Circle of Hands

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RON EDWARDS

BY RON EDWARDS

Illus. Amos Orion Sterns


Circle of Hands Copyright Adept Press, December 2014
All rights reserved.
This book may not be reproduced, in whole or in part, including illustrations, in any form (beyond that copying
permitted by Sections 107 and 108 of the US Copyright Law and except by reviewers for the public press), without
written permission from the publisher.
Printed in the United States of America
Softcover ISBN: 073-0-699-62398-5
Hardcover ISBN: 073-0-699-62399-5
adept-press.com

CREDITS
○ Interior design and layout and cover design by Nathan Paoletta, ndpdesign.com
○ Cover art by Mike Perry, mikeperryart.com
○ Interior art by
Ǯ Phillip Simpson, coroflot.com/plsimpson4225
Ǯ Rachel Kahn, portablecity.net
Ǯ Amos Orion Sterns
Ǯ Juan Ochoa, juanochoascrapbook.blogspot.com
Ǯ Tony Dowler, tonydowler.com
Ǯ Dyson Logos, rpgcharacters.wordpress.com
Ǯ Sarah Jacobs-Tolle, racerxmachina.deviantart.com
Ǯ Jez Gordon, gibletblizzard.blogspot.com
Ǯ Adam Schmidt, misteradam.com

Circle of Hands is part of the Heartbreaker Redemption Project

ADEPT-PRESS.COM/HEARTBREAKER-REDEMPTION-PROJECT
TABLE OF CONTENTS

Table of ConTenTs - p.3


auThor’s noTe - p.5
CH 1 ORIGINAL METAL - P.9 CH 7 LIGHT AND DARKNESS - P.137
The absoluTe rundown - p.10 using This - p.137
all abouT play - p.12 ordinary and everywhere - p.138
beginnings - p.16 named people and beasTs - p.139
CH 2 IRON FOLK - P.19 monsTers - p.141
The baCkdrop - p.19 a quiCk referenCe - p.159
The CresCenT land - p.19 CH 8 FANTASY HEARTBREAKERS - P.161
CH 3 FORGING STEEL - P.43 aT The Time - p.161
CreaTing The CirCle - p.43 The firsT essay - p.161
preparing a venTure - p.54 The seCond essay - p.166
play geTs going - p.68 a look baCk - p.171
CH 4 CIRCLE OF STEEL - P.71 CH 9 HEARTBREAKER
REDEMPTION - P.175
Talking - p.72
The big piCTure - p.73 The found objeCT - p.175
beTween venTures - p.78 gray magiCk - p.181
resoluTion: rolling diCe - p.80 GLOSSARY OF TERMS - P.214
CH 5 KILLING - P.93 CharaCTer sheeT - p.216
seTTing iT up - p.94
fighTing named
CharaCTers - p.94
The killing - p.99
fighTing unnamed people
and groups - p.102
Tools of violenCe - p.104
injury, reCovery, and
deaTh - p.109
CH 6 GRAY MAGIC - P.111
meTaphysiCs - p.111
oaThs - p.115
wizards - p.116
spellCasTing - p.118
spell lisT - p.121
AUTHOR’S NOTE
Circle of Hands is about survivorship, not victimhood. Some of us think our survivorship is earned, beginning with
searing clarity about the past converted into a forceful drive forward.
This game draws directly on human trauma for its horror and for its very purpose. It begins by overcoming denial
and therefore presents – if I do say so myself – one of the grittiest contexts for play yet published in a role-playing
game. It’s dressed up a bit in the trappings of fantasy but gains no distance via cartooning. Cruelty and misery are
here, in clinical detail and without apology.
Yet doing this artistically can fail, into bathos and misery porn. Human pain is tragically inflated today, meaning,
devalued in currency, at maximum volume for minimal value. My friend Paul says it well:

I’m horribly disturbed by the way our television programming harvests and renders up human emotions and life
dysfunction for audience consumption. I’m disturbed by the Jerry Springer Show. I’m disturbed by The Glee Project,
where the judges encourage high school kids to savage their adolescent emotions and lay them bare while performing,
so their singing has emotional power. We’re emotionally dead American couch potatoes who can’t feel alive without
consuming the emotions of youth and life trauma. We’re vampires.
I think RPGs can activate us in productive ways, by engaging our creativity, by putting us in human proximity, col-
laborating over something meaningful. An RPG doesn’t need the base, disgusting packaging of human trauma for the
consumption of others to be a powerful experience.
I’ve done my best to hear Paul’s warning and to find the way to bring us closer, rather than recoil in fear or betray
into cheap spectacle.
This is not a trigger warning. It’s a hand held out to either side, ready for clasping, no longer withdrawal, no longer
therapy, but in fierce joy for creating something fantastic and awful, which is to say, full of awe at what we are.

ACKNOWLEDGMENTS

INSPIRATION PARTNERS IN CRIME


○ Steve Perrin and Greg Stafford for RuneQuest Listed without permission:
and its supplements Cults of Prax and Cults of
○ Jake Norwood, author of The Riddle of Steel
Terror, published by The Chaosium
○ Paul Czege, author of Thy Vernal Chieftains
○ (The American) Steve Jackson for Melee, Wizard,
and The Fantasy Trip: In the Labyrinth, published ○ James Raggi, author of Lamentations of the
by Metagaming Flame Princess

○ Michael Moorcock and Howard Chaykin for ○ Clinton Dreisbach-Nixon, author of The Shadow
The Swords of Heaven, the Flowers of Hell, pub- of Yesterday
lished by HM Communications ○ Vincent Baker, author of Apocalypse World:
○ (The British) Steve Jackson for Sorcery! from Dark Ages
Fighting Fantasy, originally published by Pen- ○ Erik Bernhardt and Marek Jones, authors of
guin Books Crone
○ Greg Stafford for Prince Valiant: the Story-Telling ○ Rafael Chandler, author of Lusus Naturae
Game, published by The Chaosium ○ Nathan D. Paoletta, author of Annalise
○ Jonathan Tweet for Over the Edge, published by ○ Keith Senkowski, author of Conspiracy
Atlas Games of Shadows
○ Richard Garfield for Magic: the Gathering, alpha ○ Ralph Mazza, author of Blood Red Sands
and beta especially, published by Wizards of the
Coast
○ J. Michael Straczinski for Babylon 5, produced
under the Babylonian Productions label for
Warner Bros Domestic Television
THE COMMUNITY
Backers
The Circle of Hands Kickstarter campaign in February 2014 exceeded its $6,000 goal with a total of $9,586, for a
return to me of about $8,600 after Kickstarter and Amazon fees. The art and production costs for this book were
paid with these funds.
One strOng grasp
Steven S. Long, Fealoro, Andrea Ungaro, John Bogart, Al Billings, Dennis Kadera, Steve Hickey, Karl Miller, Jace Java, Christoph
Boeckle, Scott Dorward, Zed Lopez, Andy Kitkowski, FelTK, Jeremiah Frye, Joshua Bearden, Daniele Di Rubbo, Michael Fake,
Naas, Shinya Hanataka, Alex Fradera, Felix Girke, Bendik Vedeler, Vincent Arebalo, Markus Schoenlau, Neall Raemonn
Price, pdcurry, Empcho, Brian Wille, illotum, Joshua Rainey, Akiazoth, Davide Pignedoli, Czigány Péter, Thomas Fitch, Chad
Reiss, kalyptein, Dennettlander, Alan Barclay, Mr. Mario, James Schmitz, Ezio Melega, Grant Howitt, Robert Bersano, Arn
Poulsen, Matt Machell, Seann Ives, David Mihola, Asen R. Georgiev, Ville Halonen, Ziliuse, William Scott Palmer, Doug
Bolden, Nerf, Jonas Schiött, Michael Walsh, Brandon Davey, Ty (Troll) Sawyer, Herman Duyker, Brad Ellison, Dan Maruschak,
Shimrath Nimrod, Gordon Landis, Marius Bauer, Cthulhuspawn Azathoth, G. Hartman, Stras Acimovic, Fagner Lima, Eric R.
Duncan, Jeffrey Hosmer, Boris, Roderick Edwards, Kevin W. Kulp, Stewart Wieck, Jordan Raymond-Robidoux, Tobie, Rocky
& Yoshi, Phillip Bailey, Matt Clay, ihmcallister, Richard Greene, Reverance Pavane, William Chung, Simon Berg Jakobsen,
Goran Radovic, Luca Veluttini, Claes, David Morrison, Walter, jbrownd, Lisa Padol, Simon Mawdsley, Simon Ward, Donogh,
Matthew Caryl, Dave Sherohman, Morgan Hay, Mauro Ghibaudo, Russell G Collins, Marc Margelli

circle knight
Rafael Chandler, John Willson, Jonas Mockelstrom, Luke Crane, Justice Platt, Christopher Weeks, Christopher Mitchell, Eric
Franklin, Christopher Chinn, Victor Garrison, Tim Koppang, Justin & Adre Smith, Christian Nord, Thomas Walker, Ed Heil,
Juliusz Doboszewski, Wade Jones, Erik Bernhardt, Michael S. Miller, Kyle Simons, James Ritter, Chris Gardiner, Guillaume
Carré, Joe Beason, Joel Rojas, Brian Vander Veen, Martin Deppe, Antero Garcia, Mendel Schmiedekamp, Nathan Black, Rene
John Kerkdyk, Jon Edwards, Gethyn Edwards, Marc Majcher, Paul Czege, Brandon Salinas, Jason Leisemann, Ryan Percival,
Doug Baumeister, Kirt Dankmyer, Anders Nordberg, Gary Anastasio, Scott Martin, Clinton Dreisbach-Nixon, Dan Behlings,
Steven Douglas Warble, Jesse Alford, Ian Cooper, Mike Olson, Phillip Lewis, Antonio Reyes, Mark Somogyi, Giulia Cursi,
Orion Cooper, Benjamin Van Sickle, Adam Boisvert, Topi Makkonen, Jonathan Lee, Dmitry Gerasimov, Richard Mundy, Sam
Zeitlin, Edouard Contesse, Petter Wäss, Spencer Keoppel, Alessandro Riccó, Jonathan Davis, Jason Paul McCartan, Joe Prince,
Robert Rees, Fabien Hildwein, Sage LaTorra, Adam Tannir, Nat Barmore, Brendan Conway, Paul Hedrick, Klaus Ole Kristian-
sen, Radek Drozdalski, Flavio Mortarino, Guy Shalev, Vladimir Filipović, Fabian Stroh, Luigi Amedeo Bianchi

hard cOre
Judd Karlman, Chris Bloxham, Douglas Bailey, Martin Ralya, Mark Malone, Jürgen Mayer, Adams Tower, Simon Brunning,
Ed McW, Edoz, Jonathan Korman, Lawrence “Saker” Collins, Larry Lade, Filthy Monkey, Robert Strickland, Patrice Mer-
moud, Adam Rajski, Declan Feeney, Dan Wood, Ralph Mazza, Esteban Osorio Gallardo, Johan Karlsson, Justin Akkerman,
Simon Smith, Mark Delsing, Vincent Baker, Eric Mersmann, Tom Pleasant, Gregor Hutton, Jeremy Friesen, Justin Hamilton,
Code Decode, Mike Sands, Wade Geer, Nicola Urbinati, Dylan Clayton, Anthony Deming, Vern Ryan, Martin Greening,
Jesse Burneko, Stephen Dewey, Jesse Butler, Matt Whalley, Bruce Curd, Lee McDaniel, Trip the Space Parasite, Casey Garske,
Jason Blalock, Arturo Cavari, Lester Ward, Jonathan Colin Madden, Markus Bruckhardt, Lorenzo Gatti, Iacopo Frigerio, Piers
Conolly, Brett Easterbrook, anonymous1453, anderland, Scott Anderson, Cameron Eeles, Love Dahlgren, Simon Rogers, Henry
W, Richard Forest, Products for Robots, Raven Daegmorgan, Damon Van Demark, Andreas Davour, Alan Sharland, Mike Wal-
lace, Sean Bourke, Charles Perez, Brazil808, Clyde L. Rhoer, Timothy “TravelingTim” Salisbury, Wayne Rossi, Okerampa, Rich
Karpusiewicz, Christian Müller, Antoine Fournier, Davide Di Antonio, BC Parker III, Oliver Granger, Mark Solino, Shawn P

inner circle
Keith Senkowski, Matt Snyder, Willow Palecek, Eddie J. Brown

Full circle
Marco Behrmann, Tomas Härenstam, Martin Fröjd, Moreno Roncucci, Michele Gelli, Giorgio Grigio, Antonio Caciolli, Raf-
faele Manzo, Luca Cecchinelli, Russell Hoyle, Braden “Badger” Spooner, Finn “McCool” Hoyle
During the Kickstarter, I made my preliminary notes for the game available and invited backers to playtest. Many
accepted the invitation and provided a variety of insights and suggestions at the Adept Press forum. Even more
than the money, this feedback became the primary benefit of the pre-publication promotional campaign.
I’ve credited significant input from playtesters throughout the text, occasionally quoting especially helpful phrasing.
For anyone considering a similar development process, I strongly recommend that playtesters provide only
reports of what happened at their tables and personal impressions of the setting, but not suggestions about design
or writing. Enforcing this principle dramatically improved the utility of the feedback.

PERSONAL THANKS

To my friends John Marron and Margie Klugermann PERIPHERY


– lo these many years past, in play and design! PHILOSOPHY
To the playtesters, many of whose notes and sug- Feel free to check out Arthur Schopenhauer’s Die
gestions you’ll see credited right where they had the Welt als Wille und Vorstellung (The World as Will and
most influence. Representation) and Friedrich Nietzsche’s Jenseits von
Gray Magick ~1993: Margie Klugermann and several Gut und Böse (Beyond Good and Evil). The rules include
people whose names have passed from memory little references to other writers here and there if
you’re looking for them.
Gray Magick, 2012: Peter Charnley, Megan Pederson,
Sam Rivier MUSIC
Circle of Hands, 2013-2014: Rasmus Lundholm, Rick- The game was written to the tripping-out throb and
ard Elimää, Johan Kemi, Sarah Richardson, Brian wails of heavy prog from a specific period of rock history.
Wille, Mark Malone, Mark Delsing, Joe Beason, Per ○ A song from Uriah Heep’s album Demons and
Fischer, Moreno Roncucci, Alessandro Riccó, Mauro Wizards (1972) inspired the game title.
Ghibaudo, Vern Ryan, Joshua Bearden, Gethyn ○ For what it’s like to be at the table, playing the
Edwards, Benjamin Edwards, Joseph Edwards, Jus- game, I think of Paladin’s second album Charge!
tice Platt, John Willson, Peter Liaw, Mitchell Rozen, (approximately 1970-1972), and Pinnacle’s only
Christian Scarlato, David Réti, Keith Senkowski, album Assassin (1974, re-issued as Cyborg Assassin).
Nathan D. Paoletta, Eric Mersmann, Tim Koppang,
○ For what it’s like to be a Circle knight on a
Larry Lade, Mike Holmes, Jen J. Dixon
venture, I think of Comus’ first album First
To Mike Holmes for fifteen years of dialogue con- Utterance (1971).
cerning realism and settings, Meguey Baker for her
thoughts on social contracts, Marshall Burns for
music consultation, and Jake Norwood for special
violence and weaponry head-banging.
To the many readers and commenters, especially
Chris Chinn, Raffaele Manzo, Anna Kreider, Kira
Magrann, and Sara Williamson. Most of these dia-
logues are archived at the website.
To the Inner Circle backers, listed above.
To the Kicksnarkers (you wretched, ruthless bas-
tards), especially Eric Franklin and Caius Ward.
To Caias Ward, again, for help with the poetic text on
the back cover.
Illus. Jez Gordon
Chapter 1O riginal Metal
WHAT IT LOOKS LIKE
The world is gritty and pre-medieval, what some nowadays call “mud-shit fantasy.” Natural terrain is both beauti-
ful and harsh; action centers on armor, monsters, swords, smoke, spells, and blood. Briefly, the culture is very
much not high and glittering chivalry, not heroic idealism in surcoats – instead, life is all too often described by
authority through force, brutal extraction, squalor, ignorance, self-indulgence, torture, despair and resignation,
the inscription upon the body, and most importantly, there’s no historical happy ending: no Renaissance, no
ancient classics, no cradle of literacy, and no end in sight.
As for individual persons in such a situation … their ordeals are not going to be anything well-established “in-
setting,” not a designated nobility, not a spiritual guide or personage, not a developed ideology, not a modern ideal.
There’s something, but it’s the barest beginning of a hope for a new social order. Heroism and indeed anything
worthwhile is going to be discovered and shaped through the passions of the moment and the travails of the body.

Imagine with with long locks


m e , a p l a ce : iF necessary, yOu will kill, and tOO, FOr any OF a of tawny hair,
having ridden thOusand Bad reasOns, yOu will die. his lined face
through many and hooded
rocky ridges, eyes more fit-
thick with scrub and cut by gorges as if chopped with ting for a man his father’s age – he should be tilling
an axe, having switched back and forth up the moun- his own land somewhere, laughing with his family
tainsides to reach a saddle only to see more ahead, at who’ve survived the harsh winters, speaking for his
last, at this crest, you see what you’d only glimpsed clan at the moot to decide about herds and water.
during the past morning’s ride. Now the mountains Not here. No less so the broad-bodied woman whose
fall away before you, no less rugged but each ridge emblem tells you of some gentry family now lost in
lower, fading into the lowlands, themselves stretch- fire, who bears the scar of a francisca strike through
ing further with no way to reference the distance her cheek and lips, and whose sword of actual steel is
across their patchwork of scrub, dense forest, and the most valuable thing anyone in these mountains
farms. One of your companions has never been this or the villages below has ever seen. As well, too, the
far east before, and you hear him inhale sharply in kindly older man who speaks once a day at most,
awe. For above it all, from this perspective its hori- and who keeps his eye distorted by Rbaja covered by
zon seemingly straight across from you, so it forms a a leather patch. Like theirs, your home is the Circle:
majestic vertical wall filling the lower half of the sky, look at your left hand, the fingernails emitting faint
rises the sea. light, and at the right, mottled black beneath the skin.
You can see the river now too, at least some of its nearer Don’t call it a “mission.” You and your fellows heard
curves winding its way through the hills and final about this place and decided to come here: to help the
plain to the shore. The complex of villages lies there, young king’s cause, or to defy both warring powers, or
and the scout says you can arrive by later afternoon, to find momentary peace in the thick of danger. Some
or perhaps next morning. A beast dripping with slime of you think of the good you may do. Others envy that
stalks the fields, or the valkyries gather overhead, or hope. If necessary, you will kill, and too, for any of
the raids open the door for an alliance … You know a thousand bad reasons, you will die. The culture is
only a little bit, enough to bring you here – for the unforgiving, its people grim and often desperate, so
king, for your newly-forming sense of purpose, for the you will not be the first or last arrivals to find your
haunted drives that jolt your sleep. death at the end of spears. The powers you may face
are cosmically inhuman and malevolent, and you
Your mail and weapons ride with you in the common
may even be consumed when you wield those same
wagon. Your tough mountain horses stamp as they’re
powers in defiance.
saddled. One of your companions is a young man
9
CirCle of Hands

1 THE ABSOLUTE RUNDOWN


The thing about RPG rules is, everyone wants to know and understand everything all at once. So here you are.
This is everything about the game in a single massive, semi-ordered data-dump. After this list, everything else in
the book is merely procedural explanation and helpful detail.

the setting is called the Crescent Land. Culturally, it’s regiOns dOn’t have governments, only local hierar-
equivalent to 10th or 11th century north German and chies based on raw power and immediate history.
Baltic Europe – it’s not medieval, it’s not feudal, and It’s mostly about villages, clans, banditry, fortified
it’s not chivalric. I’d say “Dark Ages” except historians strongholds, and families, shaking out into a stratified
don’t say that anymore … screw it, the term applies. society based on who has the most wealth – crops,
Dark Ages fantasy. animals, weaponry, connections – with a lot of people
being miserable. Petty war among ever-changing alli-
the mOst cOmmOn technological materials are wood, ances is the default condition.
wrought iron, and leather.
twO magical FOrces are at war, black and white. They
the Only armOr used is the mail hauberk, simple are savagely effective, diametrically opposed, utterly
shields, and simple helms. No plate armor, no limb inhuman, and ultimately destructive, represented by
armor, no barding for horses, and no body armor at fanatical wizards, and manifested in actual locations.
all for most people. They are stagnating and obliterating the culture.

the chieF weapOn is the spear. Only wealthy people Black magic is called Rbaja (ur-BAH-ja), and in its
have swords. Regional weapons include the great axe, extreme form, taints and scorches the landscape into
the francisca, and the chained mace. There are no stinking pestholes filled with undead.
such things as daggers, longswords, specialized pole
weapons, or longbows. white magic is called Amboriyon (am-BOR-eeyon),
and in its extreme form, gathers in clouds from
a thrOwn spear, or a spear used in a mounted charge, which angelic beings descend and lead people into
goes right through mail, so look out. what looks like virtue – until it “enlightens” them
into amorally perfect form or even erases them from
there isn’t any heraldry and no knightly culture. reality.

Brace yOurselF FOr human horror. It’s a time when the prevailing religiOn of the culture is not central-
torture is on hand, power is almost entirely deter- ized, similar to minimally-institutional Buddhism.
mined by immediate ruthlessness, and no one knows It is opposed to the magical forces, directed toward
the first thing about hygiene, sustainable agriculture, steadfastness, endurance, survival, and submission –
geography beyond the immediate area, or history when it shifts to resistance, it gets crushed.
besides vague legends.
cannaBis is nOt native to the region but is cultivated
there’s nO educatiOn. People only know what their where possible, and its leaves are dried and smoked in
family circumstances and limited geographical expe- most social situations. Its resinous extract is smoked
rience provide. in religious observances.

the map shOws an extensive crescent-shaped shore- the rOlke regiOn is newly liberated from the magical
line, with the ocean to the east. The lands along the wars, united under a young king. He has instituted
water’s edge, north to south, are forested Famberge extensive reforms and sworn to defy both Amboriyon
(fam-BEAR-geh), mountainous Rolke (ROLE-keh), and and Rbaja – by using white and black magic together.
sea-hugging Spurr, with Famberge also including
most of the inland north. The inland to the west is
wide, rolling Tamaryon. These are not nations, but
subcultural regions within a single culture.

10
Original Metal

y Ou play characters who’ve banded together to a venture OFFers opportunities and resources for the
support the young king in Rolke, who opposes both young king, and the characters take these very seri-
kinds of magic, and you are not only a trained fighter ously. It is not a mission; they have no assignment or
no matter what your social background and prior life, pre-arranged objective.
but you use both kinds of magic at once. This group
is called the Circle – it’s the only one. a venture’s OutcOme for the Circle in general, and
for the young king in Rolke, is most likely success-
the circle is the sole institution in the setting with ful by default. Its purpose in play is to showcase the
any glimmer of a better life free from the not-so-Cold characters, develop their passions, and bring them to
War between Amboriyon and Rbaja. It’s also unique fateful conclusions.
in that no social background is excluded.
characters imprOve mechanically a little bit after
all player-characters are outstanding physical bad- adventures, but change is mostly due to magical
asses. If their background doesn’t indicate this, then effects and significant personal experiences. Level-
the Circle trained them up. ing-up or its equivalent isn’t a major part of play.

the FictiOnal culture includes sex and gender bias. Ordinary resOlutiOn is a 2d6 roll + a character’s
Female Circle members, who are armored fighters, attribute, to equal or beat a 12. For easier or harder
are yet another society-challenging innovation of the rolls, add or lose a d6. That’s familiar I’m sure, but the
Circle. whole fictional context for rolling is pretty different
from most games.
everyOne makes up two characters, and that’s the
Circle. For any given adventure, you can play any a character’s sOcial rank and professional back-
Circle character you want, although not twice in a ground dictate what he or she knows how to do.
row. There are no Circle NPCs. There is no “common sense” or general resolution.

characters are descriBed by four attributes, two per- in a culture based mainly on personal confronta-
sonality traits, one or more professions, a resulting tion and immediate connections, one might commit
social rank, a few interesting details, and a Key Event. murder and grin one’s way out of retribution, but
Other things follow from their professions too. there’s no way to stop a mob from killing you, outside
of magic.
there’s a single GM, the same person throughout
play. He or she does make up two Circle members Fighting and Other dynamic conflicts are organized
at the start, along with everyone else. His or her job by clashes, a system which emphasizes simultaneity
after that is to prepare the adventures, play the vari- yet preserves individual, make-or-break actions.
ous other people and foes, and monitor the tripwires
that turn a scenario vicious and horrible. c lash resOlutiOn cOmpares mutual offense and
defense simultaneously, and every exchange gives the
play dOes nOt concern events at home. The young advantage to one side or the other.
king and the circumstances of his presence in Rolke
are never seen. The characters are played during their weapOns’ diFFerent prOperties are expressed in terms
ventures. of who gets the advantage die. A knife is a superior
weapon to a great-axe if the fight takes place between
ventures are created using random components and the sheets in a dark bedroom.
a specialized process to combine and refine them.
Ventures include local people with interests of their a killed circle member becomes a wraith and still
own and difficult locations. They also include the participates in the current adventure, but is gone after
chance for knowledge, lurking threats, and the fell that adventure’s conclusion.
influence of Rbaja, Amboriyon, or both.

11
CirCle of Hands

1 anyOne may swear mighty oaths tapping into black or white magical power. Doing so brings great power and great
consequence.

all circle memBers know a few white and black spells. Your character can also be a full-on wizard, who knows
all the spells. Yes, every single one.

magic is pOwered by one’s own bodily energy. Wizards must be physically very tough, vital people. Magic has no
other practical limiting factors – no resolution roll or anything else.

spells are rated either black or white, with values of 1 to 3. Its value is both the energy it costs and the number of
color points the caster fills in.

a character has nine slots to fill in with color points, from casting spells or swearing oaths. White points cancel
black and vice versa, but if all nine are either white or black, then more magical consequences appear. It’s OK
to do this, but the effects are permanent. Unlike ordinary wizards, Circle members use this option tactically, not
ideologically.

it’s true that wizards are more powerful and flexible than non-wizards, but the wizards tend to hurt themselves
too much to run around unsupported. The two kinds of Circle knights are the same when it comes to plain old
spear and sword mayhem.

Few nOn-wizardly peOple can stand up to a Circle member in open combat, but they do have local social roles and
status, whereas the adventuring Circle members are far from home.

mOnsters and dangerOus beasts add danger but also pathos of their own, unlike the outright horror of manifesta-
tions of Amboriyon or Rbaja. Creatures of Amboriyon are unbearably pure avatars or disastrously enlightened
eidolons; creatures of Rbaja are foul, all too cunning undead or insane, disturbing demons.

nOn-circle wizards are always a threat, serving Amboriyon or Rbaja. No one knows if the magical war is due to
actual scheming overlords or to the mere accumulation of so many scheming wizards.

ALL ABOUT PLAY


Circle of Hands is played by a group of three to six MULTIPLE VENTURES
people through a series of sessions. There is no As more ventures are played, you’ll see they have the
required number of sessions, but several design same basic structure, and you’ll be drawing from the
features operate across them, so one alone barely same pool of characters, but also that each strikes at
touches upon the game’s potential. I recommend the topics of play differently. Mitch Rozen described
playing at least as many sessions as there are people the full arc of the game as fractal, meaning that you
in the group. don’t travel across wildly diverse exotic lands, but
One of the group is designated the Game Master rather “do it again,” richer and more nuanced each
(GM) and stays in that role from session to session. time. You’ll keep seeing similar places but with differ-
The others each play a single character during ses- ent cultural details, different tensions, and different
sions, chosen from a “circle” of characters created responses. Also, different characters are played, each
prior to play, and everyone switches to a different with distinctive social perspectives, and repeating
character at the outset of a new session. characters are played by different people.

What happens during a session is called a venture, As the succeeding ventures carry more and more
played through fully in a single session. I left off the comparison with those which have already hap-
“ad-” because it means toward something, and in this pened, as the characters become more and more
game you don’t play “toward,” you play “in.” known, and as the cultural details become more and
more solid as genuine setting, the emergent themes
12
Original Metal

crack wide open, becoming a tapestry of different situatiOn: This is what you’ve prepared – the
dramas. The setting becomes fleshed out and defi- location, time, and individuals for the fiction
nitely your own, its implications become realizations, during play, the causes and circumstances
and the characters themselves become nuanced. This specific to this spot and this particular his-
happens through action and interaction, through tory, and the drives and problems of characters
re-visiting, without enforcing mechanical character interacting with one another there.
development or adding setting material in texts.
○ Your own characters are part of it too, either
Ultimately, the rewards of play are not so much in intrinsically or by arriving there depending on
character effectiveness or even character survival, the game, to become included in those drives
and contrary to the characters’ own possible motives, and problems.
not even so much about changing the setting for the scenes: These are the immediate locations, direct
better. They’re about in-crisis drama and the develop- sensory input to your characters, the interactions
ing portraiture, the realization of heroism as gained among characters, direct threats and opportunities,
and as failed.TUFF what parts of the situation ignite, the conse-
I’m not messing around, this setting is rough. But let’s quential actions, and what can happen there,
dissect that word “setting” a bit. It’s too damn vague. ○ Only in scenes is action possible – specifi-
I’m breaking it into three layers: the backdrop, the cally, what can happen to anything and anyone,
situation in force during a session of play, and the including you.
scenes which we actually play, including immediate The whole book is organized off the diagram below:
opportunities and threats for characters. Stay with Chapter 2 is the backdrop, Chapter 3 is situation for
me, I have a point, I swear. both players and GM, Chapter 4 is playing scenes,
BackdrOp: This is the broad sweep of what and Chapters 5-7 are the various subroutines for play
you read in game books and tell each other concerning fighting, magic, and creatures.
before preparing anything. In play, it’s distant So what? So: all of this concerns how you get a setting
and not really touched, imagined as the land- – solid and vivid and valuable – out of play, over time,
scape and mentioned in evocative details. and what it’s like to do it.
○ You take it as a given that “things look like this”
and that “things like this can happen,” as a gen-
eral description, before preparing scenarios or
making up characters.

