castro, Rai Cole,
Hiromi Cota, Erykah Fassett, Travis Legge, Geoffrey
McVey, MJ Monleón, Spider B Perry, Lauren Roy, Monica
Speca, H. Ulrich
Editor: Matt Click
Art: Sam Denmark, Farri Lensen, Gong Studios,
Navella Studios, Laura King
Art Direction: Maria Cabardo and Mike Chaney
Creative Director: Richard Thomas

© 2023 Onyx Path Publishing. All rights reserved. References to other copyrighted material
in no way constitute a challenge to the respective copyright holders of that material. “Scion” and
all characters, names, places, and text herein are copyrighted by Onyx Path Publishing.
Keep up to date with Onyx Path Publishing at theonyxpath.com.

2 SCION: ONCE AND FUTURE


A Quest in Winter 6 Primordials 35
Religion: Yr Hen Dduwiaeth 35
INTRODUCTION 8 Birthrights 36
Theme and Tone 9 Relationships 37
Reaching for Godhood 9 Other Pantheons 37
How to Use This Book 9 Greatest Weakness 37
Chapters 9 Pantheon Path of the Plant Dôn 37
Inspirational Media and Sources 10 Signature Purview: Cyfeillach 38
Media 10 Nimue, the Lady of the Lake 40
Sources 11 Perceval Solis, the Grail-Seeker 42
Yvain, the Lion Knight 44
CHAPTER ONE:
GRASPING AT DIVINITY 12 CHAPTER THREE: PLAYING IN
AVALON 46
The Matter of Arthur 13
Common Threads 13 Knights of the Round Table 47
Allies, Enemies, and Legendary Deeds 16 Innate Abilities 47
A Broken Mantle 18 Building Legend 47
Rules: Milestones 19 Immortal Tier Knights 47
Failing to Reach Divinity 21 Demigod Tier Knights 48
The Very Purpose of a Knight 21 Fatebindings 50
We Shall Now Seek... 23 Write Your Own Myths 50
...That Which We Shall Not Find 23 Hero of A Different Story 51
Beyond Camelot 24 Over and Over 51
The Mechanics of Tragedy 25 New Fatebindings 52
Mantles 53
CHAPTER TWO: The Pendragon 53
THE PLANT DÔN OF WALES 26 Guinevere-Who-Preserves 53
Medraut the Reckoner 54
Principal Members 27
Merlin the Wild 54
Rhiannon,
Goddess of Wise Counsel 28 Lancelot du Lac 54
Aranrhod, Goddess of Destinies 29 Galahad, the Knight Supreme 54
Bran, God of Protection 29 Nimue, Lady of the Lake 54
Branwen, Goddess of Loss and Compassion 30 Percival the Holy Fool 55
Ceridwen, Goddess of Inspiration and Magic 30 Gawain, the Irrepressible Wanderer 55
Gwydion, God of Storytelling and Illusion 31 Divinity Dice 56
Gwyn ap Nudd, Additional Sources 56
God of Battlefields and Wild Places 31 Catastrophic Successes and Mortal Failures 56
Lleu Llaw Gyffes, God of Heroism 31 Options for Flooding the Pool 56
Manawydan, God of Crafts 32 Birthrights 56
Taliesin, God of Knowledge 33 Creatures 56
Y Pen Annwn, the Head of Annwn 34 Followers 57
Cosmology: The World and Annwn 34 Guides 57
Underworlds and the Dead 35 Relics 58
Titans 35 Knacks 59
Creator 59

TABLE OF CONTENTS 3
Guardian 60 Mythic Cycles 91
Healer 60 The Holy Grail 94
Hunter 61 A Welsh Treasure 94
Judge 61 The Titans’ Trap 95
Leader 62 Christianity
Liminal 62 and the Grail 97
Lover 63 Things Forgotten 97
Sage 63 A Cup For Me,
A Cup For Thee 98
Trickster 64
Warrior 64 CHAPTER FIVE:
Adversary 65
ARTHURIAN ADVENTURES 100
Destroyer 65
Monster 65 The Green Knight’s Due(Origin) 101
Primeval 66 What Came Before – The Beheading Game 101
Tyrant 67 Current Events – A Land in Need 102
Historical Eras 67 Scene One: Setting the Stage 102
High Medieval Technology 67 Option 1: The Farmer’s Plea 102
Sword and Shield 68 Option 2: A Lord’s Request 103
Like Giants on the Earth 70 Option 3: A Random Encounter 103
Terra Incognita 70 Scene 2: Roadside Confrontation 104
Avalon, the Realm to Come 70 Scene 3: Arrival at Darwin 105
Broceliande, The Enchanted Forest 72 Scene 4: Hunting the Beast 106
Camelot, Seat of the Pendragon 72 Scene 5: Castle Hautdesert 107
Gorsedd Arberth, The Throne Mound 73 A Hero’s Feast 107
The Green Chapel, Barrow of Challenges 74 The Castle Before the Hunt 108
Gwales, The Blissful Feasthall of the Head 75 Taken Out in Scene 4 108
Scene 6: The Green Chapel 109
CHAPTER FOUR: Impressed: Positive Attitude Level 3+ 109
STORYGUIDING Cautious: Positive Attitude 1-2 110
ARTHURIAN GAMES 76 Disappointed: Negative Attitude 1-3 110
Sworn Enemy: Negative Attitude 4 or More 110
Knights of
Permutations, Modifications, and Systems 110
the Round: Origin Play 77
The Middle Ages 110
Fealty and Service 77
Alternate Time Periods 111
Camelot’s Common Folk 78
Alternate Trials 111
Privileged Peers 79
Miscellaneous Misadventure 112
Fellow Worthies 80
Antagonists and StoryGuide Characters 112
Adventures 80
The Bradbridge Family 112
Quests 81
The Chromatic Knights 113
Plaudits and Ascension 82
The Green Knight 113
Warrior-Saints: Hero Play 82
The Hautdesert Servants 114
Arthur:
The Next Generation 82 The Lord’s Guards 114
Reaching for Glory: Demigod Play 88 The Lynde Family 115
A Perilous Seat 89 The Messenger 115
A Crown for a King 89 The Questing Beast 115

4 SCION: ONCE AND FUTURE


Lock, Stock, and Two Smoking Grails (Hero) 116 Questers Street Brawl 127
Summary 116 Epilogue 128
Suggested Characters 116 Storyguide Characters 129
What Came Before 117 Mortals 129
Starting Details 117 Scions (Antagonists) 129
Act 1: The Sound of Silence 117 Never Built and Ever Standing 131
The Invitation 117 Introduction 131
The Party 118 Setting 131
The Meeting 120 Capstone of a Trilogy 131
Off the Rails 121 Characters
Harried Investigation 122 at a Glance 131
Arrested 122 Host of Camelot 131
Act 2: Hitting the Pavement 123 The Sworn to the True King 132
Avenues of Investigation 123 Adventure 132
Who Was Ancel Konig? 123 Character Hooks 133
Who Was Parker? 124 Act 1 133
The Projector 124 Act 2 139
Brenin P 124 Act 3 142
Meeting Ms. Pierce 124 Epilogue 144
Henry Khan 125 Storyguide Characters 145
James “the Captain” Crook 126 Host of Camelot 145
Act 3: Three Smoking Grails 126 Sworn to the True King 146
Door Delivery 126
APPENDIX 148
German Engineering 127
Monsters & Friends: How to Not Die to Them 148

TABLE OF CONTENTS 5
Winter in the Discovery Islands had fallen hard Bélanger makes to pop the cigarette between his
and unexpected. A truly disastrous amount of snow lips before offering it to Yvie as an afterthought. She
and ice on its own would be an Omen, without the shakes her head. He shrugs, lights it, takes a drag.
reports from the Kwakiutl Nations of a monster Puffing blue smoke, he gestures with his bearded
prowling their borders. The Polaris Knights have a chin across the snow-covered clearing, over the trap
duty to respond, Yvette tells herself. As one chosen he’d built and baited with something repugnant.
to bear the legacy of Sir Lancelot du Lac himself, she Set apart from the two of them, Dia crouches alone,
has a duty to remove the threat of this creature while frowning into the distance, exhaling clouds. With her
the Kwakiutl repair the damage to their land. hood down, her hair rises like black flame, her cheeks
She tells herself this as a source of warmth and glow like oiled ebony, the inverse-rainbow blade of
purpose as she kneels in the crusting snow, her back Excalibur casts speculars of indigo and violet across
to one of a million indistinguishable red cedars, miles the glittering snow—
and miles from civilization. She tells herself this as a “La méchant pétard got the right idea, bringing a
means to keep from lashing out at the chatty back- blade like that.” Bélanger sniffs. “We’ll just be slow-
woodsman Dia insisted on hiring as a guide. ing him down.”
“Fresh snow, cheeky wind, a baited trap. And “With all due respect.” Yvie’s patience is at its
you couldn’t ask for better company.” The rud- breaking point. “Shouldn’t we be listening for the
dy-faced mountain man rattles on in his nasal accent, Beast?”
elbowing her for emphasis. One of his gloved hands He snorts. “It sounds like a pet shop let loose. We
rolls a flawless cigarette. The other plants in the snow don’t need to listen.”
the butt of a long bolt-action rifle, modified into un-
recognizability. His name is Guy Bélanger — he’s The oiled grip of the shotgun Sequence slips in her
an old school trapper, straight out of some romantic palm. She isn’t nervous.
old coureur de bois novel. He and his camp appeared Bélanger wiggles his bushy eyebrows at Dia.
in their path like they’d wished for him. Maybe Dia “With all due respect,” he mimics her accent. “What’s
had, because Yvette sure hadn’t. I don’t care how much the deal there, eh? She’s your boss, but the way you
he knows about hunting monsters, the last thing we need look at her—”
is an old chauvinist third-wheel.

6 SCION: ONCE AND FUTURE


“That’s none of your business,” she snaps and Blue smoke pours over her shoulders, a myste-
instantly regrets it. “I mean—” rious heat growing at her back. “Don’t pay me any
“It could be my business.” His cigarette leaks mind.” Bélanger’s voice is clear as telepathy. “You
crooked spirals of smoke. “If she intends to be king.” just give him a slug between the eyes when he looks
at us.”
Yvette peers at him over her cowl.
The crunch of snow. A hiss of air. The blade is
“How about after this, you help her find the solid righteousness, scattering light like diamonds
sheath, eh?” in violet and blue. Excalibur cleaves into the Beast’s
For a moment she isn’t staring at some fur-trap- serpent neck, parting muscle straight to the bone. A
ping hick, but someone ancient, someone arcane. fountain of acid-bright blood hisses over the clear-
Distant and foreboding, a hound bays. ing. Dia. Solemn. Determined. The whole blue sky
“The scabbard is worth ten of the sword,” he her crown.
grunts, spitting his cigarette into the snow. Eyes like plates and pupils like daggers roll in
“Yes, sir,” Yvie responds, baffled and numb. Who the monster’s skull. It screams. The head thrashes
is this guy? toward Yvie.

Another dog’s howls join the first. Then another. “Tout de suite!”
Bélanger tilts his head to the woods. Sequence bucks in her hands. The blessed slug
A thing’s shadow slices across the ice between sounds like a chorus. Right between the eyes. The
her and Dia — a wedge-shaped head perched on a wounded Questing Beast bellows her down, its jaw
long, sinuous neck, framed with antlers like great a gaping void of fangs and venom. Yvette holds in a
grasping hands. The rest won’t be far behind: two flinch.
tons of monster with a cougar’s body, with legs like a A lance of smoke and flame flies over her shoul-
bull moose and a thick broad tail that could snap her der. It strikes the Beast in the back of the throat, the
spine with a single strike. heat baking Yvie’s cheeks, the smell of old tobacco
Violet light flashes past Yvie’s eyes, once and stinging her nostrils.
twice. The signal. Get ready. From across the glade, Snap. Crunch. A nightmare of noise. It’s not
Dia glides to her feet and readies her sword. Lady slowing down. Yvette raises Sequence at the last sec-
Diamond of Arthur, who would be king, stands ond. Massive antlers scrape along the barrel. She’s
bold against the winter landscape like the first letter on her back, footing gone, breath gone, ice burning
struck upon a blank page. Even in bulky winter gear, against her ribs, a monster’s jaws sawing through the
obviously freezing, shaken, alone with her thoughts winter gear near her belly.
on this impending hunt, when she holds Excalibur “Dia!” She screams. Her eyes water. Her arms
she looks like an icon fit for stained glass. Yvette’s ache. One more inch and it’s over.
blood quickens at the sight.
“I’m here. Hold on.”
The howling builds like a storm. “Like that,
miss,” Bélanger rasps, crunching to a stand. A boot braces on each antler. Dia stands astride
that awful head and primes her thrust. Fangs pierce
Yvette nods and pumps Sequence. “The sound of the last layer of Yvette’s coat and into her flesh.
the Questing Beast.” Excalibur plunges into the thing’s skull. Yvie’s
The old sage’s eyes glint. “I mean, you look at her screams join the Beast’s questing. Down the blade
like that.” drives, again, again, again.
Her indignant reply never reaches him. The three “Hold on!”
of them smother in an avalanche of hideous sounds, I will, she wants to say, but there’s too much
dislodged ice raining down on them and their prepa- blood in her mouth. Dia’s voice, her noble face, drive
rations. The questing of a hundred hounds. A pet shop let the pain and fear away. The howling finally dies. The
loose. Yvette grits her teeth through the pain in her limp weight of the Beast’s head crushes her into the
ears. snow. I’ll hold on.
The Questing Beast tests the air with two great “Yvette!”
nostrils. All it smells is rancid meat. Its stomach
howling and whining like the hounds of hell, it low- Before the darkness overtakes her, Yvie smells
ers its moose-antlered head to the poisoned bait. the puff of old tobacco. “No need for tears, jeune roi.”
Bélanger’s craggy voice. “I can save her.”

A QUEST IN WINTER 7
Welcome to Once and Future, Scion Second modern blockbusters. Once and Future discusses what it
Edition’s supplement covering the setting’s take on means to step into the role of Arthur and to wrap oneself
Arthurian legend. This book contains supplementary ma- in an unfinished story.
terials for all three levels of Scion play — from Origin to Arthur and the Knights of the Round Table are not a
Demigod — allowing Storyguides to include its content Pantheon. They are Fatebound roles; identities created by
in any game. Once and Future focuses on the subject of Fate, caught in the orbit of this incomplete story. Players
Mantles through the lens of Arthur’s incomplete legend. who want to play an Arthurian campaign don these roles
By using the framework of complex Fatebindings and like costumes and watch the tale unfold. They change the
unfinished stories present in the Arthurian mythos, Once narrative as it progresses, which may or may not reach a
and Future demonstrates how similar stories can play satisfying conclusion.
out in any Scion game. Though Arthur is a figure of Welsh
mythology, games using Once and Future can include
any Pantheon and take place in any part of the world.
HOW TO
THEME AND TONE USE THIS BOOK
O nce and Future presents an outlook on the World
that looks to a progressive future, where change is not
O nce and Future supports all levels of play from Scion:
Origin to Scion: Demigod, supplying Storyguiding
advice, adventures, and antagonists useful at any stage of
only possible, but expected. Though tragedy may surround your Scion games.
the characters involved, their actions move the needle just
a little closer to a better world. This take on Arthurian CHAPTERS
legends is hopeful, but fraught. The threat of failure looms • Chapter One: Grasping at Divinity explains the
constant over all the characters’ heads, and Fate conspires incomplete state of Arthur’s Mantle as well as
to bring them together repeatedly, binding them into the guidelines for the origins of players’ characters
roles they are destined to play. So many past Arthurs have who want to be Pendragons-elect. It also covers
failed and taken their Band down with them. Perhaps, one advice for telling tales of cyclic tragedy.
hopes, this time might be different.
• Chapter Two: The Plant Dôn of Wales intro-
The book provides Storyguiding advice for cyclical,
duces the new Welsh Pantheon, the Plant Dôn.
tragic stories with the direction that tragedy need not be
This chapter also includes three signature char-
oppressive or overwhelming — or even a bad ending. It
acters ready for play, to be slotted into any Scion
is catharsis: a way to work through powerful feelings via
campaign.
storytelling.
• Chapter Three: Playing in Avalon includes new
REACHING FOR GODHOOD rules for Scion games. This contains a new Origin
Arthur never finished his Mantle. The Once and level Path, rules for playing historical campaigns, as
Future King is not a God, and thus far no one who has well as Birthrights, Knacks, and rules for Arthurian
stepped into his role has surpassed being a Demigod. He’s Mantles.
not alone in his failure, other mythological figures reach • Chapter Four: Storyguiding Arthurian Games
for divinity and miss. Scion: Demigod describes the provides direction for Storyguides wishing to in-
process of apotheosis and the risk of epic failure. Once clude the Arthurian themes and content in Once
and Future follows this through-line and demonstrates and Future into their ongoing Scion games. It also
what happens when a Demigod fails — and what comes presents guidance for running Scion games at all
after, when a failed Demigod leaves an unfinished Mantle three levels of play.
behind.
• Chapter Five: Arthurian Adventures contains
MANTLES three adventures at each level of play, ready to
Mantles are fluid, strange, and fractious things. be slotted into any ongoing Scion game or run as
Complete Mantles sometimes leave behind copies of standalone adventures. They can be run individu-
themselves, or splinters left vacant for others to claim. ally, or as part of an ongoing series.
The concept of Mantles cement Scion’s core idea that
• Appendix covers Arthurian and Welsh antago-
all myths are true. Arthur is no exception. Dozens of
nists, presented from the perspective of in-setting
approaches to the Pendragon’s legend have persisted
expert, CJ Zelly.
through centuries, from fragments of the original tales to

How to Use this book 9


are knights, quests, magic, and dragons to slay. The
INSPIRATIONAL themes of the book fit Scion’s milieu, discussing
virtue, gender, and societal expectations, and it’s
MEDIA AND easy to imagine Sabran as an Arthur stand-in.

SOURCES • Once & Future (2019): The YA novel by Amy Rose


Capetta & Cori McCarthy features a reincarnating

T he following media and resources in this section are


suggestions to help Storyguides better understand the
mood and themes of Arthurian tales.
Arthur, queer romance, gender swapped charac-
ters, and a science-fantasy setting. Peak Scion.
• Once & Future (2020): This comic by Kieron
MEDIA Gillen features an undead Arthur and a retired
monster-hunter grandmother pulled into a world
There are dozens of pieces of Arthurian media one
of magic. Another very Scion take on the subject.
can reference. Here are a few we feel fit the mood and
themes of Scion Second Edition in particular. • The Once and Future King (1938): T.H. White
collects and summarizes the work of Sir Thomas
BOOKS, COMICS, AND GAMES
Malory. It’s an easily digestible series of Arthurian
• The Dark Tower (1982): The cycle of the tower is legends ideal for someone new to the subject
very representative of the Camelot cycle spelled matter.
out in this book. The themes of failure and repe-
• Sailor Moon (Manga – 1991): The comic series
tition across history map very nicely to Once and
tells the story of a reincarnated princess and her
Future games. Plus, the gunslinger’s gun is forged
court, and all the evils they face together. Prime in-
from a piece of Excalibur.
spiration for repeat Fatebound roles, episodic sto-
• Elden Ring (2022): Elden Ring features a crum- rytelling, and an example of what Arthur’s Mantle
bling fantasy world as the result of the breaking might be like if it ever were to be completed.
of a cycle. Scheming demigods, cosmic stakes, and
mantle nonsense are all present in this sprawling
FILM AND TELEVISION
epic roleplaying game. It’s excellent inspiration for • Cursed (2020): This Netflix series retells the
what an Arthurian Terra Incognita might look like. Arthur story from Nimue’s point of view. It’s a total
remix of the story and isn’t shy about portraying
• The Priory of the Orange Tree (2019): This
Arthurian characters as people of color. A good
massive novel hits all the beats of a classic British
example of how a Scion campaign could use the
fantasy. While not specifically Arthuriana, there

10 INTRODUCTION
Pendragon’s Mantle to do something fresh and to inspire a Once and Future game: an unfinished
different. Mantle, friendship and betrayal, and of course — a
particularly important magic sword.
• Gargoyles (1994): While this classic of late 90s an-
imation appears to be about ancient beings made • The Green Knight (2021): This surreal film artful-
of living stone who wind up in modern New York ly retells the story of Gawain and the Green Knight.
City, it also heavily involves Arthurian mythos. Its lush visuals and psychedelic framing is prime
King Arthur and Avalon feature prominently as inspiration for keeping Scion games weird. Watch
plot-important characters and places. this film and work its elements of unreality into the
adventures contained in this book.
• King Arthur: Legend of the Sword (2017):
Guy Ritchie’s retelling of the Arthur story as a • Y Mabinogi (2003): This made for TV adaptation
fast-paced action film with a modern soundtrack brings the Four Branches of the Mabinogi to life.
matches Scion’s approach to the World. It’s ideal Part live action, part animated, this show is a fun
inspiration for an off-the-rails Arthurian campaign. introduction to the Welsh mythos used in Once
and Future. It’s available online for free and makes
• Merlin (2008): Another Arthurian retelling, this
an enjoyable watch to get up to speed on possible
show uses the titular Merlin as a perspective char-
divine parents.
acter and focuses instead on the subject of magic.
Proof that an Arthurian chronicle does not need to SOURCES
be focused exclusively on Arthur himself. The following are a few academic sources referenced
• Pendragon (1985-present): This section would during the writing of this book.
be remiss if we did not include a nod to the quint- The Camelot Project at the University of Rochester
essential Arthurian tabletop RPG. The focus on (https://d.lib.rochester.edu/camelot-project)
knights and quests and playing through Arthurian An Arthurian Companion, 2nd edition, Phyllis Ann
legends is ideal inspiration for Once and Future Karr, Green Knight Publishing
games especially using the historical play rules.
An Arthurian Dictionary, Ruth Minary & Charles
• She-Ra and the Princesses of Power (2018): The Moorman, Academy Chicago Publishers
Netflix remake of the 1985 cartoon features the Modern Arthurian Literature, Edited by Alan Lupack,
main character struggling with her destiny in the Garland Publishing
role of a powerful princess. It contains everything

inspirational media and sources 11


“Sleep! oh sleep! till night outworn
Wakens to the echoing horn
That shall greet thee King new-born,
King that was, and is to be.
And a voice from shore to shore
Cries, “Arise, and sleep no more;
Greet the dawn, the night is o’er,
England’s sword is in the sea!”
— King Arthur, J. Comyns Carr

Arthur don’t check all the boxes — but it’s likely that many
THE MATTER of the experiences below resonate strongly with her.

OF ARTHUR BIRTH AND CHILDHOOD


Arthur was born of a noble line, the son of Uther

A neirin, Nennius, Geoffrey of Monmouth, Chrétien de


Troyes, and Sir Thomas Malory chronicled Arthur’s
accomplishments. Poets from Taliesin to Tennyson to
Pendragon, King of Britain, and Igraine, Duchess of
Cornwall. Soon after his son’s birth, at Merlin’s behest,
Uther placed the baby in the care of one of his loyal re-
Teasdale celebrated the lives of Arthur and those luminaries tainers. Sir Ector raised Arthur alongside his own son,
who surrounded him. Today, big budget Arthurian period Kay. Whether the two believed themselves to be full sib-
films open against biopics portraying a 21st century lings or whether Kay treated Arthur as a bastard, Arthur
Pendragon Scion’s rise and fall. Companies that make had no knowledge of his royal parentage until his teenage
museum quality replicas vie for the license to reproduce years.
Birthrights such as Excalibur, Clarent, or Galatine. Often, Scions following the Pendragon discover
Arthur was a fifth or sixth century king who united they’re the children of senators and celebrities, or trace
Britain and defeated the Saxons. As a romantic medieval their genealogy back to local or cultural heroes. This rev-
figure, he ushered in an era of peace, and his knights elation might not come until later in life, and isn’t always
performed wondrous Deeds in search of the Holy Grail. tied to a Visitation — the wide availability of DNA test
A peerless warrior, he fought dragons and giants, and was kits in recent years has made such epiphanies much more
crowned emperor of Rome. His closest adviser was the commonplace. Plenty of Arthurian Scions are raised by
magician Merlin, and one of his staunchest enemies the relatives or family friends who know the secrets of their
sorceress Morgan le Fay. He died in battle, or he was saved birth. Others come up through the foster care system and
and spirited away to a mythical place to heal. He’ll come must navigate red tape and sealed records to learn of their
again when Britain — or the World — need him most. parentage.
While tales within the Arthurian Cycle often contra- Among other Scions, this isn’t necessarily something
dict one another, as with the other myths and Pantheons that makes Arthur’s children stand out. Lots of Scions
in the World, all their stories are true. Multiple Arthurs are bastard-born, abandoned by their divine parent to
have walked the World throughout history, shaping be raised by their human one. Telling a regular person,
not only their own vast mythology, but also the identity “My divine parent was a king who wasn’t there for me
of Britain and its people. Together, Arthurian Scions’ growing up” might garner sympathy. Saying the same to
adventures form the Mantle of the Pendragon, though a Scion of any other Pantheon won’t get much more than
all have perished before completing the final stage of a bemused, “Welcome to the club, kid.” Most Scions who
Demigod-hood. become Pendragon-hopefuls are Incarnate. No incarna-
tion of Arthur has yet achieved Godhood, leaving room
COMMON THREADS for their souls to be reborn to seek the Mantle once again.
Each Arthur leaves their own distinct mark on the The lack of a divine parent doesn’t rule out Born Scions;
myth, yet many of their stories follow similar shapes. A some Arthurian Incarnates have children of their own,
Scion taking up the Mantle of King Arthur mustn’t hit who in turn become Heroes. Parent and child might work
each of these beats throughout her life — most versions of together toward rebuilding the Mantle of the Pendragon,

the matter of arthur 13


rebelled against him; all died in battle. Arthur buried them
with honor, giving their leader King Lot the greatest tomb
BREAKING THE MOLD of them all. As they came of age, Lot’s sons — Arthur’s
A significant number of potential-Arthurs nephews — were welcome and celebrated members of
come from perfectly average families — Arthur’s court.
there’s no secret royalty lurking in their It’s during this period that Arthur formed some of
lineage, no high-ranking military officers, his most storied friendships and rivalries, and made deci-
not even someone who had 15 minutes of sions whose consequences would be felt decades later. He
fame three decades ago. The broken Mantle fathered Mordred with his half-sister Morgause, married
attracts all kinds of Heroes, allowing people Guinevere, and befriended Lancelot. His other half-sister
whose backgrounds don’t fit into what’s Morgan le Fay began her machinations against him and
traditionally considered “Arthurian” to add
his knights, while Merlin advised and aided him.
their own Deeds to the Pendragon’s story. This
is true throughout the Arthurian candidate’s All Pendragon-elects experience a sword-from-the-
life — the outlier might step far off their stone moment, where they’re able to do something no one
predecessor’s path, eschewing or outright else is supposed to be able to do. For most, it coincides
rejecting certain parts of the myth. If the with the moment of their Visitation. She literally pulls a
Mantle is like a puzzle with pieces missing, sword from a stone, or a Midrealm gate closed for hun-
these Scions fill the gaps to complete the dreds of years opens for her. A flock of butterflies alights
picture in their own unique ways. on her like a crown. The incident reveals the Scion’s po-
tential not only to those bystanders who witness it, but of-
ten to the Scion herself. Much like that terrified teenager
or become fierce competitors racing toward Godhood. in a long-ago churchyard, her entire life changes.
Such relationships are often complicated and messy: does From this point, the Scion truly steps onto Arthur’s
the Incarnate parent view their child as a modern-day path. Her revolutionary ideas, stubborn determination, or
Mordred? Or is the parent playing the Vortigern to her shining charisma draw friends and allies to her side. She
daughter’s Uther, there to be overthrown? has grand ambitions, and leads her Band and followers in
Beyond parents and children, there might be multiple pursuit of those goals. She may also gain a reputation for
Arthurs-elect in the World at any given time. Some keep fighting monsters and Titanspawn — Arthurian legend is
their heads down and their eyes on their own papers, rife with strange beasts.
pursuing Godhood at their own pace and ignoring the It’s also during this time that the Scion forms some of
headlines generated by their peers. They seek their own her most significant relationships. She finds her greatest
Grails, believing the worthiest shall claim it first. Other love or her most trusted friend. She burns a few bridges,
times, candidates become rivals, accusing one another as whether she intends to or not, and gains a formidable
pretenders to the throne and issuing increasingly more enemy or three.
perilous challenges to prove which is the real Pendragon. An outlier might spend much of their early Hero-
VISITATION AND EARLY HERO-HOOD hood on their own, building their reputation through
A teenage Arthur pulled the sword Clarent from a solo projects or heading off into the wilderness to protect
stone-and-anvil, a feat no one but the true king of Britain endangered species rather than seeking out monsters to
could perform. This was his Visitation, the first of his vanquish. She dodges some of the early interpersonal
many legendary Deeds. Ascending the throne, he gath- conflict her other Arthurian cousins struggle with be-
ered followers, quashed rebellions, convinced rival kings cause she simply doesn’t have the time for forming or
to bow to him, and united Britain under his banner. With maintaining friendships. Other outliers’ social lives are
Excalibur in hand, he vanquished the Giant of Mont St. just fine, thank you, because they work hard to keep it
Michel, the boar Twrch, and Cath Palug. Knights flocked that way — which can sometimes feel like a full-time job
to his side as he established the Round Table and installed itself.
his court at Camelot. Rome made war on him when he When multiple Pendragon-elect Scions are at work
refused to pay tribute, a conflict that ended with Arthur in the World, their social circles sometimes overlap. The
crowned emperor. roles their friends play may differ from Scion to Scion:
Emperor Lucius aside, Arthur had a penchant for One Arthur’s Lancelot is another’s Guinevere or Gawain.
turning his enemies into allies. One of his earliest acts as They often find themselves pursing similar goals, and
king was to name his foster-brother Kay his seneschal — a have to decide which is more important: joining forces
move that simultaneously earned him Kay’s loyalty and for the greater good, or knocking their greatest rival out
gained Arthur a knowledgeable adviser. Twelve kings of the running for the Mantle.

14 CHAPTER ONE: GRASPING AT DIVINITY


Would-be Arthurs almost always discover just how
complicated relationships can get, but this doesn’t have to
mean every romantic partnership they enter into is des- SO WHO’S THE
tined for doom. Some Scions feel the strain in other parts REAL ARTHUR?
of their lives: They might feel torn between the needs of Not only can modern-day Scions of Arthur
two platonic friends, or the duties toward their Pantheon be anyone — not all historical incarnations
versus their own aspirations. Single-minded dedication of Arthur were straight, white, able-bodied,
to a cause can tear the Scion away when a friend needs cis men, either. Figures such as Gesar of Ling
her the most. When she comes back to find someone else and Prince Csaba helped shape the Mantle
has taken her place in that friend’s life, the harsh reality of the Pendragon. Were there Arthurian
is often, “They were there for me when you couldn’t be figures who existed even before the bard
bothered.” These storylines should always have player Aneirin penned Y Gododdin?
Gododdin? Certainly. In
buy-in. See p. XX for Storyguiding advice regarding com- Scion,, remember, all myths are true.
Scion
plicated or tragic subplots.
JOURNEY TOWARD APOTHEOSIS
personal Grail, but also searching within themselves.
With his court established and his reign secure,
Along the way, they accomplish mighty Deeds and grow
Arthur sent his knights off on the loftiest quest of all: to
their Legends. Failing to achieve the end-goal is disap-
seek the Holy Grail. Camelot’s finest spread out across
pointing, but those Scions are in good company: only a
the World, searching for years. Only a handful succeeded;
handful of their peers ever find their Grails.
Arthur himself never acquired the Grail.
The Scion’s enemies inevitably ramp up their at-
Whether Arthur knew of Lancelot and Guinevere’s
tacks. They set traps for the Hero, disguised as gifts, and
affair is a matter not only of scholarly debate, but also
delivered by seemingly-innocent third parties. Modern
of celebrity gossip columns and internet discourse. For
Arthurian Scions are rightfully wary when their normal
years, Morgan le Fay’s attempts to expose them failed,
mail carrier’s out sick and a new person insists they sign
some by pure luck, others by Arthur’s advisers convincing
for a package. They’re smart to examine the contents of
him not to put stock in the schemes of a sorceress. Their
swag bags at celebrity events — trying on those fancy dia-
ultimate discovery by Mordred and Arthur’s nephew Sir
mond-studded sunglasses could be deadly.
Agravain marked the beginning of Camelot’s fall. Lancelot
fled, Guinevere was sentenced to burn, and the ensuing At this stage, the Scion’s relationships grow fraught
rescue left many knights dead by Lancelot’s hand. and threaten to collapse. This may be his own fault, as he
stubbornly ignores a trusted friend’s brutal but honest
Arthur had little choice but to declare war on his
advice. Helping one companion may cause disaster for
friend. Leaving the kingdom in Mordred’s care, he laid
another, or open up a chance for an enemy to sabotage
siege to Lancelot in Joyous Gard. In the end, Lancelot
him. Rifts and rivalries between people in his orbit esca-
was banished, and Guinevere returned to Camelot. As
late, until someone throws out the ultimatum: It’s either
Arthur — at the grief- and vengeance-driven Gawain’s
me or them. Some bridges he can’t avoid burning.
behest — continued to press his war against Lancelot,
Mordred both claimed the crown and declared Guinevere The Scion and her Fatebound companions (p. XX)
his queen. tread ground their predecessors would find painfully
familiar. Despite their best efforts to the contrary, Fate
In the Battle of Camlann on Salisbury Plain, with
itself seems to conspire to destroy friendships and bring
both their armies shattered, Arthur killed Mordred, and
everything crashing down. Salvaging one situation sends
received a grievous wound in return. The dying king bade
another spinning toward calamity, or plants the seed for
Sir Bedivere cast Excalibur to the lake, where a hand
a future falling-out. The Scion and her Medraut might
caught it and bore it beneath the waters once more. A
swear they’ll always talk things out, but a well-inten-
barge with nine black-clad women — one of them Morgan
tioned executive decision turns into a corporate takeover.
le Fay — carried Arthur across the water to the isle of
Arthur calls their Merlin in desperate need of advice, but
Avalon. There, perhaps he was healed, or perhaps he
she’s out of cell range, off spelunking with Nimue.
sleeps, or perhaps he died.
Catastrophe strikes the Scion’s enterprises as well.
The Mantle of the Pendragon lay broken and
His board of directors squabbles at the conference table,
incomplete.
whether it’s round or rectangular. Fans and followers have
Arthur-elects set their sights on nigh-unattainable opinions about what he should do next, and share them
goals, and encourage their friends to join them on their loudly and relentlessly. A person he trusts takes advan-
impossible quests. These are the work of a lifetime, re- tage of the turmoil, setting themselves up to claim what
quiring years of not only searching the World for their they believe is rightfully theirs. Often, this is someone

the matter of arthur 15


the Scion failed early in his Hero-hood, those long-term Corbenic, attending the Holy Grail, or established
consequences finally coming home to roost. her own refuge for women at the Rock of Canguin.
If he wants to hold things together and set them • Guinevere: A clever politician, a champion of
right, he’s going to have to fight for it, but not everyone’s worthy knights, and a woman of conflicting pas-
going to have his back this time. There’s no guarantee he sions, Guinevere cared deeply for — and yes, loved
gets out of it alive. — Arthur. She kept her wits and calm those times
ALLIES, ENEMIES, AND battle raged around her, valuing the fighters’ lives
over victory. When Meliagant’s soldiers ambushed
LEGENDARY DEEDS her, she instructed her guards to surrender rather
Following is a far from complete list of significant than be slain. Surrender, however, didn’t mean de-
people and events in King Arthur’s life and court. Sources spair: Guinevere dropped a comb for searchers to
frequently disagree on details: in some versions, Arthur find, and persuaded a child to convey her ring to
kills Cath Palug; in others, Cath Palug kills him. Sir Lancelot.
Gawain may have carried Excalibur for a time, while
Her affair with Lancelot lasted years, and rumors of
in other stories he has his own sword, Galatine. Which
their relationship endangered her life several times.
Elaine did what? Were there several Ladies of the Lake,
Once her nephews had their undeniable proof, she
or are Niniane, Viviane, and Nimue all the same person?
would have burned for it had Lancelot not ridden
The figures in this section filled several roles in the to her rescue. She returned to Arthur’s side, and
Pendragon’s life. They were Knights of the Round Table, fled to the Tower of London when Mordred tried
rivals, advisers, great loves, and members of his extended forcing her to marry him. After Arthur’s death, she
family. Often, these overlapped: Morgan was Arthur’s took refuge in a convent, where she lived out her
sister and frequent nemesis. The Orkney clan are both his days.
knights and his nephews — and in Mordred’s case, his in-
• Mordred: The son of Morgause and Arthur nearly
evitable enemy. Those who are captured in a Scion of the
died in infancy. Merlin prophesized that a child
Pendragon’s orbit tend to fall into these roles, whether
born on May Day would be the death of Arthur. In
they’re Fatebound or not.
response, the king gathered up those newborns and
Storyguides and players are encouraged to use the
put them to sea in a leaky boat. Mordred survived,
characters and events that work best for your game and its
found by a “good man” when he washed ashore. He
themes, and take inspiration from your favorite retellings.
believed himself to be King Lot’s son, until he came
Lancelot wasn’t part of the search for the Holy Grail until
to Camelot at the age of 20 to become a knight. Two
de Troyes came along. Two-hundred years later, Malory
years into his service, on a journey with Lancelot,
put his own spin on the tales. Disney’s The Sword in the
a priest revealed he wasn’t King Lot’s son, but
Stone only tells the first part of T.H. White’s The Once and
Arthur’s bastard.
Future King, and frequently diverges from the source ma-
terial. Mary Stewart’s The Wicked Day presents Mordred Though he proved himself at court, resentment
as a sympathetic character rather than a dastardly villain. simmered. He plotted with his brother Agravain
to catch Lancelot and Guinevere’s affair, and con-
The figures below work as Storyguide characters
vinced his father to let their scheme play out. With
or roles for players’ characters to take on. They can be
Arthur in pursuit of a fugitive Lancelot, Mordred
allies or enemies, and might even be a little bit of both.
declared himself king and attempted to wed
While it’s fun to fill out the roster with these personalities
Guinevere. His army faced Arthur’s on Salisbury
and archetypes, remember that it’s not required. If your
Plain. Mordred died at his father’s hand, but man-
group’s Arthur never encounters a modern-day Merlin,
aged to deliver a killing blow of his own.
and their relationship with their best friend is more like
Gilgamesh and Enkidu than Arthur and Lancelot, the • Morgan le Fay: The youngest daughter of Igraine
stories will be just as epic. and Gorlois, Morgan was sent to a nunnery where
she began her studies of necromancy before her
FAMILY AND CONNECTIONS
marriage to King Uriens. Where her eldest sister
• Igraine of Tintagel: Mother to Arthur, and made peace with Arthur, Morgan le Fay spent
(via Gorlois, Duke of Cornwall) his half-sisters much of her life actively trying to undermine and
Morgause, Elaine, and Morgan. Wary of Uther’s destroy him. A formidable magician, and student of
infatuation with her, Igraine’s warning prompted Merlin’s she sent poisoned apples and enchanted
her husband Gorlois to flee to Cornwall — a move cloaks to court as deadly gifts. She attempted to
that gave Uther an excuse to declare war. In her place her lover, Accolon, on the throne. It’s Morgan
later years, Igraine may have dwelled at Castle who stole Excalibur’s scabbard and pitched it back

16 CHAPTER ONE: GRASPING AT DIVINITY


into the lake, denying Arthur its magical protec- Galahad performed many miracles, perhaps most
tion. For all her enmity, however, she was one of famously healing the Fisher King (though in some
the queens on the barge that carried her dying retellings, it’s Percival or Bors who do so.) Angels
brother to Avalon. bore Galahad and the Grail away at the end of his
• Morgause: Eldest daughter of Igraine and quest.
Gorlois, mother of Gawain, Agravain, Gaheris, and • Gareth, the youngest son of Morgause and Lot,
Gareth with King Lot, and Mordred with Arthur. often played peacekeeper among his brothers.
Morgause was a savvy politician, bringing her sons Determined to prove himself worthy of knight-
to Arthur’s court after King Lots’ rebellion. After hood, he came to Camelot in disguise and served in
his death, she ruled the Orkney Islands in his its kitchens. Sir Kay nicknamed him “Beaumains”
stead. Though many accounts speak of her death — though Kay’s original intent may have been
at her son Gaheris’ hands, other stories suggest she mockery, the name became an honorific. Gareth
retreated to the Rock of Canguin, where she gave defeated a series of knights to aid the besieged
birth to a daughter, Clarissant. Together with the Dame Lyonesse, whom he later married. He re-
aging Igraine, the three offered refuge to orphaned vealed his true identity after besting his brothers
women and widows. in a tournament. Lancelot loved Gareth like a son,
• Uther Pendragon: King of Britain and Arthur’s which made their final confrontation all the more
father. With Merlin’s aid, Uther disguised himself tragic: Beaumains died unarmed, by Lancelot’s
as Gorlois and slipped past his rival’s guards to see hand during Guinevere’s rescue.
Igraine. Believing her husband had come home, • Gawain, the eldest son of King Lot and Morgause
Igraine slept with Uther, conceiving Arthur. The and perhaps the best-known. He made a name for
true Gorlois died in battle that night, and Uther himself as a bold and courteous knight and a pro-
wasted no time marrying the suddenly-widowed tector of women. He accepted the Green Knight’s
Igraine. Uther secretly placed his infant son in the challenge in Arthur’s stead to strike a blow against
care of Sir Ector. the massive man with his axe, and the Green
• Vortigern: Seneschal to Arthur’s grandfather King Knight would return the same in a year and a day.
Constans, Vortigern took the throne that should Gawain proved himself both clever and (mostly)
have gone to the king’s eldest son, the murdered honorable throughout the trial, winning the Green
Maines. Vortigern sought Merlin’s advice, but Knight’s respect and thwarting Morgan le Fay’s
despite that (or perhaps because of it), Constans’ plot through his virtue.
younger sons Pandragon and Uther burned him • Sir Kay, son of Sir Ector, was Arthur’s adoptive el-
alive in his own tower. der brother and the first knight sworn to the king.
A surly man with a penchant for handing out nick-
KNIGHTS OF THE ROUND TABLE names, Kay was among Arthur’s most loyal friends.
• Agravain, son of Morgause and Lot, was acer- • Lancelot du Lac was raised by Viviane, the Lady
bic, envious, and quick to anger. He nursed a of the Lake. Though he came late to Arthur’s court,
decades-long suspicion against Lancelot and he rose quickly among his peers and became one
Guinevere, and was instrumental in revealing their of Camelot’s greatest knights. He pulled off daring
infidelity — a revelation he paid for with his life. rescues, saving Guinevere from King Meliagrant,
• Gaheris, son of Morgause and Lot, was prone fellow knights from the villain Turquine, and
to bouts of impulsive vengeance. He slew King Arthur himself from the Saxon enchantress
Pellinore, who had killed the Orkney boys’ father. Camille. His love for Guinevere was both his driv-
Gaheris also murdered his mother Morgause, and ing force and the sin that kept him from achieving
let his brothers blame her lover Lamorak for the the Grail. In the end, it tore Camelot apart.
deed. Though Arthur banished him from court
when he learned the truth, Gaheris was among the
OTHER NOTABLE FIGURES
knights Lancelot killed when he freed Guinevere. • Elaine of Astolat tended to Lancelot’s wounds
• Galahad was the perfect likeness to his father, after her brother injured him in a tournament, and
Sir Lancelot. A knight of great honor and vir- pined away when he didn’t return her love. At her
tue, Galahad survived being seated at the Siege request, her body was placed in a boat and floated
Perilous, which was fatal to all who’d previously downriver to Camelot, where the court learned of
attempted to do so, marking him as the person who her sorrow.
would succeed at finding the Grail. On his journey,

the matter of arthur 17


• Elaine of Corbenic, daughter of King Pelles, was Players and Storyguides should discuss what Deeds
a bearer of the Holy Grail. While Lancelot stayed King Arthur and other Arthurian Scions accomplished,
in her father’s castle, she tricked him into think- and which Milestone ultimately spelled their collective
ing she was Guinevere and conceived Galahad defeats. These should be thematically the same, but don’t
from their union. Several times throughout their have to be exact mirrors of one another. The Battle of
marriage, when Guinevere’s jealousy caused him Camlann’s iconic, but which element of that wicked day
great mental anguish, she cured his madness. This echoed across history? Was it Arthur’s attempt at nego-
Elaine stood up to the queen: how dare she be so tiating a truce? The final face-off with Mordred? The re-
cruel? linquishing of Excalibur? Each has distinct implications
• The Lady of the Lake may refer to any of several about Arthur’s failed Godhood.
figures. The title might refer the ruler of Avalon, or The player might have a different event in mind,
the entity that held Excalibur aloft above the water exploring the times Arthur listened to dubious advice
(and later accepted its return.) Viviane whisked rather than following his own convictions. Agravain
the infant Lancelot away to raise him. Nimue stud- and Mordred pushed for him to reveal Lancelot and
ied with Merlin and sealed him beneath a stone — Guinevere’s affair, even though he’d likely known about
a fate he knew was coming and was powerless to it for decades. Following their plan ultimately ended with
stop. She replaced Merlin in Arthur’s court, often three of the four Orkney boys dead and the camaraderie
stepping in to offer wise counsel or thwart one of of the Round Table broken. Later, after Guinevere’s return
Morgan le Fay’s plans. Morgan herself was a Lady to court, Arthur may have been willing to let Lancelot
of the Lake, and may have been first among those flee to France. However, Gawain, grief-driven, demand-
who carried her brother’s body away to Avalon. ed they pursue the traitor who killed his brothers, and
Arthur found it hard to deny him his vengeance. While
• Merlin was a magician and a prophet, the child of they pressed their war, Mordred made his play for the
a woman and a demon, and the architect of much throne. A player choosing to emphasize these Deeds may
of Arthur’s life. As a youth, Vortigern wished to use create a Scion who is often torn between his companions’
Merlin’s blood to prevent his tower from collapsing passions and his own, or someone who struggles with
(again), but Merlin prophesized his way out of it. It when to listen to his heart and when to his head.
was his magic that fooled the guards and Igraine
Consider how various Fatebindings (p. XX) affect the
at Tintagel. Merlin was frequently blunt with his
Pendragon and her companions, and what scenarios and
foretellings, letting his subject know what was to
places they’re drawn to repeatedly. One Arthur-elect per-
come and sending them forth to make their choic-
forming a Deed in a particular place is an interesting his-
es. Whether he was good, prone to evil, or comfort-
torical footnote. Two is a coincidence. Three’s a pattern,
ably morally gray is a matter of debate.
and Fate takes note. The location might become a holy
A BROKEN MANTLE site or a tourist attraction for the Pendragons’ followers,
With Godhood within his grasp, Arthur (an Arthur; but for the Scions themselves, they’re where you end up
the Arthur) faltered. The Mantle of the Pendragon was in- when destiny wants to have a word.
complete. Plenty of would-be Pendragons are content to A LONELY ROAD
spend their lives as Heroes, keeping the ideals of Camelot
Some Arthurian Scions find it frustrating that no God
and the Round Table fresh in public memory. A handful
bears the Mantle of the Pendragon. The Mantle finds its
become Demigods, adding their own Divine Deeds to the
way to new candidates in ways not even scholars of the
canon. Not one, however, has crossed that last threshold
Divine can fully explain. There’s no one who can offer
and claimed the Mantle for themselves.
help along the way: No one to go to for advice, or to drop
Being Arthur means stepping into this fated role, in with a Birthright at a dramatically appropriate mo-
and pulling all the important people in your life into ment. Demigods of other Pantheons not only have their
the Mantle or the Pendragon’s orbit. Some theorize the divine parents to turn to, but also a passel of aunts, uncles,
Mantle itself is flawed — that Arthur’s failure was so pro- and divine grandparents who can offer their insights on a
found, it doomed all who might come after. Maybe Fate parent’s Deeds. Some successors to the Mantle also find
has set the bar impossibly high. Or perhaps the truth is this isolating: even the Pantheon from which they chan-
cleaner: the legend says Arthur will return in the hour of nel their Legend does not have answers for them.
Britain’s greatest need. What if that hour has yet to come,
On the other hand, no God bears the Mantle of the
and Scions up to this point have simply had unfortunate
Pendragon. No meddling predecessor pops up to tell the
timing? It’s not that no one can complete the Mantle, but
Scion she’s Doing It Wrong, or to yammer on endlessly about
the fact no one has done so became part of the narrative,
“How I did things back in my day.” Even as Fate nudges the
which carries a power all its own.

18 CHAPTER ONE: GRASPING AT DIVINITY


Scion along previous Pendragons’ paths, she has more lee- or shows up with one of Cavall’s puppies. The player may
way than other Demigods when it comes to straying a bit off still swap the character’s Birthrights around, as in Scion:
course. Adding her own spin on the Mantle is a little easier Demigod (p. XX), but the opportunities and insights al-
than it is for other Demigods on similar journeys. lowing them to do so come from a different place. These
Additionally, she doesn’t have to worry about her di- may simply be her own experiences guiding her, or a
vine parent trying to kill her. Pendragon Scions hear hor- Merlin figure in her life may offer some sage advice.
ror stories from Titans’ children and peers whose parents Without a God to emulate, the Callings associated
are jealous gods, spending their childhoods dodging poi- with the Mantle of the Pendragon aren’t yet settled. Still,
soned gifts and cutthroats hired to take them out before Fate recognizes certain qualities that defined Arthur, and
they’ve even learned to walk. It’s cold comfort, but most those tend to carry through to his Scions. Players and
people assume Arthurs will fail, so why bother expending Storyguides should choose two of the following Callings
the effort unless Godhood really, truly seems within her at the start of their game that will be firmly tied to the
grasp this time? God once the Mantle is claimed. The third Calling will be
When it comes time to claim the Pendragon’s determined by the person who becomes the Pendragon
Mantle, the Demigod doesn’t have to concern herself at last, allowing the Scion to place her own mark on what
with usurping another God, sharing the Mantle with defines the once and future king.
them, or surrendering herself to them. However, multiple As a Creator, Arthur saw the potential in his knights,
Arthurs-elect can exist in the World — and at your table. his country, and the World, and worked to bring those
Storyguides and players should discuss which elements things to fruition. No one and nothing is perfect, but he
of the legend they wish to pursue. In what ways can their saw ways everything might be better. As a Guardian,
Deeds complement one another? How does one’s Legend Arthur strove for a just and safe society. He expected his
affect the others? Where do their goals dovetail, and knights and his followers to protect those in their care,
where do they diverge? How do they handle collabora- and considered all of Britain under his. As a Leader,
tions and conflicts? Arthur brought knights to the Round Table to help him
As with other aspects of the story, communication achieve his vision of Britain at its best. He relied on advice
is key. One player might want to explore how their char- from Guinevere, Merlin, Gawain, Nimue, and others to
acter claims the Mantle, while another intends for their help him make his choices. As a Lover, Arthur built his
Arthur to fail. Maybe they’d both like to be King, sharing realm on teamwork and partnership, and the great loves
the Mantle. Whether or not the characters find common of his life spawned stories that echoed down the ages.
ground, their players always should. As a Warrior, he fought rebel kings and monsters, never
shying from a battle.
RULES: MILESTONES Following is an examination of the Milestones from
Just like other Demigods, the Scion’s journey to- an Arthurian perspective, with some suggestions for
ward Godhood follows the Apotheosis Roadmap (Scion: which stories fit those categories. If you find others that
Demigod, p. XX). As the Pendragon’s Mantle is incom- are a better fit, or you believe that the quest for the Grail
plete, players and Storyguides should determine which is just as much part of the Descent as it is the Threshold,
Milestones Arthur did successfully achieve, and the Divine feel free to shift them around.
Deeds that map to them — it’s up to you whether your sto- The Second Call is an opportunity for the Scion
ry’s Arthur ultimately failed at the Theophany, or whether to revisit one of her earlier feats. She faces more dan-
he fell short earlier. He must have completed at least two gerous enemies and higher stakes, and often reflects on
Milestones, creating a line for Fate to push the Scion along. her journey so far: how have her choices led her to this
The Scion doesn’t need to pursue the first four point? What would she do differently, knowing what she
Milestones in any particular order. While most Demigods does now? Her circumstances might instead parallel an
begin with the Second Call, it may instead be a Parting adventure from early in Arthur’s story — something that
or the act of crossing the Threshold that makes them occurred in his pre-Camelot days perhaps. The Second
declare their pursuit of Apotheosis. At the completion of Call is an opportunity for the Scion to solidify her myth,
this Milestone, the Scion gains Legend 5. The Theophany and decide on a thematic arc for her journey.
always comes last, and is the stage at which they’re most Arthur pulling Clarent from the stone-and-anvil was
likely to fail. an unwitting act that set him on his path toward great-
Most Demigods’ divine parents/patrons show up ness. He did something no one else in the World could
when they hit their first Milestone. With Arthur, there’s do, and proved his identity — even though he hadn’t been
no one to give the Scion a pat on the back or sage advice. aware of it himself. A Scion echoing this Deed might pull
While someone from her birth Patheon may appear to off a feat of strength no one else can, or they might dis-
wish her well, no Pendragon arrives with a new sword, cover a hidden talent that’s thus far gone unrecognized.

the matter of arthur 19


Arthur encountered Pellinore early in his reign. Two of the most famous examples here are Guinevere
Tempted by Pellinore’s claims that he was one of the best and Lancelot. Whether they had Arthur’s blessing for
and strongest knights in the World, Arthur challenged their relationship or not, in the end they chose one anoth-
him. When Pellinore broke Arthur’s sword with a mighty er over him, which is its own kind of betrayal. A Scion at
swing, the king refused to yield and attempted to wres- this stage might find and lose their true love or their best
tle his opponent instead. Pellinore managed to unhelm friend. They may learn the heartbreak that comes with
Arthur, and might have struck off his head had Merlin not learning you’re not the center of someone else’s World.
put him into an enchanted sleep. A Scion might insist on The Parting may come as consequences for the
facing a stronger enemy, whether that’s simply because Scion’s actions. Arthur lost the faith of some of his
they relish a challenge or because they feel they have knights (a Fatebound group) because he ignored the af-
something to prove. fair. Others were repulsed by his decision to burn his own
Though Camelot and the Round Table were well-es- wife at the stake, and took up arms for Lancelot. Mordred,
tablished when Arthur sent his knights off in search of feeling snubbed by his father, seized the chance to steal
the Holy Grail, it’s also a likely candidate for the Second his throne. Scions may learn the hard way that loyalty is
Call. Arthur set a lofty goal for himself and his followers, rarely undying.
the sort that would bring fame to any who achieved it and Death is the ultimate parting. Arthur lost friends,
honor to Camelot. Here, the Scion declares the pursuit family, and brave companions along the way. Even Merlin,
that is her own Grail quest. who didn’t die so much as he was eternally imprisoned,
During the Parting, the Scion gains a Fatebound faded from his life. This kind of loss drives home the fra-
companion, with whom he finds a deep and powerful gility of mortal life, and may spur the Scion toward other
bond. The relationship doesn’t always end in the com- actions. She may strike out for vengeance or atonement,
panion’s death, but it does always end. This person may be begin a project to honor and memorialize the fallen, or
a steadfast supporter, a sibling-in-arms, a mentor, a lover. simply reassess the direction she’s been going in light of
The relationship doesn’t have to be a positive one — the what she’s lost.
Scion’s nemesis may make her miserable on the regular, The Demigod spends her time on the Threshold
but she also secretly (or not-so-secretly) loves the chal- exploring her Callings. This is often a time of adventure
lenges they present. Fatebindings are covered further in and introspection, as she learns who she is by pushing
Chapter 3. her limits and taking new risks. Who are you when you’re

20 CHAPTER ONE: GRASPING AT DIVINITY


alone against a monster? What makes you, you, and how The Theophany. No Scion of Arthur has ever com-
do you get to be that person? While this stage of her jour- pleted it. Everyone who’s made it this far has died before
ney can be one of the more lighthearted, it’s not always they could claim the Mantle. This is where the Scion
all jousts and jaunts. For some Scions, becoming who you draws upon everything she’s done and learned thus far
want to be means letting go of who you thought you were. to face one final challenge and prove herself worthy of
Many of Arthur’s adventures fit into this Milestone: Godhood.
slaying the monster of St. Michel, Cath Palug, and the Arthur’s Theophany ended at the Battle of Camlann
Twrch Trwyth; any number of jousts and melees; the when Mordred struck his fatal blow. With so much of
intrigues his sister Morgan visited upon his court. This what he’d built in tatters, he faltered in that last moment.
is also a good period for some of his companions’ stories: Whether despair kept him tied to the World, or whether
Sir Gawain and the Green Knight, Lancelot and all those he’d grown wary of Godhood long before, his failure be-
Elaines, Gareth and Lynette. While those tales aren’t came part of his myth.
Arthur’s specifically, Scions often find themselves on the A Scion of the Pendragon begins her Theophany the
periphery of such tales, and may take a more active role same as other Demigods. She undertakes an action that,
in them. if she succeeds, will change the World. This doesn’t have
By the time the Scion completes this Milestone, she to be a grand-scale battle, but should reflect her Callings
has a solid sense of herself. She understands how she and Deeds thus far. Enemies know instantly that she’s
embodies her Callings, and how they help her shape her reaching for Godhood, and may try wresting it away from
myth. It’s at this point that she proclaims the third Calling her at the last. Fate itself seems to work against her — ev-
associated with the Mantle of the Pendragon. ery Pendragon who’s come before has failed; that’s part
The Descent is a somber and often lonely time in of the story. Yet, Arthur is the once and future king. This
the Scion’s journey. Her mortal ties begin to fall away. time, maybe, it can be different.
She realizes her purpose is tied to bigger things than her
earthly endeavors, and that, to become a God, she has to FAILING TO
let them go. Often, this stage includes a journey to the
Underworld, though it may instead be a time of solitude
and isolation. As with the Parting, she may lose a loved
REACH DIVINITY
one. While that loss reminded her that life is fleeting, the
Descent’s shows her the sacrifices a God must make and
I n the end, Camelot crumbled. Jealousies, adulteries, and
deep rifts sown among happy friends brought the mighty
kingdom low, and though Scions of the Pantheon use the
teaches her how to accept them.
name as a synonym for paradise, they should never forget
Arthur’s journey on the barge to Avalon may repre- that Arthur’s kingdom was built on the bones of mortals.
sent his Descent, however that’s largely where his story The Mantle of King Arthur himself is cracked and half-
ends. Before the queens carried him away, he’d already finished, pieces going with him to the kingdom of Avalon
lost much. Many knights who rode in pursuit of the Grail and many more threads left unspun. To be a Scion of Camelot
never returned to Camelot, dying on their quests. He is to know that the Fates laid out before you are tragic and
lost his nephews, his queen, and loyal friends, all on the well-trod by your predecessors — and worse, that you may
same day. On Salisbury Plain, some of the very knights he not be the one to lay down a new path.
fought against had once stood at his side.
So why walk the road to Camelot at all, then?
Scions on their Descent see much of what they’ve
worked for teetering on the brink of chaos. That doesn’t THE VERY PURPOSE
have to mean everything comes crashing down, but they OF A KNIGHT
may realize they’re in an untenable situation: you can’t It’s quite easy for a Scion, especially one with the
reach for divinity if you’re mired in Worldly concerns. powers of a Demigod, to believe in the millenarian myth
Maybe they have to leave their Band in someone else’s ca- of a single Final Battle of good versus evil, or a Shining
pable hands, or relinquish control of the company they’ve City on A Hill that will remain standing for eternity. That
built — or their business partner initiates a hostile take- myth is easy and comforting to believe in. Close the book
over and doesn’t even give them the choice to step down. on a happy chapter, and the characters stay there. Their
A Scion may visit Avalon (p. XX) during this stage. lives continue to be happy — they may have their little
She may need healing that she can only receive there, or arguments and bad days, but they’ve conquered the Great
wish to seek the wisdom of those who’ve grasped for the Evil, they’ve fought the Good Fight, and now they can
Mantle of the Pendragon before her and failed. She may lay down their burdens and rest easy for years, decades,
simply need to spend some time out of the World for a centuries even.
while, while she processes all that’s befallen her thus far, But really, when has that ever happened?
and contemplates what comes next.

Failing to Reach Divinity 21


Arthur, the legendary first king of the Britons, fell prey to The simplest answer: because you can. If every-
dishonesty, pride, and betrayal. He’s not the only one either; thing erodes eventually, then why not build something
other mythologies are full of powerful figures who collapsed beautiful?
due to their own foibles. In the Persian epic poem, the Camelot itself, throughout the chivalric romances
Shahnameh, Jamshid was the wise and kind king of the World of King Arthur, remains the model for the myth of the
until he forgot that all of his blessings and power came from Shining City on The Hill. Its massive castle and the
heaven, and was subject to rebellions and protests. Zahhāk, Round Table, splendid cathedrals and squares, and com-
a mortal pawn of the darkness, finally overthrew him. In the bined religious and political significance made it a model
Ramayana, Rama subjects his pure and faithful wife Sita to for future Shining Cities. Slowly, however, we forgot that
repeated tests and exiles until she decides to ask the earth to Camelot fell. Arthur’s Mantle did not prevent him from
swallow her up. Rama rules his kingdom, Ayodhya, until he making entirely human mistakes; mistakes that lead to
decides to follow his long-suffering wife and reconcile with betrayal by his knights and his own son.
her. The heart of divinely-touched humans leads us to peace Yet we still think of Arthur as a hero, and find satis-
or to despair. Oftentimes, it leads us to both in cycles. faction in his story. Arthur, who was also a cheater, liar,
Why strive for good (or power, or pleasure, or sta- and tyrant in his story, has become a model for young
bility, or anything else) when the wheel turns anyway? children. Some Christian traditions have canonized him
If nothing gold can stay, why create golden things in the as a saint. In what ultimately became Arthur’s tragedy, we
first place? find heroic purpose.

22 CHAPTER ONE: GRASPING AT DIVINITY


your table is more interested in building a fantastical
kingdom of Scions on earth, that might not be the table for
you — unless of course your character’s personal tragedy
can be used to further the goals of the kingdom-builders.
Talk to your fellow players and see what they’re inter-
ested in, you might be surprised where tragedy becomes
appropriate!
Be willing to communicate how far is too far. A lot of
tragedies, including some of the ones mentioned above,
involve sexual dishonesty, coercion, predation, and even
punishment. Your Arthurian tragedy does not have to in-
clude sexual violence. Similarly, it does not have to include
emotional or physical abuse, mental illness as backstory,
or anything else you don’t want it to include. You can
make a tragedy out of anything, no matter how seemingly
mundane or “harmless,” and character discomfort should
not equal player discomfort (unless, of course, the player
wants that).
Similarly, be willing to communicate what you want.
Sure, you might not want to have a tragic story about sex-
ual violation, but what about the feeling of being trapped
in a situation you don’t want? Suddenly you have these
powers and responsibilities you didn’t ask for, and crea-
tures and Scions of other Pantheons want your advice,
your friendship, your blood, or your destruction. What
happens when you can’t keep up with the demands?
What if you bring a loved one into your troubles because
you feel they can competently handle what you can’t?
What happens if you lose them? Even more frighteningly,
what happens if it turns out they are actually better at
it than you, and you get jealous, and you still have all of
these Knacks and Boons and they don’t?
That’s just one route you could go, of course, but be
willing to be excited about and involved with themes you
want to play with! You don’t have to not enjoy yourself
when playing out a tragedy. Scion is a game, after all, and
So too, in your Scion game, can you play out a tragedy while games make us feel all sorts of emotions, even ones
with heroic purpose. that we don’t typically think of as “fun,” we’re allowed to
enjoy them.
WE SHALL NOW SEEK... Communication and investment are key. If you’re not
Playing out tragedy as part of an ongoing Scion
having fun with your Arthurian tragedy, talk to your ta-
chronicle doesn’t mean every session has to be sad. Far
ble and your Storyguide. When something doesn’t work,
from it. Many of the best tragic stories, from Macbeth to
change it. Nothing about your shared storytelling experi-
The Terminator, have moments of comic relief, fake-out
ence is unchangeable.
jump scares, and thrilling action sequences. Seriously,
Remember: everything falls apart eventually.
read Macbeth again. It’s about a new Hero who makes
all the wrong choices with his Knacks and Boons and
his wife tries to share in that power but dooms herself in
...THAT WHICH WE SHALL
the process. Tragedy can be fun; it allows you and your
NOT FIND
players to play with new levels of intensity and luridness This goes for Storyguides too. If you want to run an
that you might not otherwise engage with if you hadn’t Arthurian tragedy, make sure to make that clear to your
already agreed your characters were doomed. players. Some players feel cheated if their characters don’t
“win,” and while that is a valid gaming style, springing
Tragedy requires buy-in and communication. If you
player-involved tragedies on them might result in your
want to play a story of doomed nobility, and the rest of
table breaking up. Some gaming traditions suggest that

Failing to Reach Divinity 23


Storyguides need to keep all of their plans secret from
their players until the big reveal. If you want to run a trag-
edy, put aside any notion of the players being “spoiled” ARTHUR PENITENT
by communication. You can, of course, keep some things If you choose to run a game exploring
secret, but taking away players’ agency in pursuit of a Arthur’s Mantle having been wielded by
tragedy makes the tragedy itself less impactful. Ask your a fascist or imperialist in the past, please
players what sort of foibles and mistakes they want to communicate with your players, especially
make, but also what legacy they want to leave behind. the current Scion of Arthur (if you have one)
When the Scions crumble and fall, what beautiful shining about what you hope to accomplish with your
stories will their friends and followers remember them current chronicle. Is this about the seductive
by? Allow your players to create those with you. lure of fascist politics, the never-ending work
of making restitution to harmed peoples, or
Remember that there have been multiple Arthurs
maybe even Arthur’s Mantle being worn by
carrying this broken Mantle. There is no one Arthur story, a marginalized person? Make sure you’re
and the details of how Camelot (or Caerleon, or Camlann, all on the same page.
depending on the telling) falls while beating back the
Avoid making colonized peoples your
forces of Mordred change dramatically depending on the
villains here, too. It’s tempting to have a
bearer of the Mantle. Consider not only the Morte d’Ar- bunch of Netjer, Shen, Orisha, Deva,
thur or T.H. White’s The Once and Future King, but also and Loa Scions and Denizens constantly
how an Arthur might have manifested in the recent past ambushing and attacking your Arthurian
in your own chronicle. Did he assist the Allies in either of characters, but that very quickly becomes
the World Wars? Did she bring the medicines of Avalon to “smack down the non-white people who
homefront hospitals during massive reformations in the are bothering us in our righteous cause.”
late 1800s? What role did the Mantle of Arthur play in the Ethnic and racial tensions are extremely
past, and how is the Scion who bears it now expected to complicated in real life, and should not be
live up to that role? Someone wanting to play the role of any less complex because divine power
Arthur should be able to answer these questions, as well and magic appear in the mix. Arthurian
as the question “Who was Arthur in this chronicle’s past,
characters, especially ones with fascist and
imperialist predecessors, may be looked
and who is she now?” for her Storyguide.
upon with some measure of resentment and
Remember also that Mantles themselves are not good suspicion. That could be part of the tragedy
or evil, but can be used as tools by people of all types of — especially if they leave any restorative
ideologies. Someone who bore Arthur’s Mantle, especially work undone, half-finished for others who
during the Age of Imperialism, may have been a villain may not have the context of coalition-
to half the World’s population. Consider what role this building and allyship to pick up later.
Mantle may have had in oppressing whole ethnic and so-
cial groups in formerly colonized nations — and why mem-
bers of those peoples’ Pantheons might not take kindly to
against Arthur’s Mantle. These other Scions may become
the rise of another Arthur. If you choose not to explore the
tragic characters in their own right or, to borrow from
ramifications of a fascist or imperialist Arthur, that’s fine,
Shakespeare, Horatio standing over the dying body of his
though be clear with your table about making that choice.
best friend as the one well-intentioned person to survive
Past Arthurs aside, there’s plenty of drama inherent and tell the story. Arthur does not have a monopoly on
in the cracked and half-finished Mantle of Arthur. So tragic stories, though, and the Pendragon’s Mantle doesn’t
many people want Arthur’s attention, and there’s only but only choose Welsh Scions. Almost every other Pantheon
so much of one Scion to go around. Mortals, Denizens, has the story of the noble soul who does her best, but it’s
and even fellow Scions forget that “Camelot” does not simply not enough when faced with systems, powers, or
mean “paradise” and continue to push the new Arthur even simple emotions that she strives against and fails.
to build Camelot in their specific image. There’s a lot of
To give an example from the Theoi: Semele demand-
expectation on a new Arthur’s shoulders, and more often
ed to see Zeus in all of his divine glory as a gift for bearing
than not, they can only live up to part of that.
his child. Zeus complied, but only because he had sworn
BEYOND CAMELOT upon the River Styx to give Semele whatever she wanted.
Unless you’re playing a chronicle where the charac- Semele perished in flames, incinerated by the raw force of
ters are all Scions of the Plant Dôn running around in the Zeus’s unfiltered divinity.
Welsh hills, other Pantheons and Scions will bump up Why did Semele ask to see Zeus in his divine form?