BACKDROP
SCENES
○ Maps and regions SITUATION
○ A particular spot
○ Ecology ○ Location and time
○ A time of day or night
○ Culture ○ Immediate geography
○ Who’s there
○ History ○ Immediate history
○ What just happened
○ The magical war ○ The people present
○ Actions and responses
○ Technology ○ Cultural details in force
○ Crises and threats
○ Values ○ The creatures present
○ Opportunities
○ Ethnicities ○ The played characters
○ Consequences
○ Creatures

13
CirCle of Hands

1 Keith Senkowski insisted that I


include a big overview of play here.
Keith also says “You and your diagrams,”
so here’s the diagram version:

PROCEDURAL OUTLINE
1 Make your Circle: the number of characters =
twice the number of people
1 MAKE YOUR CIRCLE
Ǯ Number of characters = 2x the number of
Ǯ Individual work people (including GM)
Ǯ Group work Ǯ Individual Work
2 Preparation Ǯ Group Work
Ǯ The GM prepares the first venture
Ǯ Each player chooses one of the characters he
or she made to play for the first venture 2 FIRST PREPARATION
3 First adventure Ǯ The GM prepares the first venture
Ǯ Deaths, tripwires, tallies Ǯ Each player chooses one of the characters he
or she made to play
Ǯ Immediately after: roll to increase scores
4 Preparation
Ǯ GM preps next venture
Ǯ Players choose characters: any they didn’t 3 FIRST VENTURE
Ǯ Deaths, tripwires, tallies
just play; revise spells as desired
Ǯ Immediately after: roll to increase scores
5 Next venture
Ǯ Deaths, tripwires, tallies
Ǯ Immediately after: roll to increase scores
6 Back to #4, and cycle through #4-6 4 PREPARATION
Ǯ The GM prepares the next
AWFUL STUFF, RESPONSIBILITY
AND SOCIAL CONTRACT
venture
Ǯ Each player chooses a character
6
they didn’t play in the last

REPEAT
In developing and crowdfunding Circle of Hands, I
venture, revise spells as desired
discovered how strongly setting material is perceived
as play instructions: if it’s described, then it’s “what
you’re supposed to do” and “what’s going to happen
to you.” But that’s why “setting” is too vague, because
it’s totally mixing up scenes vs. backdrop.
5 NEXT VENTURE
Ǯ Deaths, tripwires, tallies
Ǯ Immediately after: roll to increase
In playing, you (the group) and I have entered a long-
scores
distance consensual…. something. I’m definitely
responsible for the backdrop’s content. But what
gets into the prepared situations and the characters’
histories is what you choose from it, according to your So that’s kind of cool, actually, because you can take
standards for content and threat. something in the backdrop and invert or subvert it as
in-play content, or you can leave it in the backdrop
The good news is that if you don’t like something in as “it happens in the world” without wallowing in it.
the backdrop, or like or not, you don’t want it in your That also means that soaking up and engaging with
face during play and maybe even happening to your the backdrop isn’t threatening, because it’s not hap-
character, then you don’t have to. “It’s in the setting!” pening, and it can never touch you without your leave.
is a cop-out. The only way, ever, for seeing something
in a situation and especially in a scene, is because a The other news – neither bad nor good – is that
real person at your table put it there. I had my reasons direct responsibility also lies at your table. By “your,”
for putting it in the backdrop and you have yours for I mean anyone and everyone there. Real people are
seeing it in play. not governed by in-game fiction or rules categories
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like GM/player. All such talk has it completely inside- When you see hard limits to your own sensibilities
out. Instead, all the real-people roles, game rules, and in the backdrop, which is to say, Chapter 2 of this
character roles are embedded in a real-world social book, then your choices about preparation are valid,
scene, made of who these people are and why they’re socially assertive means of getting those limits into
hanging out together. This scene includes everything play. Given the second concept above, I Will Not
imaginable about how people Abandon You, that also means
relate to one another, specific to that whatever you do put in there,
this particular group at this par- i will nOt aBandOn yOu you’re accepting responsibility for
ticular time, whether they know it others possibly finding it at their
or not, or say it out loud or not. limits.
Let me tell you the fundamentals of this thing, I’ll TECHNIQUES
call it “Social Contract” and I stress that it is mostly
What does all that mean for real play? That’s scenes,
tacit and quite likely not ever fully grasped by the
and what goes on in playing a scene is happening to
people who are doing it – but that as long as we’re
your character or right in front of him or her, and that
talking about people doing anything with each other,
is not a whole lot different from it happening to you.
it’s there. Anyway, as with most fun things people
How can a group possibly functionally play such that
gather to do, the following have to be included for
I Will Not Abandon You is not an ongoing exercise in
role-playing.
“gonna shock ya now?”
○ They want to do something fun with one
I won’t leave you on your own with this one, so the
another, at this time, more than with anyone
rules include plenty of techniques concerning Lines
else they know.
and Veils, concepts I first wrote about in Sex & Sorcery
○ They want to play this particular game as the (2003).
“something,” as opposed to any other game they
could be playing or an activity like watching a ○ Lines are one’s personal limits to content being
movie. in the fiction at all.
If these are happening, then everyone’s responsible to ○ Veils are one’s personal limits to content being
take care of their own fun, and to expect that everyone explicitly depicted, implying that its presence is
else is happy to help with that. Also, it’s everyone’s acceptable as long as it’s narrated and imagined
responsibility to back up how this is getting done less directly.
here, in other words, if someone is clearly unable to I’m even butting into your game myself because I can’t
do this, they have to be faced with fully supported fathom or stand crossing certain Lines in playing
social disapproval. Circle of Hands, so I’m injecting some built-in Lines for
player-characters into the rules, for different reasons
Meg Baker wrote about two ways for a social contract
in each case. It’s called Plot Armor, as follows:
to deal with fictional content which is harsh, confron-
tational, or even transgressive. ○ Infection could easily happen to Circle knights
except that in the stories made through playing
○ No One Gets Hurt is perhaps the more straight-
the game, it happens not to.
forward: personal limits are made explicit in
the beginning, and play includes an overt social ○ Sexual activity is certainly an option for a Circle
acknowledgment that we’ll stay within them, to knight as directed by the player, but the GM
avoid prompting discomfort. Black cards and is not to presume it for purposes of starting a
trigger warnings are mechanics to help express scene, or to depict it without the player initiat-
this social commitment. The point is to stay ing the events.
within the borders of tolerance. ○ Pregnancy does not occur for Circle knights
○ I Will Not Abandon You is scarier. Here, the without the player expressly saying so.
group walks along the borders of tolerance, and ○ Rape does not happen to Circle knights – as
play is expected to respect feelings about them, with infection, it “could” in fictional terms, but
but not to avoid them. My game designs tend to those are not the stories we are making here.
operate in this sphere, including Circle of Hands.

15
CirCle of Hands

1 Chapter 4 includes rules and best practices for work-


ing with Lines during play. Again, the easy point is
reality and humanity. The knights themselves are
people in stress, shaken loose from their moorings of
not gratuitously to cross evident Lines and jump culture and defying a terrifying ideology imposed by
around in others’ trauma zones. The more relevant force. They’re not sure where they’re going or what
point concerns getting close. If it’s No One Gets Hurt, it’s for. There are no guarantees, no imprimateur of
then in-scene depictions stay well within the Lines, being played by a favorite actor, no unswerving moral
so knowing what they are and establishing “beware” code. These people are nothing but what you make
signals are the key. However, for I Will Not Abandon of them.
You, play stalks along those Lines, or perhaps inks/
So let’s not start with good and evil; Amboriyon and
outlines them when we discover where they really are.
Rbaja respectively claim they’re good and evil, but the
For that to work, Veils are the outstanding technique Circle knows that’s mistaken and leads only to horror.
to master. Chapter 4 includes rules toward that end. They – and you – are on a journey to discover the lesser,
messier, impure possibility of the human good and bad.
DISCOVERY
In the absence of cosmic purity, what are those?
Why bother with Veils if you can wall it all off with
pre-play Lines? Why would I have put any of that – The scout points out the scree-covered slope to tra-
torture, rape, wretchedness – in the backdrop at all? I verse down into the hills, indistinguishable from any
have an end in mind, and I think it’s a good one. other, then leaves to return to his mountain village.
Throughout the day, local people join you, replacing
Reality and real people in it are messy, uneasy, desper-
those who’ve reached the limits of their local knowl-
ate, passionate, reflective, and confused. They exult,
edge or time away from home, trading out as they’ve
they feel relief, they suffer in agonies of the body and
done throughout the journey, word traveling ahead.
mind, they cry out. All of us feel so much the same,
think in so many of the same ways, and are born, live, When you arrive at the villages dotting the conver-
and die – those the same, most of all. And yet always gence of several creeks to swell the river, the chief
alone, his or her own person, no other in that place knows of you. You’ll move in for a while, as any travel-
and at that time. ers would, in the age-old exchange of hospitality for
civility, underscored by threat of outlawry and execu-
Whereas Rbaja and Amboriyon are so abstract,
tion. Gebhard joins with the men clearing the rocks
extreme, and inhuman: more than simple color, but
from their recent tumble into the northern village’s
rather the blackest void and the most flawless white.
stream, soon to sit quietly as a guest at the freemen’s
Our paltry colors are mere reflections of the visible
council. Krimhilde, whom they call Baron Falk from
light spectrum, but Rbaja and Amboriyon do not
her emblem, shares word of chieftains’ battles, mar-
absorb or reflect – they are. There is no individuality
riages, and deaths at the longhouse with the others of
of experience. The whole magical war loves the clarity
her station. Old Rudi already disappeared among the
of this Black and this White. Wizards seek its purity.
peasant people, sleeping in their piles of brush and
The Circle defies both, even daring to use them eating who knows what, now invisible. You arrange
opportunistically while refusing to submit. In defy- your seating blankets and pipe at the glade with its
ing opposed poles of purity, they seem like relativists, shrines, ready to speak of what you know to be true.
but they’re actually struggling into a different, richer
Your spears, axes, shields, mail, and Krimhilde’s
framework for moral action.
sword stay in their wagon. Everyone knows they’re
It’s all embedded in the gross, mixed-up mess of there. The time for their use may come.

BEGINNINGS
I wanted monsters and cosmic magic, certainly, but I really wanted human evil and human pain. I wanted combat
that felt like fighting, with fear and desperation just ahead of effective tactics. I wanted damage not merely to tick
down a fuel tank, or even just to penalize, but to hurt. I wanted a knife to be a deadly weapon, as dangerous as a
great-axe in the right time and place. I wanted a reason to fight which made sense to me. I wanted wizards to be
physically tough. I wanted scary, raw, scarring spells that visibly sprayed and spattered. I wanted shocking power-
ful magic that wasn’t limited in multiple stifling directions. I wanted characters to be vivid at the start, but also to be

16
Original Metal

unfinished, to have some- with a well-known fan-


where to go. I wanted in 1990, i wanted Fantasy rOle-playing tasy RPG, typically the
all of us playing to care and it just was nOt happening. most institutionalized
about the characters. D&D, and to inspire
I wanted to get to know the party, experience the audiences with a home-grown fantasy setting – but
events that would become its collective memories, so strongly buy into the assumptions of the play
see its members develop and the whole membership they’re fixing that the mission is subverted. Tons of
change. I wanted to see things happen in adventures, games like this have been published, peaking in the
not because “the GM says if you get the silver widget, late 1990s.
the realm is secure,” but because some player decided
They’re less common now and less heartbreaking
to do something and made it happen. I wanted play-
because digital print doesn’t require you to pay for
ers to decide for themselves whom they wanted to
five thousand copies to set a reasonable price-point.
kill. I wanted awesome cosmic forces in opposition,
D&D-inspired design and publishing has also taken
but characters who were not pawns. I wanted stuff
on several new forms with plenty of creative and
to happen in our very first session, and never to let
publishing savvy, quickly spawning a whole library
up. I wanted to look back on a game with grim pride,
of games about dungeons and elves with not a heart-
remembering moments of breaking-points, fury, trag-
breaker in sight. However, crowdfunding has brought
edy, and shared joy at the table.
its new versions of deadlines, promises, high hopes,
A few influences kept me thinking I could somehow and a big opening outlay of funds.
get this. RPGs like The Fantasy Trip, Fighting Fantasy,
In a dialogue about my essays, Mike Holmes wrote,
or Prince Valiant were out of print or on the fringe,
“Everyone should write a heartbreaker,” which means
but I saw something there which diverged from my
their own heartbreaker, in part to expose and resolve
long experience with the Hero System, GURPS, Role-
personal ambiguities about fantasy role-playing.
master, and BRP. Magic: the Gathering hit me as hard
At the least, it’s a lot of fun. Moreover, in doing so,
as anyone else with the perfect evocation of a setting
knowing what they know now, a person may find its
wracked by color-coded magical war.
heart and bring it whole into a retooled design. Some
Like many role-players, I have a personality disorder of those authors I wrote about hit it right away long
called “Must write games.” My first real efforts came ago, e.g. Kathleen and Joe Williams with Legendary
to about six distinct designs, from 1986 to about 1994, Lives, and some other people have done it right out of
almost all obviously founded on whatever I was Mike’s advice, such as Clinton Dreisbach-Nixon with
playing at the time. Soon after Magic: the Gathering The Shadow of Yesterday and Ralph Mazza with Blood
was released, I wrote one called Gray Magick and Red Sands.
playtested the hell out of it.
The crazy thing is that at the time of writing those
It wasn’t the most ambitious of those various designs essays, I totally forgot this Gray Magick thing of mine,
– that would be “Bullshit-Less Role-playing” or BSL, which almost certainly must be some form of denial.
from a little bit earlier – but it had a lot of passion in I found it much later in a pile of old stuff, actually
it. I thought I’d totally chucked fantasy role-playing while looking for BSL. It totally qualifies as a Fantasy
out the window considering my long history with Heartbreaker and should have been front-and-center
Champions and my disgust with mainstream fantasy in the second essay. Playtesting it again, I was struck
fiction of the time. But I hadn’t. Like so many others by its power, and how easily the heartbreaker-ness
of approximately my age and approximately my pop blazed into what I really want with a bit of loving care.
culture history, I was trying to redeem it by “starting
Now it’s time to take Mike’s advice myself, the way
over,” doing fantasy role-playing “right.”
I failed to do when writing the essays. In my case –
Ten years later, I wrote two essays about this dis- and perhaps yours too – it takes the form of dusting
tinctive branch of RPG publishing called “Fantasy off a manuscript from one’s youth to discover that its
Heartbreakers” and “More Fantasy Heartbreakers” embarrassing features can be forgiven and forgotten,
– you can find them in this book too, with some anno- or may not be such bad ideas after all, and that you
tations. Briefly, they’re about publishing games which can discover that it’s not about the breaking, it’s about
are sincerely intended to solve mechanics associated the heart.

17
Illus. Tony Dowler
Chapter 2i rOn FOlk

THE BACKDROP
This chapter is about the whole tapestry of geography and culture, which means the fictional situations of play
– characters and location – are initially conceived in front of it.
The rundown in Chapter 1 is probably enough for most of the people in play. This chapter is here to clarify and
specify those brief points, if anyone has questions, and especially, for the GM to prepare immediate locations for
ventures, with their geography, inhabitants, and local history. But the situation isn’t simply a lift from the backdrop
with more details. It may be exemplary of the backdrop content, or it may be atypical in some way. And it will have
members of the Circle riding into it, which makes quite a difference indeed.

BACKDROP
SCENES
○ Maps and regions SITUATION
○ A particular spot
○ Ecology ○ Location and time
○ A time of day or night
○ Culture ○ Immediate geography
○ Who’s there
○ History ○ Immediate history
○ What just happened
○ The magical war ○ The people present
○ Actions and responses
○ Cultural details in force
○ Technology ○ Crises and threats
○ The creatures present
○ Values ○ Opportunities
○ The played characters
○ Ethnicities ○ Consequences
○ Creatures

We all want our setting to be solid. But all the map books and reams of texts and representational objects used
during play will not make that happen. Prior to play, backdrop will always be detached and blurred, no matter
how big or detailed it is, which is why this chapter isn’t a gazetteer. It’s here to get the cycle started, to inspire
and provoke character and situation creation, and then we can play. Chapter 3 shows how to use backdrop in an
organized way to get those characters and situations built.
The more we play scenes, the more powerful the situation becomes in the imagination, and as the scenes change
the situation, then the backdrop finally comes into focus, and now, sure enough, we are playing these characters
in this setting. That’s what the rest of the book is about.

THE CRESCENT LAND

THE LAND ITSELF By and large, the Crescent Land enjoys two mild
This is the coast of a crescent-shaped bay, so big that seasons: a long, pleasantly warm, not very humid
it might as well be called a Sea, justified as well by a summer, and a rainy, foggy winter that rarely drops
significant drop-off from a continental shelf. It’s an below freezing for long, but with frosts at night. The
eastern coast, so the inland is to the west. The coast is highlands of Famberge are notably drier on the aver-
mountainous at the innermost curve, with highlands age, but vegetation is lush there due to steady water
to the inland north and lowlands to the direct west supply from the mountains, and winter brings frost
and continuous with the southern coast. The best and light snow cover. On the coast, the tempera-
port is to the south. ture difference between night and day is extremely
19
CirCle of Hands

marked throughout the year. Occasionally, perhaps Literary reference: Zoé Oldenburg’s The World is Not
once every two years, somewhere on the coast is hit by Enough, David Drake’s The Dragon Lord.
a savage oceanic storm. The winter is much harsher
Spurr is mostly coastline including the best natural

2 in the mountain range of Rolke and western Spurr,


including snowdrifts and blocked passes. To the west
of the mountains in Tamaryon, fog and cold ocean air
are blocked, so the temperature is consistently more
harbors with many direct sea-lanes to isolated spots,
as well as the best ship technology in cutters of all
sizes. This has led to many independent small estates
wielding considerable local power, as well as to two
even through the day and night cycle.
or three distinctive cities honeycombing the coastal
The society most closely resembles 11th century cen- cliffs. In these cities, cabals compete over immediate
tral and northern Europe. It’s not medieval: there is no economic decisions, freely combining trade with
feudalism, no manor, no realm, and no monarch. The punitive and destabilizing expeditions, often empow-
regions are merely subcultures; there are no borders. ered by black magic. Rbaja is strong here; powerful
The northern coast and the highlands to its inland wizards and even liches are found ruling towns or
are called Famberge, a hilly, forested area character- consortiums, each one providing its own spin on
ized by small constantly-warring fiefs. The majority blending profit, power, and enchantments. Literary
of the inland map, north to south, is called Tamaryon, reference: many of Karl Edward Wagner’s Kane sto-
a region of rolling hills and winding rivers; it is mainly
ries, especially “Undertow” and “Dark Muse” in the
peasant farms and villages. The comparatively small Night Winds collection.
center of the coastline and the
Rolke (ROLE-keh) is a forested
most mountainous region is
called Rolke, and the southern it’s not medieval: there is mountain land, with a rocky
nO Feudalism, nO FieFdOm, rough coast that nevertheless
coast is called Spurr, maritime
nO realm, and nO mOnarch. includes some maritime com-
and bellicose.
munities. Most communities in
Tamaryon is a plains-and-rivers Rolke formed in geographically
countryside, dotted with farming villages and rare defensible places, with stone-reinforced fortresses
hilltop forts. The culture includes the makings of an and classic walled mountain towns with winding
all-man’s law body of practices, which could sustain streets. The culture is continuous with that of Fam-
a formidable society but for the constant disorganiza- berge, but recently has unified around a young king
tion by white magic. Amboriyon is strong here, with (chief of chiefs), has developed the beginnings of a
the cloud-citadels a common sight overhead. Raid- common law, and fiercely resists intrusions, both
ers from Famberge turn the broad northern reaches ordinary and magical. Many isolated areas experi-
into a constant low-level hell, and river ships from ence problems of adjustment to the new social
Spurr establish further and further centers of power developments, and the rugged mountains harbor
inland, weapons-first. Literary references: Henryk some of the worst monsters in the Crescent Land. The
Sienkiewicz’s With Fire and Sword, Poul Anderson’s coast communities struggle with raids from Spurr,
Hrolf Kraki’s Saga. but in developing ships of their own, some have also
established consistent trade there. Literary reference:
Famberge (fam-BEAR-geh) is a forested land of wind-
Graham Shelby’s The Knights of Dark Renown and The
ing low ridges and lowland swamps, with a soggy
Kings of Vain Intent, specifically the protagonist Lord
coast. It’s ruled in patches as crude fiefdoms, whose
Balian.
nominal rule changes hands through shocking
sudden wars and by assassination. The culture is LOCAL ECOLOGY AND FOOD
constantly wracked by raids, counter-raids, and turf
The culture is primarily agricultural, with some
battles, with no general rule of law – it all depends
shifted emphasis on herding, farming, hunting, and
what the local strongman thinks, and how long he
fishing depending on location. Geography matters
lives. Rbaja and Amboriyon are deadlocked here,
greatly to the style of farming, favoring terraced
so wizards feud constantly, interfering with and
farming on the mountainsides of Rolke, seasonal
manipulating the war culture and contributing to
migration onto the flood plains of Tamaryon, and
the local destruction and misery. The coast is hard to
controlled burns in the forests of Famberge.
settle, although a fishing culture has sprung up, sub-
ject to ruthless trade practices and raids from Spurr.
20
Iron Folk

Food is extremely local; the only food that gets trans- THE PEOPLE
ported more than a few miles from its source are Long ago, the land was inhabited by tribes of people
the cereal grains, wheat and rye, which are eaten in named the Pananthuri, of whom little is remembered.
every imaginable version of mash and bread. Along They were tall and slender, and did not forge iron.
with these, anywhere in the Crescent Land, get Today’s population is descended mostly from people
used to eating plenty of root vegetables like turnips, who migrated into these lands, cleansing or absorb-
burdocks, purple carrots, white parsnips, and huge ing the Pananthuri. Little is left of them besides their
radishes; a veritable ton of beans and cabbage, and genetic contribution and a variety of local practices,
whatever meat is most common locally. Such meat one of which is extensive tattooing in circular pat-
is most often beef (using the term loosely, including terns. The people of today’s Crescent Land, whose
oxen as well as cows), or depending on location could word for themselves is “iron folk,” share a distinctive
be mutton, goat, pork, horse, poultry, dogs in some ethnic look: tall foreheads, high cheekbones, and
places, or any of a variety of game such as deer, hare, sometimes epicanthic folds. They are light-skinned
squirrel, wild birds like pheasant, or boar. Fish and (“white”) which tans quite dark, with straight or wavy
shellfish are obviously the primary meat along the hair ranging from medium brown to very blonde
seacoast. Neither corn (more properly maize) nor with rare redheads, and grey or blue eyes, and high
potatoes are known to the area. Fruit is available cheekbones.
seasonally, mostly berries, with some members of In the intervening centuries, the region has seen
the peach group and various grapes. Salt is a prized plenty of cross-cultural contact with the wider world.
additive and not too easily come by, as is honey which Therefore just as with historical populations, the
is collected from wild bees. “look” is not universal. Skin pigmentation ranging up
One of the customs in the port town of Spurr, crucial to mahogany-brown, eyes brown enough to be black,
for maintaining its population, is to bake bread in and different hair textures can all be found together
huge ovens every night, to be distributed throughout or separately as individual and family variations,
the day in enormous quantities to anyone and among about 15% of the general population. One
everyone who wants it. might meet a light-skinned person
with a thick shock of curly brown
hair, for instance, or a dark-
skinned person with smoky
grey eyes.

Illus. Amos Orion Sterns


21
CirCle of Hands

The present day is an isolated, harsh time, and THEIR WAYS


whatever other empires, routine travel, and cultural SOCIAL RANKING
effervescence may be occurring, they aren’t happen-
Society and its practices are not founded on princi-

2 ing here. Not many people travel into the Crescent


Land, and not many people leave and come back, so
the people of the Crescent Land generally know little
of other places and ways. Some foreign contact does
ples-based law or authority or status, and all power is
local. The social rankings are not designed but rather
emergent, nor are they even quite understood. They
are, however, quite real.
occur, at the far western plains reaches of Tamaryon
and at the farthest maritime reach of the best ships peasants live by minimally skilled labor, or if skilled,
from Spurr, and it is presumably ongoing, but at this inconvenient labor. Wood is gathered, animals are
time, its impact on the Crescent Land itself is inter- herded, fires are kept burning, dung is gathered,
mittent, and foreign-born, foreign-dressed people are semi-frozen fields are broken by plow, slaughtered
unfamiliar to its inhabitants. human bodies are gathered, and no one really
notices that the peasants are doing it. They rarely
This results in the local diversity being far less coded
leave their home communities unless traveling
and significant than one might think, because it’s
with seasonal work or fleeing from violence.
not associated with other places, or correlated with
social rank, economics, or designated subcultures. ○ The terms “villein,” “peon,” and “serf ” do not
Everyone is wearing similar clothes, speaking simi- apply, because members of this social rank are
larly by region, and sharing semiotic values. Calling not tied to a particular plot of land (albeit many
someone “the black man,” perhaps as a nickname for never leave one), nor forced to work, nor consid-
a person known for a notable skill or event, does not ered anyone’s property.
carry an Other tag, but is similar to “the tall” or “fork- ○ A special sort of peasant is the low entertainer,
beard.” The term “minority” in this case is merely who does travel, indeed lives by doing so, but
quantitative, because whatever racism the people of can expect hospitality, lodging, and social treat-
the Crescent Land might harbor, now or in the future, ment as a peasant.
does not apply to their current strong cultural sense Freemen are not above many peasants’ tasks,
of “us.” especially farming, but they exert author-
One of the European playtesters asked me why I ity and make decisions about these tasks, and
wasn’t using the term “Anglo-Saxon,” when so much they organize work efforts and governance,
of the look and feel was obviously based on it. I among themselves if no one else. In groups
explained that first, I didn’t want to identify the Iron freemen can be a considerable social force.
Folk with a single historical source but only to draw ○ Freemen include a significant fighting force, in
from such sources; and second, that the term has numbers if not in organization or general skill.
distinctive meanings in the U.S. which I did not draw A well-established community can muster a
upon and did not want to invoke in readers. militia or be rallied to fight with gentry.
prOFessiOnals in this coin-less society are best
understood as contractors for highly skilled, dif-
ficult, or dangerous work. They are “paid” through
A note to history buffs: as this is a non-feudal society, patronage in terms of living space and privileged
issues of land ownership and rent are either absent conditions, with the understanding that they
or so murky as to be merely local arrangements. It’s might be doing whatever it is for someone else.
a lot more like the 11th century Baltic coasts than
anything else. Therefore “ freeman,” for instance, is gentry enjoy the most material privileges, by
much less contractual than the status by that name definition, as they are the few people in com-
during the 1400s, and the limited status of “serf” munities who do not labor in order to live, and
doesn’t apply at all. I’ve chosen “peasant” as the most whose upbringing focuses primarily on conflict
generic, least economically loaded term. with other gentry. By modern standards, the
difference in quality of life between gentry and
everyone else is slim, but it matters a lot in terms
of infant mortality and personal longevity.