24 CHAPTER ONE: GRASPING AT DIVINITY


The tragedy is in the details. Semele didn’t know
seeing a fully-divine Zeus would kill her. Zeus didn’t THE MECHANICS OF TRAGEDY
know she would ask for this one thing when he swore to Not every Scion game has to be a tragedy. The me-
give anything to her. Both of them were driven on a crash chanics of Scion, however, provide plenty of room to me-
course toward each other’s foibles by one other entity: chanically incentivize tragic storytelling. The suggestions
Hera. below fit a Once and Future chronicle; however, they
Hera’s jealousy is legendary among the gods, but she can be expanded to fit any Pantheon.
can’t take it out on Zeus. Instead, she attacks the mortal VIRTUE
women he impregnates, which is a tragedy in itself — the
The two forces pulling on any Arthurian Scion are
eternally scorned woman destroying those who have no
Nobility and Fellowship. Nobility pushes children of the
ability to harm her, instead of the one being who repeat-
Don to guide their lessers toward a brighter future, while
edly does. In this case, she convinces Semele that she
Fellowship encourages these same Scions to hold their
can only truly know who Zeus is by seeing him in his full
equals close to their hearts. This creates a particularly
glory; otherwise, what is he but a mortal man who tells
nasty tension — how do you determine who is your less-
wild stories? Hera’s jealousy, Zeus’s carelessness, and
er and who is your equal? What if you make the wrong
Semele’s doubt collide, leaving a woman dead and a na-
choice? How can the Virtuous Condition screw over even
scent Dionysus sewn into his divine father’s thigh.
the most well-meaning child of Arthur?
The only supernatural things in this story are Zeus’s
A Scion who hews more toward Nobility finds herself
disguise and his subsequent divinity. At its heart, the
dismissing the opinions of others. She knows that, with her
story of Semele is a simple tragedy of a scorned woman
Mantle, her actions and plans are blessed. Her heart is true,
going after her husband’s lover. It becomes even more
and her sword is sharp. When she fills her Nobility track,
tragic when the reader realizes that Semele was no threat
even other Scions may seem like speedbumps and obstacles
to Hera. Zeus was the threat, and always has been. Hera’s
on her path to glory. Woe betides those who get in her way —
vengeance is misplaced, and Semele loses her life.
and woe betide her when she finally meets her match!
There are dozens of other stories like this through-
On the opposite side of the track, a Scion devoted to
out the Pantheons, including Arthur nearly burning
Fellowship takes everyone’s opinions into consideration.
Guinevere at the stake because she was too close with
He listens to those he shouldn’t and tries to mediate
Lancelot. Accounts vary as to whether or not the queen
a seemingly inescapable web of conflicts. Filling the
slept with Sir Lancelot, but Arthur had several affairs
Fellowship track in a tragic game leads the Scion to for-
in his time — it was his pride that was damaged, not
get that he does not have to be involved in every single
Guinevere’s virtue, but it became about Guinevere’s vir-
disagreement, and he does not need to give equal weight
tue due to his position (see also a real-life example: Henry
to every damn fool idea that crosses his desk. His friends
VIII and his quest for sons).
and his circle become more important to him than his
When someone acts harmfully due to hurt feelings, own well-being, and he drowns in affective empathy,
tragedy becomes a possibility. You don’t need Investments tearing himself apart for everyone else.
to play out a tragedy on a grand scale (though they do
For more on Virtue and the Virtuous Condition, see
help), merely enough emotional characters in a small
p. 163 of Scion: Origin.
enough space. This, for the record, is why player invest-
ment is crucial to tragic play. Players whose characters FAILURE
respond to slights and betrayals with “yeah, whatever” To a Storyguide looking to run the Tragedy of Arthur
probably don’t want to engage with tragic play. That’s (or any other thematically appropriate Mantle!), the
fine! Not everyone wants to fall prey to their own faults. Failure rules on pp. 69-71 of Scion: Origin are a gift. Failed
Pushing tragic play on such players, however, is likely to rolls may build upon each other, bringing the doomed
result in an out of character tragedy with hurt feelings on Scion closer to both danger and glory. Fateful Encounters
all sides. may put the new Arthur in the path of the new Mordred,
Tragedy is, at its heart, about loss. However, games or perhaps grant her an encounter with the trans man who
with tragic themes do not need to feel like an exercise in carries Guinevere’s Mantle. Arthur’s Scion may choose not
futility. If you’re not having fun with your tragic game, to use Momentum placed into the shared pool — but one
stop, reassess what your table needs, and maybe take a of her denizens or saints might in a climactic last battle.
break for a little while. Your fellow players will thank you. Finally, a botch may place the Scion into harm’s way, some-
thing foretold by eons of broken destiny.

Failing to Reach Divinity 25


“I have been a multitude of shapes / before I achieved consistent form.”
— Taliesin, “Cad Goddeu”

O nce upon a time, two divine families contended for


rule over Britain, the Isle of the Mighty. Where they
came from and how they came to be, they can no longer
PRINCIPAL MEMBERS
remember. They recall, in fragments, fighting against
someone — Romans? Saxons? Normans? — who turned T he pantheon does not call itself the Plant Dôn aside
from those members who are actually the children of
Dôn. There are the children of Dôn, the children of Llŷr,
their attention away from their own feuds and temporary
truces, but the details are lost to them now. The children of and a handful of Gods in their orbit who belong to neither
Dôn wielded subtle magic and knowledge of Fate as their family. While they grudgingly acknowledge that mortals use
greatest weapons. The children of Llŷr relied on wisdom the name of one family for all of them (much as the Vanir
and alliances with the powers of Annwn itself. Although are accustomed to being called Æsir), it remains a point of
they have largely set aside their ancient grudges in the contention that is unlikely ever to be settled.
modern world, their peace remains tentative. Among the children of Dôn, the most active Gods
From extensive experience in preserving that peace, are Aranrhod (goddess of destinies), Gwydion (god of
the Gods of the pantheon have grown to temper their storytelling and illusion), and Lleu (god of heroism). The
desires to prove their superiority with an emphasis on ne- brothers Amaethon and Gofannon (gods of plowing and
gotiation and diplomacy. As a whole, they are prudent and smithing) and Dôn’s brother Math (god of justice) have all
cautious in their dealings with each other and with other but withdrawn from the World, but may still aid worthy
Gods, willing to spend prolonged periods of time debating Scions as Guides.
the proper decisions before acting. When they do finally The children of Llŷr include three of that God’s own
decide, or when one of their more impetuous members children: Brân (god of protection), Branwen (goddess of
ignores tradition and strikes out on their own, the results loss and compassion), and Manawydan (god of crafts),
are either legendary or tragic. and two linked to them through marriage or alliance,
Perhaps because of their long focus on each other, namely Rhiannon (goddess of wise counsel) and Y Pen
the pantheon’s divine influences — the Purviews of its Annwn (head of Annwn). The latter is not a single God,
members — almost all involve aspects of the social, rather but a role shared by the Gods Arawn, Pwyll, and Pryderi
than natural, realm. If they ever wielded power over the at various times and in myriad aspects.
elements, they long ago left it behind to hone their con- Alongside both families are Gods who trace their
trol over human society. lineage from neither ancestor, but have crossed paths

PRONUNCIATION GUIDE
Welsh spelling can be intimidating for English speakers, but its pronunciation is consistent after taking
orthography into account. The most important differences are these: U represents an “i” or “ee” sound,
never “uh”; W can be a vowel, “oo,” as well as a consonant; Y is usually a short “i” sound; Ch is like
in the Scottish loch
loch;; Th is always pronounced as in “thin”; Dd sounds like the beginning of “that”; F is a
“v” sound, while Ff is “f”; Ll is nearest to “hl” or “thl” in English.

Amaethon: am-AY-thon Ceridwen: ker-ID-wen Llŷr: hleer


Annwn: an-OON Cyfeillach: cih-VYHL-ach Manawydan: mana-WID-an
Arawn: AH-rown Dôn: rhymes with “tone” Pryderi: prud-ER-ee
Aranrhod: ar-AN-hrod Gofannon: go-VAN-on Pwyll: pwihl
Blodeuedd: blod-EYE-eth Gwydion: GWID-yon Rhiannon: hree-AN-on
Bendigeidfran: bendy-GIYD- Gwyn ap Nudd: gwin ap Taliesin: tal-YES-in
vran neeth
Yr Hen Dduwiaeth: ur hen
caer, caerau: kyre, KYRE-eye Lleu Llaw Gyffes: hley hlaw THOO-yeith
GUFF-ess

PRINCIPAL MEMBERS 27
and shared in deeds with both: Ceridwen (goddess of her new husband, others are even less likely to challenge
inspiration and magic), Gwyn ap Nudd (god of battle- the pantheon’s unquestionable elders.
fields and wild places), and Taliesin (god of knowledge). Her modern incarnations are all attractive, mature
On the peripheries is Mabon fab Modron (god of youth), women surrounded by an aura of being terribly old and
who is too carefree to produce Scions himself, but will somewhat alien (to the extent that, when she was once
act as companion when it suits his moods. accused of eating her own infant son, it seemed plausi-
ble). Time and space do not work in the same way when
RHIANNON, she is nearby. She can appear to be moving at a casual
GODDESS OF WISE COUNSEL pace, but be impossible to catch up to unless she wishes
Three otherworldly wonders of Rhiannon, the divine it. The birds that sometimes accompany her appear to fly
queen: that none can ride as swiftly as she, though she near the horizon, but their song is always clear. Rhiannon
never hurries her pace; that the song of her birds brings offers counsel to those she favors, mortal or divine, with
sleep to the wakeful and wakens the dead; and that her the certainty of someone who knows how any situation
counsel is the wisest a king may have. will resolve itself. If they choose not to listen, she will tell
Where the divine queen came from is a mystery them bluntly that they’re being foolish, but will not give
that she is not inclined to resolve. When she entered the up hope that they can learn from their mistakes.
World to ask Pwyll to marry her (and persisted even as he Rhiannon’s Scions are either young people whose
made blunders on the way to her goal), there were spec- potential for greatness (with a little help) she can see, or
ulations that she was a goddess hiding from more than a older ones who have a history of sound decision-making
rival suitor. Certainly, her affinity for horses has led a few already. If they are young, she treats them as her own
Gods to wonder privately if she once carried a mantle of children whether they are or not: she encourages them
Epona that she would prefer to forget, but her position along their paths, chastises them when they fall short of
as dispenser of vital guidance has ensured that no one their capabilities, and picks them up to make sure they
would risk offending her by mentioning it aloud. Now keep trying. If they are older, she approaches them more
that Pwyll has passed entirely into the Otherworld as part like an old friend, someone to confide in and listen to
of Y Pen Annwn and Rhiannon has chosen Manawydan as when faced with life’s troubles.

28 CHAPTER TWO: THE PLANT DÔN OF WALES


Callings: Guardian, Leader, Liminal makes her home in a celestial Otherworld where she is much
Purviews: Beasts (Birds, Horses), Fortune, Prosperity less likely to be disturbed. When she does choose to visit the
World, it’s to find new books and music for her collections,
ARANRHOD, update her wardrobe, or because she has the feeling that
GODDESS OF DESTINIES Gwydion is up to another of his schemes. She never passes
Alias: Arianrhod up the opportunity to interfere with those if she thinks they
will end up hurting someone. Her incarnations are women
Three mysterious wonders of Aranrhod: that none
in their thirties or forties, always impeccably dressed, who
may escape the destinies she lays upon them, save that
demonstrate a thorough knowledge of art and literature and
she herself lift them; that she placed her castle on the
move in those circles of mortal society.
shores of Arfon and among the stars, and none know how
it is both; and that there is no greater peace than in her Aranrhod chooses Scions who, like her, have been be-
fondness, but no greater misery than in her enmity. trayed by and isolated from the people who should have
been closest to them. She prefers them to be smart and
Aranrhod, who wields Fate and assigns destinies with
self-reliant as well, but it’s that stab of heartache that is
surgical precision, did not ask to be the mother of Lleu.
most likely to prompt her to give them the gifts to rewrite
It’s not that she dislikes motherhood — she has other chil-
their own destinies. What she expects of them is simple:
dren with whom she has a much better relationship — or
when they see injustice, abuse, or cruelty in the World, be
him specifically; it’s that her brother Gwydion and her
the person who demands that it stop.
uncle Math forced her into the situation that led to the
boy’s birth and then concealed his existence from her for Callings: Judge, Liminal, Sage
years. She laid two destinies on him at first, both of which Purviews: Fertility, Fortune, Order, Stars
she alone could overcome. It was only when Gwydion
tricked her into undoing them that she laid down a third,
BR N, GOD OF PROTECTION
seemingly unbreakable one. Aliases: Bendigeidfran, Morddwyd Tyllion
After that, she stopped speaking to the rest of her fami- Three mighty wonders of Brân: that no house has ever
ly. None of them ever took her side, so why should she? Her contained him, on account of his enormous size; that such
seaside fortress in northern Wales lies in ruins, while she is his strength that he could lay his body as a bridge for his

PRINCIPAL MEMBERS 29
army to pass over; and that his marvelous head spoke for subsequent invasion that led to so many deaths on both
fourscore and seven years after it was severed from his body. sides. Amidst it all, Efnisien lashed out again to throw her
Generous in gift-giving, prudent in diplomacy, a giant infant son, Gwern, into a fire to die.
in battle, Brân the Blessed embodies all of the ideals for the Branwen knows what it’s like to lose everything through
high king of Britain. At least, he did, until an ill-fated inva- no fault of one’s own. She has seen violence and cruelty on
sion of Ireland to defend his sister, Branwen, led to his own vast scales over the centuries, yet retains an unwavering
death from a poisoned spear-wound. Even then, however, sense of compassion for the suffering. While her hopes
his severed head survived to keep the tiny remnant of his that the World will improve may be dimmed, she still acts
army company for eighty-seven years, buoying their spirits as if it is possible, so treats those she meets with gentleness
as well as he had when he had lived. And when they finally and understanding. Her incarnations are always beautiful,
left that place, they buried his now-silent head in London surrounded by a palpable feeling of sorrow that makes those
to protect the whole of the island for years to come. around her aware of their own moral failings. She does not
Brân is still a God who represents the best Virtues judge them, but pities them and understands their pain.
of his pantheon. He embraces Nobility through his Her Scions are likewise people who understand
open-handed generosity, his willingness to lead his people loss of all kinds: some are prison inmates, those forcibly
directly when there are wars to be fought, and his care for confined to psychiatric institutions, people trapped in ex-
them even beyond death. He values Fellowship when it ploitative jobs, and refugees; others are grieving parents
can lead to peace, but never at the cost of being indecisive and children. She offers them the strength to endure and
or accepting unwise judgments from his advisors. When to find beauty in the World, asking only that they do the
he incarnates in the World, his form depends on the role same for others as well.
he intends to take. When he needs to take action, he is a Callings: Guardian, Lover, Sage
huge man, broad-shouldered and immensely strong, but Purviews: Beasts (birds), Beauty, Passion (sorrow)
disciplined in how he applies his strength. When he is
there to offer advice only, he manifests as a perfectly-pre- CERIDWEN, GODDESS OF
served talking head whose presence is soothing rather INSPIRATION AND MAGIC
than macabre.
Three sorcerous wonders of Ceridwen: that her
Scions of Brân are all people who uphold the values home lies beneath the waters of Llyn Tegid; that from her
that he does. They are protectors primarily, whether that cauldron flows the inspiration of every true poet; and that
means caring for their family, their community, or their none is equal to her in knowledge of magic.
country. While some of them are blessed with Brân’s own
Only through Ceridwen can a bard receive the gift of
tremendous strength and durability, they are expected to
awen, the inspiration that turns words into prophecies and
use those gifts wisely in defense of people weaker than
poems into revelations. It is not a gift that she gives freely,
themselves. Because of his own experiences, Brân also rec-
nor was it ever meant to be. When she first brewed the
ognizes the value of those who are disabled in one way or
seething elixir that would bestow it, it was meant only for
another — especially if their disability is the result of injury
her son, Morfran, but it accidentally spilled onto the serving
— as well as the challenges they face in their own lives.
boy tasked with stirring the cauldron. The boy fled, taking
Callings: Guardian, Leader, Warrior on one shape after another thanks to his new powers, and
Purviews: Epic Stamina, Epic Strength, War she followed in an equally rapid change of shapes. She final-
ly — when he became a kernel of wheat, and she became a
BRANWEN, GODDESS OF LOSS hen — caught and ate him. Eventually, she gave birth to him
AND COMPASSION in a new form as the poet who would later be called Taliesin.
Three sorrowful wonders of Branwen: that of her She has since grown to be slightly more generous in
imprisonment in the court of Matholwch; that which allowing others to share in the gift of awen, which she finds
she confided to a starling in her captivity; and that of the useful for maintaining authority over the bardic cults dedi-
killing of her son by her half-brother. cated to her worship. While she will never again reproduce
Once, Branwen was among the chief queens of the potent brew that Taliesin received, she bestows it in
Britain, the sister of Brân famed for her beauty. All of that more diluted forms that can make an ordinary writer, poet,
changed when she married king Matholwch of Ireland: or musician into a celebrity or a visionary whose words can
her half-brother, Efnisien, tried to sabotage the marriage define a generation. Her incarnations are elderly women,
by disfiguring Matholwch’s horses, and even when Brân slightly stooped but in fine health, with a penetrating and
made peace, Matholwch’s advisors persuaded the weak keen mind beneath a mass of white hair.
king to banish her to his court’s kitchens. It was her In the past, Ceridwen chose her Scions only from the
plea for help, delivered by a starling, that prompted the ranks of her own cults, but her modern preference has

30 CHAPTER TWO: THE PLANT DÔN OF WALES


expanded to include creative people from anywhere in
the World. So long as their work is transformative, radical, GWYN AP NUDD,
genre-defining, or inspiring, she is willing to give them the GOD OF BATTLEFIELDS
power to raise their art to a divine level. In return, she ex- AND WILD PLACES
pects them to continue to create and ( just as importantly) Three terrifying wonders of Gwyn, son of Nudd: that
to make certain that audiences everywhere know that she in him is the ferocity of all the things of Annwn; that there
is the one ultimately responsible for those creations. is no battle from which he shall not emerge the victor;
Callings: Creator, Liminal, Sage and that there is not beast, nor mortal, nor God who can
Purviews: Artistry, Beasts (Any), Fortune, Water escape his hunting.
Wherever there is a slaughter on a battlefield, any
GWYDION, GOD OF place where the dead outnumber the living, Gwyn ap
STORYTELLING AND ILLUSION Nudd is there. In whatever wild places owls frighten night
Three enchanting wonders of Gwydion: that his il- travelers, storms lash ancient trees, and mists hide treach-
lusions deceive both mortals and Gods; that there is no erous terrain, he is there as well. Some nights, he rides
greater storyteller in all the World; and that he alone with a pack of Cŵn Annwn, either to hunt Titanspawn or
could restore the soul of Lleu when it was lost to death. to herald the imminent death of a Scion of the Plant Dôn.
Gwydion has never let morality keep him from devis- Whichever it is, it is best to keep out of his way. While
ing a clever solution to problems. He started a war with Gwyn acts the part of a courteous and reasonable noble in
the Children of Llŷr solely as a distraction to let one of times of peace, when he is at war or pursuing a hunt, he
his brothers rape the woman who served as their uncle embodies cruel fury.
Math’s footholder, killing Rhiannon’s son, Pryderi, in the Although Gwyn is recognized as a king of Annwn, he
process. When he brought his foster-son Lleu to his sister, does not hold the title of Y Pen Annwn. That side of the
Aranrhod, he took every one of the destinies that she laid Otherworld, with its wealth and splendid feasts, he leaves
on the boy as a personal challenge to overcome without to others whose personalities are better suited to the role.
even trying to negotiate with her. Although time has tem- If Y Pen Annwn is God of Annwn’s marvelous castles, he is
pered his impulsive need to prove himself the smartest the God of the forests and wastelands between them. His
person in any situation, there are still flashes of the old incarnations come into the World at scenes of carnage,
Gwydion who will lie, cheat, and kill to get what he wants. taking the form of a man who has somehow survived:
His fondness for illusion and disguise means that his wounded, traumatized, and burdened with the memory
incarnations can come in virtually any shape, but they are of the event, but nonetheless alive. His mood is usually
always elegant and charming with an undertone of menace morose, and he speaks only when necessary. Otherwise,
that can explode into anger when he does not get his way. he lets his actions reveal his intentions.
Gwydion has a long-standing rivalry with Aranrhod over Scions of Gwyn ap Nudd are nearly all people who
his past treatment of her, with Y Pen Annwn over his kill- have survived tremendous violence of some kind. In
ing of Pryderi, and with Brân over a battle they once fought the past, this meant that many of them were warriors,
for reasons neither of them remember clearly anymore. but they can also include those who have lived through
He remains fiercely protective of Lleu (and by extension, serious accidents, school shootings, natural disasters, or
Lleu’s Scions), although he sometimes treats him as a prob- Titanspawn attacks. He does not expect them to ignore
lem to be solved rather than someone with agency. the physical or emotional pain that can accompany sur-
Gwydion’s Scions inherit, or are chosen for, their vival; far from it, he teaches them to turn that pain into a
affinity for his kind of audacious trickery. It’s not enough source of strength to prevent the violence from spreading
for them to outwit someone else in an elaborate con or a further.
clever heist: they also have to make sure that their target Callings: Destroyer, Hunter, Warrior
knows exactly who was responsible. While some of them Purviews: Beasts, Darkness, Death, Epic Stamina,
limit themselves to victims they think deserve it, they Passion (fear), Wild
almost inevitably find themselves walking a precarious
moral line and causing collateral damage along the way. A LLEU LLAW GYFFES,
few learn a lesson when caught and confronted with the GOD OF HEROISM
harm they cause, but like Gwydion himself, most of them Aliases: Huan, Llew
shrug off punishments without learning a thing.
Three heroic wonders of Lleu Skillful-Hand: that
Callings: Sage, Trickster, Warrior none grew so fast or mastered the arts of weapons and
Purviews: Artistry (storytelling), Deception, Health, horses than he; that none could cast any weapon as might-
Journeys ily or as deftly as he; and that none could bring about his

PRINCIPAL MEMBERS 31
death, neither indoors nor outdoors, nor on land, nor in enemies, because he believes that everyone is essentially
water, nor on horseback, nor on foot. good and that they will abide by the rules of fair play.
From his premature birth to the destinies laid upon Scions of Lleu are people who share his optimistic
him by his mother, to his return from death after being view of the World. They can be idealistic politicians, tal-
betrayed by Blodeuedd, his wife, to his eventual inheri- ented athletes who only want to do the best they can on
tance of the kingdom of Gwynedd, Lleu has triumphed the field, or former gifted students who believe their nat-
over every adversity set before him. His skills as a warrior ural abilities will open the doors to success. What is im-
and his competence as a ruler are unquestionable. His portant to Lleu is that they never descend into cynicism
story is, in nearly every way, the model for a heroic leg- in the face of setbacks, but always strive to be a model of
end. Yet there is something slightly vacant about him, as good behavior for others.
if his story came first and was somehow molded into the Callings: Judge, Leader, Warrior
shape of a man. After all, it was his foster-father Gwydion Purviews: Epic Dexterity, Epic Stamina, Epic
who helped him overcome most of the challenges he ever Strength, War
faced, and certainly all of the ones that could not be solved
by strength alone. Even though every step of his rise from MANAWYDAN,
hero to divinity was shepherded by others, however, it GOD OF CRAFTS
makes him no less of a God now.
Three humble wonders of Manawydan: that he never
Lleu’s incarnations are always athletic young men, claimed the throne of Britain, although it was his by right;
strikingly handsome by the standards of whatever culture that he took up lowly trades without complaint and mas-
they manifest in. No matter what his other features, his tered them all; and that he broke the curse upon his wife,
hair is always blond. There is an innocence to them that his stepson, and the land of Dyfed without ever lifting a
borders on naivete, the same traits that led him not only weapon.
to tell Blodeuedd the one way that he could be killed, but
Manawydan ap Llŷr, brother of the mighty Brân and
to willingly put himself into the exact circumstances that
second husband of Rhiannon, does not flaunt his status.
led to his mortal death. He continues to be quite trust-
Although competent in battle, he far prefers to resolve
ing when it comes to his dealings with others, even his
problems peacefully. When a curse caused all the people

32 CHAPTER TWO: THE PLANT DÔN OF WALES


of Dyfed to vanish, he accepted the situation, led his fam- Callings: Creator, Judge, Leader
ily to England, and became an expert artisan. When mor- Purviews: Forge, Journeys, Order
tal craftspeople grew jealous of his skill and intended to
kill him, he moved elsewhere and started over rather than TALIESIN,
fight back. In a pantheon whose troubles so often spring GOD OF KNOWLEDGE
from impulsive actions, Manawydan can be counted upon Alias: Gwion Bach
to be level-headed.
Three secret wonders of Taliesin: the secret of the
In the modern world, Manawydan’s incarnations are creation of the World and of its ending; the secret names
middle-aged men with a relaxed demeanor that makes of all things and the virtues of each; and the secrets of
them easy to get along with in any environment. They can greater and lesser prophecy.
usually be found working in some traditional trade: shoe-
Born as little Gwion, reborn through the power
making, carpentry, leatherworking, or anything else that
of Ceridwen’s cauldron, Taliesin was fundamentally
lets him work with his hands. They are the sort of people
transformed by his ordeal. Even as a child, he was an
who not only know how to fix anything in their home
expert in the complex poetry of the courtly bards and
workshop, but will also cheerfully turn up at a neighbor’s
clever enough to make his foster-father, Elphin, enviably
door with a toolbox to do repairs as well. Wherever they
wealthy. As he grew in age, his knowledge of the World
appear, they never have quite the same accent as a local,
grew with him: as an adult, he could speak of any moment
although never so thick as to make it difficult to under-
in history as if he were there when it unfolded and could
stand them.
deliver unerring (if cryptic) prophecies about the future
While many of Manawydan’s Scions receive their of Britain. He has been part of the courts of the children
Visitations when they are older than the average hero, he Llŷr, the children of Dôn, and of Arthur, but never getting
may find them at a younger age if they show a talent for involved in their complex politics, only observing and
handmade crafts or if they are recent immigrants trying commemorating them in verse.
to find their way in a new culture. Like him, his Scions
Taliesin is aware of all of his incarnations throughout
tend to be practical-minded, easy-going, and calm when
history simultaneously: he is present at every moment,
everyone around them is losing their heads.
past and future, where one of them exists. It can make

PRINCIPAL MEMBERS 33
communicating with him difficult, since he slips from one much more impulsive, always willing to settle conflicts
language to another mid-sentence and often digresses in through battle even when there are better alternatives.
conversations to narrate events from other points in time When they send incarnations into the World, Pryderi will
that he is observing. Physically, the incarnations can vary appear as a young man; Pwyll, in his mid-thirties; Arawn,
widely depending on the culture they manifest in, but in his forties or older.
they are always young adults, attractive by their society’s Scions of Y Pen Annwn know from the moment of
standards, quick-witted, and with a knowing gleam in their Visitation that they may be chosen to be the next
their eyes when they talk. divine bearer from the title, and must demonstrate that
The majority of Taliesin’s Scions are poets, musicians, they are capable of upholding its values: they must know
and scholars, but it takes more than talent or education how to lead effectively, to be generous with their wealth,
for him to take notice of them. If there is one consistent and to show mercy to their adversaries. They come either
trait of the many-formed God, it is his disdain for any in- from the ranks of society’s privileged or from those peo-
stitution that has grown stagnant or bureaucratic, so he ple who demonstrate the qualities that the God values:
chooses Scions whom he believes are capable of tearing heirs, business owners, bankers, managers of hotels and
structures down and revealing hypocrisy within them. hostels, farmers, and restaurateurs are among them.
They include underground artists, political anarchists, Callings: Hunter (Arawn and Pwyll only), Leader,
religious reformers, and computer hackers who expose Liminal (Pryderi only), Warrior
corporate corruption — anyone who will take the knowl- Purviews: Beasts, Fertility, Order, Prosperity, War
edge that he offers and use it to change the World.
Callings: Judge, Primeval, Sage
Purviews: Artistry, Chaos, Fortune, Order, Prosperity
COSMOLOGY:
Y PEN ANNWN, THE WORLD
THE HEAD OF ANNWN
Aliases: Arawn, Pwyll, Pryderi
AND ANNWN
The Otherworld of the Plant Dôn, Annwn, is murkily
Three bountiful wonders of the Head of Annwn: defined, and that’s what makes it dangerous. Anyone who
the bounty of the court of Arawn, from which all wealth travels far enough into dense forests or through isolat-
flows; the bounty of the court of Pwyll, from which no ed mountain valleys might find themselves crossing its
guest ever leaves unsatisfied; and the bounty of court of borders. Coastal waters, too, give way to the Otherworld
Pryderi, whose pigs are the best in all the World. without warning. The first signs are that the wilderness
The title of Y Pen Annwn has passed from God to seems to stretch on far further than seems possible and
God for as long as the Plant Dôn can remember. The first that the animals that appear there are shining white in
to hold it was Arawn, whose encounter with Pwyll while color with telltale red ears. This part of Annwn is the ter-
hunting led to the pair of them switching places for a year: ritory of Gwyn ap Nudd, the ghosts of the recently dead,
while Arawn was in Pwyll’s place, Pwyll’s lands grew tre- and Titanspawn.
mendously prosperous, while Pwyll defeated a would-be If they are lucky enough to survive the wilds, or have
conqueror of Arawn’s own domains. When Pwyll held the a guide to point the way, a traveler eventually reaches
title, he was generous (too generous, his wife Rhiannon one of Annwn’s caerau, or castles, and even then, the
would say) with the hospitality that he offered all visitors danger has not passed. Some of them are the homes of
to his court. Pwyll’s son Pryderi inherited it next, and Titanspawn giants. Others are prisons that will trap any-
while he does, he enjoys possession of a herd of swine one who steps through their welcoming gates. Some of
from Annwn itself whose meat is better than any other. them are also treasure houses that contain great Relics
(While he lost those pigs for a time through the trickery or the homes of Y Tylwyth Teg, the beautiful and hos-
of Gwydion, Annwn has since provided others to replace pitable Fair Folk who make Annwn their home. It’s not
them.) unusual for a weary hero, battered by encounters with the
While the three Gods are not entirely interchange- Otherworld’s inhabitants, to find herself on the doorstep
able, it can be difficult to tell them apart. Pwyll and Arawn, of one of these safe castles, be healed and feasted by those
especially, still enjoy (with the consent of their wives) inside, and awaken the next day in the World.
taking on each other’s shapes from time to time. They can The most difficult castles to find are those of the
be distinguished, however, by their personalities: Arawn Gods themselves. Some of them exist simultaneously
is more consistent and deliberate, while Pwyll tends to in Annwn and among the stars, like Caer Aranrhod (in
swing from extremes of Nobility and Fellowship with Corona Borealis) and Caer Wydion (somewhere in the
little time in between. Pryderi, meanwhile, stands out as Milky Way), and can only be reached through carefully
hidden Gates. Others are accessible through the hill of

34 CHAPTER TWO: THE PLANT DÔN OF WALES


Gorsedd Arberth in southwestern Wales, but because nephew because he felt mildly insulted that the child did
that particular gateway sometimes kills people who try not greet him quickly enough once. There may be a glim-
to use it, it remains cordoned off and watched by both the mer of a conscience left in him — he has protected his kin
Welsh government and cults of the pantheon. through his wits on more than one occasion — but so far,
he is too unpredictable for anyone to try to reform him.
UNDERWORLDS AND THE DEAD Callings: Adversary, Sage, Trickster
The wild parts of Annwn function as a gathering place
Purviews: Chaos, Deception, Epic Strength
for the souls of the dead, at least for a time. If someone has
died no more than a year before, it’s possible for a Scion to MATHOLWCH
find them in a clearing there, often dancing silently with The Titan Matholwch rules an otherworldly echo of
the ghosts of others of their kind. Where they go after Ireland, a place of wealth and treachery. He is an unpre-
a year passes in a mystery whose answer is known only dictable king, easily swayed by his advisors and prone to
to Gwyn ap Nudd and, presumably, to Taliesin. What is dramatic shifts in emotions, and his Otherworld is home
known is that some legendary beings — Scions and those to endless armies whom he can raise whenever he is per-
Fatebound to them — have been known to linger longer suaded to raid other lands.
in Annwn by taking the shape of animals: both Lleu and Callings: Judge, Tyrant, Warrior
Arthur’s nephew, Eliwlod, became eagles there.
Purviews: Order, Prosperity, War
TITANS PRIMORDIALS
The Titans that the Plant Dôn struggle against nearly
All the Plant Dôn acknowledge a single Primordial
all take the form of giants. Some of them are “only” twice
above themselves, whom they name Duw. They are a dis-
the size of an ordinary human, while others are so huge
tant Primordial, a creator who fashioned the World but
that they casually shake boulders out of their shoes like
otherwise does not involve themselves in daily affairs.
they were pebbles. Most giants are now confined to the
Their name is invoked by members of the pantheon often
more barren regions of Annwn, especially its more moun-
to affirm the truth of statements and to swear oaths; to lie
tainous parts, but they still emerge from time to time to
or break a promise after speaking Duw’s name is to invite
threaten the World by murdering and oppressing local
disaster.
mortals. When that happens, the pantheon will set aside
its usual infighting to join forces against them. The Goddess Dôn and the God Llŷr are ancestors to
the Plant Dôn and may be Primordials themselves. If they
Notable giants include Idris, Titan of Stars, who sits
are, they have subsumed themselves so much into the
atop a mountain to watch the heavens to the exclusion of
elements of the World (the heavens and the seas, respec-
everything else; Rhitta, Titan of War, who defeated kings
tively) that they never interfere with worldly matters.
from across the land to put them under his rule until he
was forced back by Arthur; Wrnach, Titan of the Forge,
who obsessively collects both treasures and the people RELIGION:
who create them; and their king, Ysbaddaden.
YSBADDADEN CHIEF-GIANT
YR HEN DDUWIAETH
The king of the Titanic giants, by virtue of his
strength, cunning, and sheer resilience, is Ysbaddaden.
W orship of the Plant Dôn (properly, worship of Duw
with the Gods as intermediaries) has endured
through the centuries through a strategy of adaptation and
Fortunately for the World, he himself is largely passive,
decentralization. It has no single authority among its mortal
never leaving his stronghold or even raising himself up
members, but instead allows each community temple to set
from his massive throne. From there, however, he sets
their own rules through a process of discussion and debate.
other giants to carry out his orders, imposes impossible
Even within a single Welsh village, it’s common to see three
tasks upon heroes who ask anything of him, and waits to
or four small shrines, each governed by a different group
outlive all of his enemies.
with subtle differences in their practice. While no one will
Callings: Monster, Tyrant, Warrior say that devotees at other temples or shrines are wrong, per
Purviews: Epic Stamina, Epic Strength, War se, tradition tends to keep bodies of worshippers separate.
EFNISIEN Like many other religions in the World, Yr Hen
Dduwiaeth (“The Old Godliness”) tends toward heno-
Efnisien is one of two Titans who are not giants; he
theism rather than exclusive worship. Individual temples
is one of the children Llŷr and the half-brother of Brân,
may include figures from other pantheons whose actions
Branwen, and Manawydan. He is a force of tremendous
in the area have made them worthy of recognition, or
social chaos, someone who sabotages alliances out of
because the temple’s history has brought it into contact
spite, mutilates animals, and even murdered his own

Religion: Yr Hen Dduwiaeth 35


FACT AND FICTION IN WELSH MYTHOLOGY
The pantheon described in this chapter is an entirely fictionalized one based on material from The
Mabinogi, especially the stories collectively known as The Four Branches. Because Wales became
Christian early, there are nearly no surviving traces of pre-Christian religion to be found there:
a few bodies of water with sacrificial offerings, some names with an -on ending that may have
been a divine suffix, and some Latin inscriptions that belong (in Scion terms) more properly to the
Nemetondevos.
The personalities and traits of the Gods come from a combination of medieval literary sources,
poetic references, and folktales, mostly dating from the 11th century or later, combined to create a
coherent sense of a mythology. The religion described here is entirely fictitious, based on imagining
how it might look in a world in which worship of these Gods survived and adapted.

with followers of other religions. Once enshrined, Gods • White Horse: The stables of the Plant Dôn seem
are rarely removed again, but the Plant Dôn are always to have an endless supply of the best, fastest, most
given a place of vital importance. beautiful, most loyal horses in the World. While it
The role of the Gods in the religion is twofold: first, may not be true in an absolute sense, each of them
because of the pantheon’s focus on human concerns and has at least one quality that makes it superior to
experiences, they are thought of as sympathetic to mor- ordinary ones.
tal concerns. People dealing with depression will make FOLLOWERS
offerings to Branwen. Artists make them to Aranrhod,
Ceridwen, or Taliesin, depending on their needs. Few • Bardic Advisors: While they are also poets, the
people will enter a forest without first asking permis- bards who belong to many of the cults of the Plant
sion from Gwyn ap Nudd first. Where possible, shrines Dôn are primarily historians, legal advisors, and
and temples stand by bodies of water for worshippers the keepers of tradition for their communities. To
to sacrifice coins and other metal items, one of the few have their help is to have access to a thousand years
practices that has held consistent for as long as people of memory.
can remember. • Bendith Y Mamau: The “Mothers’ Blessings,”
Their second purpose is to act as models for good and beautiful men and women who usually appear in
bad behavior. By remembering and retelling the stories groups of three, are people of the Tylwyth Teg who
of the Gods, even through their flaws, devotees see how offer healing to those in need. They can teach oth-
small acts lead to profound consequences, when it is right ers the secrets of herbalism and tend to the wounds
to fight and when it is right to make peace, and how to of heroes after battles.
treat the people around them. There is rarely a consensus
GUIDES
on how to understand a certain God’s actions on a certain
occasion. Instead, it is an ongoing debate backed up by • Amaethon and Gofannon: The farmer and black-
poetic precedent and local tradition. smith brothers, both children of Dôn, always work
together. They can be counted on to help with
BIRTHRIGHTS manual labor, but stay away from the more compli-
cated politics of their pantheon and advise others

T he most common Birthrights of the Plant Dôn are


Followers and Guides. With a few exceptions, their
Relics are usually minor ones with practical, unshowy,
to do the same.
• Mabon fab Modron: This perpetual teenager
spent centuries imprisoned in an otherworldly
purposes.
fortress and is now eager to experience the World.
CREATURES He’ll provide whatever assistance he can, so long
• Cŵn Annwn: The distinctive red-eared hounds of as it means going fast, taking risks, and never keep-
Annwn can sniff out the souls of recently dead and ing still for long.
have the peculiar quality of sounding louder the • Math fab Mathonwy: Once the king of Gwynedd,
further away they are from a listener. The nearer brother of Dôn, Math is a figure who dispenses
they draw, the stealthier they become. justice and offers mercy with equal wisdom. He
has the particular gift of hearing anything spoken

36 CHAPTER TWO: THE PLANT DÔN OF WALES


that’s touched by the wind, making him an excel- violence, however, as they keep most of their interactions
lent source of information. limited to joining forces to fight giants. Manawydan fab
Llŷr gets along quite well with Manannán mac Lir, which
RELICS is hardly surprising given both of their personalities, and
• Hudlath: Through the power of a magic wand, they often share jokes that none of the rest of their pan-
handcrafted from a tree branch by its user, a Scion theons are privy to.
gains the power to transform people into animals A few of the older Plant Dôn are uneasy around the
and animals into people. Nemetondevos, although they find it hard to explain
• Shard of Rebirth: Although the original Cauldron exactly why. Meeting with them, Gwydion once said, is
of Rebirth was shattered by Efnisien long ago, its like meeting the people who used to own your home:
fragments still possess power. A piece of it, carried you don’t mind them dropping in, but you feel like they
or worn as a talisman, can bring its wearer back disapprove of what you’ve done with the place. Rhiannon
from the brink of death at the cost of rendering avoids these encounters entirely.
them mute for some time afterward. The other major pantheons of the World fill the Plant
Dôn with something like dread. The vast cosmic scope of
RELATIONSHIPS the Devá, Netjer, Shén, Teōtl, Yazatas, and even the Theoi
are too much for any of them but Taliesin to bear for long.
The Plant Dôn are not a unified pantheon. The two
They will be respectful, but admit that they do not under-
families have far too many old grievances to ignore,
stand them at all.
and even within each family, there are clear divisions.
Although they are at peace now, all that it would take is GREATEST WEAKNESS
one rash decision or one troublemaker to bring the whole The fractious nature of the Plant Dôn can be exploit-
truce come crashing down. Fortunately, they have also ed in several ways. The first, and most common one, is
developed customs and systems for making peace when simply to set one family against the other or turn a single
one side or the other has given offense: once the offending family against itself. While they will eventually come to
party has either paid a substantial enough honor-price or terms, the ensuing strife is enough to keep both sides
has accepted a punishment appropriate to the deed, they pre-occupied while whoever lit the fuse of their conflict
must be forgiven. The only hitch comes when one side carries out other plans. On the other hand, orchestrating
refuses to ask for, or to pay, the price. an outside threat to them both that, if resolved success-
While they will actively engage with the Titanomachy fully, could benefit one family over the other is sure to
when it threatens their own domains or their people, force them into meetings and consultations before they
they can turn quite reluctant when it comes to getting even begin to take action. Finally, a more subtle adversary
involved anywhere else. Suddenly, it seems to the Gods could seek out the ones who are most prone to spring
of other pantheons, these squabbling divine families into action on their own or make rash promises to others
gather themselves together for endless discussion on the (Pwyll, Pryderi, and Gwydion are all easy targets here).
advantages and disadvantages of getting involved. By the
time they are done — which may take years — it’s often
the case that another pantheon’s Gods have stepped in
PANTHEON PATH OF
to solve the problem already. They call it being prudent.
Others suspect that it’s a deliberate tactic to avoid risk to
THE PLANT D N
Asset Skills: Culture, Leadership
themselves.
The Plant Dôn demonstrate their own worthiness to
OTHER PANTHEONS lead through a combination of bold, decisive acts as in-
The Plant Dôn’s preference for forming alliances dividuals and a willingness to make important decisions
has made them willing to interact with most of the other collectively. Knowing the best time to do which is a lesson
pantheons of the World. They get along well with the that all of their Scions must learn at some point in their
Manitou, understand the perspective of the Òrishà and lives, just as the Gods themselves had to.
Loas that a global Titanomachy is a bad idea, and believe Virtues: Nobility and Fellowship
that the Kami have nothing but respect for their peace- Nobility is the Virtue of heroic, grand gestures. It al-
making ways. ways involves activity of some kind: lavishing others with
Their relationships with the Æsir and Tuatha Dé gifts, throwing enormous feasts, swearing unbreakable
Danann are more ambivalent due to memories of Saxon oaths, declaring one’s undying love, fighting impossible
invaders and Irish pirates on the borders and coasts of odds, or taking personal risks that no one else dares take.
their ancient kingdoms. Tensions rarely spill over into A Scion who fully embraces his Nobility is ready for

PANTHEON PATH OF THE PLANT DÔN 37


adventure at a moment’s notice, but because he doesn’t Cyfeillach, Scions can ease tensions and promote sol-
even hesitate long enough to understand what he’s get- idarity, but also give individuals a chance to show their
ting involved in, the results can be as disastrous as they unique value within a larger body of allies.
can be magnificent. Innate Power: You can invoke your Paths to call
Fellowship is the Virtue of cooperation and negotia- upon connections or contacts an additional time each
tion. Scions of the Plant Dôn are expected to listen to oth- session without causing Path Suspension (Scion: Origin,
ers and not only follow their own impulses, however noble p. 101).
they feel. It’s important to them to have a trusted group of
advisors to help curb their own instincts, show them how
NOBLE RETINUE
to weigh benefits against consequences, and then work Cost: Imbue 1 Legend
together to achieve their goals. A Scion who leans toward Duration: Scene
Fellowship can be a calming influence on others and is Subject: One character
more likely to build the sorts of alliances that the pantheon Range: Short
enjoys, but it’s easy for her to succumb to bad decisions if Action: Simple
she is surrounded by advisors with ulterior motives.
Those caught up in the orbit of the Plant Dôn possess
SIGNATURE PURVIEW: minor supernatural qualities that manifest exactly when
CYFEILLACH they would be most useful. With this Boon, a Scion can
grant a lower-tier Creature, Follower, or Fatebound SGC
Motif: “All finely-made things can reveal hidden vir-
one of the following abilities:
tues in the proper hands.”
Cyfeillach is the Purview of cooperation and alli- • access to a Heroic Knack of any Calling (Followers
ance-building. In the hands of a Scion of the Plant Dôn, and Fatebound SGCs only)
it takes the fundamental concept of society and adds di- • an additional Quality or Flair (Creature ••• or
vine power to groups when they work together, whether higher only)
families, cults, communities, or Bands of Scions. Through

38 CHAPTER TWO: THE PLANT DÔN OF WALES


• an additional Follower tag (Followers only) WONDROUS ASSEMBLY
• one free use of an Esoterica Marvel of any non-Sig- Cost: Spend 1 Legend
nature Purview that provides no more than 3 Duration: Instant
Enhancement on an action Subject: One group
• the innate power of any non-Signature Purview Clash: Presence + Legend vs. Composure + Legend
If she uses the Boon again on the same target, she can Action: Complex
only use it to reproduce the ability she granted the first By hosting a social gathering (party, concert, feast,
time. etc.) over the course of a scene, a Scion can use the
bond-strengthening powers of Cyfeillach to soothe the
spirits over everyone involved. Raise Atmosphere by 1 for
the duration of the scene. In addition, everyone who takes
part heals a Bruised Injury Condition and shifts their
Virtue track one step toward the center. (Scions who do
not want the latter effect must make a Clash of Wills.)

PANTHEON PATH OF THE PLANT DÔN 39


BACKGROUND which makes them uneasy. As far as she can tell,
The first thing Nimuë remembers was she is human, but there is something which
seeing her own reflection staring back at marks her as other: as one set on a different
her in the waters of a crystalline lake, path than the rest of those she interacts with.
before she was submerged beneath them Further, Titanspawn are drawn to her presence,
and surfaced in the land that would be- making it necessary for her to move from place to
come Wales. There are few memories p l a c e to maintain the safety of others.
she has of the time before. They return It is a sacrifice Nimuë willingly
to her in sudden flashes of realiza- makes, never having a place
tion during periods of great turmoil to truly belong.
or stress. These memories lack the As a result, her deeds
very concepts of a mother, a father, garnered her the title of
or any other sort of progenitor. “Lady of the Lake.” It has
For the lack of a way to describe since become Fatebound to her
it, Nimuë simply sprung into because of has all she has done for
existence as she currently is. the common people. What Nimuë
While it might alarm others, doesn’t know is her eventual ascen-
Nimuë doesn’t find it worth a sion as the Lady of the Lake will take her
second thought. across many lifetimes, many names, to the
Instead, she travels the land past, to the future, and back again. It will be
in search of the home she once a journey filled with heartbreak, tragedy,
knew, offering aid to those who loss, and the faint glimmer of hope of bet-
need it, while learning to har- ter times in the past, the present, and the
ness latent abilities. People are future. Destiny, like the rivers which feed
inextricably drawn to Nimuë, into lakes and back into the ocean, is an
seeing her as messenger of ever-shifting force.
the divine will of the gods, as Description: No more than a young
she spins the stories of their woman of sixteen or seventeen, Nimuë
exploits through the ages. has lived a sheltered life deep in the
Stories of Gwydions trickery, wilds of Wales. During her journey,
of Branwen’s sorrow, and she makes a point to know every
how Aranrhod — especially rock, tree, and river within it, to say
Aranrhod — plays a role in nothing of the gods who dwell in its
shaping destiny. hidden places. There is a certain
There are those who air of naivete which surrounds
see in her a connection to her but make no mistake: she is
the divine, those who beg resolved to see the visions she
she bestow her blessings has witnessed come to frui-
upon them — usually by tion, even if it means sacri-
bringing them with her ficing the whole of herself
into a lake and washing to make it so. Lissome, with
away what ails them with blue-gray eyes which bear
naught but a whispered the weight of prophetic dreams,
prayer. Then there are those who fear there is a steeliness in Nimuë
her — for there is an otherworldliness about causing others to think twice before
crossing her.

40 CHAPTER TWO: THE PLANT DÔN OF WALES


Background: Loss has been a long, unwelcomed his face) to be a spokesperson. Their
friend for Perceval. Born in the village of Cuchilla goal is the holy grail of humanitarian-
del Carmen in Santa Catarina Pinula, ism: stopping the suffering of others.
Guatemala, he was raised solely by his fa- It was through this agency, however,
ther. Perceval’s mother, whose name was which allowed Perceval to
never spoken in their household, died learn his mother’s name:
giving birth to him. Even though the loss Branwen. Further, he
weighed heavily on Perceval growing learned she hadn’t truly
up, he never allowed it to diminish died but had to leave him
his compassion for others. behind as her time on the
As he grew from boy earth was limited. Proud of
into young adulthood, the compassionate man he grew
his father passed away, up to be in the face of loss and
but Perceval found a adversity, she has charged
strength within him- him to continue to be a force
self and wouldn’t allow for good in the World, as a
himself to wallow in spirit such as his — strength
grief. Not when so many tempered with compassion
others were hurting after a and hope — is greatly needed.
landslide destroyed a nearby neigh- Description: Perceval isn’t entirely
borhood, leaving countless dis- aware of the effect he has on people.
placed and hundreds dead, injured, Unconventionally handsome, he refus-
or missing. In fact, Perceval was the es to rely on his looks to get what he
first to begin the recovery efforts needs — he genuinely tries to do the
when local governments were right thing out of the goodness of his
paralyzed, digging into the earth heart. It doesn’t always work out well
with his bare hands and tirelessly for him, but there is little which keeps
retrieving trapped citizens in the him down. Easily approachable and
best scenario, or recovering bodies dressed in a manner which belies his
for grieving families in the worst noble bearing, Perceval always has
case. a smile ready for those who need
This sensitivity to the plight of comfort and assurance. In these
others, even over his own, and his read- dark times, sometimes the most
iness to do what was right (as well as his heroic thing you can do is being
unconventional good looks) eventually the ray of hope for others to
caught the eye of an international aid look to.
agency who wanted to use his story (and

42 CHAPTER TWO: THE PLANT DÔN OF WALES


Background: Known to most as the Lion Knight, Yvain’s origins
— much like their visage — are as shrouded in mystery as the Isle of
Avalon. Uncertain of their skills despite being a Knight of the Round
Table, Yvain took to using the lion as their personal icon and had a
magnificent helm crafted in its likeness. Unbeknownst to Yvain, this very
helm was blessed by Gwydion, the god of storytelling and illusions.
Not only did it cause Yvain’s head to take the shape of a lion’s but also
altered the memories of those around them. For all everyone knew,
Yvain’s head has always a lion’s and there was nothing out
of the ordinary about that.
Having set out on a quest to avenge their
cousin and compatriot Calogrenant, who suf-
fered a debilitating loss to the otherworldly en-
tity known only as the Red Knight. Said to guard
an otherworldly fountain in the enchanted
forest of Brocéliande, the Knight refused to let
anyone traverse the forest or attain the se-
crets of the fountain. Yvain — with a new-
found confidence instilled by the mystical
helm — swiftly dispatched the guardian
of the fountain only to be met with the
Knight’s grieving widow. Laudine, the wid-
ow of the Red Knight, realized her husband
had wronged Yvain’s kin pledged her troth to them.
Never content with what they presently have, Yvain
spent a single fortnight with Laudine before their
ever-growing need for glory and acclaim sent them
off on a quest once more.
Years passed as Yvain traveled the world in search
of glory and prestige. Upon their return, Yvain soon
discovered Laudine had rejected them due to their ne-
glect. Desiring to bring joy once more to their spouse,
Yvain again set out upon a journey to prove themselves
worthy of Laudine’s love, with no challenge going unan-
swered — and continuing a cycle of never having enough
to satisfy them.
Description: Simply put, Yvain is a beast — stylistical-
ly and literally. Solidly built and standing head (and mane)
taller than the rest of the Knights of the Round Table, this
leonine-headed knight is as ferocious as they appear to be,
but in truth it is merely a projection borne out of low self-es-
teem. Yvain has never felt worthy of their place at the Round
Table, and so they hide their face behind a mysterious relic.
No one, save for Yvain’s spouse Laudine, truly knows
what they look like beneath the facade of the Lion
Knight, and has yet to share this knowledge
with anyone.

44 CHAPTER TWO: THE PLANT DÔN OF WALES


“Camelot, located nowhere in particular, can be anywhere.”
— King Arthur, Norris J. Lacy, The New Arthurian Encyclopedia

KNIGHTS OF THE IDEAL AND PASSION


ROUND TABLE Ideals and Passions should be easy for a
Example Calling Keywords: driven, courage, loyal, knight’s player to engage with. It’s perfectly
noble, steadfast, warrior appropriate for a player to decide and
Path Asset Skills: Athletics, Close Combat describe how they’re pursuing an Ideal
Path Asset Contacts: historian, former foe, martial or struggling with a Passion internally in a
mentor scene, even if it might not be obvious.
It’s a lot to live up to: steadfast defender of Camelot, Stepping into the shadow of the Arthurian
loyal companion to the Pendragon, and exemplar of vir-
tale incites great appetites and aspirations,
which continually drive knights to greater
tue. These weigh heavily, in whatever age or form you
deeds.
carry them in. What’s more, there’s always the shadow of
melancholy over taking up the cause. So many have given
so much and tried so hard in service to a cause which is a
byword for a lost dream. It only rises now because it fell increased Difficulty or additional Complications external
then: against all history, will it be this time that mighty factors impose on their action.
feats and pure hearts see king and kingdom triumphant Your Passion is a powerful emotional state which
and lasting? drives you to great deeds, but also threatens to over-
No matter the challenges ahead, you’ve risen to the whelm you, imperiling your virtue and even prestaging
call, pursuing great deeds in the name of the Ideal you your doom. Traditionally dangerous emotions such as
follow, and fueled by passions that drive you beyond the Rage or Gluttony are appropriate, but so are traditionally
capabilities of regular humanity. A powerful combatant positive ones that may prove disastrous to a Knight: Love
and heroic individual at all times, your prowess is at its produces fateful results for Lancelot, and some would
strongest when pursuing those tenets or in the grip of accuse Arthur of allowing his Trust to cause his downfall.
your passions. Once per scene, when you struggle against your Passion
or hardships it has created, gain Momentum.
Knights of the Round Table may be recruited by
agents of the new king, serve him when they hear of his You may change your Ideal or Passion at the end of an arc.
actions, or even pursue his cause based on whisps of leg-
end and dreams of fealty. It’s not unknown for a knight
BUILDING LEGEND
It’s natural for knights to gather praise and laurels for
to be protecting the innocent and opposing wickedness
their heroic deeds, and an eventful Knightly career easily
without ever having met the Pendragon or another
becomes the process of Legend building. However, if you
knight, such warriors swear themselves to the service to
oppose local bandits, predatory landlords, or even the
other worthy causes or individuals until Avalon calls.
sort of night horrors that prowl urban streets, you may
INNATE ABILITIES find that the story stops at a local tale of heroism. Knights
You strive to fulfill an Ideal and struggle against a who pit their Ideals against ever greater opponents, and
Passion. who embrace increasingly expanding passions often find
that Fate offers them every chance to find greatness and
Your Ideal is a virtuous quality that a good Knight
glory, or at least a great and glorious end.
should always embody, but which has no final attainment.
Some may be in line with the Virtues of various pantheons, IMMORTAL TIER KNIGHTS
such as Prowess or Nobility. Others may be more specific At Immortal tier, you have already ridden your
to the station of Knighthood, such as Fealty or Courage, Passion and followed your Ideal to heights of heroism
or even personal to the individual Knight, such as Alacrity few dream of, facing down disasters and villains for the
or Perspicacity. While Scions and divinities exhibit and Pendragon, Camelot, and the common good. Now, signs
embody their Virtues by existing, Knights demonstrate of the King and the Kingdom call you to new quests and
their truest selves in striving for their ideals. Once per greater, more monstrous foes even if you never speak to
scene, when pursuing their Ideal, a knight may ignore any the Pendragon or set foot on his kingdom’s soil.

Knights of the Round Table 47


Knights at this point must attend to matters of the spiri- keep your virtue or otherwise master yourself, you may
tual and magical alongside the material. Even as your abilities allow them to regain 1 Legend.
expand, so will the call to set to right mystical wrongs. Many Knight of the Round Table becomes a Calling as well
Knights find meaning in the Grail Quest at this lofty point as an origin path. You gain two additional Callings, ap-
in their careers, while others find themselves aiding foreign propriate to your particular exploits as a Knight, and may
deities and other worthies across the World and beyond. Such divide 5 points between them.
rarefied matters are often threatened by the very passions Knights of the Round Table normally don’t have
which have helped drive a Knight reach such heights, and you direct access to Purviews. However, particularly blessed
should look for worthy companions who will help you stay or cursed knights occasionally have access to a single
virtuous in a challenging and often wicked world. innate Purview, and they can access up to one additional
Immortal Tier Abilities Purview through Birthrights. Distribute 5 points between
Birthrights.
When you pursue your Ideal and are opposed by
a higher Scale or tier opponent, you may increase your DEMIGOD TIER KNIGHTS
Scale by 1 once per scene. You have traveled from the heights of heroism and
Once per session, when your struggles with your now find yourself in a more-than-mortal space, but un-
Passion threaten to consume you and an ally helps you like true Demigods you are not on a personal quest for
divinity. Instead, you can feel the unfinished shape of the

48 CHAPTER THREE: PLAYING IN AVALON


Demigod Tier Abilities
A Demigod-tier knight benefits from tier 2 target
numbers, updated Defense Stunt, and Immortal skill as
per page XX in Scion: Demigod.
When acting to in pursuit of your Ideal, you gain ac-
cess to the following Stunt
• Ease the Way (variable): For every success you
spend, a friendly character can reduce the number
of dice their action would add to the Collateral
pool by one, to a minimum of zero.
When struggling against your Passion, you or a
friendly character may spend an action to recenter both
of you in the World. Doing so reduces the Collateral pool
by your Empathy plus the value of any bond an aiding
character possess with you.
Once per session when the Collateral pool is rolled,
you may choose to direct its effects toward yourself, spar-
ing others the disaster. The Storyguide still determines
applicable stunts and effects as usual.
Heroic Knacks
• Companion and Confidant: When you and an-
other character form a bond, if you confess your
Passion and explain how it may hinder your mutu-
al goals, increase the resulting Bond by 1. If such a
bond ends or is destroyed, gain Momentum.
• Guiding Voice: Make a Knack skill roll when trying to in-
spire others to your Ideal once per scene. You may spend
those successes to give who heed your words and try to
live up to your expectations a pool of 1 Enhancement per
success spent, which they may apply once per roll, until
the pool is depleted or the scene ends.
• Noble Struggle: When you fail a roll, you may
spend Momentum and describe how your Passion’s
Pendragon’s Mantle and the peril Camelot endlessly suf- follies or your struggle to contain them caused your
fers. If all is as it was before, the Pendragon will die again, failure. If you do, nonhostile characters present
and Camelot will fall once more. Perhaps you have seen gain or increase a positive attitude toward you, and
the Grail, slain the Questing Beast, or otherwise achieved those who already possess one gain 1 Enhancement
the zenith of Knightly valor, and are satisfied to support on their next roll.
the Pendragon. • Purpose Driven: Spend Momentum when pursu-
Or perhaps, as you smell doom upon the wind, you ing a quest or similar task. You become aware of im-
are determined that this time, it will be different. That mediate obstacles or Complications you will face,
no matter how impossible the odds, that the World will and potential consequences for continuing. When
see a triumphant Pendragon and unbowed banners over opposed by those obstacles or Complications, gain
Camelot’s walls. Perhaps that is simply what your Ideals 1 Enhancement on rolls to overcome them.
and Passions demand.
• Righteous Sword: Choose one weapon to be your
Knights who reach this point without meeting the favored weapon. Add an additional weapon tag
Pendragon or seeing Camelot often make the struggles of point to it. When you wield it in pursuit of your
Demigods or similar supernatural companions their own, Ideal, gain an additional tag point for the scene.
seeking to help birth something immortal and eternal You may change your favored weapon between
that will last beyond them.

Knights of the Round Table 49


sessions. Negative cost tags cannot be purchased Trip, Shove, Throw or similar Stunts that force
with this Knack. you to move, and other powers that would move
you against your will must defeat you in a Clash of
• Shield Cohort: When fighting side-by-side with
Wills. If you’re actively pursuing your Ideal, ene-
an ally, you both gain 1 Defense.
mies cannot buy the Critical or Critical Hit Stunts
• Shining Armor: Your personal armor gains the against you.
Resistant tag of your choice. You may spend
Momentum to change which Resistant tag it pos- • Unrestrained Might: Once per scene, you may
sesses. If forced into combat without your armor, make an attack that reduces your opponent’s
gain Momentum. Defense, and the cost of the Shove, Sunder, and
Knock Down Stunts by your Legend, to a minimum
• True Valor: Spend Momentum when attacking a of 1. If you are in the grips of your Passion, also re-
worthy opponent of equal or greater Tier. Reduce duce the cost of Critical/Critical Hit.
the success cost of all non-Inflict Injury Stunts by 1
• Worldly Vices: Once per session, describe how
against them for the rest of the scene, to a minimum
your struggles with your Passion or failing prey to it
of 1. If you demonstrate your Ideal in attacking or
has given you access to wealth, power, or forbidden
opposing them, also decrease their Defense.
knowledge; this qualifies as a completed Milestone
• Trusty Steed: Your steed, whether it be warhorse, for an appropriate Procedural action.
exotic beast from Terra Incognita, or fighter plane,
is always considered socially appropriate to be
present, and you can always access it with no more FATEBINDINGS
than an intervening scene in even the direst straits. The story of Arthur does not, exactly, repeat — it
It gains your Defense value if yours is lower, and rhymes. Repeatedly, it echoes itself. Those pursuing the
cannot be killed or destroyed as long as you live. You Mantle of the Pendragon find that Fate intends for them
may change your chosen steed at the end of an arc. to walk a path well-worn by previous Arthurs and Arthur
never walks alone.
• Unyielding Fervor: Spend Momentum. For the
Those Fatebound and tied to the Pendragon are, in
scene, you may ignore Injury Complications. If
their own way, just as important to the story of Camelot
you are in the grips of your Passion, increase the
as she is. What is Arthur without Guinevere, Percival,
Difficulty of Inflict Injury Stunts against you by 1.
Mordred, or Lancelot? Without the glen in which the
Immortal Knacks stone-scabbarded sword was drawn, or the lake in which
it was delivered unto the king?
• Flower of Chivalry: Characters in your presence
gain your Legend in Enhancement to rolls to create Of course, most of those tied to the story of Camelot
positive attitudes toward you or atmospheres for don’t take those names, and they almost never act their
the scene. If you are in the pursuit of your Ideal, roles exactly as their predecessors did. Times change,
characters gain one Scale for attempts to encour- people differ; nobody wants to tell the same story twice.
age belief in that Ideal or to encourage behavior Lancelot was the finest Knight of Arthur, once upon a
intended to fulfill or exemplify it. time, but in another time she killed her king and claimed
the Holy Grail all for herself.
• Full Harness: When you ride any sort of mount
These other characters can and do exist apart from the
whatsoever into battle, specifically including any
Pendragon. The old roles have plenty of weight on their
sort of animal, mechanical conveyance, or magical
own, if not just as much—countless Lancelots, Galahads and
war machine, gain the following benefits:
Percivals and more have had their own adventures worth
• Your mount benefits from all protective mea- telling. These stories stand on their own two feet, close to
sures and abilities you possess in addition to but separate from the gravity of the Pendragon. Whether a
their own. player’s character taking up the Mantle of the LakeKnight,
• Your mount cannot be Taken Out until you are or a Storyguide Character Nemesis who is Mordred reincar-
as long as you are in the same zone. nated, these stories deserve to be told in a myriad of ways.
• You can maintain reflexive control of your
mount as long as you’re within short range,
WRITE YOUR OWN MYTHS
and may call it to you as a complex action from Core to mythology in general, and Arthurian stories
further away. especially, is the idea that stories are eternally malleable.
In Scion, that’s how a Demigod shapes their Mantle. And
• Unflinching Virtue: Spend Momentum. For the as a player, if you don’t like something, you can change
scene, enemies cannot purchase the Knockdown/ it in the telling. Lots of stories have things in them that

50 CHAPTER THREE: PLAYING IN AVALON


are uncomfortable or upsetting to modern day players,
often down to the structural level. If you’re not okay with HERO OF A DIFFERENT STORY
things, change or ignore them. That’s your right. Classic roles in Arthurian stories aren’t relegated to
The idea of virginal purity is thrown around a lot in Fatebound Storyguide Characters. Player’s characters
Arthurian stories, be it regarding the king herself, Percival can participate without being Fatebound. Between band-
the Holy Fool, or another. These are established repeatedly mates, there’s no need for Fatebindings; Fate has already
through the character’s capacity to resist temptation—of- stuck your characters together.
ten by turning away lecherous women (who are secretly Lancelot could be a Storyguide Character, but he
monsters) trying to seduce them, sometimes into adultery. could also be the band’s hatchet man madly in love with
Players uncomfortable with the resonance this has to his Bandmate Arthur; Merlin could be a guide, or be a
modern day slut-shaming who want to change it have a player’s character with the Sage Calling who looks after
few options. They can reframe the temptation in question them like an older sibling.
into something non-sexual, like a violation of the Scion’s If your group wants to tell a certain kind of Arthurian
Virtue, or lying to someone important to them. “Virginal story, everyone should be on the same page, with appro-
purity” can become innocence, or optimism, maybe even priate investment and expectations. A conventionally
a little naivete. triumphant savior narrative where only one player is
The classic narrative of Guinevere and Lancelot interested in the Pendragon, will vary strongly from one
cheating and betraying Arthur might leave some players where each player is invested in the Pendragon, and the
out in the cold. Who says that the relationship between narrative is interpersonal tragic drama. Establish every-
the two was cheating? Arthur’s bed can be warmed by one’s goals, but also their boundaries.
both her best Knight and her beloved wife. Their bonds Remember: stories with Arthurian characters don’t
are mighty and will not be defined by anyone else. have to center around Arthur at all, or even mention
Remixing, re-enacting reinterpreting, and reinvent- them. As discussed in Chapter 4 (p. XX) If you want to
ing older stories as part of assuming a Mantle is core to be Lancelot reincarnated, pursuing Apotheosis to com-
playing one in Scion. A strict, one to one recreation of plete the Mantle of Lancelot du Lac, or Merlin reborn
Le Morte d’Arthur is fine to play if your group wants, but having adventures with your band away from any other
Scion is a game of modern myths, and these myths change Arthurian Scions, you can do that.
in the telling. Most groups will want to put their own spin Each Arthurian Mantle presented in this chapter has
on these archetypes, using the constituent parts to tell its own stories told about it, with its own iconic elements.
their own story the way they want. Medraut the Reckoner is a great fit for a Titanomachy-
The most important Fatebinding to Arthurian Scions focused game sympathetic to the Titans, or for fighting
is Returned (p. XX) because it allows for those Fatebound oppression anywhere in the World. The Pendragon can
to past holders of their Mantle to feature in whatever adventure alongside other heroes of incomplete Mantles
capacity suits the game, especially as Paramour, Nemesis, such as Gilgamesh and build their legend as a holy warrior
Boon Companion, Jinx, and Rival. Fatebound Birthrights, that way, and Merlin the Wild can plunge Terra Incognita
such as Relics, Realms, and Followers are also common. for secrets all on their lonesome.
Arthurian stories are about inflamed passions, moral
struggles, romance, revenge, betrayal, as well as quests
OVER AND OVER
Nobody knows how many Scions have tried to finish
and adventure.
the Mantle of the Pendragon. If you ask around about the
Famous Arthurian such as Le Morte d’Arthur, The Mantle, it won’t be long before you find someone who
Once and Future King, Gawain and the Green Knight, could tell you who it belonged to, once. They would know.
the works of Chrétien de Troyes and the Vulgate Cycle, They were there.
and many others not listed here, all feature the above
The Fatebound of previous Arthurs are all over the
Fatebindings—it would be difficult to impossible to find
World. All of them have two things in common: that
a work without at least one present. These relationships
someone who reshaped their life in a dramatic way dead,
define the emotional landscape of Arthuriana; it would
and that they were forever changed by knowing them.
not be what it is without them.
Maybe it’s because they’ve been a part of it once
If you’re interested in exploring these concepts,
before, or maybe it’s because Fate has a sick sense of hu-
this chapter’s Mantles section (p. XX) includes a list of
mor. Either way, those Demigods seeking to complete the
Fatebindings that are commonly associated with each
Pendragon (and other Arthurian Mantles), are inevitably
characters, alongside new Fatebindings to specifically
going to run into people who knew their predecessor.
express concepts like divine right and authority, and trag-
edies set in motion by the Scions’ own actions. How these people feel about such a run-in varies wild-
ly. The wizened Rival of a previous Arthur becomes a Boon

Fatebindings 51
Companion to the present one, in honor of his old foe. The Strength, resolve this Fatebinding as though it was the
Apprentice of the most recent Arthur takes it upon herself past Fatebinding.
to become the current one’s Nemesis and stop them from Compel: As the compel effect of the past Fatebinding.
progressing down the same path her master did. Resolve: The character puts the past to rest, refusing
Above all else, there is a sense of history every Arthur to be bound by it. The character fulfills a Deed and suffers
must reckon with. The fact that the steps they took, a thou- an appropriate Failure Deed, and may reduce the strength
sand others have too, and all have failed. The shape of her of any other exiting Fatebinding conditions by 1.
life, the trials she must face, the dreams burning inside of Avoidance: Follow the guidelines for the present
her... She is not the first to try and do something harder Fatebinding.
than the impossible. She will probably not be the last.
New Realm Fatebinding: Demesne
She might be. After all, stories end eventually. Why
not this time? The Fatebound Realm and the Scion are as one. It
provides them strength; they must protect it. The survival
NEW FATEBINDINGS of one is the survival of the other.
The following are new and adjusted Fatebindings to Invoke: As the invoke effect of the Touchstone
better fit Arthurian stories. Realm.
Modified Nemesis Fatebinding: Aggrieved Compel: As the compel effect of the Lodestone
The Scion has made for herself a bed of swords, and Realm, but apply the Imperiled Condition to the Realm at
Fate will see her lay in it. Strength equal to the Demense Fatebinding.
Invoke: As the invoke effect of Nemesis, but instead Resolve: The Scion defends her home to the last. The
the Scion’s next roll is a catastrophic success. Scion makes her next action at a Scale rating equal to the
Fatebinding’s strength, confronting that which threatens
Compel: Fate conspires to prove the Aggrieved
her Demense. The Scion’s player then chooses one of the
justified in their resentment of the Scion. Compel this
following options:
condition before making a roll: The Scion gains a point of
Legend and adds the Fatebinding’s strength in dice to the • The Scion lays waste to their own Demense, rather
Collateral pool. than see it fall to an enemy. Convert this Fatebinding
Resolve: As the Resolve effect of the Nemesis to a Touchstone Realm of equal strength.
Fatebinding Depending on how the scene plays out, one • Instead of dying in defense of the Demense, The
of the following happens: Scion sacrifices another; convert this Fatebinding
• If the Scion kills the Aggrieved, accomplish a Deed to an Aggrieved of equal Fatebinding strength.
and suffer a Crisis of Calling. • All kings must eventually pass on their crown.
• If the Scion defeats the Aggrieved but spares him, Responsibility for Demense is passed to a worthy
convert into a Balm or Rival of the same strength. heir; this requires an Apprentice, Boon Companion,
or willing Bandmate to take on the roll.
• If the Scion loses, the Aggrieved achieves a major
story goal. The Fatebinding becomes a Jinx of the New Fatebinding: Regalia
same strength. Relics are the instruments of a Scion’s divine authori-
Avoidance: When the character avoids confrontation ty, their badges of office. This Fatebinding applies to relics
with her Aggrieved, they work against the character in that express that through their usage.
secret, causing one of the Demigod’s other Fatebindings Pick a Calling to associate with the Regalia.
to become Imperiled. Invoke: Invoke this Fatebinding to express your ab-
Modified Traitor Fatebinding: Returned solute authority and dominion over your Calling, instantly
dominating the scene and bending people to your will as
The Fatebound was tied to the last Scion to pursue a
you act. When you invoke the Calling keyword as a motif
Mantle, and now returns to someone pursuing it in a new
for appropriate actions, you invoke this Fatebinding to
role. When this Fatebinding happens, the Storyguide,
impose yourself as an absolute exemplar of that Calling.
working in concert with the player, chooses a present
For example: as a Guardian you invoke the Fatebinding to
Fatebinding and a past Fatebinding. These must be differ-
stand absolute against any threat, or the Leader Calling
ent. The Returned acts as the present Fatebinding with a
to rally all onlookers to your cause. Asserting yourself in
Strength of 2.
this way may cause narrative consequences as not every
Invoke: Each time the Scion invokes the present character will willingly accept your elevated status.
Fatebinding, make a tick mark on some scratch paper.
When you have ticks equal to the present Fatebinding’s

52 CHAPTER THREE: PLAYING IN AVALON


Compel: You have responsibilities as the bearer of King Arthur. For the other Arthurian Mantles, this sec-
a Regalia and cannot abide actions taken contrary to the tion presents in brief Deeds that can map to Apotheosis
values of your Calling. Upholding your duties confers a Milestones.
point of Legend. Players looking for more inspiration should feel em-
Resolve: You attempt a heroic Feat of Scale related powered to do as much or as little research into stories
to your Calling as a dramatic last hurrah or impossible with these characters as they like, drawing from whatev-
Deed. As examples: Mjolnir shattering as it slays Fenrir, er versions best suit their vision. You don’t need to read or
holding up Excalibur to rally the army for a last-ditch care about Perceval ou le Conte du Graal to play a Demigod
charge, rebuffing a Titan with the authority conferred by assuming the Mantle of Percival the Holy Fool, but it may
your crown. provide some fun inspiration.
• The symbol of office is broken as you accomplish THE PENDRAGON
the goal. The Fatebinding ends and the relic is de-
Aliases: The Once and Future King, Arthur, The
stroyed. This counts as a Failure Deed.
King Under The Mountain
• You hand the symbol of your authority on to Arthur is the Once and Future King, the person who
someone else. This is the passing of the torch, the grasped at godhood and failed. He waits patiently for his
gifting of your blade to a now-worthy squire, or the time to come again (and again, and again) but has yet to
bestowal of the crown to the prince come of age. succeed. Heavy is the head that wears the crown, and
Avoidance: When the character eschews the sta- stepping into the role of Arthur is no different. Assuming
tus afforded by Regalia, she loses her grip on what it the Mantle of Arthur means wrapping oneself in a frac-
represents causing any other associated Fatebindings to tious, unfulfilled, but incredibly storied legend. He was a
become Imperiled. slayer of monsters, a Roman emperor, and a dozen other
things — including whatever you make of him.
MANTLES The full details of Arthur’s history and broken mantle
can be found in Chapter One (p. XX).
Those Demigods who do take on incomplete Mantles
are referred to as “the next” iteration of that identity, Callings: Guardian, Leader, Judge, Warrior
frequently in a colloquial manner – one shouldering the Purviews: Epic Strength, Order, Stars
divinity of the Pendragon can expect to be referred to as Birthrights: Followers (Subjects), Guide, Relic (Holy
Arthur as much as their actual name. Because now it is, in Grail, Clarent, Excalibur)
a sense, their name.
Fatebindings: Boon Companion, Demense, Paramour,
This section presents rules for a Demigod assum- Regalia
ing an incomplete Mantle, and full writeups for various
Deeds: Chapter One (p. XX) discusses Deeds associ-
Arthurian Mantles. To assume a Mantle, the Demigod
ated with the Pendragon in detail.
must have at least one of the Mantle’s Purviews and two
of its Callings, representing its unfinished nature. If the GUINEVERE-WHO-PRESERVES
Demigod gains access to a prerequisite Purview via relic, Aliases: Gwenhwyfar, Gwenivar, Guenever
that relic becomes Fatebound into their Mantle.
Guinevere-Who-Preserves is the administrator of
Certain places, objects, and relationships define a Avalon and Camelot and the more personable of the pair.
Mantle’s identity as much as the domains associated with Guinevere rules at Arthur’s side as his equal. Her level
them. The listed Birthrights and Fatebindings suggested head serves as the voice of reason to others Fatebound
are not mandatory, but they are typical of those who take to the Arthurian Legend and as counterpoint to Merlin’s
up the given Mantle: not every Scion that has walked the outlandish “advice.” Though she is loyal to Arthur, they
path of Lancelot du Lac has had a Paramour and mighty frequently find themselves in disagreements or divided
relic, but enough have that those things are indelibly as- by differing priorities. Guinevere is always a private
sociated with the Mantle’s divine identity. person, subjected to a thousand rumors prying into her
Each Mantle has Divine Deeds associated with it personal life.
that fit as potential Apotheosis Milestones, based on the Callings: Leader, Liminal, Lover, Judge
legends about them. Building on the guidance provided
Purviews: Beauty, Prosperity, Order, Moon
in Chapter 1 of Demigod (p. 11, Chapter 1), the Demigod
Birthrights: Followers (Subjects),
must complete two to three Deeds inspired by the legend
of the Mantle and may create the rest by themselves. Fatebindings: Nemesis (for when Arthur is an NPC),
Chapter 1 (p. XX) presents in-depth Storyguide advice Lodestone
for the Pendragon, drawing from the many stories about Deeds: Keeping the band together (The Parting),
supporting the rise and prosperity of Camelot (The

Mantles 53
Threshold), surviving the dangers of being at the
Pendragon’s side (the Descent). LANCELOT DU LAC
Aliases: Launcelot, LakeKnight
MEDRAUT THE RECKONER Noble yet brooding, devout yet tempted, Lancelot du Lac
Aliases: Mordred, Modredus, Modred is a Mantle of intense passions disharmoniously joined with
Medraut the Reckoner is the equal and opposite re- the utmost gallantry. Lancelot is always pulled thin between
action to Camelot, locked in perpetual conflict with the the things they care about, no matter the era or Demigod.
Pendragon and his allies. For they think themselves righ- Be it duty to king against desire, obligations to bandmates
teous, and Medraut is here to remind them that they are against personal ambition, commitment to one fight taking
not. Every kingdom is built on bones, of the conquered, priority over another—they care. In caring, they struggle. In
oppressed, neglected, and murdered—and Camelot is a struggle, they are vulnerable. And in being vulnerable, they
kingdom like any other. Medraut won’t let anyone forget it. sacrifice one thing for another, never fitting perfectly into
Closer to a Titan than a God in some ways, Medraut any one role. Their vast heart bleeds with every mighty beat.
is viewed as dangerous and untrustworthy by other Callings: Knight, Lover, Liminal, Warrior
Arthurian Scions, and often treated poorly by them. Small Purviews: Artistry, Epic Stamina, Epic Strength, Water
wonder, then, that they tend to become vengeful; Fate Birthrights: Relic (Holy Grail, Sequence, Magic-
aims to set them and Camelot to destroying one another, Breaking Ring), Guide (Lady of the Lake), Sanctum
and seldom is it denied.
Fatebindings: Boon Companion, Lodestone, Rival,
Callings: Adversary, Destroyer, Knight, Warrior Paramour
Purviews: Chaos, Deception, Passion (Vengeance), Deeds: Committing to an obligation they aren’t
War supposed to (The Threshold), Serving or protecting one
Birthrights: Relic (Clarent), Followers (the dispos- thing at the expense of another (The Parting), Willingly
sessed), Guide (Titan allies) forsaking something precious (The Descent)
Fatebindings: Nemesis, Rival, Regalia
Deeds: Breaking false thrones (The Threshold), sav-
GALAHAD,
ing the oppressed (The Descent), keeping the Pendragon THE KNIGHT SUPREME
in check (The Theophany). Aliases: Galeas, Galath
Sprung from the Mantle of Lancelot du Lac, Galahad
MERLIN THE WILD the Knight Supreme, is perfect. Perfectly strong, perfectly
Aliases: Myrddin, Myrddin Wyllt, Merlinus pious, perfectly devoted; he must be. It’s such an isolating
Ambrosius thing, to always need to climb higher and higher. The
An ancient Mantle of sinister origins, Merlin the Mantle is constantly reaching for more things to take
Wild prefers to keep to the shadows: those behind the into itself, stitching together everything it can. It is he
Pendragon, those in the secret places of the World, and who seeks the Holy Grail, he who is the strongest of the
those of unsuspecting enemies of Camelot, about to meet Knights of the Round Table, he who is most beloved by
a swift demise. He always keeps a degree of distance Arthur and who surpasses doubt-ridden Lancelot and
between himself and those in Arthur’s orbit. It is his lot blithe Percival. If the Knight Supreme was not so unfail-
to stand apart, to know, and then to act—decisively, and ingly loyal and devoted to self-refinement, the Mantle
often without anyone else knowing. might well have seen completion a long time ago.
Merlin frequently clashes with other Arthurian Callings: Guardian, Judge, Knight, Warrior
Scions and those in around them, ill trusting their judg- Purviews: Health, Epic Dexterity, Epic Stamina,
ment. Threats to Camelot can come from anywhere, aft Epic Strength, Order
all. Merlin will deal with them regardless of what anyone
Birthrights: Relic (Holy Grail),
thinks.
Fatebindings: Relic (Holy Grail),
Callings: Creator, Hunter, Liminal, Sage
Deeds: Greatly surpassing past Deeds (The Second
Purviews: Darkness, Forge, Stars, Wild
Call), Staying true to your convictions against great pres-
Birthrights: Creature (Wise-eyed crow), Sanctum sure (The Descent), Accomplishing an impossible task
Fatebindings: Aggrieved, Apprentice, Jinx (The Theophany)
Deeds: Crossing a line you thought you never would
(The Threshold), Learning important secrets of the
NIMU , LADY OF THE LAKE
World (The Parting), Making an impossible choice (The Aliases: Yvaine, Nenyve, Vivaine
Descent) Born from the spring of the Plant Dôn’s mysterious
past, Nimuë is as water, assuming the shape of whatever

54 CHAPTER THREE: PLAYING IN AVALON


story of her that she pleases. There are as many Mantles
associated with this figure as there are little Ladies of the
Lake. The Lady of the Lake is Nimuë as mother-protec- OF CALLINGS LESS
tor of the Arglwyddes y Llyn (p. XX), patient and wise. SPOKEN OF
Watching the happenings of the World through sea and
puddle both, she is conservative in deciding to intervene This Mantle includes the Shepherd (p. XX),
or help. But when she does, she commits fully, with im-
for those Saints and Scions who uplift their
friends in hard times, providing support and
mense charity and dedication.
inspiration.
Callings: Guardian, Sage, Primordial (Water),
Liminal
Purviews: Fertility, Stars, Water, Wild own actions. Gawain carries both as his arms and is proud
Birthrights: Creature (Aquatic Fae), Cult (Arglwyddes to be the Knight he is.
y Llyn) Callings: Destroyer, Knight, Trickster, Lover,
Fatebindings: Cult (Arglwyddes y Llyn), Apprentice, Purviews: Epic Strength, Fortune, Journeys, Sun
Paramour
Birthrights: Followers (Adoring fans), Relic (Green
Deeds: Making sacrifices for those she cares for Sash)
(The Second Call), changing herself to resist definition
(The Apotheosis), leading the Ladies of the Lake (the
Threshold).

PERCIVAL THE HOLY FOOL SHEPHERD CALLING


Aliases: Parzival, Peredur Every hero has a hype-up person, their
Percival, blithe and innocent is the wildcard of the trainer in their corner, the person who
Arthurian Scions. The youngest Mantle, Percival is a believes most that the hero can complete
good-natured agent of change—often, entirely by ac- any challenge put before them. Shepherds
cident. They’re drawn to situations of tense conflict, are those Gods, and their Scions play those
invariably ending up embedded in the thick of things supportive roles. They don’t do the work for
before coming out usually no worse for wear. They have a
their Wards, as that would deny them glory
and victory they would otherwise earn with
personal magnetism that defies belief, making friends and
their strength and cleverness. Nothing worth
stealing hearts with ease. With pluck and with optimism doing gets done easily, after all, and there’s a
(the sincerity of which is sometimes uncertain), Percival reason why some of the most famous stories in
cheers on their friends and goes boldly from one adven- myth and history are the trials and tribulations
ture to the next. of one hero or another, but always feature the
Callings: Guardian, Hunter, Knight, Shepherd person who starts them on the path. Even as
Purviews: Chaos, Fortune, Passion, Wild
the shit hits the fan, your Shepherd is always
there, making sure you can make it through.
Birthrights: Relic (Holy Grail, the Red Knight’s You may be beaten, battered, and worse for
armor), wear, but no one can say victory isn’t yours.
Fatebindings: Imperiled, Boon Companion Skills: Empathy, Integrity, Leadership
Deeds: Seizing the Holy Grail (The Second Call), Keywords: Ally, guide, coach, trainer,
resisting great temptation (The Parting), changing the pusher, organizer, quest giver, cheerleader,
World for the better (The Theophany) support
GAWAIN, THE Fatebinding Roles: Apprentice, Boon
Companion, Nemesis
IRREPRESSIBLE WANDERER Failure Deeds: Allow your Ward to fail,
Gawain does and goes where he will as he wants, knowingly give bad advice to an ally, take
loyal to his compatriots but unbound by anything—ex- the spotlight yourself, turn on your Ward.
cept, for the most part, his own sense of honor. Inclined
Adoption Deeds: Expend yourself in
to intemperance, Gawain regularly ends up in trouble the service of another, give wise counsel,
with enemies, lovers, or some combination thereof. Yet, put yourself at risk to aid an ally.
he is not without morals, and certainly not foolish. A cer-
This also appears in Scion Second Edition
tain worldly wisdom is gained from carousing your way Player’s Guide: Saints & Monsters.
around the World, as is a sense of responsibility for your

Mantles 55
Fatebindings: Aggrieved, Jinx, Rival (the Green by a failed miracle of the Moon leads to kingdom’s next
Knight), Unrequited Paramour night becoming filled with nightmares and horrors; a
Deeds: Traveling the breadth of the World (The catastrophic success in war leads to their leader’s belief
Threshold), Learning from his own catastrophic mistakes in the Demigod’s own abilities to become dangerously
(The Parting) and Surviving an impossible situation (The manic, and they find the Pendragon’s confidence pushing
Theophany) them toward greater and more perilous deeds.
These options involve longer term story consequences,
DIVINITY DICE which players and Storyguides should work together in
integrating with the ongoing game. Sometimes it may be
Demigod tier characters gain the mixed blessing and
appropriate to defer multiple Successes or Failures to a par-
curse of divinity dice (Scion: Demigod p. XX). Playing
ticular dramatic future scene or event. Storygudies doing so
in the Arthurian mythos is no different, but offers addi-
should warn players of already-looming consequences if the
tional ways to accumulate, use, and suffer from the ascent
players’ actions would potentially push them even further.
toward divinity. These options can be adapted fully for a
game involving the Arthurian mythos or used piecemeal OPTIONS FOR
for a game interested in similar themes, or simply addi-
tional divinity dice mechanics.
FLOODING THE POOL
The following are additional options for stunts in a
ADDITIONAL SOURCES scene where a Demigod has flooded the pool.
Performing great Deeds, embracing their Virtues, The Lands’ Stewards (3s): Realms or polities you are
and utilizing their divine powers are no less common for connected to push themselves to be their best selves.
Demigods in an Arthurian game. Beyond those, charac- Once per scene, this fulfills a Milestone for a procedural
ters may gain divinity dice when: action as the people and land work to support you.
• Formally pursuing a quest or accepting a challenge Loyal Service (3s): Your leader or liege knows of your
the first time in a session. deeds, increasing a positive attitude or reducing a nega-
tive attitude toward you by 1.
• Directly confronting evidence or the results of a
failed ascension or broken mantle.
And for characters from the Knight of the Round
BIRTHRIGHTS
Table archetype
• The first time they struggle with their Passion in a
A rthurian legend is rife with all manners of creatures
and relics that can assist Scions through all stages of
their quest to Apotheosis.
scene.
Most of these triggers for gaining divinity dice don’t CREATURES
involve directly manifesting divine power. Instead, they Spirits and other companions that might assist the
represent characters falling into repeating patterns that Scion on their quest.
both pull them toward the divine while threatening to de- Adar Llwch Gwin (••)
stabilize the mortal world around them. Those who quest
in the name of Camelot at this level of power cannot help Akin to griffins, these giant birds understand human
but approach the uncompleted destiny of the Pendragon, speech and will obey whatever command given to them
and in doing so invite disaster or glory. by their master. Most are used as scouts, performing re-
connaissance against their master’s foes, but beware: in
CATASTROPHIC SUCCESSES large enough groups, these birds become deadly and have
AND MORTAL FAILURES torn their share of titanspawn to pieces.
While the “normal” disasters and follies of Demigods Qualities: Swarm
descend on Arthurian characters as easily as on other Flair: Penetrator
young divinities, those Demigods with links to their own Bwbachod (•)
Camelots or Pendragons sometimes find their excesses
manifesting in other success. Once per session, a player Household spirits, the Bwbachod help those in need
sworn to a place or leader may choose to have a cata- in exchange for little more than a bowl of fresh cream or
strophic defense or mortal failure to have its effect pushed some other suitable offering. Small in stature, and some-
beyond the immediate circumstances, resetting their times mistaken for a young child, they are mischievous
divinity dice to zero. Instead of personal consequences, and will do what is asked of them to the letter, meaning
the realm they serve or the leader who commands them that dealing with them is sometimes a chore. These clever
suffers appropriate tribulations. A mortal failure driven creatures know how to find loopholes and have no qualms
in trying to get more out of an agreement.

56 CHAPTER THREE: PLAYING IN AVALON


Qualities: Read Minds without rest, while others are able to trot so gently it is
Flair: Illusions like they are not even touching the ground.
Ci Annwn (••••) Qualities (Pick 1): Heavily Armored, Center of
Gravity, Sure Footed
With distinctive red ears, the Hounds of Annwn can
sniff out the souls of recently dead and have the peculiar FOLLOWERS
quality of sounding louder the further away they are from Compatriots who offer their aid to Scions seeking
a listener. The nearer they draw, the stealthier they be- their glory.
come. Usually seen as part of a Wild Hunt, these hounds
Bardic Advisors (••)
nip and bite the heels of their quarry, chasing them into a
trap that has been laid for them. While they are also poets, the bards who belong to
Qualities: Natural Weapon many of the cults of the Plant Dôn act primarily as his-
torians, legal advisors, and the keepers of tradition for
Flair: Petrifying Gaze
their communities. To have their ear is to have access to a
Coblynau (•) thousand years of memory.
Dwelling in the deep places of the earth and mining Tags: Entourage, Knack (Good Listener), Smooth
the precious metals found in those depths, the Coblynau Bendith y Mamau (•••)
are gnome-like spirits that can scent out a seam of ore
like a blood hound on a hunt. They know where to find The Bendith y Mamau, “Mothers’ Blessings,” are in-
all sorts of buried treasures and — in return for a brief credibly beautiful people who usually appear in groups of
reprieve from their work — pass along the whereabouts three, bringing with them much sought-after knowledge.
of long-lost relics. They are the people of the Tylwyth Teg who offer healing
to those in need. They know the secrets of herbalism and
Qualities: Darkvision
teach those who seek their knowledge and tend to the
Flair: I Have Friends wounds of heroes after battles.
White Horse (•••) Tags: Consultant, Helpful, Knack (The Bare
The stables of the Plant Dôn have an endless supply Minimum)
of the best, fastest, most beautiful, and most loyal hors-
es in the World. While it may not be true in an absolute
GUIDES
sense, each of them has at least one quality that makes Demigods, tricksters, kings, and kings who can assist
it superior to ordinary ones. Some can go days on end and teach your players’ characters.

Birthrights 57
Amaethon and Gofannon (••) Arondight (•••)
The farmer and blacksmith brothers, both children of Enhancement: 1 against beasts and titanspawn
Dôn, always work together whether it is tilling the soil to The sword Arondight was given to Lancelot by one of the
plant or creating the weapons to defend their harvest from Ladies of the Lake. Legend has it that it was his foster mother
would-be bandits. They can be counted on to help Scions Nimuë, but it could have been Viviane, or the faerie Niamh. As
needing help with all sorts of manual labor their quest may a weapon, it is ineffective against humans, but deadly against
require but stay away from the more complicated politics titanspawn. Lightweight, sharp as a razor, and able to reshape
of their pantheon and advise others to do the same. itself to fit into any wielders hand. Or in lieu of a blade, it will
Asset Skills: Integrity take the shape of another, appropriate weapon.
Guide Stunt (1-2 Successes): For each success, gain Clarent, the Sword of Peace (•••••)
a +1 Enhancement to a future crafting roll.
Purviews: Death, Order
Mabon fab Modron (•) For a sword known as the Sword of Peace, Clarent
Mabon fab Modron spent centuries imprisoned in has seen its share of bloodshed and treachery. No matter
an Otherworldly fortress and is now eager to experience how much the king wishes for peace, there are situations
the World in all its splendor. He will willingly provide where diplomacy fails, and the blade must be taken up.
whatever assistance he can, so long as it means going fast, Last seen plunged into the chest of Arthur by the hand of
taking risks, and never keeping still for long. Just beware dying Mordred, who himself was impaled upon the spear
that he is still, at his core, a trickster who takes pleasure Rhongomiant. Sometimes peace is not the cessation of
in wreaking a little havoc and causing necessary chaos, war, but the tranquility of death itself.
as a treat. Knack: The user and those Fatebound to them re-
Asset Skills: Subterfuge duce the cost of Critical stunts against each other by the
Guide Stunt (1-3 Successes): Gain an Enhancement strength of the Fatebinding while the user wields Clarent.
equal to successes spent to the next Subterfuge roll you Excalibur, the Sword of Victory (•••••)
make in the current session to get out of a sticky situation.
Purviews: Fortune, Order
Math fab Mathonwy (••) Motif: Power is given to those worthy, never taken.
Once the king of Gwynedd, brother of Dôn, Math dis- Considered to be one of the most powerful swords
penses justice and offers mercy with equal wisdom. He ever created; its power and the aura of kingship it
has the gift of hearing anything spoken that is touched by bestows upon its bearer makes it sought by knaves,
the wind, making him an excellent source of information Knights, and self-styled kings. It is not by the blade
for Scions needing a hint for the next part of their quest. alone that makes one worthy of sitting upon a throne,
Asset Skills: Academics, Persuasion but the wisdom it imparts its wielder: that power should
Guide Stunt (1 Success): The Storyguide reveals to be used in the best interests of the people and to grant
you a pertinent piece of information that may assist you fair justice. Those who attempt to wield Excalibur out
on your quest. of self-serving interest soon find themselves relieved
of its presence — as it is called back to the Lady of the
Rhitta Gawr (•••)
Lake, who waits for the Once and Future King to return
Towering over the court of Snowdonia, Rhitta Gawr to claim it once again.
is a fearsome giant who has made a name for himself for Enhancement: 2 when used to lead or rally a people
taking the beards of his enemies and fashioning them into
Flaw: Wielders of Excalibur find themselves inex-
a cloak. Once, twenty-six kings of Britain attempted to
tricably Fatebound to it. When you take advantage of its
defeat Rhitta Gawr but failed to do so, losing their beards
motif with its Purviews, you may spend Momentum or be
in the attempt. Rhitta Gawr knows that it takes strength
subject to Fatebinding. If Excalibur is stolen or irrepara-
to survive and will teach these lessons to those who are
bly damaged, the Scion must undergo a quest to become
willing to bring him a beard or two to add to his cloak.
worthy of it once more.
Asset Skills: Survival
Galatine (•••)
Purview: Epic Strength
Guide Stunt: Purviews: Sun
Granted to Sir Gawain by the Lady of the Lake, the
RELICS sword Galatine is said to make its wielder invincible
Objects of great power that Scions may inherit — or under the light of the sun. Though not as powerful or
need to prove themselves worthy of. as sought-after as Excalibur, it nevertheless has become

58 CHAPTER THREE: PLAYING IN AVALON


a relic of interest for those seeking to forge their own Sequence (••••)
Knightly mantle and engage in glory-seeking quests.
Purviews: Fortune
Enhancement: 1 when used in full view of the sun
Though not as well-known as Excalibur or even
Flaw: If used at night, suffer a -1 to combat rolls using
Clarent, the sword known as Sequence is nevertheless
Galatine.
just as mighty. Still, it is a blade that was once wielded
Pair Dadeni (••••) by Arthur and sought by those who aim to take up the
Known to as the Black Cauldron or the Cauldron of Once and Future King’s mantle for themselves, believing
Rebirth, the Pair Dadeni is a magical cauldron with the it to be the Sword in the Stone. Many seek it, but few are
ability to raise the dead. Initially belonging to the giant worthy, and it will only show its true form to the one who
Llasar Llaes Gyfnewid and his wife Cymydei Cymeinfoll, is its true heir.
it passed into the care of Branwen. It was thought to be Motif: Whoso pulleth out this sword of this stone and
destroyed when Efnisien threw himself into it, but the anvil, is rightwise king born.
cauldron took on a new form throughout the years; cur- The Holy Grail (•••••)
rently it is a glossy, black digital pressure cooker capable
Purview: Wild
of creating the droughts that can bring the dead back to
life or make a mean steamed sponge cake. There are few relics as sought-after in the
World as the Holy Grail. Many legends sur-
Flaw: Use of the Pair Dadeni for the pur-
round it, all of them holding a grain of truth
pose of resurrection considerably
as to what it is that the Grail represents. To
tempts Fate. The Scion automati-
some, it is the key to unrelenting joy and
cally shares a Fatebinding with
happiness. To others, it is a veritable
the target of resurrection, for
fountain of youth and path to immortal-
better or worse.
ity. In truth, it is whatever its beholder
Pocket Merlin (•) wishes it to be, for the Grail homes in
Anyone can download on its bearer’s deepest desires and man-
Pocket Merlin and receive mes- ifests them. The way it manifests
sages from the Great and Powerful these desires, however, is not
Magician, but who knows if what they always what the bearer has in
say will come true. Are these messages mind. Sometimes, it is a priceless,
meant for the you of today or was it meant bejeweled chalice. Other times,
for yesterday? Or perhaps it is meant for it is simply a Jotun-sized slushie
the future you. Only Pocket Merlin knows from Nibbleheim.
for sure, and his source code is a carefully Flaw: The Holy Grail is
kept secret. an unpredictable relic, not
Knack: A Scion can ask a question of the known for adhering to phys-
Pocket Merlin and receive an answer that gives a +1 ics or limited mortal under-
Enhancement to act on Pocket Merlin’s advice. standing. When its bearer calls upon
its power, roll a single die: if roll is even, the
Rhongomiant (•••)
bearer gains Enhancement 2 on a single action. If the
Purviews: Epic Dexterity roll is odd, the bearer gains a +3 Complication to their
Granted to Arthur by Lleu Llaw Gyffes, the god of next action.
heroes, it was carried into battles more frequently than
Excalibur or any other of the swords associated with
Arthur. It defeated the legendary Sir Thomas of Wolford,
KNACKS
who had challenged the king to a duel to the death. CREATOR
Though Arthur had readied Excalibur, Sir Thomas ad- Some Creator knacks reference food and drink the
vanced, tripped, and impaled his head on Rhongomiant. character creates. Characters who attempt to create
Rumors abound that the spear is somehow cursed, though stockpiles of magical provender through preserved food
no one can explain what exactly that curse is. or drink can reliable access up to their Creator rating in
Flaw: The number of successes on an attack roll made stockpiled meals/effects a session, but otherwise must
using Rhongomiant become a pool of Complications actively create new food to continue reaping Knack
which causes bad luck for anyone taking part in the benefits.
combat.

Knacks 59
Heroic Creator castle or town, and the Guardian counts as defending
their charge when protecting noncombatants or lower
Tastes of Might and Genius: Whenever a character
tier characters who live or have sworn allegiance to their
eats food you’ve prepared or drinks you’ve brewed, you may
charge.
choose a broad type of action such as “physical exertion” or
“investigating a mystery.” Until the end of the session, the Heroic Guardian
character may gain Enhancement 3 to one roll for that type A Bulwark: When a friendly character in your range
of action. You may choose to provide different benefits to band would suffer an injury condition, you may expend
different characters eating the same meal. A character may health levels from Heavy Armor you’re wearing to pre-
not benefit from this Knack more than once a scene. vent the injury. If all damage is prevented this way, all
Tastes of Sorrow and Joy: When you create food or other effects of the attack are also negated.
drink, you may choose an Attitude. Characters without a The Hearth Warden: When you declare a place
related or opposed Attitude who consume your creations as your charge, your presence grants Enhancement 1 to
gain the Attitude you choose at 2, while those with a sim- those working on tasks for its protection or wellbeing.
ilar Attitude increase it by 1. Characters with an opposed You are instantly aware if anyone works to sabotage or
Attitude may either decrease its value by 1, or gain a nega- suborn your charge, forcing a Clash of Wills with anyone
tive 1 Point Attitude toward your cooking, as they choose. hiding such with supernatural powers.
Immortal Creator A Vanguard: At the start of a combat scene, roll your
Knack Skill with 1 Enhancement. You may spend those
Abiding Forges: When committed to a creative
successes at any point during the scene to protect charac-
project and refusing to disrupt it due to a violent confron-
ters in your range band as if you had made the complicate
tation, lower tier characters cannot attack you; equal or
action (Scion: Origin p. 118).
higher-tier characters suffer your Legend in increased
Difficulty. Using this in truly life-threatening conditions Immortal Guardian
may count as a Milestone for a crafting project you work A Juggernaut: Whenever you suffer an Injury
on once per session. Condition, you gain Momentum and recover a Heavy
Proven Provenance: Make a Creator skill roll when Armor health level. If you’re fighting to defend your
trying to identify a significant object, artifact, or relic. charge, if you take an Injured or Maimed condition, you
Spend your successes one-for-one to answer the follow- may immediately heal a Bruised condition.
ing questions; any successes past four may be spent to ask The Threshold: When you declare a place as your
freely chosen questions. charge, you are always aware when someone attempts to
• What’s its purpose? enter or harm it. As long as you are unvanquished, lower
tier characters simply fail without your permission. Equal
• What powers or abilities does it possess?
or higher-tier characters may attempt a Clash of Wills to
• Who made it and why? force their way in without otherwise defeating you.
• How did its current owner gain it? The Return: When you declare a place as your
Spread of Ages: Make a Creator skill roll when try- charge, you may spend Momentum to access it for a scene
ing to provide sustenance for a large number of people. and then return to your previous location, no matter the
On a success, you may increase the Scale of how many distance. You may spend an additional Momentum to
people your ingredients can feed. Characters who par- bring your Band or another small group with you. You are
take of such a meal together heal any Bruised Conditions always aware if your charge or its inhabitants are endan-
they have once per session. If you use this ability to feed gered, which removes the cost to access it.
the starving or needy, you may recover 1 Legend once per
session.
HEALER
Some Healer knacks reference herbariums.
Taste of Power: You may imbue Legend for the
Characters should be assumed to have access to their
session when creating food or brewing drink. A character
herbariums unless restrained or imprisoned. They can
who consumes such potent brew or provender recovers 1
reconstruct and recollect them within a scene to regain
Legend. Multiple uses of this Knack are required to bene-
mechanical benefits if their planets suffer destruction,
fit multiple characters. A character may not benefit from
though they may feel the narrative loss more keenly.
this more than once a scene.
Heroic Healer
GUARDIAN Immediate Intervention: The first time a char-
Some Guardian knacks allow the Guardian to de- acter suffers an Injury Condition in a scene, you may
clare a place their charge. This may be as large as a large immediately heal it. You may heal additional characters

60 CHAPTER THREE: PLAYING IN AVALON


by spending Momentum for each, but no character may Heroic Hunter
benefit from this Knack more than once a scene.
No Safety: At the beginning of an action scene in
Herbarium Rex: You cultivate a collection of medi-
your hunting ground, you may define a field as dangerous
cal plants from the World and beyond. Make a Knack skill
terrain with a Complication rating of your Hunter rating.
roll the first time you encounter a disease or poison. If you
During a Chase there, you may create a Complication 2
succeed, you possess a cure which will instantly cure or
Hazard to inflict on your opponents once per scene.
suppress mundane maladies, and grant you your Healer
No Shelter: Enemies in your hunting ground treat
rating in Enhancement to treat supernatural ills. To treat
all cover as though it was expendable, and you gain
additional individuals or cases, you may have to acquire
Enhancement 1 for any chases there. Your quarry cannot
more medical supplies. If you fail, you still know how and
gain the benefits of cover in your hunting ground, and you
where to find them.
gain Enhancement 2 for any chases against them.
Immortal Healer
Immortal Hunter
Herbarium Imperator: You cultivate medical plants
Catching Thoughts: Your Procedural Investigation
and substances of singular quality. Once per session, you
actions gain your Hunter rating in Enhancement for use
may use your superlative stock to make a Knack skill roll.
in the Extra Clue and Q&A Stunts; when purchasing those
On a success, do any of the following, extra successes al-
stunts, you may always ask questions about individuals
lowing you to affect the same target with different effects.
involved, determining a person’s motivation from the
• Instantly cure a target of all mundane diseases, depth of their footprints or their particular skills from
poisons, and ailments. their dirty dishes. You act with additional Scale when
• Instantly cure a target of one supernatural disease, investigating your quarry.
poison, or curse. No Escape: At the beginning of an action scene, you
may define a Field in your hunting ground as difficult ter-
• Instantly cure a target of any number of -0 or -1
rain which affects only your enemies at a Difficulty equal
injuries, or a single more serious wound.
to your rating in Hunter. Your quarry treats the entirety of
You may spend momentum to use this power ad- your hunting ground as such difficult terrain. During a chase
ditional times, but never for the same effect, in a single there, you benefit from an additional point of speed Scale.
session. No Hiding: You can focus on one of your hunting
Immortal Instruction: When you task someone else grounds, becoming perfectly aware of everything going
to provide care to a patient in your absence, they treat on there for a scene, no matter where you are. Lower tier
patients as if you were providing care, including from characters cannot conceal their presence or any activities
any other relevant Knacks. You may empower up to your from you, while equal or higher-tier characters must suc-
Knack Skill in assistants this way. ceed on a Clash of Wills to successfully hide from you
Living Ends: Designate a target to be under extreme Pursuit Predator: While on the hunt, you don’t
care. While under your care, they can take an additional num- need to eat, drink, or sleep; suppress the effects of related
ber of -2 injuries equal to your Healer rating, and cannot be Conditions until you succeed or abandon your pursuit.
killed save by the direct efforts of higher-tier characters than You gain your Hunter rating in Enhancement for attempts
you. When they heal, they may treat -2 injuries as -1 injuries. to exhaust or otherwise outlast your quarry.
Time, A Scalpel: Your Procedural rolls always have
the following Stunts available. JUDGE
Ongoing Care (variable): Spend successes equal to the Some Judge Knacks reference the Censured
penalty of an Injury affecting a character you are treating Complication. Censured: Any unresolved Complication is
to immediately heal that injury. reduced from their Defense and the Difficulty for you to
make investigation or intrigue rolls against them for the
Healing Presence (1): The target gains your Healer
rest of the scene.
rating in Enhancement for any rolls to recover from or
resist disease and poison Heroic Judge
HUNTER Honor in Duty: When you work to uphold the law,
justice, or order for a higher power, whether as an agent
Some Hunter Knacks refer to a hunting ground. This
of mortal society, divine right, or stranger authority, those
can be any place that the hunter has familiarized them-
attempting to directly interfere with your investigations
selves with in detail, through either a day’s worth of free
or litigation suffer your Judge rating in Complication:
and casual inspection or a dramatic scene dedicated to
Censured (p. XX) once per scene.
learning the place’s true nature.

Knacks 61
Proper Penance: When a character confesses a wrong- “Respect” if positive and “Defiance” if negative. You
ing or failure to you, you may proscribe a course of action for know which they choose.
them to atone or set things to right. Roll your Knack skill; your Muster: Spend Momentum to instantly call aid to
successes make a pool of Enhancement they may spend on your side. A Professional or group of Minions (Scion:
rolls to follow your instructions for the rest of the session. Origin p. 143) with appropriate skills for the tasks at
If they choose to actively defy your judgment, they suffer +1 hand arrive for the duration of the scene. Such charac-
Difficulty on all their actions for the rest of the session instead. ters either come from your existing allies and allegiances
Immortal Judge or from the call of Fate. In the case of combat, treat the
Minion group as a 4 health Swarm (Scion: Hero p. 288).
The Price of Perfidy: Characters who have seri-
ously breached the law or their honor suffer distraction Immortal Leader
and shame in your presence, suffering Complication: Grand Enterprise: You may always count the “aid
Censured (p. xx) to their actions equal to your Judge rat- of willing followers and loyal allies” as a Milestone for
ing once per scene. Characters who have lied, committed Procedural actions.
petty crimes, or broken simple promises suffer if they Largess: Once per session, make a Knack roll when
erred in the same scene, while those who have committed giving gifts or supplies to others. On a success, you can
serious crimes, broken oaths, or committed dire betrayal provide any mundane material goods or services that
suffer unless they’ve somehow atoned for their deeds. are locally possible, no matter how unlikely. Additional
Righteous Petitions: You may provide supernatural successes may be spent one-for-one to provide otherwise
aid or supply to a character embarking on a quest, an er- impossible mundane goods (a war horse on a sailing
rand for a higher power, or in pursuit of a worthy Ideal. ship; a main battle tank in a grocery store), or temporary
Pick a Birthright of value up to your Judge rating; they Birthright dots, lasting until the end of the session.
gain access to it until they succeed at or abandon their Loyal Ranks: Spend Momentum and make a Knack
goal, or the end of the arc. You may have no more benefits roll to call upon great aid. Over the course of no longer
present in play than your Legend at any one time. than a scene, Followers arrive in force. Treat the assem-
The Stench of Betrayal: You are always aware bled host as a Foe (Scion: Hero p. 286) with the Swarm
when someone in your presence holds a negative or quality and base 4 health; spend successes from your roll
inappropriate Attitude toward a superior, ally, or subor- to add additional health, or Heroic-tier qualities (Scion:
dinate. You automatically know the Attitude in question Origin p. 146).
for lower Tier characters, and gain your Judge rating in The Voice Through the Storm: When following
Enhancement for attempts to try and discover it for other your orders, your Followers may ignore up to your Leader
characters through intrigue actions. rating in points of increased Difficulty or Complication.
Voice of Law: Spend Momentum and name an action Spend momentum to apply this to your band or other
you wish to outlaw for the scene. Characters attempting worthy allies who are following your instruction for a
to disobey it must always roll, even if it would normally scene.
be an unrolled action (i.e., “No one may open that door!”).
Attempts to disobey suffer your Legend in additional LIMINAL
Difficulty, and those who succeed at disobeying suffer Liminal Knacks that involve retroactively changing
Complication: Censured equal to your judge rating. themselves, their circumstances, or their interactions
with others should generally be interpreted in ways that
LEADER are favorable to the character using the Knack. If the
Leader Knacks which summon or conjure allies or Storyguide thinks a retroactive change may have negative
Birthrights assume such entities are loyal to the character consequences that the player is unaware of, they should
and the spirit of their requests. If the Knack use is cal- notify the player before they make the action.
lous or casual with their lives, this may change, but the
Heroic Liminal
Storyguide should always warn the player if their actions
will cause this to happen. Familiar Kind of Face: Unless you choose to sup-
press it, your presence feels familiar to all who encoun-
Heroic Leader
ter you. Trivial characters will treat you as an old, fond
Noble Bearing: Unless you try and hide your true friend, while other characters meeting you for the first
nature, characters who meet you will always understand time develop a positive Attitude 2 of “Pleasantly familiar.”
you to be an important person and figure of leadership. Never There: In any scene where you haven’t harmed
Trivial characters will grant you deference and assume anyone, you may simply leave. You weren’t there, and any
you have rightful authority automatically, while oth- evidence that you were quickly disappears. Trivial and
ers gain a 2-point Attitude toward you of their choice:

62 CHAPTER THREE: PLAYING IN AVALON


lower Tier characters cannot prevent you from leaving, unless they share similar bonds with both of you. Gain
while equal or higher-Tier characters must succeed at Enhancement 2 when working on Procedural actions
a Clash of Wills if they haven’t already clapped you in with such characters.
chains, magically paralyzed you, or similarly restrained Highest Regard: Once per scene, you may dedicate
when you use this power. a heroic action to an absent character you have a strong
Immortal Liminal devoted, intimate, or romantic relationship with. If you
succeed, you gain your Lover rating in Enhancement to
Always There: Characters who wish to speak to you
the roll, while if you gain Complication 2 “Pining” for
can do so from anywhere. You are always aware when a
the rest of the scene. If “Pining” is unresolved for a roll,
character wishes to speak to you, and know what they
you must spend your next action lamenting your failures
wish to convey. Spend Momentum to instantly appear at
(which may be part of a mixed action).
their side, as long as you’re within the same realm. You
are also aware of any divine or other interference if it Immortal Lover
prevents someone from reaching you. For My Honor: When a character fights or strives on
Lapse: Spend Momentum to cease existing for up to your behalf and you give them your blessing, they ignore
a scene. Lower-tier characters cannot recall you existed, any Injury Conditions they possess and up to your Lover
other characters must use supernatural means and a Rating in points of Complication or increased Difficulty.
Clash of Will if they wish to affect you at all, pulling you If they would be Taken Out, you may spend Momentum
back into existence if they defeat you. At any point be- to postpone the effects until the end of the scene.
fore the duration runs out, you may choose to return to Heart’s Inferno: Spend Momentum. All atmo-
existence anywhere within Long range. In combat, this spheres and attitudes of characters present increase
allows you to immediately take your action if you haven’t by 1 until the end of the scene; those further reinforced
yet for a turn, and you gain your Legend in Enhancement through influence retain their increased rating afterward,
to your first action. while others return to their original rating.
Future History Self: You can shift between ages at I Will Be with You Again: Spend Momentum. No
will, though without other magic Fate may still claim you matter how far or how distant, you may travel to reach
when you’ve reached the end of your natural span. Once a character you have a strong devoted, intimate, or ro-
per scene, gain 2 Enhancement for a roll aided by becom- mantic relationship with. If you could reach them within
ing a younger or older self; if you become younger, you a year, it takes a day; if within a day, a scene; if within a
may spend Momentum to remove an Injury condition; if scene, instantly. Only characters with equal or greater tier
you become older, you may raise or lower an Attitude you may attempt to stop you, and you gain your Lover rating
hold by 1. in Enhancement on the resulting Clash of Wills. If you or
Timewise Presence: Spend Momentum and roll they are suffering an injury Condition, ignore the cost to
Knack skill to retroactively insert yourself into a target’s use this Knack.
past. On a success, against trivial or lower tier targets, Pull Down the Moon: Once per session, you may
you can make material changes to their circumstances, swear to perform a heroic action for a strong devoted,
changing declaring a facts about them for each success intimate, or romantic relationship with. You gain +1 Scale
as you explain how your presence altered their major life for that action, and if successful regain Legend. If you fail,
events. Against targets of equal or higher-tier, you can in- you suffer Complication 2 “Pining” (p. XX) for the rest of
stead spend successes to perform the Q&A Investigation the scene.
stunt as you rifle through their past.
SAGE
LOVER Some Knacks reference the character’s notes and
Some Lover knacks reference “strong devoted, inti- library. Assume characters have access to their libraries
mate, or romantic relationships.” Bonds or mutual strong unless restrained or imprisoned. They can reconstruct
positive attitudes will often qualify for this, but relation- and recollect them within a scene to regain mechanical
ships that have been roleplayed or described in such a benefits if their materials suffer destruction, though they
matter apply as well, even if they haven’t been formalized may feel the narrative loss more keenly.
through mechanics
Heroic Sage
Heroic Lover
Bestiary and Atlas: When you encounter a super-
Beyond Words: You and characters who have natural creature or magical place for the first time, roll
strong devoted, intimate, or romantic relationships can Knack Skill. You may ask a question per success, and may
convey thoughts instantly with a glance or a meaningful ask questions multiple times as applicable. Questions
sigh. Others cannot eavesdrop on such communication without answers (i.e., “it’s not dangerous”) do not count

Knacks 63
against your total. Any successes past 4 may be spent to you of “They’re Harmless,” and increase any
ask freely chosen questions. The Storyteller must answer Positive Atmosphere in the scene.
these questions honestly. Just the Thing: When you have need of any mun-
• What’s its origin? dane thing whatsoever, you may choose to have it on your
person or immediately available. Every time you do this in
• What makes it dangerous?
a session, your next action gains the Complication “Debt
• What power or ability does it possess? Due” with a rating of the number of times you’ve used it.
• Who controls it? Immortal Trickster
Library and Epistle: Once per session when you are Emperor of Fools: When you have need of a Birthright,
unable to answer a question or fail a roll to gain insight you may choose to have it on your person or immediately
into the unknown, you may declare your library possesses available, the relevant sentient creatures convinced that
a source of knowledge or that you know a scholar who they really should be helping you. Every time you do this in
can answer the question upon consultation. If you spend a Session, your next action gains the Complication “Debt
Momentum, they are easily at hand; otherwise, it may take Due” (p. XX) with a cumulative rating of the number of
you up to a scene to recover the information from them. Birthright dots you’ve borrowed. If unresolved, you cannot
Immortal Sage use this Knack for the rest of the session.
Invisible Kingdoms: Once per session, you may Fortune’s Wheel: Once per scene, you may voluntarily
reveal a place of power and mystery within the World, botch a roll before or after you roll it. Select any or all:
whether a marvel of nature or a place touching a specific • Opposing character who see your failure suffer
Otherworld, working with the Storyguide to define it. A your Trickster rating in additional Difficulty to all
number of characters equal to your Sage rating may re- their rolls.
gain one Legend by resting there for a scene.
• Heal any -0 injuries you have.
Personal Alexandria: When able to consult
your collection of books and personal notes, you gain • Friendly characters gain your Legend in
Enhancement 2 for attempts to answer questions, engage Enhancement for their next roll.
in Investigation, or further knowledge of the World. • If you chose to Botch before you rolled: Regain
Once per session, access to your collection may count as a Legend.
Milestone for a Procedural action. Thief of Form: You may steal the shape of a trivial or
Scent of Sorcery: When exposed to or made aware helpless character. Choose either or both:
of a supernatural effect, spend Momentum to know its
• They’re transformed into a harmless animal, plant,
origin and purpose. Equal or higher-tier characters may
or animate object for the rest of the session.
attempt to hide their identities through a Clash of Wills;
regain your Momentum if you fail. • You assume their form, which requires a success-
ful Clash of Wills to see through, for the rest of the
TRICKSTER scene.
Some Tricker Knacks reference the Debt Due con- Universal Good for Nothing: You count “foolish
dition. Debt Due: If unresolved, the true owner of the nonsense” or “unrelated unproductive activity” as a
possessions or a similar reckoning appears at the end of Milestones for Procedural actions.
the scene.
Heroic Trickster WARRIOR
Some Warrior Knacks reference the Imperiled
I Meant to Do That: When you fail at an action, Condition.
you may select additional consolations based on how you
Imperiled: An Imperiled character reduces their
failed:
Defense and the cost of the Critical/Critical Hit stunts
• Confusingly. Observers have no idea what you were by its rating; Imperiled reduces by 1 every time they take
trying to do, barring supernatural ability and de- damage, and resolves at 0. Imperiled specifically can re-
feating you in a Clash of Wills. duce an affected character’s Defense to 0.
• Instructively. An ally who attempts the same action Heroic Warrior
gains your Legend in Enhancement to the roll that
Feat of Arms: When you successfully attack an en-
applies before they roll.
emy, spend Momentum; create additional Enhancement
• Spectacularly. Characters without an Attitude to- equal to your Warrior rating to spend on all non-Inflict
ward you create a Positive 1-point attitude toward Injury or Critical/Critical Hit stunts.

64 CHAPTER THREE: PLAYING IN AVALON


Maze of Steel: Spend Momentum. You gain the • Increase or decrease an attitude your target holds
Condition “Counterattack.” Enemies who attack you or to you by 1.
characters you protect in the same range band suffer from
Immortal Adversary
Complication with a rating equal to your Warrior rating.
If unresolved, they suffer 1 damage. “Counterattack” re- Stab the Giant from Atop Their Shoulders: When
solves at the end of your Warrior rating in turns. directly opposing a character or their plans who possesses
a positive Attitude toward you, you may spend Momentum.
Immortal Warrior
Increase the Scale of your actions to oppose them by the
Gigantocide: Commit Legend rather than spending rating of their attitude, up to a maximum of their own rele-
Legend when you oppose an enormous Foe as Feat of vant Scale. This includes any Scale they benefit from due to
Scale. If they possess segments (p. XX) the first time in outside sources, such as equipment or favorable conditions.
a turn you take out a segment, immediately take out an
additional segment. If they count as a Goliath (Scion: DESTROYER
Demigod p. XX), the first time you overcome a Milestone, Destroyer Knacks bestow the power to crush and
immediately overcome an additional Milestone. destroy objects and enemies alike. They are driven by the
No Further: The Field you are fighting in becomes concepts of destruction and forcefulness.
divine territory. Attacks against your enemies make Heroic Destroyer
while in divine territory suffer from the Complication
Thresher of Lives: When you defeat an enemy
“Exposed” with a rating equal to your Warrior rating. If
character, pick another target. Reduce their Defense and
unresolved, they suffer the unresolved rating as an equal
the cost of the Critical stunt against them by 1 until they
amount of the “Imperiled” condition.
suffer damage or the scene ends.
Red Handed: When you Take Out a character,
you may immediately heal all your -0 and one -1 Injury Immortal Destroyer
Conditions. If they’re not a trivial character, you gain the Widening Gyre: At the beginning of your turn, you
higher of Enhancement 1 or your Legend on your next may choose to lower the cost of the Cause Injury and
action. If they are of equal or higher-tier, you may regain Critical stunts against characters and the Difficulty to
Legend once per scene. break objects within close range by the number of char-
Vanquish: Once per session, you may declare a deadly acters Taken Out or significant objects (such as Cover)
blow against an opponent. They must choose: either im- destroyed in the current scene. If no additional objects are
mediately suffer Imperiled at your Warrior rating, or their destroyed or character are Taken Out by the end of the turn,
Defense counts as 0 against this attack. Characters whose you suffer a Bruised Injury and the effects end. Otherwise,
defenses already count as 0 may not select the latter option. it extends a range band, to a maximum of Extreme. The
Storyguide determines what counts as a significant object,
ADVERSARY but should interpret it in the favor of the players.
Adversary Knacks let you understand a person’s
weakness and turn it against them, whether to destroy MONSTER
them or force them to change. Adversary knacks are Monster Knacks unleash your inner beast, often
based around opposition and betrayal. transforming your flesh to match. They are powered by
Heroic Adversary the concepts of transformation and predation.
Characters with any dots in Monster gain access to a
No Champion Unchallenged: Once per scene,
Monstrous Urge — a condition that reflects the beast that
spend Momentum when you challenge a character with
dwells within them. You can activate your Monstrous
an Attitude of 2 or higher or -2 or lower toward you to
Urge anytime you are injured, threatened, or embarrassed
a contest or fight. If the Storyguide decides they are
categorically unable to accept or compete, regain the Heroic Monster
Momentum. If they accept, gain your Adversary rating in Run Riot: Increase the cost of buying the Critical
Enhancement to opposed or Complex actions to defeat stunt against you by 1, increasing to 2 when your
them outside of combat, or to your Defense against char- Monster rating reaches 3. When succumbing to your
acters other than the challenged character in combat. If Monstrous Urge, you don’t suffer the effects of any Injury
they refuse, choose one: Complications until you resolve your Urge..
• Regain 1 Legend. Immortal Monster
• Cause other characters present to gain a 1 point Bestial Gifts: You may gift your monstrous nature to
Attitude of shame toward your target, or increase the worthy and the unwilling alike. One target you touch
one if it already existed. immediately succumbs to your Monstrous Urge and takes

Knacks 65
BIG THINGS
SEGMENTED
Prerequisites: Rival, Titanspawn, or Titanic Minion Archetypes
The Antagonist exists in a segmented form. When you choose this quality, select a number of
segments that make sense (for example: a hydra has three segments, one for each head). Each
segment has the same number of health, which adds up to no more than twice the archetype’s
maximum health.
The Antagonist is not fully defeated until all segments are Taken Out. Segments count as allies to
the Antagonist for the purposes of Flairs that heal or buff allies. Certain qualities may come from
the segmentation, such as an extra arm or an extremely long tail. Take note that the Antagonist
may not have access to those qualities if that segment is Taken Out. This quality also appears in
Titanomachy on p. 102.
GOLIATH
A Goliath is any target that, reasonably speaking, a character could not disable or destroy within
a scene with normal attacks or divine powers.
Characters opposing a Goliath must pass a given number of Milestones, equal to the Goliath’s
relative Size + Legend + Threat, to destroy it. The Difficulty of each Milestone is equal to the Goliath’s
Scale, and represents minutes equal to the Goliath’s size. When all Milestones are passed, the
Goliath is effectively destroyed, even if its physical form is intact.
Use the following template for Goliaths:
Threat: Threat represents the Goliath’s willingness or ability to directly attack the player characters,
rated from 0-5; 0 represents a Goliath that is unaware of the characters’ actions, while 5 represents
a Goliath that is both highly aware of and actively trying to harm the characters. If the Goliath takes
an action, roll its Threat as a dice pool, and apply Scale (Dramatic against Heroes, Demigods, and
similar mythic beings; Narrative against anything else).
Legend: If the Goliath is divine (likely, but not required), it has a Legend rating.
Size: The size (in terms of Scale) of the Goliath relative to the attackers; if Sizes vary, use the
smallest size in the group and apply Enhancements relative to that Scale. If the Goliath is essentially
a collective (such as an army or a population at large), the size models their number.
Narrative Scale: This represents the Goliaths destructive powers relative to the characters and
environment.
Extras: If the Goliath has any particularly unusual abilities, list them here.
This can also be found in Scion: Demigod.

on aspects of your inhuman form, gaining your Monster forth anything from despair to injury to magical curs-
rating in Enhancement to actions that would benefit from es and binding it away from you. Select a Condition
your form. The transformation ends when they resolve affecting you. It immediately stops affecting you, and
the Monstrous Urge condition. Automatically affect becomes an externalized object in a nearby wild space,
willing or lower Tier characters; succeed on an opposed such as a sword wound becoming a crumbling seam
Knack roll to affect unwilling high-tier targets. of sandstone in a gorge, or a curse becoming a rotting
stump in a forest.
PRIMEVAL Immortal Primeval
Primeval Knacks allow you to inhabit, exemplify,
and resonate with aspects of the World such as weather, Lay Across the Land: Spend Momentum to become
seasonal change, or the land itself. They are driven by the a natural feature such as a stream, a copse of trees, or a
concepts of embodiment and environment. rocky hillock for a scene. You occupy your current field
and cannot move beyond it, but benefit from Size 3 Scale
Heroic Primeval
for purposes of defense and durability, may add your
The Tender Wilds: Once per session, you may Primeval rating as Enhancement to noncombat actions
have the World take on one of your burdens, drawing that would benefit from your massive natural presence

66 CHAPTER THREE: PLAYING IN AVALON


and reach, and the Shockwave and appropriate Elemental
tags to any attacks you make in combat.
CONDITION:
TYRANT MONSTROUS URGES
Tyrant Knacks enable you to impose your will on
others, or make them suffer for disobeying you. They are Some Knacks either force you to succumb
driven by the concepts of oppression and authority. to your Monstrous Urges or become more
powerful when you do. It’s up to you and
Heroic Tyrant the Storyguide to determine the exact
Accept No Failure: When a subordinate or char- nature of those urges, but by default, you
acter who possess an attitude of Fear toward you at two are compelled to solve any problem that
points or greater fails a roll in your presence, you may
presents itself with force.
cause them to suffer 1 point of Injury to reroll it, though Effect: You suffer a significant (3+)
they must take the second result. Player characters may Complication on any task that requires logic,
choose to ignore this effect. calm consideration, tact, or restraint as you
struggle against your instincts.
Immortal Tyrant Momentum: Every time your urges cause
Broke No Opposition: Characters opposing you must you trouble, add a point of Momentum to
treat close range as dangerous terrain (Scion: Origin p. 73), the pool.
at a Complication rating equal to the higher of their Attitude Resolution: Withdraw to a place of
of fear toward you or the Atmosphere of fear in the scene. safety where you have time to collect your
thoughts or commit a heinous act of rage
HISTORICAL ERAS that you’ll regret when you snap out of it.
Scion takes place in magical reality, where the Earth
suffused and enlivened by myth and legend, giving rise to
the wild and shining World. efforts and labor, and a defining military asset. The com-
mon steed in good health is an invaluable tool for its uses
HIGH MEDIEVAL in mundane agriculture, travel, and productivity. Their
TECHNOLOGY upkeep and medical care are important not just for the
The arms, armor, and accoutrement of Arthuriana mounted warrior in need of a steed, but also for many
blends material reality from the Middle Ages with common folks working the land or tending to other pro-
anachronistic elements. The story of the Pendragon and saic concerns. Tending to horses’ wellbeing is a matter of
Camelot bridges ages and cultures as it grows, melding course for the heroic characters in Scion, but for those
eras and events. In Scion, these elements construct cases when a noble steed is ill afflicted or time is of the
important parts of the Pendragon’s Mantle, further bol- essence, care may be provided through Medicine or
stered by the presence of the active supernatural in the Survival rolls.
World. In short, while these elements draw from history, GENERAL HORSE RULES
it does not constrain them, instead echoing many of the
In historical settings, horses provide Scale 1 for most
various stories of Arthur which make up his Mantle.
tasks involving travel or labor.
While Scion doesn’t particularly concern itself with
Even with the need to regularly rest and feed riding
penny-counting or a quartermaster to determine what a
animals, horses provide impressive advantages over trav-
character may have in the way of equipment, certain de-
el by foot, and benefit as much if not more by the presence
sirable items or goods are hallmarks of wealth and station
of reliable roads and byways. However, the benefit only
in both the actual medieval and Arthurian mythos. For
applies as long as there are enough horses to provide for
those items, such as fine fitted armor, mighty warhorses,
everyone traveling. While carts, more advanced convey-
or impressive castle holdings, guidance is given for what
ances, and to some extent riding double may make it pos-
sort of paths might be appropriate for such wealth. That
sible to extend the benefits of horseflesh, there are limits
being said, nothing prevents a squire of humble origins
to such exertion of horsepower: one horse for every two
from beginning the game with a great warhorse and a fine
human-sized travelers is the minimum needed to extend
sword for heroic deeds they have already achieved, if the
the benefits to an entire group.
Storyguide and player so choose.
Attempting to push a group of horses past a normal
EQUINE AFFAIRS day of travel or in other adverse conditions risks harming
The horse is a potent symbol of Knighthood in the the animals, but are sometimes necessary, potentially
form of the noble steed, a practical multiplier of human granting an additional Milestone on complex actions

Historical Eras 67
for traveling somewhere quickly. The first time a group Rush actions, additionally allowing the rider to use Pilot
attempts to push their horses requires a Medicine or in place of Athletics. The rider also enjoys +1 Defense
Survival roll suffering from Complication 2: “Exhausted against unmounted characters whose weapons don’t
Horses,” unresolved Complication inflicting the have the Reach tag, and may apply their Defense (and any
“Exhausted” conditions on their animals. Every subse- Defense stunts) to attacks directed against their mount.
quent roll for uninterrupted travel or additional Milestone Trained mounts have 2 health, Defense 1, and 4 dice if
increases that Complication by 2, and if Exhausted suffer forced to roll without their rider’s guidance. Appropriate
the Complication again, they will suffer long term health paths for owning a trained warhorse include those that
problems (in the case of notable or healthy steeds), or die indicate modest wealth or a warrior background.
(in the case of most common animals.) Beyond normal horses trained for war are those
When it comes to honest work or meaningful con- which are bred and raised for it. While a poorer or hum-
struction, a single horse proves incredibly useful. Even ble Knight may accept a trained riding or workhorse
for work that outstrips the number of animals available, with the right temperament, many Knights of means
having access to a reliable horse for local transportation will instead want coursers, fast and bold steeds. Beyond
and additional power offers +1 Enhancement to a task, the usual benefits of trained war steeds, coursers grant
while only half-as-many horses as workers qualifies for +1 Enhancement for rolls to maneuver quickly (includ-
the usual Scale 1. However, if further advancements in ing the Disengage and Rush actions) or travel swiftly.
equine labor are available (such as ready access to horse- Coursers have 2 health, Defense 2, and 6 dice if forced
shoes, improved horse collars or plows, or even horse to roll without their rider’s guidance. Appropriate paths
drawn mill wheels), this bonus can go to Scale 2. Such for owning a courser include those that indicate formal
advancements are beyond much of the early medieval Knighthood or considerable wealth.
milieu, but are high medieval advancements that might Destriers are the largest and strongest horses that
very well be part of glorious Camelot’s blossoming. still belong to the category of mortal steeds. Powerful,
While it may not be relevant for characters pursue rare, and valuable, Knights who own one often count
day to day heroics or wandering adventures, these ben- themselves lucky. While some Knights prefer the cours-
efits may become relevant if a Knight, noble, or other ers’ lighter build and speed for use on the battlefield,
interested party must ready the defenses of a kingdom or the destrier’s pure strength and impact is undeniable.
manor in a hurry. Destriers grant their riders +2 Enhancement on Rush
HORSES IN WAR actions, and +2 Enhancement and the Pushing tag on the
resulting attack. Destriers have 3 health, Defense 1, and 6
The Knightly steed is both symbol and substance,
dice if forced to roll without their rider’s guidance. Paths
turning an armed combatant into a terror on the battle-
indicating particular wealth or fortune are appropriate
field. While many Arthurian contemporaries eschew
for those who wish to start with a destrier.
heavily armed riders in favor of formidable heavy in-
fantry, the Pendragon’s followers benefit from blessings SWORD AND SHIELD
of horseflesh from Camelot’s happy courts and the last Many weapons and armor of the early medieval to
vestiges of Roman horse breeding programs. high medieval period can be adequately represented
A desperate rider may attempt to use an animal un- with the rules in Scion: Origin. These rules bring up
trained for battle, but runs the risk of a skittish animal the potential impact of particularly notable weapons or
bolting at exactly the wrong time. Riding an untrained an- defenses, mechanical changes to represent them in his-
imal imposes the Complication 2: “Skittish” on all move- torical or legendary context, and how they can influence
ment actions and attacks while within Short or Close epic stories of battle and war.
range of the enemy. Failing to buy off one point of Skittish
results in the mount moving a range band away from any
ARMOR
enemies against its rider’s will, while two or more unre- Beloved of professional warriors and anyone who
solved points involves the beast hurling the rider from its wishes their loved ones to return from battle alive, mail
back, causing them to end the turn both dismounted and is the armor of the age. Forged by the Celts in antiquity,
Prone. Untrained horses have 2 health, Defense 1, and 3 used by the fallen Romans and Saxon invaders alike, it is
dice if forced to roll without their rider’s guidance. well understood and widely available. Lighter shirts and
heavier coats provide excellent protection against knives,
The advantages of a proper warhorse are not incon-
swords, and other cutting weapons of the period, but suf-
siderable. Any character with points in Pilot may benefit
fer against blunt weapons.
from a trained war steed’s Scale for purposes of movement
in combat or other action scenes. This explicitly offers Mail armor possesses the special “Resistant:
the usual bonuses of superior Scale for Disengage and Slashing” tag.