22
Iron Folk

○ Many gentry do not have special titles, only hereditary power is unknown as a social concept,
famous nicknames that sometimes approach but in practice it occurs briefly, mainly when a noted
the quality of a title. The term “baron” is used leader’s children or relative have themselves won
to indicate armed defense of or control over a recognition, and when the name of the older person
territory, including fortresses. is folded into the younger generation, perhaps even
into the community’s identity. Such a lineage tends
Social rank is set by what you do; it’s only hereditary
not to last literally more than two generations, but the
insofar as people learn what to do from their home
names can persist.
communities and family associations – even for
gentry. Although perceived as a fundamental and The concepts of nobility and monarchy are abso-
immutable aspect of one’s identity, and although lutely absent as concept or practice. Language like
it’s certainly consequential in every way, it’s more “lord” doesn’t exist, nor any concept of “gentle birth”
mutable than the stereotype of Dark Ages society. or “good breeding” for humans. The equivalent of
Yes, most people remain in the professions and “sir” merely acknowledges authority for the moment,
social rank in which they were raised and everyone and the most common word for someone with con-
thinks “that’s the way it is,” but as much as 10% of sistent authority is “chief.” “Knight” is a surprisingly
the population shifts social rank from their parents’ generic term that does not even carry the implication
at any given time. of combat, let alone hereditary status. “King” is noth-
ing more than a temporary executive status accorded
The gentry are the most regionally variable rank.
to a chief by other chiefs.
○ In Famberge, “every man’s a chief ” if he or she
can command thugs to terrorize a community CLOTHING AND APPEARANCES
strategically enough to maintain power through Hair and clothing are specific to professions, which
seasons and years. Here, gentry sit at the top of are tightly constrained by social rank. Most men cut
resource extraction. their hair short or bob it beneath the ears, with not
○ In Tamaryon, gentry arise as leaders within much distinction among the social ranks, and trim-
social networks and therefore managers of ming one’s facial hair in various ways is an individual
resources, sometimes shaping collective opin- thing, although shaving one’s face entirely typically
ion via the seasonal moots and sometimes at its indicates skilled work or education. Most women
mercy. wear their hair long and braid or bun it close to the
○ In Spurr, wealth is based on trade-and-raid and head, with very definite social rank indicators.
the management of risk, so gentry emerge as the Everyone wears pretty much the same things in terms
privileged offspring of mercantile success. of basic design, but the fit, the quality of the cloth, the
○ In Rolke, social status was continuous with and extent and material of trim, and other details are fine-
similar to that in Famberge, but given recent grained indicators of relative positions in society. Men
events, it’s now in a ferment of reconstruction; typically wear a sleeved, long-skirted shirt, belted to
gentry are now more defined by allegiance than serve as a kilt or tunic, over an undershirt (singlet)
by privilege. The most extreme example is the and sometimes with a mantle or heavy cloak over it.
Circle itself. Pants are worn for appropriate work such as riding
Continuity of power is constant through networks horses and when the weather turns cold. Fancier
of clan relationships and marriage, but it’s less tied men’s clothes are more robe-like but follow the same
to persons than to situations. Individual respect and design. Women typically wear sleeved dresses with
authority across the social ranks is emergent from low-cut tops, sometimes not even reaching over the
circumstances, whether positive like a shared effort shoulders, always over a blouse or singlet; over-wear
to repel wolves during winter, or negative like the fear such as mantles or cloaks are similar to men’s but may
of starvation and torture. be cut differently as a gender tag.

Gentry status is not synonymous with “family,” as Leather is a primary material: shoe soles, belts, straps,
extended families in the Crescent Land include a hats, reinforcements for work clothing, woven con-
range of social ranks. You don’t get to be gentry just tainers, tarps, and just about anything else you can
because your brother is. As a related point, direct think of. Boiling and hammering yield a wide range
of hardness and stiffness for shaped containers of
23
CirCle of Hands

all kinds – if you fetch water, you’ll bring it back in a those discovered helping him or her are punished. An
bulging bucket made from this. Various applications outlaw is effectively an un-person as far as the social
are seen across most animal-oriented equipment network is concerned; killing an outlaw typically

2 such as yokes and saddles. Thus far, leather has not


been developed into armor.
A common feature of clothing is a circular patch worn
doesn’t bring much social criticism, if any, so some-
times being pronounced outlaw is a tacit invitation
for someone to execute the person.
to one side of the chest, displaying simple symbols Outlawry may seem to be a time-release death sen-
that indicate a bit of information: family, a region, a tence, and it can be, but communities are limited
profession, or anything else similar. It’s not very com- in their reach and few in a far-away village care if
plete and isn’t a snapshot of a person’s whole life, but the new arrival was outlawed somewhere else if he
to people in the same community, it’s a strong orienter. or she is well-behaved here. The convention also
offers a venue for interesting compromises and
The Circle knights all wear such an emblem indi-
room to develop provisions for appeal and reversal,
cating their membership, as well as any other a
sometimes prompting debates that lead to more
particular character wants to retain from his or her
widespread social change.
former life (see Details in Chapter 3).

CRIME AND JUSTICE FREEDOM AND SLAVERY


The culture doesn’t include ownership of or com-
There is no written or even widely-acknowledged
merce in people. The edge of more far-flung human
system of law of any kind in the Crescent Land. Prac-
trafficking shows up in the intermittent contact
tices for privileging acceptable acts and preventing or
with other cultures in Spurr, but no local practices
punishing non-acceptable ones correspond roughly
preserve this status. Most raiding in the Crescent
to the four main regions and are strictly customary,
Land concerns goods, and bringing captive people
used without much reflection but also in force only
home with you is a good way to get killed one day,
in the literal meaning of that phrase.
so thralldom isn’t an acknowledged status. Even if
Some beginnings of common-law have begun in such a captive were to be kept in servitude, and if
Tamaryon via seasonal and emergency moots, in this situation were to be sustained for him or her, no
Spurr via mercantile contracts, and in Rolke via social collar would be involved and no one would assume
upheaval and allegiance to the new king. It’s all still the person’s children would be in the same position.
not much more than proposed modifications for
Since money isn’t especially developed, there are no
custom backed by organized violence. In Famberge,
weregild mechanisms, with their connotations of the
even such talk is no more than a faint hope, as com-
monetary value of a human life.
munities there are characterized by violent feuds,
forced labor, massacres, savage revolts, and famines. None of this speaks to a cultural value favoring “lib-
erty” or the concept of human rights. It’s merely the
The most recognized and punished crimes include
way resources and population are playing out in this
habitual theft, shirking, the passing-off of inferior
place and time.
goods or services, betrayal of kin or clan, and the
various forms of assault including rape and outright MEN AND WOMEN
murder. In many cases, the perpetrator, or person
Gender roles and expectations are deeply entrenched.
presumed so, is simply maimed or murdered by
On the one hand, women own property and the cul-
people who feel injured, and most of the time, the
ture does not prevent a woman from, for example,
“justice” is then acknowledged as finished without
speaking in a public discussion, but on the other, a
further review. When it comes to more organized
daughter’s sexuality is thought to be under her par-
punishment, imprisonment is unheard of. By far the
ents’ control, and a wife’s is thought to be under her
most common social criticism-and-control method
husband’s. In practice, “thought to be” is not always
is ostracism, permitting a person to live and work
true – people are generally pretty good at skating
in the community but with minimal reciprocity and
around presumed barriers to having sex. Sometimes
giving them no effective voice or recognition. The
the outcome of doing so is not problematic, and
most extreme form of ostracism is outlawry, in which
sometimes, perhaps more often, it leads to simmering
a person is cut off from work and social support, and
social strife, punctuated by murder and feuds.
24
Iron Folk

As far as social authority goes, women do in fact bathe nude in the same river, perhaps in sight of one
wield power all over the Crescent Land, but in two another, but not at the exact same spot, and with a
ways: (i) being the brains and force alongside a “face” different point at the shore for each group.
husband, and (ii) through remarkable personal force,
In pre-modern culture, “tolerance” doesn’t mean
usually participating in armed combat. Both ways
friendly acknowledgment, access to power, and cur-
work, and neither is actually exceptional, but they
tailment of prejudice. It means not being slaughtered
are typically perceived as individual cases, i.e., more
or outlawed. In that sense, the culture is pretty tolerant
exceptional than they really are.
of minority gender identities and sexual preferences,
At first glance, the culture of the Crescent Land seems as there is no such thing as a region-wide hunt for
prudish. Women cover their hair and wear full- people with same-sex preference, nor routine abuse
length dresses, men do not strut about bare-chested. or social censure on that or any similar basis. Given
The body is almost never exposed, except during enough social clout on a professional and community
work in hot conditions. However, it is not a puritan basis, a person may well conduct their sex life as they
culture, merely modest. Sexual matters are not topics wish. But there aren’t any terms or social mechanisms
of shame but reserved for specific situations. for helping anyone cope or even talk about their feel-
ings either, nor any relaxed expectations regarding
A woman typically covers up thoroughly when
childbirth, fighting, or gender-tagged work. People
dressed and reserves nudity for privacy, but if she
who defy those expectations need to back up their
were nude or partially so in ordinary events, like
choices with charisma, community respect, and
changing clothes, and someone walked in acciden-
potential violence no matter what their motivations
tally, she wouldn’t scream or feel ashamed. A man
may be, and the lives of those who cannot do this are
changing his clothes doesn’t care whether others are
unhappy and short.
in the room or not, but he’ll turn away and every-
one else will happen not to look in that direction. FAMILY
Similarly, certain public actions are considered not
The most visible component of family is marriage and
“really” naked or immodest. Women and men who
children. However, the term and concept of “family”
would never fail to stay covered when dressed also
is wider than the single-couple marriage unit; it refers

Illus. Rachel Kahn


25
CirCle of Hands

to an extended network of cousins and other marriag- twelve, everyone has worked, everyone has fought in
es well past the range of genetics. Personal surnames some way, everyone has seen at least one bad winter
typically refer to this network and one marries into and one dry summer, everyone has seen family and

2 it as much as or more than marrying that particular


person. The constellation of social ranks and pro-
fessions within it is practically a community of its
own, itself networked with other such groups. When
friends die, and everyone fears illness. Everyone
knows his or her life is a bit luckier than the kid who
was kicked by a horse, or the infant who couldn’t
keep her milk down, or the nicest guy in the village
this extended family become widely-known for any who broke his ankle and didn’t make it back from the
reason, positive or negative, it’s called a clan. woods that night – and everyone holds onto life both
fanatically and fatalistically.
So marriage isn’t the unit, nor is it an expression of
a special emotional relationship. It’s a feature within
Everyone knows how babies are made, and everyone
this larger, more significant unit. Not everyone mar- has made hard choices about that – or been overtaken
ries or has kids, but everyone belongs to an extended by it – by about age fifteen. Remember that when you
family and probably to a clan. role-play any character. He or
she made knowledgeable and
Childbirth is both constant
let me tell yOu a Bit mOre aBOut likely desperate life-decisions
and special throughout childhOOd in the crescent land. about sex, marriage, and birth
everyone’s lives. Most women there are nO innOcents here. which in our culture are often
become pregnant and given a
delayed to the mid-thirties.
stable community and some
luck regarding illness and scarcity, many may deliver This is why kin ties become fanatical, whether posi-
up to ten or eleven children. Most of the women of the tive or negative.
Crescent Land are sturdy and healthy – after all, they
Although the death-rate doubles after about age
are still alive – and no one grows up naïve, to be taken
forty, a few people every generation make it to sixty
by labor unexpectedly and without first-hand, eyewit-
and beyond. If a person is hale enough to get that far,
ness experience. Midwifery is not a specific profession
barring accidents, he or more likely she may well last
or even considered a ritualized or special role; the
into the eighties, getting only thinner, tougher, and
skills are readily available across most adult women
smarter with every year, and dying after a very brief
– much like butchery, farming, and making clothing.
decline. However, if and when an older person suc-
The risks are real: there is no anesthetic, no good way
cumbs to senility or to injuries that make him or her
to staunch hemorrhage, no well-understood practices
feeble, ruthless customs set in which slightly reduce
for helping infants born at risk. Tragedy always awaits
his or her care, warmth, and other necessities. It’s not
labor, and of those ten or eleven, perhaps seven will
outright deprivation, and people might not fully know
live to adulthood. But the bodies, will, and commu-
that they’re doing it, but it’s effectively euthanasia.
nity are there, and such tragedy doesn’t occur unless
it cannot be stopped. MONEY AND WEALTH
At first glance, children are locked into social ranks Money barely exists. Food, clothing, shelter, and all
and professions, and that’s true in terms of high per- the basics of life are produced and exchanged in a way
centages, but the exceptions are consistent: peasant that’s difficult for modern people to understand. It’s
children may be adopted into other ranks, gentry not “barter” in the sense that three chickens equals
children typically become professionals with gentry- a pig equals half a goat, nor is it communitarian in
style combat training, and freeman children stay an organized or fairness-oriented sense. Everyone’s
close to their home power structure but are some- living and working and using the stuff that results as
times mentored up to professional status. Children a matter of relationships and proximity.
of the wealthiest families are frequently sent to live
It sounds pretty nice in some ways. If you’re part of
with kin or allies away from home, creating a system
a network of villages, you’re going to be busy doing
of acquaintances and marriages that doesn’t exist for
daily work, you’ll have a place to live and food to
other social ranks.
eat, and people will enjoy your company and share
Let me tell you a bit more about childhood in the opinions with you. Given some stability in the area,
Crescent Land. There are no innocents here. By age leaders and organizers spread around opportunities

26
Iron Folk

and exchange of all kinds. Given some resources merce. High quality of this kind arises from some
and some skilled labor available, merchants, priests, combination of workmanship, durability, or cultural
entertainers, and artisans can be supported and pro- history, even for things which are not made of any-
vide a stimulating environment. thing special.
However, no one is making sure that everything, or Some few metals are considered inherently valuable
even anything, is fair. At any given moment, some do aside from their utility, being both attractive and
well out of the current array of work and goods, and hard to get. Copper alloy is a common metal, but
some are getting screwed. smelting nearly-pure copper from it is skilled work
with low yield. Silver can be smelted from lead ore,
Furthermore, the culture has little if any infrastruc-
which is rarer, and the technology to extract it from
ture to deal with disproportionate hardships. Hard
silver-copper ore isn’t known. Gold or rather elec-
times hit due to droughts, hard winters, occasional
trum (silver-gold ore) is available from panning and
disease, and human strife, turning a once-thriving
sluice-boxes, which is hard labor with absurdly low
village community destitute, and for many there is
yield, and its gold content is a matter of luck, as the
no recourse besides finding somewhere else to live.
technology for extracting pure gold isn’t known.
For a population with minimal geography and few
skills aside from their previous way of life, this goes Worked items in these metals are very precious, the
poorly, and die-offs of over half the original commu- more so once they’ve acquired cultural associations
nity aren’t unusual. Less drastic hard times are still with persons, events, and agreements. The most
pretty bad, with losses of up to half the very young valuable are about the only thing in the culture that
and all of the very old. can serve as abstract currency outside of mercantile
agreements.
People deeply feel their ownership of land, resources,
social circumstances, and items, but it’s personal and The only things which resemble coins aren’t dispos-
social, not legal. The only real recourse against one’s able currency at all. They’re big credit tokens used
stuff being taken away is the community buy-in that by the wealthy in Spurr, made of copper or brass.
it belongs where it is. That serves adequately most of Culturally they are similar to wax seals on a contract,
the time, but as with so many things, it can be overrid- accepted as tokens of investment passed around
den with greater force. The distinction between “he among specific people who know one another’s repu-
stole it” and “times change” is very much a matter of tations, and rarely made. Having one without being
social power and implicit threat. these people or their known associates is regarded
as theft, and it wouldn’t do you any good anyway,
Since wealth is real but money is not, high-quality
because such things are not used in general exchange,
utility items take on an intermediate, money-like role
and they’re absolutely worthless to anyone else.
for display and significant gift-giving, but not com-

SPIRITUALITY
Religion as such isn’t very institutionalized and is generally disconnected from overt social power. The culture
shares a common or at least baseline array of practices, including a number of fixed phrases and some common
symbology, but in any given place, it’s always couched in local history and geography. The idea of standardizing
doctrine hasn’t occurred to anyone, and there is definitely no “book” beyond a few disconnected writings that
few have ever seen. The rites are typically simple and include the display and a bit of wasting of whatever local
resource is most abundant.
The common doctrine is similar to textual Buddhism: life is grim and nothing protects you from pain, the best one
can do is develop practical ethics and arrive at a heartfelt, personal decency. It is not particularly metaphysical,
although it includes many symbolic details regarding spiritual things. It’s also not ecstatic and doesn’t concern
contacting the divine or anything like it. When all is said and done, it’s pretty boring in whiz-bang miracle or
spectacle. Instead it’s all about being decent and steadfast right here in the real world with real people.
Here and there, and everywhere a little bit, in the course of time, local customs and spiritual standards get fac-
tored into the practices, sometimes with startling results, simply because the people there know “that’s how
it is” and don’t give a hoot about whether the widespread, common-baseline doctrine is consistent with their
goat-sacrificing or their gentry-get-married-naked rite.
27
CirCle of Hands

At this level, people handle the dead and get married scholars and some scholars like to collect the sayings
and all that stuff according to the religious rites as of priests, so there’s an extensive library or at least
they know them, but not necessarily with a special assortment of available text to discover. No one has

2 professional to officiate. The oldest family member


or local chief can do that.
Priests, as the word is used, are not set-off sharply
yet tried to compile a definitive, let alone authorita-
tive summary in text form.
At first glance, it’s a loser’s creed: suffer, keep your
from most of society, but rather are those individuals chin up, and don’t make waves. Perceiving it as such
who counsel others effectively using this doctrine. is probably why wizards don’t dedicate themselves to
They’re not “priests” in the sense of a representative annihilating priests in the first place. Under the sur-
of institutional power, but in the sense of intense, face, though, the religion serves as a social connector
demonstrated practice. The terms sage, imam, and and as a language for steadfastness, the ability to
evangelist all apply fairly well, because their indis- endure overt abuse while developing and maintain-
pensable skill is nothing more than dialogue. ing practical power.
A priest doesn’t act or dress differently from most What form that steadfastness is supposed to take
people, most of the time. There aren’t any taboo varies all along the spectrum between submission
activities for them, or kept away from them. He or she and defiance, and priests tend not to get along very
certainly wears an emblem denoting this expectation well specifically due to disagreements about this
or reputation, and the religious iconography commu- issue. They are, however, sometimes quite effective
nicates a lot per emblem. In an official conversation in mobilizing communities toward their preferred
(“gathering,” “service,” “ritual”), he or she wears a strategy, as the differences among abstract discussion,
special hat. They are also notable for preparing resin- personal counseling, and political organizing are very
ous extract from cannabis, smoked in rituals with a blurry in practice.
distinctive long pipe.
Due to the regional differences in prevalence and
So visually at first glance, a priest is not much to talk situation for the sides of the magical war, the social
about except for the emblem, but his or her profes- positions and goals of priests tend to vary accordingly.
sion becomes swiftly clear in dialogue as it turns to
○ Priests in Famberge span the full range from
expert application of doctrine and ethics, and then in
being complicit with powerful, abusive gentry,
practice, out comes the hash pipe and the hat.
keeping the lid on social pushback by telling
They either travel a lot or become deeply rooted in a people their lot is to suffer and be steadfast
community because other people really like talking without doing anything; to vocal organizers
with them about certain principles, to the extent that across villages and rallying peasantry as well as
communities use these dialogues as an important freemen. The latter make great martyrs.
foundation for doing something specific. What they ○ Priests in Tamaryon are solid social organiz-
say varies in precise moral content, but always takes ers, also often in tandem with chiefs’ power
the discussion seriously and brings a lot of tradition network, as they are likely kin, and many of
and interpretation into review. A person who does the priests are also martial fighters in their
this well is almost always granted hospitality and own right, typically defiant of and targeted by
respect, and in leading social rites, he or she creates a Amboriyon. However, religious practice is all
special legacy of community satisfaction. too easily suborned by it too, and the priests are
That’s why religion is not very centralized; the clos- as vulnerable as anyone else.
est would be some famous teaching centers, usually ○ Priests in Spurr include a dedicated body of
because someone well-respected lived there and has scholars as well as a network of older women
left behind a community legacy which keeps up the across the countryside, who exert an increasing
discussion and practices and welcomes visitors. high-pressure, low-profile push against the lich-
centric mercantile powers of the region. They
Priestly, educated doctrine is deeper and more explic-
are particularly intolerant of magic from any
it about both Rbaja and Amboriyon, calling out both
source.
as direct threats, and urging observants to avoid both
their uses and their dangers. Some priests are also ○ Priests in Rolke face the first major heresy
conflict in the Crescent Land, as many support
28
Iron Folk

the Circle and its use of both black and white ○ In Famberge, complete cremation, usually
magic, and just as many abominate the practice requiring a full day and night of intense heat
as double the danger. and flame in a special stone kiln

HANDLING THE DEAD ○ In Tamaryon, mound burial


Constant death doesn’t harden people against it, but ○ In mountainous inland Rolke, hammock/expo-
rather results in deeply felt and pragmatic rituals. sure, then interment
Unless circumstances are so harsh as to prevent it, ○ In coastal Rolke and Spurr, weighted burial well
proper handling of corpses is considered one of the out to sea
top moral obligations in Iron Folk culture. The more Deaths are remembered with formal markers and
settled the community, the more elaborate the prac- records, and artistic commemoration. Priests are
tices become among community, clan, and kin. expected to be expert at local customs for this and
In line with the “soft,” or non-explicit religious culture, may have elaborated them personally or even invent-
the person’s identity and social ties are acknowledged ed them
and celebrated in funeral rites, themselves a mix of
local spiritual practice and more general religious TECHNOLOGY
doctrine. A distinctive mode of singing is heard at People live in villages, not towns in any sense we
these rites, usually beginning spontaneously but nev- think of them, and not cities. A village’s permanent
ertheless expected by and including all participants. population ranges from about 100 to about 500
The body may or may not displayed during the funer- people. Villages aren’t isolated, but are found dot-
al, depending on the location and circumstances. ting a geographical region with a common ecological
resource base; people work fields, haul goods, or herd
In all cases, the body is dismembered at the knees, animals among all of them. Such a community typi-
elbows, and neck, or those joints are shattered with cally features 2000-2500 people, and its practices and
blows. This is not considered disgusting or taboo, government are locally distinctive and named.
merely “what must be done,” and the person who
does it in a given instance has no special status. The The only true town in the Crescent Land is Spurr, the
unspoken practical side of this custom is to keep the port community in the region of that name, where
body from being raised as undead, and as a corollary, over 10,000 people live if you include all its outlying
a body not treated in this way is an object of intense villages and areas.
disapproval bordering on horror – effectively, it’s No system of roads runs through the Crescent land,
desecrated. After this procedure, the body is either and within a region, usable roads emerge mainly
buried at a special community site or partly cremated through use; civic road work is strictly a matter of
there. Complete cremation is actually quite difficult, local effort to shore up an embankment or maintain
so cremation of this sort typically leaves major muscle a bridge. Long-distance travel therefore includes
masses, close-packed viscera, and dense bones intact, extensive stretches on tracks barely distinguishable
which are then buried. Markers of this disposal are from the area they pass through, and sparsely-inhab-
not kept at the location but rather with family and ited areas are traversed only through trails or “ways”
larger social groups. A large community has a death- which are known only to locals.
lodge in which specialized records are kept in an
elaborate display. Farming is the core of human sustenance, from little
plots next to huts to common fields worked by most
All rites serve to organize and strengthen clan and of the able-bodied inhabitants. Herds of meat and
community identities. With a priest presiding, death draft animals are also universal, with many of the
rites become significant covert statement about the former being wild deer and elk, followed rather than
magical war, with special attention to denying the herded. Arriving at a community, one does well to
possibility of undead status. Communities without walk straight into whatever threshing or planting is
priests often welcome traveling priests to consecrate going on and to lend a hand, to be asked questions
all the deaths since the last such visit. only later, around the hearth-fire. Everyone helps
When a person of considerable reputation or a farm a bit, although those who do nothing else,
member of the gentry dies, special disposal is mer- without leadership or individually-recognized skill,
ited, varying greatly by region.
29
CirCle of Hands

are thought of as little better than draft animals it, stacking it; chipping tinder, making charcoal,
themselves. laying aside promising pieces for construction and
tools …
The people live in cottages, gather in longhouses, and

2 sometimes hold multi-community negotiations in


special halls. Of the powerful, the warlike build forts,
typically a wooden palisade on a hilltop or an altered
Light is primarily a matter of daylight. Although
blowing glass is a known art, it’s mostly for jewelry –
windowpanes and casings for lamps are not present.
and stone-reinforced cliff-face. They serve as meeting Therefore lamps are not much more than a long-
venues, temporary refuges, and for battened-down burning candle set in oil. The most sophisticated are
defense, but are not necessarily where people live or wheel-made clay oil lamps, open at the top but with
of much interest at peaceful times. a rolled, almost closed spout for the wick – a lot like
a modern gravy boat. Poorer folk use cruder, hand-
A modern visitor to the Crescent Land would be
made simple saucers with one or more pinches to
struck by the time and effort expended regarding fire
hold wicks. Once the sun goes down, most industri-
and heat. The defining feature of a home, rather than
ous activity ceases across the strata of society.
a hut or wretched warren, is the hearth, built of stone
and featuring a chimney – even if it’s hardly bigger HEALTH
than a modern oven, it’s there. Bigger building like
Fortunately, this is not a disease-ridden culture; in
longhouses and halls are only functional insofar as
this, at least, the Crescent Land’s current isolation is a
their hearths burn wood, at multiple points in the
blessing. Cholera, typhus, and plague are unknown, as
building. Hearth fires are kept going all day, every day,
are gonorrhea and syphilis. The most well-known and
all year long; in hot weather they may be no more
feared disease is smallpox, but the ecology does not
than charcoal embers, but they don’t go out. Constant
support reservoir populations so it does not reach epi-
tasks concern wood: gathering it, carting it, chopping

30 Illus. Amos Orion Sterns


Iron Folk

demic levels. Influenza hits seasonally and is a known tresses of Rolke, but the technology necessary for
infant-killer, but given low contact with other cultures, architectural quality is not currently in practice.
is not as virulent as observed in the modern day. Some cruder brick firing for small structures is found
where lime-heavy, sandy clay can be worked directly
Isolation is the population’s sole defense. There
from deposits, mainly in Tamaryon.
is no germ theory of disease, and no knowledge of
microbes at all. Boiling for disinfection is unknown. Purer clay is a common handiwork material for all
People have a practical if clumsy understanding sorts of vessels and minor objects of art. It’s also
of contagion, and a general aversion to decay or to used for architecture and boundary-walls where it’s
fouled water, so pragmatic sanitation measures are common and of the right composition, also in the
strongly felt and observed; they don’t “live in shit” river-plains of Tamaryon.
or go about caked with mud. But they are helpless
against undetectable or intermittent sources of infec- METAL
tion, and genuine water management is a matter of This is an Iron Age land, and its primary metallurgy
local geography and luck. is iron smelting in thick stone furnaces, either ver-
tical or horizontal, called bloomeries. A bloomery
Although populations typically aren’t devastated
typically looks like a thick hollow pillar made of
by pestilence, personal tragedy is common. Child
stones, about four feet high, open at the top and with
mortality doubles at the very least during flu sea-
an opening near its foot. Its lowest level is full of hot
sons, especially for those under a year old. A family
coals so it’s incredibly hot, belching smoke, and you
without at least one such event in its recent history is
stick a shovel full of iron ore or ingots into the lower
deemed lucky indeed.
opening. Another opening permits fresh air to be
When a spate of influenza or smallpox does hit a blown onto the coals using a bellows.
community, then the only effective policy against it
The technique is almost, but not quite, to melt the
is quarantine, which is best understood as building a
iron ore or pig iron, running red-hot slag out of the
fence around a community, posting sentries around
sides and producing a spongy mass of iron and slag
it, and killing anyone who tries to come out.
(the “bloom”) from what’s left. Doing it repeatedly
Folk remedies and various herbs like fennel or garlic produces varying percentages of each, toward the end
have no health-aiding properties, nor is alcohol a of whatever item is planned, and the still-hot bloom is
bactericide. There aren’t really any physicians in the then hammered into whatever shape is desired, often
modern or even pre-modern sense. Herbalists are a bar for later re-heating and shaping. The resulting
good at brewing one thing though, and their most object is called wrought iron, the common specialty
common and arguably admirable care of the griev- metal of the Crescent Land. It’s used for mail, cone
ously sick and injured is rarely acknowledged for helms, arrowheads, bolt-heads, knives, spear-points,
what it really is: euthanasia, including family coun- most axe-heads, the chained mace, knives, and plenty
seling during the process. of pieces of equipment used widely throughout the
society. Iron ore and pig iron ingots are a fundamen-
MATERIALS tally valuable good, produced in large amounts where
Architecture is almost entirely wooden, roofed with ore can be acquired and carted all over, and the smith
thatch over a timber frame, and for larger buildings, a with his bloomery is one of the fixtures of society.
stone foundation and lower framework for the walls.
Steel production is in an early stage, by carburiza-
Gathering stone from local cliff faces and quarries is
tion: heating shaped wrought-iron pieces in charcoal,
an ongoing social task, for local use. Rarely, impressive
then quenching them in water, which turns the outer
taller walls or towers are made using stones embed-
layers into steel. It’s the single most valued metal.
ded in cement, but new work of this kind hasn’t been
For weapons, swords are carburized steel, as are the
undertaken for generations, and the architectural
frames for spangenhelm and some great-axe heads.
skill for it is scattered at best. Fortresses do include
In many cases, especially for swords, the wrought
underground cellars, but they’re not dungeons in the
iron was also specially produced by folding while
prison sense, merely storage space.
shaping the item. A very few other specialty tools
Brickwork can be seen in the older buildings and are produced this way, each one prized by its owner
walls of Spurr, and in some of the mountain for- above all other possessions.
31
CirCle of Hands

Undeveloped technologies include water-powered herding cattle isn’t possible and animal labor is more
foundries, the crucible technique, and whatever costly than it’s worth. Goats are herded and milked in
sophistications produced Wootz or Damascus steel. similar places, to a lesser extent.