68 CHAPTER THREE: PLAYING IN AVALON


Resistant: Slashing (2): Lethal attacks without the in a number of different ways, the lance is designed to be
Piercing tags must pay an additional success to use the solely used on the charge, its wielder holding it one hand-
“Inflict Damage” and “Critical” stunts. ed in a couched-underarm stance. Lances have the Reach
Mundane varieties are usually Hard armor, with tag and a special “Shattering Force” tag.
heavier varieties usually being Weighty. Appropriate Shattering Force (2): When used with the ‘Rush’
paths for owning chain include those that indicate mod- action, this weapons gains Piercing (ignoring 1 point of
est wealth or a warrior background. Hard or up to two points of Soft armor), and Brutal (re-
Lost along with so much Roman industry, refined ducing the cost of the Critical stunt by 1.)
only by later advancements, plate armor is a lost art … Appropriate paths for owning lances include those
except, perhaps, in Camelot and by singularly skilled that indicate modest wealth or a warrior background.
smiths. When properly layered with cloth mail, it’s ef- Of all the weapons wielded by the warriors of
fective against every weapon of the age. Knights of the Camelot, the sword holds symbolic import. The weap-
Round Table and other superior orders wearing it may be on of heroism and might wielded in the cause of right,
the terror of the age. Arthur’s own affinity for magical blades burns brightly in
Plate armor possesses the special “Resistant: the imagination of the court and beyond. In this period,
Weapons” tag some are preserved Roman blades or their recent descen-
Resistant: Weapons (2): All attacks by weapons dants; others the forerunners of cruciform blades that
without the Piercing tag must pay an additional success will become ubiquitous across the continent in coming
to use the “Inflict Damage” and “Critical” stunts. centuries, and others of foreign or unique design. Legend
Mundane varieties are always Hard armor, always follows the path of blades in an Arthurian age, and the
Weighty, and heavier suits are often Cumbersome com- swords of heroes (and interested players’ characters) may
miserate with their superior protection. Appropriate possess the following tag.
paths for owning plate include those indicating particular Renowned (1): Renowned weapons either have their
wealth or fortune. own legend or represent a heroic character’s own. Their
As a result of the effectiveness of chain and plate unsheathing on the battlefield reveals their presence
against many contemporary weapons, both Knights and and their wielders to any survivors and observers, but a
common warriors often focus on knocking over or oth- named blade is a loyal one. The cost of the Disarm and
erwise disabling enemy Knights before attempting to fell Sunder stunts against a Renowned blade’s wielder are
them. Great heroes and those possessing supernatural increased by the wielder’s Legend.
powers proceed without such concerns, however. Appropriate paths for owning Renowned swords
include those indicating wealth or fortune … or a story of
WEAPONS their discovery, as happened to a squire in a church yard
Knights of the Round Table and their enemies may one very notable time.
carry every weapon imagin6able. Some carried out of
The shield straddles the line between weapon and
antiquity, others hundreds of years before their common
armor. Used by soldiers in the shield wall and Knight
usage, the armories of Camelot are without equal.
upon their steed alike, they protect both life and limb
Always, though, the spear is a common sight on the while allowing a forceful warrior to batter past their
battlefield. Simple to use alone or in ranks, it is one of the Foe’s defenses. Shields universally possess the Defensive
few weapons that even the charging Knight in full har- tag and usually the Bashing tag. Round, wooden shields
ness must respect. Characters on foot armed with spears with a metal “boss” at the center are the most common in
or similar Reach weapons such as pikes or appropriate the Arthurian period and possess the Pushing tag, while
specialized polearms have access to the Set Defense tag. those reinforced with so many straps and fasteners that
Set Defense (1): The wielder gains access to the Set they become Worn are not unknown. Shields also may be
Spear! Defensive Stunt. used for the Sacrificial Block defensive stunt.
Set Spear! (1s): Until you move, your attacks with Defensive (1): The weapon is intended to be used
spears against mounted opponents who have entered defensively, aiding with blocking techniques. Once per
range this turn and any opponents who have made the fight, the character may reroll a Defense roll.
Rush action gain +1 Enhancement and the Piercing tag. Sacrificial Block (Difficulty 1): The character willingly
Spears are appropriate weapons for characters from exposes his shield to the full fury of an opponent’s attack.
any path. This removes either the Inflict Injury or Critical stunt
As the mounted Knight dominates, so too does the effects from an attack, but damages the shield. If done a
lance. While long spears might be wielded on horseback second time in the fight, it destroys the shield.

Historical Eras 69
WAR MACHINES In the age of Camelot or similar legendary history,
trained Knights are unmatched on the battlefield. A
Weapons such as the catapult, ballista, and trebuchet
Knight who possesses a trained war steed of any caliber,
are used in siege or naval warfare, converting ponderous
appropriate armor to protect them, and suitable weapons
artifice and mundane physics into terrifying weapons to
on an open battlefield gains the “In Full Harness” con-
break city walls or sink ships. It takes exceptional circum-
dition. This allows them to take on bands of lesser foes,
stances or strategic acumen to use them in an individual
cleave bloody paths through war, and challenge terrifying
encounter, but characters may employ them against enor-
beasts in open combat. Note that the open battlefield
mous or massed foes. Appropriate paths for owning war
clause precludes particularly eccentric Knights from
machines are those that represent considerable wealth or
gaining the benefits for sneaking their steed into an en-
formal leadership of a military force.
emy’s castle or the dining hall of a giant; in such cases,
All war machines possess Scale for their force, based audacity is its own reward.
on their size and complexity, and benefit from the Pushing
In Full Harness: This character is a terrifying force on
weapon tag against enemies of equal or lesser size Scale.
the battlefield. They gain +1 Scale for purposes of power,
Used in combat, such weapons are accurate at Long range,
durability, and defense, and for purposes of inspiring
suffering out-of-range penalties (Scion: Origin p. 120) for
allies to greatness or enemies to fear. This condition re-
attacks at shorter as well as longer distances. They also
solves when the battle ends, when the Knight is Taken
suffer from a variable “Reload” Complication; any unre-
Out, when the Knight is forced from their steed or other-
solved value requires that many actions (taken by one or
wise dismounted, or if they become fully disarmed.
more characters) before the weapon is ready to attack
again. If more than five points of “Reload” is unresolve,
the weapon cannot be used again in the same scene. TERRA INCOGNITA
Direct fire war machines, such as bolt- and The following are examples of Terra Incognita from
dart-launching ballistae benefit from the Piercing tag. Arthurian legends and Welsh myth.
Those that fire in arcs, such as catapult or trebuchet,
benefit from the Arcing tag.
AVALON, THE REALM TO COME
Off the coast of Wales, Avalon lays shrouded in mystery
Scale 1 war machines indicate the smallest and nim- and myth. Upon the death of Arthur and under the direction
blest of destructive devices. Many crossbow-like ballistae of Merlin, the Knights of the Round Table took his body
and their relatives fall into this space, as do small cata- here and entreated the island’s monarch, Morgan le Fey, to
pults powered by tension (wound cord or compressed inter him there. She allowed this, saying that the Pendragon
springs) or traction (human effort pulling the launching shall rise again and take the throne in Camelot. If this meant
arm of the weapon). They usually suffer from Reload: 4, Arthur himself or one of his Scions, remains unclear.
but do not take penalties for firing at Medium range.
Scale 2 war machines include greater ballistae, most
COSMOLOGY
catapults, and a wide variety of other hurling engines. None can reach the isle without Morgan’s consent.
They are nearly impossible to operate on one’s own. They Most searchers looking for the tomb of Arthur come
suffer from a minimum of Reload: 6. If Arcing, they also ashore on Emain Ablach instead, much to the chagrin of
gain the Shockwave tag. Manannán mac Lir. The Tuatha sea God says he knows
the way to Avalon, as it’s his right to know all the mystical
Scale 3 war machines are powerful trebuchets or
passageways through the Ocean. That may be true, but
enormous, unique constructions. Designed to batter
to date he’s never given up the bearing to get there from
down mighty walls or sink ships, their successful employ-
the Isle of Apples, or anywhere else. If this is because of
ment in pitched battle is a rare and terrifying affair. They
his annoyance of visitors to his island wanting to find
suffer from Reload: 10, but always possess the Shockwave
the grave of some Welsh upstart or because his claims to
tag, and suffer no penalty from attacking out to Extreme
knowledge are overblown is anyone’s guess.
range.
ACCESS POINTS
LIKE GIANTS ON THE EARTH While now a great hill, Glastonbury Tor had once
The armored Knight dominates many a battlefield been surrounded by a marsh, making the top of said hill an
through many centuries, and in Arthur’s age Camelot’s island. Though rumored to have been Avalon itself, this is
forces are remarkable in both their composition and their inaccurate. It is, instead, a Gate to the island proper. If one
quality. While any of a Knight’s tools are impressive in does an arcane ritual to contact Morgan le Fey on Avalon
their own right, bringing them all together produces a for permission, they can travel to any body of water and
truly terrifying force. depart on a seaworthy ship. At some point on the journey,

70 CHAPTER THREE: PLAYING IN AVALON


they will leave the mundane waters for the mist-covered them. Avalon grows apples, grapes, wheat, and other food
seas of the Ocean around the Fortunate Island. Departing stuffs in quantities to feed all her inhabitants for the year,
from there and getting back from whence they have come regardless of how many that may be. Those few who live
is another problem altogether. there never know hunger, always finding plenty of fish in
Should the worthy be caught in a storm or lost at their nets and a boar or stag on their hunts.
sea, regardless of which pantheon they worship, if they The island is ruled by Morgan and a council of her
do any at all, the Fisher King may become aware of their eight sisters that controls and guides the magic around
plight and petition Morgan and her sisters to save them. Avalon, which keeps it both verdant and hidden, and
If they agree, they open a way through the Ocean to sail Afflach — Avalon’s mortal king.
in relative safety to Avalon. The wounded are nursed back Afflach, also known as the Fisher King, suffers from
to health in the care of the magic there, and welcomed to an unhealing wound, and if not for the life preserving
stay should they wish. magic of Avalon, he would have died a long time hence.
In the heat of battle, while brave troops retreat from Some believe that Afflach is in fact Arthur himself and that
battle with wounded toward a body of water, mists may the reports of the king of Camelot dying from his wounds
rise from it. When they cross the water, they find them- were exaggerated, or otherwise some other Incarnation
selves on the shores of Avalon, where the wounded and of the Pendragon. Either way, he waits, spending his days
dying, or already dead, Arthur and his retinue fled from fishing to provide meals for the mortal inhabitants of
the Battle of Camlann. Avalon is home to the tombs of Avalon.
many soldiers of tragic battles, and has given shelter to a Everyday governance, however, is left to Morgan and
great many others, some of which remain to this day. her sisters: Gliten, Gliton, Glitonea, Moronoe, Mazoe,
CHARACTERISTICS Thiten, Thiton, and Tyronoe. They wrote the code of laws
The Fortunate Island is so enriched with magic that, that governs the way to secure passage to Avalon from the
under the instruction of Merlin with ore and wood har- World. Together as power witches, they imposed their
vested there, the sword Excalibur was forged. A rumor will onto the Ocean so that only through their ritual can
among the Welsh and Bretons whisper that Arthur never the island be reached.
died at all, but rests in an enchanted sleep on the island, STORY HOOKS
waiting for when his leadership is needed again. The Fisher King waits for a worthy knight to come
The island itself is lush without being overgrown to him to with certain questions, the answers to which
and bountiful without reeking with the sickly-sweet would begin a Grail Quest and soothe his many wounds.
scent of decay when the seasons turn. Her hills and fields Should the knight fail their quest, however, like Percival
produce like a cultivated farm without anyone working did, his wounds would reopen, and his vigil begins again.

Terra Incognita 71
Since the time of Arthur’s death, Gawain, Guinevere, cave opening, but if there was one there, it is completely
Percival, and Ywain took a journey to Avalon and are said sealed with indestructible crystal. The monolith is called
to remain there still, the magic of the island sustaining Tombeau de Merlin, Merlin’s Tomb, and it is said this is
their long life. where Nimuë sealed a sex crazed Merlin after he prom-
ised to teach her his magic if after he gave him her virgin-
BROC LIANDE, ity. If the sorcerer is still alive down there is unclear.
THE ENCHANTED FOREST In the deepest parts of Brocéliande lies the Vale of No
Lost in the woods of what is now France, a deeply Return. This valley was cursed to be a prison for ignoble
magical glen lays, home to faeries before the coming of Knights, those who fail her challenges, cheat on their
men, and then, a home for all manner of magical con- partners, or otherwise break their oaths of fidelity. There
structs. It became the teaching grounds for Merlin for his they are maintained by her magic to not age, to live with
young acolytes, Morgan le Fey and Nimuë, and eventually what little water or food exists there, be both unaware
his final resting place. of the exact passage of time and yet know that they have
COSMOLOGY been locked away for a very long time indeed. Lancelot
once broke the spell, for a time, freeing those who were
The forest is a place of deep magic, home to faeries
once bound there, but the witch queen has since reestab-
and sorcery. Rhiannon is said to love how fickle the place
lished her home for cheating Knights.
is, while Odin has sent Huginn and Muninn to scout it out
many times, each time the ravens failing to see a single STORY HOOKS
leaf of the wood. It was important to how Merlin learned Morgan le Fey is not known at all for her patience for
his magic, and where he taught it to others. misogynists and those who would be unfaithful. The Vale
ACCESS POINTS of No Return is home to countless ne’er do wells who, at
the least, know their way around and fight and would be
The exact location of the forest is unknown ex-
most grateful for their freedom. A veritable army awaits
actly, as the magic of the forest keeps it non-localized.
those who can find the Vale and break Morgan’s spell.
Instead, the powers of the place, and the locales within
move around the forests of Brittany, France. Once within It is said that Merlin never died, perhaps cannot die,
Brocéliande, however, its landmarks are static, if a bit but instead lays trapped within his crystal tomb. Perhaps,
difficult to traverse. One has to travel through the same for the not insignificant price of breaking the Lady of the
glen twice northbound, then enter it again from the south Lake’s spell, he can share his magical arts with your band.
to reach the Vale of No Return, for instance, but they all
follow static rules once known. One may make a compass
CAMELOT,
with any long piece of non-cold iron and water collected
SEAT OF THE PENDRAGON
from within Brocéliande herself, or using a crystal from Founded by Uther Pendragon with the aid of Merlin,
Tombeau de Merlin on a string to faithfully return there, Camelot remains the seat of Arthur’s court. Many cities
however, wherever she currently resides. around Wales and England held court with the Pendragon,
but none like Camelot.
CHARACTERISTICS
Whenever those on the path to becoming the
Brocéliande doesn’t appear to be different from the
Pendragon gain enough of their Mantle, they access
mundane woods of Brittany around her from without or
Camelot, through points in a few notable places.
within to the naked eye. It isn’t, usually, until one passes
the same stone outcropping without turning once when COSMOLOGY
those who found themselves within the wood noticed Founded by Uther Pendragon with the aid of Merlin,
that something is wrong. The Enchanted Forest will trip Camelot remains the seat of Arthur’s court/ Many cities
up anyone who is not accustomed to her wiles, she defies around Wales and England held court to the original
mapping, and unless you know her rules, you will become Pendragon, but none like Camelot. Whenever those on
lost for certain. the path to becoming the Pendragon gain enough of their
Within the forest lays La pierre de tempête, The Mantle, they gain the ability to access Camelot, through
Storm Stone, upon which Yvain poured water from one a few notable places, sites of the original seats in Wales,
of Brocéliande’s springs onto. It changes the stone into a as well as those of those notable other Pendragon Scions
magical fountain, unleashes a terrible sudden thunder- throughout history.
storm, and conjures the attention of the Red Knight, who The Plant Dôn, Theoi, and Tuatha Dé Danann all
would defend the magical water from those who would believe that Camelot belongs to them. Perhaps they are
use it for ignoble causes. not wrong, as past aspirants to the Pendragon dedicated
Elsewhere, a monolith of dark crystal stands other- themselves to those faiths before their Visitation. Arthur
wise with nothing around it. It is said once there was a himself gave offerings to the Plant Dôn before he took

72 CHAPTER THREE: PLAYING IN AVALON


up his first sword. Uther gave thanks to Brân upon the These blades don’t dull, bow strings don’t loosen, arrows
completion of Merlin’s work on the Table. Regardless, don’t bend, gunpowder remains dry, and guns don’t jam.
Camelot belongs to the Pendragon alone, and with his Another armory houses leathers, gleaming armor, and
knights, they remain free of influence from exterior influ- Kevlar vests — all of which saw battle and protected their
ence and threats. wearers from death more than once. Yet another holds
ACCESS POINTS plans for siege weapons, black powder bombs, and anti-
personnel claymores.
Wherever a Scion of the Pendragon experiences his
Visitation, being the booming voice of Merlin coming For every weapon in Camelot, there too exists a doz-
forth from the heavens, the Lady of the Lake guiding him en books. Histories of nations from Arthur’s time to mo-
to a stone (or otherwise bestowing one of the swords dernity, books of strategy from generals the World over
onto him), such an even marks nearby edifices or trees in a hundred languages, maps of the known world that
with the mark of the Pendragon and establishes a Gate expand as time moves forward. Beyond that are books of
or Camelot. Scions of Arthur or his knights can feel the poetry and novels, as well as music on the myriad record-
presence of a Gate and can always pass through one, as ing devices humanity invented then discarded. A whole
can any friend of the realm. Such Gates exist in Carlisle wing is dedicated to fictional depictions of Arthur, from
and Cadbury in England, Caerwent in Wales, Jeddah in French romances to seasons of television dramas. The
Saudi Arabia, Târgoviște in what was once Wallachia and archivists of Camelot take great pleasure in these, much
now Romania, and in Mount Vernon, Virginia, to name a to the chagrin of many of the Pendragon’s Scions.
few. STORY HOOKS
Created in the 16th century the Winchester Round Camelot rises with each holder of the Mantle of the
Table hangs in Winchester Castle, England. Engraved Pendragon, but falls each time. Leadership grows more
with Arthur’s name and those of his original knights, this concerned with questing than its people; beneficent
table connects to the true Table in Camelot, or any other monarchy turns to tyranny, or one of the knights betrays
such touchstone Round Table in the World. their king. It is possible that this time, however, will be
CHARACTERISTICS different, if you learn from the lessons of the past.

Regardless from where you enter, they pass through Camelot has been searched for by those who want
the main causeway to the outer walls to the city within. her knowledge and power. The weapon vaults, the maps
The city of Camelot, like the whole of the realm, takes its to riches long forgotten otherwise, the city itself as an
influences from the cultures of everyone who has claimed otherwise unassailable fortress. The city’s gates are
its throne. Pre- and post-Roman British and Welsh homes closed to outsiders, but anyone bearing the Pendragon
butt up against an Arabian marketplace on one street Mantle or those of her Knights can travel through any
and early American colonial homes on another. With Gate or touchstone.
the dozen of cultures living in Camelot, new construc-
tion in the city and castle takes on aspects of the current
GORSEDD ARBERTH,
Scion. Cottages and huts become tenements and later
THE THRONE MOUND
apartments, but none rise taller than the towers and bat- In the southwest of Wales lay a tall hill, upon which
tlements of Camelot Castle. On the walls around it, radio lays either grand revelation, like the coming of a God, or
towers stand next to mounted crossbows and cauldrons else be wounded, seeing more than anyone could handle,
for pitch and oil. Above them all, Camelot’s castle looms. becoming grossly wounded for one’s troubles.
Built by the first Arthur’s father, Uther Pendragon COSMOLOGY
in collaboration with Merlin, focused on the magic of It was upon the seat of Gorsedd Arberth that Pwyll,
the stone Table. Vaults hold food and medicines, warded Prince of Dyfed witnessed the Rhiannon’s coming to the
against spoilage, a trick the sorcerer picked up from a World, gifting the Plant Dôn with her membership to
dragon in the Mediterranean. Camelot doesn’t look pre- their fold. It is here too that Pwyll’s son, Pryderi stood
pared for a siege, but she always is. and witnessed chaos, mist, and the vanishment or death
Within the castle sits armaments varied as the past of all life in Wales, for he was not nearly as worthy of the
Scions of the Pendragon of her Knights. Pre-Roman blessings that his father received.
Breton axes and spears lay in the same armory as It is the wood from these trees that the thirteenth
Damascus steel scimitars, Caribbean blunderbusses, seat at the Round Table, the Siege Perilous, was built. This
and US military issued MP5s. Regardless of the weapon seat shares the hills nature of only being for the worthy,
each is immaculately made, resistant to wear or rust, and being deadly otherwise.
stamped with the sign of the Knights of the Round Table.

Terra Incognita 73
ACCESS POINTS those who come to the mossy and overgrown forest with
a challenge to settle or otherwise vengeance to reckon
The hill lay in the south of Wales, at Narberth, which was
instead find a dark green arena of sandstone.
known in Arthur’s time as Arberth. For most, it is merely a
pretty hill outside of what once was the court of King Pwyll. COSMOLOGY
It is only when one climbs the hill on a cloudless day with Presided over by Sir Bertilak de Hautdesert, the
the intent to see whatever Gorsedd Arberth will show them Green Knight who was given his healing abilities by
that the magic works. It judges the worthiness of the viewer, Morgan le Fey to be only able to be permanently slain
revealing splendid knowledge and insight to those who pass, while in the Chapel itself, the Barrow of Challenge
and wounding those who don’t. The nature of the wounding exists as a test of honor and valor. On the behest of the
is always different, as sometimes it manifests as mental strain, witch queen, he traveled to Camelot to challenge the
and in other examples the wounds are very physical indeed. Once and Future King to strike at him with his own axe,
CHARACTERISTICS if in return, the Green Knight may return the attack in a
year’s time. Gawain instead accepts, and beheads him.
None would believe that this hill would be particu-
The decapitated Knight retrieves and reattaches his
larly special by looking at it, a grassy mound in an other-
own head, telling Gawain to meet him in the Chapel
wise unremarkable field, but upon stepping on it can one
in a year.
feel the weight of the power there. Energy swirls here,
from the moment Rhiannon appeared there astride her When Gawain comes to the Chapel the next year, he
horse, the echo of that momentous event still rings there. finds the Green Knight, resplendent in his emerald ar-
Faithful of the Plant Dôn, while careful to come wanting mor, and bows to him so that he may take his head, as the
only to worship and not peak behind the curtains of Fate, Round Table knight so swore to deliver, but as he passed
perform yearly rites to Rhiannon here. the challenge, his life was spared.
When climbing the Throne Mound with purpose, the ACCESS POINTS
weight of the World and power drags at one’s feet, testing While the Green Chapel is located in Lud’s Church
the perseverance of the viewer, as well as his courage. If in England, every deep forest can serve as a Gate to it if
one has any doubt of their worth upon cresting the hill, the traveler comes to it with an unsettled grudge or a
they will be struck down. Only with a clear mind and challenge, a way will open to its combat grounds. There
faithful heart can one receive revelation. they will find the Green Knight, who will preside over the
Regardless of the outcome, the sky rings out loud trial by combat as a dispassionate and objective referee.
with thunder when one crests Gorsedd Arberth, as if a CHARACTERISTICS
great bell were struck by a giant’s hand. A high wind rises
The Green Chapel from the outside, when it is found,
and often the once clear sky roils with sudden clouds for
is a basic burial mound with a simple opening, but within
all of a moment that could feel like hours. Either struck by
resembles Jeruseleum’s Cenacle, but done in shades of
inspiration and new knowledge or laid low, the skies clear
green. Moss covers much of the columns, and the air is
again, and no others can ascend to give themselves over to
dense with moisture and the smell of old blood. When
Gorsedd Arberth’s power again until a day and night has
blood is shed on the stones, it is absorbed like a sponge.
passed over it.
While the stone exudes damp, the stone floor is slip-
STORY HOOKS proof, giving combatants sure footing always.
To beseech Rhiannon for aid, one must climb Gorsedd Weapons, seemingly made of copper coated in ver-
Arberth and subject themselves to its test. Only the wor- digris and green, lay in pairs around the room. Battleaxes
thy shall claim her blessing, which will be the revelation are particularly favored, but other melee weapons feature
they receive on the Throne Mound itself. as well. Longswords, lances, green dyed leather whips,
The band has many disparate clues about an ongoing khopeshes, gladii, and macauahuitl, to name a few. None
mystery or quest they’re on. None of them seem to add can leave the Chapel, falling to sand if they are removed
up to a full picture, despite there not being any missing from the Chapel, and reappear within it the next dawn.
information. Perhaps the truth can be revealed to them at STORY HOOKS
the top of Gorsedd Arberth.
The Green Knight has come to the band, holding his
THE GREEN CHAPEL, branch of holly and battleaxe. He offers any of them to
BARROW OF CHALLENGES take their shot at him, one blow, if they agree to meet him
in the Chapel in a year hence. Someone took their shot,
While the Chapel to most who search for it is merely and now it is time to duke it out in the Chapel.
the chasm for Lud’s Church in Staffordshire, England,

74 CHAPTER THREE: PLAYING IN AVALON


later with tales of an amazing party island in St. George’s
GWALES, Channel.
THE BLISSFUL FEASTHALL CHARACTERISTICS
OF THE HEAD Gwales from without has the guise of any given small
The westernmost part of Wales, the hall sits at the medieval Welsh castle in ruins. The island itself isn’t
highest point of Gwales, on what would later become populated outside of the hall, green pastures and nature
Grassholm, it appears as a ruin from without. Within, reclaiming whatever settlements existed there in the
should one know the proper doors and when to enter past. Each side of the building holds a door, but only the
them, a lavish feast lay still fully furnished for dozens of eastward facing one can be opened from outside. Within,
attendants. Gwales Hall belies its age and degradation outside.
COSMOLOGY The number of rooms in the hall has never been
Gwales was the home of the severed head of Brân the confirmed, and the building seems to grow and shrink to
Blessed and his small cadre of warriors for nearly nine perfectly house however people are within it. Thrice dai-
decades. During this time, they cavorted, reveled, and ly the main room fills with plates of roasted meats, boar
forgot the trauma of their terrible invasion into Ireland and venison mostly, bread, wine, fruit, and cheeses. Music
to defend Branwen, Brân’s sister. During this time, a plays ambiently, and much merriment is to be had, as the
generation of mortal humans, this small group didn’t age, hall itself still hosts the splendor of Brân’s head.
grow sick, or gain the weight of their raucous decadence. Time moves differently in the hilltop hall, or at least
Utterly unhaunted by what they witnessed at war, Brân the perception of it does. Brân’s cadre didn’t notice that
kept them instead living in the moment. eighty some odd years had passed for them. They hadn’t
All of this changed when someone opened the south- aged at all, nor did they think of the outside world. It
ern door toward Cornwall, breaking the enchantment on is only by opening the southern door, in the direction
the space and reminding them not only of the horror of of Britain’s Cornwall, breaks the spell and allows the
the war they survived and their god didn’t, but too their thought of leaving. Nothing prevents the group from
further duty. Brân’s head goes silent, and the cadre takes finding or opening this door, but who goes out exploring
it to Britain to be buried on the site of what would become doors when there is partying to be had?
the Tower of London. STORY HOOKS
ACCESS POINTS Gwales’ temporal particularities makes it a great
It is not at all difficult to get to Gwales, as it is not place to set up a time jump in your story. If the band needs
particularly hidden. Travel on a ship west from St. Brides, to go missing for a few years, they may find themselves on
St. Annes Head, or Angle to arrive there. It’s the leaving a bender here.
that is the difficult part. It is not uncommon at all for Through divination, the missing person the band is
people who had gone missing while sailing off the coast after has been found on Gwales. They must make their
of Wales and declared dead by misadventure to reappear, way over, get into the hall, then remember how to leave,
youthful as they day they ‘vanished,’ a generation or more and gather the will to do so.

Terra Incognita 75
“Deny it to a king? Then happy low, lie down!
Uneasy lies the head that wears a crown.”
— William Shakespeare, Henry IV Part 2

before they come up, not necessarily to prevent them, but


KNIGHTS OF to ensure that they are events that happen in-character as
the events of an interesting story, and not due to misun-
THE ROUND: derstandings between the players at the table.

ORIGIN PLAY In the World, natural inclination and the machina-


tions of Fate leads Knights to adventures where they can
test their mettle. Embracing the call to quest in the name
T o be a Knight of the Round Table means striving and
reaching for the attainment of great ideals while
struggling with too human foibles. Chronicles at the Origin
of the Pendragon, Camelot, or their Ideal, at Origin level
a Knight finds no shortage of villains to vanquish and
level of play are intimately interested in those human disasters to avert.
frailties, both in the Knights and within the worlds and
times they quest in.
FEALTY AND SERVICE
It is the nature of Knights of the Round Table to
For the Knights themselves, this begins with deter- serve. Knights swear themselves to the Pendragon and
mining where their virtues and emotions lie. Do they their rule first and foremost, but even those errant in
quest in the name of continually refining and perfecting eras or places without clear connection to the King of
their own prowess? Are their truest opponents also the Camelot often seek a noble and worthy leader. On the one
most fearsome? Do they seek to compassionately reshape hand, this has practical value. The Round Table stands
the World, each foe less important than the hurt they can stronger than any of its Knights alone, and the Pendragon
heal by stopping them? Are their efforts threatened by the or other leader settles disputes and directs efforts more
Knight’s own overweening pride, or a distracting love for efficiently than a force without guidance could. Early on
an all-too-temporal paramour? in a Knight’s career, tasks, quests, and errands of import
Determining these concerns early in a series allows handed down by a respected authority provides the impe-
both Storyguide and players to steer the story into direc- tus for many great deeds.
tions that resonate with the characters. Characters who On the other hand, while the position of a Knight
are Knights of the Round Table naturally gravitate toward may be glorious (and many take up sword and shield in
pursuing tasks that support their Ideals, while constantly search of glory), it is not the same as the unfettered path
being reminded of the Passion which may cause them to of Scions or other, totally free heroes. Camelot’s Round
falter, but attentions should be paid to the motivations, Table looms large in Fate and the imagination, and a
goals, and distractions of other heroes that accompany Knight without comrades in a strange land cannot help
them as well. but feel their deeds are part of a larger tale than their
On a meta level, this allows the Storyguide to ensure own. Even those Knights who obtain noble, royal, or more
that everyone is on the same page regarding the content rarefied titles, becoming rulers through merit, fortune,
of the series. If two players’ characters pursue and destroy or matrimony know that their true call: service through
wickedness, it’s important to know what each character great deeds and effort. That calling is neither supplanted
considers wicked. This doesn’t mean that characters need nor surmounted by their plaudits. As long as they contin-
to be in lockstep with each other when it comes to the ue striving for their Ideals, questing to improve the World
meaning of Ideals or Virtues; if the Storyguide and players and better its inhabitants’ lots, a Knight rests assured that
know that two characters have different understandings their efforts work toward the furtherance of Camelot’s
of Justice, for example, which can be fertile ground for own.
character growth as both attempt to pursue deeds that This doesn’t mean that Knights lack individual ini-
may not always be totally in line with the other’s idea of tiative, nor does it mean that they are mere extensions
knightly virtue. of the Pendragon’s will. Even outside of such extremes
Similarly, it’s important to know when characters as Mordred’s betrayal and Lancelot’s follies, Knights of
have Ideals or goals that directly conflict. If a Knight the Round Table are not bound to obedience to the king.
seeks Vengeance as an ideal and her companion wishes Rather, they ennoble themselves through continued ac-
to see forgiveness and healing, those characters are likely tions and fealty. In practice, the Storyguide should con-
to come into conflict at some point. The Storyguide and sider how the Knight’s deeds contribute to the wellbeing
players should address obvious points of potential conflict of whatever Camelot or Kingdom the Knights happen

knights of the round: origin play 77


to serve. It is the nature of Knights to quest for Camelot, own deeds and passions affect them for good or ill. Some
and it is the nature of Camelot to improve the World as it of these characters may be suitable for use as Birthrights
flourishes. or the inspiration for quests, but it’s fine for many of them
to be the good soil in which the life of Camelot flourishes.
CAMELOT’S COMMON FOLK How Camelot’s “regular people” treat and react to
Whether historical, modern, or other, what consti- the Knights or other characters influences much of the
tutes Camelot and the characters relationships to it offers tone of the game. If returning to Camelot involves being
material for interpersonal drama and character devel- welcomed into the warm and waiting embrace of a gen-
opment between quests and other external adventures. uinely affectionate populace, it both suggests a certain
Origin-tier stories are an excellent place to detail not only level of goodness in Camelot and even the World beyond.
the knightly and bold heroes and worthies of Camelot, Characters may feel encouraged to spread Camelot’s
but the regular people who make up its rank and file. cheer to the World and defend it from dark forces, but
Even if a game’s particular Camelot is outlandish, full may be less inclined to try and change or improve its in-
of supernatural creatures and legendary beasts in wholly ternal mechanisms.
magical surroundings, there will be characters present If, on the other hand, Camelot’s common worker
who do not support it through sword and martial deed. treats the characters with fearful reverence and dutiful
Instead, many of its inhabitants will see to the day-to-day respect, the emphasized gap between them and the char-
life and maintenance of kingdom. At its most mundane acters suggests an almost dangerous level of importance
this includes custodial and culinary staff who keep for the characters’ position and deeds. The potential
Camelot livable and flourishing, while more exceptional chaos that Knights, Scions, or other powerful individuals
examples may include chroniclers of the Knights’ deeds, could wreak on prosaic life becomes drawn into sharp
spiritual advisors, or those who tend to the wounded. relief. Especially for Origin games intending to progress
Devoting some time to defining a handful of these to the Heroic level and potentially beyond, this sort of
individuals, or inviting the players to do so, encourages relationship will emphasize the potentially ever more
ongoing engagement from the players’ characters with serious stakes for Camelot and the World.
the concerns of Camelot. As the game goes on, the way A Camelot populated by characters with a more
these relationships develop provides plot material, as cynical, or at least a more measured response to the char-
ongoing concerns in the World are remarked upon or re- acters offers a chance for an Origin-level game to stay
flected by the common folk of Camelot, or as the Knights’ grounded. If a Knight must watch his words around the

78 CHAPTER FOUR: STORYGUIDING ARTHURIAN GAMES


baker lest they find their way to the ear of minor nobility the Pendragon and Camelot’s legend. The Round Table
who regularly patronizes them, or a Scion needs to con- already suggests an august assembly of the virtuous; a
sider the entanglements of siding with the grooms in their Camelot where it is truly ubiquitous invites constant
long-standing disagreements with the footmen, it brings vigilance from its champions to ensure that they remain
the concerns of the mundane and material to the fore- worthy of their posts.
front. Characters will still quest and strive for their ideals, With high station comes a chance for great error,
of course, but the contrast with foregrounded mundane and a kingdom where the nobles are simply as prone
concerns and human concerns offers a particular frisson. to human foibles as anyone else still suggests outsized
Whatever the tone set by Camelot and its inhab- consequences and drama. A noble falling in love with a
itants, Storyguides and players should take care that handsome Knight has much more serious potential con-
expectations set keep the game enjoyable for everyone. sequences than a blushing milkmaid or pizza delivery
If players are expecting supportive and good-hearted boy. Romantic gestures become magnified by wealth and
denizens of the kingdom and are instead met with influence; spurned frustration pollutes the halls of power
worshipful servants who avoid their gazes and refuse and invites reprisals from other powerful figures. A hu-
to engage in idle banter or small talk, they may feel less man court offers drama with high stakes alongside those
invested in a Camelot that turns out to a cold, strange matters of kingdom and duty the characters may attend
place. If the Storyguide hopes to involve characters to as a matter of course.
in the ongoing life and adventures of a complicated When Camelot becomes a major political, military,
and well-detailed kingdom and the players attempt or supernatural power, its courts become hotbeds of
to bypass all “in house” drama in favor of attempting intrigue. This doesn’t require that every noble or fellow
to rush back to going a-questing, the Storyguide may Knight be snakes waiting to strike, but rather that enough
end up feeling disenfranchised from their own game. of them have political or cynical concerns that compete
Discussing expectations openly and directly can avoid with Camelot’s high-minded ideals. Knights are volatile
these issues, both establishing comfort zones and of- figures, often moved by Passions that possess them, and
fering players a chance to have input on the setting combined with their martial abilities and cultural cache,
their characters will be inhabiting. they make for desirable agents or pawns in any number of
schemes. The intrigue laden court offers political charac-
PRIVILEGED PEERS ters a chance to play in their element at Camelot’s heart,
Whether ennobled by birthright, elevated by merit, while more idealistic characters may find moral and per-
or selected by numinous transcendent process, Camelot’s sonal challenges engaging as they strive to uphold higher
ruling class offers many opportunities for weal and woe. concerns against a backdrop of low politicking.
While the common people of Camelot will be far more
The powerful nature of any individual noble means
numerous than the most common Knights or petty no-
that mixing these or other approaches to the court can be
bles, both tradition and the realities of power often weigh
as simple as introducing characters who lean toward one
the actions and attitudes of those possessing title and
approach or another. A Camelot where there are paragons
rank more heavily.
of virtue so forthright as to make Knights doubt their own
Nobles possess both the reality and responsibility of goodness, flawed heroes courting destruction as they
power. They can challenge a Knight or command their pursue all-too-human desires, and scheming would-be
attention in a way that few commoners could; insults to potentates attempting to channel the Round Table’s ef-
their person or reputation threaten retribution not only forts for their own ends allows the Storyguide to engage
from their personal resources but those of Camelot itself. with different themes at “home” as the game progresses.
At the same time, if they fail to support the Pendragon The doings of those in the halls of power may prefigure or
and the people of the land, they run the risk of the king- suggest the themes of the next quest or adventure char-
dom turning against them. Ideally, they exist as much acters embark on, or just as easily contrast them. Driving
as stewards of Camelot’s glory as they do wielders of its enemy soldiers off the land of humble farmers takes on
resources. different casts when the players know the farmers’ lord
Much like the dispositions of Camelot’s other inhab- is unable to respond because he’s hopelessly in love with
itants, the particulars of Camelot’s nobility influence the leader of the enemy forces as opposed to when they
tone of the chronicle. know he is using their heroism as an opportunity to move
Nobility that lives up to the name, working to be wor- against them when they leave court!
thy of Camelot and the Pendragon just as Knights strive Whatever the composition of the court and its nobil-
to meet their ideals may provide a surprisingly strenuous ity, it’s worth keeping in mind that Knights of the Round
backdrop. Such a court is a place where characters find Table stand for ideals that transcend mere law and order.
themselves with even more to live up to than “merely” Nobles that wield their power against the less fortunate

knights of the round: origin play 79


or who attempt to turn Camelot from a shining beacon
to a mere replica of mundane feudalism or petty tyranny ADVENTURES
will always be the enemy, even if they attempt to claim Knights and other servants of Camelot engage on
legitimacy on their side. any number of errands and happenstance adventures.
Routing border reavers threatening local farms, dispatch-
FELLOW WORTHIES ing corrupt local officials, or aiding lost travelers beset by
Origin-level play naturally lends itself to play along- beasts, bandits, or identity theft are all noble deeds that
side supernatural Paths. Camelot attracts many to its Knights accomplish as a matter of course. Such work is
banners and Knights naturally make interesting compan- the daily bread of Arthurian chivalry, service not only to
ions during their adventures. Wolf Warriors from other the liege but the liege’s purpose, bettering the land and
cultures become easy comrades in arms, many a Knight the lot of those that live upon it.
would be happy to have the company of such a good dog To turn might to right, binding martial force in ser-
as a Cu Sith, and strange friends from further afield cer- vice to goodness is one of the things that separates the
tainly fit into the expanding exploits of Camelot’s finest. ideal Knight of the Round Table from mere brigands or
Of particular note are Saints. Those who pursue foot soldiers of tyranny. In both historical and present
Virtues out of duty, belief, or an inability to ignore them contexts, some potential threats will be clear and present
cleave to Camelot’s milieu just as surely as the staunchest dangers to both order and weal: rampaging beasts, unre-
Knight. The rise of Camelot and its heroic age is a rare pentant robbers and slayers of the innocent, corrosive su-
opportunity for many Virtues to be seen in full bloom. pernatural threats that threaten to undo whole communi-
Just as Knights of the Round Table pursue their ideals ties. Others provoke players’ characters to consider what
against this bright backdrop, many Saints do the same. the right action really is: if a burglar steals from a rich lord
Similarly, the Saints’ struggle between the extremes of to feed his family, is it righteous to imprison the burglar
their Pantheon’s virtues mirrors many Knights own be- and not the lord? If a landlord evicts families, exposing
tween passion and ideal. them to homelessness in the name of profit, should the
However, a Knight of the Round Table’s ideal and fact of the law stay the Knight’s from intervening?
passion reflect their inner struggles projected outwards, Knights and their companions should look to how
and the relationship between knightly Scions and their matters will lie after they are victorious. If trouncing a
Virtues is but one way Fate binds them. For Saints, the villainous Knight only results in his liege sending another
identification and interplay of their Virtues is a primary to extort the peasantry, heroic followers of Camelot are
guiding force. They cannot set aside their burden, and behooved to consider how to protect the common folk
even the resurgent wonder of Camelot may pale in com- in the long-term. If driving off monsters preying on the
parison to their devotion and struggle. inhabitants of a modern tenement only protects those
This allows Saints to provide either a supporting living there for the night, a more permanent solution
element or counterpoint to struggles of those devoted to is required. Sometimes, this may mean hunting down a
Camelot. When their Virtues harmonize with the goals of more distant threat, while other times Knights may seek
Pendragon and Camelot, they provide a potential path to those with local authority to see that they don’t fail in
a bright future. A Saint who exemplifies the Plant Dôn’s their responsibilities.
penchant for Nobility is a guiding light for Knights who This is an area where Storyguides and players should
wish to perform great feats and confront unthinkable discuss their expectations and comfort levels, especially
danger, whatever their individual inclinations and ideals in areas that touch on real world concerns. Some groups
are, and miracles done under its auspice bring more cre- will be interested in playing out knightly deliberations
dence to the idea of Camelot as the eternal kingdom. over moral matters, while others will prefer a game fo-
On the other hand, that Saint’s embrace of Fellowship cused on action against obvious villains. Making sure that
may contrast with a Camelot whose Knights no longer the Storyguide and players all comfortable and engaged
care for the small folk or council of their neighbors and should always be a primary goal for the group, whatever
instead ceaselessly pursue might and glory. This serves the events in-game are.
both as a personal reminder to the Knights of their origins At the Origin level, many potential foes and problems
and duties, and a potential warning for Camelot’s future, are other human characters, or beings who operate on a
the eternal kingdom imperiled by its failings toward its human level. Human ne’er do wells, Knights or martial
friends. What Virtues a Saint or Saints bring to the sto- champions from opposing factions, and dangerous crea-
ry will vary the nature of their relationship to Camelot tures which may be out of control animals or near-animal
and its followers, but even adherents to the Virtues of denizens are all problems which Origin-level characters
far-off pantheons provide useful lenses to scrutinize the should be well-equipped to deal with on a regular basis.
Pendragon’s realm. Both on a mechanical level and a thematic one, these

80 CHAPTER FOUR: STORYGUIDING ARTHURIAN GAMES


keeps Origin characters grounded and makes more overly outside of the town before confronting and killing it. A
supernatural beings and threats exciting and numinous tyrannous governor rules over his people with an iron fist,
when they do appear. his constables wreaking havoc and sorrow in the name of
Dealing with a feral púca (p. XX) or other Monster law and order, so the characters must: discern the extent
level antagonists will be a mechanical challenge for many of his crimes, rally the people against his wickedness,
Origin-level characters, even with Knacks and supernat- protect them from the violent onslaught of the governor’s
ural path abilities to use. Emphasizing the supernatural men, and drag him out of office so that he may be properly
and dangerous nature of even a trickster-being like a judged.
Púca terrorizing a farmstead works both to evoke an at- The exact steps for any quest will greatly differ, and
mosphere of being the protectors of the meek against the in many cases characters will come up with many differ-
otherworldly, and also to flag to the players that this is a ent possibilities for pursuing a quest. The major elements
particularly serious threat. are that quests are big enough that they cannot be ac-
Matters of Scale come down to equipment and complished quickly or easily, and that they require those
material resources at this level; few Origin characters pursuing them to seek out the quest’s goal, its means of
have access to magical power enabling them to perform accomplishment, or both.
supernatural feats of might or cunning. Storyguides These make quests possess considerable conceptual
emphasizing the material nature of power and might at space, both for interlinked adventures and deeds in their
Origin level may pay close attention to potential Scale pursuit, and for individual character growth. A Knight
bonuses for well-equipped enemies or particularly peril- tests their Ideals and struggles with their Passion, while
ous situations. Many supernatural enemies, such as trolls a Scions encounters and is given a chance to contemplate
(Scion: Origin p. 160) or large examples of Henwen’s the Virtues their nascent Pantheon connections call them
brood (p. xx) will possess dangerous levels of force and toward. More generally, characters can pursue and define
durability Scale which the players should be reminded of. their relationships with each other, creating appropriate
Similarly, they should make it clear to players when their Bonds as they grow closer.
equipment or circumstances grants Scale, and proactively The greater length and heightened dramatic process
suggest ways for players to obtain it to meet particularly of a quest also provides an ideal field for introducing par-
dire threats. ticular fearsome foes or numinous entities. The process
of a quest allows the Storyguide to introduce details and
QUESTS important information in a threat’s wake, as the char-
Great deeds don’t fall into the laps of glory-seekers. acters encounter the civilization smashing damage of a
Instead, they must pursue great wrongs to right, great giant’s rampage or the life-stifling corruption of a hor-
wickedness to expunge, great foes to defeat. For Knights ror’s evil long before they encounter the thing itself. This
of the Round Table and other followers of Camelot, the gives weight and heft to both the enemy, demonstrating
quest is both aspiration and duty. It is a crucible in which their power and potency, and also to the importance of
the Knight may pursue their ideals and master their the quest: behold the awfulness that will continue if the
passions, while winning safety and honor for king and heroes don’t rise to the challenge of vanquishing it!
kingdom.
It also allows the Storyguide to signpost particularly
On a practical level, quests are an ideal fit for multi- dangerous enemies. Characters who know that they are
ple session story arcs: the characters learn of a threat or going to pursue a creature with a poisonous, flesh rotting
problem that is distant in location or resolution, choose breath can attempt to find magical, mundane, or even
to pursue it, learning about the problem, the World, and technological solutions to the problem before they en-
themselves in the process. counter the beast, while those hunting down an undead
Where a happenstance adventure may resolve with monstrosity can seek knowledge of how to counteract
a simple trouncing of a bandit Knight or the rescue of a its deathly powers and end its horrific unlife. Using en-
lost child from the wilderness, quests imply a longer and emies with elements of Scale or entities of higher tier is
more sustained effort to resolve a problem. A bandit king possible here, as the characters have a chance to ready
dispatches brigands to harry the roads from a hidden countermeasures.
fortress, so the Knights must: best his men in the field, Origin-level characters have plenty of reason to hunt
discover the location of his fastness, and either lay siege Titanspawn-level enemies such as Afanc (p. XX) or Cath
to it or shame him into riding forth, presaging the larce- Palug (p. xx) when they threaten the safety and security
nous ruler’s defeat. A foul beast poisons a town, swim- of the land, or vie with the schemes of Rivals they aren’t
ming through its watersheds and preying on the unwary, yet ready to face on equal footing. It’s easy to adjust most
so its hunters must: discover its true nature, find balm enemies in die-pools or full archetypes in order to make
for its toxin, track its worm-ways through the swamps them appropriate challenges for a Band, but sometimes

knights of the round: origin play 81


having a fully powered beast or foe at the end of the sto- forward into embracing Legend and advancing to Heroic
ry is most appropriate. Quests provide the space to turn tier. Affiliated Scions often find themselves subject to di-
these hunts and confrontations into full-fledged stories vine visitations, but for most Knights of the Round Table
which both allow the characters to mechanically pre- there is no divine parent to see them ushered upward.
pare for the enemy that awaits them, and also giving full Instead, as they accumulate Deeds, Knights see how
weight to that enemy’s abilities. their pursuit of their Ideals has driven them to greater
When presenting antagonists with elements of Scale and greater heights, or how their struggles with their
or other powerful abilities, Storyguides should err on the Passion have forced them to rise above merely acceptable
side of being clear about how the players can attempt to conduct.
even the odds. Storyguides should encourage creative It’s possible that a Knight should find that their Ideal
ideas on the part of the players (“we get the giant well and no longer pulls them onward, or that they have fully
truly soused by leaving behind a shipment of beer!”) but mastered whatever unruly Passion coiled within them.
Storyguides should also be prepared with several possi- Moving between Tiers is a perfectly appropriate place to
bilities to suggest if the players don’t seem so inclined (“A change one or either.
ballista would be unwieldy, but might be enough to fell
the beast. Or there’s that magical lance you keep hearing
about in minstrel song and DJ mixtape…”).
WARRIOR-SAINTS:
Certain settings and time periods may suggest dif-
ferent Scale equalizers. Modern day Knights can look to
HERO PLAY
The well-explored Arthurian genre lends itself ex-
modern technologies for aid, and modern reactions of tremely well to complicated play which allows players
ancient magical items. Historical followers of Camelot and Storyguides to explore extreme deconstruction of
may benefit from knightly accoutrements, such as full mythology. The vast multitudes of Arthurian re-imagin-
harness and a fine steed, as detailed in the section on ings, reworkings and re-framings already extant in mod-
historical play (see p. XX). It’s fine if players become ern fantasy (and sci-fi, noir, YA…) provide an excellent
particularly fond of certain tools for equalizing Scale, but arena for Hero-level play within the Arthurian setting.
the Storyguide should warn them if an established source
of Scale won’t be useful in a particular situation. (“I’m ARTHUR:
afraid that the murderous ghost won’t be bothered by Sir THE NEXT GENERATION
Barret’s anti-material rifle”). The Warrior-Saints level of play works well within
PLAUDITS AND ASCENSION episodic framework. Episodic television (see Media on
p XX) and RPG modules played at a convention provide
Knights and worthies who successfully quest and superior examples of ways to approach serialized play. In
strive on behalf of Camelot should see their efforts re- this format, each session begins with a problem which
warded. When the Pendragon or a proper claimant to the the group must solve: the group encounters the issue and
mantle is present, their approval is worth much. Even how they solve it varies, but session begins with a chal-
absent the lord of Camelot, Knights and other luminaries lenge, and ends with a resolution.
in Camelot will respond to heroic deeds with gratitude
Episodic game sessions which advance a story line
and praise. All but the most bitter of rivals within the
offer a good outline for a chronicle — while each individ-
righteous kingdom should give a hero their full due for
ual session presents a particular issue for the players to
quests completed and deeds done, even if they despise
approach and solve together, recurring adversaries and
the individual personally.
themes provide the opportunity for players to advance
Material rewards, such as lands, fine possessions, or the needle on the overarching storyline. Examining the
even glittering treasure may sometimes result. These are structure of episodic television shows which advance a
fine things, but neither true Knights nor the Origin rules plotline while being self-contained provides a good struc-
greatly concern themselves with their enumeration. If ture these for game sessions.
manorial lands, favor with powerful individuals, or mate-
The Grail in a Chronicle does not necessarily have to
rial resources seem pertinent, they provide new avenues
take the form of a chalice: it can manifest as any sort of
for Path usage through connections. Storyguides should
item which makes mythological sense for your chronicle.
be generous in interpreting when the rewards of heroism
Therefore, your characters might retrieve either pieces of
would make a new connection use possible; the inherent
the Grail itself, or items which will permit them to under-
limitations on connections and Paths prevents even the
take their Grail quest later in the chronicle. In this way,
most lauded Knight from becoming too unbalanced.
self-contained sessions provide the fuel for a much larger
A cultural of heroic celebration makes for a back- storyline while still supporting episodic play.
drop that almost seems designed for pushing characters

82 CHAPTER FOUR: STORYGUIDING ARTHURIAN GAMES


Likewise, episodic play provides a good opportuni- session where two members of the group find themselves
ty for each character to have their turn in the spotlight: presented with an opportunity to interact with Merlin
Storyguides use the Player Survey (see below) to open and receive a MacGuffin for a side quest which assists the
conversations or find story seeds which shift the focus overall group with their long-term goals, all the better.
between sessions. Even in Le Morte D’Arthur, Arthur did Preparing a couple of small-group sessions, or side quest
not entirely hog the spotlight — each of the Knights had scenarios, lets the Storyguide go forward with game night
his own complete storyline. in the inevitable event that half the group can’t make it
In a modern storytelling setting, Guinevere can easily tonight. Game continues, the group advances, and no one
carry a section of adventure herself, rather than simply gets left out of Big Plot Points because they had to work
existing as a romantic foil. Applying the Sexy Lamp test overtime or couldn’t get the baby to sleep.
(wherein you question ‘can you replace this character WHERE WE’RE GOING,
with a sexy femme-leg lamp as featured in a classic
WE DON’T NEED ROADS
Christmas movie without changing the character’s role
Storyguides and players cherish the opportunity to
significantly’) to any character’s framework or role shows
work within the Arthurian mythos because — like several
where you have an opportunity to expand and improve
other popular legendary frameworks like Sherlock or the
upon that character’s place in your planned chronicle.
mythology of vampires — canon exists only as far as you
Plotting out individual episodic play with an eye
want it to exist and depends entirely upon the source you
toward whose talents or background come into focus in
consult. So many different authors, playwrights and di-
each session and making it possible for the Storyguide
rectors over the centuries have adapted Arthurian canon
to swap out the smaller plotlines while also maintaining
that the phrase “artistic license” takes on a new life. Your
internal coherence within the story also provides a means
table need feel no command to get hung up on the fine
for the Storyguide to make certain that one player or sub-
points of one form or another of canon unless you want to
group at the table does not receive an undue amount of
do so. If your playgroup finds the intricacies of Mallory’s
story focus, while neglecting other players. When every-
portrayal of Lancelot and Guinevere interesting, feel free
one has fun, everyone wins.
to explore that, but don’t feel bound to that particular
Critical to making episodic play of this sort fun and retelling of the Arthurian cycle.
productive: no throwaway episodes. Referencing the sort
The freedom to reinterpret, to synthesize, to edit my-
of television shows which make use of the ‘episodic reset,’
thology to fit the purposes of the stories you want to tell is
the most productive of those formats have no throw-
not a bug, it’s a feature — this core tenet of mythology as
away or filler episodes. Each episode (or game session)
a whole and Scion’s take thereupon especially applies to
provides a critical piece of information, a widget, or a
the Arthurian mythos. This does not mean that the tales
MacGuffin which leads to further along the episodic arc.
as written hundreds of years ago do not have weight and
If a session explores a particular character’s backstory
import, only that you may consider what someone wrote
by leading the characters to interact with a significant
hundreds of years ago in your chronicle’s construction
Storyguide Character from that character’s past, then
only so much as it gives life and joy to those playing at the
that Storyguide Character should also have information
table. Like a properly constructed corset, canon should
which doesn’t just look backward but leads forward to
support, not constrict. If you can’t breathe, take the damn
the next Storyguide Character that the group needs to
thing off.
talk to, or a piece of the Grail puzzle, or some sort of for-
As you work on the framework for your chronicle, hold
ward-looking information. When looking at the arc of the
in your mind the thought that prior to the invention of the
storyline, ask yourself as Storyguide: could I just throw
modern copyright authors and readers alike didn’t merely
out this session/plot point and get to the end of the story?
accept but lauded the reinterpretation of literary texts.
If you as Storyguide find yourself answering “no,” consid-
When working with Arthurian canon at your table, what
er how to make that episode integral. What information,
you change doesn’t constitute a deviation from canon, but
object, or Storyguide Character introduction could you
instead forms your canon. Your table creates new and excit-
insert into that session’s plot points so that without it, the
ing canon together. This rings true of all Scion, but especially
players either could not advance (or would have a much
Arthur. Reinterpretations of the Arthurian myth stretch
harder time advancing) through the planned story arc?
back over 700 years and include not just L’Morte d’Arthur
This format becomes helpful with modern life’s cha-
but lesser-known reworkings such as the Hebrew version
otic scheduling requirements. Players rarely gather at the
translated in 1279 by someone whose name has disap-
same table in current circumstances, and digital play has
peared from the historical record: not just a translation into
become even more important in our socially-distanced
Hebrew, but a distinctly Jewish retelling of the Arthurian
lives. The ability to run a session for a fraction of the whole
Saga. It contains such items as rabbinic commentary on the
group decreases scheduling stress. If the Storyguide runs a

Warrior-Saints: Hero Play 83


benefits of engaging a minstrel, tales read to the high priest of ascending to Heaven, instead running off to a profligate
on Yom Kippur (the Day of Atonement), and the reworking and prodigal life, might create an interesting basis from
of certain items as the seduction of Igerne by Uther to re- which to approach your story’s beginning.
semble the seduction of Bathsheba by King David, turning The concept of slow revelation of one’s roles pro-
the Christmas feast where they meet into a Purim feast, vides a likewise attractive latticing from which to hang
and shifting the Grail from its distinctly Christian meaning your story as it advances. Have your characters unwit-
into a tamhui, or a charity bowl from which one distributes tingly filled their roles until now, and become aware of
food to the needy. Reinterpretation forms an important the tracks on which they travel through the course of this
and time-honored keystone of the Arthurian saga’s passage portion of your chronicle? The appearance of a Merlin
through time, countries, and peoples. figure might begin the disclosure of a slow series of clues
GENRE-SAVVY AND GENDER SAVVY which start to pull back the shroud which has until now
concealed the mythical roles your characters embody.
This goes double when dealing with matters of gen-
Perhaps, instead, Merlin exists in your chronicle to con-
der, sexuality, gender expression, disability, race, and any
ceal these paths from the characters. If so, why? Does he
other marginalization not otherwise specified in previous
believe that this time, if he conceals from the characters
Arthurian canon — if your table wants to reinterpret
the paths which they follow, he can avoid the pitfalls of
Lancelot as a sapphic butch passing transmasculine in
self-fulfilling prophecy? Does he become a trusted figure
Medieval England, or Galahad’s chastity as an expression
in the life of your Arthur, or a Moriarty-style nemesis?
of an asexual/aromantic orientation, why not? No one’s
coming to your table to stand over your shoulder and tell The concept of a trusted figure existing only to pre-
you that you’ve done it wrong, and if they do, kick them pare the characters to fail at the proper time so that the
out of the room. Arthurian cycle might continue, and players thus feeling
like the chronicle has set them up to fail without their
Are your characters aware an Arthurian cycle has
buy-in can make for a deeply unfulfilling story arc for
ensnared them? Does that raise interesting questions for
your players. You should therefore cover this topic during
your chronicle? While the players are naturally aware,
your game’s Session Zero (see below).
does the idea that your characters know that they’ve tak-
en on mythical roles mythical roles add to the story your CAMELOT ALWAYS FALLS... OR DOES IT?
chronicle tells? The concept of Maleagant refusing to sell One of the potential sticking points for running a story
out Guinevere or Galahad who absolutely abhors the idea centered on the Arthurian cycle centers on the concept that