2 Cast iron is only beginning to be developed in Rolke,


and is many steps short of decarburized steel, which is
melting cast iron and wrought iron together to get steel.
By modern standards, the horse of the Crescent
Land is small, only about thirteen hands high, and
not very personable, forming few relationships with
The other main smelted and worked metal of the humans aside from work and food. They aren’t bred
Crescent Land is copper alloy. If the combined metal scientifically enough to yield “breeds” in the modern
is mostly tin, then it’s bronze or pewter. Since tin isn’t sense either, so differences among named types are
native to the area and has not been imported in at mainly a matter of treatment. Most of them are haul-
least a century, the only bronze or pewter work comes ers, plowers, and pack animals, trained to the horse
from preserved and re-purposed items, mostly in collar and not otherwise utilized or ridden. The giant
Spurr. Much more common is copper-zinc alloy, or plowhorse, destrier, or any horse bred for size and/or
brass, specifically calamine brass, which is smelted trained to fight in tandem with a rider are unknown
in a bloomery straight from calamine ore. Getting in the Crescent Land.
this stuff is the only dedicated mining in the culture
The most common riding horse is the rouncey, which
and doesn’t amount to much more than digging a lot.
is the same animal as the work horses but trained
Every ore deposit has its own characteristic percent-
to the saddle. Rounceys receiving special training
ages. The more copper, the more malleable it is and
for easy riding are called jennets, denoting a quiet
can be worked cold; the less, the more brittle and cast
disposition, and palfreys, which are trained to a
with heat. Brass isn’t suitable for weapons and armor
smooth-stepping gait by and for the wealthy.
but is used for various tools and fittings best suited to
its qualities based on the nearby ore. A rouncey accustomed to human combat is called a
hobby. Hobbies are typically big (by regional stan-
ANIMALS dards, still not much), fast, and agile. They do not
Domesticated and semi-domesticated animals are fight human opponents aside from reflexive kicking
everywhere, integral to human life and culture in the and biting, which is not part of their intended use.
Crescent Land. They are valued highly as resources Instead, they are trained to keep to a walk or canter
for work, for products, and for meat, but not as indi- as directed while the rider shoots arrows, not to bolt
viduals, so animal care is real but entirely pragmatic. while a rider fights with a sword or axe, and to stay
Objectively speaking, outright abuse of animals is on course for a mounted charge. It’s hard to manage
rare and considered disturbing, but common use isn’t a powerful, spook-prone animal while fighting, and
aimed at their long-term survival or comfort beyond the skill is consistently found only among gentry and
maintaining their utility. Some are treated humanely those few with similar training.
and individually, but any animal which no longer Hobbies are most common and best-trained in Fam-
serves its human-centric purpose might be killed berge, and any horse from this region is generally
without question. assumed to be meaner than ordinary, with some justi-
On the other hand, the culture includes very little fication. It’s also where dedicated breeding programs
illusions about animal behavior and people are rarely for horses and other animals are most developed.
kicked, clawed, or bitten due to projecting human Riding technology includes the solid-tree leather
intentions and attitudes onto their interactions. An saddle, stirrups, and short spurs with rounded
outdoorsman, farmer, or gentry of the Crescent Land rowels, used for signaling rather than goading. The
is probably better at it than many modern animal high canted seat associated with dedicated for cavalry
handlers. use has not been invented. There is no silliness about
Oxen and cattle are the universal work and food ani- riding side-saddle nor any other gender-based issue
mals, found everywhere in a bewildering variety of concerning horses. Women put on trousers and ride
accidentally-distinctive local colors and sizes. Sheep like everyone else.
are generally easier to tend, but they’re also useless Donkeys are a common peasant animal, and where
for work and prone to sudden die-offs, so they’re you have donkeys and horses, you get some mules.
more common in rugged mountain areas where
32
Iron Folk

Every so often, especially among social ranks and through selective breeding, especially dogs in Fam-
professions with some leisure time, people adopt berge and hawks in Rolke – and, a little oddly as far as
local animals as pets, especially dogs and hawks. everyone else is concerned, snakes in Spurr. Cats are
Typically the animals never quite lose their working a rare animal in the Crescent Land and most people
status, but they come to be physically and socially have never seen one, but here and there they can be
more attuned to people and their quasi-family status found as semi-wild farm animals and occasional pets.

Illus. Phillip Simpson


33
CirCle of Hands

NARCOTICS AND Land is educated in the sense of being taught skills


PSYCHOACTIVE SUBSTANCES through experience and local mentorship, whether for
No human culture has lacked its drugs and alcohol. smithing or plowing or any task you can think of. What

2 Every edible grain and fruit yields its well-known


fermentable magic throughout the land in a thou-
sand locally-infused varieties, and local beer and
they don’t have are schools or even less a school system.
Modern concepts of writing and literacy don’t apply
well to the culture. Almost no one in the Crescent
mead are produced so widely and constantly that a Land is able to read in the sense that you and I think
community without them easily available would be of it, composing whatever they feel like saying and
a strange place indeed. The most distilled spirit is knowing that almost anyone else would be able
similar to flavored vodka, or akvavit, or schnapps, and to understand it. However, everyone is extremely
producing it is a prized specialty skill. well-versed in the symbols and the mode of writing/
Smoking is practiced by burning the desired dried marking that’s specific to their professions, both
plants in a bowl over a low flame in an enclosed space, quantitative and verbal. Such information technol-
and rare specialty devices that bubble the smoke up ogy is highly specialized, including physical objects
through water are greatly admired. The hookah has like tally cuts on dowel rods, any number of devices
not been invented, so inhaling remains more about which function similarly to an abacus, woven rug-like
the room than about sucking it directly from the hangings or scrolls with a sophisticated vocabulary
flame. Pipe smoking is an available technology, but of patterns and ties, or even stacked stones for farm-
typically reserved for religious observance. ers tracking which fields are being used this year, and
what yields they produced in past seasons. I know
Many common herbs are smoked because they this sounds weird, but bone is a great surface for ink,
smell good, but without narcotic effects. Tobacco and a nice dry scapula from something like a wracker
is unknown. The preferred substance is cannabis, is a standard means of record-keeping in some places.
which grows in most areas of the Crescent Land A merchant is notable in understanding multiple
but since it’s not native and doesn’t thrive too well, professions’ methods of this kind, and in knowing
produces low and inconsistent yields. It is therefore where many variants are from.
utilized socially and in small amounts. By modern
standards it’s also not very strong. Priests sieve it to Scholarship is a relatively isolated profession, in
isolate the resinous parts, then press those into cakes terms of connections with other aspects of the society.
to smoke in their pipes. Such a person has been mentored separately to some
extent, whether born to it, as the child of scholars for
Since resin is not easily acquired and used in such instance, or a bookish gentry child whose parents
specific rituals, addiction to it isn’t common … or to valued a teacher enough to make a home for him or
put it less politely, if a priest is addicted, who could her, or being a child whose dialogue impressed a trav-
tell? The primary addiction of the culture is alcohol, eler one day. Upon some achievement, the student is
and in Rolke, to red pode exudate. Both of these now aware of and connected to a larger, scattershot
include a broad range of function, and high-function community across the Crescent Land. Couriers with
alcoholism is unfortunately pretty common. letters and translations and drafts of essays may well
The culture has little room for those who don’t pull be traveling around, from one scholar to another, all
their weight in some way, and the most common the time.
social solution to severe addiction isn’t exactly Scholars write and read more in the sense we under-
humanitarian: simply to reduce and ultimately to stand and have their own characteristic technology.
deny the ordinary helping upon which every person Paper is unknown in the Crescent Land, and the
in the Crescent Land relies. This results in miser- closest equivalents are made from animal skin, i.e.,
able circumstances for the addict and for whoever parchment, and the most prized version from calf-
depends on him or her, and in most cases, eventually skin, called vellum. Sheets are rarely bound flat and
to his or her death by exposure. are most commonly prepared as single-sheet scrolls.
Textual integrity is not observed too carefully, and
WRITING AND RECORDS
many parchment sheets are used as palimpsest, as
No institutionalized or expected standard for educa- old text is scraped off to make way for new.
tion exists. Obviously every person in the Crescent

34
Iron Folk

The term “book” means a collection of related docu- Hide-headed drums are the single most common
ments in a case or set of matching cases, but codex instrument, used for many social practices including
binding using sewn-in pages is unknown. The most group labor, signaling, village alarms, and more, of
sophisticated version is a sheaf of parchment or which entertainment or dancing is just one. The ones
vellum pages folded into a well-made protective case made for dancing and for leading sing-alongs are
made from wooden boards or boiled leather, pressed made in all sorts of shapes and sizes, often with dis-
very flat using straps and buckles. It’s a rather large, tinctive local craftwork. They’re really loud and the
hefty thing, not easily portable, that you keep on a rhythms wouldn’t be out of place in 1970s funk-rock.
table or a lectern. It’s certainly a prized possession. If
Dancing is almost always simple: step-step stomp,
you own one and aren’t a scholar, then scholars know
turn, often organized in groups rather than couples,
who you are and will make themselves as useful to
a lot like modern contra dancing. It features all kinds
you as they can.
of regional variations as well as definite distinctions
MUSIC by occasion and by social rank. Most people in the
culture are good at it.
Singing is part of life, and only some of it is entertain-
ment or leisure. Planting and harvest time bring lots of Pipes and flutes are made from bone and wood,
harmonic work singing among the freemen and peas- often loud and piercing. Panpipes and ocarinas
ants, and a variety of similar if simpler chants or group are common personal instruments, and give rise to
singing can be found across many professions. A lot widely known, surprisingly nice, often brisk tunes,
of it is merely call-and-response, but some is similar which are constantly invented, revised, repurposed
to historical plainsong and plainchant: soaring held with new lyrics, and refined.
notes over a repeated ten or twelve-bar rhythmic arc. There are no lutes, which means no ballads, and no
Horns are also common tools, made from animal lyra or rebec. Nor are there any reed instruments, so
horn, wood, clay, or light metal, shaped straight or none of that medieval tweedle-twee recorder stuff
curling, with no valves or stops. They’re used mainly either.
ceremonially, usually for gentry functions, but hardly Low entertainers make their way through life by lead-
ever in music. ing enjoyable group fun. They aren’t jesters and don’t

Illus. Rachel Kahn


35
CirCle of Hands

wear kooky clothing or costumes. They typically set up on their own in a public area, without a stage or special
props, and just get going, aware of what time of day will be most appreciated by the people there. A performance
includes loud rhythm instruments like drums and pipes and funny things like ocarinas, little skits with frequent
belch and fart noises, juggling, and some ground-level acrobatics. As with all service providers in the culture,

2 “pay” comes in the form of food and shelter for a fortnight or even a season, socializing, and not being killed.
High entertainers are analogous to the historical skald or scop: essentially poets with musical accompaniment
with their own system of standards and education, living in wealthy households permanently or seasonally.
Typically they chant and play in alternation, with the material including complex themes, rhymes and content
spanning riddles, legendry, and politics. The main tradition is not literate outside its own symbology and doesn’t
overlap much with scholarship, although certainly some scholar somewhere is doing his or her best to get as much
of this material written down as possible.
High entertainers typically use portable harps and lyres. Foreign instruments equivalent to the oud and zither
are sometimes seen and heard, although they are not manufactured nor their techniques taught in the Crescent
Land by more than a handful of people.

there is nOwhere peaceFul in the crescent land, nOt FOr lOng.

VIOLENCE occasional rise of a charismatic warchief who


THE SOCIAL CONTEXT FOR FIGHTING tries to extend some economic organization
across broad areas.
Raiding and other offensive violent efforts focus on
scattering people, seizing goods, and destroying habita- ○ Until recently, Rolke was much like Famberge
tions and habitat – it’s not really about warriors meeting compounded by frighteningly intense magical
one other to determine victory or defeat. There are no strife, but is now in the aftermath of a civil war
“armies” in the Crescent Land. Able-bodied people in which has left many surprisingly functional,
a community organize themselves for raids, defense, newly-organized communities in its wake. This
or feuds, gentry rally local freemen to raid and fight does include local pockets of surviving older
one another, and some people effectively live by being gentry who maintain their position with iron
available to fight for someone who provides lodging force, and emergent armed groups who see
and food, in bands of about a dozen people. nothing wrong with imposing their new ideas
on as wide an area as they can.
○ Famberge is characterized by warbands, goons,
Every hour of every day and night, somewhere in the
and gangs who raid relatively defenseless
Crescent Land, a village is burning.
communities or clash violently with similar
groups run by someone else; also, sometimes FORCE, CRUELTY, AND MISERY
desperately-organized community resistance to
The “Dark Ages” stereotype isn’t true: people aren’t
repel such bands.
shuffling around covered in filth, their skin weeping
○ Spurr suffers from little overt violence, although with sores, ignorant to the point of grunting and
the slow and more subtle feuds of mercantile bumbling. People love one another, do skilled work,
interests can be as destructive. The raiding-and- celebrate community accomplishment, observe holy
trading ships that ply the coast and up the rivers days, teach their children, sing, and make art. Most
into Tamaryon are notoriously ruthless, known communities, most wielders of force at every level
for vicious reprisals toward those who resist and of society, and most parties in the exchange of goods
for equally vicious “lessons” toward those who and services would prefer to live their lives without
acquiesce to one’s mercantile rivals. being murdered, raped, or tortured.
○ Tamaryon is characterized by complicated feuds
However, written law does not exist, and pragmatic
among and within extended clans which draw
law emerges from immediate community standards
upon community manpower for the biggest
and from force of arms, both of which have a limited
battles in the Crescent Land, community levees
“decency and justice” hit rate.
to repel raiders along the major rivers, and the

36
Iron Folk

In a land without much institutional memory and Life in such times is raw brutality and misery as
without accountable social responsibilities, few orga- people live in the context of inflicted pain or its threat.
nized efforts exist to reverse or prevent misery. Whole communities are treated as private reserves if
they can’t defend themselves. Some become com-
This is not nice fantasy. The world is often cruel. Even
bined work-slaves and rape camps, similar to the
the most decent characters have seen a person killed,
farm village in The Seven Samurai. Some are simply
often for no good reason. Many of them, the most
brutalized, including mass maiming and mass execu-
decent I mean, may well have done it.
tions by spiking six-inch iron nails into people’s ears.
In a community, people who run afoul of social
When people subject a community to this authority
approval can be ostracized or expelled, either one
by violence for a long time, they use public methods
functionally a death sentence, especially when
of execution to instill fear and obedience, and the
accompanied by amputation or branding. But some-
most common means work exquisitely well toward
times cruelty is subtler and becomes part of the
that end.
local way of life. It always starts with petty privilege
associated with social ranks, professions, or clans, ○ The pole – always spoken of in exactly that way
expressed as chronic cruelties visited upon desig- – is a sharpened and greased stake about ten
nated professions and families. They’re marginalized feet long, inserted into a person’s anus and then
in food and shelter, censured quickly compared to posted into the ground, such that the person’s
and even in place of others, and punished excessively. weight slowly impales him or her. Death by the
Once entrenched, such practices get folded into local pole can last days in unimaginable agony.
custom and spiritualist language, then escalate and ○ Crucifixion has nothing to do with nails, but
become tied to specific people and clan associations similar to the pole, it relies on gravity. The per-
of power. Don’t look for any “arc of justice” here. son’s arms are strapped to a framework in such
More organized, multi-community power typically a way that he or she cannot breathe effectively
emerges from cooperation and a sustainable division given the pull of his or her weight, for death by
of labor. However, when gentry become organized in slow suffocation. Canting the frame slightly
certain ways, it also emerges from beatings, torture, back and providing a very slim shelf to support
enforced hunger, “examples,” and “messages.” Not the feet don’t change the outcome but rather
to put too fine a point on it, once the family ties and make it even slower.
economics of gentry become well-established, some Making people watch their friend or family member
of them turn to simple extraction to maintain as or a respected leader die like this and see the body
much privilege and as much lack of accountability rot in place is standard “law” enforcement in all too
as they can force people to endure. Whole systems many places.
of governance and commerce can form around pock-
The gentry are even crueler to one another in their
ets of such communities, each one presided over
incessant feuds and raids: the loser can expect to be
by gentry aided by fighting-men who rely on them
hung from the feet and eviscerated, to look at his or
and the system of oppression for their own survival,
her guts while dying. Or castrated and kept naked on
each petty ruler fighting with nearby rivals as well as
a leash in the enemy’s hall, or given no food and raped
against desperately-mobilized locals.
daily until dying. Again, these are displays; they aren’t
Such fighting has nothing to do with armies or carried out in a “chamber” somewhere and require no
squads marching to engage one another. Its primary special professional skill.
target is people and communities, seeking to destroy
and terrorize. Sometimes the local warband defends TOOLS OF VIOLENCE
the community, and sometimes not; sometimes the Weapons are rarely manufactured in bulk and dis-
community includes its own muster of defenders, tributed as such, if ever. Instead, your spear-point was
and sometimes not. In each uprising or series of raid- probably made no more than ten miles away. There is
reprisals, the people who fought with the losing side no systematic effort or policy directed toward devel-
die like dogs, transfixed by spears from horseback, or oping the technology; developments are emergent
they flee to nearby areas, their children and elderly and local.
dying of exposure in the night as they travel.

37
CirCle of Hands

One does not carry a personal weapon about as a offs once damaged in combat.
sidearm when not in use, not even swords. Weapons
The other exception is the sword, which is typically
are taken from their place of storage and brought
taught and used only among the gentry, being the

2 to places where people plan to fight. Spontaneous


personal violence typically employs whatever comes
to hand, usually something that’s also a tool like a
quarterstaff, an axe, or especially the knife.
ultimate specialty item of this social rank. The sword
is at most a yard long, with a single full edge, a partial
second edge, and an unsharpened point. There are
no greatswords. Shortswords are not present either,
The only metal armor is mail, fashioned as a loose probably due to the lack of mass production and
rustling hauberk (tunic) that reaches to about the distribution, as there is no “military” and massed
elbows and knees, sometimes with a coif (hood), training and weapons supply are flat out of the
worn over a similar cloth garment called a gambe- picture. Similarly, there are no “daggers,” including
son. There are no such things as scale or ringmail, misericordes and other armor-specific forms. An
leather armor, or plate armor. No limb armor is worn, ordinary knife is a tool, not a dedicated weapon.
let alone gauntlets or articulated chausses. Only the
Short bows are common but used in war only
wealthiest and most powerful people in a region have
regionally in Rolke, and there are no longbows at
mail, and a few people they trust. A person who owns
all. Crossbow technology is simple and cumbersome
mail also typically uses the relatively sophisticated
and they are used only briefly in battles; however, the
spangenhelm, built on a steel framework. A recent
revolving nut mechanism has recently been invented
fashion has added ornamental face-masks to the
in Spurr.
spangenhelm in Famberge.
Axes and hatchets are readily available in any
Everyone else fights without protection
community and often employed as weapons.
beyond a round wooden shield, easily
Designs specialized for fighting are most
manufactured; and head protection not
common in Tamaryon, where the Danish-
much different from a wrought iron pot,
style great axe is used by the gentry; it is
called a cone helm. People with mail and
not, however, a fantasy-style double-bit-
spangenhelm also use these shields, as
ted monster but rather a bit lighter than
well as the newer kite design when
a woodsman’s axe. The area is also known
on horseback. All shields are made
for the widely-used and wicked
from wood and are considered
francisca, a smaller axe that
throwaway tech, as a shield
can be thrown at
hardly ever survives a fight. In
lightning
fact, almost all the weapons of
speed.
the Iron Folk are daily tools with weapon
capacity Similarly,
the chained
The main exception, and the primary
mace or flail is
dedicated weapon of the culture, is the
adapted from
spear, used overhand to stab down or to
agricultural
throw. There is no design distinc-
tools into a vicious, effec-
tion between infantry and cavalry
tive weapon by the gentry
spear, and no such things as the
in Spurr, composed of two
ultra-long or jousting lances, or
or more long chains with
the footman’s pike. Spears are
small heads.
dangerous enough as they are –
thrown or used in a mounted
charge, they go
right through
mail as if it didn’t
exist. Similarly to
shields, spears are
considered write-
38
Illus. Sandy Jacobs-Tolle
Iron Folk

THE MAGICAL WAR AND ROLKE Wizards also use the common emblems much less
The Crescent Land is also a battlefield between than everyone else.
profoundly opposed magical forces: one of healing,
Magic’s morality might seem clear-cut: white magic is
purity, and light called Amboriyon (am-BOR-eeyon),
nice and good, and black magic is evil and bad. The
against one of bitterness, rot, and darkness called
latter assessment is correct. Comparing the Cure or
Rbaja (ur-BAH-ja). As an abstract force, each is power-
Warding spells to Pestilence or Sacrifice is usually
ful and ruthless, knowing no compromise. The lands
straightforward. Rbaja’s presence unquestionably
reflect the conflict, in that some areas are blasted,
yields outright horror, provoking aversion and terror,
blackened, and full of grim pockets of chaos, whereas
and its wastes disgorge abominations whose acts are
others actually reside on the high-floating clouds,
too awful to recount. Tales abound of avatars swoop-
clear of worldly troubles. However, most of the lands
ing down to defend against such things, as well as
are pretty much like the ones we know, consisting
to right wrongs and smite evildoers. In most places,
of mountains, forests, rivers,
white wizards can expect
seas, and communities of
various sizes. The competing magic is a shOcking, cOnsequen- pleas for help and black
wizards can expect fear.
forces are eager to bring these tial FOrce; it cannOt Be easily
lands under their control. hidden nOr dOes the ideOlOgy However, the truth about
Backing it seek cOncealment. white magic is more grim.
Wi z a rd s c a n b e f o u n d
The fate of lands domi-
throughout the lands, and it is
nated by the Amboriyon
certain that each is up to something, usually thwart-
mages and overseen by the cloud kingdoms is just as
ing one another’s plans. One of the mysteries of magic
destructive, if more slowly. White magic is cleansing
is whether Amboriyon and Rbaja are respectively
in the worst sense – prompting bizarre social norms
ruled by personifications of their warring magics,
and laying waste to human passions, ultimately to be
and whether people with Gifts are actually sworn to
purified into inhumanly abstract forms. The cloud
their fealty. It may be that the war is a direct contest of
citadels are as dangerous and toxic to ordinary lands
wits and power between unthinkably abstract Black
as the blasted, stained areas. A unicorn is a fine and
and White entities, with the most powerful wizards as
ruthless ally against an infestation of undead, sure,
loyal agents and the others as useful idiots. Or it may
but once they’re gone, it will simply continue to look
be that the war is merely the cumulative by-product
for the next thing which profanes its notion of purity,
of so many scheming wizards. Few visit either realm
which, in the absence of undead, is likely to include
and return to tell much about it.
you. Communities which welcome Amboriyon wiz-
Magic is a shocking, consequential force; it cannot be ards typically wind up silent forever, the children
easily hidden nor does the ideology backing it seek murdered in their beds and the adults sitting together,
concealment. Its wielders vary widely socially and dead by suicide, smiling.
intellectually, but they are all distinctly committed
Ordinary people have little defense against magic,
to it, to a degree that approaches ecstasy and fanatic
whether the outright horror of Rbaja or the insidious
determination. Breaking with social norms is practi-
cleansing of Amboriyon. Religious people do their
cally required, and wizards often symbolize doing
best to stay low and to avoid the worst effects of magic,
so, in any of the following ways, but tending toward
and doctrine correctly warns that even benevolent-
specific methods by geography.
seeming magic hides ultimately horrifying effects.
○ In the highlands (inland Famberge): painted or Sometimes, priests can become effective organizers
ash-marked faces to cope with local disasters associated with either
○ Along the coast (Famberge. Rolke, Spurr): scari- type of magic or both, leading to a culture of defiance.
fication, especially on the lower arms, hands, Such efforts typically come to sad ends against magic
and face itself, but they can also topple or rearrange the local
○ In the mountains (inland Rolke): long tangled power structure.
hair
○ Far inland (Tamaryon): iron ornaments, either
worn or used as piercings

39
CirCle of Hands

SOMETHING NEW The king’s efforts were and are notable for its inclu-
Recently in Rolke, a young man has wrested power sion of, even reliance upon non-gentry social ranks
in the region from warring chiefs, themselves for organization and leadership. The king has issued

2 manipulated by competing white and black wizards.


Communities all over the region responded to the
call to fight, identifying his cause with their own
a widespread proclamation to expand the ranks of the
Rolke gentry through fealty to himself and through
deeds of merit, as opposed to deeds that gain color
tallies. This revolutionary concept is causing quite a
local troubles, and often underwent drastic revisions
of their local power structures. One of the principles stir across the lands. People travel to join the cause,
by which he led is to avoid falling under the sway and the hardest, most committed of them become
of either Amboriyon or Rbaja, for whichever is Circle knights. In addition to ranking among the
ascendant in an area tends to draw the attention of deadliest fighters known in the Crescent Land, they
the other and lead to cataclysm. His chief advisor in practice white and black magic simultaneously.
this matter is an aged wizard who beyond anyone’s The term “knight” does not mean anything like most
comprehension has been practicing magic without literary usage, instead reaching back to the word
following either path. The recent decade of war in knecht which literally means servant or committed
Rolke resulted in an outright purge of many wizards person. The equivalent word would be Kreisknechten,
and the gentry who supported them, as well as a dras- “sworn to the circle.” (Words like gesith and thegn
tic reduction of the effects of Amboriyon and Rbaja may also apply.) Many medieval tropes concerning
upon the land. knights do not apply at all: no squires, no decorated
The young leader is called the “king in Rolke,” mean- shields, no jousting or tournaments.
ing an acknowledged chieftain of chiefs, a status The player-characters are the veteran bad-asses in
which depends solely upon this continued acknowl- the Circle created by the young king in Rolke. Some
edgment. The verbal construction “king of Rolke,” or may have helped him in his rise to power; others have
anywhere else, doesn’t exist. Neither is there a court, arrived since, drawn by the new ideals. Play focuses
an organized tax structure, nor a judiciary or constab- on the actions they take to secure the gains made by
ulary. It’s not a “realm.” Every location in Rolke is still the new regime, to combat the forces of Amboriyon
in recovery from the social upheavals, its community and Rbaja at their worst, and to open inroads to
leaders (old or new) trying to understand how their others who might listen.
way of life is to relate to the young king.
And that’s where the Arthurian stops. Instead of
The regions of the Crescent Land are not nations, so heroic noble icons stiffly posing on tapestries, these
there is no policy or even general attitude toward the characters are products of their age and backgrounds
new ideas and practices in Rolke elsewhere. There are – perhaps striving for something new and different,
no designated borders or even the beginnings of the but producing it more in the crunch and by the
concept of sovereignty, and war among the regions as sacrifice of their bodies and minds, rather than by
units is completely beyond the cultural framework. clear design. Stories and play should be more remi-
The regions are, however, identifiable geographic niscent of Kurosawa’s ronin films – the political and
and genealogical areas, so some trends in attitude epic background permit us to step into the utterly
can be found. For instance, Rolke is only recently personal and utterly passionate local story. The Stars
identified internally as distinct from Famberge, so Spartacus series also qualifies in just the same way. A
the gentry and their relatives in Famberge share a good way to look at it is that the characters are com-
notion that their clan networks into Rolke overrides mitted to the venture’s potential to help the king, but
the stated kingship there. Also, the seagoing raiders- play is less concerned with the venture as a mission
and-traders from Spurr, and those who invest in them and more with the passions and actions of the char-
see the whole coast as its resource, putting coastal acters in the moment. The ideals of the Circle are one
communities in Rolke into some tension between thing, but its human agents and their personal fates
their connection with the king in his inland, highland may be another.
territory and their general willingness to appease the
The system is built to dramatize these issues, espe-
raiders and to conduct trade.
cially in its magic mechanics. Therefore for every
character, the route taken depends on what the char-
acter does during the course of the game.
40
Iron Folk

CONTEXT VS. DIRECTIVES


The ventures of the Circle happen in front of this backdrop. As the constructs in the book and on your papers
turn into a played-in, lived-in setting, you’ll discover and develop who the knights are. The following questions
and issues will be raised and addressed, without pre-arrangement or tedious debate or even any need to pause.
Who are the Circle knights, in moral terms? Are they a beacon of hope or a gang? Are they resolving social ills
and personal crises, or are they bringing fear and pain? They begin scarred and driven, but how psycho are they?
What events turn them from more-or-less welcome guests into killers? What might they sacrifice, and for whom?
These questions are yours to discover and see at their dramatic peaks.
Your characters are obviously of the setting, knowing little beyond its values and its cultural vocabulary. They
present a vivid portrait of its regions, its customs, and its social ranks, as well as – most especially – the immediacy
of force in all things.
However, they also profoundly affect the setting. By definition, your player-characters are the veteran core of the
Circle. When you play this game, you are not playing in the same setting as anyone else when they play, because
their knights are that core in their game. That means the Circle is a completely different entity in every single game,
defined by your choices during character creation and most especially by your actions during play. Therefore you,
far more than I, become the setting authors when you play.
This effect jumps front and center because the Circle also presents a social shock to its own culture. Without plan-
ning to do so, its members have re-interpreted the meaning of social rank, overturned and replaced the politics
in one region, and invented a completely revolutionary magic. They are literally a new power in the Crescent
Land, and because they are almost as new to these novel ideas as anyone they encounter, they are literally, if
inadvertently, the founders of a new social value system. Even if they don’t exemplify it, they will prompt it, or
struggles about it.
The backdrop is good fuel because I’ve deliberately put in much tension between its sensibilities and our own. By
pulling out its most engaging details for yourself and getting them into the situations, by playing scenes in those
situations with color and verve, you’ll give that backdrop purpose and an imagined force it could never have had
on the pages of a book. You and no one else will ultimately define this setting. All this stuff you just read in this
chapter is there to be mined or invoked toward that end.

41
Illus. Phillip Simpson
Chapter 3F Orging Steel

This is about the situation of play: specifying the content and putting together the tools for playing your game.

BACKDROP SCENES
○ Maps and regions SITUATION
○ Location and time ○ A particular spot
○ Ecology
○ A time of day or night
○ Culture ○ Immediate geography
○ Who’s there
○ History ○ Immediate history
○ What just happened
○ The magical war ○ The people present
○ Actions and responses
○ Technology ○ Cultural details in force
○ Crises and threats
○ Values ○ The creatures present ○ Opportunities
○ Ethnicities ○ The played characters ○ Consequences
○ Creatures

whO are the circle knights? where have they traveled, and which Ones? what is happening there?
It’s also about how people get together to arrange for play: a group including three to six people, one of whom
will serve as “game master” (GM) throughout the course of play. A venture is typically begun and completed in
a single session, from two-and-a-half to four hours depending on its complexity and the events developed in the
moment. The design also assumes multiple play-sessions with the same people, preferably at least as many as
there are participants.
The group prepares in two ways: Forget nearly everything you know
about the word “knight.” There are
○ They first meet to create the Circle knights who will serve as a no squires, no chivalry, no flowery
common pool to draw upon when the ventures begin. language, no feudalism, no kingdoms,
Ǯ Everyone, GM included, creates two knights. no castles, no code of honor, no plate
armor, no heraldry on shields or any-
○ The GM prepares the venture for each session. where else, no jousting, no warhorses,
Ǯ Each player chooses a Circle knight from the common pool no Crusades, and no Catholicism.
to play in this venture.

CREATING THE CIRCLE

The player-characters are veteran Circle knights, not then combined into a group for some final changes.
recruits or newcomers. They are experienced and com-
In the first venture, you play one of the characters
mitted, the core. The Circle includes others but none so
you made up. Thereafter, per venture, you play any
proven, and those others are not identified or played.
one of them, created by anyone, of your choice. Player
If you’re organizing the game, pass out the “absolute ownership of characters is complete within this ven-
rundown” from Chapter 1, available at the website. ture, but otherwise absent. The GM never plays any
members of the Circle.
Everyone including the GM makes two knights to
form this veteran inner core of your game’s Circle. If you’re the person organizing play, do not fail to
The characters are first built through individual work, stress the italicized point above to everybody.

43
CirCle of Hands

Do the initial individual work on scratch paper. The The resulting values are then finalized by choosing
required features are, in order: two of the following traits.
Ǯ Attributes ○ Brave (+2 Quickness): retreat is not the first
Ǯ Homeland option
Ǯ Traits ○ Cunning (+2 Wits): surprise and deception,
Ǯ Professions every time
Ǯ Social Rank
○ Romantic (+2 Charm): the delusion of narrative,

3
Ǯ Sex
for oneself and others (this trait has nothing to
Ǯ Magic
do with “love”)
Ǯ Details
Ǯ Name ○ Ambitious (+1 Quickness +1 Wits): toward
Ǯ Arming achieving the social rank just above one’s own
Ǯ Key Event ○ Brutal (+1 Brawn +1 Charm): at home with physi-
Then combine the characters for the finishing group cal and emotional pain
adjustments, and after that, write them into the Given an even spread of rolled values like this,
sheets. These are divided into two sides: all the stuff nothing immediately suggests itself for shoring up
that stays unchanged on the left, and all the stuff that or optimizing. Out of sheer enjoyment of the Trait
can change on the right. descriptions, I choose Brutal and Brave, adding +2
Quickness, +1 Brawn, +1 Charm, for final values of
ATTRIBUTES AND TRAITS Brawn 7, Quickness 6, Wits 4, and Charm 5.
Actions in the game are treated by the direct use Traits are not synonyms for or merely extreme
of four attributes. They are Brawn – the exertion of versions of attributes; they represent a character’s pri-
force and motion, Quickness – reactivity of the body mary context for making decisions, habits of thought,
and mind, Wits – logic, memory, and the making of and well-earned reputation among others. The traits
mental connections, and Charm – emotional pres- set some expectations for play: not quite a thespian
ence and influence upon others’ behavior. lockdown, but definitely a player commitment in
All of them are both mental and physical, e.g., Brawn terms of attitude. A Circle knight may act outside
is the will to push through pain and fatigue as well his or her traits, but not without complaining or
as simple muscle; Quickness applies to attention to otherwise expressing discontent that such behavior
changing circumstances as well as to physical speed; is necessary.
and so on. If you want to be really Schopenhauer Similarly, not having a trait does not designate its
about it, think of all four as actually manifestations opposite, but rather that doing or not doing stuff
of Will. along those lines is not emotionally reflexive for the
The ordinary human undistinguished value for an character. Anyone can be brave, for instance, but the
attribute is 4. Player-characters’ values are determined trait designates who is unthinkingly brave.
by d6 + 1. Player-character Brawn, however, is always
HOMELAND
treated as if the die came up 5, so roll only for the
other three. Use three six-sided dice, one black, one If Brawn is highest, you’re from Tamaryon, whose
white, and one red. Roll and assign the black value to people have broad backs.
Quickness, the white value to Wits, and the red value If Quickness is highest, you’re from Famberge, where
to Charm. Again, all the rolls including the imaginary people fight to live.
one that yielded 5 for Brawn, are added to 1.
If Wits is highest, you’re from Spurr, where treachery
Time to make the first of two characters. Brawn = 6 is trust.
by default. I roll black 3, white 3, red 3, resulting in If Charm is highest, or if the highest score is shared
Quickness =1+3, Wits =1+3, Charm =1+3. by one or more attributes, then you’re from Rolke,
because it rounds things out.

44
Forging Steel

This character is from Tamaryon. Looking over the Ǯ A person may be trained in high martial or
descriptions in the text, I think of a farming society low martial, but not both
constantly subverted by white magic from the over- ○ Merchant
hanging cloud citadels, with a steadfast people and
well-established priesthood. Ǯ Some applications: literacy, finances,
trade-relevant geography, varying customs,
PROFESSIONS AND SOCIAL RANK practical languages, appraisal of merchan-
A Circle knight has a maximum of one profession per dise, people management
4 Wits or fraction thereof, but you may choose less if ○ Outdoorsman
you prefer, to a minimum of one. Wizard cannot be
Ǯ Some applications: hunting, living with
the sole profession.
minimal shelter, practical geography, swim-
○ Artisan (specific) ming, knowledge of animals and plants,
Ǯ Some applications: valuable crafts (smithy- horses and dogs
ing, leatherworking, stonemasonry, ○ Priest
shipwright, brewing), assessment of materi- Ǯ Some applications: liturgical literacy, theolo-
als, repair, invention gy, symbology, doctrinal history, counseling,
○ Entertainer (low) leading discussions, preparation and use of
Ǯ Some applications: rope-walking, juggling, cannabis resin
exhibitionist dancing, improvisational humor, Ǯ To be a Circle knight, one has broken with
dirty fighting, drumming, crowd-pleasing the traditional priesthood and to some, is
Ǯ One cannot be both a high and a low enter- effectively a heretic
tainer ○ Sailor
○ Entertainer (high) – literacy, history Ǯ Some applications: shipboard tasks, navi-
Ǯ Some applications: literacy, highly technical gation and practical geography, organized
singing and dancing, playing a rare musi- leadership and teamwork, survival at sea
cal instrument, knowledge of poetry, high Ǯ Surprisingly, many sailors cannot swim,
drama, and literature although Circle knights with this back-
Ǯ One cannot be both a high and a low enter- ground may be considered among the
tainer exceptions
○ Fisherman ○ Scholar
Ǯ Some applications: boat construction and Ǯ Some applications: genuine literacy, philos-
use, practical natural history such as tidal ophy, languages, textual history, map-based
action, ropes and nets, survival at sea geography, natural history
○ Farmer ○ Wizard
Ǯ Some applications: agriculture, draft and Ǯ Some applications: magical sensing, knowl-
meat animals, field medicine, practical edge (other wizards, magical creatures,
natural history Rbaja and Amboriyon in general)
○ Martial (low) Ǯ Wizard cannot be a character’s sole profession.
Ǯ Some applications: camping, hard labor, Social rank is set by the character’s lowest profession
pragmatic animal care, very basic first aid, according to the following list.
looting
○ Peasant: Farmer, Fisherman, Entertainer (low)
Ǯ A person may be trained in high martial or
○ Freeman: Outdoorsman, Sailor, Martial (low),
low martial, but not both
Priest
○ Martial (high)
○ Professional: Scholar, Artisan, Merchant, Enter-
Ǯ Some applications: command organization, tainer (high)
battle-relevant decision-making, care and
○ Gentry: Martial (high)
management of horses, signaling, negotiating

45
CirCle of Hands

Social rank is a critical feature of the setting, so review MAGIC


their meanings as described in Chapter 2. Eighty-four spells are listed in the magic section.
If one of the character’s Traits is Ambitious, consider They are rated from one to three points and are either
choosing Professions from adjacent social ranks. You black or white magic.
might be interested to know that changing rank is not Wizards know and are capable of casting all the
possible for the player-characters, so an Ambitious spells. Playing a wizard is for people who like the idea
character is doomed to remain unsatisfied. of knowing all that stuff and enjoy having a whole

3 My character’s Wits of 4 means a single profession.


Although I know “knight” doesn’t mean the usual
imagery, I still want someone who matches it as
constellation of options. People who get analysis-
paralyzed don’t enjoy it as much, although I think
some might in later ventures.
close as the setting allows, so I choose martial (high). Non-wizards are trained by the wizards of the Circle,
Given Martial (high) as the sole profession, this char- so they begin with points of spells equal to Wits,
acter is a member of the gentry, which in Tamaryon, which must include both black and white magic
means a network of relatives whose members consis-
tently serve as local chiefs and organizers of multiple Her Wits = 4, so that’s four spells. My eyes light
communities in times of need. Slow-simmering feuds upon Seem (black, 1 point), and I say “Ah ha,” my
punctuate their history in the region, and hilltop thoughts on disguise becoming more concrete. I also
forts mark the centers of power. choose Blank (white, 1 point) and Glamor (white, 2
points), the latter because I like the idea of this char-
Social rank is highly relevant to play. It is instantly
acter inspiring groups.
and accurately perceived by any and all members of
the culture. It can’t be faked except through Enter- Sometimes a set of spells jumps out at you as just
tainer skills or magical deception. right for a character, but it’s also possible to get stuck
on too many possibilities. See Chapter 6 for details
A few points of interest: professionals can have about the spells.
Martial (high), such as mercenaries or others who’ve
led others in fights, and gentry who can do anything Willow Palecek suggested providing starting
other than fight are clearly not “real” gentry. Also, packages for non-wizards, so here are some
wizardry is neither a fixed social status nor a leveler. which you can tune to a character’s Wits score.

SEX Ǯ Magic sword: Blade, Envenom, Righteous-


The rules do not distinguish between men and ness (5 points)
women. Anyone who joins the Circle are either Ǯ Flesh shaping: Balm, Scar, Itch (4 points)
already or become outstanding physical specimens, Ǯ Working with things: Ruin, Repair, Master,
and the Circle subculture is such that commitment Noxify (5 points)
comes first, all else second. Ǯ Crowd control: Throng, Hate (5 points)
Ǯ Master of the dead: Walk, White Light, Black
In general the Crescent Land is a highly gendered Speech (5 points)
culture, with little open inclusion of non-traditional Ǯ Forest walking: Vine, Trailtwister, Forward (6
options about sexual preference and gender roles, but points)
all human variations are in fact present. The Circle Ǯ Combat control: Haze, Confuse, Step, Shin-
knights are less intolerant than most people, not due to ing ( 5 points)
modern ideals so much as to fire-forged bonds of defy- Ǯ All-purpose: Bless, Curse (4 points)
ing a common enemy, both in pre-Circle experience Ǯ Minor magic mastery: Stop, Store, Reflect (5
and shared venture since. Therefore you may define points)
your character’s gender identity, intimate history, and
sexual preferences without concern for reactions.

It strikes me as interesting for this character to be a


woman who gains martial respect in an unforgiving
society. Perhaps in the past she even disguised her-
self as a man to fight. For whatever reason, I begin
thinking in terms of widowhood.
46
Forging Steel

DETAILS ○ 13-14 Facial scar – at least two inches long


The three details are Demeanor, Feature, and Name. ○ 15-16 Well-groomed – notably clean, combed,
Roll the black, white, and red dice again. and kempt, a practice introduced by travelers
from foreign lands
demeanOr: add the black die’s result to Charm.
Each list is presented in ascending value of cultural
○ 3-4 Shy – even if everyone else has spoken once favor, which should give you an idea of the values
already, or stepped forward to be noticed uncritically held by most people. For example, a
○ 5-6 Friendly – a bit distrusted in this culture in scar of this kind merits respect and is not considered
the absence of shared hardship disfigurement.
○ 7-8 Blunt – not vicious or insulting, merely lack-
ing in graces
○ 9-10 Formal – not bowing and scraping, merely
according closely to clear class-based social
boundaries
○ 11-12 Fierce – not hostile or angry, but clearly
ready for action
○ 13-14 Stoic – not silent or self-effacing, but rather
undemonstrative and rock-steady, an acquired
virtue from foreign lands
○ 15-16 Serene – an unmistakable sense of place
and presence, wherever he or she is, without
any specific expression or need to establish it
In play, Demeanor is definitely a thespian instruc-
tion, but see the notes to understand their precise
meanings, and especially consider that they are the
character’s habits, not utterly locked-in obligations.
Feature: add the white die’s result to Charm.
○ 3 Tattooing – non-representative, a lot of nested
circles and spirals; a leftover, absorbed detail
from Pananthuri culture
○ 4 Slender build – a genetic remnant of the Pan-
anthuri
○ 5 Mismatched eyes – a common genetic quirk
○ 6 Distinctive and permanent work-related
injury – scars of specific sorts, minor amputa-
tion
○ 7 One piece of bright clothing – not necessarily
always the same one
○ 8 Metal ornament worn at the wrist, biceps, or
throat – made of gold, silver, or copper
○ 9 Blaze – a lighter-pigmented streak in one’s
hair, another common genetic quirk
○ 10-12 Emblem – a circular cloth patch worn at
the chest, indicating such information as family,
region of birth, or a profession; this is in addi-
tion to the Circle emblem ordinarily worn by
the player-characters
Illus. Sandy Jacobs-Tolle
47
CirCle of Hands

name: consult the red die result without reference to Charm, and consult the names list accordingly.
○ 1: grim, crush, edge, a weapon, or anything similarly harsh or violent
○ 2: bright, brave, soft, beauty, happy, or anything similarly uplifting
○ 3: any of the “god” or “blessed” meanings, which are cultural vestiges of Pananthuri culture
○ 4: one syllable
○ 5: two syllables

3
○ 6: three or more syllables
Single-vowel syllables are voiced, so “Silke” is two syllables, not one.
Apply the appropriate constraint from social rank:
○ Peasants use a single name, always in the diminutive form (the bulleted entries).
○ Freeman have a full name but are often called the diminutive form, if available, with no real distinction
between the uses. Some freemen use their region or a descriptive nickname as a surname.
○ Professionals use names similarly to freemen, but always use a surname as well, whether a parent’s name, a
husband’s, the profession, or some adjective related to the profession.
○ Gentry only use full names, not diminutives, as well as a surname derived from the least recent family
member associated with power – typically a couple of generations back. The surname is used in a general
way toward buildings and symbols of power in the local area, and gentry might address one another by
surname in the context of local authority.
This detail may seem a bit trivial or over-formal, but I saw one too many people struggle with the naming step
during playtesting, and a little prompt or constraint overcame that problem very nicely.
male names

ADALBERT adal “noble” beraht “raven” ECKBERT “edge of sword,” “bright”


“bright” BJÖRN “bear” EC K H A R D, EC K E H A R D,
ADALWULF adal “noble” wulf BRUNO brun “brown” ECKART, ECKHART ekka “edge”
ALBRECHT hard “brave, hardy”
BURKHARD burg “protection”
ALWIN hard “brave, hardy” EDMUND ead “rich, blessed”
mund “protector”
ANSELM ans “god” helm “helmet, DETLEF þeud “people” leib
protection” “heritage” EDUARD
ANSGAR ans “god” gar “spear” DIETER þeud “people” hari EGON eg, “edge of a sword”
ARNOLD arn “eagle” wald “power” “warrior” ELMO
ARNDT ○ DIDI EMMERICH ric meaning “power”
ARNE DIETRICH, DIETERIK þeud ERDMANN
“people” ric “power” ERHARD, EVERARD era “honor,
ARTUR
○ DIRK, DIERK respect” hard “brave, hardy”
BALDUR bald “bold”
○ TILL, TILLO ○ EVERT
BARTHOLOMÄUS
DIETFRIED þeud “people” frid ERICH, ERIK
BERNHARD bern “bear” “peace, protection” ERNST
○ BENNO DIETHELM þeud “people” helm ERWIN hari “army” win “friend”
○ BERND “helmet, protection”
EWALD ewa “law, custom” wald
BERTHOLD beraht “bright” wald DIETMAR þeud “people” meri “rule”
“rule” “famous”
FALK “falcon”
BERTRAM beraht “bright” hramn EBERHARD eber “wild boar”
FILIBERT filu “much” beraht
○ EBBE “bright”

48
Forging Steel

FREJ HEINO KURT


FRIEDEMANN frid “peace” man HEINRICH KUNIBERT kuni “clan, family”
“man” ○ HENRIK beraht “bright”
FRIEDHELM frid “peace” helm ○ HEINER ○ KUNO
“helmet, protection” LAMBERT, LAMPRECHT land
○ HEIKE, HEIKO
FRIEDHOLD frid “peace” wald “land” beraht “bright”
○ HEINZ
“rule” ○ LAMMERT
HEILAGR “holy, blessed”
FRIEDRICH frid “peace” ric LANZO
“power” ○ HELGE
LEBERECHT lebe “live”
○ FRITZ HELM helm “helmet”
recht “right”
GEBHARD geb “gift” ○ ELMO
LEOPOLD leud “people”
hard “brave, hardy” HELMFRIED, HELFRIED helm bald “bold”
○ GEBBERT “helmet” frid “peace”
LOTHAR hlud “fame” hari “army”
GERD, GERT HELMUT, HELMOLD helm
LUDOLF hlud “fame” wolf “wolf”.
“helmet” muot “spirit, mind”
GEORG LUDWIG hlud “fame”
○ MALTE, MALTHE
○ JÖRG wig “warrior”
HENDRIK
○ JÜRGEN ○ LUTZ
○ HENNING
GERALD, GERHOLD ger “spear” ○ WIEBE
wald “rule” HERBERT, HERIBERT hari “army”
LUITGER ger “spear”
beraht “bright”
GERO ○ LUDGER
HERMANN
GERFRIED ger “spear” frid “peace” MANFRIED magan “strength”
HERMENEGILD
GERHARDT frid “peace”
HILBERT, HILDEBERT hild
○ GEERT MARWIN
“battle” beraht “bright”
GERNOT ger “spear” hnod “crush”. MEINARD, MEINHARD magan
HILDEBRAND hild “battle”
GERULF ger “spear” wulf “wolf”. “strength”
brand “sword”
GILBERT gisil “pledge, hostage” ○ MEINE, MEINO
HORST “wood, thicket”
beraht “bright” ○ MENNO
HUBERT hug “heart, mind”
GISBERT beraht “bright” beraht “bright” MEINRAD magan “strength,
GREGOR might” rad “counsel”
○ HUPPERT
GÜNTER gund “war” hari ORTWIN ort “point” win “friend”
INGO
“warrior” OSKAR
○ INGE
GUNTRAM gund “war” hramn OSWALD os “god” weald “rule”
INGOLF, INGULF ing “god”
“raven” OTMAR, OTTMAR, OTTOMAR
úlfr “wolf”
GUSTAF od “wealth, fortune”
ISIDOR
HAGAN ○ ODO, OTTO
IVO iv “yew”
HARALD RAGIN “advice, counsel”
KAI
HARTMANN hard “brave, hardy” ○ REIN
KARL, KARLMANN
man RAIMUND, REIMUND
KASPAR
HARTMUT hard “brave, hardy” RAINER, REINER
muot “mind, spirit”. KNUT knútr “knot”
RALF
HARTWIG hard “brave, hardy” KOLOMAN
RAMBERT hram “raven”
wig “battle” KONRAD kuoni “brave”
beraht “bright”
HARTWIN hard “brave, hardy” rad “counsel”
ROBERT
win “friend” ○ KORD
○ RUPRECHT
49
CirCle of Hands

RODOLF, HRODOLF SIEGHARD, SIEGWARD sigu VEIT


○ ROLF “victory” hard “brave, hardy” VOLKER folk “people” hari “army”
○ RUDI, RUEDI SIGISMUND WERNER warin “guard”
ROGER, RUDIGER hrod “fame” SIGISWALD sigis “victory” hari “army”
ger “spear” wald “rule” WERTHER wert “worthy”
ROLAND hrod “fame” land SÖREN hari “army”
SIEG sigu “victory” TORBEN WIELAND wela “skill” land

3 ○ SIGI
SIEGBERT sigu “victory”
beraht “bright”
ULRICH uodal “heritage”

○ UTZ
ric “power”
WULFGANG
WULF
WOLFRAM wulf “wolf ”
SIEGFRIED UWE hramn “raven”

Female names

ADELA, ADELE ERMENTRUD HELGA, HELLA


○ ADA ERNA HENRIKE
ADELHEID FRAUKE “little lady” HERMINE
○ ADELINA, ALINA FREJA HERTA, HERTHA
○ ALEIDA, ALIDA F R I E DA , FRIEDE fried, HILDA, HILDE hild “battle”
○ ALEIT frid “peace” HILDEGARD hild “battle” gard
○ ELKE FRIEDERIKE “enclosure”
○ HEIDA, HEIDI ○ FRITZI HILTRAUD, HILTRUD hild
GERDA “battle” þruþ “strength”
AGATHE
GERHILD ger “spear” hild “battle” HULDA hulda “hiding, secrecy”
ALFREDA
GERLINDE ger “spear” linde IDA id “work, labor”
ASTRID
“soft, tender” INA
AVA avi, “desired”
G E RT R AU D, G E RT RU D INGE, INGA
BERTA, BERTHA beraht “bright,
ger “spear” þruþ “strength” INGEBORG ing “god” björg
famous”
○ TRUDI “protection, help”
BRIGITTA, BRIGITTE
GISELA INGRID ing “god” fríðr “beautiful”
○ GITTA, GITTE
GISA IRMENTRUD, IRMTRUD ermen
B R U N H I L D b r u n “ a r m o r,
GU D RU N g u ð “go d ” r ú n “whole, all” þruþ “strength”
protection” hild “battle”
“secret lore” IRMHILD ermen “whole, all”
DAGMAR dagr “day” mær “maid”
GUNDULA gund “war” hild “battle”
DIETLINDE þeud “people” linde
○ GUNDA IRMINGARD ermen “whole, all”
“soft, tender”
gard “enclosure”
EBBA HEDWIG hadu “battle, combat”
wig “war” ○ IRMGARD
EDITH ead “rich, blessed”
○ HEDY . ISOLDE
gyð “war”
HEILWIG heil “happy, hearty, JESSIKA
EMMA, IRMA ermen “whole” or
“universal” healthy” wig “war” KARLA
○ IMKE, IMMA HEINRIKE KATJA
ERIKA ○ HEIKE KLARA

50
Forging Steel

KORA ORTRUN ort “point” rún “secret” TABITHA


KRIMHILDE grim “mask” RAIMUNDE ○ TABEA
hild “battle” ROSWITHA hrod “fame” THERESE
KUNIGUNDE kuni “clan, family” swinþ “strength” ULRIKA, ULRIKE
gund “war” SABINE ○ RIKE
○ KINGE SASKIA UTE
LINDA SIEGHILD sigu “victory” VILMA
LUITGARD, LUTGARD leud hild “battle”.
VERENA
“people” gard “enclosure” SIEGLINDE sigu “victory” and
○ VRENI
○ LULU linde “gentle, soft”
WA L B U R G A wald “rule”
MARTHE ○ SIGI
burg “fortress”
MATHILDE, MECHTILDE SILKE
WA LT R AU D w a l d “ r u l e ”
ODA SWANHILD swan and hild “battle” þruþ “strength”

I roll 6, 5, and 1 for the three dice in order. This knight’s Charm is 5, so her details are Fierce (6 + 5 = 10), Emblem (5 +
5 = 10), and for her name, something brutal.
As gentry, she does not answer to any diminutive versions, and I note that Krimhilde means “mask” and “battle”
– which is her past to the letter. As gentry, she uses a surname based on a recent ancestor, and I choose Falk. Other
gentry and people inclined toward formality might call her “Baron Falk.”
Start some notes on the knight’s physical description ○ Freemen are familiar with the staff and with
at this point, if you haven’t already. The Iron Folk’s weapons pertaining to their jobs. An outdoors-
most common features are thin-stranded straight man is necessarily skilled with the sling, bow,
hair, blonde or light brown hair color, blue or gray and hand axe, carrying whatever is needed that
eyes, light skin color, high cheekbones, and epican- day.
thic folds. However, much darker curled hair, dark ○ Every character with martial (low) can use the
brown or black hair color, dark brown eye color, staff, hand axe, sling, spear (on foot), bow, and
medium to dark brown skin color, a wider range of crossbow. He or she is armored with the round
facial structure, and no epicanthic folds are also evi- shield. Such characters from Tamaryon are also
dent, usually as a couple of these features at a time. familiar with the francisca.

ARMING ○ A professional without either martial profession


is unskilled in fighting, but player-characters
Establish what weapons and armor the character
receive Circle training (see below).
knows how to use. This isn’t what’s literally worn or
held, but rather detailing his or her knowledge base ○ A professional character skilled with martial
and what is available during the course of a venture. (high) can use any shield and fight on foot or
mounted, using the spear in either case, as well
If the characters were not Circle knights, then their as the bow and crossbow. Armor adds the cone
fighting skills and arms would be derived strictly helmet and in Rolke, the option for gambeson
from professions, as follows: alone. Hailing from Tamaryon adds the great
○ Other social ranks do not react well to peas- axe and francisca; from Spurr, the chained
ants with obvious weapons. A low entertainer mace.
typically carries a concealed knife and can fight ○ Gentry necessarily have martial (high). They
with a staff as well. A farmer uses the knife and are armored with mail, spangenhelm, and
hatchet in working tasks. whatever shield they want; they are skilled
○ Fishermen and sailors are handy with knives both on foot and mounted with sword, spear,
and club-like implements such as belaying pins and bow, as well as relevant weapons from their
and crowbars. home region – however, they do not fight with
staff, sling, crossbow, or hand axe.
51
CirCle of Hands

However, Circle knights have received training indepen- It comes together quickly in my mind for Krimhilde.
dently of their individual backgrounds. First, determine The sleek raiding ship from Spurr had terrorized the
from the list above what kind of arms or fighting is river towns for weeks, appearing without warning,
appropriate for the person’s profession prior to joining its raiders mysteriously killing every child at each
the Circle. If he or she has no martial background, then strike, and vanishing. Now, though, it burned to the
add a single professional or gentry weapon, usable waterline, and the chieftain of the river’s defenders
either on foot or mounted. If in doubt or if you don’t hacked its demonic captain apart, axe against axe.
care, choose the spear. Such characters are also trained She was equally afire with wrath as her husband

3 in the use of mail, cone helmet, and shield.

As gentry with martial (high), Krimhilde is already


skilled with the spear, sword, and bow; she is
had been lost when the ship had first appeared, and
the spell that had disguised her as him finally slipped
away as her oath to avenge him was fulfilled … as
the captain slipped to his knees, she beheaded him a
armored with the kite shield, mail including a spray of corrupted blood, the helm rolling away, and
gambeson, and spangenhelm; coming from Tama- she realized even as she hoisted her foe’s head high,
ryon also grants the great axe and francisca; and like that it was her husband’s. Krimhilde’s exulted cry,
everyone she has a personal knife. She doesn’t carry and the answer of those who followed her, shriveled
around all this stuff personally, but rather chooses into silence.
whatever she likes from this list at any given point. It may be tempting to conclude the Key Event descrip-
During a venture, the knights are accompanied by tion with a motivational or summarizing statement.
a small functioning support staff, such as horse and Resist this. Describe the scene, and that’s all.
mule handlers, haulers, financiers, hunters, or guides.
Therefore itemizing ordinary equipment such as lan- Like everyone else at the table, I also make up a
second character.
terns or bedrolls by character is not necessary.
○ My dice rolls are black 4, white 4, red 5, resulting
KEY EVENT in B = 1+5, Q=1+4, W=1+4, C=1+5.
Look this person over and consider exactly when and ○ This is quite a good roll. In this case, I decide the
why he or she would have become completely com- two lower scores need some help, and it strikes
mitted to the Circle. Don’t describe it philosophically me that I could optimize one of the higher scores
or in the abstract. Describe the scene in 150 words or as well. Therefore I choose Romantic and Ambi-
less. Do not include summaries or directives of the tious for Traits, adding +1 Q, +1 W, +2 C, for final
character’s current behavior. values of B 6, Q 6, W 6, C 8. The character is
from Rolke, meaning that he or she probably
participated in helping the young king to power.