84 CHAPTER FOUR: STORYGUIDING ARTHURIAN GAMES


Camelot Always Falls. For many players, the idea of a story on stories with a pre-determined end point. The main arc
rails, or one with a pre-determined outcome, can make them doesn’t rest upon “where are we going” but “how do we
feel like nothing they do matters. By setting expectations as a get there.” For example: the rebels will, at the end, get the
table, the entire chronicle becomes more collaborative. plans for the giant space station to the other members of
Primarily: does the concept that Camelot Always their rebellion because they must do so in order for the
Falls come with the caveat “… but not this time?” Does previously-released movie to take place. The story has
this mean that your group gets to break the cycle of rise established its end point up front. This doesn’t rob the
and fall, and their journey protects Camelot from fading story of meaning simply because we know they succeed:
into dissolution? Do your heroes finally succeed where the unfolding of the storyline, the sacrifices required to
Round Tables fractured and collapsed in the past? achieve that desired end point, and the characters who
Or, if you decide as a table that Camelot must fall, undertook that hero’s journey still fascinates and capti-
what does that mean for your group? What does that look vates us.
like? If you know that your Chronicle ends with the Death However, the director — in this case, the Storyguide
of Arthur, what does death mean? As with the Tarot card — requires the buy-in of the audience, or players. Session
Death, it means many things. It just as easily means an Zero provides the opportunity to have that discussion, as
Arthur who refuses to become a Demigod, and remains everyone at the table has an opportunity to discuss what
forever a Hero, which prevents Camelot from reaching they each would like to get out of the chronicle, and what
its final and permanent glory, but allows for a relatively they intend to bring to the table. During this session, play-
happy ending for the characters. In the romance genre, ers create character sheets, knit together backstories, and
the commonly accepted premise for the genre hangs on review safety mechanics with the Storyguide’s direction.
the concept of stories ending on Happily Ever After, but Taking the time for Session Zero rather than diving head-
that genre also accepts (and expects) Happily For Now, first into a new chronicle (which undoubtedly has every-
which permits the concept of fractiousness in people’s one super hyped to play now) helps to “set the stage” for
lives thereafter but ends this installment on a happy note. the action to come and provides a clear understanding for
Writing a book for the romance genre and not ending on everyone at the table of the shared game world as well as
either trope will cause readers to eschew your second the out of character conduct of everyone at the table.
installment. A Romance novel where everyone dies at the SEX, CONSENT, AND ROMANCE
end betrays the reader’s expectation.
One of the most important topics to cover before be-
Nothing within this section suggests that only hap- ginning play centers around the concepts of sex, sexuality,
py endings suffice for Scion Chronicles. Playing out a and romance in Arthurian epics. The epics as written and
great tragedy with a bloody end that leaves everyone reinterpreted over the centuries contain such concepts
at the table reaching for tissues presents a wonderfully as infidelity, love triangles, dubious consent, rape by de-
cathartic roleplaying experience — Arthurian cycles lend ception, and flat-out sexual assault. Needless to say, these
themselves wonderfully to this sort of “I cried for an hour topics carry freight trains worth of baggage for players of
after game, and we watched a fluffy movie to unwind” all stripes, and not wanting to include a particular topic
emotional reaction. Just make sure ahead of time that in a chronicle does not represent a failing or weakness in
everyone at your table has signed on for an emotional a player or a Storyguide. Therefore, coming to the table
rollercoaster like that. Players find little less satisfying with a clear understanding of how your group intends to
than thinking they’ve signed up for a campy romance but approach these topics permits players to engage with the
end up in the middle of a pre-fated epic, and vice versa! material in all its messy complexity. A frank and honest
Beginning a Chronicle with a Session Zero enables discussion during Session Zero centering on the topics
a game to begin on the same footing, with the same un- of sex, sexuality, and romance avoids a thousand heated
derstanding of expectations and setting. While essential exchanges in the middle of a session six months down the
in setting out Lines and Veils, this also assists when dis- road.
cussing the concept of a recurring mythical cycle. Session Since the concept of ‘canon’ hangs over literary
Zero — in which no play occurs but players develop campaigns more than any other kind of campaign, it
characters and discuss expectations for the chronicle — bears repeating: canon exists only as far as it supports
forms an indispensable part of chronicle management. the stories you want to tell at your table. It doesn’t matter
Especially when dealing with story points or themes what Mallory had to say about Guinevere, Arthur, and
which might make players feel railroaded or pushed Lancelot’s relationship: if you want to tell a story where
toward a pre-determined end, Storyguides should never the three of them live as a happily-cohabitating polycule
neglect a thorough Session Zero with clearly-negotiated boundaries, or where the trio
The example of prequels created for an existing practice kitchen table polyamory with Guinevere as the
film series provides an excellent example for how to tell center of a V, great! The ghost of Mallory won’t arrive at

Warrior-Saints: Hero Play 85


SAFETY FIRST
When dealing with the heavy topics which rise to take ten to fifteen minutes to decompress after
at the Warrior-Saints level, several important an X Card tap. While the person who tapped
safety tools come into play. Arthurian myths the card might choose to explain when they
as written deal with, among other topics, such reconvene, they need not do so whatsoever.
triggering things as sexual assault, incest, Player Profile:
Profile: The player profile as
religious domination/supersession and religious developed by J Harrison and Max Lee for
abuse. When discussing what your group Archangel Frame LARP, allows players to
intends to include in your chronicle, include also lay down hard boundaries for things they don’t
one or more of the following safety techniques, want to roleplay, but to positively affirm desired
discussed more fully in other Scion books and roleplay opportunities. This gives players the
online: essential opportunity to lay out important
Lines/Veils:: Introduced in the Sex and
Lines/Veils boundaries such as ‘no sexual assault themes,’
Sorcery supplement for Sorceror
Sorceror,, Lines and but give your players the opportunity to tell each
Veils have become widely-used safety tools. other how they can support each other and give
Lines comprise those topics or events which the one another a Crowning Moment of Awesome.
Chronicle will never include, and Veils represent Easily assembled for online gaming, on a wiki or
those topics or events which will never occur “on other devoted online space for your chronicle,
screen” but might happen “off screen.” Lines the Player Profile assists with player-to-player
may become Veils and Veils may become Lines communication.
during the course of a Chronicle. Examples of Player Survey:
Survey: In contrast, the Player
common Lines include sexual assault; bugs, Survey, developed for the digital LARP From
including spiders and centipedes; and starvation, Dusk Till Jawn, permits structured communication
while the list of common Veils includes religious, between players and the Storyguide. The Player
medical, or domestic abuse; explicit sexual Survey allows players to communicate with the
content; and romantic content. Storyguide directly, without other players seeing,
X Card:
Card: Place a card with an X on the table’s and to express not only what they don’t want to
center. Any player may tap the X Card at any focus on with their character in this chronicle, but
time. When playing digitally, as many of us do what they want the Storyguide to use. A player
these days, a group might agree to use a Discord might have picked up a particular skill because
emoji or other silent form of signaling. Crucially, they felt like they need to have it, but they really
this signal both does not require speech and would prefer to have focus on another aspect
others at the table do not question it. When of the character or have a particular bit of
someone taps the X Card, this signal completely backstory rise to prominence in the chronicle.
stops activity at the table. Players usually agree

your table like some strange seder guest to tell you that soul, several interesting questions exist: what constitutes
you’ve failed at Arthur. If he does? Kick him out! purity of body? What constitutes purity of soul?
Any given interpretation of the relationships (or lack The Christian idealized lens through which the au-
thereof ) between any of the characters in Arthurian can- thors of the most well-known Arthurian versions viewed
on has its own valid weight. Who dictates what happens the myth permits little space — for example — for disabled
in this particular Arthurian cycle? (You do.) heroes, women heroes, or for any heroes outside the neu-
rotypical, able-bodied cisgender white heterosexual male
THE GRAIL, PURITY, AND SAVIOR framework. This sort of narrative often proves disruptive
NARRATIVES for individuals at the table who do not meet that very
One of the main themes of Grail quests centers around narrow identity.
the concept of purity: purity of body and soul, which can
Providing Storyguide Characters of diverse back-
quickly lunge into restrictive ideals of purity centered in
grounds, and reimagining the question of purity, chal-
Western Christianity ideals. Of course, in its best-known
lenges the singular cultural viewpoint from which the
format, the Arthurian myth takes the form of Christian
authors of the most well-known Arthurian myths wrote.
allegory, so if a table as a whole decides that they wish to
Does purity of soul have anything to do with sexual chas-
follow this path in exploring the Arthurian mythos, that’s
tity? Why? Does it have to? This links back to the idea
fantastic. Within that framework of purity of body and
that many methods exist of exploring the relationship

86 CHAPTER FOUR: STORYGUIDING ARTHURIAN GAMES


would they like to see exemplified in their Grail-seekers?
This vividly demonstrates an instance when the audience
A DIFFERENT LENS matters to the story being told: a Storyguide setting up a
The conceit that all Arthurian tales must Chrétien de Troyes Grail quest will end up frustrated by,
center around the Knights of the Round and frustrating, players who have created Grail-seekers
Table is exactly that: a conceit. If you according to different moral frameworks. Adherence to a
intend to branch out, why not really branch straight cisgender Christian morality which invokes as its
out? Relegating all the Knights to distant the highest virtues complete abstinence from sexual ac-
Storyguide Character status and focusing tivity and married monogamous straight pairings stands
on the Elaines, centering Guinevere, telling neither superior to nor inferior to other modes of morali-
a story from Nimue’s perspective: they’re ty which players explore within the Arthurian cycle. The
all on the table. A Guinevere picking up the focus of those Virtues comes from the audience of your
pieces after Arthur died early in the cycle? shared story — your players — and excel when players
Isolt’s journey as a central pillar? Why not? and Storyguide all read from the same page regarding the
narrative’s most exemplified Virtues.
VIRTUES AND PITFALLS
between Lancelot, Guinevere, and Arthur discussed in
To determine the Virtues the group wishes to see
Everybody Fucks! The fact that Lancelot does not appear
portrayed and emphasized, the Storyguide sets a piece
in the earliest Arthurian myths — Chrétien de Troyes add-
of paper on the table during Session Zero (or in online
ed him in the 12th century — lends canonical support to
games, sets up a shared document to which everyone has
Storyguides who reinterpret or reconstruct the Arthurian
access). The players and Storyguide write down Virtues
mythos at their convenience and desire.
for the Chronicle to center around. Sample Virtues in-
Indeed, the Grail itself does not appear in the earliest
clude loyalty, truthfulness, keeping promises, being open
Arthur stories, beginning with the writings of Gildas the
with their feelings, and leaving no one behind. The Virtues
Wise in the 6th century CE. The Grail’s addition heralded
document then provides a touchpoint for Storyguide and
the transition of the Arthurian mythos from semi-historical
players to reference but should not become a cudgel
accounting of nationalist pride to medieval romance. This
to enforce actions or behaviors by anyone at the table.
massive change and the mutation of stories, themes, and
Characters must have the freedom to act however their
ideals over the saga’s lengthy historical chain underlines
player sees fit, within the constraints agreed to by the
the fact that while the Arthurian cycle deals directly with
table during Session Zero with regards to Lines and Veils.
ideas of the sacred, nothing within them has inherently
After the group brainstorms which Virtues they wish
sacrosanctity. None of the saga’s history suggests proscrip-
to see exemplified in their chronicle, and which Virtues
tion against reinterpretation or removal of arcs, themes, or
will, when demonstrated, lead to the Grail becoming
motifs should a group find that concept, item, or storyline
accessible, they then turn their minds to Pitfalls. These
prohibitive to an enjoyable modern storytelling.
moral traps or betrayals of the group’s chosen Virtues
What counts as ‘pure of heart’ or ‘pure of spirit’ enough
will, when committed, cause setbacks for the characters
to approach the Grail? The link between sexual chastity
or cause them to have to take an alternate route to their
and purity exists in a medieval Christian mindset, carried
Grail. For a chronicle in which the group agrees on “the
forward to the modern day, and does not exist as a through-
Christian ideal of Chastity” as a Virtue, for example, “en-
line in many other mythical frameworks. The Virtues and
gaging in a romantic or sexual relationship” seems an ob-
Pitfalls system reimagines the concept of ‘purity’ as one of
vious Pitfall. For a chronicle in which the group agrees on
‘worth,’ where those Scions seeking the Grail must embody
“fully-automated luxury queer space communism” as the
the qualities and mores of their Divine Parents. Therefore,
ultimate Virtue, “selling out your ideals for money” might
a Norse Galahad might find himself tasked with trials
go in the Pitfalls column. A group deciding to embrace
centering around clever lateral thinking or honoring the
“honest polyamory” as a Virtue could put “betraying ne-
word of a promise made — think ‘Thor in a wedding dress.’
gotiated relationship boundaries” in their Pitfalls. When
A Japanese Galahad might prove her worthiness by, when
determining Pitfalls, ensure that they mesh with play-
presented with many opportunities to forsake the oaths
er-selected selected Virtues and represent the dark side
she has made up to this point, she accepts the difficulty
of the mirror for each of the Virtue’s shining metaphors.
and personal sacrifice necessary to honor those promises,
The Storyguide then uses these Virtues and Pitfalls
rather than taking the easy way out.
to shape the chronicle, placing opportunities to act in
Storyguides best serve the Chronicle by discussing
accordance with the Virtues as well as Pitfalls-shaped
these issues during Session Zero with players: what values
obstacles and moral questions in front of the players and
do the players at the table hold most sacred? What ideals
characters. These obstacles and opportunities should

Warrior-Saints: Hero Play 87


directly challenge the characters to either live by these instead giving critical agency to the oppressed group to
Virtues and succeed or forsake them and fail. Players resolve their own problems.
could face a temporary setback or a permanent failure White Savior narratives have no singular antidote;
in which a particular route to the Grail closes forever. In Storyguides and players cognizance of the storylines they
the latter case, the group must search for a different way create, and how they structure those storylines, prevents
to their end goal. In these cases, the Storyguide’s duty to their inclusion. This potential exists in any heroic sto-
the chronicle includes making clear why this route to the ryline. Representation combats these narratives but does
Grail closed, and how the characters begin the search for not entirely solve them. For example, a white woman can
a different route. The Grail should never be perma- easily fulfill the role of White Savior regardless of her mar-
nently lost to the characters unless your table agreed ginalized gender, and a cisgender straight person of any
upon this theme for your Chronicle. ethnicity could take the role of Straight Savior. Storyguides
Scion explores the question of queerness, disability, might then frame these episodic struggles for the Warrior-
and the heroic in Demigod on p. XX, with similar dis- Knights at the heroic level as struggles within commu-
cussion regarding Denizens in Scion Second Edition nities represented by the characters themselves. Rather
Player’s Guide: Saints & Monsters. Storyguides wishing than sending your Lancelot into a community to which
to delve into these themes might review those additional he doesn’t belong, have the trouble he faces come from his
sections for more ideas on how to engage heroic disability own block, his own neighborhood, his own family. How do
and queerness. the Virtues and Pitfalls your group agreed upon fit those
struggles? When trouble brews closer to home, it resonates
WHITE SAVIOR NARRATIVES more, creating a more potent story not reliant upon trou-
Any heroic narrative has the potential to brush up bled tropes or worn-out storytelling devices.
against the dreaded White Savior narrative, but reinvent-
Depending on the Virtues that your table agrees
ed Arthurian narratives present a unique opportunity to
upon, try the notion of upending a White Savior narrative
examine and then reject them. White Savior narratives
by making the story’s successful conclusion rely upon the
rely upon a white character coming in to help a person
characters realizing they should not take the Savior role.
or people of color with their struggles. This narrative
Instead, success depends upon supporting the communi-
appears at its most pernicious when — for example — a
ty as it reaches for its own reckoning on the issue at hand.
Union officer helps an Indigenous American tribe defend
No one needed to parachute into the state of Georgia
themselves against the depredations of the United States,
change the outcome of a particular election: the commu-
as represented by its Army. Sociologist Matthew Hughey
nity handled that on its own with support from afar. More
defines White Savior narratives rooting themselves in
to the point, the community knows its own issues far
conflict within (or more likely inflicted upon) non-white
more intimately than outsiders could easily comprehend.
groups or persons who face a struggle which endangers
Learning to play a supporting role might be the most diffi-
their lives or livelihoods. The White Savior enters the nar-
cult lesson an Arthurian Scion could ever embrace.
rative, sometimes literally just coming to town. Through
their stereotypically idealized status — teacher, military
hero, writer, lawyer — along with their overblown and REACHING FOR
superficial efforts, their nominal sacrifice or dedication
saves or morally “redeems” the “endangered” persons or
GLORY: DEMIGOD
community before the end of the narrative.
The most insidious and best-known examples of
PLAY
Becoming a Demigod is, for most Scions, a sobering
this trope invariably hinge upon a white person ‘sav-
experience. While some embrace the greater power they
ing’ a community or persons of color, do not limit your
wield over their Purviews in the form of Dominion, trans-
understanding of this archetype to white/POC binary
forming the World around them with an ease they never
divides. The Abled Savior, the Cisgender Savior, the Male
could before, there is also an urgency that accompanies the
Savior, etc. also exist and a narrative may tick multiple
trials of Apotheosis that overshadows all other moments.
boxes. The hypothetical cinematic moment in which a
Their lives are no longer a series of firsts — first defeat of
white man in a position of power literally beats down a
a Titanspawn, first gathering of devotees, first visit to an
sign which segregated bathrooms at NASA, for example,
Otherworld — but of moments when they realize they may
ticks both White Savior and Male Savior boxes! Does your
be experiencing some things for the last time.
narrative rely upon the idea of characters from a mar-
ginalized group being saved by people from outside that Arthur recognized this when his Knights took up
group? You probably have a Savior narrative. Make your the quest for the Grail. Camelot seemed stable, with all
storyline richer by examining how to avoid that trope, its enemies defeated and the land unified under his rule,
but that new quest scattered the Round Table. He knew

88 CHAPTER FOUR: STORYGUIDING ARTHURIAN GAMES


that most of them would never return, and that from that A player might decide to minimize the implications
point, the story of Camelot would be one of failure, loss, of putting an entire nation under his character’s control
and death. by working on a smaller scale: establishing a New Athens
Yet, its legend and his would survive. Players who dedicated to the ideals of the Theoi, or a New Tara where
want their Demigod Scions to follow the Arthurian path the Scions of the Tuatha Dé Danann rule. In that case,
(whether or not any of them take on the Mantle of the how different is it from dreams of an ethnostate, with
Pendragon) take inspiration from these stories to change everything that implies?
the course of their own Apotheosis in order to create a Or perhaps their plan is for a Camelot-like ideal of
self-sustaining myth cycle. To begin the cycle, a Band of progress and prosperity, one in which all the best elements
Scions work together deliberately to accomplish a set of of society (as they see it) are fostered. Utopias, or at least
Divine Deeds that they will then repeat indefinitely in imagined utopias, are common enough in our world’s
different combinations, never following through all the history, but they are always temporary. Once the figure
way to Apotheosis, but never failing completely until they driving them is gone (and often even before then), they
decide (again together) to end it. collapse. Immense empires have fractured after a single
Other Scions may decide instead to leave their mark generation, and because the mortal life of a Demigod
on the World in a different way, by unifying a land under tends to be brief once she pursues Apotheosis. It’s almost
their rule as Arthur did, creating or overthrowing insti- inevitable that the end result of empire-building is going
tutions, or inspiring belief in an ideal that will outlive to be the same.
them. Whether through personal charisma, military What should players and Storyguides do? Talk with
strength, political machinations, or religious inspiration, each other before setting any of these plans into motion.
a Demigod has the capability to alter the World in a scale Make sure that, if one or more players wants this kind of
that was out of her reach as a Hero. Whether or not she story, everyone at the table is comfortable with it. Take
achieves Apotheosis, she can be assured that her efforts some time to think about how such a thing might look
will not be forgotten. in the real world, who would be affected the most by it,
In this section are two new sets of rules that and whether or not it reflects the kind of heroes that they
Storyguides can add to their games in order to emulate want to portray. If everyone still agrees, and if it seems
some of the elements of Arthurian legend. The first is like fun, then carry on.
for creating broad political and social changes in the
World. The second is for the creation of a myth cycle that
A CROWN FOR A KING
strengthens the bonds between members of a Band so Whether a character wants to overthrow a govern-
long as they all stand together. They can be adapted to any ment, set himself up as a ruler of his own nation, bring
Scion game, but are most applicable to Scion: Demigod. about massive social change, or found a religion, the
rules for doing so are the same: they are an effort to shift
A PERILOUS SEAT the principles of a group in their own favor so that the
In the original Arthurian stories, unifying the land population will be inclined to listen to whatever message
under one king was fairly straightforward: subdue the they want to deliver. Even with miraculous support, it’s a
barons who would not accept Arthur’s claim to the long and slow process, and not without risk to the person
throne, win allies through single combat or demonstra- trying to drive the change.
tions of virtue, and drive off any outsiders who would HEARTS AND MINDS:
challenge his authority. In the modern World, and for
RULES FOR COMMUNITIES
players and Storyguides dealing with that World, it’s a
The first decision for a player to make is the message,
trickier subject.
a short description of the idea or change that he wants to
The World of Scion is imaginary, but its history and
spread among the people he intends to influence. When
cultures are based on those of the real world. Stories
and if he is successful, the message adds an Atmosphere
about seizing power over nations have to be treated with
(Scion: Origin, p.78) to the group that supports any
care. A Demigod Scion of Zeus could declare herself the
social interactions that reinforce it and makes efforts to
divine queen of Canada and enforce her will through a
go against it more difficult. A successfully delivered mes-
combination of miraculous displays and thundering re-
sage initially applies Atmosphere 1 when the character
prisals against her opponents, but what does that mean
achieves enough Milestones to influence a group, but can
to the culturally diverse population already living there?
be repeated and reinforced to increase the Atmosphere to
What does it mean to people — players, not characters
a maximum of 3. The Atmosphere gives an Enhancement
— who are members of societies that have experienced
equal to its level on any rolls by anyone in the affected
the effects of colonialism, imperialism, or state-enforced
area to affirm or support the character’s message, and a
religion?
Difficulty penalty to rolls that would undermine it. (This

Reaching for Glory: Demigod Play 89


generally excludes physical actions of any kind: a dedicat- even a small town, but it’s not going to convince an entire
ed population might be willing to fight more enthusiasti- country to follow a Scion’s leadership without extraor-
cally, but it does not make them better at combat.) dinary circumstances. As a general rule, the maximum
Changing a community’s Atmosphere is a Complex Community Size that a Deed can affect is 1 plus either the
Action that requires multiple Milestones to complete: the highest Scale that the character applies to the Deed or the
larger or more widely spread the community, the more highest Scale of the opposition. If the character performs
Milestones it takes for the Scion to deliver her message the Deed or defeats an Antagonist with a Scale higher
to everyone. Use the table below as a general guideline. than the Community Size, every extra point counts as an
additional success toward completing the Milestone.
MILESTONES COMMUNITY SIZE
Example: MJ’s Demigod, Serena, wants to
1 An urban neighborhood, a village,
members of a temple establish herself as the protector of a town in up-
state New York (Size 2). She needs to complete
2 A town, a small corporation, a two Milestones at Difficulty 2 and Complication
narrow subculture 2, each of which must involve an action of at
3 A city, a non-dominant ideology, a least Scale 1. MJ decides that Serena will raise
loose subculture a wall around the town overnight while invoking
one of her Titles to roll at Scale 3. He succeeds,
4 A state or province, a small nation, a and because the Scale is a point higher than the
local religion Size, completes both Milestones at once.
5 A large nation, a diaspora popula-
tion, a widespread religion
POLITICAL COMPLICATIONS
6 The World
Failing to overcome the Complication while trying to
promote a message means that the character’s efforts are
For each Milestone, the player must explain how he
partly successful, but in ways that stir up future drama. If
is going to spread his message. It can be through heroic
his player accepts a Complication, the Storyguide choos-
deeds witnessed by the public, speeches, the spreading of
es one from the following list:
rumors, a media campaign — anything that his character
has the means to accomplish. The player then makes a Rivalry: Fate draws a Storyguide Character to op-
skill roll with both Difficulty and Complication equal to pose the Scion’s efforts or turns the attention of an exist-
the required number of Milestones, using an attribute and ing Rival Fatebinding (Scion: Hero, p. 200) to countering
skill suited to the way that his character is delivering the her message. If the character is able to take on a new
message (or Presence + Leadership if nothing else applies). Fatebinding, she immediately gains a Rival at strength
1. If she cannot, but already has a Rival, its strength
If the character fails to overcome the Difficulty, the
increases by 1. If neither is the case, choose a different
attempt to spread her message simply fails: the communi-
Complication.
ty’s inertia prevents it from taking hold at that time. If she
overcomes the Difficulty but not the Complication, she Once per session, either the player or the Storyguide
completes the Milestone, but also triggers a side-effect can Compel this Fatebinding to increase the Difficulty of
chosen by the Storyguide (described below). completing a Milestone toward spreading a message by
the strength of the Bond.
The character can gain Enhancements on the roll by
applying Legendary Titles, Knacks, or Boons that allow Skepticism: Sometimes, mortals need extra encour-
her to use Feats of Scale to communicate ideas widely. agement to change their minds. The Scion must perform
The Enhancement from Scale is always dramatic, not a Marvel involving the community and with Scale at least
narrative. If she invokes a relevant Path with a connection equal to the Community Size -1 before the end of the epi-
to the community she wants to influence or a means to sode in order to complete the Milestone.
reach the population (e.g., a media company, a dedicated Hesitation: Key figures in the community require
internet following), she can also apply a 2e to the roll. convincing that the Scion’s message is good for them. The
Whether or not a Title can be used to spread a mes- character must complete an additional short-term Deed
sage is up to the player and Storyguide. Invoking “Victor — which can be as simple as meeting to talk with leaders
in War” is applicable to efforts to convince a population or as dangerous as hunting a local monster — to finish the
to rebel against invading Fomorians, but not when trying Milestone.
to get people to confront climate change or advocate for Misinterpretation: The message gets out, but not in
universal healthcare. the form that the Scion intended. Calls for unity turn into
Local deeds will generally only affect local communi- attacks by the Scion’s followers on people they consider
ties. Healing one person might impress a neighborhood or disloyal to the cause, or religious reforms are co-opted

90 CHAPTER FOUR: STORYGUIDING ARTHURIAN GAMES


by the establishment for their own purposes. Until he • A stretch of countryside encompassing several
completes his next Milestone, add Atmosphere 1 to the small towns whose corrupt sheriff’s department
community that reflects the misinterpreted message in- arrests people and seizes their assets whenever it
stead of the intended one. pleases. (Atmosphere 2: Obey the sheriff )
Diffusion: The message went out, but not as far as • The fortified compound of a cult whose Æsir Scion
the Scion wants. She can either complete the Milestone, leader has spent years preparing its people for
but affect a Community Size 1 lower than originally de- Ragnarök and tolerates no disloyalty. (Atmosphere
sired or choose to treat this as an ordinary failure. If it was 3: Apocalyptic dread)
already Size 1, choose a different Complication.
• A multinational corporation that employs thou-
Fracture: The Scion’s message causes a sharp divi-
sands of workers to deliver cheap products
sion in the community, forcing the character to treat it
Worldwide, but keeps them in slave-like condi-
as two communities of Size 1 lower than it originally was
tions. (Atmosphere 1: Serve consumers)
and completing Milestones for each of them separately. If
Changing the Atmosphere of the community in this
was already Size 1, choose a different Complication.
case represents a Scion offering new messages to its
Choosing which Complication to apply should de- people. It can be combined with direct action against the
pend on how much of a focus the players want to put on source of the Atmosphere, but it doesn’t have to: passing
their characters’ political efforts. Skepticism and hesita- through an area while spreading messages of hope can
tion delay progress, but don’t otherwise force characters eventually give members of the community the inspira-
to face new challenges or reconsider their plans. They’re tion to make the changes themselves. It may not be as
both good choices when a character is pursuing these satisfying as giant-slaying to some Heroes and it may take
Milestones while also dealing with a larger plot arc. longer to see the effects, but it’s also the sort of transfor-
Rivalry and misinterpretation both add new plot twists, so mation of the World that builds a Hero’s Legend.
they’re better for stories in which politics are more cen-
In addition, while it is possible in some cases to find the
tral. Diffusion and fracture can force a long-term change
sources of the community’s suffering, confront them direct-
of strategy to shore up support or reunite communities,
ly, and break their hold, the World is not as simple as it once
and take the most time to resolve, so they should only be
was. Some problems are systemic, and so deeply ingrained
considered if the situation is dramatically appropriate.
that targeting a single person only means that someone else
POLITICAL STORYTELLING will come along to fill the gap the Hero leaves behind.
In Le Morte D’Arthur, the lands that Arthur inherits Demigods have the raw power to make sweeping
begin in civil war and end the same way. Even at the best changes to their society, the power to create their own
of times, throughout Arthurian legend, there are cruel Camelot if they want to, but most of these changes come
Knights and wicked giants who imprison outsiders and with consequences that traditional legends rarely ex-
oppress the helpless until a hero defeats them. For mod- plore. Dismantling a system without any plan to replace
ern Scions seeking to make their mark on the World, these it with something better is at best a temporary solution.
enemies don’t always take such easy forms to recognize. In traditional Arthurian stories, defeating a villain can be
While trying to spread her own influence, a Scion the beginning of a Hero’s problems, as the villain’s family,
will find places — from small neighborhoods to entire na- lovers, and allies make it their purpose to take revenge.
tions — under the control of adversaries who have already In modern ones, removing one source of harm to mortals
stamped them with an Atmosphere of their own. Smaller only reveals just how extensive the entire system of op-
communities with more powerful forces have a higher pression is.
Atmosphere, reflecting a tighter grip over the actions of
the people, while it’s rare for non-supernatural beings to
MYTHIC CYCLES
be able to maintain anything above Atmosphere 1 across a Within mythologies, smaller groups of stories de-
large community. The nature of the Atmosphere reflects velop such significance that they stand on their own:
the shadow under which mortals labor, for example: the Iliad, the Mahabharata, and the Quest For the Holy
Grail exist within a larger mythological structure, but
• A rural village that looks idyllic and has a reputation
are remembered as self-contained narratives whose
for its quaint charm, but has grown fiercely xeno-
importance exists without knowing the rest of the con-
phobic over the years. (Atmosphere 2: Suspicious
text. Beyond these kinds of stories themselves, there are
of outsiders)
groups of heroes and Gods who appear so regularly to-
• An impoverished neighborhood in a large city gether that they form their own sort of sub-pantheon, like
that has been kept from thriving by an alliance Arthur, Cai, and Bedwyr in Welsh Arthurian literature; or
of landlords and local politicians. (Atmosphere 1: the sometimes cross-cultural array of deities at the heart
Hopeless) of various Greek mystery religions.

Reaching for Glory: Demigod Play 91


Bands of Demigods who have achieved the Second Callings within the group. For example, if the charac-
Call (Scion: Demigod, p. XX) may decide that they do not ters declare that their purpose in the mythic cycle is to
wish to pursue Apotheosis further, and instead focus their “protect Denizens of all kinds from mortals who would
efforts on creating a similar mythic cycle that will endure oppress them,” it could lead to:
through time. If they succeed, the bond between their
• A character with the Creator Calling and one with
members becomes unbreakable: their Fatebonds become
Liminal trying to reconcile their different ap-
entangled and interchangeable; if one is in trouble, the
proaches to protection: the former wants to build
others can always be at her side; and most importantly, if
a city where Denizens can live openly, while the
a member dies, their collective mantle is strong enough to
latter wants to find a Terra Incognita where they
draw a replacement back to them.
can hide.
Beginning the mythic cycle sets Scions on a different
course than that of Demigods attempting Apotheosis. • A Hunter who believes that removing dangerous
It still requires the completion of Divine Deeds (Scion: Denizens is a better way to ensure the safety of the
Demigod, p. XX), but fewer of them and with different majority clashes with a Lover who wants to find a
benefits. The drawback is that the characters do not way to tame their more threatening instincts.
advance beyond Legend 7 unless they agree to break the • A Warrior or Guardian who thinks that the best
cycle and continue on the path to Godhood. protection for Denizens is to fight anyone who
endangers them, versus a Judge or Sage who wants
STARTING THE CYCLE: THE PROMISE
to work within existing systems to change the atti-
As with Apotheosis itself, the decision to begin tudes of mortals.
a mythic cycle has to be made deliberately. Unlike
Apotheosis, it is a decision made by a group of Scions (and In every case, the Storyguide should consider how
their players), not an individual. It can be made as soon as different characters in the group might disagree on the
all of the characters have completed the Second Call and best approach to take, then devise situations that can
gain their fifth point of Legend, but must be settled upon bring those disagreements to the forefront so that they
before any of them reaches Legend 6. can find a resolution. When planning out the scope of the
arc to complete the Deed, she does not need to include a
The cycle begins with the Promise, a declaration by
storyline for every possible combination of Callings that
the Scions of what it is that will bind them together. It can
might come into conflict, but can pick out the ones that
be an ideal that they swear to uphold, a shared intention to
seem the most dramatic and highlight intragroup differ-
change the World in a lasting way, a great enemy that they
ences the best.
will always fight against — anything that does not have a
definite conclusion. Swearing to overthrow a government Success: The Promise is complete when the Band
is, for example, too limited unless it’s accompanied by the has triumphed over the challenge that puts their new
decision to establish the group as the new rulers for the purpose to the test, recognized and overcome their in-
rest of their lives. Likewise, it’s not enough to decide to ternal differences, and emerged with a strong commit-
defeat the minions of a Titan unless members of the cycle ment to pursuing the cycle further. If they manage to do
recognize and accept that the Titan will always find new all of this, their Legend increases from 5 to 6, and their
ways to oppose them. strengthened bond allows members of the group to influ-
ence Fate in order to ensure that they can support each
Once the characters have made their initial declara-
other in the future.
tion, it’s up to the Storyguide to come up with a Divine
Deed and story arc that will give them the chance to fulfill Once per session after completing the Promise, any
the Promise. The Deed does not, and should not, have to member of the mythic cycle who isn’t otherwise engaged
be one that leads to a decisive victory. Instead, it’s the first in activity can spend a point of Legend to arrive instantly
strike in an ongoing battle and an announcement to Fate in the location of another member. This may take the
and the World of what the Scions stand for. form of teleportation or a detour through an Otherworld,
but it is just as likely to be Fate intervening to bring the
When designing the Deed, the Storyguide should
two together at exactly the time they need to be. This
keep in mind that it’s intended to highlight the strengths
power can even work across realms.
of the Band as a group rather than playing off individual
characters. Scion: Demigod offers advice in its “True Failure: The Promise can fail in two ways. The first
Callings” section (p. XX) on questions to ask players is if the Band fails to complete the Deed it set out to ac-
about how their own path to Apotheosis might look complish — if their attempt to become benevolent rulers
based on a character’s own Callings. What the Storyguide is thwarted, their effort to protect the World’s Denizens
needs to do when creating the story arc for the Promise ends in tragedy and persecution, or they suffer a great
is to look more at connections and differences between loss against the Titan they swore to fight. The second is
if the Band succeeds at the Deed, but the players do not

92 CHAPTER FOUR: STORYGUIDING ARTHURIAN GAMES


agree that their victory completely upheld the ideals of stories, this discovery tends to lead to bitter feuds and
the Promise. If the players agree, but their characters do tragic love triangles, there is no need for it to do so if the
not, the Promise still counts as a success, even though it players do not want it to, especially if the explanation is
may lead to further tensions in the future. established a misunderstanding rather than a deliberate
If, for example, the Scions only defeat their enemy effort to undermine a relationship. Different groups of
through alliances with other Titans or by sacrificing a players have different levels of tolerance for the amount
number of their mortal followers, some players might be of in-group tension that they are willing to play out in
willing to accept the consequences (even through their the name of a fun game experience. It’s vital for them
characters do not), while others may consider it too high to communicate with each other as they go, even if that
a price to pay. There is, however, no cost to failure other means reworking a situation that seemed enjoyable at the
than not advancing in Legend. A Band can make a new beginning but no longer is.
Promise (including “fix the damage we just caused”) and Success: Every time a player Compels another’s
try again. Fatebinding in this way, her character completes a
Milestone toward the success of the Deed. Once every
SUSTAINING THE CYCLE: ENTANGLEMENT character has completed a number of Milestones equal
Feuds, romances, betrayals, mistaken identities — to the number of characters in the Band (minimum of
these are features of Arthurian legend that drive stories three, maximum of six), they complete Entanglement
as much as any quests or common cause. They are also successfully, raise their Legend from 6 to 7, and establish
typical of other mythologies in which clashes within a the mythic cycle.
pantheon occur just as often as battles against external
Immediately after completing this Deed, players may
enemies. The long-held grudge between the children of
choose to give one of their Fatebindings that have been
Dôn and the children of Llŷr are one example of this: two
Compelled by another player to that player, so long as it
families whose stories are intertwined through history,
does not exceed the usual Fatebinding limit. This does
no matter how much each of them might want to reach a
not have to be an exchange of Fatebindings, but must be
lasting conclusion.
done before the end of the following arc.
The second part of creating a mythic cycle requires
So long as the cycle continues, Fate will act to preserve
Scions to allow their own fates to become interconnected
it. If one member dies, her mantle will settle on another
in ways they never anticipated, and to play out the con-
Demigod soon after: at the beginning of the next episode,
sequences of that interconnection in several ways. This
the character’s player can introduce the new bearer of the
is Entanglement. In order to begin the Divine Deed for
mantle with the same Legend score, Abilities, Callings,
Entanglement, every member of the Band must have at
Knacks, Purviews, and Birthrights. He may choose new
least one strength 4 Fatebinding. Completing the Deed
Paths and Attributes, but no initial Fatebindings. (At the
involves the Band affecting each other’s Fatebindings in
Storyguide’s discretion, he can even be from a different
ways that they ordinarily could not:
Pantheon, so long as the new character would have ac-
Once per session, a player may Compel another cess to at least one Calling and Purview from the original
player’s Fatebinding to gain a point of Legend for herself, character, and replacing the old character’s PSP with a
while the other player must face any negative effects (such new one.) This offers a kind of immortality to the Band,
as the subject of the Fatebinding becoming Imperiled) even if its exact membership shifts over time.
himself. This takes the place of the Storyguide or other
Failure: Entanglement fails if any of the Fatebindings
player being able to Compel it that session, but the player
that it affects are Resolved or the SGCs that it involves die
responsible must explain how her character caused the
before it is complete. At that point, the Band is pushed out
negative effects. Perhaps he taunted a Nemesis, who
of the mythic cycle and back to the route to Apotheosis
then lashed out angrily; or perhaps a Paramour mistook
just as if the Scions chose to break the cycle themselves.
a few careless words for flirtation and (feeling a glimmer
of new emotions) ran away to sort out his feelings. The BREAKING THE CYCLE
explanation only requires a brief narration of the inciting Demigods in a mythic cycle can decide to break it
event, which can have happened at any point on- or off- at any point, but doing so immediately sets them on the
stage in the past. The player whose Fatebinding is being course to Apotheosis. If they break it before completing
Compelled has the right of veto over the explanation. the Promise, its members need to complete the Descent
Unlike the Promise, Entanglement does not entail and two other Apotheosis Deeds before attempting
the purposeful pursuit of any great quest. It’s something the Theophany; if before completing Entanglement,
that happens in the midst of the Band’s other actions, but they need to complete the Descent and one other. After
shades and complicates them if the source of the threat Entanglement, they find themselves face to face with the
to the Fatebinding becomes known. While in traditional Descent.

Reaching for Glory: Demigod Play 93


BADGE OF OFFICE I’LL BE TAKING THAT
Example: Agatha Li, Scion of Nüwā, Example: Reva Faroun doesn’t know
wears the Holy Grail as a pendant on a much about Arthur or Holy Grails, but the
chain of curdled moonlight. The small Relic Chosen of Ashi does love messing with
is heavy, but the Demigod will never take it easily-angered, stuck-up Titans. Especially
off; it serves as a reminder. For they are the when she gets to steal their snazzy Relic
Pendragon, King Arthur, and they will never superweapon and drive away laughing.
lay down their burden.

Players are encouraged to not begin play already


possessing the Holy Grail unless they’re already part way
Why would a Band do this? For those that have ex-
through their Apotheosis narrative. Pursuing the Holy
isted long enough and seen both friends and enemies fall
Grail is as much about the seeking as the having. The
along the way, the answer is usually as simple as bore-
journey matters as much as the destination, especially
dom. They grow to feel that their relationships have gone
for Demigods. Questing after the Holy Grail can be the
from supportive to constrictive as Fate weaves its partic-
basis of a single session, or it can provide the foundation
ular web around them. They watch other Demigods face
for an entire season’s worth of play. Even if you acquire
Apotheosis either in jealousy or with the confidence that
it quickly, the World is intricate and interconnected. The
they could succeed where others fail, and wonder how
repercussions of possessing the Grail, much less using it,
much greater the challenges would be if they took the risk
provides Storyguides with endless amounts of plot hooks
of following their path.
and story propulsion.
The familiarity of being a Demigod can be very safe,
but if a Holy Grail offers itself, it’s difficult to resist chas- A WELSH TREASURE
ing after it. There’s many a puissant Relic of the Plant Dôn laying

THE HOLY GRAIL around the World. Not all of them are the Holy Grail, of
course. Depending on who you ask, a fair few of them are.
Brân the Blessed’s Cauldron of Rebirth was shattered
The Holy Grail is an iconic part of the story of the
Pendragon, appearing in the story of almost every Scion long ago by Efnisien. But the Cauldron’s smaller cousin,
to try and complete the Mantle. The Grail has appeared the Holy Grail, was not. The giant is judicious about using
in any number of forms throughout history: a basin of it, reserving it solely for those who truly deserve a second
crystal waters that never empties; a black iron cauldron life. Brân is a gentle god, but he’s never approved of any
revives the dead; an Underworld jail encysted in impen- Arthur, viewing the Pendragon as foolish, arrogant, hypo-
etrable bedrock. The form the Grail takes depends on the critical, and wholly unworthy of resurrection. That more
purpose it serves in your game. Attempting to acquire it than one Arthur has been a Scion of his gives him mixed
serves as a Milestone in attempting Apotheosis. You can feelings, for he loves all his children.
use the Holy Grail for any kind of Apotheosis story, and at Convincing him that you should be allowed to use
any Milestone, depending on how tightly wound it is into the Grail, much less have it, is a tall feat. Only the pure of
the Demigod’s legend. heart would be allowed; therefore, any seeking the Grail
The Holy Grail isn’t just for would-be Pendragons. must prove themselves through selfless acts of heroism.
Anyone could find or wield it. Just because Arthur is Proving worthy of Brân’s fits perfectly into a coming-
in your Band doesn’t mean they have to end up with of-age Apotheosis narrative. It also is a good place to
the Holy Grail. Other Bandmates can possess it, as can undergo the Threshold as the Scion learns what they
unrelated Scions and Storyguide Characters who don’t arere really made of. Of course, stealing it is an option too
care one wick about the Pendragon can. Even Hero-level — Brân is trusting, sometimes too much so — but then the
characters could pursue the Grail. The following are pos- thief must contend with the strongest of the Plant Dôn’s
sibilities for what the Holy Grail could be. These aren’t attempting to rip off their head.
exhaustive, nor are they mutually exclusive. The Grail Ladies of the Lake (p. XX) are known for their mercu-
could be a false trap of the Titans, and at its nadir still rial nature, easily shifting from indifference to infatuation
hold a mighty Relic of the Plant Dôn. It could be some- then apathy and hatred. What lake maiden wouldn’t try
thing stranger still, or not even exist at all in your game. to catch the eye of the good King Arthur? A lady tries to
Use what suits your group best. woo Arthur, showering them with fine gifts, one of which
is the Holy Grail: a wide, silvered bowl ever full with the

94 CHAPTER FOUR: STORYGUIDING ARTHURIAN GAMES


waters of the lady’s home. Sacrifices of coin and blood becomes Arthur’s Regalia, and she gains the Demense
may be made to it in return for a boon, be it a Relic like Fatebinding (p. XX).
a sword or lance, the wisdom of the lady, or even calling These people and their home become important
forth allies among Y Tylwyth Teg. to Arthur and their story and are woven into their
If Arthur refuses her advances once, she persists. If Apotheosis. If Arthur loses their Regalia, those who gift-
Arthur refuses twice, she is roused to anger. If refused a ed it will be despondent, and may even lose heart in the
third time, the lady vanishes — taking the Holy Grail with Pendragon depending on the exact circumstances.
her. After that, she’ll give it to someone else who’ll make Kingship is not a burden lightly taken, nor is it easily
better use of it. If Arthur does court her, then eventually set down. Arthur has a responsibility to their subjects that
she wants the Holy Grail back, and she’s not going to take will last until after the stars peel off the vault of Heaven.
no for an answer. When that happens, the lady turns on Somewhat paradoxically, this is the perfect place for the
Arthur, dedicating herself utterly to their destruction. Parting stage of Apotheosis, as Arthur redoubles their
Unless they find some other way to appease her, the only commitment to their subjects yet learns anew just how
acceptable outcomes to the lake maiden include return- far apart they really are.
ing the bowl, the destruction of Arthur, or the destruc-
tion of herself. Navigating the affections of a Lady of the THE TITANS’ TRAP
Lake can serve well for any middle stage of Apotheosis. Historically, Arthur has been an enemy of the Titans.
Comedic and Tragic structures suit the story especially Not all have fought them actively. Some have even allied
well. with Titans like Matholwch on occasion, to cooperate to
When Arthur has proven herself sufficiently — their their mutual benefit. Most often they fight, and regardless
legend grown, their subjects adoring — an admirer might of who wins, in the end the Titans endure, and Arthur dies.
offer to them a finely made goblet painted with rings and Perhaps those things are connected. Arthur quests
crosses. “A great cup for a great king,” the sloe-eyed fae for the Grail as a part of attempting Apotheosis, and
says reverently, “as a gift to honor you, that you might sometimes sustains injuries or perishes in the process.
protect the home of my people.” Everyone knows that, including the Titans. Of course,
Arthur receives the Holy Grail as a gift from admirers; they’ll use that to their advantage.
if she accepts and drinks from the Relic, she is Fatebound If the Holy Grail does exist, Efnisien has rigged it.
to it and the home that needs protecting. The Holy Grail He hates the Pendragon virulently and delights in seeing

The Holy Grail 95


Arthur suffer. Working his cruel magic, Efnisien slips his
fingers into the Grail. Its waters grow dark; its power cur-
dles, profaning into something hideous and lethal. MORE THAN FITS IN
Arthur and their Bandmates find the Grail, possibly
ONE NAME
directed to it by Efnisien as the result of a bargain. The The version of the Fisher King presented
moment it’s touched, it overflows with a foul, flesh-melt- below is contradictory to the one mentioned
ing liquid that rapidly floods the area. The result is a dank elsewhere in this section and in Chapter 3 (p.
swamp of death, and if Arthur doesn’t drown, they’re XX). That’s on purpose. Arthurian characters
left to escape the disaster or contain it. Whether or not can differ drastically between tales, to the
Arthur survives depends on if Efnisien had help. It might point of effectively being different characters
be that a rival Scion is also pursuing the Mantle and is from one story to another. Embracing the
willing to get their hands dirty by wading into the muck multiplicity of it all is a part of enjoying
to finish off their weakened enemy. One of Arthur’s con-
yourself and exploring what Arthuriana has
to offer, especially in the World.
fidants could betray them, having encouraged listening
to Efnisien’s advice. Even if Arthur does survive, there
remains the aftermath of the Grail’s desolation. Efnisien’s
trap is cataclysmic, damaging property and potentially have a breakthrough in self-acceptance and pass through
killing thousands. The Titan attempts to blame Arthur, the Threshold stage, allowing them to break free.
damaging their reputation and netting them an Aggrieved The Holy Grail is then woven into the legend of the
Fatebound determined to see the Demigod ruined. This Pendragon as a Touchstone Realm (p. XX). Whether to be
could be the stage of Parting and fit easily into either a venerated as a place of rebirth, or solemnly pilgrimage to
Tragic or Redemption Apotheosis narrative. in honor of Arthur’s suffering, they are now tied to their
Or perhaps, the Grail is not an object, but a physical once-prison. How they feel about this is fertile ground for
location to be Fatebound to. Arthur hunts across the exploring stories about the costs of incarceration and the
World to find hallowed grounds, seeking a place where sacrifices made in the name of divinity.
reality itself calls out to them. By then it is too late. The Still, it could be that the Holy Grail is just a rumor. A
trap is sprung. A daffodil-speckled glade splits open like spindly little lie spun by the Titans to drag every Arthur
a hungry mouth; the slain dragon’s cave collapses, cutting down to their doom. Pursuing that rumor leads to all
off the exit. Arthur is trapped. One does not easily jail kinds of perilous places within the World and far beyond.
a Demigod. It’s a tremendous undertaking requiring a The Pendragon isn’t welcome everywhere they go, and
prison capable of withstanding and containing their full certainly not uninvited — barging into Pluto’s chthonic
divine might. Arthur may be tossed down a lightless pit palace seeking the Holy Grail in his troves will assuredly
with sheer, smooth walls; fettered with manacles made be met poorly, whether or not he actually possesses it.
from a Primordial’s blood-iron; or even bewitched into a Eventually, Arthur’s questing takes them to the Terra
trance where they relive old memories, both theirs and Incognita Caer Corbenic, Otherworld home and castle
those of prior Pendragons. of the maimed Fisher King who guards it. He welcomes
No matter its exact nature, it’s assuredly magical, and Arthur and their companions, giving them a tour of the
it’s going to be difficult for Arthur to break or be rescued. castle, docks, and village. He treats them handsomely and
The Band certainly tries to help, but there are obstacles. introduces them to all his court and subjects, showing
Rescuing Arthur is a good basis for a session. Arthur could them the eclectic wonders of his home — fêtes where
be pinned beneath a boulder in the impregnable black tylwyth teg, a kind of Fair Folk, slow-dance with visible
walls of Caer Oeth and Anoeth, an Annwn fort held by notes of music; marketplaces where most anything can
Titanspawn. Or they could be lost between Underworlds, be purchased at price of precious memories or the color
floating in a void littered with the corpses of dead Arthurs. of one’s eyes — and telling them of his steadfastness in
Maybe they’re plugged into a great machine, draining guarding the Holy Grail.
their soul to give birth to all their nightmares. Either way, Then it is time for dinner, and the pleasantries are
if Arthur was abducted or separated from the group, the dispensed with once all are seated in the banquet hall.
Band must hunt down where Arthur is being held and The Fisher King is no friend of the Band. He, too, pursued
figure out how to spring them. the Mantle of the Pendragon, before he was maimed by
While this is happening, Arthur doesn’t have to be the blood-gurgling lance he now holds and was bound
passive. Being held prisoner in a Titan trap changes them to this place. It was the prior Fisher King who trapped
irreversibly and can count as an Apotheosis Milestone. him here — and perhaps that Fisher King was a failed
They might discover new things about their powers or Pendragon too?

96 CHAPTER FOUR: STORYGUIDING ARTHURIAN GAMES


Regardless of the truth, the Fisher King bars Arthur
and any companions from leaving and tries to impris-
on them in the keep’s endlessly shifting halls, or to kill THE HOLY GRAIL OF
them, or perhaps even to try and claim the Mantle of the JESUS CHRIST (••••)
Pendragon again. Purviews: Health, Passion (Compassion)
As a Scion himself, the Fisher King is a formidable
Motif: Overflowing, selfless love for all.
opponent. Reality bends to his will within the castle;
Storyguides are encouraged to think of outlandish and
Blood that flickered from wine-red to
ichor-gold rolled down the lance that pieced
baffling scenarios for the Band to deal with, such as fights
the side of Jesus Christ — that Scion, Saint,
against liquid mirror doppelgängers, lavish landscape God — and as he bled out on the cross,
paintings overgrowing the castle, and waterslide floors that blood dripped into a plain, clay-fired
moving at a hundred miles an hour. After overcoming chalice. That chalice became the Holy Grail
his castle, the Band arrives back to the banquet hall. The as Jesus achieved Apotheosis.
Fisher King has nothing to lose, and everything to gain. Knack: While the Grail is in your
Either he wins and can go free, or he can finally die and possession, you may freely accept Injuries
escape that way. It never occurs to him that after having from any allied character within Short
attempted extortion and murder maybe the Band might range. If this would result in you being Taken
still try and free him. Out, you remain in the fight until it ends. If
Every single trap Arthur has to deal with could po- you accumulate more Injuries beyond your
tentially serve as the Descent stage of Apotheosis as they normal limit equal or greater than your
are brought low and must rise up again. This option fits Stamina, you die.
best into Tragic and Comic Apotheosis narratives.

CHRISTIANITY asked a simple question themselves: “Why do you want


AND THE GRAIL it?” Those whose answers speak to covetousness shall be
The history of the World is constantly being written turned away; those whose answers speak to selflessness
and rewritten. Things always happened the way that shall be granted the Holy Grail, as simple as that.
they did; the pages of what once was are torn out, then The Holy Grail keeps its owner alive and living well
replaced. Far more often, stories collide and give birth to for as long as they possess it. Nothing more, nothing
something new. less. This includes preventing the owner from finishing
The Plant Dôn, the Pendragon, the Holy Grail, are Apotheosis and shielding them from any tragedy — in-
Welsh. They have always been Welsh. But before Wales cluding any Fate has ordained, such as the fall of Camelot.
and its gods became what they are, they more resembled Apotheosis is a roll of the dice on which everything
their Nemetondevos cousins on the continent. It was is bet. If Arthur wants to renounce their quest for divin-
the arrival of Christianity changed them. Christian mis- ity or secure the safety of a loved one they would leave
sionaries spread belief in their God — The Lord Father, behind after Apotheosis, there is only one way to make
Yahweh, Tripartite One, etc. — and all his manifold completely certain. And to some, that certainty is worth
Mantles, Saints, and apostles. Fire met water, and from more than anything. This option works equally well in
it rose steam. Britain, and all its gods and spirits, were any kind of Apotheosis structure or stage.
transubstantiated into what we know it as today. Duw’s
identity blended with the Christian God; the story of THINGS FORGOTTEN
Arthur and the Pendragon came to be. And within it, a There are only echoes left of what the gods of
connection to Christianity through the Holy Grail that Britain once were. Remembered in birdsong and in the
appears to those Scions, Demigods especially, whose quiet places of the World, where things grow quiescent.
hearts ache with love for humankind. Discarded drafts of reality that have found their way back
Consider using this option during the Parting stage, into existence, warped beyond recognition. If the Holy
in any kind of Apotheosis narrative. Grail is a Relic of forgotten gods, it too is warped. This
The Fisher King would be able to walk again if only option differs from others in that it’s strange and out of
a wandering Knight were to ask him, “Whom does the context to modern inhabitants of the World — esoteric
Grail serve?” He doesn’t miss it. He’s fine just the way and arcane to a degree beyond what’s normal, even for
he is, thank you very much. The Holy Grail blessed him the World.
with a good, endless life, and now he is ready to pass Locating these Relics involves less violence than
on and meet God. Any who come to Caer Corbenic, his other options, and instead more investigations, chases
castle home on Avalon, inquiring about the Grail shall be across the globe, and spelunking into ruins. The Relics of

The Holy Grail 97


Fate never misses an opportunity for drama. If there
is currently a Holy Grail, Arthur cannot secure that pow-
YOUR CUP RUNNETH er for themselves no matter what. They must either allow
OVER the Grail to keep living — an enemy daily growing stron-
As a superweapon, the Holy Grail is a 5 ger, an ally gaining power that Arthur cannot control — or
dot Relic with a motif of Rampant destruction commit to killing them. This is a prime opportunity for
that becomes Fatebound to the Demigod the Descent or Threshold stages to occur, as Arthur goes
upon acquisition. Among whatever effects to hideous lengths to secure power and worship, and also
it has, the Grail allows the Scion to Imbue fits a Metamorphosis style Apotheosis narrative. The only
Legend to increase any appropriate Scale by cost is alienating, worrying, terrifying, or killing those
1 for the duration of an action. As a change closest to them. And since when has that ever stopped a
to the Demigod, the become immediately Scion?
Fatebound to a Cult Birthright at 5 dots. Or none of that’s true. There is no weapon, no bleak
transfiguration. There is only a goblet filled to the brim
with water that sparkles like melted sapphires, and when
forgotten gods are lost, after all. It’s unlikely anybody has Arthur looks to its bottom, they see only their reflection
them, yet… but you can guarantee they’re looking. Be it — and a hole at the very bottom. The Holy Grail is not a
God, Scion, Titanspawn or stranger still, a Band seeking where, or a what, but a how. It’s a path to enlightenment
to discover the long-lost Holy Grail will have to play dan- that requires the Scion to face themselves and dig deep,
gerous games in the most remote of places. deep within, to confront the harshest of truths: You doubt
that you want this, or that this is right. You are running
Some of the mightiest Relics in the World are the old-
from or toward something. You aren’t sure what makes
est, like the astras of the Devá. The Holy Grail is one such
you different from past Arthurs. You aren’t sure why you’re
thing: an enormous, curved-lipped shield that drinks the
really doing this. Camelot always falls because of Arthur.
might of the foes its wielders slay. The lost stories say
And on, and on.
Zeus’ lightning shattered between its teeth, and it supped
deeply upon the fires of Pasupati’s bow. The Holy Grail breaks more Arthurs than most
anything else. Few can withstand the clarity it brings. If
If news of such a thing existing gets out, there will be
Arthur survives it with their spirit intact, whatever lesson
hell to pay. Everybody needs a good weapon. Firebrands,
they learn — whatever truths they glean; whatever fights
warmongers, and those with an interest in pre-emptive
(literally, metaphorically — same difference) they wage in
self-defense will take an immediate interest in the activities
their soul — then they are different. They have achieved
of whoever possesses the Holy Grail. Scions receive requests
an Apotheosis Milestone, maybe even the Theophany.
from their parents (that is to say: demands) that the Grail be
turned over or destroyed or used in a certain way. They find A CUP FOR ME,
newfound allies and enemies all over, as the entire World
looks upon their newfound power with wariness.
A CUP FOR THEE
The kind of Holy Grail that best suits your group de-
If someone other than Arthur and their Band ends
pends on the specifics of the game. What level of play and
up with the Holy Grail (a petty god, a wroth Titan), then
what genre is it? What Pantheons are parts of the World
everything is flipped. Arthur failed to secure the Grail
do you want to focus on? How important do you want the
and must now do everything in their power to get it back,
Grail itself to be to your game?
lest all be lost, and the blame lay on their shoulders. The
Possibilities for the Holy Grail that are lower in
superweapon Grail could fit with any stage of Apotheosis,
overall power, like some Welsh or Christian Relics, fit
and any narrative structure, especially Redemption or
easier into the Iron and Heroic Genres than any others.
coming-of-age.
At this level their presence, and questing after them, can
The Holy Grail might be something even more un-
make for an exciting high point in these more restrained
expected. It might be you: yes, you. Your Scion. The Holy
versions of the World. In higher-power level genres, the
Grail is a state of being in which the Scion hollows out a
Holy Grail can be a relatively minor Relic that a character
portion of their body, mind, and soul, thus opening them-
possesses more casually.
selves to the prayers, wishes, and curses of all those around.
While usable in any kind of game, most possibilities
Becoming the Holy Grail is difficult, even for a Demigod.
for the Holy Grail are going to work best at the Heroic
The process is perilous and wildly unpleasant, no matter
Genre or higher. Revival magic is an awesome thing to
which approach you take: be it brewing an innards-rear-
quest for at the Heroic level, and awesome destructive
ranging draught, letting a Fomorian rip off your shadow, or
power, Titan traps and alchemical transformations do
eating the still-beating heart of the current Grail.
well from the Bronze Genre to the Gold Genre.

98 CHAPTER FOUR: STORYGUIDING ARTHURIAN GAMES


Aside from varying in power level, the various Grails of Lancelot du Lac or Percival the Holy Fool, if not more
presented above differ in tone and in the works they so. And every example listed above suits them just as well
evoke too. as any Arthur.
The Christian possibilities for the Holy Grail are With so much emphasis given to characters to whom
well-suited to telling stories that tap into medieval chi- the Holy Grail is hugely important, and explaining how
valric romances, exploring somber topics of self-sacrifice, it’s important to them, it can be easy to forget that pos-
faith, and passions. The Welsh ones work better for more sessing the Holy Grail is only as big a deal as you want it
upbeat, energetic ‘conventional’ heroic narratives full to be. Possessing it, or a version of it, can be just like hav-
of whimsy. The Titan traps are all about the spectacle ing any other Relic. If another player’s character wants
of disaster, surviving horrors, and the bonds between to have a version of the Holy Grail too, or engage with
Bandmates, Scions who chase the Grail, and their a non-Relic option simultaneously, talk it out. Multiple
Fatebound. And the forgotten Relics and possibilities Grails is always an option.
evoke high-stakes thrillers, struggles for enlightenment, Similarly, don’t feel constrained by the importance
and the harsh moral dilemmas that the divine must grap- given to the Holy Grail here when pursuing completion
ple with. of the Pendragon. Plenty of renditions of the story of
The above sections focus primarily on Apotheosis Arthur and the Knights of the Round don’t mention it. If
for the Pendragon, but the quest for the Grail is just as your group doesn’t want to use it, don’t. After all, Arthur
important for Demigods seeking to complete the Mantle is more than any Relic: he is a king once, future, forever.

The Holy Grail 99


“Such a horse, such a horseman, in the whole wild world Was never seen or
observed by those assembled before, Not one. Lightning-like he seemed And
swift to strike and stun. His dreadful blows, men deemed, Once dealt, meant
death was done.”
— Sir Gawain and the Green Knight

THE GREEN(ORIGIN)
KNIGHT’S DUE
I n the cool autumn of the Year of Our Lord 1521, Britannia
faces great peril. Disease sweeps the land. The monarchy is
in decadence, more concerned with the affairs of the King’s
Sir Gawain rose from his seat and struck the Green
Knight once, lopping off the stranger’s head in a single
blow. Laughing, the Green Knight lifted his head and re-
bedchambers than the wellness of the people. In this time minded Sir Gawain of his end of the bargain. A year and
of great need, new knights must rise to bolster the people a day later, Sir Gawain would need to come to the Green
against the darkness of the age. The Green Knight’s Due tells Chapel and submit to the same blow. With that, the Green
the tale of these heroes who would be Knights of the Round Knight tucked his head beneath his arm, turned on his
Table, pledged to chivalrous service and virtuous deeds. heel, and strode laughing out of Camelot.
The Green Knight’s Due is an adventure for Origin- THE RISE OF A HERO
level heroes, using the Knights of the Round Table Denizen
In the following year, Sir Gawain proved to be among
type. While it is rooted deeply in Arthurian myth, the play-
the most formidable of the Knights of the Round Table.
ers needn’t all choose Knights. The story works just as well if
His quests were many, as were the beasts and foul crea-
a few players create other appropriate Origin-level charac-
tures he slew. His bravery in battle stemmed from a drive
ters, provided they are approved by the Storyguide
to carve his name into legend in the short months left to
WHAT CAME BEFORE – him, for he knew he could not survive the Green Knight’s
THE BEHEADING GAME Due, nor could he renege on the bargain. As the new year
drew close, Sir Gawain quested to find the Green Chapel.
Legends speak of the Green Knight’s visit to Camelot.
In seeking the Green Knight’s home, Gawain’s brav-
During a New Year’s Eve festival, the Green Knight en-
ery and skill were pushed to the limits. He faced vicious
tered the chamber of the Knights of the Round Table.
creatures, both of the forest and of the fae. His nights
Though he wore no armor, the Green Knight carried a
were haunted by the spirits of fallen knights who pre-
mighty, ornate axe. Asserting the weakness of the assem-
ceded him, robbing him of restful sleep. Two days before
bled knights, the Green Knight challenged any present to
New Year’s Eve, Sir Gawain arrived at Castle Hautdesert,
strike him, on the condition that he could return the blow
where he requested shelter and succor before moving on
one year and one day hence. The Green Knight then held
to meet his foe. The castle’s master, Lord Bertilak, wel-
the axe aloft and pledged to gift the weapon to whoever
comed the weary knight, offering comfort and shelter.
was brave enough to meet his challenge.
The Green Knight cut an imposing figure with other- TEMPTATIONS
worldly green skin and hair of oaken leaves. His appearance During his stay at Castle Hautdesert, Lady Hautdesert
frightened the knights, and none would dare to battle the made advances on Sir Gawain. Though the lady was per-
Green Man. When he received no response, the visitor sistent, and Sir Gawain’s resolve stretched to his limits, the
taunted the knights for their cowardice. Seeing no alter- knight maintained his virtue. Sir Gawain rebuffed Lady
native that would preserve their reputation, Arthur rose Hautdeserts attempts at seduction. Furthermore, he resist-
to meet the challenge. This prompted Sir Gawain, a young ed an offered golden ring as a token of her favor. When the
knight and nephew to the King, to plead for the opportunity lady offered him a magical sash with the power to protect
to act as Arthur’s champion. Though Arthur initially resist- him from any wound, Gawain’s resolve was not as strong.
ed, Merlin suggested the King should allow Sir Gawain to Knowing that a beheading awaited him, Sir Gawain accept-
serve his purpose and duty as a knight without letting pride ed the gift and wore it to his meeting with the Green Knight.
interfere. Arthur acquiesced to the wisdom of his advisor After a bit of toying with Gawain, the Green Knight
and allowed Sir Gawain to play the Green Knight’s game. struck his neck with a gentle and glancing blow. The sash

the green knight's due 101


protected Gawain, and the Green Knight subsequently re- methods below, or through another means that is better
vealed that he was aware of the sash. He did not fault the suited to the band’s story.
Knight for accepting the gift, and commended Sir Gawain’s
bravery and virtue in adhering to their bargain. Leaving the OPTION 1:
sash with the Knight as a reminder to remain honest and THE FARMER’S PLEA
steadfast, the Green Knight faded into the forest. The band encounters Nicolas Bradbridge, an elderly
farmer who seeks heroes to intervene on behalf of his
CURRENT EVENTS – hamlet. Nicolas claims that a beast, or a pack of beasts, is
A LAND IN NEED terrorizing the farms of Darwin, a small hamlet under the
Now, nearly a millennium after his initial encounter protectorate of Lord Hautdesert. Hautdesert has not seen
with King Arthur’s court at Camelot, the Green Knight fit to dispense hunters to relieve the townsfolk, so Nicolas
seeks souls who are worthy to bear the Emerald Sashes of made a journey to find outside aid. Nicolas begs the band
the Knights of the Round Table. The reign of King Henry for their assistance. He first appeals to their sense of duty
VIII is plagued with ill portents that predict a tumultuous as capable warriors to stand for the meek. If the knights
future for the British Isles. Fissures between the Church and refuse, he then appeals to desires for glory by assuring the
Crown appear, and the King wants a male heir so badly he is band that eradicating this threat will write them into the
willing to tear Britannia to shreds in order to get one. Fearing lore of the land, making them true heroes of the people.
the worst for his land, and the people and beasts upon it, the Failing that, he offers modest coin. He can guarantee a
Green Knight hopes to find a knight worthy of the Mantle of bounty of 100 pounds for the eradication of the threat,
the Pendragon. If not, he believes he can at least assemble a which consists of the life’s savings of the local farmers.
band of heroes who can assume the roles of Knights of the
Round Table, protectors of the Britons, and sword arms of
CLUES, INTERACTIONS, AND CONSEQUENCES
the One True King. The Green Knight believes that doing Nicolas is a servant of the Green Knight, though he
so will coax the true heir to Arthur’s Legacy to come forth. serves in an unwitting capacity. It is true that a beast is
attacking livestock in the hamlet. Nicolas does not know
THREE TRIALS that the Green Knight released the Questing Beast (see p.
The Green Knight has selected the player characters xx) in the village, nor does he realize that it was the Green
as his prospective Knights of the Round Table. He has Knight who granted him a vision of the band. Nicolas
set up three trials for those who would be Knights of the begins the scene with a positive Attitude of 2 toward the
Round Table. The Green Knight intends to test their vigor band, who he believes to be ordained to serve as heroes.
in battle, their virtue through intrigue, and their wits by During their conversation, Nicolas reveals the fol-
seeding the truth of his purpose in illusion and misdirec- lowing information:
tion. The Green Knight knows the danger of engaging
• Three farms have been attacked in as many nights.
too directly with the Mantle of the Pendragon and has no
desire to be drawn further into the Fatebinding than he • The livestock are being horribly mutilated by what
already is. Simply showing up, revealing himself to the appears to be the large claws and teeth of a beast.
prospective knights, and declaring them heirs apparent • The attacks are accompanied by a sound like a pack
to the Legends of Camelot would be disastrous for him of snarling dogs.
and a disservice to the knights he hopes to inspire.
To distance himself from such direct manipulation, • The beast leaves tracks similar to a hart’s.
he has crafted a quest for the knights. Should they prove If anyone in the band exerts influence on Nicolas,
their worth and succeed, all will be revealed. Clues hid- he reveals the following information, depending on the
den throughout the quest point to the Green Chapel, number of successes gained on the Encourage Behavior
where destiny and grand blessings await those who action (Scion: Origin p. 79)
succeed. Knowing that Britannia needs the most valiant • 1 success: Nicolas believes that there is a magical
and skilled knights in the land, the trials are perilous and creature responsible for the attacks.
deadly.
• 2 successes: Nicolas saw the beast, but it was late at

SCENE 1: night. He swears that it is the size of a horse, has a


head like a snake, and walks on hooves.
SETTING THE STAGE • 3 successes: Nicolas saw a vision of the band and
knew to come find them.

T he story begins with the band hearing rumors of a


mythic beast terrorizing farms in the countryside.
The Storyguide can introduce this quest using any of the
• 4 successes: Nicolas was given the vision by the
Green Man.

102 CHAPTER FIVE: ARTHURIAN ADVENTURES


When Nicolas approaches the band, the Green Enemy: Negative Attitude 4 or More) The band has made
Knight observes the meeting. Relying on his command their first true enemy.
of illusions, the Green Knight hides in plain sight in the
scene, watching the band’s interaction with his pawn. OPTION 2: A LORD’S REQUEST
The band’s actions in this scene go a long way toward Benedict Sedley, a messenger hired by Lord
determining the Green Knight’s attitude, which begins as Hautdesert, approaches the band with a letter pleading
a positive Attitude of 1, but can shift dramatically based for their aid. Word of the band’s deeds or reputation has
on the band’s treatment of Nicolas. The Green Knight’s reached Lord Hautdesert’s ear. Lord Hautdesert wish-
Attitude table indicates events that impact his Attitude es to enlist the band to help with a most urgent matter
toward the band. plaguing the farmers who work his land. He requests
their immediate presence at Castle Hautdesert where he
GREEN KNIGHT’S ATTITUDE will detail their quarry and the rewards for a successful
EVENT ATTITUDE MODIFIER hunt. The message also includes a map which leads to the
castle by way of the hamlet of Darwin.
Accept the quest for duty +1
Benedict is exhausted and mildly ill when he meets
Accept the quest for glory 0 the band. He rode straight away from Castle Hautdesert,
Accept the quest for -1 continuing through the frigid night to deliver the mes-
money sage as swiftly as possible. Between exertion and the
Discover Nicolas’s vision +1 autumn night, Benedict has contracted a cold and is badly
Mistreat Nicolas -2 in need of a warm, dry place to rest. He wishes to deliver
the parcel and leave so he might seek suitable lodging to
Refuse the quest -3
recover from his journey. If the band interrogates him,
Treat Nicolas well +1 he has little insight into the nature of the message or any
of his contents. He is exactly what he appears to be: a
If the band agrees to help, Nicolas provides them di-
simple messenger. The Green Knight observes the band’s
rections, but refuses to join them, citing exhaustion from
interaction with Benedict, looking for signs of their
his travels. He intends to spend a few days in the nearest
temperament.
inn to recover from his journey. His son, Rowland, watch-
es the farm and knows to expect the band’s arrival. In this GREEN KNIGHT’S ATTITUDE
case, proceed to Scene 2.
EVENT ATTITUDE
If the band declines, the Green Knight presumes they MODIFIER
are unworthy and grows agitated with them. This can be
resolved in one of two ways. If the Green Knight contin-
Accept the summons 0
ues pursuing these folks as his heroes, he could dispatch Mistreat Benedict -2
Benedict as detailed in Option 2 or send the chromatic Refuse the quest -3
knights as detailed in Option 3 to give the band another Treat Benedict well, such as offering +1
opportunity to involve themselves in the tale. If the band food, medicine, or a place to rest
cannot be roused to action by messenger or misadventure,
the Green Knight succumbs to anger as detailed below.
It is possible that the band treats Nicolas so poorly or
OPTION 3:
dismisses him so rudely as to earn the instant ire of the
A RANDOM ENCOUNTER
Green Knight. In a fit of fury, the Green Knight brings the As the band travels along a country road the chromat-
group to the Green Chapel (p. XX) as soon as possible. As ic knights interrupt their journey as detailed in Scene 2.
the Green Chapel is Terra Incognita, the Storyguide may Ideally, the purpose of the band’s travel should be tied to a
place the band there by fiat, or may use some trope or rule long-term or Band Deed, though it would be best to avoid
to bring them there, such as “when the band next walks anything that would create enough of a sense of urgency
through an archway” or “when you next sleep under the that the band would skip the investigation that follows.
stars.” This gives the Storyguide a means to tie the events herein
to existing, established Deeds.
Once the band has been spirited away to the Green
Chapel the Green Man reveals himself. He chastises If the Storyguide uses this option, refer to the Green
the band for their cowardice, disloyalty, and unworthi- Knight’s Attitude chart in Scene 2 to determine the impact
ness before attacking. The Green Knight has a negative on his opinion. Bear in mind that choosing this option re-
Attitude of 4 toward the band. The Storyguide should run duces the number of opportunities the party has to impress
the scene with that modifier in mind (see p. XX Sworn the Green Knight, making the story a bit more challenging.
The Storyguide can offset this by adding an alternative

the green knight's due 103


social scene later in the story. Perhaps after the encounter The abnormality of this event should be played up,
with the chromatic knights the band encounters Nicolas, as it is likely the first, or at least among the first, truly
either on the edges of his farm, or at the outset of his jour- supernatural event in the band’s lives. The reveal of the
ney to find heroes to hunt the Questing Beast. true nature of the chromatic knights takes folk tales and
mysticism from the realm of rumor and fancy, arms it
SCENE 2: ROADSIDE with a broadsword, and drops it in the band’s lap.

CONFRONTATION If the band successfully defeats the chromatic knights,


they may investigate the scene of the battle in the hopes of
deducing something of the nature of their adversaries. This
O n the road to Darwin, group of knights dressed in
colored plate mail stop the band. One knight each,
clad in black, yellow, and red, step into the road to block
information can be obtained via the Extra Clue or Q&A
stunts and can be used to help Storyguides present informa-
tion. Academics or Occult are the best Skills to gather this
the passage of the band. The knights claim that a foul beast
information, but the Storyguide should feel free to reward
roams the lands and that they have posted themselves at
creative use of other Skills in the investigation.
the roadside to keep out innocents who would fall prey
to the creature. While the band may attempt to resolve • Core clue: the knights were really crude effigies
the situation non-violently, doing so proves difficult. made of holly branches.
The chromatic knights each have a negative Attitude of
• Core clue: some arcane power, illusion, or sorcery
3 against the band. They are aggressive and looking for
must be involved.
a fight. Though they will not strike first unless the band
attempts to press pass them, they instead goad, cajole, and • 1 success: Holly is a plant traditionally associated
interfere with the band in the hopes of starting a conflict. with the Green Man. The Green Man is a fey crea-
If the band strikes first or attempts to push or sneak past ture in the shape of a man made of vegetation who
the chromatic knights, the knights attack immediately and protects the land.
fight until Taken Out. • 2 successes: The Green Man was also known as the
When one of the chromatic knights is Taken Out, Green Knight in Legends of Camelot.
their true nature is revealed, as their armor crumbles
• 3 successes: The Green Knight featured prominent-
to mulch, leaving a humanoid construct made of holly
ly in the quest of Sir Gawain. He was, in addition to
boughs. This causes no alarm to the remaining chromatic
being a fey creature, an accomplished illusionist.
knights, who refuse to acknowledge declarations of their
strangeness, or questions into their nature. They press on • 4 successes: Sir Gawain entered into a bargain with
with their combat to debilitate the band. the Green Knight over an ornate and powerful
weapon. The Green Knight allowed Sir Gawain

104 CHAPTER FIVE: ARTHURIAN ADVENTURES


THE LORD’S GUARDS
The Lord’s Guards are a pair of former farmers named Rosewood and Guildford who took jobs as
Darwin’s law enforcement personnel when their crops failed a decade ago. They are untrained in
combat, hunting, and investigation, and serve little actual purpose in the hamlet or in this story. They
are mentioned in passing above, and the story works fine without their inclusion, however, they do
provide an easy point of customization for a Storyguide to utilize. If the Storyguide wishes to inject a
bit of comic relief into the tale, Rosewood and Guildford can serve as comic foils, bumbling around
the investigation and drawing all the wrong conclusions. If an increase in tension is required, the
pair can resent the band’s presence in Darwin and work to hinder them, either by simply hanging
about and irritating them, or by actively interfering with the investigation. The Storyguide can even
use them to deliver clues that the band misses in their initial assessment, as Rosewood and Guildford
stumble onto some piece of information in their bumbling attempt to do an adequate job.
Including the duo is unlikely to have much impact on the Green Knight’s evaluation of the band
unless the band grossly mistreats the incompetent guards. He doesn’t care about them either way.
They are ultimately irrelevant to his schemes.

to strike him once, provided he could return the returning to the site of the conflict. Though the battle was
blow a year and a day later. Gawain decapitated lost, the testing is not complete. The Green Knight has
the Green Knight, but the Green Knight merely left opportunity for the band’s redemption.
laughed and reminded Gawain of his end of the
bargain before picking up his head and leaving. SCENE 3:
• 5 successes: While questing to find the Green
Chapel, home of the Green Knight, so that he might ARRIVAL AT DARWIN
fulfill his end of the bargain, Sir Gawain faced many
trials, including a fight with the Questing Beast.
The Questing Beast, according to legend, has the
A fter their confrontation with the chromatic knights,
the band makes their way to the hamlet of Darwin.
As they reach the edge of the hamlet a young man calls
body of a large cat, the legs of a hart, and the head out to them from a field next to the road. This is Nicolas
of a serpent. It is also known by a sound described Bradbridge’s son, Rowland.
as “the barking of thirty hunting dogs.”
Rowland approaches the band, introduces himself,
The Green Knight, once again, watches the band’s and tells the band that his father told him to work the
conduct from afar. Their behavior toward the chromatic roadside fields and await brave heroes who would come
knights may cause a shift in the Green Knight’s Attitude, to Darwin’s aid. Seeing the band’s armor, weapons, and
as detailed in the table below. accoutrements, he assumes that they are the heroes his
father spoke of. Rowland is in awe at the presence of the
GREEN KNIGHT’S ATTITUDE band, as there are no heroes in the area. The closest thing
EVENT ATTITUDE would be the Lord’s guards, who possess all the skill,
MODIFIER energy, and verve one would expect from guards who’ve
Refuse to strike an unarmed enemy +1 never needed to raise a blade in battle.
with a weapon Rowland offers to take the band into the house and
Defeat the chromatic knights 0 prepare them a meal as they discuss the hamlet’s woes. The
Unsporting conduct, such as striking -1 Bradbridge home is a modest base cruck farmhouse with a
an unarmed or otherwise unprepared central living space that serves as kitchen and dining, and
enemy. a bedchamber on either side of that space. Over dinner (or
Fight valiantly, but lose the battle -1 in the fields, if the band refuses) Rowland freely shares the
following information if the band does not yet know it.
Abandon the battlefield while the -2
chromatic knights still stand • Four farms have been attacked in as many nights.

If the band is Taken Out, they awaken on the road, • The livestock are being horribly mutilated by what
unharmed, with the chromatic knights gone. If they appears to be the large claws and teeth of a beast.
retreat, they find only three piles of holly leaves upon

the green knight's due 105


• The attacks are accompanied by a sound like a pack Investigating the Lynde farm also reveals:
of snarling dogs.
• Core clue: Most of the sheep’s meat was eaten
• The beast leaves tracks similar to a hart’s. away.
• The most recent attack occurred at the Lynde farm, • 1 success: the sheep did not struggle once it was
which neighbors the Bradbridge farm. The beast’s bitten.
tracks passed onto the Bradbridge property before
• 2 success: the sheep was likely startled but was
jutting off into the woods.
rendered immobile before it could react much. It
If the band arrives in response to a summons from Lord did not even get the chance to try to run away.
Hautdesert, Rowland explains that his father was tasked to
The Green Knight is concerned with the conduct of
hire a messenger on the Lord’s behalf and traveled to nearby
the knights while dealing with common folk as well as
Waddington to secure the service. If they come from a ran-
the thoroughness of their investigation. The following
dom encounter with the chromatic knights, Rowland claims
factors impact the Green Knight’s Attitude in this scene.
that the Saints must have answered the village’s prayers by
bringing such noble warriors into their midst. GREEN KNIGHT’S ATTITUDE
Rowland has seen the beast, and describes it as
EVENT ATTITUDE
large, awful, and terrifying. If pressed, with a successful MODIFIER
Encourage Behavior action, Rowland shares the follow-
Investigate the Lynde Farm +1
ing details:
Mistreat Rowland or the Lyndes -2
• 1 success: Rowland believes that the creature re-
sponsible for the attacks is magical or mythic in Treat Rowland and the Lyndes well +1
nature.
• 2 or more successes: Rowland saw the beast, but it SCENE 4:
was late at night. He swears that it is the size of a
horse, has a head like a snake, and walks on hooves. HUNTING THE BEAST
If the band decides to investigate the Lynde farm,
Rowland escorts them there. He introduces them to
Gerard and Margery Lynde, the couple who works the
T he band must venture into the forest near Darwin to
hunt the Questing Beast. The creature’s tracks are
simple to find and easy to follow, requiring no rolls during
land. Gerard sets out a pie and a bushel of wheat as an this scene. As the group moves deeper into the forest,
offering to the gods to protect his home from the monster however, a series of illusions set forth by the Green Knight
that roams the fields. Margery is skeptical of the offering, tests their resolve. Shadows grow long, strange, and sudden
feeling that it is a waste of good wheat and that Gerard’s sounds emanate from behind dense trees and beneath the
time would be better spent setting traps for the creature. brush. If the band defeated the chromatic knights in Scene 2,
Neither of the Lyndes saw the beast, but both describe a they may suspect these sounds are illusions. These illusions
sound like a pack of snarling dogs just before hearing one may be recognized as such with a successful Integrity +
of their sheep cry out in agony. Marjorie happily escorts Cunning roll, opposed by the Green Knight’s Illusion pool.
the band to the area where the sheep was killed, should If none of the chromatic knights were defeated, the band
they wish to investigate. has no reason to suspect that the phenomena in the forest
Investigating either location reveals the following in- are not real.
formation. This information can be obtained via the Extra The Questing Beast (p. xx) attempts to ambush the
Clue or Q&A stunts and can be used to help Storyguides band once they are deep in the woods. Each member
present information. Survival is the best Skill to gather of the band who fails to recognize the illusory nature
this information, but the Storyguide should feel free to of the sounds and shadows in the woods provides +1
reward creative use of other Skills in the investigation: Enhancement to the Questing Beast’s Stealth check to
• Core clue: obvious tracks move from the Lynde attempt the ambush (Scion: Origin p. 118.)
farm, through the muddy earth of the Bradbridge The Questing Beast fights ferociously and to the death.
farm, and into the woods. This is a challenging battle for the band, due, in part, to the
Questing Beast’s Scale. The knights must exhibit quick
• 1 success: the tracks are like that of a hart, but at
thinking and sound tactics if they hope to defeat the crea-
least three times the size.
ture. The Storyguide should reward sound tactics with
• 2 successes: the lack of blood accompanying the Enhancement, encourage the expenditure of Momentum,
tracks indicates that the beast consumed its kill at and make clear the epic nature of the battle. This is a
the site and did not take any remains with it.

106 CHAPTER FIVE: ARTHURIAN ADVENTURES


watershed moment in the lives of the band, as it is likely
their first direct confrontation with a magical beast.
This fight occurs in dense woods, which are consid-
ILLUSIONS AND
ered difficult terrain (Scion: Origin p. 73). Use the terrain
CASTLE HAUTDESERT
to help tell the story. Allow the knights or the beast to While the castle and the servants within
climb trees, use them for cover, or otherwise incorporate are real, Lord and Lady Hautdesert are
them into their attacks and defense. Reward creative uses products of the Green Knight’s illusions. The
of terrain by the knights with additional Enhancement band should have no reason to suspect this
and grant additional Momentum if the Questing Beast outright, and the Storyguide is not advised
uses the terrain to devastating effect. to call for a roll to perceive illusions. If any
If the Questing Beast is defeated, the knights may col-
member of the band asks to check if a
specific person is illusory, they may do so,
lect a trophy to prove their victory. If the band falls to the
though simply asking “are there illusions
beast, they awaken the next day in a makeshift hospital present” is not enough to identify that the
set up in Castle Hautdesert, as detailed in Scene 5, below. Lord and Lady are false. Knacks that detect
This scene has a straight-forward impact on the lies do not reveal illusions but may inform a
Green Knight’s attitude. It is a simple pass or fail test. player if the Lord or Lady speak a falsehood
during conversation.
GREEN KNIGHT’S ATTITUDE The food served at the feast is real, unless
EVENT ATTITUDE one of the knights requests an item that is not
MODIFIER present, in which case, an illusion is applied
Defeat the Questing Beast +1
to existing food in the kitchen to make it seem
as though it is the requested morsel. If the
Fall in honorable battle with the +0 heroes discern Lord Hautdesert’s true nature,
Questing Beast he commends them on their resourcefulness
Run, hide, or otherwise avoid the -1 and invites them to his chapel at the end
Questing Beast and fail to defeat it of the northern path before disappearing.
Geoffrey and Dorothy can provide directions
SCENE 5: to the Green Chapel if needed.

CASTLE HAUTDESERT soldiers in all of the Hautdesert domain capable of deal-

W here this scene falls within the story depends on the


band’s actions up to this point. If they came to Darwin
at the behest of Nicolas and completed their investigation
ing with the current woes. This sequence also provides an
opportunity for the Storyguide to introduce an optional
plot element in which Lady Hautdesert becomes smitten
prior to visiting Castle Hautdesert, they may come bearing with one or more of the knights (see Temptation and Lady
proof that they have slain the Questing Beast. Even if the band Hautdesert below) or to explore other social interactions
was responding to a direct summons from Lord Hautdesert between the band and their hosts.
it is possible that they dove directly into their investigation Once the knights have had their needs addressed, met
upon reaching Darwin, postponing their arrival to the castle Lord and Lady Hautdesert, and handled any business they
until that investigation resolved. Either scenario sees the wish to address, they are called to the dining hall where
band greeted as heroes upon reaching the castle as Lord an opulent feast awaits them. The menu includes pheasant,
Hautdesert orders a celebratory feast prepared in their honor. fruits, nuts, and vegetables grown in the area farms, beef
stew, and any foods or delicacies that the knights request.
A HERO’S FEAST It is as if the meal is prepared specifically to suit the band’s
The knights are given an opportunity to rest and tastes thanks to the Green Knight’s illusion abilities.
receive comfort and medical attention, should they need
During dinner, Lord Hautdesert informs the band
it. Lady Hautdesert and the castle servants attend to the
that he believes the Questing Beast was unleashed upon
band’s needs and desires. Geoffrey Godfrey, the castle
his lands by the Green Man, a nature spirit that dwells
butler and Dorothy Thorne, the housekeeper, work to
at the northern edge of his holdings. Depending on what
ensure that the band are comfortable, healthy, and taken
the band discovered in earlier scenes, this could confirm
care of. This gives the band a chance to learn a bit about
their suspicions about the nature of prior events or offer
their noble hosts from the perspective of their servants.
an explanation of some earlier mysteries. If the band is
Geoffrey and Dorothy are both loyal and appreciative of
receptive to Lord Hautdesert’s theory, he is grateful and
their employers, praising the virtue of the Hautdeserts,
asks them to visit the creature to either dissuade further
while lamenting the fact that there are no knights or

the green knight's due 107


TEMPTATION AND THE HAUTDESERTS
In the legend of Sir Gawain and the Green Knight, Lady Hautdesert became smitten with Sir
Gawain and attempted to seduce him. He rebuffed her advances three times and was rewarded
for his virtue. If your table agrees to including such romantic subplots into the stories you tell, Lord
or Lady Hautdesert may take a liking to one or more of the band members and make romantic
advances, seeking a forbidden kiss from the recipient of their affections. Such interactions are best
left to roleplay, with no need for dice rolls or systems. The Hautdesert in question makes no attempt
to compel the knight by supernatural means, nor are they aggressive or overly suggestive. They
simply shower their chosen with compliments and affection. It is left to the knight, and therefore
their player, to decide how to react to such advances. Those who give in to temptation or otherwise
sanction such a betrayal fail the Green Knight’s test. Those who maintain honesty succeed. The
Storyguide may adjust the Green Knight’s Attitude by + or -1 accordingly.
This plot element should not be introduced at tables where romantic involvement and subplots
with SGCs has not been explicitly discussed. Safety tools allowing the players to opt out of the plot
at any time, draw the curtain on the plot to have it resolve offscreen, or call for any adjustment to
address player comfort are vital to have in place before introducing this subplot. See We Shall Now
Seek… p. XX for more on addressing player comfort.

activity or to drive it from the lands if necessary. If the beast’s bite. The dog unfortunately bled to death
band does not believe him, treats the theory of the Green before they could get it back to the castle.
Man as implausible, or mocks Lord Hautdesert for his
• The most recent attack occurred at the Lynde farm.
belief, he asks them to indulge his request and visit the
Lord Hautdesert then offers to provide high quality
clearing in his north woods.
weapons, which provide an additional +1 Enhancement
Regardless of the band’s response, Lord Hautdesert when used, to aid in the hunt for the creature. From there,
insists they stay in his home that night and venture out in he asks the band to return to Darwin and begin their in-
the morning. If the band declines the opportunity to face vestigation at the Lynde farm.
the Green Man, he loses interest in them and moves on to
other heroes. Though the knights have touched the truth TAKEN OUT IN SCENE 4
of the World, they are not the ones he seeks, and he is The band wakes up in Castle Hautdesert. Their
willing to cut his losses. They are still welcome to stay the wounds are ministered by Lord and Lady Hautdesert.
night, and are confronted by the Green Knight when they Lord Hautdesert is apologetic to the band, stating that
leave the next day, see p. XX. If they agree to help with the he misjudged them in his desire for heroes to rise against
Green Man, Lord Hautdesert outfits them with any mun- the beast and should not have rushed them into the fight.
dane equipment they request before sending them off. He informs them that he intends to seek another group to
THE CASTLE BEFORE THE HUNT deal with the issue and offers to pay them the promised
bounty for their valiant attempt.
Should the band skip over the investigation in Darwin,
If the band protests and asks for another chance
or travel to the castle before tracking the Questing Beast
to slay the Questing Beast, Lord Hautdesert smiles and
to the woods, Lord Hautdesert thanks them for answer-
praises their valor. He agrees to send them back to the
ing his summons and explains the following:
forest once they have healed. If the band accepts their de-
• Four farms in Darwin have been attacked in as feat, he sees them nursed back to health and sends them
many nights. to the Green Chapel the following morning. Once there
• The livestock are being horribly mutilated by what he passes judgment on them according to their actions so
appears to be the large claws and teeth of a beast. far. The Storyguide can apply a -2 penalty to the Green
Knight’s Attitude if the band is particularly cowardly in
• The attacks are accompanied by a sound like a pack their acceptance of defeat.
of snarling dogs.
The primary factors that impact the Green Knight’s
• The beast leaves tracks similar to a hart’s. Attitude in this scene are the band’s treatment of Geoffrey,
• Lor Hautdesert’s guards found one dog who sur- Dorothy, and Lady Hautdesert. However, if the band dis-
vived the beast’s attack but was paralyzed by the cerns Lord Hautdesert’s true nature, the Green Knight is
impressed by their deductive abilities.

108 CHAPTER FIVE: ARTHURIAN ADVENTURES


GREEN KNIGHT’S ATTITUDE
EVENT ATTITUDE
MODIFIER
Discover that Lord Hautdesert is an +1
illusion
Treat Geoffrey, Dorothy, and Lady +1
Hautdesert well
Treat Geoffrey, Dorothy, or Lady +0
Hautdesert with indifference
Mistreat Geoffrey, Dorothy, or Lady -2
Hautdesert

SCENE 6: THE
GREEN CHAPEL
O nce the Questing Beast is defeated and the band
completes their business at Castle Hautdesert, they
are directed to a clearing on the northern border of the
castle grounds. The woods to the north are dense and the
path to the Green Chapel is easy to find. When the band
enters the glade, the Green Knight emerges from the tree
line in his true form. There is no mistaking the Green Knight
for a mortal, as his flesh is made of moss-encrusted bark
while his hair is a shoulder-length mane of oak leaves. He
wears a tabard of vines and leaves adorned with bunchberry
clusters that sprout at random intervals. He holds a mighty
axe in his right hand and a large hemp cloth sack in his left.
The Green Knight introduces himself and explains his
purpose to find new knights, worthy of the Round Table,
to save Britannia from peril in the days ahead. While he
offers no specifics, he insists that dark times are coming
to the British Isles. Fearing the current King is incapable
of rising to the challenges ahead, the Green Knight has
decided to find heroes himself. He then explains that the
band’s activities throughout the story have been a test of
their worthiness. With that, he begins reviewing the band’s
activities up to that point and passing his judgment.
The Green Knight elaborates on each Attitude mod-
ifier the band received in the prior scenes. Anywhere
that one knight’s actions broke with the group, for good
or ill, he singles out that knight with criticism or praise
as appropriate. He gladly debates any rebuttals the band
offers to his verdicts but is unlikely to change his mind.
He further elaborates that the band stands or falls as a
group, and his judgment reflects that. Ultimately, his
current Attitude Level toward the group determines his
judgment.

IMPRESSED: POSITIVE
ATTITUDE LEVEL 3+
The Green Knight is impressed with the band’s
conduct and deems them worthy of the Round Table. He

the green knight's due 109


opens his hemp cloth sack and produces one Emerald Sash
(p. xx) for each band member. As he ties the sashes around SWORN ENEMY: NEGATIVE
each of their waists, he congratulates them on their valor ATTITUDE 4 OR MORE
vigor and virtue and wishes them the favor of the gods in The band’s conduct was so abhorrent that the Green
the dark times to come. The Green Knight then explains Knight declares them not only to be his sworn enemy, but
that the band’s trials have only just begun, and they must enemies of Britannia. After a vicious tongue lashing, he tells
now seek the one who would bear the Mantle of the the band to run while it is still an option and to pray that
Pendragon to avert disaster and lead Britain into a new age. he never sees them again. Any hesitation on the band’s part
Once the final sash is given, the Green Knight hands to escape is met with brutal violence as the Green Knight
his axe to the knight he deems most fit to bear it. This unleashes his full might and wrath on the failed heroes.
should either be the knight directly responsible for the From this point forward, should the campaign con-
greatest increase in Attitude, or the knight who per- tinue, the Green Knight remains dedicated to interfering
formed the best in the battle with the Questing Beast. If with and attacking the band whenever the opportunity
no knight sticks out as exemplary, the Storyguide may arises. Anytime the band enters combat in a wooded area
select one at random, citing Fate as the deciding factor. henceforth, they must overcome a Complication of 2 (en-
The Green Knight then bids the band good journey and emy of the green) during their first action of the battle. If
steps back into the tree line. As he enters the foliage, his they fail to do so, the Green Knight notices their melee
form spreads out becoming one with the trees. and lends assistance to their enemy through illusions, the
dispensing of minions, or by becoming directly involved
CAUTIOUS: in the battle. The band may only permanently overcome
POSITIVE ATTITUDE 1-2 this Complication by making amends to the Green Knight
While the band’s conduct was good, it was not what and any mortals they offended or harmed during this
the Green Knight had hoped for. He fears that while they story.
hold potential, they are not quite ready for the responsi-
bilities and challenges of the Round Table. As such, the
Green Knight offers a final test to prove their worth: a
PERMUTATIONS,
trial by combat. If the band is victorious, he will reward MODIFICATIONS,
them with the Emerald Sashes and his blessing. If they
cannot best him, he will shift his attention to other heroes
and leave the band to their own devices.
AND SYSTEMS
This is not a fair or easy fight. The Green Knight is
immune to damage from blades, so the band must exhibit
T he Green Knight’s Due is set in 1521, placing it in the
early half of the reign of King Henry VIII. This specific
timeframe was chosen to tie the Green Knight’s warnings
creativity and strategic thinking in order to defeat him. of dark times to reflect the upheaval and tumult that will
Furthermore, the Green Knight employs his Illusion Flair rise in the coming years as a result of Henry’s falling out
and all other tricks at his disposal to make the combat as with the Catholic Church over his marriages. This time
challenging as possible. Though he does not wish to kill period is contemporary to an uptick in scholarly interest in
the band, he will not go easy on them. If they wish to earn Arthurian legend, due partially to the Tudor rise to power
the Emerald Sashes, they will have to work for them. The and the Crown calling on tales of Camelot to accentuate
Green Knight fights until Taken Out, at which point he their own claims to legitimacy. However, this is but one of
relents and passes off the Emerald Sashes to the band. many events in British history that could be interpreted as
DISAPPOINTED: a time of strife and danger.

NEGATIVE ATTITUDE 1-3 THE MIDDLE AGES


If the band’s actions result in a negative Attitude This story can be set anywhere from the 6th centu-
within this range, the Green Knight scolds them for their ry to the 16th century with little modification. History
failures and tells them to leave. He laments his own fail- provides rich source material, and the British Isles faced
ure in selecting the band, insults their pitiful conduct, and no shortage of tribulations during the Middle Ages. Any
wanders off into the tree line. The Green Knight is hostile event from the Viking raids of the 9th century to the ar-
and easily provoked to violence in this scenario but is rival of William the Conqueror to the Wars of Scottish
not interested in initiating violence. If attacked, whether Independence can serve as a motivation for the Green
physically or verbally, the Green Knight succumbs to his Knight’s desire to resurrect Camelot. None of these time-
anger and attacks the band, fighting until either he or the frames require modification to the events of this story as
knights are Taken Out, at which point he disappears into written. The Green Knight’s Due can be run just as easily
the tree line. anytime within the Middle Ages.

110 CHAPTER FIVE: ARTHURIAN ADVENTURES


that can’t happen at one of the farms or even in the woods
ALTERNATE TIME PERIODS on the way to hunt the Questing Beast. For groups who
Setting the Green Knight’s Due earlier than the 6th like the fantastic elements of Scion and the framework of
century would make little sense, as that is the era schol- Arthurian legend, but do not necessarily want to play in
ars commonly attribute to the genesis of Arthurian myth. an older time period, the 1990s make a good alternative
However, moving the timeframe of this tale later into while keeping the story in the past.
history, closer to the present, can be done with a little
adjustment. ALTERNATE TRIALS
The Green Knight’s Due is centered around the con-
ENGLISH RENAISSANCE cept of the Green Knight testing the band to determine
As the English Renaissance presses forward, tech- their worth. Each trial presented in the story provides
nology shifts with the proliferation of guns. Knights opportunities for the characters to impress or offend
become less of a battlefield presence, eventually fading the Green Knight, and in doing so, move closer to or
into a largely ceremonial title. Chivalry transitions to the further from receiving his blessing in the final scene. The
realm of poetry, fading from general practice and the lives Storyguide might choose to integrate other tests into the
of commoners increase in quality as literacy, education, story, either instead of, or in addition to those already
and technology become more commonplace. This change listed.
happens gradually, and the exact time in which you set
your tale can have a drastic effect on the technology avail- BAND DEEDS
able to the band as well as the general level of knowledge The group’s Band Deed could easily be folded into
one might expect to find among the people. However, the the Green Knight’s agenda. Storyguides who wish to
central events of the story need little adjustment. The create greater personal stakes for the group can insert
Green Knight seeks the same qualities in his chosen he- items, characters, or information into the story that
roes regardless of the age. push the group closer to completing a Band Deed while
satisfying the scrutiny of the Green Knight. Perhaps the
VICTORIAN VALOR Lynde family has information on another SGC the party
The Victorian era offers a wholly different feel. If needs to track down to complete their Band Deed. It is
shifting the time frame of the Green Knight’s Due into the possible that one of the band’s major adversaries passed
Victorian period, the Storyguide is presented with great through Darwin shortly before their arrival, leaving an
opportunities to steer into the horror genre a bit with the impression on the locals and setting the groundwork for
presentation of many aspects of this tale. By presenting the band’s next adventure. These additional plot hooks
subtle shifts to the descriptions the Storyguide can steer give the band more motivation to interact with the SGCs
this tale away from high fantasy. The same events outlined as they try to gather information for their larger story arc.
in the Green Knight’s Due can appear truly macabre if the That additional interaction provides the Green Knight an
focus is shifted toward horror. Given the prominence of opportunity to further evaluate his potential champions
the occult, spiritualism, and general spookiness in tales and how they treat others when trying to get something
from the Victorian era, a story about an accursed beast they want.
performing grisly mutilations in the woods can fit right
into the time period. Troupes exploring the potential SHIFTED EMPHASIS
seduction subplot with the Lady Hautdesert can likewise It is possible that the Green Knight might value other
play with Victorian ideals about propriety and chastity traits in his potential heroes. The Storyguide can add, re-
as a different examination of knightly virtue. The remote move, and alter the modifiers presented in each scene to
castle in the British countryside can make for an appro- emphasize the traits they wish to focus on for their story.
priately dark and foreboding backdrop for just such a tale. Perhaps the Green Knight doesn’t care if the band defeats
the chromatic knights at all but is concerned with wheth-
KNIGHTS OF THE ’90S er or not they recognize the illusions at play, and how
A story set in the 1990s places the band in the last they react if they do. Likewise, he may care more about
age before ubiquitous cellphones and internet. No one is whether the Questing Beast can successfully ambush the
carrying a computer with a camera in their pocket, and group that he cares about their prowess in combat against
the absence of social media creates a truly different world the creature. By making a few small adjustments to the
while still including many of the conveniences of the metrics by which the Green Knight measures the band,
current age. Messages might arrive to the band by phone the feel of the entire story shifts.
call or letter, but at their home rather than their hip.
The group can drive to Darwin or to Castle Hautdesert, TOSS IT OUT
which means the Storyguide needs to be creative with Perhaps none of the listed tests or metrics appeals
the chromatic knights encounter, but there is no reason to your group. There’s no need to adhere to them. The

the green knight's due 111


important narrative elements of the Green Knight’s While the loss of their sheep doesn’t help matters, it is
Due are the trials of the heroes and the Green Knight’s also not directly relevant to the larger problem: they
judgment at the end. The Storyteller has free rein to need coin, and quickly!
shift focus so that each trial is simply one of the Three Another option could explore some type of trespass,
Areas of Action, and the Green Knight measures the band suspicion, or other marital woe in the Lynde household.
based on their proficiency in tasks designed to highlight This can be played as a Shakespearean chain of misunder-
each in turn. The Three Areas of Action provide a solid standings leading to a farcical outcome or played deadly
touchstone for Storyguides who want to explore the basic serious with the couple’s marriage in peril. The tone of
premise of this story but shift several details to better suit this plot element, if used, is up to the Storyguide to deter-
their group. By ensuring that these three basics are repre- mine. No matter what tone the Storyguide selects, adding
sented, the band receives the opportunity to touch on the a bit of spice to the interactions between Gerard and
seminal elements of Scion, while telling a satisfying story Marjorie can make the setting of Darwin feel more lived
and providing the Green Knight with quantifiable events in. This type of subplot can serve to enrich the experience
to pass judgment upon. if the band decides to become involved in the dispute but
can be discarded easily enough should they choose to
MISCELLANEOUS MISADVENTURE maintain their focus on the primary plot.
In addition to the options detailed above, the
Storyguide can further adjust the tale by playing up the ROSEWOOD AND GUILDFORD ARE DEAD
roles of some of the supporting cast. This can enrich the This option amplifies the threat of the Questing
tale by making the world feel lived in while creating great- Beast, illustrating its willingness and ability to harm the
er opportunities for roleplay and drama. Some options are locals. When the band arrives in Darwin, they discover
detailed below, but these are not the only permutations that the Lord’s Guards, Rosewood and Guildford, have
the Storyguide can draw from. Creative rearrangement of been killed. According to Rowland, they set out the night
these elements is encouraged to craft a unique tale that is prior to hunt the creature responsible for the attacks on
best suited to your table. the hamlet and did not return. While the band is tracking
the Questing Beast, they come upon the remains of the
DOMESTIC DIFFICULTIES two men, who appear to have died a grisly and horrible
When in pursuit of a quest with clear objectives, it is death at the hands of their quarry.
easy to view the supporting cast as exposition dispensers
and be done with them beyond this capacity. One way to ROSEWOOD AND GUILDFORD:
avoid this pitfall is to embroil those supporting cast mem- THE WISE FOOLS
bers in unrelated dramas that have little to no bearing This option focuses on the duo as a conduit for infor-
on the main plot. The Green Knight’s Due offers a few mation and a means of goading the band to action. In this
options to integrate this type of story beat. permutation, Rosewood and Guildford bumble along in
Perhaps the Lynde family is having a dispute over the band’s company. While their presence typically vacil-
an unrelated domestic affair. The core story tells us lates between amusing and annoying, they do occasionally
that Marjorie is a bit grounded and perhaps stern, with provide a useful insight or discover something the band
little use for folk wisdom, superstition, or the divine. missed. Ideally, this is done by pure accident, though the
Conversely, Gerard is a true believer who seeks to ap- Storyguide may feel free to lean on coincidence that beg-
pease the gods, spirits, faerie folk, or whatever entity gar’s belief, hinting at the Green Knight’s invisible hand in
might be responsible for the attacks on their farm. They these events.
are clearly different people with different worldviews,
and this can be played multiple ways depending on the ANTAGONISTS
Storyguide’s desired outcome. The rift can be played co-
medically, though caution should be exercised to ensure AND STORYGUIDE
Marjorie’s skepticism and secular focus is not presented
in a way that makes her into a stereotypical nagging
wife. Banter between the Lyndes, if used for comedy,
CHARACTERS
The following characters appear in this story.
should remain lighthearted despite their individual
frustrations. By incorporating some unrelated point of THE BRADBRIDGE FAMILY
contention between the couple, the rift can be further The Bradbridges are simple farmers who have been
enriched, laying fertile ground for social interactions to dragged into the Green Knight’s plot. Nicolas is elderly,
blossom. The Lynde family may be coping with a debt though in fair physical condition for his age. Rowland
that is about to be called due. Moneylenders are expect- is young and in good health. Both are friendly and con-
ing payment within a fortnight and the couple is broke. cerned for the safety of their hamlet.

112 CHAPTER FIVE: ARTHURIAN ADVENTURES


NICOLAS BRADBRIDGE
Archetype: Mook
THE GREEN KNIGHT
The Green Knight is a spirit that has been tied to the
Drive: Deliver the Green Man’s Message, save the British Isles for ages. He is known by many names such as
farms of Darwin.
Jack-in-the-green, the Green Man, and Summer’s Bogey.
Primary Pool: (5) Socializing, Survival He is a staunch protector of the land and is bound to the
Secondary Pool: (4) Agriculture Mantle of the Pendragon due to his interactions with
Desperation Pool: 2 King Arthur and Sir Gawain during the age of Camelot.
The Green Knight seeks out those who would be drawn
Health: 1 into the orbit of the next Arthur to test their virtue against
Defense: 1 the measure of the original Knights of Camelot. Those
Initiative: 3 who prove worthy are rewarded with a magical gift in
the form of an Emerald Sash. Those who fail are quickly
Qualities: None
abandoned by the Green Knight as he moves on to other
prospects.
ROWLAND BRADBRIDGE
Archetype: Mook THE GREEN KNIGHT
Drive: Protect the Bradbridge farm. Archetype: Monster
Primary Pool: (5) Hunting, Survival Drive: Protect the lands of the British Isles, test the
Knights of the Round Table to ensure they are worthy.
Secondary Pool: (4) Agriculture, Close Combat
Primary Pool: (11) Deception, Illusion
Desperation Pool: 2
Secondary Pool: (9) Close Combat, Survival
Health: 1
Desperation Pool: 5
Defense: 1
Health: 10
Initiative: 3
Defense: 4
Qualities: None
Initiative: 9
THE CHROMATIC KNIGHTS Qualities: Heavily Armored (2 Hard, 1 Soft), Honor
Though they are ultimately creatures of illusion the Bound, Invulnerability (Blades), Sure-Footed
chromatic knights are a real threat to the band. These Flairs: Illusions, Red Herring, Thousand Faces
creations are capable combatants and fight accordingly.
Equipment: The Green Knight carries an axe of
They each wear plate armor, which is figured into the divine quality, which provides +2 Enhancement
stats below. Due to the Cumbersome tag, the chromatic to the Inflict Damage Stunt. Tags: Brutal, Lethal,
knights receive +1 Difficulty to all athletic feats, including Two-Handed
close combat.
RELIC: EMERALD SASH (•••••)
These green sashes are duplicates of the Relic pre-
THE CHROMATIC KNIGHTS
sented to Sir Gawain by Lady Hautdesert during his stay
Archetype: Professional at her castle. They grant the wearer immaculate protec-
Drive: To prevent the band’s passage to Darwin. tion and permit the wearer to withstand blows that would
Primary Pool (8): Combat, Feats of Strength (+1 slay a mere mortal.
Close-Quarters Combat) Purview: Epic Stamina
Secondary Pool (5): Hunting, Intimidation Motif: Tenacity of the righteous.
Desperation Pool: 3 Enhancement: 1 to all Defensive Stunts
Health: 7 Tags: Armored: Soft (3), Innocuous (2), Resistant
(Poisons)
Defense: 2
Initiative: 5 TERRA INCOGNITA – THE GREEN CHAPEL
Qualities: Super Soldier The Green Chapel (p. XX) is hidden away in a se-
cret glade on the northern edge of Castle Hautdesert’s
Equipment: The chromatic knights each carry a Great
Sword. grounds.

Tags: Lethal, Melee, Two-Handed, Unconcealable

the green knight's due 113


THE HAUTDESERT SERVANTS
The servants of Castle Hautdesert are mortal descen- THE HAUTDESERTS
dants of families who have worked in service of the Green
Lord and Lady Hautdesert are constructs
Knight for ages. They are unfalteringly loyal and take of the Green Knight’s illusions. Though they
great joy in their service, which they feel is instrumental each have a fully developed personality,
to keeping Britannia safe and prosperous. Geoffrey sees to act independently, and are capable of
the immediate needs of the Hautdeserts and their guests interaction with the party, they are not
while Dorothy manages the household. provided with a stat block, as they should
have no need for one. Their social interactions
are driven entirely by the Storyguide’s
GEOFFREY GODFREY needs and they have no means of exerting
Archetype: Mook influence over the band other than through
Drive: Attend the needs of Castle Hautdesert and the their words. If either of the Hautdeserts are
Green Knight. attacked, they are immediately Taken Out.
Primary Pool: (5) Etiquette, Hospitality Most attempts to influence Lady Hautdesert
succeed, though she will not divulge her
Secondary Pool: (4) Medicine, Herbalism own true nature, the true nature of Lord
Desperation Pool: 2 Hautdesert, or her role in the Green Knight’s
Health: 1
plot any more than the Green Knight himself
would. She is a semi-autonomous, but wholly
Defense: 1 loyal puppet who is subservient to the Green
Initiative: 3 Knight’s plans.
Qualities: Honor Bound The Green Knight directly resists attempts to
influence Lord Hautdesert if doing so suits his
purposes. This is because the Green Knight
DOROTHY THORNE assumes Lord Hautdesert’s identity when
directly addressing the party. The Storyguide
Archetype: Mook can interchange the independent, illusory
Drive: Attend the needs of Castle Hautdesert and the Lord Hautdesert and the Green Knight in
Green Knight. the guise of Lord Hautdesert as the story
Primary Pool: (5) Cooking, Etiquette requires.
Secondary Pool: (4) House seneschal
Desperation Pool: 2 Desperation Pool: 2
Health: 1 Health: 1
Defense: 1 Defense: 1
Initiative: 3 Initiative: 3
Qualities: Honor Bound Qualities: None
THE LORD’S GUARDS GUILDFORD
In the course of the story, the Lord’s Guards are Archetype: Mook
briefly mentioned, and a few options are presented for Drive: Amuse Rosewood to pass the time.
expanding their roles. They are not especially competent
Primary Pool: (5) Oration, Puns
at anything that is useful to the issue at hand, though a
creative band may find ways to draw upon their aid. Secondary Pool: (4) Etiquette
ROSEWOOD Desperation Pool: 2
Archetype: Mook Health: 1
Drive: Amuse Guildford to pass the time. Defense: 1
Primary Pool: (5) Cartography, Poetry Initiative: 3
Secondary Pool: (4) Mathematics Qualities: None

114 CHAPTER FIVE: ARTHURIAN ADVENTURES


never interferes with the contents of a package, and has
THE LYNDE FAMILY no inkling of the message he carries, nor the true nature
The Lynde family are simple farmers who are merely of his client.
victims of the Questing Beast. Gerard is frightened that
the beast may be some sort of sign that the gods are
BENEDICT SEDLEY
unhappy with his family or with the hamlet. Margery
believes that there is simply a wild animal on the loose Archetype: Mook
and that everyone else is making it into a much bigger Drive: Deliver Lord Hautdesert’s message.
deal than it truly is. Margery and Gerard are both in their Primary Pool: (5) Athletics, Navigation
mid-twenties and have no children.
Secondary Pool: (4) Etiquette, Survival
Desperation Pool: 2
GERARD LYNDE
Archetype: Mook Health: 1

Drive: Protect his farm and family. Defense: 1

Primary Pool: (5) Agriculture, Survival Initiative: 3

Secondary Pool: (4) Athletics, Folklore Qualities: None

Desperation Pool: 2 THE QUESTING BEAST


Health: 1 The Questing Beast is a creature of legend that has
Defense: 1 been unleashed on the farms of Darwin by the Green
Knight. It is an aggressive beast that eats livestock but
Initiative: 3 will attack humans who approach it. The Questing Beast
Qualities: None fights vigorously to the death and poses a grave challenge
to the band. It will require cunning, teamwork, and a bit
of luck to bring this creature down.
MARGERY LYNDE
Archetype: Mook
THE QUESTING BEAST
Drive: Keep everyone calm, find a rational explana-
tion for the attacks so they can come to an end. Archetype: Monster
Primary Pool: (5) Agriculture Drive: Kill, eat, sleep.
Secondary Pool: (4) Trapping, leatherworking Primary Pool: (11) Close Combat (+2 Enhancement
from claws and teeth, + 2 enhancement when attempt-
Desperation Pool: 2 ing the Grapple stunt), Hunting
Health: 1 Secondary Pool: (9) Survival, Stealth
Defense: 1 Desperation Pool: 5
Initiative: 3 Health: 6
Qualities: None Defense: 5
THE MESSENGER Initiative: 9
Benedict Sedley is a man in his fifties who works as a Qualities: Natural Weapons (claws and teeth), Scale
(size) 1, Sure-Footed, Stand Tall
courier for hire. Traveling the countryside from hamlet to
village to city, Benedict delivers parcels for anyone with Flairs: Seeing Red, Immobilize (venomous bite)
the coin to cover his wage. He is prompt and professional, Equipment: None

the green knight's due 115


LOCK, STOCK, AND
TWO SMOKING GRAILS
(HERO)
Lock, Stock, and Two Smoking Grails is a scenario for Arthurian Fatebindings. Although not all heroes need to
Hero-level Scions in the present day. The band gathers in the descendants of Albion, the scenario is Grail-centric, mak-
English city of Leicester in search of the Holy Grail, only to ing it harder to fit in Scions from other pantheons. The
find themselves caught in the middle of a multiple homicide. following Scions provide ready-made motivations and
They’ll have to clear their names while looking for the Grail, personalities, serving as a jumping off point for players. If
but they’re not the only ones interested in the holy relic. players feel inspired by these suggested roles, they should
build them however they like and flesh out their person-
SUMMARY alities through play.
• Aled Davies (he/him) is wide-eyed and excited
T he following is the most likely way for the scenario
to unfold. about everything; to this Welshman, everything
is an opportunity to learn, even violence and mis-
The adventure opens with SIG-X, a friendly Scion,
fortune. Because of this, the Scion of Branwen is a
texting the band about a lead on the Grail: a novelty rave
jack-of-all-trades, with a particular love of boxing
run by the promoter Brenin P. While at the rave, a mem-
and learning detective procedures from his ‘sib-
ber of the band loses their Emerald Sash. Brenin reveals
ling’ Hafsa.
two different leads on the Grail. Chaos floods the rave
afterward, with people screaming about some sort of • Hafsa Vassa (she/her) can usually be found work-
monster attacking. In the end, three are dead or missing, ing angles and pondering theories that wouldn’t
including Brenin. The band hastily gathers evidence and even occur to others. This doesn’t mean that her
flees the scene as the police arrive. head’s in the clouds. Far from it, she’s simply me-
Through investigating the victims and following up thodical about solving cases in her private detec-
on the Grail leads, the heroes find the Holy Grail, or at tive agency. Like her father Lleu Llaw Gyffes, Hafsa
least a Holy Grail, as well as the missing Sash. They also lets her deeds speak for her.
learn that Germans stole a second Grail, “the Captain” • Raza Gairola (he/him) is the affably sassy face
was behind the attack at the rave, and a third Grail lies of the band. Despite being an incurable flirt with
in London. virtually everyone he meets, Raza’s surprisingly
As soon as they arrive in London, an angry band wholesome; the Scion of Gwydion takes pains to
threatens them, charging them with the disappearance of avoid hurting people’s feelings, which is one of the
Brenin P, the murders, and the theft of two of the Grails. reasons the wheelchair rider is currently single.
While the band tries to negotiate or fight their way out
• Xiaofan “Lucy” Chen (she/her) is the bad girl
of the problem, they’re confronted by another group of
of the band, the loose cannon. Though she gets
Scions, who directly charge one of the heroes with the
along with the rest of her allies, she’s the one to
murder of Ancel König, pointing to the Emerald Sash
jump headlong into situations rather than thinking
as proof. It turns out that the Sash the heroes found be-
through a plan. This Scion of Brân is a woman of
longed to their friend. At the height of confusion, “the
her word and would rather take action than risk
Captain” strides out, with a pair of Questing Beasts, and
breaking her bond.
attacks all three bands.
• Zach Martin (they/them) is a person on the road
If the heroes come out on top, each band can walk
to self-discovery. Coming out as non-binary was
away with the Grail they’ve been questing for, in addition
the first step, awakening the blood of Taliesin was
to triumphing over Crook and freeing Brenin P.
the second, and they’re still looking for the third,
SUGGESTED CHARACTERS whatever it might be. They don’t know what comes
The plot of Lock, Stock, and Two Smoking Grails next, but they’re determined to aid everyone they
works best with a Plant Dôn band, especially one with can along their path.

116 CHAPTER FIVE: ARTHURIAN ADVENTURES


QUESTING KNIGHTS
Most Scions in this adventure have fates more complicated than other Hero-level Scions. In
addition to their Plant Dôn heritages, these Scions also have Demigod-level Fatebindings tying them
to the heroes of Camelot. Although each Scion has an inkling of which Knight they embody, only
time will tell if their guesses are correct. The following table lists all of the Fatebound Scions and
which Knight they believe they’re tied to.

Suggested Band London Band Munich Band


Aled – Perceval Aileen – Galahad Clara – Lancelot
Hafsa – Feirefez Alyss – Feirefez Emilia – Perceval
Raza – Galahad Faruk – Perceval Johann – Guinevere
Xiaofan – Gawain Janet – Bors Ancel – Arthur
Zach – Bors Six – Gawain Klara – Feirefez

WHAT CAME BEFORE ACT 1: THE SOUND


T OF SILENCE
wo years ago, the band learned of their heritages when
Grant Ellis (he/him) — a crooked land developer —

T
hired clean-cut ruffians to shake down residents and small
businesses owners in the Westcotes — the West End of
his act opens with the band receiving The Invitation
from SIG-X that draws them to the Leicester
Cathedral to meet Brenin P at a “concept rave” tonight.
Leicester. The police were no help, as several constables
were working with the gang. Each of the Scions resisted At The Party, they move through the crowd and get their
individually, eventually coming into contact with their bearings. In the process, one of them has their Emerald
peers and their divine parents. Though most of the band Sash stolen, although they probably won’t notice it at this
now have criminal records, their neighborhood has never point. Once Brenin makes his appearance, he directs the
been safer. Scions to a covered area just outside. At The Meeting, he
Since then, the band has had little contact with other explains that he has two leads on the Grail, which he’ll
Scions, with the exception of the reclusive information be all-too-willing to share with the heroes — if they pass
broker SIG-X (she/her). Although only one of the mem- his tests. After they receive the leads, things go Off the
bers has ever met her in person, SIG-X has provided a Rails, as ravers back in the cathedral begin panicking
steady stream of clues to the whereabouts of the Holy during a monster attack. As the team realizes that the
Grail. In return for these clues, the band has done favors monster is an illusion, they have only a brief amount of
for her benefactor Brenin P (he/him), an eccentric rave time to conduct a Harried Investigation before police
promoter and antiquities dealer. arrive and attempt to arrest anyone remaining. If the
heroes push their luck, they end up Arrested before
STARTING DETAILS progressing to Act 2.
Most, if not all, of the band clashed with the police
during the Ellis Affair. Allow the players to decide which
THE INVITATION
characters have criminal records. Any who do experience
SIG-X’s text reads, “Brenin’s having some sort of
this scenario slightly differently, receiving differing start-
‘concept rave’ at the Cathedral. Knowing him,
ing Attitudes with other characters. that could mean anything from a new subge-
Additionally, one or more of the Scions has an nre of tech house to a theatrical production of
Emerald Sash (p. XX), either given to them by their divine Fiddler on the Roof set to a neurofunk live PA.
parent or as a family heirloom. The Sashes have minds Look, it’s Brenin, innit? I got VIP tickets waiting for
of their own, often tagging along with heroes, even if the you at coat check. He wants to chat with you lot
in the VIP room.”
Scion deliberately leaves their Sash behind.

Lock, Stock, and Two Smoking Grails 117


The text doesn’t give a time or other details, but any has never held any of them back nor exploited or
sort of investigation turns up the following information: underpaid the largely ex-felons.
• Doors open at 9 p.m. There’s no specific end time, but • He’s deeply connected to both the English rave
given the number of expected DJs, dawn is a safe bet. scene and the British antiquities network, despite
the vastly different circles of those two crowds.
• Brenin P didn’t get permission to use Leicester
Cathedral, making the event illegal and subject to An exceptionally good roll or a Knack also reveals
police raids. that Brenin is a Scion. It will take an additional Knack
to learn he’s an Incarnate Scion, resurrecting Arthur’s
• The technicians have large amount of equipment
Mantle of the Fisher King.
for this party, although surprisingly few speakers.
Digging into Brenin P himself reveals that: THE PARTY
After 9 p.m., the heroes find a line snaking outside the
• He’s especially straitlaced for an underground
Cathedral. They can get in earlier, but Brenin won’t be on site
rave promoter. Though he doesn’t have a criminal
until 9 p.m. Strangely, there’s no bass thumping or any other
record, a large number of his employees do.
audible signs of music outside. As the band collects their tickets,
• The employees themselves have mostly good they also receive wireless headphones and subwoofers attached
things to say about him, saying that he’s fair and to chest straps, explaining the lack of noise: it’s a silent rave.

118 CHAPTER FIVE: ARTHURIAN ADVENTURES


UNFASHIONABLY LATE
If they wait past dawn, they’ll find the place
empty without signs that anything happened.
They can attempt to broker a second meeting
with Brenin, which plays out identically, but
Brenin’s starting Attitude drops to 0 thanks to
the heroes wasting his time.

some ravers are clearly dancing to a different beat than


those around them. Without headphones, the rave simply
sounds like hundreds of sneakers striking the floor and
squeaking.
Any heroes who put on the headphones and sub-
woofer have their choice of darkstep, tech house, and
minimal techno. Heroes unfamiliar with electronic music
may not be able to distinguish between the genres, which
are mostly just bleeps and bass to laypeople. Speaking of
bass, the subwoofers are nearly overwhelming, pounding
beats into their wearers’ chests.
Heroes making an effort to locate Brenin find him au-
tomatically. If they’re keeping an eye out for anyone sus-
picious, three other people may stand out, depending on
their success at a series of opposed Integrity + Cunning
rolls.