Gethyn Edwards provides a good summary of the most effective content:

Something happened to your character which was a Key Event for them. As a direct result of that event something
within them broke, such that joining the Circle was suddenly the only choice which made sense thereafter.
The event involved one or more of:
○ Community ○ Status, power and authority
○ Family ○ Ideology (religious or magical)
○ Gender ○ The use and effects of Rbaja and/or Amboriyon
○ Social rank
The event will typically have had unpleasant qualities such as abuse, defeat, cruelty, helplessness, manipulation,
death, failure, betrayal, ruin; it could have been caused by your character’s actions or by another’s; those actions
could just as easily have been ill-intentioned or well-intentioned; the event could have been focused on your
character alone or extended to others they care about.
Whatever the details, this event crystallized for your character into the fixed memory of a single, vivid moment -
which could equally have been before, during, or after the event itself.
Describe that vividly remembered moment in 150 words or less.
52
Forging Steel

○ The character gets two professions, and think- ○ His Key Event: He could see the valkyries flying
ing that it works well to have two from adjacent overhead, through the little remaining of the
social ranks for an Ambitious character, I choose longhouse roof. Most of the thatch had been
Priest and Scholar. I recall that all characters blasted away and the rafters smoldered, not
will be competent fighters, and also that to be quite burned through. His friends, his people
a Circle member, a priest needs to have become who had trusted him, all lay about him, twisted
heretical regarding magic. in the final moments of agony, and the wizard,
the one who’d warned him that the snow-haired
○ The character’s social rank is Freeman, with a
women from the clouds could not be trusted,
strong desire to be Professional.
the one who’d spoken of a “circle,” lay dying in
○ I decide that he is male; the character begins to his arms, a spear transfixing his lower body ...
take form in my mind. even now, the man tried to speak, and Meinrad
○ For his six points of spells, I choose Demon 1, understood. He placed his lips against the other’s
Black Speech, Stimulant, Repair, and Perfection. blood-smeared mouth, and the powerful syllables
of both cosmic forces blasted into his mind even
○ For Demeanor, I get 2 + 8 = 10 Formal; for Feature,
as the man died. When the valkyries landed,
4 + 8 = 12 Emblem; and 5 on the red die, for two
Meinrad waited in a blaze of white light, his
syllables for his name. He is Meinrad Good, with
friends standing beside him, their eyes now black
the surname arising from his priestly background.
voids, their claws ready.
○ The character clicks together in my mind: of
course, he’s formal, he cares about the niceties FINALIZING THE WHOLE CIRCLE
of social rank; of course he wears an emblem Divide the knights into the half with higher total
showing off his scholarship, as that profession scores and the half with lower total scores. Each of
goes with the social rank he desires. the latter gets +1 to any score the player chooses (this
○ He has no prior martial background, so his doesn’t affect homeland, professions, details, or any-
combat skills were trained entirely by the thing else). The single character with the lowest total
Circle, resulting in a spear, round shield, cone scores gets a Gift of the player’s choice (see Chapter 6).
helm, mail (gambeson underneath), and a Ties are easy: both get whatever that value gets.
personal knife. He also still has
his pipe, tools for preparing Assuming a GM and three players, our Circle is
cannabis resin, and composed of eight player-characters, including
hat from his Krimhilde and Meinrad Good. The rolled and Trait-
modified totals for the six other characters are 29,
priestly
21, 24, 18, 27, and 24. Putting them in order with our
background.
two makes 18, 21, 22 (Krimhilde), 24, 24, 26 (Mein-
rad), 27, and 29. The lower half is 18-24, with both
characters with 24 included due to the tie. These
characters each get +1 to be placed as desired, and
I increase Krimhilde’s C to 6. The lowest-scoring
character with a total 18, now 19, also gets a Gift
of the player’s choice. As Meinrad is included in the
higher half of scores, his numbers do not change.
A LOOK AT
THE CHARACTER SHEET
One side is permanent stuff: Name, Homeland, Sex,
Social Rank, Traits, Demeanor, Feature, Arming,
Gifts, and the Key Event. The other side is stuff which
changes value either during play or between ventures
or both, as well as some tools for mechanics in play.
These include Attributes, rules details for current
armor and weapons, points for Rbaja and Ambori-
yon, oaths, tracks for injuries and other changes to
Attributes, and tools for managing options in combat.
Illus. Sandy Jacobs-Tolle 53
CirCle of Hands

PREPARING A VENTURE
If you’re the GM, come to a play session with a prepared venture in hand. It might be described as zeroing in on a
single place in the backdrop, with its own pocket of emergent conflict, and it’s most definitely a matter of personal
choice and responsibility. A lot of the preparation is determined by dice, but a lot isn’t, most especially those things
skirt along the Lines.

SITUATION, NOT SCENES Arrive at a place-name for the venture. Start with

3
As in many role-playing games, the GM prepares the either:
location and situation, independently of the players.
○ A person’s name
However, the Circle of Hands GM is not the story man-
ager or even the primary entertainer. His or her role is Ǯ alternately, one of the root-words for names
merely one part of the division of labor among people ○ Or a feature of the land or community
who’ve gathered to play together. Ǯ Geography: -ach, -au, -bek, river or stream;
This point is nowhere more apparent than here in the -furt, ford; -ey, -wert, island; -bühl, hill; -berg,
rules for the preparation for play. Playtesters often mountain; -tal, valley; -wald, forest; -hagen,
found themselves feeling like “I’m not sure where this wood or hedged field; -halde, hillside
is going to go,” or “Is this really enough,” which are Ǯ Community: -roth, -rode, clearing; -brück,
good things during preparation in this game, not to bridge; -feld, field; -um, home; -hof, farm-
be “corrected” by locking down prepared events and houses; -hut, guard; -burg, keep, fortress;
plot outcomes. or area associated with it; -stedt, steading;
-dorf, village
The operating principle is strictly to prepare the
situation, but not the scenes to be played, leaving Ǯ Historical: -wend, historically evocative of
undetermined how any person in the fiction will the Pananthuri
think, react, and judge. The GM doesn’t even and If it’s a name, a feature can become a suffix (“Karlach,”
shouldn’t know which Circle knights will be chosen Karl River), or it may have the suffix “-ing,” indicating
for play. The players will choose them only in the a personal legacy (“Karling,” where Karl lived and did
context of specific, limited details. whatever he did).
Prefixes are used to tell similar place-names apart,
LOCATION
either attached or standing alone.
Roll 3d6, black, white, and red just as in character cre-
ation. If they display all different numbers, then the ○ Comparative: alt-, hoh-, high; nieder-, low;
location is in Rolke, the most likely place for Circle gross-, ober-, greater; lütten-, unter-, lesser;
knights to be running around doing things. If any nien-, new
two or all three match, then the location is as follows, ○ Descriptive: lichten-, open, grun-, green, schön-
based on the value of the matched dice: , good or nice
○ 1-2: Tamaryon It’s perfectly all right to be completely literal. Most
○ 3-4: Famberge exotic-sounding names world-wide don’t mean much
more than “Bob’s Town” or “Rocky Hill” anyway.
○ 5-6: Spurr
I roll my three dice, resulting in black 4, white 1, and I look at Rolke and decide upon the mountains,
red 3. This venture takes place in Rolke. thinking about a fortress. The civil war has shat-
Now specify a little bit more on pure personal inter- tered the long-standing gentry there, but it but it still
has their name. I go with Magan- (“strength”) and
est, first by indicating a spot on the map within the
–burg (“fortress”).
region. Think about how ordinary life there might
look: what work goes on there, what do they eat, how
much force and violence is exerted daily, what gets
traded around at the larger scale, how are the dead
handled, how explicit is the religion, how does the
local liquor taste, what are the animals, what are the
local details of clothing …
54
Forging Steel
then it should be easy to observe or know
COMPONENTS about
Don’t roll again, but assess the very same results to
Ǯ It’s not just sitting there, but in use or in con-
arrive at one to three of the following components,
tention, or with strong potential for either
selected by writing down the black result, then adding
the white result to it, and finally adding the red result Ǯ Circle knights try to secure clear possible
to the previous sum. Ignore all results higher than 7 advantages for Rolke
and apply the numbers that are left from the follow- 5 Monster or similarly dangerous specific threat
ing list. Ǯ Beast, monster, avatar, or undead
1 Humanitarian crisis Ǯ It’s more than a wumpus to hunt; it’s fixated
Ǯ Massacre, battles, natural disaster, famine, on or related to the local community in some
ethnic cleansing, oppression – as bad as one way
may imagine, given the standards for this Ǯ Circle knights try to solve obvious problems
venture to garner good will
Ǯ Focus on human agency in either perpetra- 6 Rbaja interference, covert or overt
tion or in response. Ǯ Pure horror, nightmare fuel
Ǯ Circle knights try to solve obvious problems Ǯ An Rbaja wizard, a demon, an enchantment,
to garner good will or an Rbaja zone
2 Social rank tensions at a crisis point Ǯ Circle knights are at war with Rbaja
Ǯ Economics, local history, and brewing group
violence; and as a group, no social rank is a
7 Amboriyon interference, covert or overt
Ǯ “The light which blinds”
pushover
Ǯ An Amboriyon wizard, an eidolon, an
Ǯ Local war is an excellent example, but for
enchantment, or an Amboriyon zone
less atrocious circumstances, ordinary eco-
nomic tension can drive people to equally Ǯ Circle knights are at war with Amboriyon
extreme acts By design, neither a humanitarian crisis nor Ambori-
Ǯ Circle knights are themselves demolishers yon interference occurs by itself.
of social rank and recognize an opportunity My results yield 4, 4 + 1 = 5, and 5 + 3 = 8. That gives
to extend it, even if they can’t explain it me usable results of 4 and 5, so the components of
Ǯ Circle knights from this region have some this venture are knowledge and a monster.
insight into the history of the situation once For comparison, 3 6 6 would yield 3 9 15 for opportu-
they get there nity in Spurr, and 2 3 2 would yield 2 5 7, for social
3 Opportunity for Rolke rank tensions, monster, and Amboriyon interference
in Tamaryon.
Ǯ A chance for peace, trade, cooperation of
any kind Consult the red die from your roll again to set the
tone and certain content for the venture, at least in
Ǯ All else being equal, this seems easy, a nice
your mind as you prepare.
chance for trade or friendship, but it’s also
easy to screw it up ○ 1-2: Harsh – travails, tough decisions, personal
Ǯ Circle knights try to secure clear possible sorrow
advantages for Rolke ○ 3-4: Grim – injustice, tragedy, open trauma,
4 Knowledge desperation
Ǯ A piece of foreign technology, a historical ○ 5-6: Squick – agony, atrocity, dehumanization,
fact, an informational document like a map, repulsion
or something similar My red die showed a 3: this is going to be grim. I
Ǯ It may or may not be obviously present, but start thinking about really bad things people might
if this is the lowest-numbered component, do when ordinary choices no longer apply, and
about Lines of my own.

55
CirCle of Hands

REFINING THE COMPONENTS The knowledge: I’m thinking about a famous map,
Each component must include the following: one of the best in the Crescent Land, probably
prepared by a scholar familiar with foreign texts –
○ One to three named characters with deeply-felt
probably big, like a tapestry, hung up on the wall.
grievances or goals – if one component, then Its whereabouts since the scattering of the Magan
three; if two, then two each; if three, then one gentry are unknown, as one assumes that anything
each valuable there has long since been “re-distributed.”
○ Confusing and potentially dangerous locations The monster: I feel like going all-out and bring in a

3
– this is what the little maps are for wyrm, partly because I like the idea of one of these
○ Tripwire – conditions which provoke extreme curled up in a beat-up fortress. It’s just an animal,
actions or an event but once in “go” mode, it’s a shocking threat.
As this is a grim venture, both components begin
WITHIN EACH COMPONENT soaked in blood – people had been especially unhap-
It’s time to decide what exactly each component is, py with the Magans and probably butchered them
simply and quickly. First, think of the precise loca- and their supporters; the wyrm has already laid
tion, to get an idea of the kind of thing you’d like to waste to some considerable amount of the area.
see for that component in that region. Whichever component(s) you’re using, stay with them
alone. This is a really tempting creep: some playtest-
Then look over the dice roll again and count the
ers wound up piling four or five components into
number of dice with matched values:
their preparation when they’d rolled just one or two,
○ None: A single phenomenon for each compo- because they were distracted by some of the details in
nent, using the open circles above as the lists Chapter 7 that are intended for in-scene rules. That’s
for phenomena not a situation-preparation concern; you don’t have to
○ Two: A doubled phenomenon for the highest- say, “if there are draugr, then there must be a wizard,”
numbered component, e.g. two demons, or a then throw one in or make up an elaborate back-story
demon and a wizard to explain why not. Get what you get and use it alone.
Ǯ For #2, this result means three social ranks That goes double for #2. Unless that number came up,
in conflict don’t put social rank tensions in there and keep the
○ Three: A tripled phenomenon for the highest- hassles among the named people nice and personal.
numbered component, e.g., three demons, or a
In this case, the crisis between the gentry and every-
demon and two wizards, or a demon, a wizard,
one else is long over. If one of my components were
and a zone
#2, you can bet it’d still be hot and fierce, but without
Ǯ For #2, this result means all four social ranks that component, it’s a dead issue, now merely part of
in conflict the back-story.
This effect is biased toward somewhat less intensity AMONG THE COMPONENTS
for ventures in Rolke, the logic being that the Circle
If you have more than one, yes, they’re in the same
has already been somewhat effective toward various
spot and potentially affect one another. However, do
ills there; and also toward higher intensity for the
not go down that road during preparation. It’s tempt-
higher-value components, as such things tend to
ing to weave them together instantly. Stop and don’t
escalate
do that at all.
Consult Chapters 2 and 7 freely for anything that
strikes you as appropriately harsh, grim, or squicky, In this case, I decided against the knowledge being
as well as geographically and culturally sound, and a metal object, because that would unavoidably
basically, whatever you find personally compelling. tie this component and the wyrm together. Such a
tie isn’t always a bad thing but in this case, given
As with all ventures in Rolke, there are no matches, the description of the wyrm in Chapter 7, it’d be so
so there’s just one phenomenon in each component. strong that the whole venture would wrap around
For comparison, the 3 6 6 roll mentioned earlier just these two things.
would yield two phenomena involved in the oppor- In another example from play, the roll was 2, 5, 4,
tunity, even though it’s still only a single component. yielding social tensions (2) and Amboriyon interfer-

56
Forging Steel

ence (7) in Rolke. In that case, the strife between serve it. An actual son of the gentry is tempting, but
the merchants higher uphill and the freemen work- social rank isn’t concealable and it’s safe to say all of
ing the docks had no intrinsic connection with the them were killed, especially since I’m staying grim.
wizard who was in one of the ships offshore, and This guy was left for dead under a pile of corpses but
during preparation, no connection or “pull” needed survived after all: perhaps a low-martial person with
to be invented. a scholarly bent. He might even be maimed by these
The procedures of play and the decisions made by events, despairing of his future, but clearly he’s not
characters open plenty of doors for elements across happy about the people who ruined his life, killed his
friends and patrons, and probably destroyed most of
the components to become connected, and to ignite
the irreplaceable knowledge at the fortress. I choose a
new conflicts. Front-loading it during preparation
simple, blunt name that masks his intelligence, Wulf.
only gums up those procedures.
For another character, I think of the person who
NAMED PEOPLE tends to him, effectively his wife, twenty years
younger, loving him dearly but much more fierce
Make up named people according to the number of about their prospects, to the point of taking serious
components: risks, certainly willing to trade the map away if that
○ One: three named people, for a total of three would help, which Wulf would never do. A smart
guy like him has a smart partner to match – she is
○ Two: two for each component, for a total of four Vreni, a low entertainer who’s probably traveled
○ Three: one each, for a total of three more than anyone else in the area, and knows what
○ And later during preparation, if you want, add a map like this can be worth.
one more named person to the venture For the wyrm, I start with its rubric in Chapter 7,
The basic, rather pure concept of “soap opera” is which looks like this:
intrinsic to the people for each component. Period. Young and/or newly arrived in an area
Never don’t have soap opera, because it’s what the ○ Singles out individuals with such an item, kills
people are for. They’re already itched out of their everyone else, and slithers off with this person,
comfort zones, in the grip of strong emotions, and or part of him or her, to bring the thing it wants
full of definite opinions, already near to the point of to a lair.
acting, or as you might see it, acting out. When more
Older and having lived in an area for a while
than one person is involved in a given component,
○ It has a hoard of four or five such things and
then they may be strongly tied together or strongly
prefers to sleep and contemplate them.
opposed.
○ It can recognize people who bring it such things,
○ Do not double-dip anyone across the compo- and sometimes bargains are struck, if the person
nents; make separate ones for each. They don’t is clever enough. Like a horse or dog, it readily
even have to know one another. understands that if it does a desired thing, it will
○ Always conceive of them relative to the compo- get what it wants in return. It cannot speak, but
nents and be sure to give them names. more so than a horse or dog, it can recognize fine-
○ Think in terms of the Crescent land values: detailed things about locations and understand
social class, relative wealth, kinship, social concepts like “kill the people who pass by here,”
authority and reputation. or “attack when I wave this banner.” It also takes
betrayal of such bargains most personally.
○ Brainstorm a bit about special interests, past
history, problems, strong emotional attach- I’ll go with the later step, because I like the idea of
ments; just one or two thoughts are fine at this someone who’s allied with the wyrm, supplies it
point. periodically with neat items, and uses it against
○ Add one more named person to a given compo- enemies. I’m also thinking about Rolke following or
in the late stages of its civil war, and that anyone
nent if you think it needs a little more casting.
like this should be in a remote area, ungoverned
So, two people for each component, each pair by the allied communities who support the king,
involved in some kind of emotional situation. which means far off in the mountains. This person
would also have to be a considerable bad-ass, and
For the map, I instantly conceive of a survivor from
I’m thinking about a freeman who’s fought in many,
the butchery at Maganburg, who’s managed to pre-
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CirCle of Hands

many battles for others, and is now a scarred, cyni- tion with his or her social rank, and you’re all set,
cal, older chief, with a community of perhaps two especially when the game mechanic called ascension
hundred people in and around Maganburg who look gets going, as explained in Chapter 4.
to him for leadership. His name is Eckhart; he preys
upon a trade route, not entirely to kill or to loot, but Circle knights do not arrive to solve anyone’s per-
for rare valuables which he gives to the wyrm (once sonal problem, they are not responding to a call for
every six months or year is enough), at the very least help, they do not have to be restoring order and civic
to keep it off his small community’s neck. decency to a community, and they do not have to root

3 Although Eckhart’s tough and obviously cruel out a specific source of evil. Therefore engineering
toward those outside his sphere of leadership, his your named charcters as mechanisms to get to those
son is his real problem: a young man who envies things is unnecessary. My and others’ best Circle
his father’s toughness and respect, and who dreams games so far have been extremely lightly prepared in
of laying waste to anyone who offends him with these terms.
the power of the wyrm. This would be Ivo, already
called Eckhart-Son, which he dislikes. The named people merely live there, that’s all, and
they have specific actions and agendas wrapped up
At this point, set their scores, using 8 5 4 2. The only
with the overall component concept they’re built
relevant mechanics lie in Brawn and Quickness, but
with. Come up with individuals who exemplify these
assign the other two to help you develop your sense
things, and put them into cross-purposes or difficult
of the person. Choose one person to have a sum of
circumstances concerning what they want. Expunge
scores equal to that of the highest-sum Circle knight
all thoughts of whether they are “right” or “will work”
currently in play. Also write down their professions
or “character flags” or anything like that. Anyone who
and social rank explicitly.
strikes you as caught up with that specified compo-
Wulf: Brawn 5, Quickness 2, Wits 8, Charm 4; low nent, with any degree of soap opera, will do.
martial + scholar, freeman. He is missing part of one
leg and has some neurological damage too, hence the MAPS AND LOCATIONS
low Quickness. I don’t draw a map of the local area. I recommend
Vreni: Brawn 2, Quickness 4, Wits 5, Charm 8; out- that people do it if it helps, but I prefer to build a
doorsman + low entertainer, peasant. rather strong picture of it in my mind, and describe
it extremely closely to what the characters are seeing
Eckhardt: using Meinrad Good as the presumed
highest-score Circle knight in play, that gives me 26 and otherwise sensing. I’ve done a lot of rough camp-
points, distributed as Brawn 6, Quickness 8, Wits 5, ing and have good skills for keeping the overview in
Charm 7. I can visualize him easily; he uses mail that my mind, but staying with the characters’ immediate
once belonged to the former ruler of the area, whom view in the descriptions. Others may do better with a
he probably killed. His professions are low martial + sketchy local map.
merchant, freeman.
The cool little maps are the “dangerous locations.” I
Ivo: Brawn 5, Quickness 8, Wits 2, Charm 4; low recommend having a real map for these, and during
martial + outdoorsman, freeman. A dangerous play, you might show it briefly, just to convey its basic
man with a spear and with his equally hot-headed character.
friends, and he knows the area inside and out, but
lacking his father’s life-experience and caution. I’m thinking of the terrifying maze-map in Ursula
If the people in the preparation include a wizard, K. LeGuin’s The Tombs of Atuan. If I were to show the
then he or she has Gifts equal to the number of players that map for a few seconds and say, “Yeah,
knights in the venture, as rolled in the relevant sec- that’s what you’re groping around in, blindly,” it
tion of Chapter 6. helps a lot. However, escaping or getting somewhere
specific in there would depend more on rolls than on
In the case of a single component, you have three left-right-right-left statements and map-checking.
named people to enmesh in some kind of awful soap
opera, so mix it up with some verve. Here are some for you!

In the case of three components, you have only one


named person for each, so how does that soap opera
work? Put each person into a situation of dissatisfac-

58
Forging Steel

Famberge: Church In The Woods

Illus. Dyson Logos


59
CirCle of Hands

Famberge: Mountain Lake

Illus. Dyson Logos


60
Forging Steel

Spurr: Lich Citadel

Illus. Dyson Logos


61
CirCle of Hands

Spurr: Spurr Proper

Illus. Dyson Logos


62
Forging Steel

Rolke: Mountain Fortress

Illus. Dyson Logos


63
CirCle of Hands

Rolke: Coastal Town

Illus. Dyson Logos


64
Forging Steel

Tamaryon: River Cut

Illus. Dyson Logos


65
CirCle of Hands

I also use any of the many little maps available on- in play – boils over into more explicit, uncompromis-
line from a hundred sites, with a bit of effort to stay ing form. The effect is, simply, a drastic and striking
consistent with the Crescent Land setting (there are change in the situation. Whatever visual or other
no multi-level underground complexes). sensory details you might imagine, say to yourself,
“That’s not enough,” and turn it up another notch.
For the in-game location associated with the map
component, I own the Forest Village set from A tripwire and its effects are prepared, but not planned.
Heroic Maps by S. Bilton & J. Bilton, which is per- It may or may not be triggered, completely left up to

3
fect. It features simple huts, confusing pathways and the events of play.
dense forest. Wulf lives here.
If Wulf is harmed in any way. Triggering this
For the location associated with the wyrm, no prob- tripwire means that Vreni mobilizes a considerable
lem here – I seize upon the mountain pass flanked number of local people against the culprit.
by a fortress including a rampart spanning the pass
presented in this book (“Rolke: Mountain Fortress”). If the wyrm’s private lair is disturbed. Triggering
It’s in crap shape, but it could be restored. It seems this tripwire means that the wyrm goes wild with
a fine thing to have Eckhart and his immediate rage. This doesn’t mean the wyrm is irrelevant until
followers utilize the complex on the right, with its that happens, because it could act on its own, or
better access to the outlying areas, and for the wyrm Eckhart could exploit his alliance with it, at any time
to be laired right there across the rampart (!), in the I’m still honoring the point that nothing should nec-
scarier, more isolated section. Damn, these people essarily combine any details of the two components,
freaking practically live with the thing – good thing in that neither tripwire includes both the map and
it sleeps most of the time.
the wyrm.
Tripwires aren’t there to be either goals or as hidden
traps, so the GM isn’t obliged to drive toward them or
manipulate players into them. Similarly, the players
don’t know what they are, so no one will be seeking
or avoiding one.
They’re merely … there. Waiting patiently.

REVIEW THE CHECKLIST


My roll was 4 1 3, yielding 4 5 8, for knowledge and
a monster in Rolke. I chose and named a location.
Per component, I have characters, check; locations,
check; and tripwires, check.
When I prepare and play, I use index cards in a
diagrammatic technique. For each component, I lay
three cards in a row, for a maximum of three-by-three.
The first card for each component lists the named
characters and scores, the second describes the loca-
tion and any key words to help me remember its
features, and the third states the tripwire. An example
diagram is on the next page.
Review the standard for tone, adding briefly-described
events, groups, and back-story to drive it home.
Illus. Dyson Logos
I look it all over, remembering that the ordinary
harshness of Iron Folk life is considerably worse here.
TRIPWIRES
A tripwire is a specific event with a loud, shocking, This isn’t a very functional community. The social
uncompromising consequence. upheavals haven’t settled into a viable farming,
hunting, and trade structure yet, and Eckhardt’s
If play triggers a tripwire, then the inherent tension use of the wyrm has worked in the short term, but
in that component – whatever it currently looks like certainly hasn’t contributed to better relations or
66
Forging Steel

sustainable commerce with anyone else. Illness, A BIT AT SEA?


deprivation, and exposure claim a lot of infant lives, Good! Your preparation is not a puzzle or a problem,
and people do not have the leisure for festivals or
so don’t solve it by imagining what anyone will do after
community identity. Quarrels quickly become lethal
play begins. There are plenty of in-play game mechan-
fights, whose only social accounting is resolved with
ics that will take care of all the people’s and creatures’
threats of further violence.
responses and reactions and what to do next. To let
No one’s hands are clean here. Eckhart has mas- these mechanics do their job, prep needs to be dialed
sacred neighboring communities with the wyrm at way down from what is apparently expected. The
least once. Ivo’s little band of friends is well on its
Circle knights don’t have to find anything out, or to
way to becoming a gang of unaccountable thugs,
complete an assigned task, or to stop any of the people
with a solid list of bad acts building up resentments.
Wulf has friends who also survived the sack of there from doing what they’re doing.
Maganburg and share his resentments. Vreni has
Not one of those named people is inclined simply to
already defended the otherwise helpless Wulf with
give them the map. Yet every one of them is poten-
lethal force.
tially interested in what the knights can do for him
Think viscerally and sympathetically with the peo- or her. There’s tons of room for judgments and deci-
ple’s priorities, and understand why they are the way sions about any of these to arise in play or based on
they are. Even if they are cruel, vicious, selfish, violent what particular characters think. A knight may be
people, don’t make them psychopaths. disinclined to let Eckhart keep plundering travelers
of their coolest stuff, or maybe none of them care – as
It’s grim yes, … but not insane. No one is a serial killer, far as deals with wyrms go, it’s a pretty benign one
the wyrm is not a rampaging horror… why? Because after all.
a venture is about moral difficulty, not about desig- Beware habits of story-making!
nated kill-eligible foes. Anyone might be friendly to
one or more Circle knights and be reasonable at least Again, my treacherous mind instantly suggests that
in the context of his or her priorities. There’s plenty of I tie Ivo to Vreni, making them siblings or enemies
danger here, but exactly what sort, and from whom, or whatever. Don’t do that, I admonish myself. Each
and why, is left to the events of play. component is nice and solid, and all these people are
living in the same place, so all is well.

Named People Location Tripwire

Component 1
WULF & VRENI HUTS IN THE FOREST WULF IS KILLED (the map)
Component 2
(the wyrm)

ECKHART’S THE WYRM’S LAIR IS


ECKHART & IVO
FORTRESS DISTURBED

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CirCle of Hands

It’s rather nice not to worry about story control, with no need to rehearse upcoming play events. I don’t have to
pre-plan named characters’ reactions to the Circle knights; those will come directly out of the player-characters’
actions and the players’ rolls. I don’t have to think about a climactic scene or designate a bad guy or final boss.
Don’t worry about how hard it is. A given venture is not supposed to be hard, medium, or easy in mechanics terms.
It’s merely interesting and that’s all.
Don’t worry about how good it is. These prep tools I’m providing are spot-on perfect for generating exactly what
you need for play, and the only thing you need worry about being “good” is play itself, for your part alone.

3 JUST BEFORE STARTING


PLAY GETS GOING

Gethyn wrote these ideas to express


The GM tells everyone else these things only: a knight’s commitment to the Circle:
○ Which region
The Circle recognises deeds above all else. In
Ǯ The venture’s approximate location within
the eyes of the young king, who you were - your
that region, “at the coast,” or “along a main homeland, community, family, gender, social
river,” without further detail rank, ideology, status, wealth - counts for
○ The lowest-numbered component nothing. Once you commit to the Circle, you
Ǯ Few or no details, although with some indi- are defined only by what you do in its name.
cation of its intensity
The Circle rejects the extremes of Rbaja and Ambo-
Ǯ No details about how they heard about riyon alike. Both leave death and misery in their
it, especially no content or implication of wake. Both must be opposed if neither is to triumph.
anyone “calling for help”
For the group’s first venture, each player chooses one
of the two knights he or she made up. For all ventures From the sheet, here are the relevant items:
after that, each player chooses any knight from the
Circle, made up by anyone, with the only limitation ○ The knight’s homeland provides a distinct
that the same player may not play a given knight accent (no need to role-play it, but the char-
twice in a row. If two people want to play the same acters hear it), recognizable minor details of
knight, then the player who has never done so gets it; dress and grooming, regional familiarity, and
if both have played that knight before, they compare minor expected stereotyping by others, e.g., that
1d6 rolls until one is higher than the other, and that people from Spurr are greedy, or people from
person gets it. Rolke are a bunch of wild-eyed revolutionaries.
Each area also connotes a particular range and
For Circle knights who are not wizards, the player type of influences from Amboriyon and Rbaja.
who chooses one may change the spells known, as
○ Social rank + Professions are probably the most
long as they include both white and black spells and
important. They comprise the bulk of every-
their points do not exceed the knight’s Wits value.
one’s learned values, skills, social connections,
Play does not begin at the Circle’s home in Rolke or wealth, and even the literal perspective of the
is there any sort of role-playing about this location. moment – when they look at anything, what
Instead, as soon as the players choose which knights they see is couched in the variables of these two
they want, play begins some days’ travel along the road. things. Again, social rank cannot be faked with-
out magic. Changing the way you play based on
PLAYING MY CHARACTER which Circle knight you pick comes right out of
When you choose one of the Circle to play, it’s yours. this combination.
You don’t have to consult the person who initially made ○ Traits + Details are fun for playing his or her
him or her up for approval, or any written or spoken habitual way of dealing with things. Circum-
generalizations about the character. All you need to stances might lead to them acting differently,
consider are the sheet, his or her past history in play, but if they do, people will notice that it’s a big
and your own sense of engagement during play. shift for them.
68
Forging Steel

○ The Key Event is unique to the character. It From past play, here are the things to consider.
really changed him or her, leading to total com-
○ Honor what’s been played for this person
mitment to the Circle. It may be over and done
already. The default is to continue with the aims
with, or it may be an open psychological wound
and details as previously displayed.
which a venture may expose. Look over that
Event and remember that to this person, this is ○ However, you are also empowered to consider
now who he or she really is. the limits of these aims and details as provoked
by events, as you see fit, in the moment.
Although all Iron Folk are identifiable in terms of
homeland, social rank, and often profession, Circle ○ Morality: these characters are here for you to
knights are a bit different in their own way. For one develop and express, not merely as moving
thing, they are competently armed and armored in parts of some fictional place. Consider what
ways that such socially diverse individuals would you think he or she struggles with personally, or
never otherwise be. They all wear the emblem of the conversely, what his or her blind spots may be.
Circle. They may display evidence of both white and You may or may not feel the need for some group
black magic, again, not only unfamiliar but actually discussion before the fiction launches into imagery
unbelievable to those versed in the matter. and action. I kept records for some of the topics that
served well in playtesting.
By definition, social tensions or contradictions among
Circle members are treated as secondary to their I like to mention a few other things too:
shared commitments and are not built to be auto- ○ A Circle knight is not assigned to a venture or
matic sources of conflict between player-characters. given a mission-oriented goal in it; instead, he
They may be either expressed as given during ordi- or she has heard about it and decided to go
nary interaction, or openly set aside and ignored due there with some companions.
to genuine respect, or whatever else arises organically
○ A Circle knight likely suffers from one or more
from play.
of these, mildly: headaches, sleep disorders, and
sudden onsets of strong emotions.
○ A Circle knight profoundly understands both
the reluctance and the willingness to kill.

69
Illus. Phillip Simpson
Chapter 4C irCle OF Steel

The backdrop’s in place, and the situation’s productive components are prepared, both for the Circle knights and
the location. Now it’s time to discuss the “real” layer if you will: putting time and consequence into the fiction,
making stuff happen, using resolution mechanics, seeing stuff happen, accepting and developing immediate
threat/actions for characters – in a word, playing scenes.

SCENES
BACKDROP
○ Maps and regions SITUATION
○ Ecology ○ Location and time
○ A particular spot
○ Culture ○ Immediate geography ○ A time of day or night
○ History ○ Immediate history ○ Who’s there
○ The magical war ○ The people present ○ What just happened
○ Technology ○ Cultural details in force ○ Actions and responses
○ Values ○ The creatures present ○ Crises and threats
○ Ethnicities ○ The played characters ○ Opportunities
○ Creatures ○ Consequences

This is where it gets personal. Something may be in the backdrop, and when all’s said and done that’s mere words
on paper, but this-right-here is what your character is seeing, and what’s happening to him or her, and that’s one
little social and imaginative step away from it happening to you.
I Will Not Abandon You is the riskier, harder-hitting social contract about the fictional content. It’s when you play
not to protect one another, but to stay with one another through it. I don’t mind saying I’ve been doing this for a
long damn time, and here are the ways – the only ways – this works.

○ Start with Veils ○ Set your own damn Lines!!


Ǯ Pull them aside when it strikes you, without Ǯ Don’t set Lines to protect other people
planning Ǯ Remember that no one knows when it’s
Ǯ Set them in place when you need to – think a Line for you, so you must say so, and be
of it as editing ready to walk along it
Ǯ And when someone else sets a Veil in place, Ǯ And when someone else sets a Line, listen to
listen to them and let that edit stand them and don’t cross it
Ǯ Don’t forget a couple are baked-in (those are
mine)

Scenes move a situation through time and consequences, changing it. The transformed situation becomes a piece
of history, finally bringing time to the backdrop, making it solid at last. Make sure those scenes are exciting for
you, a little tough, a little disturbing, and trust those people at the table to stay with you, as your Crescent Land
finally earns its label as a setting.
All right, now on to it.

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CirCle of Hands

TALKING
You are not conveying the setting from an original to playing within scenes, the only real difference is
source in order to play, you are making it by the act playing multiple people and creatures. I don’t even
of playing. recommend anyone holding the role of conductor,
such as managing who gets to talk.
Describe what’s happening naturalistically, but not
elaborately. Think for a moment about role-playing Here are the GM tasks in detail:
together. Whatever else it may be like, the minimum
○ Prepare only what Chapter 3 instructs
purpose is to keep everyone oriented, not wonder-
ing what someone is like or whether a thing is over ○ Start and stop scenes, or play back-and-forth
there or where one’s character is standing. Talk about between them if more than one is happening
space, people’s positions in it, and their motion. Ǯ Describe things briefly and to orient charac-

4
ters’ relative positions
I think imagery beyond that function is great, but it’s
about invocation, not bloviating – you are not replac- Ǯ Cross, cross, cross – as described below
ing or sending messages into others’ imaginations, ○ Pay attention to the explicit moving parts of the
you are fueling them to be more active on their own. system
So long windy descriptions are the wrong way to go, Ǯ Social dynamics within the components,
in favor of clear, powerful details which inspire others tripwires, fighting and deaths, magic and
to fill in whatever is needed to hold them together. Gifts
When each person does this a little, everyone imag- Ǯ Use outcomes of these mechanics to prompt
ines a lot. your characters’ new actions

WHAT IS THE GM ○ Nothing else

Our hobby language dichotomizes the terms “GM” Decisions about “what to do” aren’t very hard in
and “player,” and I don’t think any re-terming is going GMing Circle of Hands. The preparation mechanics
to change that. I can only say here that in playing Circle ensure that every combination of components is
of Hands, the term doesn’t mean a social organizer or unique, and even the same combinations differ by
a rules-referee, but one of the players who attends to region and by what customized choices you
certain tasks: preparing the venture, and during make. Since every single one
play, mostly about starting and stop- is riddled with personal
ping scenes. When it comes strife, there’s more

Illus. Rachel Kahn


72
CirCle of Steel

than enough motivated action to play with during a Circle knight, without being married to him or her
scene. It’s Mitch’s fractal concept again: running the every single session, and without the spectre of death
same preparation mechanics over and over reveals, as negative reinforcement for playing a certain way.
enriches, compares, and illuminates both the Circle
You’re not there to discover the GM’s story, nor do
knights and the features of the setting.
you get through a venture by winkling out the back-
story or by working through a sequence of fights. This
WHAT THE PLAYERS DO
really is about the person you’re playing and what
A couple of playtesters were concerned that eliminat- you choose to have him or her do under stress. That
ing permanent character ownership would decrease means you can play, and not obey anybody about
people’s commitment to play. However, the result was anything. You can embrace and enjoy the Traits and
always just the opposite. In a way, you’re wonderfully Details, and apply your own interpretation of the Key
free: you get to ask and answer “who am I?” for this Event.

THE BIG PICTURE

GETTING INTO IT tion or purpose, and general movement throughout


Start in the middle of traveling to the venture loca- the immediate area, sometimes punctuated with
tion, with no play back home at all, no briefing scene scene transitions.
or anything of the sort. Play begins well out of the
The arriving knights’ social rank and profession
main citadel in Rolke, into areas beyond its immedi-
shape events immensely, beginning with cultural
ate reach. Descriptions begin with the transition into
viewpoints in both directions. People from different
these areas, continue with further travel, and end
social ranks perceive things differently, as if they were
with the transition into the destination. The GM’s
looking at different worlds. A peasant instantly sees
job at this time is landscape and scenery celebration,
whether the peasants and freemen of an area are con-
establishing the integrity of the imagined geography
tent, miserable, or considering killing the outsiders
and providing the players with a sense of what it’s
in their beds. A member of the gentry won’t notice
like to travel in these lands. I recommend describing
anything about that, but sees without thinking about
whatever details of ecology, animals, and food seem
it whether battles have been fought here, or whether
most informative and fun.
the current arrangements at the longhouse are wel-
Circle knights travel with what might be called a coming or suspicious.
support staff, mainly people who tend the animals,
Their social ranks and professions also set up what
pack supplies along, scout ahead, hunt or fish,
happens when they arrive, which is essentially the
arrange lodgings with communities, and similar
same in every venture. Here’s my vision of what you,
activities. They always include a couple of outdoors-
“you” as in the characters, do when you show up
men. They’re almost all local people at any point in
somewhere:
the journey, cycling in and out of the traveling group
as it moves through the ordinary personal traveling ○ Abandon the notion of an anonymous arrival.
ranges of multiple communities. They aren’t ser- Word has traveled ahead of you, and people are
vants or lackeys and can’t be ordered around, nor are already mentally fitting you into their commu-
the Circle knights responsible for their safety. This nity. You don’t have to look for a place to stay.
shifting-cast group is assumed to be around through- When you say your name, it’s confirmatory
out the venture, but they are not named or explicitly rather than introductory.
played, and if circumstances are such that the GM ○ This isn’t visiting, but more like moving in for a
absolutely has to threaten them, he or she treats them while. People in this culture have expectations
as a single target. for what you’ll do in their home community,
and they’ll be watching to see whether you meet
ARRIVAL them.
Ordinary scene-based play does not begin until the
Remember, there isn’t any money – you don’t pay for
Circle knights arrive at the location of the venture.
stuff like lodging or food, it comes to you as the people
Play consists of interactions, statements of observa-
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CirCle of Hands

accept your social activity. They assume you’re going AS EVENTS PROCEED
to provide it: butchering, hunting, farming, smithy- GMing continues: describing the actions and
ing, religious work, and whatever else is implied by responses of all characters except the Circle knights,
a person’s social rank and profession. Do it, and your and staying on top of when the resolution system is
needs get folded into everyone else’s, such as that may supposed to be used. The GM and everyone else goes
be in this particular spot. Bluntly, failing to provide with what people say their characters do. That might
that social activity is the mark of a psychopath, as far necessitate a shift in scene, it might imply that noth-
as everyone in this culture is concerned. ing changes in this scene and therefore a new one is
called for, or it might develop the events in this scene
So it’s axiomatic, unspoken, as present as the air you
into any number of outcomes requiring resolution
breathe, that when you arrive somewhere, you do
with dice.
what you socially know how to do, based on your pro-
fession and social rank, as it applies to the immediate The pace of events in fictional time is not fixed. Some-

4 and normal situation.


If you don’t do that, you don’t get anywhere to sleep
or eat, you don’t get clean water, you don’t get talked
times, the venture occurs in only hours of fictional
time; other times, months. Go with whatever makes
most sense based on what has just been said and done.
to, and if you’re vulnerable, you can get killed – and You may notice that a task often associated with
everyone is vulnerable sooner or later. So you have to GMing is absent from these rules: story management.
do it, and your character not only knows that, he or In this game, driven character action and system out-
she doesn’t see it any other way. comes are the only determinants of plot. No set-pieces,
confrontations, or revelations should be planned in
Ah – a crucial detail, perhaps: there are no such things
any way, and techniques which assume investigation
as inns, taverns, or for that matter, brothels. This is
of back-stories and big-boss climactic fights with des-
about hospitality, not paid service. When you stay
ignated villains are not compatible with the system.
somewhere, you sleep in a bed in someone’s cottage
or longhouse, and not even necessarily a spare bed. To the Circle of Hands GM, I recommend taping these
points to your mirror:
All a player has to do is get used to the character’s
social rank, profession, traits, and details. All the GM ○ You do not direct. There is no trail to follow, no
has to do is say exactly where the characters are, who designated boss to fight.
is there, and what everyone is doing, and equally ○ You do not conduct. The players are responsible
flatly, at some point, shifting in space and time to do for their characters’ actions, not you, so don’t
the same thing again, later and somewhere else. manage how and when others talk.
See, it’s not stressful – it’s normal and about ordinary ○ You do not protect. If they all die, then they all
people acting like they do. There’s no need to go lurk- die. If they completely bork the Circle’s poten-
ing about, or to provide hasty excuses for being there, tial gains during this venture, then they do.
or to seek hints or hidden meanings in basic dialogue, Good enough for what you don’t do. So how do you
or to stay alert for “something strange.” There’s no do it?
need to play in a defensive crouch. On the contrary,
playing the opening of an venture in this way gener- ALL ABOUT THE PEOPLE
ates a sense of your character being a person who Here, my advice for the GM is pretty much the same
knows how to live in a place, not an avatar in a canned as for everyone else: it’s time to play characters. You
and planned scenario. already have several named people created for the
components of preparation, so bring them into play
as members of the social ranks and professions which
John Willson wrote about this in his playtesting: “It the Circle knights necessarily encounter in the open-
turns a location into a community, an interrogation ing scenes. For these people, consider these:
into a conversation, an NPC into a person.”
○ Special interests, past history, problems, strong
emotional attachments
○ Social class, relative wealth, kinship, degree of
social authority and reputation

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CirCle of Steel

By definition all non-Circle wizards are in this cat- do badly with the locals, they hate you, and they try
egory, as they only come into play via the preparation to kill you, let’s see if you get out of there,” and never
components. These people are incredibly powerful mind the elaborate back-story with the butcher’s
and are certainly affecting the lives of every other daughter, her panther friend, and the lurking lich.
person in the situation, or are about to. Even more
named people come into view via ascension, which ACTION DOESN’T WAIT
turns incidental or background individuals into con- What then? It began with those Charm rolls and the
sequential and active characters. specific actions taken, but it goes on with the explicit
moving parts of the system: each component’s social
The Circle of Hands GM should develop a certain bru-
dynamics, fighting, and the use of magic. These
tality of thought in playing the people in the venture,
things have consequences like changes in behavior,
in that they expect certain behaviors, mostly based on
injury, death, and acquiring Gifts. Embrace these out-
social rank, and they either want things to stay as they
comes to prompt your characters’ new actions, none
are, or they want things to change in specific ways. In
of which need to be subtle or
this culture, such views are not
half-hearted.
necessarily held privately, and
if a person feels that he or she
p eOple react tO perceived
At its heart, I’m talking about
threats and seize upOn sOlu-
is acting with social backing, people in this situation as
tiOns with a great deal OF
that person may be startlingly sOcial and physical FOrce. characters, not corridors to
aggressive about it. set-pieces, or walls block-
ing actions or insights. The
The second half of this chap-
consequences keep on going, because the people
ter provides very specific mechanics toward these
you’re playing may change their minds, but regard-
ends, based on the Wits and Charm attributes. For
ing their concerns and priorities, they do not merely
now, know that Charm is huge. If a newly-arrived
cave because a Circle knight or a planned plot-point
person succeeds with it, then he or she is welcomed
is supposed to be important. Crucially, successful
and trusted as a favored cousin. This is a deeply
Charm rolls don’t make people obedient, but rather
trust-based culture, so even violent or otherwise
proactive in expecting the Circle knight’s help.
questionable behaviors can be accepted at this status.
Wits is a bit more about orienting and context-build- Since the Circle of Hands GM isn’t responsible for a
ing, not so much specific clues as setting up for more story, only for playing the next scene, enjoy the lack
effective action later. of a plan and your freedom in that scene to “hit back”
with the people you play as hard as they might want
Therefore, fail that Charm roll and the Circle knight
you to.
has an enemy: as that person sees it, his or her goals,
fears, and even sense of identity are all threatened. CROSSES!
Enemies in the Crescent Land use their best and most
All right, think about starting a scene. If you’ve ever
effective resources available to solve such problems.
been a GM in any role-playing game, you’ve done
Fail that Wits roll and the direct consequences may
this. Here it is, a scene-in-action with characters
not be so severe, but a bunch of later rolls may well
being played and doing stuff, and then … as part of
get penalized.
the described location, perhaps well in the back-
Use these mechanics for every single named person ground, you describe something that happens which
a Circle knight interacts with, without fail, and con- resulted from some previous scene. That’s a Cross, as
sider the results to be always emergent and binding. in “crossing paths.”
This is why planning how GM-played characters
I described Crosses, along with Bobs and Weaves, in
react can never, ever be planned. Doing it during play
Sex & Sorcery, as a set of GM actions to go with Bangs.
completely replaces all the preparation-and-rehears-
Circle of Hands, unlike Sorcerer, is not a Bang-y game,
al techniques for GM-character behavior which are
but rather a Cross-y one, and that’s the primary skill
employed in many other games.
one needs to bring to GMing it.
A venture doesn’t have to turn out to be focused on
Crosses do not demand action and do not have
the most exotic preparation components. Borked
unavoidable effects. Most Crosses provide Color into
rolls during interactions can easily turn it into a “you
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CirCle of Hands

play, basically a more vivid experience, and that in Having one or more tripwires in your preparation
itself is a good thing, but it doesn’t “do” much nec- is wonderfully empowering in terms of what might
essarily. As I keep saying, though, this is a violent happen, and counter-intuitively, not requiring you
society. People react to perceived threats and seize as GM to force it to happen. You don’t need to steer
upon solutions with a great deal of social and physi- toward or away from them, and you don’t have to play
cal force. Crosses provide the opportunity to show “hot and cold” with the players. Do the tripwires have
this happening, with the following two effects. to happen? Nope! And if they happen, does it matter
when? Nope! Do the players know about them? Nope!
○ The shared understanding of fiction at the table
Do you know what the post-tripwire fights and con-
is better reinforced, especially in the crucial
flicts will be? Nope! But are they great fun when they
gaps among players whose characters may not
happen? They sure are! And if something else hap-
have been involved equally in all the activities
pens which is totally nowhere near a tripwire but is
to date.

4
even bigger and flashier than it, then that’s all right too.
○ Opportunities are presented for players to be
proactive about things which aren’t immediately ENDING THE VENTURE
shoved in their face. They can do this with or A venture ends not because a designated villain has
without character-knowledge, injecting con- been defeated, or because a given set of the landscape
structive coincidence into play just as easily as has been thoroughly explored, but because play has
acting upon one’s character realizing something. reached a crisis point with sufficiently exciting con-
Only some, perhaps even a few get acted upon, i.e., tent and with a satisfying look at the Circle knights’
spark action as decided entirely by the player of the personalities and abilities. Since a venture isn’t a
moment. No one knows which Cross will spark like mission with a pre-set objective, its end arises from
this and which won’t. two or more related sources of tension intersecting
and requiring mechanical resolution during a scene.
They’re superior to Bangs in a game like Circle of
A crisis point of this kind is necessarily unplanned
Hands, because Bangs are too easily interpreted as
and emergent, so the point is not to make it happen,
cues for specific actions and set-pieces, and players
but to realize when it just did.
wait for them to come along, whereas Crosses merely
open windows onto everything that’s going on. They Let’s work backwards to see how these things come
also can’t be prepared before play , as they simply about.
arise from whatever just happened.
○ A killing is preceded by the decision to kill on
TRIPWIRES someone’s part.
These are the only prepared Bangs in the game. The ○ Drastic effects of magic like Gifts or massive
only criterion for them is that visually, they’re something destruction are preceded by the decision to use
the special-effects team would work really hard on. particular spells or oaths toward certain ends.
○ Arguments and their breakdown into more
Although a tripwire is neither guaranteed to happen
extreme action are preceded by the decision to
nor planned in terms of its final effects, it’s definitely a
like or dislike someone or his or her goals, or by
big change in what’s going on: a game-changer, deal-
the decision to let one’s past be triggered (like a
breaker, whatever phrase works for you. A different
Key Event).
situation.
You can see the pattern. If a fight, for instance, is not
Since play up to that point could have resulted in any caused by a dedicated in-play decision to kill, either
arrangement of bad and good interactions, hitting the by a Circle knight toward someone or the other way
tripwire is not necessarily “bad for the knights.” The around, then it’s not a crisis point in enjoyable fiction-
result of a tripwire might be a catastrophe, it might be al terms, it’s merely a set-piece. Such decisions come
sort-of one or limited to a certain group, or it might about in dozens of possible ways: a failed Wits roll in
not be catastrophic at all. Making the situation more a dangerous location, failed Charm rolls and escala-
dangerous is a good feature, and given whatever’s tions from there, straightforward moral disgust at a
happened so far, that might well be the case, but if person’s actions or views, and more. The mechanics
you start with that as the criterion, then all you get is of play are built specifically to open the door to such
a disaster you’re trying to railroad into play. decisions without having to program them.
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CirCle of Steel

Rather than working with specific milestones like and problems may still be occurring, and make sure
“when they find the blue book with the forbidden you don’t cut off a Circle knight from some intended
text,” or “at about an hour and a half into play,” with action but play doesn’t have to run down every last
specific planned effects like “then the village elders detail once something like this has happened.
conduct the ritual,” instead pay attention to the kinds
of decisions which turn into consequential actions AFTERMATH
and reactions. Whatever fights or confrontations Finish the session by describing the long-term conse-
emerge from those, well, it might be the crisis point quences of the venture for the young king and Rolke.
that would make a fine and satisfying finish. By default, it turns out well. Even if the place was left
a smoking ruin, or even if all the Circle knights died
Sometimes it’s an easy finish. A well-placed Charm
horribly, or even if the depraved Rbaja wizard was
roll or a particular interaction nails a component to
left ruling supreme, the outcome still works out well
the wall, and even the others if any are looking likely
for the long-term arc of the halting, not-especially-
to be resolved fast. Or maybe a specific killing or a big
directed social changes that began with the cultural
fight does indeed qualify, and if so, there’s nothing
revolution in Rolke.
wrong with that.
There’s no need to justify or explain how that hap-
But maybe it isn’t so simple, especially when different
pens. Don’t try to nail the long-term outcome down
people want a lot of different things, and when the
either in its own details or as a direct consequence
Circle knights stay in an area for a good long while.
of the events in the venture. You don’t even have to
This opens up new alliances, new developments, and
try to tie it all together with the results of hitting the
new goals for people. In that case, maybe the crisis
tripwire during play. At the very least, word of how
point comes about as a series of events rather than
the members of the Circle did their best eventually
just one.
has some effect, and such things are culturally diffuse
A venture ends with some wrapping-up and perhaps and can’t really be controlled or directly attributed to
the Circle knights’ departure, meaning that you can single events. You can look at it as an arc of justice if
play out some of the aftermath of the impressive or you like, for which even unlikely events such as mas-
exciting events, and then stop. Certain situations sacres or disasters can rebound in positive ways.

Illus. Rachel Kahn


77
CirCle of Hands

The only way for this long-term effect not to happen “the setting is merely a skin” will trip you right up.
is for the Circle knights to hit all the tripwires during There’s a learning curve involved for everyone: cer-
a venture. In that case, well, it wasn’t a good day for tainly about the mechanics of magic or fighting, but
the Circle or for the king, and whatever the longer more importantly, about the interplay between what
arc of Rolke and the Crescent Land may be, the after- is prepped and known, and what is left to emerge
math of this venture would be one of the grimmer during play.
moments of adversity for it.
Most people who playtested entered into a venture
Single-component ventures offer the interesting with a what do I do mentality, looking for the GM to
combination of being less complex, but also of an situate and cue them into answering that question.
all-or-nothing tripwire in this effect. I found that getting into the more appropriate who
am I mind-set can’t be forced, but rather treated as a
You can see, I hope, that there’s no real way for the
process. Some points which might help include:
people playing the Circle knights to work toward

4 or against these outcomes. They don’t know what


the tripwires are during the venture, so can’t try to
avoid them. You can’t really say the possible negative
○ The knights are self-directed. They’re not
policemen or special agents with an assigned
mission.
outcome is “all their fault,” at least not in terms of ○ There’s a back-story, and they may or may not
direct blame. The “defeat” is a more abstract, long- learn some or any of it.
term, post-venture, non-play issue, about the venture
○ Many people in the venture will have strong
but not necessarily anything that happens in the
words, responses, actions, and reactions.
venture in play-terms, including the details of the
tripwire. Tying it to the tripwire(s) only serves as a ○ There isn’t anything about a matched-in-power
useful signal. challenge.
○ In the long-term, the whole situation is prob-
SOME THOUGHTS ably going to resolve well but it also might not,
FROM PLAYTESTING
and there’s not much they can do about that.
Learning a game and teaching a game typically
It’s definitely educational for everyone to see a Circle
happen at the same time, so all the textual verbiage in
knight die and for play to continue.
the world like this chapter falls at the wayside when
people sit together with fixed tropes and procedures I think it takes a couple of ventures to get the feel for
in mind. Circle of Hands is its own thing, in play, and all of this and also to see the point of playing different
assuming “we know how to play a fantasy game” or characters each time.

BETWEEN VENTURES
Circle knights who survived a venture have a chance to improve their attributes. Choose a single attribute cur-
rently at 9 or less, and roll 2d6. If the result is higher than its current value, improve its value by 1. Regardless of
the result, no other attributes may be tested this way at this time.

NEW VENTURES
For the second venture and all thereafter, the GM briefly describes one of the components of the upcoming
venture and says what region it’s in. You pick any of the Circle knights you want excepting the one you played
last time. When you choose the new one, if he or she is not a wizard, you may trade out the spells as you like,
maintaining points equal to Wits, always both white and black.
Ventures can re-visit locations. If the people playing the Circle knights all want to go somewhere in a previous
venture, they can. The GM prepares as usual but if necessary, overrides the rolled location. Alternately the GM
may say, upon rolling, to say, “Hey, this result would be perfect back at that location we played before,” and to
override the rolled location in order to use the components at the preferred spot.
When revisiting a location, the GM should make up new named people associated with the component or com-
ponents for this new venture. The named people the characters already know from the previous venture can
certainly still be there and still be played, but they aren’t associated with the preparation components.