NAME OPPOSITION ROLL


Ancel König Desperation (5)
James Crook Treachery (11)
Parker Skulking (7)

• Ancel König (he/him) is unfamiliar to the band


and other locals, except Parker and Crook. He
moves with unusual agility but makes no hostile
INSIDE moves, nor does he pay much attention to the
As soon as the heroes pass the entryway, they see Scions. If they successfully press him for his in-
around two hundred dancers crowding in front of three tentions, he says he’s here to meet Brenin, which is
different stages. The church pews have been pushed true. With additional successes, they force him to
against the walls of the mammoth cathedral. Despite the admit he doesn’t have an official meeting; Brenin
ample seating, the few partygoers sitting are on the floor. has no idea who König is. If they offer to bring him
Like most cathedrals, the church is shaped like a giant along to their meeting with Brenin, König politely
cross, with a long central room and a wing to either side. refuses.
Each wing holds a small stage, surrounded by dancers. • Brenin P (he/him) does not enter the building un-
The main stage sits in the front of the cathedral, where til after 9 p.m. or the band has entered, whichever
the altar ordinarily rests. The altar itself is covered in comes later. He enters through a back door and
bubble wrap and packed into a corner. makes no effort to hide himself. Once Brenin is in
Thanks to the wireless headphones, dancers can the building, he looks around and speaks directly
choose which of the three DJs they want to listen to through the band’s headsets, asking the Scions to
without running into the usual sound problems of having meet him outside. Then, he ducks back out the
multiple DJs near each other. Although it’s not imme- door. If the heroes don’t wear the headphones or
diately obvious what music each person is listening to, fail spot him, Brenin re-enters and finds the band;

Lock, Stock, and Two Smoking Grails 119


his starting Attitude also worsens by one shift due also uses his Dominion (Deception) to create a marvel
to his annoyance. that prevents the heroes from learning that it’s not their
• James Crook (he/him) keeps an eye on the band Sash until Missing Sash.
and König. Spotting him does not reveal anything
about him other than he looks suspicious and has
THE MEETING
Brenin stands under a covered entryway, large
been paying the heroes a little too much attention.
enough for everyone to stand at a comfortable distance,
Parker is the only one who knows Crook’s face, so
but only just. Aside from the padlocked wrought-iron
asking around doesn’t help. He keeps his distance
gate, the entryway is open to the street, not exactly the
from the heroes, avoiding conversations and con-
most private meeting space. Brenin winks and taps on the
frontations; attempting to catch up to him using a
screen of his phone, and the sound of ocean waves blan-
Knack triggers a Clash of Wills. Failing the Clash of
kets the area as several white noise machines start up.
Wills allows him to duck past a stage and perform
He strides toward the heroes, demonstrating that his ex-
a quick change, immediately losing his pursuers.
pensively-looking glossy blue silk suit doesn’t impede his
In the unlikely event that the heroes catch him
movement at all. With a clear baritone voice, he explains
and force him into a conversation, he says that
that he’s learned of two possible locations for the Grail
he was just trying to learn more about the players
and needs to test the heroes before he can trust them with
in Leicester’s criminal underworld — such as the
this information.
band — which is technically true. Empathy and
Assess Attitude rolls have a +3 Complication due to Brenin’s focus for this scene is to Test the Heroes. He
his Deception Purview. believes and hopes that they succeed, which might make
him subconsciously err in their favor, but he puts them
• Parker (she/her) is a local fixer for the not-exact- through the wringer, doing his best to test them without
ly-organized crime of Leicester, so heroes with ties bias. He’d like to trust the band but needs to be convinced
to local crime recognize her automatically. Keen- that they’re the right people for the Grail before impart-
eyed heroes may recognize that she’s wearing jeans ing any leads.
and boots, not exactly the best attire for a night of
Brenin has a starting positive Attitude of 1 toward
dancing. If they question her, they can learn addi-
the heroes, 2 if they have criminal records due to the Ellis
tional clues detailed in The Snatch.
Affair.
THE SNATCH IMPRESSING BRENIN
As the band moves through the crowd, Crook steals
Brenin has three sets of tests to ensure that the Grail
one of their Emerald Sashes. They won’t be able to stop
Questers are worthy: the Tests of Arm, Mind, and Heart.
it (he uses the Light Fingered Knack), but they might
Each test consists of three challenges, which can be re-
notice it with an Integrity + Cunning roll opposed by his
solved as a single roll between Brenin and his challenger.
Treachery (11 dice). If the heroes detect the theft, Crook
He opposes with his Testing Grail Questers (9) pool. In
employs the “Wasn’t Me” Knack to make them spot the
each of the Tests, he requires that three different heroes
wrong person: the innocent-of-this-crime fixer Parker.
beat him challenges. Although each challenger in a Test
She truly knows nothing about the Sash or its theft; must be different, especially adept heroes can participate
she didn’t do it, nor did she spot Crook’s move. If pressed in each of the three Tests. Brenin suggests possible chal-
for information about her presence, Parker first tries lenges, but also states that the band is free to define the
blaming her appearance at the rave on König (whom she challenges, so long as they fit the spirit of each test.
refers to as Ancel). She claims that she’s here because a
To shorten play time, you can reduce the number of
German named Ancel paid her €2,000 to get him inside,
challenges per Test.
which is a half-truth close enough to a lie that detection
identifies it as untruthful. For a £100 bribe or further TEST OF ARM
interrogation, she points Ancel out, who spots the inter- Brenin requires that the questers be physically pow-
action and immediately attempts to blend into the crowd. erful enough to defend the Grail against foes who would
If the band pushes her to tell the truth, she blurts out destroy it, or worse, pervert its powers. Brenin requests
that “the Captain” a.k.a. James Crook, a secretive gang- that three different members of the band separately
ster, hired her to point out twenty-three important locals best him in physical contests, suggesting wrestling, tug-
in the crowd, including everyone in the band. For £1,000 of-war, or even pull ups on the fence. He agrees to any
or significant coercion, she tries to point Crook out and contest that uses a Physical Attribute.
describes him. Crook then attempts to evade the band, Observing Brenin gives the heroes the idea that
using his Treachery to beat their rolls. If the heroes man- he’s proficient at basically everything. Thus, the band’s
age to catch him, he surrenders Ancel’s Emerald Sash. He

120 CHAPTER FIVE: ARTHURIAN ADVENTURES


physical champions should understand to pick the test him to hand over a Sash, they recognize that this is not
that best favors their abilities. their Emerald Sash, cluing them in that Crook is playing
some twisted game involving the Sashes. Knowledge of
TEST OF MIND his true nature provides a +2 Enhancement against any
Brenin also demands that the heroes are smart of his future deceptive acts. Brenin readily agrees to be
enough and tactically learned enough to outthink foes searched if the band suspects him of the theft. If the
and keep the Grail safe from unnecessary danger. Three Scions volunteer that it’s an Emerald Sash, he also offers
Scions must defeat him in mental challenges. Although to end the rave, turning on the house lights to aid the
he presents the Test as one of military strategy, he’ll agree search. Shortly after the conversation about the missing
to anything that makes use of a Mental Attribute. For the Sash concludes, a low bass cacophony like a pack of furi-
sake of time, he suggests shorter board games of military ous mastiffs baying rattles the door, followed by panicked
strategy: speed chess, 9x9 go, and gwyddbwyll — an an- screams.
cient Welsh boardgame.
TEST OF HEART
OFF THE RAILS
With a monster attack, things happen quickly, much
Where the first two Tests’ challenges proved the
of which goes unnoticed to the heroes unless someone
champions’ ability to safekeep the Grail, this Test proves
stayed behind to keep an eye on the crowd. First, a mon-
them worthy of the Grail itself. For this Test, Brenin
strous animal the size of a bus steps through the wall of
requests that the heroes prove their passion, charity,
the cathedral as though the wall were an illusion. The
and artistry. Instead of a direct contest like a rap battle,
monster itself has the body of a massive leopard, the
Brenin requests that they move him with their words and
head of a serpent, and the legs of a stag. As soon as it fully
deeds. Although the challenges can be anything involving
emerges into the room and towers above the main stage,
a Social Attribute, this is also an opportunity for the band
it howls deafeningly and seizes a pair of dancers: Parker
to explain their good works and merits.
and König.
GRADING THE TESTS If a hero returned to the dance floor before the end
Brenin’s Attitude worsens by 1 shift each time a Scion of Missing Sash or used a Knack to enter quickly, they
fails a challenge. If they pass at least two challenges in a arrive in time to see the beast holding the dancers aloft,
Test, his Attitude improves by 2 shifts. His Attitude also their limbs flailing. Thanks to the near silence of the mu-
improves 1 shift per tale of good deed told in the Test of sic, the crowd’s screams fill the cathedral, and they flee in
Heart. If his final Attitude is 3 or better, he decides that every direction that seems even half promising, including
the band is worthy of the Grail. If not, the band must fur- the door the band is trying to get through. Now would
ther improve his Attitude to 3 through more direct social be an excellent time for a hero with the Lighthouse of
means. Society Knack to step up, although they’ll need a win a
Once Brenin accepts the heroes as Grail Questers, he Clash of Wills against Crook to fully calm the crowd.
gives them a pair of business cards: one for Gwendolyn Any heroes in the room before the crowd panics see
Pierce, a museum curator, and another for Harry Khan, the monster hurl its victims to the floor. Catching them
a butcher. He explains that both of them are local to before they hit the ground requires success at a Difficulty
Leicestershire and claim to have the Holy Grail. Since he 4 Athletics + Dexterity roll or an appropriate Knack to
trusts both Pierce and Khan’s honor and ability to identify navigate the crowd in time. If a hero succeeds, they’re able
the Grail, this creates a problem where either there are to save Parker, but König’s dead before he hits the ground.
two Grails, or one of them has been seriously misled. It’ll take serious resources, like a Breath of Life Knack, to
Other information Brenin imparts once he trusts the bring him back. If Parker hits the ground, she’s Taken Out
band: and dying, requiring immediate medical attention.
If the band didn’t go inside before the howls and
• He spotted the Captain at the rave. He describes
screams, the door flies open with a dozen mortals trying
Crook as a gangster without honor.
their best to escape the horror. Since the overhang ends
• Pierce and Khan must be kept safe from Crook. in a padlocked gate, this isn’t actually an exit, which
• They should not be quick to judge others harshly; worsens the crowd’s panic. Although breaking or picking
the fiercest of foes may turn out to be best of allies. the padlock is beyond the abilities of the mortals, the
band can help people escape. Calming the mob requires
MISSING SASH a Difficulty 2 Empathy + Presence (or Manipulation) roll,
If the hero missing their Emerald Sash didn’t notice while opening the gate takes a Difficulty 2 Subterfuge
the theft in The Snatch, they realize they’re missing the + Dexterity roll. They can also leave that to Brenin and
Birthright now. If the heroes caught Crook and forced

Lock, Stock, and Two Smoking Grails 121


push past the mortals. Either way, Brenin stays behind to and interrogated her, they might feel a twinge of guilt for
help the mortals and then leaves. how they treated her followed by the realization that nu-
Inside, the monster looms over the main stage and merous witnesses probably saw them harassing her only
the bodies of its victims. A Difficulty 3 Culture or Occult a few minutes before she was crushed by supernatural,
roll identifies this as the Questing Beast. A Difficulty 3 making the heroes prime murder suspects. Parker has
Close Combat + Composure roll allows a hero to notice three phones, a wallet full of money, and a second, hidden
that it’s not responding to anything in the room nor is it wallet with more money. Her phones are detailed in Who
affecting anything; it’s an illusion. Anyone trying to fight Was Parker?
it finds that their attacks go right through it. A Difficulty If a hero saved her, she’s traumatized past the point
3 Technology + Intellect roll identifies the correct elec- of conversation right now; a Damage Conversion Knack,
tronic device as an expensive hologram projector and the Healing Hands Boon, or something similar will do the
source. Disabling the projector takes neither skill nor fi- trick. Once conversational, she blurts out that she’s cer-
nesse, although smashing it limits its usefulness as a clue. tain that Crook tried to kill her. She’ll also state, “A mon-
ster attack at an illegal party with an unknown amount of
HARRIED INVESTIGATION illicit drugs scattered about? The police are coming, and
The timing of the attack is no coincidence; heroes they’re going to arrest everyone they can.” She leaves un-
may correctly infer that someone (Crook) was watching less stopped. If the band has no way of making her lucid,
them and turned on the illusion to disrupt the meeting. they can try to take her with them albeit at a slow pace;
Of course, with people pouring out of the Leicester she won’t physically resist but she can’t walk very well in
Cathedral, many of them dialing 999, there’s not much her current state.
time for the heroes to come to a definitive conclusion.
Time is short for a search of the grounds and that fact OVERSTAYED WELCOME
becomes increasingly clearer. After one minute, a police After the band has two minutes to search the scene
siren screams through the night. After two, a pair of po- and investigate the bodies, two police officers arrive on
lice constables enter and attempt to apprehend anyone scene and attempt to arrest anyone left in the Cathedral.
suspicious, which definitely includes the band. Detective Chief Inspector Aaron Nichols (he/him) and
There are three obvious focal points for heroes who Detective Inspector Sam Devereux (she/her) aim to
want to learn what happened: the two victims and the come in hard and sort the facts out afterward. Both were
hologram projector. Attempting to examine the projector part of the police cover up for the land developer Grant
through skills fails to turn up much useful in the short Ellis, which means that the detectives and the heroes
time available. An appropriate Knack reveals the infor- have crossed swords before. This doesn’t mean that they
mation in The Projector in Act 2. recognize every member of the band, as the stealthier
members likely avoided police attention. The police are
THE VICTIMS both armed with taser guns.
If any of the heroes take to investigate the bodies, a If the band decides to flee or resist arrest, the police
Difficulty 3 Medicine + Intellect roll reveals that a flexible attempt to chase the heroes down and taser them into
instrument, like a rope or necktie, snapped their spines. submission. The detectives do not have backup and re-
The murder weapon does not appear to be present. treat if either is Taken Out. Any members of the band they
Searching for it turns up a few possible candidates, but take into custody are cuffed, put into the back of a police
nothing that perfectly matches. van, and driven to Leicester Police Department.
A Difficulty 2 Close Combat (or Medicine) +
Composure roll tells the heroes that the first victim ARRESTED
(König) has forearms covered in the defensive scars; If, for some reason, some of the heroes wind up in
whoever he was, he survived dozens of fights before this police custody, all is not lost. Getting out of holding will
one. Any excess successes clarify that victim was a Scion. require breaking more laws, but their detention can still
He has a wicked-looking sharpened steel fragment, wal- result in the plot moving forward.
let, passport, and phone on him. The wallet and passport LOCKUP
identify him as Ancel König of Munich, Germany. If a
Leicester constables can hold people for 24 hours
Scion resurrected Ancel, he volunteers this information
without charges — or 96 if they suspect a serious crime,
and cooperates with the band before leaving to meet his
like murder. In the case of the Scions, they’ll be locked up
own band. His fragment and phone are detailed in Who
for the full four days unless they do something to get out
Was Ancel König?
earlier. Leicester’s police house has three holding cells,
Anyone with connections to crime recognizes the which allow the constables to separate the Scions a bit.
second victim (Parker). If the band previously spotted Any Scions that are known to the police — which is likely

122 CHAPTER FIVE: ARTHURIAN ADVENTURES


all who were caught — get identified as Scions and receive to follow up on, but whoever’s behind this has kidnapped
extra scrutiny. This includes the police taking everything one Scion and killed another. Splitting up to cover more
besides clothing, especially anything that could conceiv- ground has never been a worse idea.
ably be used as a weapon. This does not include Emerald Not all leads need to be followed, but meeting both of
Sashes and similar cloth items. The detectives fingerprint the Grail contacts and getting at least some information
everyone before ushering them into the three cells, which on Crook is essential for the heroes to understand the
may reveal aliases. events of Act 3.
Although the constabulary has a general sense that
the heroes possess unusual powers and abilities, they AVENUES OF INVESTIGATION
really don’t have a clear understanding of what the Depending on what information the heroes un-
Scions are capable of (unless one of them has been show- covered in Act 1, some or all of the following leads are
ing off in public or social media). In general, the police available:
simply assume that the band has supernatural strength • Who Was Ancel König? The slain Scion’s identi-
and endurance and fail to guard against anything else. ty and belongings sheds light on the real current
Unfortunately, a Supernatural Crimes Unit has been events of England.
dispatched from London and arrives two hours after the
team is booked. • Who Was Parker? The dead fixer has ties through-
out Leicester. Few trusted her, but virtually every-
THE FUZZ one depended on her discretion and would love to
Besides the arresting officers, Police Custody nail whoever offed her.
Sergeant Kam Yadav (he/him) is the only officer at • The Projector: The hologram projector had an
the precinct. Unlike the other officers in the building, impossibly good image in it. Who made it and how?
Sergeant Yadav is an honest cop. He’s entirely unaware
of his peers’ corruption, so turning him against them is • Researching Crook: The shadowy crime boss’s
unlikely but possible with the right Knack. Yadav’s moti- name keeps coming up, and if the band learns why,
vation for the scene is to keep citizens safe. they might just spot the trouble coming.
DCI Nichols’ motivation is to make the Scion’s lives • Brenin’s Past: To find Brenin, the heroes need to
worse. DI Devereux’s motivation is to return to the crime know why he was taken, which means learning
scene to begin the investigation proper. Devereux’s desire more about him.
is obvious to anyone with successful Difficulty 1 Empathy
• Meeting Ms. Pierce: According to Brenin, this
+ Manipulation roll. She holds a grudge against the band
museum curator knows where the Grail is, which
but also wants to return to the Cathedral since homicide
makes her both valuable and a target.
is a big deal and she wants to be the one to crack the case.
• Meeting Mr. Khan: Brenin told the band this
THE POLICE HOUSE butcher had a line on the Grail. What does he
Although getting out of custody is an obvious goal know?
for the heroes, being inside LPD gives them access to
In addition to the resources that the heroes have
resources that they wouldn’t ordinarily have. Persuasive
through their contacts, skills, and abilities, they also have
Scions can talk Yadav into doing some research on their
access SIG-X, the internet savant Scion. Though she’s no-
behalf, and stealthy ones with computer skills can hack
toriously mercenary with her time and resources, Brenin’s
the police’s database to the same end. Members of the
peril makes her willing to throw in some discounted and
band in police custody can enter Act 2 at the same time as
pro bono work.
their peers, using the resources of the police department
instead of their usual investigative methods. WHO WAS ANCEL K NIG?
ACT 2: HITTING Getting information on the dead Scion starts with
knowing who he was. Sticky-fingered Scions may have

THE PAVEMENT stolen or copied his identification. The morbid may have
taken a photo of him, which they can use if they have ac-
cess to government or corporate facial recognition. Even
W ith the murders at Leicester Cathedral, the police are
on the lookout for the band, who’ll need to clear their
name or at least throw the constables off their trail. Making
without his name, heroes can ask ravers, who only know
that talked to Parker a lot and asked about Brenin a few
matters worse, someone either killed or abducted Brenin times. Heroes with criminal ties can ask around and learn
P, according to witnesses. If that wasn’t enough, the band that a German had been asking around for Brenin P and
still has two leads on the Grail. They have plenty of leads was trying to secure a meeting.

Lock, Stock, and Two Smoking Grails 123


With his name and access to official records, they favor. Otherwise, a Difficulty 1 Technology + Cunning
learn he had been in Britain for less than a day and had roll reveals that the device is prohibitively expensive for
previously been charged with possession of a knife in most to own. 2 excess successes reveal that the hologram
Munich; the charges were dropped, and the knife was of the Questing Beast has minor imperfections in it that
stolen from police evidence. The case file contains a photo wouldn’t be present in a computer-generated model; the
of the blade, which looks like a large shard of an ancient imagery was recorded from a live Questing Beast.
sword. A Scion who knows history, legend, or famous
weapons recognize it as roughly a quarter of Clarent, the BRENIN P
Sword in the Stone that has been filed and fit into a knife Researching the missing Brenin’s past is a mess.
handle. If the Scions took the blade from his body, it has Criminal and high society contacts alike recognize him
the tags Concealable, Lethal, Melee, and Piercing. It has a as a prominent figure who came from nowhere in 1999.
+2 Enhancement against monsters. His substantial resources and charm point to a past life
If the band took his phone, it is a cheap burner with that no one seems to know much about, leading to the
four numbers programmed into it. Calling one of them rise of dozens of rumors, from supposed royal blood to
with this phone results in someone picking up imme- a crime boss with a new face. Scion sources, like SIG-X,
diately, listening for ten seconds and then hanging up. have better hypotheses, namely that he changed his iden-
Afterward, all of the other phones block the number. tity post-Visitation and used his newfound abilities and
resources to make a new life for himself.
If someone brought Ancel back from death, he reveals
all of the above and says that he’s striving to be worthy of All of this points to the idea that it’d take another
the mantle of King Arthur. He’s on a Grail Quest of his Scion to capture him, which leaves the matter of motive.
own and wants to return to that as soon as he can. Such a Scion would need to be in Brenin’s disparate social
circles, the child of a rival god, or both. With that suspect
WHO WAS PARKER? profile, one name rises to the top: James Crook.
Even if the heroes didn’t recognize Parker at the
scene, many of their contacts knew her and are gravely
MEETING MS. PIERCE
concerned, allowing the contacts to educate the Scions Pierce’s business card lists her as the curator of
about Parker. She didn’t really have friends, but she did Leicester Guildhall, one of the best-preserved wooden
have a large number of local clients who needed her for structures in Britain. Over 600 years old, it’s steeped in
her discretion. All three of Parker’s phones are cheap history, making it a prime spot to research the Matter of
burners, two with dozens of texts detailing vague and Britain. She arrives at work at 9 a.m., although the band
likely illegal deliveries and a third with loving messages can look her home address up and speak to her there if
to and from her mum. they can’t wait. Meeting her at home without calling her
first puts her on guard, reducing her starting Attitude of
Danni Lopez, a fellow fixer, heard that Parker was
1 to the band by one shift. Waking her up in the middle of
coming into some real money thanks to a client that she
the night worsens her Attitude by an additional shift.
was extra cagey about. Lopez hadn’t heard Parker clam
up like that very often, so the absence of information is Once engaged in conversation, she insists that the
itself a clue. She provides a short list of potential employ- heroes call her Gwen. Her motivation for the scene is to
ers. Asking similar questions to others in Parker’s circles convince the heroes to keep an eye out for her and protect
turns up other names, but one that keeps popping up is her from Crook. There are three major topics to discuss
“Captain” James Crook. with Gwen: Brenin, the Grail, and Crook.
If Parker is alive and feels safe, she readily explains • Brenin: Until informed, Gwen’s unaware of any-
that she believes Crook tried to murder her and Ancel. thing that happened at Leicester Cathedral. Once
She also provides a clear description of Crook, as well told of the murders and Brenin’s disappearance,
as the belief that he was going to do something to a mu- she becomes deathly scared, a level 2 Complication.
seum curator; he didn’t mention it to her, but she saw Careful prying or an appropriate Knack makes it
him looking up a name and address for one. Ordinarily, clear that she has a suspect in mind: “the Captain.”
she wouldn’t give this information up for free, but Crook
• The Grail: Unless the band specifically says Brenin
crossed a line.
referred them to her, she pretends as though the
THE PROJECTOR Grail is an abstract concept from myth. Once she
understands that they’ve passed Brenin’s tests, she
If the band took the projector from the murder scene,
warms to them, explaining that the Grail is close,
they have the option to look into who it belonged to. If
and that the band has one more test to pass.
they lack a techno wizard, SIG-X is willing to take a look
at the projector in exchange for keeping it and a future

124 CHAPTER FIVE: ARTHURIAN ADVENTURES


• Crook: Initially, Gwen denies knowing much There was no return address or any other identify-
about him, but a simple Empathy + Manipulation ing information. Careful examination of the Sash reveals
roll opposed by her Discretion (5) proves that she’s that it’s magical and sacred. A successful Difficulty 2
lying. When pressed, she reveals that she’s met him Academics roll or appropriate Knack makes it clear that
before and finds him frightening. In exchange for the Sash is not the same as the missing one but is func-
promising to keep her safe, she provides a photo tionally identical in every other way. If the heroes forced
of him, as well as her hunch that he’s a Scion of Crook to turn over a Sash in The Snatch, Gwen does not
Efnisien, a Plant Dôn god known for his temper, have this Sash.
cunning, and bloody vengeance.
HENRY KHAN
A HOLY GRAIL Henry Khan is a chubby, middle-aged Briton of
Once the band is ready for Gwen’s test, she holds Indian descent. Though he frequently wears a serious
out wooden shard and asks that the most emotionally expression, many find him cute and endearing. Henry
resilient Scion take it. Once held, she explains that it’s a lives and works in the same building, making it simple for
piece of the holy lance mentioned in Perceval’s encounter the heroes to find him. Trying to speak with him before
with the Fisher King and that their task is to make the 5 a.m. results in his starting Attitude worsening by one
wood bleed through force of will. A successful Difficulty shift, though. No matter what time they speak with him,
2 Empathy + Stamina roll causes blood to seep from the he chops meat in his shop as they talk, gesturing with his
splintered lance. If the hero fails, they may pass it to an hefty cleaver as he speaks.
ally to try their hand. If the band has promised to protect Though he cheerfully insists that the band call him
Gwen, she’s willing to let them try until they eventually “Henry,” his motivation for the scene is to get the heroes
succeed, otherwise she politely asks them to come back to leave without admitting he lost the Grail. His starting
another time if everyone fails. Attitude is 0, or positive 1 to heroes with criminal records
Once the bleeding lance resembles its legendary due to the Ellis Affair. Also affecting his interactions is the
self, Gwen explains that the Grail is actually in a hidden fact that he’s in shock from recent trauma, which gives
compartment in her desk and unlocks an elaborate series him a +2 Enhancement to resist Social rolls. Noticing the
of security devices. Despite the locks, tests, and Gwen’s signs — enlarged pupils, gray-tinged lips and nail beds,
obvious reverence, the band can’t help but feel simulta- and rapid, shallow breathing — is a Difficulty 1 Medicine +
neously awed and disappointed. The Grail Gwen holds in Intellect roll. Making any effort to treat his shock removes
her hands is a pretty green rock. It appears well-polished the Enhancement and improves his Attitude by one shift.
from the oils of many hands caring for the stone, but the In addition to Henry’s condition, the back door to the
fist-sized green gem was not what anyone was expect- butcher shop has damage noticeable with a Difficulty 3
ing. If the Scions are visibly unimpressed or ask Pierce Subterfuge + Cunning roll. Mentioning this unlocks the
for more information, she responds that this is the Lapis Robbery conversation topic.
exillis, the Philosopher’s Stone, and is definitely the Holy There are three obvious topics, plus two more heroes
Grail. unlock through conversation:
As the Grail’s caretaker, she has deep knowledge of
• Brenin: Henry heard of the attack on the news
other objects that were also said to be the Holy Grail but
shortly afterward. He’s initially cagey about why
believes that those other legends were either mistrans-
he was awake, as that involves talking about the
lations or falsehoods to throw questers off the trail. The
robbery. He doesn’t know much about the attack
stone hums with energy but does not seem to have any
but asks if any Germans were involved. If informed
magical powers.
that a German was killed, he becomes visibly con-
STRANGE SASH fused, since he assumed Germans were the aggres-
After Gwen entrusts the heroes with the Grail, she sors, and this doesn’t fit his reasoning.
states that she has one more thing for them. Someone left • The Grail: Even if the band tells Henry that Brenin
a package at her home during the night, which isn’t un- sent them, he speaks about the Grail in generalities,
heard of in her line of work, although it is irregular. Inside simply saying that they’re important and powerful
is an Emerald Sash, which looks similar to the Sash that relics, which must be guarded from evildoers. If
Crook stole from a hero in Act 1. She points out that the they press him, he becomes oddly defensive and
Sash clung to her until she handed the Grail over to the tells them they must pass a test before he can say
heroes, which suggests to her that the Sash wants to be more: cutting a ring off Saturn. Observant heroes
with Grail Questers. If any of the heroes have their own may notice that he’s making this test up off the
Emerald Sashes, the Birthrights started clinging to them top of his head. If pressed on the test, he can be
as soon as the Grail passed into their care.

Lock, Stock, and Two Smoking Grails 125


negotiated down to a simple arm-wrestling match
or even just forced to admit that he lost the Grail. ACT 3: THREE
• Crook: Henry knows of “the Captain,” although
he confesses that he doesn’t actually know much SMOKING GRAILS
about James Crook aside from the idea that Crook
is trouble. Henry does not know what Crook looks
like but has heard that he’s a white man.
C rook’s plan comes to a head as the Leicester band
drive out to the Science Museum to recover their
Grail. Instead of the expected museum staff, they run into
• The Robbery: The robbers burst into Henry’s Six and her London Band of Scions in Door Delivery. The
shop slightly before the attack. Although he’s too Londoners are furious with their Leicester peers, blaming
shaken up to provide a specific time, his alarm sys- them for Brenin P’s abduction. The two bands can settle their
tem’s logs fill in the gap. He explains that a group differences with words, violence, or a bit of both. Regardless,
of four Scions tore his security door off its hinge things get even worse in German Engineering, when a third
and searched the place. He confronted them with band arrives. The Munich Band blames König’s murder on
his cleaver but was efficiently disarmed. They the heroes, pushing the gathered Scions toward a violent
demanded to know where the Grail was. When encounter, which is exactly what Crook’s been hoping for.
he played dumb, they tied him up and blindfolded After several Scions are knocked out (or if cooler heads
him. When they left, his safe was open and the prevail), Crook unleashes his Questing Beasts, dragging all
Grail — a silver serving bowl — was gone. three bands into the Questers Street Brawl.
• The Germans: He didn’t see any weapons, but sev- DOOR DELIVERY
eral of them held their hands near specific spots on As the heroes arrive at the Science Museum, they’re
their hips, which suggests they were armed. The met with a deafening boom, and a front door flying toward
leader was a blonde woman, and there was also a them as though fired from a cannon. A snarling woman in
young Turkish man, a dark-haired woman with an a hoodie stomps past the shattered doorway. Four others
apologetic pout, and a dangerous-looking woman stalk through the doorway behind her and size the heroes
with a pixie cut. They spoke in German, which up as the leader growls, “You’re not laying a hand on the
Henry didn’t understand, but he heard the danger- Grail.”
ous-looking woman repeatedly growl something
The flying door isn’t an attack, but if any of the Scions
about “Ancel.”
rushed for the door, it might hit them anyway. Treat
Once Henry’s imparted all the information he has, he the door as a thrown attack from Six with the Bashing,
gives the heroes one last lead; he explains that there’s more Pushing, and Thrown tags. Six’s band of Scions isn’t un-
than one Grail in existence and, for each Grail Quester, only reasonable, but Crook has seeded a number of rumors
one can be the right one. If the Germans were disappoint- and half-truths that cast the Leicester Band in a bad light.
ed with his Grail, there’s two places they might have gone:
Leicester Guildhouse or the Science Museum in London. • The Leicesterers were the last Scions to see Brenin
P alive.
JAMES “THE CAPTAIN” • They murdered a German Scion and some poor
CROOK mortal.
Before the band can research Crook, they first need • They have two Grails.
to know what they’re looking into. Several of the other
avenues provide a lead to begin this investigation, such as Six and Alyss Tanaka are clearly spoiling for a fight.
Parker and Gwen’s clues. On top of that, if the heroes no- They’re honorable combatants and won’t use their weap-
ticed the Emerald Sash’s theft at the rave, they can make a ons unless the Leicesterers use theirs, but that doesn’t
Difficulty 2 Subterfuge + Cunning roll to realize that Crook mean that they can’t punch someone across the street.
used a Knack to pass the blame on to Parker. This positively Six’s band matches the heroes’ numbers in combat; if
identifies Crook as the Scion of a Trickster god of some sort, some of the Leicester band stand back to talk their rivals
strengthening Gwen’s theory that he’s a Scion of Efnisien. and allies down, the Londoners do the same. They aren’t
bloodthirsty, but they believe the heroes are dangerous
Once they know who he is, the band can try to run
and want to ensure Brenin’s safety. They’ve heard of
down any properties he might own, or at least identify
Crook, and if the heroes suggest that he’s manipulating
plausible hideouts where he might be keeping Brenin.
both groups, they receive a +2 Enhancement to calming
The only local flat that fits the bill is empty. Searching
the situation.
the waste baskets turns up several recent tickets for the
Science Museum in London, as well as a week’s worth of After five minutes or three rounds of fighting, which-
non-notable trash. ever comes first, the Munich Band arrives.

126 CHAPTER FIVE: ARTHURIAN ADVENTURES


THE LONDON BAND
This band of Grail Questers seeks the serving bowl WHAT IF ANCEL LIVES?
Grail. It’s comprised of:
If the heroes somehow saved Ancel from
• Aileen Hughes (she/her), a charismatic gangster death, the Germans instead have a starting
Scion of Gwydion. positive Attitude of 3 toward the band
• Alyss Tanaka (she/her), the switchblade-wield- and a negative 2 toward the Londoners.
ing Scion of Gwyn ap Nudd. Six’s bodyguard and They seek to repay their debt to the heroes
girlfriend.
by ganging up on the Londoners. Their
sudden presence increases tensions with the
• Faruk Musa (he/him), a cheerful, personable Scion Londoners, increasing the odds of a brawl,
of Branwen. but improving the heroes’ odds of winning it.
• Janet Thomson (she/her), a chain-smoking Scion
of Manawydan and a gift for electronics.
• Johann Erturk (he/him), the thoughtful Scion of
• Six (she/her), a gruff Scion of Y Pen Annwn, who Aranrhod.
leads the band.
• Ancel König (he/him), the newly deceased Scion
GERMAN ENGINEERING of Rhiannon.
A dark blue work van screeches to a halt ten feet • Klara Schwartz (she/her), the honorable, but
away from the two bands, and four black-clad Scions pile hot-tempered Scion of Ceridwen.
out of it, each with a furious look in their eye. One of them
(Johann Erturk) points to the hero with the Strange Sash QUESTERS STREET BRAWL
and shouts in German-accented English, “That one! They Whether Crook fled a Scion searching the museum
have Ancel’s Sash!” Within seconds, they all accuse the or has stashed the third Grail in his getaway car, he’s
heroes of murder, making it clear that they’re the dead ready to take on all the bands at once, he’s armed with
Scion’s band. The Münchners tracked the Sash to the two Questing Beasts: one identical to the hologram in
museum and have little reason to believe that it’s a coinci- Act One and a dinosaur with leopard fur. Just because
dence that it’s in the heroes’ possession. Crook’s ready to slug it out doesn’t mean that’s what has
The sudden chorus of fresh murder accusations to happen. Between the three bands, there are a number
worsens Attitudes by creating a negative atmosphere of 1,
undoing some of the progress negotiators have made with
their London peers. The Germans came for justice and
a Grail, and they’re not leaving without either. They’re WHERE THE HELL IS
not unreasonable but they each have a starting negative JAMES CROOK?
Attitude of 3 toward the hero with the Sash, a negative 2
As much as Crook would love to watch the
toward the rest of the band, and a negative 1 toward the Scions slugging it out, he wants to take the
Londoners. They, too, match the heroes fighter for fighter third Grail out of play. He starts this scene
if it comes to combat. hiding in a black van behind the museum.
The Münchners aren’t without crimes of their own; As soon as Six kicks down the door, he
they’re the ones who robbed Khan for the serving platter sneaks inside, leaving his Questing Beasts
Grail. Bringing this fact up provides a +2 Enhancement to and Brenin behind. Although the van
calm the situation or convince the Londoners to fight the conceals Brenin from casual passersby,
Germans. They have not heard of Crook and suggesting anyone moving past the front of the museum
his involvement provides no special bonus.
automatically spots the beasts.
Detecting Crook himself is nearly
THE MUNICH BAND impossible without going into the museum,
These Grail Questers seek the Philosopher’s Stone although anyone inside immediately notices
Grail. The band is made up of: him breaking open a wall safe. If attacked
in the museum, he stands his ground until
• Clara Wolf (she/her), the no-nonsense leader of he loses 3 Health or is outnumbered 3:1. If
the Münchners and Scion of Brân. either happens, he dives through a window
• Emilia Becker (she/her), a Scion of Branwen, who to the grassy courtyard where his Questing
wears her heart on her sleeve.
Beasts are waiting. Once reunited with his
monsters, Crook turns to fight.

Lock, Stock, and Two Smoking Grails 127


of socially-oriented Scions. The Social Scions can com- • Assistance: Johann hauls a fallen Scion upright
bine their Knacks and skills to paralyze him, leaving the and dusts them off; they breathe heavily but stand
more physically-oriented Scions free to fight the Questing on their own two feet, regaining 2 Health. Crook
Beasts. The heroes could also do the opposite, fighting uses On Your Feet to bring a Taken Out Questing
Crook, while calming the beasts. Beast back into the fight.
RUNNING THE BRAWL • Sacrifice: An allied Scion leaps in front of blow
With the two other bands, Crook, and the beasts, that would have Taken Out a hero. A Questing
there are twelve Storyguide characters who might be Beast takes a blow that would have felled Crook.
in this fight. To keep the scenario running smoothly, it’s For even more options to increase peril, use the
best to focus on what the players’ characters do and have Collateral Pool rules in Titanomachy (p.142).
the rest of the battle take cues from them. If the heroes
SIDE PROJECTS
are bloodied and bruised, the other bands are, too. If the
heroes are on the brink of victory, the other Scions are There’s plenty to do besides fighting, such a tracking
wrapping things up. down Brenin, searching for the cup Grail, or stealing the
serving bowl Grail from the Münchners. Locating Brenin is
DIFFICULTY CONTROLS a mixed action, requiring a Difficulty 2 Athletics + Dexterity
Be sure to tailor the challenge to fit your series; some roll to sprint through the area and a Difficulty 2 Persuasion
players get frustrated when their character is near Taken + Presence roll to convince bystanders to provide additional
Out, while others are excited at the prospect of a battle information. Unless Crook fled the museum, he’s had time to
that takes everything they have to give. Try to give each stash the cup Grail in a gray SUV, his getaway car. Locating it
character the right level of danger to make this thrilling. requires the same mixed action and can be done at the same
The following categories of events give examples that time, although the cars aren’t next to each other.
both help and hinder the band, as well as providing inter- Once Brenin is found chained inside Crook’s van, a
esting things for non-combatant Scions to do. Difficulty 3 Subterfuge + Dexterity roll is required to pick
• Reinforcements: The Supernatural Crimes Unit, the lock and free the Scion. Although Brenin’s still groggy
the detectives, and even Grant Ellis and a pack of from a mammoth dose of tranquilizers, he’ll enter combat
his followers can show up at any point to help turn after being freed.
the tide. Of course, any of those could just as easily Leicester Scions who touch the cup Grail feel a surge of
attack the heroes. Even worse, it could turn out euphoria and may heal one Health box per round for anyone
that Crook has a third Questing Beast in reserve. other than their band. This can bring the recently slain back
to life. This power goes dormant soon after the battle.
• Epic Violence: A Questing Beast swallows a Grail
Searching the Germans’ van for the serving bowl Grail
and immediately explodes into a pillar of blood.
requires a Difficulty 2 Subterfuge + Dexterity roll and may
One of the other Scions gets gored by the Questing
anger the Munich Band enough that they switch their focus.
Beast, which immediately Takes them Out.
Alternatively, the other Scions finally score a series
of brutal blows on a foe and Take them Out. EPILOGUE
• Lent Weapons: One of the Scions with a Birthright
weapon gets Taken Out or willingly places their
weapon in a hero’s hand. Crook snatches up one of
A fter the dust settles, any Scions still standing have to decide
what this street fight means. Unless the heroes moved
the Grails, they have the Lapis exillis Grail, the Germans have
the weapons and turns it on its former allies. the serving bowl Grail, Crook’s SUV has the cup Grail, and
Brenin is inside Crook’s van. Ideally, the Philosopher’s Stone
• Distractions: The sheer scale of violence topples
would go to the Germans, the serving bowl to the Londoners,
one of the many monuments on Exhibition Road,
the cup to the heroes, and Brenin would go free.
endangering bystanders. A car explodes, trapping
mortals between the burning vehicle and the Each band with their Grail feels a euphoric sense of
brawl. A beast picks a Grail up in its mouth and accomplishment wash over them, possibly resulting in
runs off, forcing Scions to choose between beating a Visitation from their divine parents. If not, the Scions
Crook and recovering the Grail. feel the sense that the Grail must be taken somewhere to
fulfill its purpose.
• Limiting Options: Crook grabs an onlooker and
If Crook or the Questing Beasts survive the battle,
uses them as a human shield. One of the other
the heroes must make the tough choice between turning
Scions forces a rampaging Beast next to Crook,
them loose, trying to hold them captive, or turning them
making him choose between maneuvering and
over to the government in the hopes that the Crown has
getting hit by his own minion.
cells strong enough to hold them.

128 CHAPTER FIVE: ARTHURIAN ADVENTURES


If the other bands survived and weren’t the victims Flairs: Immobilize (Venomous Bite), Seeing Red
of malfeasance by the heroes, the atmosphere becomes a Drive: Kill, eat, sleep
positive 2, with all survivors feeling elated to be alive. The
collected Scions can make new friends and allies, with
Primary Pool (13): Close Combat (+2 Enhancement
from claws and teeth, +2 Enhancement when attempt-
promises to help each other in the future. ing the Grapple stunt), Hunting

STORYGUIDE Secondary Pool (11): Survival, Stealth


Desperation Pool: 7
CHARACTERS Health: 10
MORTALS Defense: 5
DCI YADAV & DI DEVERAUX Initiative: 10
Archetype: Foe
Drive: To arrest the Scions and protect their cover story SIX, SCION OF Y PEN ANNWN
& CLARA WOLF, SCION OF BRÂN
Primary Pool (7): Investigation, Covering Own Ass
Archetype: Rival
Secondary Pools (5): Use of Force (+1 with taser)
Qualities: Willful
Desperation Pool: 3
Flairs: Molon Labe, Obligation, Touch of Asclepius
Health: 1
Drive: Keep their band alive, recover the Grail
Defense: 1
Primary Pool (9): Bravery, Leadership
Initiative: 4
Secondary Pool (7): Close Combat, Epic Strength
Extras: The detectives have taser guns with the follow-
ing tags: Stun, Piercing, Ranged (close range only) Desperation Pool: 5
Starting Attitudes: -2 to Scions they know from the Health: 3
Ellis situation, 1 otherwise Defense: 3
Initiative: 6
SCIONS (ANTAGONISTS)
JAMES CROOK SCION OF EFNISIEN FARUK MUSA & EMILIA BECKER,
SCIONS OF BRANWEN
Archetype: Nemesis
Archetype: Rival
Qualities: Armor Piercing, Dominion (Deception),
Shroud Qualities: Group Tactics, Martial Artist (Heroic),
Honor Bound
Flairs: Inspiration, Seeing Red, Shadow Step, Under
Pressure Flairs: Mirror, Mirror; Second Wind
Drive: To destroy Brenin and his allies Drive: Keep their band alive, recover the Grail
Primary Pool (11): Treachery, Close Combat Primary Pool (9): Combat (+2 Enhancement for
(Brawling) Barehanded Combat)
Secondary Pool (9): Stealth, Epic Strength Secondary Pool (7): Being in the Right Place
Desperation Pool: 6 Desperation Pool: 5
Health: 5 Health: 5
Defense: 4 Defense: 4
Initiative: 9 Initiative: 6
Extras: Crook fights with his fists and a pistol, allow- Extras: +1 Defense and +1 Health while Alyss or
ing him to attack anyone at Medium Range or closer. Klara are conscious

QUESTING BEASTS (HEROIC-TIER) JANET THOMSON, SCION OF BRANWEN &


JOHANN ERTURK, SCION OF ARANRHOD
Archetype: Titanspawn
Archetype: Rival
Qualities: Natural Weapons (claws and teeth), Scale
(size) 1, Sure-Footed, Stand Tall, Tough as Nails Qualities: Group Tactics, Martial Artist (Heroic),
Tough as Nails

Lock, Stock, and Two Smoking Grails 129


Flairs: Immobilize, Making Space Defense: 3
Drive: Keep their band alive, recover the Grail Initiative: 6
Primary Pool (9): Combat (+2 Enhancement for Extras: +1 Defense and +1 Health while Alyss or
Barehanded Combat), Intimidation Klara are conscious
Secondary Pool (7): Crime (Janet), Technology Alyss Tanaka, Scion of Gwyn ap Nudd & Klara
(Johann) Schwartz, Scion of Ceridwen
Desperation Pool: 5 Archetype: Rival
Health: 5 Qualities: Group Tactics, Perfected Soldier, Twitchy
Defense: 4 Flairs: Here I Come
Initiative: 6 Drive: Recover the Grail (both), see justice for Ancel’s
murder (Klara), protect Six (Alyss)
Extras: +1 Defense and +1 Health while Alyss or
Klara are conscious Primary Pool (9): Combat (Knives), Bravery
Secondary Pool (7):
AILEEN HUGHES, SCION OF GWYDION Desperation Pool: 5
Archetype: Rival Health: 7
Qualities: A Cage of Words, Center of Gravity, Defense: 4
Group Tactics
Initiative: 8
Flairs: Hypnotic Charm, On Your Feet
Extras: Alyss has a switchblade Birthright with the
Drive: Keep her band alive Arcing, Concealable, Lethal, Melee, Thrown, and
Returning tags. Klara has a dagger Birthright with the
Primary Pool (9): Persuasion, Politics Concealable, Lethal, and Melee tags. Both have a +2
Secondary Pool (7): Combat (Pistol), Athletics Enhancement to all Combat Abilities and may grant a
+1 Enhancement to a nearby ally’s next action after
Desperation Pool: 5 successfully inflicting damage.
Health: 3

130 CHAPTER FIVE: ARTHURIAN ADVENTURES


NEVER BUILT AND
EVER STANDING
An adventure for modern Scions at the Demigod lev- In this version of Cornwall, the presence of several
el, Never Built and Ever Standing drops players into the demigods on the cusp of godhood has saturated the land
thick of a war for the Pendragon Mantle, focusing heavily in liminality: the present and past, the mythic and real, are
on action-adventure and intrigue. A splintered Band of bleeding together. Technology created after the Industrial
passionate Scions retreads the paths of Arthurian myth, Revolution is unreliable at best, represented in a constant
and the countryside surrounding ancient Tintagel Castle Field Condition that increases with each act of the adven-
roils with mythic chaos in the wake of several demigods’ ture. Players’ characters need to adapt with pre-Industrial
struggle for godhood. solutions, even if they’ve never ridden a horse before in
their life. See p. XX for rules on historical play as needed.
INTRODUCTION CAPSTONE OF A TRILOGY
A n enterprising Titanic force has recreated what he
believes to be the keys to gathering the mantle of
Arthur: a betrayal of love, a betrayal of loyalty, and a betrayal
The titular guiding force behind the Green Knight’s
Due appears in the prologue, guiding Scions to the com-
ing conflict. Potentially, this is where characters learn
of faith. This Titanic Scion believes the final piece of the they are descendants of those Origin-level heroes—and if
puzzle is a climactic battle of myth: the Battle of Camlann. so, please offer them their Emerald Sash (p. XX)!
But this time, he will triumph over his patsy Mordred, slay The London Band from Lock, Stock, and Two Smoking
his betrayers, and strongarm the Knights into an oath of Grails makes their return here—at least, a few of the for-
servitude to him, not to chivalric ideals. Camelot will rise mer members do. Their tumultuous, competing quest for
as strong and cold as iron. the Grail proved to set the stage for Artur Guerra’s rise
Will the players unravel the web of doomed rela- to power, as he gathers to him despondent questers who
tionships and Fatebindings between the warring Band failed to secure their Grail.
without becoming entangled themselves? Will they back As the capstone of this trilogy, Never Build and Ever
one of them as the rightful heir to King Arthur’s legacy, or Standing draws Scions to the center of legend. The con-
will one of the player’s characters themselves rise as the frontation between Artur and his splintered Band brings
new Pendragon? players’ characters into direct confrontation with modern
SETTING Arthurian figures, and the reality of mending the mantle
of King Arthur and raising Camelot once and for all.
This adventure takes place during an unspecified
“modern” time after the events of Lock, Stock, and Two
Smoking Grails, in southwestern Britain along the Atlantic CHARACTERS
coast of Cornwall. Characters are not required to be local,
or even from the United Kingdom, but the entirety of the
AT A GLANCE
adventure takes place here.
Players may revisit (and advance) their Hero-level S ix demigods are at odds with each other over the ruins
of Tintagel Castle. Each has their own conflicting
agenda with regards to who should claim ownership of
Scions from the previous adventure. Newly created
characters are easily slotted into this adventure as well. the mythic birthplace of King Arthur.
Encourage players creating characters to choose gods
from the Plant Dôn (p. XX) or their close theological
HOST OF CAMELOT
counterparts. Additionally, whether the character is new Those Scions who pledge loyalty to Artur Guerra
or returning, ask the player to keep in mind which fig- refer to themselves as the Host of Camelot, or simply
ure of Arthurian lore they feel their character is bound Knights of the Round Table. Individual Scions are de-
to model, and keep an eye out for potential interesting tailed here.
Fatebindings to hook them with when the adventure ARTUR GUERRA
begins.
Artur is boyish and solemn all at once, six-and-a-half
feet tall and as strong as seven men. His pensive, elegant face

Never Built and Ever Standing 131


easily fractures into a mask of pale cruelty. His dark hair is a regal but melancholy bearing. The King’s Adversary
always beautifully mussed. He wears alabaster and crimson appears before her armies in a breathtaking synthesis of
armor, and a cape that billows like smoke. Though he claims black plate and a green velvet gown, crowned with sil-
to be the Once and Future King, he is in fact an Incarnate ver, tungsten, and emerald. Lilavati is an Incarnation of
Scion Fatebound into the role of Mordred. His omens mani- Medraut, the much older, far more chivalrous mantle of
fest as screams of the wounded, the smell of smoke, and the Mordred — her omen manifests as the sound of banners
sound of marching jackboots. He believes he has already snapping in the wind and a firm but gentle whisper urging
completed several steps in his quest for the Pendragon “Kneel.” She is reserved, dutiful, loyal, a former mentee of
Mantle, and eagerly awaits what remains before his ascen- Artur who abandoned him for unknown reasons. Lilavati is
sion. The sheathed Excalibur never leaves his side. In reality, conflicted in her role as the adversary to Artur’s legend. In
it is only the sheath, and he is loath to admit it is empty. The her heart of hearts, she fears she is failing him by not fully
Scabbard alone is a Relic with miraculous powers — see p. committing to her destiny.
XX for information on this powerful Birthright. Artur com-
mands a legion of crestfallen, defeated, and broken knights,
EIRIAN TEAGUE
known as the Host of Camelot (p. XX). Eirian is a man of heart-stopping grace and beauty, his
deep black skin flawless and his shining locks glittering with
SIX gold. He is a Scion of Branwen, and, due to his relationship
Six is rangy and lean, with light skin and black hair with Artur, Osgar, and Lilavati, is bound to play the role of
cropped short. She looks as fearsome in ripped jeans and a their Guinevere. He is idealistic, passionate, and savvy. His
hoodie as she does in her armor as one of Artur’s knights. omen manifests as a personal aurora borealis which seems
A Scion of Y Pen Annwn bound to the role of Gawain, she’s to clarify the natural beauty of anything nearby. Once devot-
the battle-ready former leader of the London Knights (p. ed to Artur and his quest to repair the Pendragon Mantle,
XX), a band of Scions broken after they failed to secure Eirian was horrified to learn of the cruelty within the man
the Holy Grail. Her omens manifest as phantom cadence who would be King. When Lilavati expressed her desire
calls and the ringing of blades; her eyes sharpen and to leave Artur’s court, Eirian joined her willingly. He has
turn bright gold. She wields the Relic sword Galatine (p. since lost his heart to her, and now champions her claim to
XX)— if a player’s character also owns Galatine, hers is a Arthur’s Mantle. Eirian would sacrifice his own life to see
copy from a divergent myth and appears different in some her achieve what he knows is her true destiny.
significant way. Losing the Grail took a toll on her spirit.
Where once she was gruff, she is now distant and callous.
OSGAR J RVINEN
Since joining Artur after he assisted recovering the Grail, With his broad back, crooked nose, and long unbound
she has gained the camaraderie and respect of the Host. red hair, Osgar might give one the impression of a berserker
from the North. Thankfully, tales of his duty and honor tend
AILEEN HUGHES to precede him. He is a Scion of Brân, though his relation-
Aileen’s presence fills a room in the way her short ship to Artur, Eirian, and Lilavati binds him to the role of
stature and ordinary looks would suggest otherwise... and Lancelot. Osgar is honest, even-tempered, and thoughtful,
her skill with subterfuge and larceny belies her current though he seems grim. His omens manifest as a steady-flick-
role as beatific face of the new Round Table. She is a ering light just above his heart, and the sound of weapons
Scion of Gwydion bound to the role of Galahad. Formerly training drills. He left the Host of Camelot with Lilavati and
a criminal, she found the light both literally and figura- Eirian, though emphatically not out of animosity for the
tively during her Grail Quest with the London Knights: would-be King. Osgar secretly aches for what he considers a
she was first to discover their Grail, and, sadly, the one to terrible curse afflicting Artur’s heart. He believes Artur can
lose it. Her omens manifest as joyful chorus. Single rays be saved, but duty and compassion compel him not to enable
of light are known to strike her regardless of the weather. the man’s darker side. Osgar wields a powerful Relic, the in-
Ever since Artur helped her recover the Grail, she has not famous Sequence (p. XX) — if a player’s character also owns
let it leave her sight. In combat, a cadre of knights bears it Sequence, his is a copy from a divergent myth and appears
into battle for her. different in some significant way

THE SWORN TO THE TRUE KING


Scions who pledge themselves to Lilavati Kumar call
ADVENTURE
themselves the Sworn to the True King. She is not fond of
this, but doesn’t correct them. W orthy contenders rise to claim the Pendragon
Mantle. Already they court alliances with the Band.
Likewise, Arthurian myth itself cries out for intervention.
LILAVATI KUMAR Some Scions feel their very souls called inexorably to the
Lilavati’s delicate, heart-shaped face masks an iron will looming conflict.
and unshakable faith. Her long, violet-black hair frames

132 CHAPTER FIVE: ARTHURIAN ADVENTURES


THE SHIPPING CHART
The Storyguide characters in this adventure put the intensity of Arthurian passions at center stage,
but never let it be said Arthurian passions are straight-forward. Included here are summaries of
each Storyguide character’s relationship to the others. Consider every Fatebinding to be strength 3
in the first act of the adventure, strength 4 in the second, and maximum strength in the third — Fate
demands drama.
If these guidelines would invalidate a player’s arc or complicate the table’s fun, feel free to
downplay, rearrange, or ignore the bindings. They are meant to provide interesting beats for story
arcs, not create more bookkeeping for Storyguides. At the least, we recommend leaving those
between Artur, Lilavati, and the relic Rhongomiant intact.

Scion Fatebinding Role


Aileen Artur (Martyr), Six (Balm)
Artur Lilavati (Balm), Rhongomiant (Jinx)
Eirian Artur (Nemesis), Lilavati (Unrequited Paramour/Martyr)
Lilavati Artur (Worshipper/Nemesis), Rhongomiant (Jinx)
Osgar Artur (Unrequited Paramour/Balm), Lilavati (Rival)
Six Aileen (Boon Companion)

Heroes who continue the story from Lock, Stock,


CHARACTER HOOKS and Two Smoking Grails and stayed connected with the
The Green Knight, weary and wilting, visits the London Band (p. XX) find their connections to Six and
Scions’ nightmares. Gone is the verdancy associated with Aileen going sour. Aileen ghosts them, no longer respond-
this great warrior: instead, the dream is dim and gloomy, ing to texts or calls; Six becomes terse and angry until
the forest brown and shriveled, the Knight itself bent and finally she ghosts them, too. In the same span of time,
frail like an old man. The Knight falls to its knees and begs the Grail goes missing under mysterious means from the
the heroes to respond to its call, to bring sound weapons London Band’s possession, and from the players’ posses-
and judgment to sacred Tintagel. Its strength fails before sions, if they still have theirs.
it says more and the Knight desiccates within its armor, For Storyguides with players interested in their char-
leaving only ash and plate. acter becoming Arthur themselves, the process is simple.
Heroes who knew the Grail in their past—preferably Answering the call to action from the apparent Once and
by way of a Grail Quest such as the one in Lock, Stock, and Future King fulfills the requirements of a Second Call.
Two Smoking Grails (p. XX)—receive summons from a Chasing Artur into Avalon (p. XX) meets the require-
man named Artur Guerra. A courier dressed in white and ments of a Descent. A Parting requires 5 sessions at min-
red hand-delivers the missive, sealed with crimson wax imum, so prepare to offer the players new Fatebindings
and written by quill on thick vellum. Despite the courtly immediately. As for the Threshold Crossing, consider
trappings, the letter is written in modern language: Artur allowing Scions to begin play having already completed
heard about the character’s experience with the Grail and their Threshold step; alternatively, require only three
wants their expertise on his side of the battlefield. The Calling changes instead of six.
hero is expected to check in to his camp near Bossiney
Cove, Cornwall, where he will brief them on his plan to ACT 1
claim King Arthur’s fabled birthplace and finally reinstate An Arthurian Demigod occupies the ancestral site
the Kingdom of Camelot. This is not an invitation: it’s a of Tintagel, and a nascent Otherworld now covers the
command. World of southwestern Britain in a ragged latticework
Characters with Arthurian Relics, especially of liminality, displacing thousands of mortal civilians.
Excalibur or the Holy Grail, feel a bone-deep urge to In addition to the ancestral birthplace of King Arthur,
make pilgrimage to southern England. It manifests in this Scion claims an ever-growing army of cast-off and
dreams and coincidences, growing increasingly prevalent traitor knights. In response, a rival Demigod claiming to
until the character finally relents. be Arthur reborn summons his own knights to a planned

Never Built and Ever Standing 133


THE SCABBARD IS OVER-POWERED
Befitting the legend of such a valuable relic, the Scabbard of Excalibur is disgustingly powerful: its
bearer becomes invulnerable to every source of damage except water. If the players suspect Artur
is someone they’ll eventually face in combat, they’re going to want to get the Scabbard away from
him.
Unfortunately for them, this isn’t possible in Act 1. In Act 2, they may convince another Scion to
seize it for them, but only Six or Aileen would have the opportunity to do so. The Band needs to
forge a Bond with either knight and reduce their Attitude toward Artur to at least -2 before they even
consider it.
Act 3, perhaps, provides the best opportunity to steal this relic, and by now they’ll definitely
have reason to want to do so. Scions can take the Scabbard by stealth in the heat of combat with a
Subterfuge roll, difficulty 5—if they take advantage of Artur’s disintegrating composure, they earn
a +1 Enhancement to the roll. Artur actively opposes with all his might attempts to take it by force.
Alternatively, clever heroes or those with the right purviews can take advantage of Scabbard’s
loophole and deal damage with sources of water.

reclamation of Tintagel Castle. He offers messages of halfway transformed into stone cottages, historical sites
redemption to those who have failed their tests of virtue returned to the peak of their legend, and herds of white
and promises them a part in his growing legend. Is he horses wandering the hills. The mist moves like a living
really the Once and Future King? creature. If questioned, Artur’s aides explain how he was
recently betrayed, and the traitors are responsible for the
SCENE: THE PENDRAGON CAMP chaotic tears between the World and Terra Incognita.
Regardless of how they arrive in Cornwall, the Scions
Artur’s camp forms a band starting west of Bossiney
are intercepted by aides from Artur Guerra’s camp, known
Cove and stretching south to Tintagel village in an infor-
by their white-and-crimson uniforms. The aides offer
mal siege. Tintagel Castle is currently inaccessible.
transportation via luxury SUVs towing horse trailers.
Several miles out from camp, the liminality overtaking Audience with the New King. As soon as they
the World forces them to switch to from vehicle to horse. arrive, the players’ characters are introduced to the
Knights-Commander of the Host of Camelot, Six and
The introduction to Artur is tense and uncomfort-
Aileen Hughes (perhaps not for the first time). Six is a
able. Their briefing is interrupted by a scene of violence,
camp enforcer and openly skeptical of the heroes’ pres-
and news that one of Artur’s Relic weapons, Clarent (p.
ence, even if shown official summons from Artur. Aileen,
XX), was stolen to deliver to the traitors. The player’s
on the other hand, is thrilled to share the good news of
characters are requested to ride down the thieves and
King Arthur’s apparent return. They escort the Band
reclaim the relic.
through camp to Artur’s enclave.
Field: a foggy camp crowded with both medie-
val and modern tents The army tents stand in a rocky valley flooded
with mist. The rips in the World are obvious
Field Condition: Unreliable Technology (1c) here: the fog never lifts, fey creatures dart from
Attitudes and Bonds: shadow to shadow, and any knight you speak to
Aileen: Artur (2, Respect 2), Six (3, could actually be a phantom of past mythic bat-
Camaraderie 2, Fatebound: Balm), PCs (1) tles. Modern and medieval technology blend
seamlessly here; a 17th century smithy stands
Artur: Aileen (1), Lilavati (2, Pride 1, at the perimeter, generators whir one tent over,
Fatebound: Balm), Six (1), PCs (1) more than once you hear someone complain
Six: Aileen (2, Camaraderie 2, Fatebound: about the “lack of signal.” Every soldier and
Boon Companion), Artur (3, Respect 2), PCs (0) knight wears matching red uniforms with white
trim — and every one of them stares at you in
Approach the Camp. The ride through idyllic your mismatched motley.
countryside turns strange—subtly at first, such as land
appearing too green, trees growing to primordial size, or Artur’s tent is the largest and most comfortable,
clouds breaking into a single ray of sunlight locked onto decked in red-and-white bunting and flying a crimson
the party. As they continue, they see modern buildings standard with a gold dragon. Aides hurry to meet Artur’s

134 CHAPTER FIVE: ARTHURIAN ADVENTURES


THEY ACTUALLY GAVE HIM EXCALIBUR
If your players do the unthinkable and volunteer Excalibur to Artur, don’t panic. Excalibur is
still Fatebound to them! First, Aileen and Six gain +1 Attitude toward the player’s characters, and
Artur (even he is unable to hide his surprise) gains +2. He hands the Relic to Aileen, who reverently
conveys it back to his tent.
During Act 2, Excalibur rests in Artur’s Scabbard, and under no circumstances does he draw it —
he doesn’t want it out of his sight so he can remove it from myth at the end of his Theophany. Nothing
short of a forceful Scion can remove it from him.
If the Band sides with Lilavati, manages to raise Six or Aileen’s Attitude to 2 or higher, and either of
the knights defect during Act 3, they bring Excalibur back to its original wielder. If the Band doesn’t
convince either of the two to switch sides, or they remain in Artur’s camp, Fate still conspires to put it
back in the original character’s hands.

every demand. When the Band approaches, he’s locked With successful Encourage Behavior, Aileen or Six
in argument with a handful of modern, dirty civilians. inform the players:
Whatever it was they asked of him, he calmly refuses, and
• They were once part of a Band of knights out of
two knights escort the angry mortals away.
London. The two failed their Grail quest and could
Artur is tense and authoritative, pristine, and dressed not recover the Relic until Artur assisted them.
for battle with the beautiful cobalt blue scabbard on his
hip—an Academics or Culture roll, difficulty 3, informs a • Many of the Knights in Artur’s service have similar
Scion this is the Scabbard of Excalibur, and he may as well failures, who owe their redemption to Artur.
be wearing an “I AM KING ARTHUR” sign. He treats the • Sir Eirian, Artur’s paramour, and Sir Osgar, Artur’s
Band as though they already swore fealty to him, their boon companion, defected when Lilavati turned
obedience a given. He bristles at any perceived slight. traitor.
If any player’s character is disrespectful to Artur, the If a player’s character scores amazing success on a
Host of Camelot gains +1 threat, Aileen and Six lose -1 Social or Mental roll during this scene, offer these as a
Attitude toward them, and Artur loses -2. If a character is bonus:
aggressive toward Artur, the Host gains +2 threat, Aileen
and Six lose -2 Attitude, but Artur’s Attitude increases by • Artur is secretly Fatebound to the role of Mordred.
+1—he respects useful anger. (This is also revealed with Scent the Divine.)

Any successful Read Attitude during the scene ad- • The Scabbard of Excalibur is empty.
ditionally reveals everyone’s reluctance to ever question If a Scion wields Excalibur (p. XX), Artur recogniz-
Artur, out of a mixture of fear and worship. Without the es it — if hidden, he senses it — and asks them to hand
need for Influence, Artur and his allies say: it over. When the wielder understandably declines, he
plays it off as a joke.
• Artur is the Once and Future King — or at least,
he intends to be, after he repairs the Pendragon A Stolen Relic. At the end of Artur’s introduction,
Mantle. His skills as a warrior and a leader are or during a dramatic moment, one of his aides-de-camp
without fault. interrupts the scene with breathless anger: a squad has
fled for Tintagel, and Clarent, the Sword of Peace (p.
• His mentee, Lilavati Kumar, betrayed him and left XX), has disappeared. Artur’s simmering rage boils over:
with some of his most powerful knights, then laid he snatches the sword from an aide’s belt and hacks the
siege to Tintagel Castle, King Arthur’s mythical closest tent to splinters. None dare to interfere, keeping
birthplace. But what can you expect from a rein- a wary distance, clearly having dealt with this before.
carnation of Mordred? When the tent is shredded, or when a player’s character
• Artur plans to claim the weapon fated to slay dares to soothe him, Artur quietly orders the newcomers
Mordred and decimate Lilavati’s traitor army. to ride down the traitors before they reach Lilavati.
• No one has an explanation for why Tintagel is now SCENE: THE CHASE TO TINTAGEL
a Strange Place, just that it must be Lilavati’s fault Artur orders the Band to track down the defectors
for disrespecting the legends. who stole Clarent. Lilavati’s lieutenants, Eirian and Osgar,
arrive to back up the thieves. The players’ characters can

Never Built and Ever Standing 135


follow them into Tintagel Castle or be brought there by
force (leading to An Audience with the Adversary); or
fight the knights to bring Clarent back to Artur (leading
to Return to the King).

Field: Otherworldly ruins in the misty field


outside Tintagel Castle
Field Condition: Unreliable Technology (1c)
Attitudes and Bonds:
The Defectors: Artur (-3), Eirian (3), Lilavati
(1, Hope 1), PCs (-3)
Eirian: Artur (-3, Fatebound: Nemesis), the
Defectors (1), Lilavati (3, Love 2, Fatebound:
Unrequited Paramour), Lilavati’s enemies (-3),
PCs (1)
Osgar: Artur (3, Love 3, Fatebound:
Unrequited Paramour), the Defectors (-1), Eirian
(2), Lilavati (2, Jealousy 2, Fatebound: Rival),
PCs (0)

Defectors and Thieves. Racing after the defectors


is a chase; the Band has four intervals to reach three
Milestones. The defectors are four Paragons riding mor-
tal horses (Scale 1 speed), and their drive is “To deliver
Clarent to Sir Eirian Teague.”
First interval: climbing out of the rocky valley, dif-
ficulty 3. The defectors have +2 Enhancement for their
head start.
Second interval: navigating a twisted and foggy wood,
difficulty 2 with Reduced Visibility (1c).
Third interval: racing through Liminality ruins, diffi-
culty 3 with Liminal Chaos (2c).
Fourth interval: an all-out sprint for the castle gates,
difficulty 1.
Reaching three Milestones before the end of the four
intervals means the Band catches the defectors before
they rendezvous with Lilavati’s knights. Failing to reach • If the Scions kill them, there’ll be hell to pay (and
three Milestones deposits the Band outside the castle hell’s name is Sir Osgar).
gates just as they close behind the defectors. Within If any of the Band criticizes Artur, the defectors’
minutes, Lilavati’s knights appear to negotiate, though Attitude rises to neutral if it wasn’t already.
they have leverage in this discussion. UK Scions or those
Lilavati’s Knights. When Eirian and Osgar arrive
with more than 1 in Academics are likely surprised to
with a small group of knights, Osgar maintains order
see Tintagel Castle is no longer a crumbling ruin but an
while Eirian soothes any emotional injury. Osgar’s drive
intact, massive stone fort.
is “To make sure Eirian isn’t harmed;” Eirian’s is “To
The defectors assume the Scions chasing them are recover Clarent without any casualties” (unless the de-
loyal to Artur and refuse to cooperate. If questioned, they fectors safely escaped into Tintagel, in which case it’s “To
share only vague information at an Attitude of -1, and be- convince the new Scions to listen to Lilavati’s cause”).
grudgingly at that:
Eirian adjusts negative Attitudes and improves the
• They stole Clarent to deliver to Lilavati on behalf atmosphere with Peaceful Aura (p. XX). Osgar uses the
of Sir Eirian. War Dominion Peacekeeping stunt to back Eirian up.
• They refuse to serve Artur any longer; his cruelty They size up the new Scions’ Attitudes and motivations
made them sympathetic to Lilavati’s cause. to ascertain whose side they’re on before making any
promises or threats. They aren’t eager for bloodshed, but

136 CHAPTER FIVE: ARTHURIAN ADVENTURES


neither are afraid of drawing steel to chase off any allies want to return the Relic to Artur, Osgar and Eirian fight to
of Artur. take them hostage or until either knight loses 2 Health. At
If a Scion is disrespectful to Eirian or Osgar, the this point they gather their allies and retreat into the cas-
Sworn to the True King gains +1 Threat, and Eirian and tle — the Band is free to return Clarent, leading to Return
Osgar lose -1 Attitude toward them. If they show aggres- to the King.
sion to Eirian or Osgar, including attempts to seize and SCENE: AN AUDIENCE WITH THE
return Clarent to Artur, the Sworn gains +3 threat and
ADVERSARY
Eirian loses -2 Attitude, but Osgar’s Attitude increases to
The Band is escorted into the mythic Tintagel Castle
2 — he respects loyalty and direct action.
to be brought before Lilavati, either willingly or in bonds.
If a player’s character criticizes Artur, Eirian’s
Attitude increases by +1 and Osgar’s decreases by -1.
Field: a mythical castle, one foot in the
Neither knight is here willing to discuss plans or their Otherworld and one foot out
relationships to Artur. Eirian only claims Tintagel Castle’s Field Condition: Unreliable Technology (2c)
reappearance is connected to the rise of a new King and
Attitudes and Bonds:
tries to convince the Band to speak with Lilavati. If the
Scions agree, Eirian brings them into the castle, leading to Lilavati: Artur (3, Respect 3, Fatebound:
Worshipper), Eirian (2), Osgar (2), PCs (0)
An Audience with the Adversary. If the Band shows they

Never Built and Ever Standing 137


Tintagel Castle. The Band is escorted past -1 — she can’t abide what she feels is false praise. If any of the
the gates into the legendary birthplace of King Band is disrespectful to Lilavati, the Sworn to the True King
Arthur. gains +1 threat, and Eirian and Osgar lose -1 Attitude toward
them. If they are aggressive toward her, the Sworn gains +3
threat and Eirian and Osgar lose -2 Attitude.
The massive gates part to allow your passage,
If one of the Band criticizes Artur, Eirian’s Attitude
a heavy banner swaying above you: the green
standard features a silver dragon pierced by increases by +1 while Lilavati and Osgar’s decrease by -1.
a black lance. Now inside, you see Tintagel Thanks to Eirian’s Center of Gravity, if the Scions try
Castle is in a state of flux. The spread of mythic to shift an Attitude toward them above Eirian’s own, they
chaos means most of the ruins are whole again, face a +2 Complication.
though exaggerated in detail: the stonework is
mirror black, the tapestries reweave themselves When Lilavati speaks to the Band of her campaign,
in emerald thread, the old wooden doors stretch she does so in pragmatic if fatalist language, not as a re-
into 50-foot-tall gates, the new parapets trail off cruiter. Her drive for this scene is “To warn the newcom-
into smoke and mist. Knights in silver and green ers not to side against Artur.” She tells the Band:
armor assist Tintagel civilians erect temporary
structures where Otherworldly overlaps haven’t • Her forces are fighting an uphill battle against
completed the castle’s architecture. Even now, Artur, the Once and Future King; Scions with
the castle groans like the wind as it swells and the Warrior calling realize she believes victory is
changes. impossible.
• Lilavati won’t push beyond Tintagel Castle. She
The castle is crowded with knights and civilian fam- intends to protect her allies and shelter civilians
ilies displaced by the encroaching strangeness. In the from the World’s current instability. Scions with
common hall, Lilavati Kumar confers with low-level of- the Leader calling realize she’s avoiding leading
ficers in her full regalia. In stark contrast to the audience other into conflict.
the Band witnessed between Artur and the refugees, the
officers speak to Lilavati with obvious awe, while Lilavati • Lilavati believes Artur has a right to Tintagel, as
is calm, even modest. Eirian waits for her to notice the one of the ancestral birthplaces of King Arthur,
group before he delivers Clarent (or requests a player’s but she will make him fight for it. Scions with the
character do so) and recommends the defectors to her as Guardian calling realize she’s doing this to protect
potential soldiers in the Sworn to the True King. If the Arthurian ideals.
Band came willingly without injuring anyone, the two • If the Band came unwillingly, she sympathizes
knights confess they don’t know what the new arrivals’ with their apparent loyalty and asks if they’d like
intentions are beyond that they seem to mean to no harm an escort halfway back to Artur’s camp. Scions
to Lilavati’s allies. with the Lover calling sense her envy at the Band’s
Without the need for Influence, the players’ charac- place in Artur’s army.
ters intuit: With successful Encourage Behavior, Lilavati admits:
• Eirian acted without orders to steal Clarent. • Artur was once her mentor, but she must assist
Despite knowing the defectors’ track record for be- him, now. He can’t achieve his destiny without her.
trayal, he believes wholeheartedly in their loyalty
• She thinks the world of Artur’s skill, his authority,
to Lilavati.
and his potential.
• Eirian holds deep respect for Lilavati; observers • Lilavati approached Avalon to confirm Artur’s des-
with the Lover calling recognize his love for her. tiny herself, but the Nine refused to discuss it with
• Lilavati is conflicted at owning Clarent; observers her.
with the Leader calling realize she accepts the During discussion with Lilavati, Eirian and Osgar
Relic out of a need to maintain face. remain silent. However, with successful Read Attitude,
• At first blush, Lilavati doesn’t seem the type to observant Scions learn the following:
commit treason and betray a mentor in cold blood; • Osgar agrees with Lilavati about Artur’s skill and
observers with the Liminal or Trickster callings potential. He wishes to hide the fact he’s still in
sense her misgiving at these labels, and those with love with him.
the Adversary calling see she doesn’t have an an-
tagonistic bone in her body. • Eirian disagrees that Artur is the One True King,
If a player’s character shows Lilavati the respect due a and struggles to hide the fact that he truly despises
king, Eirian gains +1 Attitude with them, while Lilavati loses him from Lilavati.

138 CHAPTER FIVE: ARTHURIAN ADVENTURES


HAS FATE ITSELF TURNED AGAINST THEM?
All Storyguide Scions in this adventure are Fatebound to at least one other Scion. Fate persists
until these bindings are resolved, and they won’t be resolved until the right moment, potentially in a
no-win scenario for the players.
A player’s character can, however, change someone’s Attitude toward whom they’re Fatebound,
potentially changing the context of that binding. What happens when Osgar continues to pine for
Artur even after he comes to pity or hate him? How does Artur continue providing guidance to
Lilavati if he grows disappointed in her?
Optionally, a Storyguide can also allow Influence to attach Complications to the Fatebound
character — like Doubting (1c), Conflicted (2c), or Defiant (3c). The Complications allow for nuance
and complexity while still supporting the ineffable nature of the binding.
Failing that, a Storyguide can fall back on the old loopholes: Fate is never denied, but it can be
subverted or surprised.

If a player’s character scores amazing success on a Artur must want Lilavati to have it, to hew close to the
Social or Mental roll during this scene, offer these as a myths.
bonus: With or without the Relic, he demands if the Band
• Lilavati’s bond to Artur is such that she would die killed the defectors as he ordered. If Artur believes they
for him without question. did as he commanded, he brightens and invites them
into his army by properly making them Knights of the
• Lilavati is an Incarnation of Medraut (Scent the Round Table. If he doesn’t believe the defectors are dead,
Divine reveals this without a roll). An additional his Attitude drops to -2 if it wasn’t there already, but he
Academics or Culture roll, difficult 4, informs shows no outward sign of suspicion. As long as the Band
them Medraut is the ancient, “good” counterpart remains in Artur’s camp, they’re shadowed by Paragon-
of Mordred. level knights, watching every move.
• Lilavati’s soul bears the marks of someone under-
SUMMONED TO AVALON
going an immense spiritual change.
Whether they remain in Tintagel Castle or Artur’s
OPTIONAL SCENE: RETURN TO THE KING camp, the Band is given their own quarters and time to ex-
The Band escapes Lilavati’s knights and returns to plore. This allows for scenes of discovery, interaction with
camp with the Relic sword Clarent. Storyguide characters, or Theophany requirements. That
Reporting Back to Arthur. The scene at first is tense night, the Scions are again struck by visions: this time of a
and somber, everyone in camp walking on eggshells. If shining island growing tarnished, a shallow ocean swirl-
the Scions show they’ve brought Clarent, the entire camp ing with blood, and a single ghostly knight looming over
exhales. a forgotten spear. The vision ends with a view of pleasant
lands swallowed in twisted, uninhabitable liminality. The
If the Scions have Clarent with them, Aileen and Six
Scions are left with sadness and dread, and all wake with
make to bring the sword to Artur themselves until he ex-
an inexplicable compulsion to journey to Avalon.
plodes onto the scene. He takes Clarent without asking:
no roll is required to realize he’s disappointed to see the Alternatively, if time is limited, the Storyguide may
sword again, almost as if he wanted it stolen. force waking visions upon the Band as soon as the previ-
ous scene resolves. The defectors to Lilavati’s army know
If they don’t have Clarent, Aileen and Six are pan-
Artur plans to invade Avalon to claim a powerful Relic;
icked. Aileen even suggests the Scions leave before word
Artur’s camp knows as well they are to sail on Avalon in
of their failure reaches Artur. They don’t get the chance,
the morning, and Artur intends for all allied Scions assist
however, as Artur enters gloomy and silent. Counter to
him.
the obvious fear in everyone around him, he doesn’t rage
at the Band’s failure. Again, no roll is required to sense his ACT 2
satisfaction that Lilavati has Clarent. Artur continues his crusade to repair and claim the
Player’s characters may roll Academics, Culture, or Pendragon Mantle, with or without the Scions on his side.
Occult, difficulty 3, to realize several versions of Arthurian His next step is to invade Avalon, to demand the Nine
legend end with Clarent delivering a fatal blow to Arthur.

Never Built and Ever Standing 139


entrust him with Excalibur (if a player’s character doesn’t Crossed Swords, Crossed Intentions. Any Scion
already wield it) and to recover the lost Rhongomiant with at least Survival 1 spots the shadow of a small tree-
(p. XX), a Relic necessary to his destiny. The Scions are topped island nearby, a far closer escape than Avalon.
urged to enter Avalon as well, for good or ill. Rolling Survival against difficulty 3 for further details re-
veal: there is already an empty boat moored to the island;
SCENE: OCEAN OF NIGHTMARES the island is shaped more like a ruined building than a
Their respective allies and visions compel the Scions landmass; a figure darts among the shadows of the island.
to sail into Avalon. The mystic waters of the Ocean are
The island is, in fact, a half-submerged cathedral,
murky and Avalon appears corrupted. Before they achieve
choked with primordial roots. An apple tree the size of a
their goals, Six corners them and challenges them to a
redwood, with black leaves and no fruit, pushes through
duel.
the ruined steeple. Drowned shades avoid this place.
Upon landing the Band finds Six, alone, ransacking the
Fields: the forgotten battlefield of unworthy
kings; an ancient cathedral choked with murky cathedral.
water and tree roots Six is so absorbed in her search she doesn’t notice the
Field Conditions: Unreliable Technology (3c) Scions approach from the Ocean. She drops what she’s
doing to confront them: she’s got a bone to pick, and it
To sailing for Avalon, the Band must leave from the requires a duel, right here, right now.
beach at Tintagel Haven, or from the beach at Bossiney If Osgar and Eirian are here, Six accuses the Band
Cove near Artur’s camp. of betrayal. If the players’ characters never sided with
The Wrong Ocean. The party must split, as each Lilavati and Six’s Attitude toward them is 0 or lower, she
boat only seats five. Eirian and Osgar lead the excursion declares them unworthy of serving Artur and she means
on behalf of Lilavati and allow the players’ characters to to test their intentions; if her Attitude is 1 or higher, she
sort themselves out — Eirian’s drive is “To stop Artur from gives a halfhearted reason for wanting to fight. A Read
claiming Rhongomiant,” Osgar’s is “To see Artur one last Attitude roll reveals she is afraid they could replace her
time.” From Artur’s side, he leads a group of Host soldiers as Artur’s lieutenant.
in one ship, with Six in another and Aileen (potentially If the Scions arrived with Eirian, he volunteers him-
with the Band) in the third — Artur’s drive is “To claim self as physician for the duel — and quietly recommends
Rhongomiant,” Six’s is “To search for the missing Relic,” the non-dueling Scions search for whatever Six was look-
and Aileen’s is “To serve my king in any way.” ing for. If they came with Aileen, she takes the physician
role after asking Six what she was looking for here by
The transition from coastal British waters to the herself (Six responds to mind her own business).
Otherworldly Ocean is weirdly immediate: no Six duels with whichever weapon and fighting style
sooner have you pushed away from shore than her dueling partner chooses. She marks a square 20
you are enveloped in a blanket of fog. But, at paces wide — creating a Stay in the Square! (1c) Field
the same time, something is wrong with this part
Complication. The duel continues until the physician
of the Ocean. It’s shallow, swampy, strewn with
half-submerged remains and broken weapons recognizes either combatant has taken significant harm
— a flooded battleground more than a sea. (that is, they have 2 Health remaining) and calls a halt.
What is supposed to be Avalon looms black Receiving physical or supernatural assistance during the
and shapeless in the distance, barely discernible duel counts as forfeit, though Six allows her opponent
through the mist. The murky waters below are in- any blessings or assistance necessary beforehand.
fested with drowned revenants, grasping for the Whoever of the Band accepts Six’s duel increases her
hull of your boat. This is the forgotten battlefield
of unworthy kings. Attitude toward them by +1. If the duel concludes fairly,
regardless of victor, the entire Band gains +1 again (or
rises to 0, whichever is higher). If Aileen is here with the
As soon as the Band is aware of them, the armored
Band, her Attitude changes are identical to Six’s. If any-
shades harass their boats, reaching from the water to cap-
one breaks the dueling code, every Storyguide character
size them. The denizens of this not-quite-Ocean vastly
loses -1 Attitude toward the players’ characters.
overwhelm and outnumber the Band. If the Scions fight,
treat the forgotten shades as a Tier 2 Goliath with Threat If the duel ends with Six in a positive Attitude, she
5, Size 5, and Narrative Scale 2 (x5) — it isn’t that they’re betrays some of her doubts in Artur’s claims. If it some-
powerful so much as there are so many of them, and they how ends at 3, she openly questions whether she’s right
are willing and able to add to their ranks. Any Storyguide to follow Artur.
characters present loudly and persistently suggest fleeing Six’s Search. If the observing Scions follow hints from
toward Avalon. Storyguide characters, they might begin searching the

140 CHAPTER FIVE: ARTHURIAN ADVENTURES


cathedral ruins themselves. The search is a complex action:
searchers have until the duel concludes to reach three
Milestones, with each interval occurring during a single
round of combat. Any of them can attempt the interval’s
Survival or Occult roll, difficulty 3, but it begins afflicted
with Avoiding Six’s Attention (1c). If an individual chooses
not to buy off their Complication, their additional search
rolls increase it by +1, until after a roll is made with (3c):
everyone now has Interference from Six (3c) as she notices
opposes their efforts even while still dueling. At the end of
the duel, the search ends as Six focuses her attention on
stopping them from finding her secret before she does.
A successful search reveals a monument hidden in
the roots of the apple tree where the cathedral’s floor
once was. A feminine form is visible. Anyone wielding
Excalibur, aspiring to the role of Arthur or Gawain, or
with the Leader, Judge, or Warrior callings feels an im-
mense pull to this place.
When the duel is resolved and the monument dis-
covered, muffled horns reach them from farther into the
fog. The Storyguide characters recognize this as Artur’s
summons. Six is torn but breaks for her boat (Aileen
behind her if she accompanied the Band). Osgar, if pres-
ent, returns to his boat as well without warning. Eirian
however is drawn to the monument and wants to inves-
tigate. The players’ characters can either follow Artur’s
summons, remain on the island to investigate, or split
their forces in two.
SCENE: THE LADY’S SHRINE
The Band discovers a hidden shrine in a waterlogged
cathedral and are drawn to unravel its mystery.
The Gift of the Spring. Though smothered by
gloom and rot, there is an obvious aura of divine sur-
rounding the hidden monument. If present, Eirian gets
to work clearing the weeds and roots away. This can be a
quick Athletics or Survival roll, difficulty 3, if the entire
Band is here, or, to intercut it with the half of the party
pursuing Artur’s summons, it can be a complex action
with indefinite intervals and two Milestones: clearing
away the meter-thick roots with Athletics or Survival
and Unstable Footing (1c) until reaching 8 cumulative
successes, and briefly reconsecrating the area with
Occult and Desecrated Ground (3c) against difficulty 4.
Restoring the monument clears the murk and
gloom from the island. In the now crystal-clear pool is
a lapis-and-marble statue of a Lady of the Lake, reach-
ing from between the roots of the apple tree, all but her
upraised fist submerged. At her feet is a tablet inscribed
with the words, Whoso proveth worth of the Sword of All
Kings is devotedly offered the gift of this spring. In her fist
is none other than Excalibur (p. XX), shining like a bea-
con. If a player’s character already owns Excalibur, she
instead clutches an immaculate Emerald Sash (p. XX).

Never Built and Ever Standing 141


To compel the statue to release its grip, the Scions the half of the party investigating the island monument,
must prove they are worthy of its gift. Encourage and it can be a complex action with three intervals and two
reward creativity: it could be physical trophies or remind- Milestones. Any interval can be Athletics (for pushing the
ers of past noble actions, prayers delivered to the Lady of boat with sheer might), Survival (for using the landscape to
the Lake, or even impassioned treaties on behalf of some- party advantage), or Close Combat (for using the swarming
one else they feel is more worthy. The reward is the Relic shades as physical leverage); all three intervals are difficulty
blade, or the unique Sash granting its usual benefits as 3 and face Restless Shades (2c). Aileen and Osgar have +2
well as a permanent +2 Enhancement to Excalibur when Enhancements due to coordinated labor in Aileen’s case and
wielded against Scions with Titanic Callings. supernatural stamina in Osgar’s. If the Band doesn’t reach
Rhongomiant before a Storyguide character does, they have
With the gift of the spring in hand, an odd feeling limited time to Encourage Behavior and convince the char-
overcomes you. Dampened by the mist, you hear acter to give it to them instead of keeping it.
something small and bright, at first like a set of
chimes but then swelling into a song, a chorus, and As the Relic glides free of the rotting armor, the
then a symphony of millions of harmonious voices. draconic knight turns the force of all its red eyes
White light breaks the gloom overhead. You get the on Artur, as he pushes his ship through dead
sense of being carried by cool, calm waters... water with barely controlled fury. In a rough,
deep voice, it speaks: “You bestir such powerful
If none of the Band stayed in the cathedral to help enemies. I should have known better than to trust
Eirian, he is captured off-camera. our legacy to you.” Artur meets its gaze, unblink-
ing, his handsome face a mask of rage. “Finish
SCENE: THE TRAITOR’S REST what we started, child,” the shade continues,
The Band rushes to Artur’s summons, only to be and raises its gauntleted fist. The mist rushes in
caught up in the fight for a Relic of destiny. around you, and in that moment everyone real-
izes a terrible truth: Artur is not the Incarnation of
The Slaying Spear. The players’ characters race in Arthur, but of his traitor son, Mordred. A sudden
their ships to Artur’s call, either with Six and Aileen or shockwave rocks the water of this nightmare
with Osgar. The drowned shades continue to hound them, Ocean, sending up caustic spray and upending
until the boats’ motors and sails flag without warning. the world around you...
The fog lifts in a wide radius over a glass-smooth circle
of Ocean, within which decays a suit of charcoal-colored If no player’s character followed Artur’s summons,
armor. A slender, jet-black spear, untouched by the rot Osgar is captured off-camera and Artur takes possession
surrounding it, pins the armor through the chest. Above of Rhongomiant.
this scene looms a phantom in the same iron gray armor,
its too-many red eyes glaring at everyone all at once. ACT 3
Five ships circle the scene, immobilized in water If Artur’s plan leads him to success, he has
swarming with murderous revenants. Artur is alone in Rhongomiant, perhaps the loyalty of the Band, and a
his, his men floundering in the water beneath him. He scapegoat for his failures. If not, he emerges from this
refuses to touch the water, instead plucking a lance from dark version of Avalon with nothing to show for it but
the hands of a drowning knight to use as a quant pole. his own volcanic fury. A final conflict looms between his
Aileen and Six shout strategy and encouragement to each army and Lilavati’s devoted knights and the final act tips
other. Six struggles on her own between fighting off the Fate’s hand: The Pendragon Mantle will be repaired and
shades and propelling her ship. Aileen’s knights work claimed, or lost to the whims of myth yet again.
out how to use their weapons and helmets as oars. Osgar SCENE: THE KING’S SCAPEGOAT
seems intent on Artur, at first only calling his name and
If Artur has Rhongomiant, he returns to camp fa-
then grimly promising to come save him. He is just as de-
natical, convinced he’s already won. If he fails to claim
termined to reach the lance as the others, using his divine
the Relic, he returns from the nightmare-Avalon in a
stamina to pull himself inexorably toward it.
rage, desperate and looking for new options. He rallies
Academics, Close Combat, or Occult rolls at difficulty 3 around the last step he believes he must take in his path
reveal the nature of the lance and shade: this is the final rest- to Camelot, something even Arthur himself once quailed
ing place of the mythical traitor Mordred and Rhongomiant, before: exacting vengeance on his traitors.
the lance that slew him (p. XX). If the players’ characters
wish to seize it, either to deliver it to Artur or keep it away Fields: Artur’s grim camp, shrouded in mist and
from him, they must succeed a contest against Aileen (or gloom; an executioner’s hill with a view of the
Osgar) to reach it. This can be a quick Athletics roll, dif- twisted Tintagel fields
ficulty 4, if the entire Band is here, or, to intercut it with Field Conditions: Unreliable Technology (3c)

142 CHAPTER FIVE: ARTHURIAN ADVENTURES


Regardless of where the Band makes camp, the atmo- Each sub-scenario results in Artur chasing down the
sphere is solemn and fearful: Either Eirian or Osgar have Scions. Don’t allow more than three or four rounds of
been captured, or Aileen has been arrested on trumped- combat before transition to the final scene and Lilavati’s
up charges against Artur. The would-be King grows more appearance.
volatile as the window for his Theophany starts to close— Saving Eirian. Eirian is hooded and bound at the
no one doubts his intent to execute someone before dawn, edge of the central fire, out in the open, where several Host
and everyone knows war will break out soon after. soldiers watch him. As the players’ characters approach,
they hear Eirian chatting amicably with his captors, who
Artur rallies his camp to the field within sight seem more relaxed than elite soldiers should be. Thanks
of Tintagel Castle. His soldiers ride down any to Eirian’s sabotage, the Band has +1 Enhancement on
remaining civilians and refugees — branded rolls targeting his guards. They have only two rounds af-
traitors to the true king. The mythic upheaval
caused by his quest for the Pendragon Mantle ter taking overt action, however, before the Host becomes
continues to roil across the landscape, entire aware of them. One round after, Artur enters combat.
creatures, monuments, and towers fading in and Add five to both the Tension and Momentum Pools
out of reality as pockets of Liminality pass over as Fate hums into action. Eirian helps himself to a loose
like storm clouds. Atop a stable outcropping of weapon and fights like hell when Artur appears — his
stone, his aides hastily erect an executioner’s drive is “To make Artur pay for what he’s done.” He
block. A messenger flying his red standard
uses Visage Great and Terrible to winnow the crowd
speeds toward the gates to inform Lilavati of her
impending defeat. Artur stands watch in his full and Inspiration when the Scions require it. If Artur kills
regalia and waits. Eirian, this fulfills one of the requirements to upgrade
him to Avatar for the final combat.
The messenger informs Lilavati’s court of what they Alternatively, a Scion could pour great effort into
already suspect: after making an example of a prominent stirring Artur’s guilt and inspiring him to make peace
traitor an hour before dawn, Artur and his Round Table with his former lover. This is a complex action concur-
will begin the siege of Tintagel. His army will lay waste rent with combat: Persuasion or Empathy, difficulty 6,
to every traitor within the castle, and he will personally to three Milestones. Artur adds +3 Enhancement to his
execute his nemesis Lilavati. The “prominent traitor” in defense against this tactic.
question is whomever was captured off-camera: Osgar, Saving Osgar. Osgar is clapped in irons and kept
Eirian, or, if neither were left alone, Aileen. The execu- under armed guard in a hastily erected shelter within
tion is mere hours away. Artur’s line of sight. As the players’ characters approach,
The Band is faced with the choice of freeing the they hear the groan of stressed metal. The Band has +1
captive or allowing the execution to carry out. Every Enhancement to break Osgar’s weakening chains. They
Storyguide character urges them to act (save Lilavati, have only one round of surprise action, however, before
who still struggles to remain impartial). Artur ignores both the Host and Artur become aware of them.
any attempts to sway him — his drive this act is “To kill Add five to both the Tension and Momentum Pools.
my betrayers and set an example for all who would defy Osgar only needs to be free to stand and move his arms to
me.” They can afflict him with emotional Complications be an effective fighter, facing a +1 Complication for having
to hamper him for the rest of the act, but he can’t be his hands bound while he fights. Artur uses Seeing Red
convinced to call off the execution. Convincing Lilavati during this conflict and causes wanton collateral damage,
to intervene is slightly easier — her drive for the scene resulting in needless causalities among his own soldiers.
is “To keep anyone else from dying” — but this is still Between Perfected Soldier and Suck It Up, Osgar should
no cakewalk: The Scions must shift her Attitude toward be able to hold his own, but he has a self-inflicted +3
Artur to at least 0 before she even considers interfering in Complication when facing Artur — his drive is “To make
what she believes is destiny. If they succeed, however, she Artur see reason again.” Any of the Band recognizes he
accompanies them for the rescue, and her drive becomes isn’t using his full strength against Artur; one with the
“To stop Artur from destroying Camelot’s legacy.” Lover calling or someone who already knows Osgar’s
If Six has a positive Attitude toward them, she assists feelings understands why. Only another Scion can resolve
them to free Aileen, or looks the other way when they this for Osgar, by successfully decreasing his Attitude to
free Osgar or Eirian. Whether infiltrating or fighting their Artur by one shift and using the threshold successes to
way in, the Scions must resolve their actions against the buy off the Complication. If he dies by Artur’s hand, this
Host’s Goliath pools — make sure to update the Host’s fulfills one of the requirements to upgrade Artur to Avatar
Threat rating to reflect actions the Scions took during the for the final combat.
game. As a default consequence of failed rolls, allow pre- Again, a Scion could rouse Artur’s guilt and con-
cious time to pass and draw them closer to the execution. vince him to let Osgar go free. This is a complex action

Never Built and Ever Standing 143


concurrent with combat: Persuasion or Empathy, difficul- Phase One. Emphasize the anarchy of the initial
ty 6, to three Milestones. Artur adds +3 Enhancement to clash between the two armies. Tier 1 antagonists are
his defense against this tactic. everywhere. The Field is Lit Only By Torches (2c), en-
Saving Aileen. Much like in Eirian’s scenario, Aileen hancing the chaos. The land rearranges itself to match
is hooded and bound at the edge of the central fire, out in the passions and wills of the Demigods on the battle-
the open. As the players’ characters approach, however, field—this should be used to dramatic effect only until
they find Aileen’s Grail-bearers demanding Host soldiers someone uses Knacks or Boons to benefit from it. Artur
release her. Both sides are ready for a fight, even as Aileen uses Distracting Provocation at every opportunity, while
sits silent — her drive is “To await the judgment of the Lilavati uses Controlled Chaos. If the Band allowed her to
king.” Moments after the Band acts, Six appears with receive Clarent, she wields it in battle now.
Galatine to free Aileen herself. They have three rounds Phase One continues for three rounds, or until a dra-
before Artur appears. matically appropriate moment: such as Artur and Lilavati
Six’s drive is “To free Aileen and get the hell out meeting in battle for the first time, a player’s character ex-
of here,” and together they make a formidable force. periencing a significant success or catastrophe, or Artur
However, if Aileen dies by Artur’s hand, this fulfills one of suffering any damage at all.
the requirements to upgrade Artur to Avatar for the final Phase Two. Beneath the Band’s feet, the walls of an-
combat. cient Fort Camlann rise from the twisting earth. Spectral
Artur is frightening and brutally powerful. If he still knights and terrible creatures from across the breadth of
has the Scabbard of Excalibur, it’s impossible to harm Arthuriana join the fray. The Host sees these as omens
him at all unless the attack uses water. Remember to in their favor. Their zealotry directly strengthens Artur:
introduce the next scene three or four rounds after this he gains 1 Legend, adds 5 dice to the Collateral Pool, and
hopeless combat begins, and make sure players under- uses Second Wind. He is now joined by five Elite combat-
stand Lilavati and her knights will provide much-needed ants: two Mythics and three Paragons.
backup soon. Phase Two continues until at least three of Artur’s
Elites are incapacitated, or another dramatically appro-
SCENE: THE BATTLE OF CAMLANN priate moment.
Whether or not they’ve rescued Artur’s traitor,
Phase Three. Modern Tintagel disappears, com-
whether or not they’ve kept Rhongomiant out of his
pletely subsumed by the Strangeness erupting from the
hands, the Scions must reckon with him and what he’s
Arthurian clash: in its place is a shining castle that wavers
done in his twisted quest for Camelot. The final, fated
dreamlike at the horizon. Dawn finally breaks, though it
showdown has arrived.
is unlike anything any of them have seen: a deep red sun
rises, casting the field in crimson light and black shadows.
Field: Chaotic Battlefield by Night; Fort
Transported Through Myth; Atop the Walls of Fort Camlann stands whole again beneath the conflict;
Mythic Fort Camlann the Band and their enemies now fight atop its solid walls.
Recommended Conditions: Chaos of War Lilavati switches to using Hierarchy of Need and
(1c), Surrounded By Enemies (1c), Lit by Torch/ Rhongomiant (if she has it); Artur uses Seeing Red and
by Dawn (1-2c), Passions Flare (2c), the World Rhongomiant (if he has it). The Sworn refuse to surrender
is Unstable (1-3c), Fate’s Crescendo (3c) in the face of Artur’s might and the oppressive liminality
of the Field: individuals sacrifice themselves to take blows
Ideally, the Band has thrown a few wrenches in in Lilavati’s place, preventing damage at the cost of their
the machine by saving Eirian, Osgar, or Aileen, keeping Size. After three mortals do this, Eirian himself takes a
Rhongomiant out of Artur’s possession, or claiming blow for her. If he dies, Lilavati suffers a crisis and a -3
an imbued Excalibur. Maybe they’ve even swayed Six, Complication, refusing to do anything but defend herself
Aileen, or Lilavati to their view of Artur. until a player’s character breaks through to her.
Any one of these unravels Artur’s plan for ascension, Phase Three continues until a conclusion is reached.
and through the battle he becomes irrational as he realiz- How this looks is up to the individual goals of the table,
es he’s lost. He may not have achieved Apotheosis, but he but actual combat ends when Artur or Lilavati are taken
is still incredibly dangerous. to their last health level, allowing for a coup-de-gras or
Rhongomiant’s Fate encourages its use during this fi- final moment of forgiveness from the players’ characters.
nal battle. Regardless of who wields it, remember its flaw: From here, it’s up to the Band how to proceed.
the number of successes on an attack roll made using
Rhongomiant becomes a pool of Bad Luck Complications EPILOGUE
to apply to anyone in the Field. Artur triumphs over traitors and the mythic cycle. He
gathers the knights under his banner, rebuilds a twisted

144 CHAPTER FIVE: ARTHURIAN ADVENTURES


version of Camelot, and purges all doubt in his sole au- Extras: If Artur claims Rhongomiant or avenging
thority. His reach extends into greater Britain, then be- himself on a traitor, he promotes from Transcendent to
yond the United Kingdom into continental Europe... how Avatar.
will his Ever Standing Kingdom change the face of the By Divine Right. Artur summons two Mythics and
World as we know it? three Paragons from the Host for 1 Tension.
Or, Artur falls, and instead of leaving a legacy as an- Mystic Arsenal. Artur bears the Scabbard of
other lost King, he’s remembered as an insidious spawn Excalibur, which bestows the Indestructible Quality:
of Mordred. A scattered Host remains true to his vision while in Artur’s possession, water is the only source of
damage he marks Health boxes from suffering.
and continues the fight, but most flee, disheartened and
ashamed.
Perhaps Lilavati resolves the wounds on her divinity, AILEEN HUGHES, SCION OF GWYDION
and in spite of it all rises as the new King herself. Perhaps Archetype: Mythic
one of the Scions who joined her realizes their own des-
Qualities: A Cage of Words, Center of Gravity,
tiny, mending Arthur’s Mantle and themselves claiming Dominion (Artistry), Group Tactics, Mystic Arsenal
Camelot. Britain recovers in glory and the legend begins
another chapter—will new knights (and new Scions) take Flairs: Hypnotic Charm, On Your Feet
up the call to join a reforged Round Table? Drive: x
Or, perhaps, each of them gives up the cycle forever Primary (8): Earning Trust, Proselytizing
to let other knights take up the charge. The Kingdom is, Secondary (6): Feats of Stamina, Defensive Combat,
as it always was, never built, the World still unworthy of Reading Motives
its shining towers.
Desperation: 5

STORYGUIDE Health: 4

CHARACTERS Defense: 4
Initiative: 5
HOST OF CAMELOT Callings: Creator, Healer, Sage
Demigods and knights who have sworn to uphold Purviews: Artistry (storytelling), Epic Stamina, Water
Artur’s claim to Camelot. Bonds: Artur (Respect 2), Six (Camaraderie 2,
ARTUR GUERRA, FATEBOUND AS MORDRED Fatebound: Balm)
Archetype: Transcendent / *Avatar Starting Attitudes: Artur (2), Artur’s enemies (-2),
Six (3), PCs (1)
Qualities: Astride the World (*2), By Divine Right,
Dominion (Passion), Interference, Mystic Arsenal Extras:
Flairs: Divine Command, Second Wind, Seeing Red Mystic Arsenal. Aileen bears a Holy Grail (p. XX).
Drive: To claim the Pendragon Mantle and raise
Camelot under his singular rule
SIX, SCION OF Y PEN ANNWN
Primary (9 /*10): Feats of Strength, Fighting in a Archetype: Mythic
Rage, Issuing Commands
Qualities: Dominion (War), Mystic Arsenal, Willful
Secondary (7 / *8): Arthuriana, Brash Action,
Strategy Flairs: Molon Labe, Obligation, Touch of Asclepius
Desperation: 5 / *6 Drive: x
Health: 5 / *6 Primary (8): One-on-One Combat, Reading
Motives, Valor
Defense: 5
Secondary (6): Feats of Strength, Intimidation
Initiative: 5 / *6
Desperation: 5
Callings: Judge, Tyrant, Warrior
Health: 4
Purviews: Order, Passion (Rage), War
Defense: 4
Bonds: Lilavati (Pride 1, Fatebound: Balm)
Initiative: 5
Starting Attitudes: Aileen (1), Lilavati (2), Six (1),
PCs (1) Callings: Judge, Liminal, Warrior

Never Built and Ever Standing 145


Purviews: Beasts, Sun, War Mystic Arsenal. If the plot allows, Lilavati wields
Clarent (p. XX).
Bonds: Aileen (Camaraderie 2, Fatebound: Boon
Companion), Artur (Respect 2)
Starting Attitudes: Aileen (2), Artur (3), Artur’s EIRIAN TEAGUE, SCION OF BRANWEN
enemies (-3), PCs (0)
Archetype: Mythic
Extras:
Qualities: Center of Gravity, Dominion (Beauty)
Mystic Arsenal. Six wields Galatine (p. XX).
Flairs: Inspiration, Visage Great and Terrible
THE HOST OF CAMELOT Drive: To see Lilavati bear the mended Pendragon
Archetype: Goliath, Tier 2 Mantle
Drive: To serve Artur’s command unquestioningly Primary (8): Encouraging Positive Attitudes,
Mediation, Inspiring Others
Threat: 1
Secondary (6): Arthuriana, Chivalry, Swordfaire
Size: 3
Desperation: 5
Narrative Scale: 3 (x10)
Health: 4
Bonds: Artur (Worship 3, Fatebound: Disciples)
Defense: 4
Starting Attitudes: Artur (3), Artur’s enemies (-3),
PCs (0) Initiative: 5
Callings: Healer, Lover, Sage
Purviews: Beauty, Health, Passion (Devotion)
SWORN TO THE TRUE KING
Demigods and knights who believe in Lilavati’s right
Bonds: Artur (Fatebound: Nemesis), Lilavati (Love 2,
Fatebound: Unrequited Paramour, resolves as Martyr)
to rule.
Starting Attitudes: Artur (-3), Lilavati (3), Lilavati’s
LILAVATI KUMAR, enemies (-3), PCs (1)
INCARNATION OF MEDRAUT
Extras:
Archetype: Transcendent
Peaceful Aura. For 1 Tension, Eirian improves
Qualities: Astride the World (1), By Divine Right, Atmosphere by +1 for the scene.
Dominion (Order), Interference, Mystic Arsenal*
Visage Great and Terrible. For 2 Tension, Eirian
Flairs: Divine Command, Second Wind enhances his and his allies’ appearance, causing them
Drive: To play the nemesis in Artur’s ascension to to appear awe-inspiring and terrifying. Trivial targets
Godhood flee from his presence or fall prone in surrender. Other
characters face a +2 Complication on any action that
Primary (9): Feats of Strength, Honorable Combat, does not help them flee or surrender.
Leadership
Secondary (7): Arthuriana, Honesty, Noble
Appearance, Strategy OSGAR JÄRVINEN, SCION OF BRÂN
Desperation: 5 Archetype: Mythic
Health: 5 Qualities: Dominion (War), Mystic Arsenal, Perfected
Soldier
Defense: 5
Flairs: Suck It Up
Initiative: 6
Drive: To guide Artur out of darkness and into the light
Callings: Guardian, Leader, Warrior
Primary (8): Feats of Stamina, Honorable Combat
Purviews: Epic Strength, Order, War
Secondary (6): Intimidation, Protecting the Weak,
Bonds: Artur (Respect 3, Fatebound: Worshipper, Strategy
resolves as Nemesis)
Desperation: 5
Starting Attitudes: Artur (3), Eirian (2), Osgar (2),
PCs (0) Health: 7
Extras: Defense: 4
By Divine Right. Lilavati summons two Mythics and Initiative: 5
three Paragons from the Sworn for 1 Tension. Callings: Guardian, Judge, Warrior

146 CHAPTER FIVE: ARTHURIAN ADVENTURES


Purviews: Epic Stamina, Sun, War SWORN TO THE TRUE KING
Bonds: Artur (Love 3, Fatebound: Unrequited Archetype: Goliath, Tier 2
Paramour, resolves as Balm), Lilavati (Jealousy 2, Drive: To follow Lilavati’s command, even unto death
Fatebound: Rival)
Legend: 1
Starting Attitudes: Artur (3), Eirian (2), Lilavati (2),
PCs (0) Size: 3
Extras: Narrative Scale: 3 (x10)
Mystic Arsenal. Osgar wields Sequence (p. XX). Bonds: Eirian (Respect 2), Lilavati (Fatebound:
Martyrs), Osgar (Respect 2)
Starting Attitudes: Eirian (2), Lilavati (3), Lilavati’s
enemies (-3), Osgar (2), PCs (0)

Never Built and Ever Standing 147


APPENDIX
was fae, or perhaps a face worn by Gwyn ap Nudd or
MONSTERS & FRIENDS: even a meddling Tuatha de Danaan. Whether truly
HOW TO NOT DIE TO THEM created by fae or Gods, the birds retain a weakness for
holy symbols. This makes me think fae, honestly, but
A DeiCon Exclusive! Scion of Artemis, CJ Zelly, recounts
her travels through Wales and the many creatures and
distinct personages that Scions and those who associate can
who knows? Not me. Anyway, the Adar Lwch Gwin
perfectly obey the commands of their current Master,
expect to meet when visiting. Streamed live on DeiCon’s which led to Drudwas’ downfall: he commanded them
Lethe channel at 6 p.m. on Friday! to tear apart the first man to enter the battlefield, hoping
to rend Arthur into little gobbets, but when someone
“Okay!” chirrups CJ, clapping her hands together
delayed Arthur, his minions turned on him, instead.
and smiling brightly out at the standing-room-only
Lesson learned: if you come into possession of one of
crowd. About five and a half feet tall, CJ stands at the
these? Be really careful about the instructions you give.
front of the raised platform, clad in combat boots, a color-
Danger Rating: 5/10.”
ful skater dress, and her beat-up leather jacket, its lapels
dotted with trans pride symbols. Her Guide, a brown and ADAR LWCH GWIN
black pit bull mix wearing a red leather collar tooled with Archetype: Rival
IRWIN and a battle vest covered with patches and pins,
Qualities: Regeneration, Vulnerability (Holy Symbols)
rests on the corner of the stage, watching the crowd.
“Before we begin, this entire panel has a Content
Flairs: Natural Weapon (Claws), Seeing Red,
Warning for descriptions of violence and death. Today Shapeshifter
we’re going to cover a lot of ground and some of it has Drive: Obey their current Master’s every command
bloodstains.” A brief pause ensues, letting people trickle precisely as given.
out as necessary. Primary Pool (9): Claws, Screaming Blast, Tracking
Adar Lwch Gwin Secondary Pool (7): Stealth, Intimidation
“I’m so happy you’re here. Let’s not waste any time! Desperation Pool: 5
We’ll dive right in, also the common hunting technique Health: 3
of our first beast!” And so begins the slideshow. “Similar Defense: 3
in shape and size to the griffin, the Adar Lwch Gwin take
Initiative: 6
the form of any raptor, including hawks or falcons. They
shift between that form, a humanoid form like the sort of
human heralded as a ‘brave and noble man’ in medieval po- Adar Rhiannon
etry, and something like if a griffin and a centaur had a fight
“Okay, now this particular species doesn’t come with
and someone glued the leftover pieces together. Adar Lwch
the same kind of ‘watch your soft bellies’ warning but
Gwin vary in size, and that central shape, neither bird nor
wait till the end. The birds of Rhiannon, Adar Rhiannon,
man, may also take many different forms.” And click, click,
usually appear at the behest of Rhiannon herself, but
click, through images of all those different forms.
other nasties sometimes utilize them to harry and harass
“Best known from their appearances in early their opponents, which is to say: you. The sagas whisper
Arthurian Sagas, a Scion of Bran named Drudwas ap that their songs wake the dead and lull the living to sleep,
Tryffin received the original Adar Lwch Gwin as a gift making them potent adversaries for the easily distracted,
from his beloved wife. This unnamed woman is one of so if you have ADHD like me, take your meds! That was not
many in the Arthurian Sagas, because why do women a joke. The birds have a non-Euclidean presence — from
matter, right? Anyway, records differ on whether she the earliest stories, when they sang to heroes, though

148 APPENDIX
they sang from far away, those who witnessed them felt chicken on a stick; the powerful jaws open and shut once,
the songs like the trio of birds perched just overhead.” and the whole chicken disappears. The video jump-cuts
“No one has ever captured one of the Adar Rhiannon, and comes back in on the massive creature in her lap. “I
nor snagged even a single feather from one. To do so ‘pres- gotta repeat,” says the CJ in the video, while the living
ents great affront to the goddess,’ or so say the sagas, I ha- CJ stands on the dais and nods along with herself, “if you
ven’t tried, because unnecessarily pissing off Gods doesn’t don’t have a whole chicken in your pack, if you see one
appear in my mission statement. If her birds went missing, of these, back away slowly until you can’t see it anymore,
she would undoubtedly find herself greatly indebted to and then run.”
those who returned her prized pets. This doesn’t mean go She clicks off the video. “Afanc have spread from their
out and catch one and then try to return it. That’s the op- traditional homes in Wales. People have theories about
posite of smart. Danger Rating: 4/10 but if you try to catch how they spread to ponds, lakes, and even rivers across
one or snag a feather? 10/10 from Rhiannon herself.” the world, but no one knows for sure. Personally, I think
someone raided an afanc’s wallow and stole their eggs,
ADAR RHIANNON though why you’d do that, I have no idea. Who wants to
Archetype: Rival make every pond this dangerous? Danger Rating: 9/10. Do
Qualities: Natural Weapons (Claws and Beak) not approach without significant training.”
Flairs: Divine Command AFANC
Drive: Follow the dictates of Rhiannon. Archetype: Titanspawn
Primary Pool (9): Harrying, Flight, Singing Qualities: Heavily Armored, Natural Weapons
Secondary Pool (7): Avoiding Capture, Temptation (Claws and Tail), Tough As Nails, Unstoppable
Desperation Pool: 5 Flairs: Making Space, Second Wind, World Shaking
Health: 3 Drive: Destroy anyone foolish enough to splash in its
Defense: 3 pond. Take a little snooze.
Initiative: 6 Primary Pool (13): Biting, Feats of Strength,
Grappling
Afanc Secondary Pool (11): Lurking, Swimming
Desperation Pool: 8
“Moving on!” Here, a brilliant smile for the audi-
ence as she cycles to the next picture, and CJ hooks her Health: 10
straight, mouse-brown hair behind her right ear. “Wales Defense: 5
has no shortage of lake monsters. However, the afanc Initiative: 10
rank pretty high on the lists of Deadly Water Monsters
of Wales, namely, this list right here.” The video CJ plays
now contains an out-of-focus afanc, which looks like a Arglwyddes y Llyn
cross between a supersized Floridian crocodile and a “Right, so: a lot of people think that Lady of the Lake
beaver. “See here these massive reptilian jaws? They get refers to one individual. This is massively incorrect in my
paired with crocodilian eyes set close together on the top personal experience.” Click to art showing various inter-
of its head. Both make it really simple for the afanc to lurk pretations of the Lady of the Lake, Vivian, and Nimue.
in their native lakes, and no, I won’t tell you where I shot “The term actually encompasses a number of individuals
this, I will not set any of you up to get hurt.” The video or mythical beings. The best known, Nimue, leads a co-
pauses on a relatively good shot of the afanc. A red laser hort of aquatic and usually feminine individuals scattered
dot appears, pointing to each section as she describes it. across the world. Not all ‘ladies of the lake’ are, in fact,
“Then you see a sleek, thick stripe of brown fur bristling ladies: some are men, some exist in a liminal fae gender of
down its back from the base of its skull to its wide beaver some sort, and some exist outside the concept of gender
tail. Usually peaceful when left alone, afanc turn deadly entirely. Nimue says trans rights.” A cheeky little smile
when disturbed, especially during their nesting season follows that, showing off the dimple on her right cheek,
in late summer. Sincerely, take extreme caution around and a scattered laugh travels through the crowd, with a
lakes in Wales during late summer. I’ve seen people lose few loud hoots from the back.
limbs or worse, completely on accident.” Once the laughter dies down, CJ continues, click-
“I cannot stress enough not to try anything I attempt ing through to more artistic renditions of Nimue and
in these videos. I’m a professional.” She unfreezes the vid- Lancelot. “Nimue herself has raised several Lancelots,
eo, which shows her approaching the afanc with a whole though ‘raised’… maybe a loose interpretation of her

Monsters & Friends: How To Not Die to them 149


relationship with the Lancelots in question. Sometimes Flairs: Key to the Bifröst, Sorcery
the immortal water-logged fae maiden functions as some- Drive: Cause the destinies they see to come to pass
thing closer to a Guide, though her guidance comes in
Primary Pool (9): Oracles, Swimming
the form of antagonism. She pushes the Lancelot closer
to her intended goals for him — often inscrutable and Secondary Pool (7): Avoiding Capture, Enforcing
unascertainable – is that a word? I think so – by those the Dictates of Fate
who can’t follow her ancient and labyrinthine logic. She Desperation Pool: 5
exists as a goad and a guide. More than one documented Health: 3
Arthurian cycle contains records of her death, which has
Defense: 3
given rise to theories that either she’s some rare sort of
true immortal, or – my theory – that Nimue is a Mantle.” Initiative: 6
“Other theories paint Nimue not as an individual but The Ladies have Resistant: Water against all applicable
an ideal, and those theories pinpoint her as sometimes a attacks.
Scion, rather than fae. Perhaps an entire cohort of Nimues
exists, continually confounding the members of Round Cath Palug
Tables through time.” She shrugs at that: not her favorite
theory, but she presents it nevertheless. Click! Apparently now we look at big fluffy kitties,
and the audience lets out a collective awwwwww. “Any
Now the display clicks over to photographs, mostly
feral cat in Wales gets called ‘one of Palug’s cats,’ but true
kinda blurry, given the water and all. “The ladies them-
Cath Palug occupy a niche somewhere between actual
selves take various forms: some truly aquatic maidens re-
feral cats and feral phouka, which we’ll get to in a bit.”
plete with finned tails, swimming to shore to bestow glim-
(p. XX) “The monstrous cats, near the size of wild boars,
mering swords of varying name and function, some more
look an awful lot like a pallas cat on steroids with the
traditionally humanoid, though often fae in countenance.”
teeth of a sabertooth smashed into its face, set loose to
CJ exaggeratedly fans herself and sighs. “They guard
roam the countryside. Cath Palug have, on record, killed
various locations for reasons only they know. Anyone hap-
and eaten at least nine different Scions and one cycle’s
pening upon a gathering of ladies should tread as carefully
Arthur. Their claws have got this thick, ichorous coating
as if they happened upon Artemis bathing. I’ve read more
which causes hallucinations and fevers. Some sorcerers
than one account exists of Scions bound within tree trunks
pay handsomely for the paws of these cats, claiming that
after wronging one of the ladies or impinging on her cho-
coating gives true visions of the Grail if properly prepared
sen territory. Danger Rating for Nimue: 6/10. The Ladies
by a knowledgeable individual. Of course, they might just
in general: 4/10, but that rises as there are more of them.”
be shoving meddlesome knights off on a fool’s quest likely
ONIMUE to get them killed.” She sticks out her tongue briefly and
Archetype: Nemesis pulls a face. “Wizards can be like that, sometimes.”
Qualities: By Divine Right, Diplomythic Immunity, “Like many of creatures in this talk, we find Cath
Immortal-ish, Interference, Omni-oracular Palug near natural water sources. A 13th century record
from Vivian, a Scion of Nuwa and a well-placed scribe
Flairs: Cause and Effect, Key to the Bifröst, Sorcery
near a group of Round Table knights, claims that the
Drive: Cause Arthur’s destiny to come to pass. Assist Cath Palug slain by her beloved Galahad didn’t have fur,
or hinder Merlin. instead sporting sleek and iridescent scales, with fur only
Primary Pool (13): Oracles, Sorcery, Swimming clustered in a ruff around its throat, and a stripe up its
Secondary Pool (11): Empathy, History (Patterns nose. Vivian claims she used it to line her boots as a bit of
Repeating) a status symbol, but… accounts vary. Danger Rating: 7/10
individually.”
Desperation Pool: 7
Health: 10 CATH PALUG
Defense: 4 Archetype: Titanspawn
Initiative: 10 Qualities: Destructive Force, Natural Weapon (Tooth
& Claw), Regeneration, Tough As Nails, Unstoppable,
Nimue has Resistant: Water against all applicable
Wall Walker
attacks.
Flairs: Second Wind, Seeing Red, Suck It Up
THE LADIES
Drive: Swim. Eat. Run. Eat. Stalk. Eat.
Archetype: Rival
Primary Pool (13): Close Combat (Tooth & Claw),
Qualities: Immortal-ish, Omni-oracular Stalking

150 APPENDIX
Secondary Pool (11): Temptation, Avoiding Capture help in return.” Her tone turns fond, and she smiles up at
Desperation Pool: 9 the images as if looking at pics of her dogs. “You could pick
brambles out of their coats, feed them some of the beef jerky
Health: 10
in your bag, or tie a shiny thing into their manes. I always
Defense: 4 keep beef jerky, a comb and a shiny bead in my bag when
Initiative: 10 traveling in Wales, just in case! DO that, and they carry you
Special Attack: Hallucinatory Ichor: The Cath Palug’s over difficult waters, guide you through dark forests, or just
claws coat themselves with a hallucinogenic ichor. For give a drunk person a ride home.” A little laugh, and she adds,
the remainder of the scene, anyone hit with a successful “But in that last case, I recommend a rideshare. ChariotX
Injury from their claws suffers a -2 Complication to all drivers don’t usually bite people’s legs off.” Scattered laugh-
sensory or combat actions as vivid and disturbing illu- ter agrees. “Just don’t bring iron near the horse — I’ve read
sions plague them. Failure to buy off the Complication a pretty gnarly early 20th century account of a Tuatha de
treats their next action as though it were a mixed action Danaan Scion who tried to get in good with a Ceffyl Dŵr
with an Integrity roll to center themselves. by having it reshod. It… let’s just say it ended badly for both
the Scion and the farrier in question.” CJ winces there and
moves on.
Ceffyl Dŵr “So, their coats take on the water color where they
From kitties to horses, the projector click-clicks up sleep, which means you see some truly gnarly coats these
the next set of images. Something like horses, of the next days.” Genuine frustration threads through her voice,
three images on the screen, two look scraggly, with matted, there. “But those find clean water to sleep in have some of
oil-covered coats, and one shines like clear water under the the most gorgeous coats in any realm.” She moves through
morning sun. “People often see the Ceffyl Dŵr as a coun- a number of photographs, using her laser pointer to indi-
terpart to the kelpie, but they don’t pose the same sort of cate as she talks. “They range from pitch-black with the
existential threat as a kelpie. Don’t get me wrong, they can, cutest little reflected stars to white and opalescent, and
if threatened, bite a grown adult right in half and eat them, every color of water imaginable, with teeth sharp as eagle
or drag him into deep water and roll him like an alligator. talons and long as my fingers. I’ve seen glowing red, sap-
Most of the time, though, they’re just minor annoyances for phire blue, or shimmering onyx eyes. Danger Rating: 4/10
travelers. Sometimes, these puckish little equines help the if you remember your respect and your shinies, otherwise
travelers they find if said traveler gives the Ceffyl Dŵr a little 6/10.”

Monsters & Friends: How To Not Die to them 151


CEFFYL DŴR COBLYNAU (MINE KNOCKERS)
Archetype: Foe Archetype: Rival
Qualities: Natural Weapon (Vicious Bite), Twitchy, Qualities: Always Been Here, Vulnerability (Sunlight)
Vulnerability (Iron) Flairs: Tripwire, Shadow Step
Flairs: Plague Touch, Shadow Step Drive: Protect their homes.
Drive: Protect their watery homes. Primary Pool (7): Bedevil Invaders, Subterranean
Primary Pool (9): Bite, Swimming Navigation
Secondary Pool (7): Bargaining, Navigational Secondary Pool (5): Bargain & Barter, Remember
Advice Forgotten Lore
Desperation Pool: 5 Desperation Pool: 3
Health: 3 Health: 1
Defense: 3 Defense: 1
Initiative: 6 Initiative: 6

Coblynau (Mine Knockers) Cŵn Annwn


Her grin remains on her face as she forward through “I just love saying the name aloud: Cŵn Annwn! Isn’t
the presentation. “So: Mine Knockers live in abandoned it just delightful?” CJ clicks the slideshow forward. It
mines and quarries throughout Wales, though I have read begins with a meme of a huge black dog showing its teeth
reports from the 18th century forward of these little guys with the Impact lettering: MY, WHAT BIG TEETH YOU
in Welsh-settled areas of North America too! They tend HAVE. The audience giggles a bit: it fades quickly. “The
to stick around their homes in quarries and mines. If you name means “hounds of Annwn,” and these big puppe-
defer to their obscure codes of conduct, you might con- rinos of death have some nasty, nasty teeth and claws.
vince them to lead you to hidden treasures down in their Supposedly they belong to a fairy called Gwyn ap Nudd,
rocky homes. I cannot stress their homes strongly enough. at least according to the Scion Pwyll’s 8th century jour-
You visit, they live there. If you wrong one of these folks, nal. You can also find them in Wild Hunt myths, and often
or interfere with his work? They work forever but never show up whenever a Hunt-related God or Scion calls
complete any tasks, by the way, which is a mood. Anyway, canids… or, strangely, geese! Why? No one knows! But
fuck with his work, he’ll lead you into a labyrinth, so… sometimes when I’m super sure I’ve heard Cŵn Annwn
good luck getting out.” baying and am busting my butt to get the fuck away from
Click-click to images: the Mine Knockers look like where I heard it, I find myself face to face with a flock
old men about a foot in height, bent at the shoulders, of geese. This is not better, since stumbling into a flock
faces wrinkled. The images look like the Mine Knockers of displaced geese at night usually reminds me that geese
have deliberately posed for them, and one has his tongue are actually disgraced dinosaurs. They’re still pretty salty
stuck out. There’s always one. “They rarely see sunlight, about how small evolution has made them. I have scars!
but their skin kinda looks like well-worn leather. Don’t Do not like, -5/10!”
say that aloud, though, they don’t like it.” CJ continues “Anyway, their howls get quieter as they get closer to
beaming up at the screen, delighted. “Don’t be fooled, their quarry, and holy symbols turn them. Yet another rea-
though: Mine Knockers move like little goats through son to carry holy symbols—whatever works for you, a Star
their home domains, nimble and quick. Their cleverness of David works just as well as a cross.” Here, CJ taptaps the
and innate understanding of their home turf makes them silver Magen David hanging against her chest. “CJ tested,
difficult opponents if you make ‘em mad, especially in Moses approved! On foggy and stormy nights, stay inside,
numbers. Mine Knockers live in close-knit family groups because they never hunt alone. Danger Rating 6/10 if you
and inherently distrust outsiders; they do not like anyone find one alone, which you won’t, so 9/10 for a pack.”
who looks snooty or two well-dressed, and best like their
fellow blue-collar workers. Scion writings from about 60
CŴN ANNWN
years ago say that wearing symbols of the North Wales Archetype: Rival
Miner’s Association gets you in good with them best, but Qualities: Group Tactics, Natural Weapons (Teeth &
any union symbol helps. I tested this, it’s true. Danger Claws), Vulnerability (Holy Symbols)
Rating: 2/10 if you behave, 5/10 if you don’t and there’s Flairs: Curse, Shapeshifter, Weather Tyrant
one, 8/10 if you piss off a whole clan.”
Drive: Hunt with their brethren.

152 APPENDIX
Primary Pool (9): Biting, Tracking packs. Dormarch fly if they wanna, Cŵn Annwn don’t.
Secondary Pool (7): Laying Curses, Pack Hunting Dormarch have two heads! Cŵn Annwn, not so much.”
Another click and an artistic rendition of a Dormarch
Desperation Pool: 5
appears: a two-headed hellhound with glowing, sickly
Health: 3 green eyes, forelegs wreathed in balefire, and no hind
Defense: 3 legs, instead three fish-like tails emerging from its mid-
Initiative: 6 section. “They stink when they fly. You smell sulfur late
at night? Beat feet for indoors. “I have smelled them and
seen them and honestly I almost peed my pants. Beautiful
Cyhyraeth but terrible. While stories say they only hunt on cloudy
“Now, we separate cyhyraeth from banshees by exam- or foggy nights because they have to ‘swim in the sky,’ I
ining their composition and motivation.” A sketchy, dark highly recommend staying inside. Honestly, just staying
video shows something skimming across the grass on a inside at night unless you’re especially looking for trou-
full-moon night. The audience mutters with excitement ble… highly, highly recommended. Danger Rating: 9/10.”
and a little dread. “Both have spectral forms, but cyhyraeth
DORMARCH
manifest a physical form which looks like a loosely-as-
sembled skeleton strung together with bits of shadow Archetype: Titanspawn
and fog; banshees tend to remain entirely ethereal. While Qualities: Baleful Touch, Long Arm, Natural
cyhyraeth can manifest as just disembodied voices, they Weapons (Tooth & Claw), Twitchy
like the skeleton thing. Banshees occasionally come to the Flairs: Illusions, Second Wind, Seeing Red, Shadow
aid of endangered women and children, while cyhyraeth Step, Under Pressure
lurk at crossroads or locations where someone important
Drive: Hunt.
died violently. If a sorcerer gets their hands on a piece of a
cyhyraeth’s spectral body or enchanted some of the dirt at Primary Pool (13): Bite, Feats of Stamina, Tracking
the crossroads they haunt, they can take control of them, Secondary Pool (11): Grapple, Stealth
which … no good for anyone. Danger Rating: 5/10.” Desperation Pool: 7
CYHYRAETH Health: 10
Archetype: Rival Defense: 4
Qualities: Miasmic Presence, Plague Touch, Initiative: 7
Vulnerability (Holy Symbols)
Flairs: Dread Gaze (Hypnotic), Shadow Step Feral Púca
Drive: Herald death. Lurk. She clicks on through the pictures, to artistic render-
Primary Pool (9): Blasting Scream, Tracking ings of various creatures which might as well have I Have
Secondary Pool (7): Intimidation, Stealth Come To Cause Trouble tattooed across their foreheads.
“So … you’re probably familiar with the other creatures
Desperation Pool: 5
called phouka, puca, pooka, etc. Some varieties of púca
Health: 3 have a more humanoid appearance and intelligence, feral
Defense: 3 Púca shapeshift through lots of animal forms: horses,
Initiative: 6 goats, cats, dogs, and hares, sure, but that’s not a complete
list. You might see lizards, birds, or honestly, who the hell
knows? Feral púca have a sort of fox-like cunning, which
Dormarch makes their blessings and curses very… feral,” she offers
Next, the presentation brings up that prior picture with a laugh, “and if you find favor with them, you might
of the Cŵn Annwn and another black canine. “Okay. Can find your house guarded. Buuuuut… forget to leave out
anyone identify this guy, right here?” Her laser pointer their tribute of milk? Wham, big trouble! Other phouka
floats on the Dormarch. “Yes, in the red sweater and will steal your girlfriend and your shoes, Feral Púca just
wheelchair, up front.” eat both. It’s kinda like what happens when you don’t lock
The broad-shouldered blonde woman asks, “Isn’t it the kitchen baby gate while your bored border collie sits
just another Cŵn Annwn?” home alone, except… like… quadruple.” A little shake of
her head, a soft laugh. “Then again, their idea of ‘helping’?
“People often confuse them, but no! Cŵn Annwn…
Probably not yours. Danger Rating: 6/10. Shenanigans
Dormarch.” She flicks the laser pointer back and forth.
Rating: 10/10.”
“Dormarch always hunt alone. Cŵn Annwn, always in

Monsters & Friends: How To Not Die to them 153


FERAL PÚCA Defense: 4
Archetype: Monster Initiative: 10
Qualities: Natural Weapons (changes dependent on
form), Twitchy Merlin
Flairs: Curse, Shapeshifting
The next image? A rendition of Merlin that looks like
Drive: Make mischief. Get their due. someone just painted it on the side of their panel van. “And
Primary Pool (11): Bargains, Trickery then… this guy. You knew we couldn’t skip him, right?
Secondary Pool (9): Intimidation, Shenanigans Not every telling of Merlin sees him patiently steering
Arthur to his best ends or acting like the King’s bestest
Desperation Pool: 5
buddy. Sometimes as much a goad as a guide, a nemesis
Health: 6 rather than a friend, and maybe even if he’s Arthur’s tru-
Defense: 4 est ally, he doesn’t necessarily like anyone else! Ever! His
Initiative: 9 unpredictable actions make me think he’s just as caught
up in the cycle of the stories as the Arthurs he tries to
guide. I’ve read theories that some sightings of Merlin?
Henwen Not Merlin at all, just a clever imitation. This makes more
“There are an absolute assload of wild boar monsters sense when you look at the fluid nature of his relationship
in Wales,” CJ laughs, clicking over to the next image, “but with Nimue and her thousand names. In various sagas,
the gramma of them all? Henwen. Evil cat? Birthed by she’s his lover, daughter, sister, or friend, she might actu-
Henwen! Tusks that special knives are made of? Henwen! ally be Merlin, assuming the face of an old white man so
Probably a metaphor for a pagan religious leader who she gets all those sweet ‘old white dude’ perks like ‘being
got chased out of Wales by super valiant knights and has believed’ and ‘not being treated like crap all the time’.”
now manifested as a total pain in the ass? Also Henwen!” A couple of feminine screams and exclamations echo in
A picture of a white boar the size of a tank flips over to a hall otherwise chuckling awkwardly. CJ just beams a
video of her trundling across a field and snorting like a smile at all of them. Her hour, her time, she’ll say what
whole tuba line playing random flatulent notes. “Leave her she wants. “Given all of the other sundry permutations
alone to give birth to monsters and generally mind her own the man and his companion have gone through over the
business, all good. As long as no one bugs her, and you’re centuries, why not both?” The ‘both is good’ meme pops
tracking her, you might actually find one of her newborn up on the screen. Here, the hall laughs more easily.
spawn and adopt them! Such cute little monsters. I have Now, she clicks rapidly through images. “This guy has
letters from the 17th century which talk about a Scion of lots of Looks, from eagle to young man to bearded oldster
Ceridwen adopting an eagle with the head of a dog, or the in heavy robes, which nowadays just looks like he’s or-
eagle-dog adopting her and becoming her Guide.” Beat. dering vegan lasagna in Portland or some shit. He either
“Sounds cute, right? But… bother her? Friends, a perpetu- perfectly fits in or purposefully sticks out like a sore thumb.
ally pregnant pig the size of a semi cab is nobody’s friend. Absolutely no in between. Either he slips into a crowd and
Danger Rating when left alone, 2/10. Upset? 9/10.” slides away like a minnow into a school, or he’s the weird
old man at the bar. Danger Rating: 10/10. Don’t engage un-
HENWEN
less you really have to. He’ll send you on a quest.”
Archetype: Titanspawn
Callings: Primeval, Sage MERLIN
Purviews: Chaos, Epic Stamina, Wild Archetype: Nemesis
Qualities: Immortal-ish, Making Space, Miasmic Qualities: A Cage Of Words, Diplomythic Immunity,
Presence, Natural Weapons (Tusks) Immortal-ish, Interference, Omni-oracular, Shapeshifter
Flairs: Spray N’ Pray, Unstoppable, Vulnerability Flairs: Cause and Effect, I Have Friends, Key to the
(Water), World Shaking Bifröst, Ritual Magic, Sorcery
Drive: Eat. Have lots of monstrous babies. Drive: Cause Arthur’s destiny to come to pass. Fend
off Nimue when she gets mad at him.
Primary Pool (13): Stampede, Spearing (With Tusks)
Primary Pool (13): Annoyingly Vague Prophecy,
Secondary Pool (11): Tossing (With Tusks!), Epic Sorcery
Stamina
Secondary Pool (11): Occasionally Unhelpful
Desperation Pool: 7 Advice, History (Patterns Repeating)
Health: 13 Desperation Pool: 7

154 APPENDIX
Health: 10 WATER LEAPER
Defense: 4 Archetype: Rival
Initiative: 10 Qualities: Regeneration, Vulnerability (Holy Symbols)
Flairs: Dread Gaze (Hypnotic), Shadow Step
Water Leaper Drive: Use their songs to advance the will of their
patron.
“Okay, y’all, our hour’s almost up and I do want to get
to some questions, so we’ll end on water leapers.” When Primary Pool (9): Singing, Flight
she says the hour’s almost up, Irwin opens his eyes and Secondary Pool (7): Temptation, Avoiding Capture
whuffs just once. She winks at her pup and continues Desperation Pool: 5
without skipping a beat. “Also known as Llamhigyn Y
Health: 3
Dwr, these lovelies live, rather predictably, in swamps
and ponds, though you sometimes find them in larger Defense: 3
bodies of water, congregating in small pods, like dol- Initiative: 6
phins.” She clicks through to the next slide and readies
her laser pointer to indicate body parts. “Their biology
CJ Zelly, Scion of Artemis
is so weird and so cool! They look like large frogs with
bat wings instead of forelegs, no hind legs, and a long, Born in the center of Pennsylvania’s Amish country,
lizard-like tail with a venomous stinger!” She lets out an CJ grew up bouncing between homes after her parental
enthusiastic “Aaaaaaa!” and then laughs aloud. “They’re triad split up somewhere around her third birthday. Most
so neat!” Clearing her throat, she goes on, “So they can’t of her early memories form around her mom working
land anywhere but water, and so don’t hunt far from their hard to give her everything she wanted or needed. Boy
aquatic landing pads. Nocturnal by nature, locals blame Scouts, synagogue, school trips: Mom showed up to ev-
them for ruined fishing equipment, which tracks because erything, and later on, her stepdad, too.
they also steal fish out of nets and off lines. Carnivorous Her teenage years contained all the usual trials, com-
water leapers on occasion kill and eat fishers who get up pounded by coming out at fifteen. She held her head high
in their business, but otherwise don’t intentionally target and shouldered her way through High School. The pivot
humans. They are opportunistic hunters, eating whatever point of her entire life, however, came the day she got her
live prey they can get their mouths around, and only scav- first shot of estrogen. Nursing her sore arm and waiting
enge under duress.” for her ChariotX ride home, she stared at her phone, al-
“I have seen water leapers in North America, prob- ready overwhelmed with emotion.
ably spread via diaspora from the UK. They took up A woman appeared in her peripheral vision, subtly
residence in Minnesota, and are spreading wildly, a true glowing until CJ looked up at her. Her worn flannel shirt,
invasive species. One of my buddies claims they’ve tamed ballcap, battered jeans and heavy boots fell away. The tall,
water leapers, but I haven’t been to visit them recently, broad-shouldered woman’s knee-length toga and tight-
so I can’t verify that. It does make sense! They appear to laced sandals glowed pearlescent, and her radiant moon-
be about as intelligent as a wolf or dog, and can hunt in a glow filled CJ’s vision until she couldn’t see anything else.
coordinated fashion, so they could be good subjects for “Hello, Miriam bat Yocheved,” the woman mur-
taming. I have spent the last two years trying to confirm mured, sitting down next to her. “Do you know who I
rumors that people have tamed water leapers, and I would am?”
totally lose my shit with delight if confirmed. So, if you
“I—” her mouth went dry as she suddenly just knew.
have definitive proof, please hit me up on Nymphstagram
When the woman’s — Artemis’ — hand gently enclosed
at cjzmonstar. That’s m-o-n-s-t-a-r.”
hers, knowledge washed through her, but more than
“Aaaanyway. Once or twice a year, at times de- that? Wave after wave of absolute love and bone-deep
termined by some mysterious calculus known only to acceptance.
the frogbatscorpionfriends themselves, they gather in
“Yes.” Her soft, beneficent smile lit the world like
massive groups to mate and tend their floating clutches
a full moon hanging over a midnight pond where deer,
of eggs. Most dangerous during this time, water leapers
once-men, tremble in fear. “I know who you are, CJ, and
become aggressive in defense of their eggs. So, Danger
I have Chosen you as my Divine child.” Artemis’ hands
Rating, 3/10, in groups during mating season, 6/10.”
lifted to pin a small quiver and bow sigil done up in trans
“We’ve reached the end of the formal presentation, pride colors and silver on the lapel of CJ’s leather jacket.
so I’ll open the floor to questions. Yes, third row in the “Also, I’m your ride home. We have a lot to talk about.”
DeiCon Pride shirt. What’s your question?”

Monsters & Friends: How To Not Die to them 155


After that day, CJ walked with surety and pride Primary Pool (13): Working With Animals, Living in
through the world. Who can doubt her if Artemis Herself the Wild
chose her as one of her Maidens? She started doodling Secondary Pool (11): Wilderness Knowledge,
around with making videos of the fascinating creatures Navigational Advice
near her home, posting them to GodTube with exuberant
Desperation Pool: 9
explanations, finding delight in the wild and all the crea-
tures in it. Her most-watched video, however, captured Health: 10
the moment when she found a brown-black pit bull mix Defense: 4
captured in a fox trap. She took him to the vet, then home, Initiative: 10
and named this Guide placed in her path “Irwin.”
Once she graduated from High School, she devot-
ed herself full-time to cataloging Horrible Monsters IRWIN, CJ’S GUIDE
& Monstrous Friends; her GodTube viewership and Archetype: Minor Ally
Nymphstagram following exploded. These days, Scions
Qualities: Dark Vision, One Step Ahead
of all stripes attend her DeiCon panels, watch her videos,
and even meet her in the wild, making friends and videos. Flairs: Bringing The House Down, Create Spawn
Drive: Protect CJ and anyone helping her.
CJ ZELLY, SCION OF ARTEMIS
Primary Pool (9): Bite, Menacing Growl
Archetype: Ally
Secondary Pool (7): Guarding, Tracking
Knacks: Breath of Life, The Bare Minimum, A Purpose,
Desperation Pool: 5
A Sentinel, Somebody’s Watching Me
Health: 5
Purviews: Beast, Healer, Wild
Defense: 4
Drive: Act as Artemis’ emissary. Bring the Wild’s
beauty to the masses. Love all the monstrous babies. Initiative: 6

156 APPENDIX

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