78
CirCle of Steel

NEW PLAYERS AND MISSING PLAYERS I do want this: lots and lots of sessions with a venture
What happens if initial Circle creation is disrupted in apiece, with long-term individual participation, a lot
some way? What happens if some people can’t play of accumulated fictional material, and plenty of local
following initial Circle creation? What happens if and personal changes brought about through play.
people join the game later with new characters? But achieving this is a real-world, real-people phe-
nomenon. You do not get a “grand campaign” merely
Ideally, I wish none of these would ever happen, to by saying that your game at the table will be one, or by
the point where I’d even suggest telling the players, claiming that your game design is supposed to be one.
“Sorry, no.” But I know that I need a more pragmatic You don’t get it by making social promises that it’ll
solution. happen, nor by designing
The best thing for the first and publishing reams and
the Only real payOFF is internal in
reams of setting or story-arc
is to wait until all the char- each One: mOments OF pure char-
acter creation prior to the acter expressiOn in actiOn and at material.
half-and-half comparison risk, ending in triumph Or disaster. The only thing that can
is done, before assigning m a ke l o n g - t e r m p l ay
the extra points. In other words, take everyone up happen is that people are not only getting value out
to the Key Events, and then merely wait until all the of playing this game together, they see that more and
characters are ready, then go ahead and finish. The new kinds of value arise from playing together again.
last bits are pretty easy and could even be done over
I look at tables out there where it works, and they tell
email, or just before playing the first venture when
me what matters: the increasing depth and shared
you gather again.
enjoyment of the individual characters, in this case,
For the second, go ahead and play, but keep the the Circle knights themselves.
characters made by the non-participants out of the That’s why my vision of play does not require the
loop for re-play. When and if they want to join in, ventures’ outcomes to change the setting directly.
they have to play one of the characters they made to My thinking is that the new regime and new ideas in
jump-start them into the available circle. But after a Rolke are strengthened by the Circle, by and large,
venture or two, enough is enough – if someone hasn’t and that this is best taken as a given in the setting’s
been able to join in by then, then the characters they long-term history and isn’t modeled or monitored
made fade out of play. in play. That’s why play maintains a certain distance
For the third, retaining the initial cutoff value is the from the king and his holdings, too, such that ven-
best plan, with new characters simply added to that tures set in Rolke still require a fair amount of travel.
list and taking the +1 (or not) as its prior-assigned Since there is no resulting arc of setting-level accom-
boundary dictates. What I do not recommend is per- plishment from a string of ventures, the only real
mitting a player to sit down at the table and choose payoff is internal in each one: moments of pure
from the Circle without bringing anything to it. He character expression in action and at risk, ending in
or she should bring two characters just like everyone triumph or disaster.
else did, and play one of those for that player’s first
Achieving that result is enough for me, without a
time at the table, just like they did as well.
larger arc to embed it in. Therefore play should end
I also wish that no one would miss a session of play, primarily because everyone playing thinks that the
because observing how each Circle knight is played, dramatic outcomes within ventures have hit a high
each time, by different people, is a key mechanic of point, serving as an intrinsic climax.
the game.
BIGGER ISSUES
LONG-TERM PLAY The larger story of the Crescent land over time, spe-
Playing Circle of Hands isn’t about building a “grand cifically the fate of Rolke, is not itself a play mechanic
campaign,” but it is about playing many sessions. And or even an expected feature of play. Whatever that
yes, I know that’s confusing. It breaks the dichotomy saga is, yes, to the characters, the Circle is instrumental
of “campaign,” implying big changes in the charac- in the outcome. But play and we as people don’t make
ters and/or setting, vs. “one-shot,” implying a single it happen through our actions and ideas at the table,
session. i.e., not as a direct effect of the ventures we play.
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CirCle of Hands

A lot of playtesters were interested in getting a bigger perspective, broadening the scope, thinking about the larger
setting, and considering the resolution of the magical war. The trouble is, up-scaling our attention to these makes
the drama of an individual Circle knight “smaller.” That’s my main concern in practice. I’m prioritizing emergent
story for individuals, much as the fictional development and personal fates of Batiatus or Gannicus or any other
important character in the recent Stars Spartacus series was the emergent story, not the fate of the slave rebellion.
Even a larger map is unknown. I’m dealing with a Nordic-German Dark Ages analogue culture in a region which
combines the geography of the Levant and the Baltic, with the ecology of the northern California coast. Where in
the world is this? Near the equator, near a pole? What is that crescent bay, half of an inland sea or the coast of an
ocean? What isolates it from the surrounding areas, where are the trade routes of other human populations located?
What is this world? Is it a world, in the sense of a planet going around a star? Is it an other-dimensional Earth? Or
is it something completely different, like a ... dare I say, like a lozenge?

4 What are the overall weather patterns (into which the described seasons fit), how long is a year? In fact, what’s the
whole sky like? Is the sun a sun? Is there a moon, like our moon, and does it do the same things, visually?
Is the magical war more broadly fought over continents, perhaps even globally?
I don’t know and I don’t want to know. To a great extent I’m letting the region’s isolation do the work for me – stay-
ing close to the culture’s limited knowledge level lets me play stupid about world-building, and for this game’s
character-centric focus, that’s the way I like it. For example, the sun, moon, and stars of the Crescent Land are
either just as we know them, or so close that the people’s experience of them can’t be distinguished from ours,
without explaining (or knowing) why.
I’m thinking about the early presentation of Glorantha, which originally encompassed a pretty small area, with
implied “more stuff out there,” but with a lot of mythic and magic history concentrated in that small area. More
recently, the game Shadows of Esteren does a nice job of the same thing. The logic is, sure, there may be more of
the world, but what’s happening here is powerful and moving, so let’s stay right here.
Or … maybe I’m merely too close to it at present. Maybe I’ll conceive of more world one day, or maybe someone
else will generate great ideas through play.

RESOLUTION: ROLLING DICE


Inside the scenes at last! All of the following material is integrated with the character options and the components
of the venture, so you may want to cross-reference with Chapter 3 as you go.

First rule: in all the situations in which dice can be or pre-empts them, which is what the roll is for. The
rolled for resolution, then they are indeed rolled. It’s exception concerns violence among named charac-
not supposed to be a choice by the GM or by anyone ters and certain creatures, as discussed in Chapter 5.
else. The various situations in which dice aren’t
Extra difficulty is represented by less dice, typically
used are explicitly called out – so otherwise, use’em.
a single die. These difficulties are not imposed by
The ordinary roll to achieve something is 2d6 + the whim but by specific details called out in the rules.
relevant attribute. The target number is 12: if your If situational and magic modifiers take a character to
sum is 12 or higher, then the character succeeds. no dice, then the character is now out of his or her
This resolution is wholly binary; it either works or it league with this task and no roll can be made.
doesn’t. There are no fumbles, no criticals, and except
Bonus dice are not assigned for advantages in
in situations involving injury, no degrees of effect.
ordinary tasks, but magic may provide them, and
secOnd rule: when a Circle knight is involved in there’s an advantage die intrinsic to the combat rules
the action, then restrict the resolution to the Circle described in Chapter 5. If the character is acting with
knight’s rolls. Don’t roll Charm or Wits or anything such an advantage, and if it’s not a fight, then forget
similar for any people or creatures who aren’t the roll, he or she does whatever it is automatically.
Circle knights. Their actions are always profession-
appropriate and succeed unless a Circle knight stops
80
CirCle of Steel

WHAT THE ATTRIBUTES DO Rolling to notice isn’t relevant to this game because
Brawn exerts physical force upon the world. It’s pri- such concerns are always wrapped up in some other,
marily used for delivering damage and dealing with more concrete problem, like getting bludgeoned or
injury, and hypothetically for some kind of “strength” falling into a trap. Since every attribute is mental
or “lift” action, although I never saw the latter in a and emotional as well as physical, the basic roll to
playtest. deal with the problem necessarily includes whatever
Quickness is about reactivity of all kinds, both physi- noticing would be involved.
cal reflexes or alertness of attention. It’s the primary This means you don’t get to sneak past guards. There
attribute for combat effectiveness. It does not refer to aren’t any jobs in the modern sense, so if someone’s
raw speed, which is less important than the ability to guarding somewhere, then he or she really means it,
move quickly without falling down or forgetting that and so they see you. You’re effectively dealing with
something’s in the way. a fight situation in which excellent evasive success
Wits orients a person in difficult or vague circum- means you get past, and if not, you’re embroiled in the
stances, including geography, social dynamics, and fight mechanics. There’s no “sneaky guy” profession
connections among known details. It does not refer which means they stand there scratching themselves,
to memory capacity or education. so forget it.

Charm is about establishing relationships and winning PROFESSIONS RULES


social trust. The term is a lot broader than its modern There are no individually-designated skills in the
use, including both lying and telling the truth, and game. Instead, a person’s professions define the scope
social regard of all kinds. A person uses this attribute of his or her deliberate actions, and the relevant attri-
practically all the time, whether intending to or not. bute is used for the required dice roll.
At all times, rolling with an attribute uses its cur- There is no general education in the culture. Life is
rent value, which is often reduced by injury or other tough – people don’t have time or opportunities for
problems. side hobbies and developing skills outside of their
It is possible for a Circle knight to have one attribute demanding daily tasks. Therefore if your Circle
at 10, which given a 2d6 roll and a target of 12, seems knight doesn’t have a profession relevant to an
like automatic success. And in optimal circumstances, intended action, he or she effectively can’t do it.
it is, which is awesome, don’t get me wrong. However, This is one of the more obvious differences between
the aforementioned reduction is still a possibility, as characters in this game and modern people. We
is rolling with a single die under many circumstances. receive general education, we can observe other
social classes in action, and we have adapted many
HELPING professional tasks into leisure activities, so we con-
People may cooperate in two ways: sider many things subject to “common sense” which
○ If the action could be done by one of them, but in this setting are indeed profession-specific. Rolling
the other’s help is relevant or makes it easier, a big rock aside requires practical knowledge of rocks,
then dice are rolled for both, and if either suc- soil, and brute force, none of which is a feature of
ceeds, the job is accomplished. the gentry (who are quite limited in professions), for
example, or a merchant. An outdoorsman, farmer, or
○ If the action is only possible because they are
arguably a low-martially trained person would know
cooperating, then dice are rolled for both, and
what to do.
both must succeed for the job to be done.
This goes double for weaponry. Without one of the
NOTICING two martial professions, people are extremely limited
Outside of a fight, noticing things is automatic per in their fighting ability, often to the point of being
profession. At first that sounds great: if a person entirely incapable. There are a few exceptions, such as
doesn’t have a relevant profession, then they’re ter- stabbing someone in a brawl, an outdoorsman’s skill
rible noticers, and whoever is trying to do something with a bow, and the quarterstaff, justly famous as the
gets away with it. It also means that if one is, for “all man’s weapon.” (See Chapter 5 for combat rules.)
instance, a scholar, then finding the right book or
noticing which one looks funny requires no roll.
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CirCle of Hands

Keep other exceptions extremely rare. Exceptions However, don’t under-estimate people. Circle knight
would be the most basic unskilled human actions, or not, you’re usually on their turf, and going straight
which require a roll only under very adverse condi- up to them and using an attribute against them will
tions, and in which case the relevant attribute score only employ a single die. You can get the full two
may be used. In my playtesting, no such roll has yet dice if you do something appropriate to social rank
been employed. or indisputably effective first, or after you manage to
make a penalized Charm roll, perhaps with magical
DEALING WITH PEOPLE help. This applies even to “I kill him” rolls – don’t
To review: the initially-prepared named people have think you can kill a person that easily on terrain
scores 8 5 4 2 allocated to the four attributes, and for they’ve worked all their life. The helpless peasant
the single most problematic individual, his or her you’re chasing down on horseback knows where the
sum of scores is equal to the sum of the highest-sum woodchuck holes are.
Circle knight currently in play. Ascended characters

4 are similar, once given a stronger identity during


play; they have scores 4 4 4 4, although the GM may
re-distribute the points if the fictional circumstances
CHARM IS EVERYTHING
At the community level, a stranger is afforded near-
neutral hospitality for a reasonable time on the
call for it (e.g. we know the character is the toughest conditions that he or she pitches in with community
man available). work, behaves in a reassuring social rank-specific way,
and eventually moves the hell on down the road. It
As mentioned earlier, these people’s scores are rarely
may be taken as given that when the Circle knights
if ever directly rolled outside of combat or in reference
arrive and if no one simply starts killing people or
to certain spell effects that call for it. As with other,
zapping spells from the first minute, they’ll be made
unnamed people, most action is resolved through
welcome by the various social and professional
the Circle knights’ vs. 12 rolls. See Chapters 5 and 6
groupings in the admittedly taciturn, grim, practical
for more nuanced processes concerning combat and
way of the Crescent Land.
magic.
The named people in the venture are more opinion-
If a player-character wants to stop or change what any
ated. To them, these newcomers must stay or leave,
of these people is doing, that requires a vs. 12 roll. If
help or be squelched, fight for them or get killed, or
successful, this is a completely effective action.

Illus. Rachel Kahn


82
CirCle of Steel

anything like these and more besides. They act on rolls, a Circle knight can get away with blatant murder
these expectations and desires, they do not skulk or other anti-social acts. That’s what life in the Cres-
around in hopes the Circle knights won’t notice and cent Land is like, and the knights, like everyone else,
will go away. think this is normal.
The rule is: every single Circle knight gets his or One may try to overcome a prior impression with a
her own Charm vs. 12 roll upon interacting with new Charm roll. This may be attempted in a later
any named person in the venture. It doesn’t matter scene from the initial roll, after some resolution
whether the Circle knight is “trying to charm” that requiring dice has been occurred regarding the
person at all. This moment of resolution is not only person in question. Such a re-try only as announced
automatic, it’s hugely consequential for that person. by the person playing the knight; it cannot be brought
He or she responds to that particular Circle knight’s into play by the GM.
presence one way or the other, and not mildly either.
WITS AND KNOWLEDGE
○ A failed roll means this person doesn’t trust
Wits rolls are going to be a potential problem for play-
you (meaning the Circle knight), thinks you’re
ers and GMs who are used to a trail of bread-crumb
either intrinsically dangerous to the community
clues in their games.
or inimical to his or her interests or both. They
will in fact enlist their social network to expel Fortunately, a lot of things are perceived without Wits
or kill you, openly if they feel secure about it or rolls, simply through social rank and profession. If
treacherously if they don’t. there’s a village in the mountains and everyone has
○ A successful roll means this person not only iron heads on their spears, then you don’t need to use
thinks you’re pretty all right to have in the com- Wits to find the smith, or to find that he’s a couple
munity, but personally trusts you even when of villages away. The GM does well to throw tons of
you make harsh decisions and commit extreme this kind of information at the players so they can feel
acts. He or she has, effectively, adopted you as secure that their characters soak up a lot of informa-
kin … and also expects you to commit similarly tion simply through their own life-experience and
to his or her problems and goals. membership in the culture.
All appeals, discussions, and agreements with this Wits rolls’ most concrete applications are to get famil-
person are subject to the Charm results, per Circle iar with locations and to pick up quickly on intimate
knight. social ties like kin and romance. To keep this from
getting confusing, reserve these rolls for proactive
It might seem odd that a given named person may
analyses of what’s just been said during play.
extremely like one Circle knight and loathe another,
when the two of them rode into the village together ○ A couple of people interact in some way which
wearing the same emblem. Think of it this way: implies a relationship, and a player calls for a
people holding these strong views often assume that Wits roll to see if his or her Circle knight gets a
others are of the same mind, a very strong assump- social-emotional insight into what it might be.
tion that easily overlooks observational facts. ○ A local person walks the knights through a
Here’s the tough news: sometimes this roll is made confusing system of gorges and gullies to get to
with only a single die. If the Circle knight is socially a lake, and a player calls for a Wits roll to see if
and professionally completely out of his or her his or her Circle knight stays oriented during
element in this interaction, and if he or she hasn’t the traverse.
demonstrated such activity in the community, then These rolls are also good for helping shape ascen-
the roll’s reduced to this woeful status. Be aware: sions of NPCs. Use a Wits roll to find “someone who’s
show up, fit in, do some work, be socially and profes- good at midwifery,” or “an old person,” or what-
sionally who you are, because otherwise, you get a ever, even just the guy who makes wagon-wheels and
measly single die and your life is on the line. knows how to fix or make shields … all of those are
key to seeing lots more named NPCs appear who are
Yes, given a rash of failed Charm rolls, the Circle
not standoffish toward your character, and the Wits
knights’ biggest problem may simply be a mass
rolls pave the way.
attempt to murder them. Yes, given successful Charm

83
CirCle of Hands

They are not, however, not lie-detectors, clue-finders, ○ People of Tamaryon generally understand ava-
or a tool to work your way through the “story.” The tars and eidolons better than in other regions, to
positive side of that is that a failed roll is not a block or the extent of organizing socially against them,
stall-out. It’s consequential because a character might but also succumbing to them all the harder.
not get out of the single-die hole for particular things, ○ Spurr is shot through and through with the
or because the worst features of a dangerous location magic of Rbaja, leading to a strong general
might descend upon him or her, or because the social understanding of its details like Black Speech,
environment of the venture changes. As with Charm but also more hidden hostility waiting to retali-
rolls, rolling vs. Wits usually establishes context for ate. Practicing Rbaja wizards are rare there for
quite a bit of later resolution. this reason, whereas knowledgeable scholars
It’s also helpful to lock down what’s known to whom are more common.
at the start of a venture. ○ Rolke is more complex:

4 ○ The knights know:


Ǯ The lowest-numbered component of the
venture, in the barest possible detail, as
Ǯ People know well of the Circle and its
support of the young king, and personal
histories about the social events run very hot
in either direction.
available through rumor and intermediate
parties. Ǯ People are at least aware that “gray” magic
can be practiced, whether they like or hate
Ǯ If one or more came from that region, they
the idea, and priests explicitly support one
know enough cultural details, creatures,
side or the other to the point of violence.
and some history to be useful during travel
and in arriving, but not about the venture’s WEALTH, GOODS, AND SERVICES
prepared people or circumstances. Members of the gentry are never expected to provide
○ Most people who live there know: anything or make restitution for services like food
Ǯ About the Circle, but extremely vaguely, and and a place to sleep. It’s merely the “way” that when
without much automatic judgment, prefer- they go places, other people make their lives liveable.
ring to see how these particular people This assumption carries interesting consequences
behave. sometimes, as when a peasant family cuts the guy’s
Ǯ About magic, but mainly as a mystery or throat and butchers his horse for food for the village,
threat; most people are mildly religious and but most of the time it plays out as expected without
have been told magic is bad, but in practice coercion and without resentment.
they stray to favor white magic instead of The Circle knights are equipped and serviced much
shunning it because it seems so helpful. like gentry, and their Circle emblem is coded as such.
○ Specialized individuals know: Although their non-gentry personal backgrounds are
Ǯ Priests understand the long-term implica- blatantly obvious, people they meet aren’t stupid and
tions of both kinds of magic. How a person realize that they’re dealing with scary people who
chooses to act on that knowledge is defi- can back up their social claim, odd as that claim may
nitely an individual decision. be. Individuals may comment upon the perceived
contradiction or choose to offer resources according
Ǯ Wizards definitely understand the colors of
to the evident social rank rather than the claim, but
magic and hold strong opinions about it, but
it doesn’t prompt automatic hostility by default. If
how well-informed they are, or how sensible
you’re looking to justify a failed Charm roll, though,
the opinions may be, varies greatly.
that’s a pretty good way.
The specific region provides some tweaks for all these
things: Professionals pay and get paid in very similar cur-
rency – a combination of food, shelter, general social
○ Famberge is so torn by local raids and petty care, and respect, sometimes effectively permanent
wars that people cling to any sort of power that – but on a basis of pure service. They can do things
might protect them, or perhaps more accu- others can’t and therefore, such things will have to be
rately, which is aimed at something besides done. A traveling professional is expected to put in a
themselves. little work or if possible, to exchange techniques and
84
CirCle of Steel

other information with those who can understand it. or otherwise known only in terms of group member-
Not doing this is considered bad citizenship, for lack ship, “What’s your name?” When this happens, grab
of a better term, and such a person will find that word a name from the list in Chapter 3.
travels well ahead of him or her on the road.
Other slightly subtler bits of play always do it too:
Freemen simply provide all of what they do directly,
○ A Circle knight might seek an individual
first to their families and kin and fellow participants,
implied by previous activity: “I go find that guy
and then to their immediate communities. It’s not
we talked to earlier,” or similarly, the GM might
really “exchange,” but effectively, if someone works
do the same: “It’s the same guy you talked to
for and with you, then they end up being fed and
earlier.” Doing this requires a Wits vs. 12 roll.
sheltered just like you are, and considered worthy
of some attention and consideration from everyone ○ A Circle knight seek an individual previously
around. unknown, but reasonably inferred to be in a
current group: “Send me your toughest man!”
Peasants are surprisingly similar to gentry in being or “I look for one of the scholars who seems like
included and taken for granted, in a grubbier, less he knows what he’s doing,” or “Which guy looks
comfortable way. They’re in service to everyone else, like he might be in charge?” Doing this requires
all the time, for jobs that unskilled, too grubby to a Wits vs. 12 roll.
want to do, or both. In return, they receive necessary
○ Some spells automatically ascend unnamed
if minimal resources in a social arrangement which
characters they’re cast upon, as indicated in the
is never commented upon. They don’t travel much
spell descriptions in Chapter 6.
unless seasonal work takes them along familiar
routes, and they are allowed to live and to eat insofar An ascended person has Brawn, Quickness, Wits,
as they keep to themselves, without anyone hesitating and Charm of 4 each by default, and the GM has the
to put out a bucket of food or failing to keep a lot of option to rearrange this total in any way that seems
straw in the outlying huts of the community. It’s more suitable for whatever’s been established about him or
or less a civic task to make sure that the peasants of her so far. He or she also has the relevant professions
the area have such resources available, even if no one and social rank as established already in play, with no
troubles to find out their names or ask their opinion need to adjust them to the limits of character creation
about anything. in Chapter 3.

It’s hard to imagine how unconstructed most of this is. All of the rules concerning Charm rolls apply to just-
There are no servants, there are no inns, there are no ascended people; nothing about ascending someone
retailers, there are no markets, although commerce establishes a relationship that supercedes the Charm
does occur – wains of iron ore are pulled from the vs. 12 roll. Ascending unnamed characters but follow-
mining village as far around and about as is practical, ing up with failed Charm rolls essentially means the
and people in big or well-traveled communities set up Circle knight is going around irritating the hell out
stalls full of food or to offer services. But quantified of people.
currency and paying for services aren’t part of the
GENDER AND SEXUALITY
culture at all; characters aren’t carrying wallets and
counting their change. As long as one is operating Individual matters among the Circle knights are their
in the context of social rank, then typically, everyone business and need not lead to conflicts during play.
else understands and accepts that context. A female Circle knight can expect to encounter
When named people are involved, the required some confusion, compounded by the more general
Charm vs. 12 rolls dictate how they personally deviate uncertainty people feel about Circle knights’ social
from these social standards, for good or ill. status, especially since each one’s social rank of origin
is evident. However, she is not subject to social cen-
ASCENDING INDIVIDUALS sure differently from male Circle knights and does
Unnamed people can be ascended to named status not encounter automatic mechanical adversity. As
during play through several means, usually prompt- with the men, once they earn local respect in any
ed by players’ attention to them. One good indicator way, people will accept their presence and decision-
is when a player-character asks someone in a crowd making power without qualms thereafter.

85
CirCle of Hands

The example character in Chapter 3, Krimhilde, at best snap play into a degree of clarity that does not
doesn’t encounter any problem at all, as she is obvious serve this end well.
gentry. Even for non-gentry women knights, the social
Sexual assault and similar topics are present in the
semiotics of their arms and armor are actually in
backdrop in Chapter 2 because they are great evils
their favor: no one says, “Why is the silly little woman
and the Crescent Land is not absolved of any imagin-
wearing armor,” they say instead, accurately, “Oh shit,
able evil. But they are not obliged to be present in the
that woman must know exactly what she’s doing.”
situation (Chapter 3’s material) for any person in the
A local community in the Crescent land is tied togeth- venture, and therefore are present only as a deliberate
er tightly by kin, economic necessity, and shared choice. In considering it, do not fail to consider the
history, much of it violent. Therefore sexual activity following points.
is a big deal; everyone cares about who’s doing what
○ Whether the experience is to include this
with whom. As outsiders, Circle knights’ actions are
content, which should model the best literary

4 under scrutiny and judgment. They are plot-armored


regarding romantic commitment and pregnancy, such
that players can choose what happens either way. A
Circle knight could well end up married during or
and cinematic examples rather than gore-porn,
misery porn, or exploitation.
○ If present, the degree of explicit presence in
following an venture, for example. The events lead- the imagined material is its own variable to be
ing up to it, though, may well incur individual and judged by anyone and everyone playing.
community responses which There is no right answer,
would have been a big part of because it’s a specific issue for
the venture. a lOcal cOmmunity in the the table. A flat “no” to the first
Rape is a reality of the Crescent crescent land is tied tOgeth- is just as good a way to play
er tightly By kin, ecOnOmic this game as any other. And be
Land – in the range of 10-15%
necessity, and shared histOry, careful: there are bad ways to
of women, somewhat less for
much OF it viOlent. include it, and its presence in
men. In a war-raid or other
the backdrop isn’t license for
circumstances of social and
crossing Lines in scenes.
physical disempowerment, some of the men commit
rape, toward men and women, sometimes horrifi- RELIGION
cally, sometimes including murder. This culture has
Community religious practice is always an effective
no over-arching rule of law: in those times and places
venue for organizing and political power, and a lot of
when raw force is the prevailing power, then rape is
individual and group actions may take on the local
both available and unaccountable. It fits right into the
religious vocabulary. Priests, when present, prompt
use of cruelty and intimidation as social order.
even more social action than gentry or other more
The result is not a “rape is OK” culture, far from it. It’s overtly-powerful people, because their opinions
a constant fear, not an accepted norm – most people spread invisibly through groups. Since interacting
hate it at a knowledgeable, visceral level. That means with them is subject to Charm rolls just like everyone
that “unaccountable,” above, can be overcome. Any else, screwing that up carries its own special problems.
degree of social support for the targeted persons
Aside from basic issues of scarcity or violence, the
can prompt both prevention and retaliation. Group
main thing religious feeling will be directed toward is
action may well ensue, and not even gentry status
the open use of magic. Doctrinally, the religion of the
helps against that. Even the most powerful person,
Crescent Land is opposed to it, but people don’t really
who counters group retaliation with group action of
practice doctrine so much as adopt its terms to their
his or her own, can expect a knife in the dark sooner
own daily use. The general populace of the Crescent
or later.
Land isn’t well-informed about Circle knights’ use of
Circle knights are plot-armored against rape; it does both types of magic, and religious views toward magic
not happen to them for whatever in-fiction justifica- are locally various enough to prevent a consistent
tion may be imposed. My reasoning is that the game response to it. Most people are scared of magic, but
revolves around morally murky problems for the they’re going to be pretty pragmatic about judging its
knights, and that rape directed toward them would use to be good or bad.

86
CirCle of Steel

ALL SORTS OF ADVERSITY immobilized, and dies about a week from the
GROUPS AND SCALE start of the deprivation, or at about three days if
water isn’t available.
For purposes of interaction outside of combat, a
group is about six people or more, taking action with Weather and exposure are a constant danger, never
a common purpose or with a common identifier such far from anyone’s mind, as a freezing rain can kill a
as social rank. person out in the open as surely as a spear-thrust.

Affecting or stopping a group is out of the range of ○ When a person is caught in such conditions, roll
what an individual Circle knight can do. It cannot be Brawn vs. 12 using two dice; if it fails, suffer loss
reasoned with, appealed to, threatened, intimidated, of Brawn equal to the difference from 12, as well
or easily evaded. Nor can its actions be stopped. For as a Wits vs. 12 roll using two dice or a single die
fighting a group, see Chapter 5 – it’s basically not pos- if an outdoorsman is not present. Failing that
sible without a lot of strategy or magic or both. roll repeats the cycle using a single die for all
rolls. Particularly harsh weather or deprived
Therefore group action is a serious consideration conditions like little or no clothing puts these
during play. It behooves the Circle knight to find and hourly rather than daily.
become close to key individuals in the community, to
Similarly, running around at night is simple stupidity.
buffer the consequences of pissing off a whole sector
Even a sprained ankle is enough to threaten one’s life
of society. Identifying such people is a good candidate
in the wrong place or in the wrong weather.
for a Wits vs. 12 roll.
○ Doing this at all requires an immediate Wits vs.
GETTING LOST 12 roll using two dice, or one if no outdoorsman
This is not a map culture. Only scholars even know is present. Failure means getting disoriented,
what maps are, and the few they have made are which then requires a Quickness vs. 12 roll using
extremely limited in scope. Locals know their regions a single die. If that’s failed, then Quickness is
exquisitely well; outsiders need local help or risk get- reduced by the difference from 12. This roll is
ting lost. repeated as long as the person keeps trying to
move around; when Quickness is brought to 0,
Every venture includes at least one tough location,
then he or she is immobilized.
notable for specific dangers, confusing passages or
obstacles, or both. This is another situation in which All the above effects are additive, so try not to get lost
Wits is the key attribute, whether to orient or to without food or water in bad weather at night.
understand or to anticipate. Failing the roll leads to
any number of things as specified for that location,
BREAKING PHYSICAL OBJECTS
whether ambushes from lurking creatures, being Nothing is necessarily crappy about crafted items
lost until someone finds you, or whatever else makes in the Crescent land, but they aren’t modern indus-
sense for that particular venture. trial grade either. Clothing, horse trappings, pens,
shoes, and anything else the characters might use,
Getting lost away from a community in an unfamiliar all get beaten up over time. For purposes of play, this
area is very bad news; unless one is or is with an out- may remain completely incidental, although as an
doorsman, getting un-lost is practically impossible, opening for interaction, it makes perfect sense for
and no one else knows how to catch game or which someone to stop by a leatherworker’s workplace and
berries to eat any better than a modern person. inquire about a new belt.
○ Hunger and thirst: after one day, roll Brawn vs. What does matter during play are weapons and
12 using two dice; if it fails, suffer loss of Brawn armor. Not only can they break during combat (see
equal to the difference from 12. If the depriva- Chapter 5), but they will always be battered enough
tion persists another day, roll again using after combat to become worthless unless they are
current Brawn and a single die with the same tended to. Relevant professions will do the job, such
effect. On the third day, reduce Brawn by the as low martial or artisan, as will the Repair spell.
difference between its current level and Brawn,
and do the same for every day thereafter. At 0 ○ Shields and gambesons: fix after a fight, or
Brawn, the person is helpless and effectively they’re automatically ruined

87
CirCle of Hands

○ Cone helm, mail, and most weapons: tend after ing fire damage, typically dies of suffocation from
a fight, or negate the advantage die in further use the smoke and from the low oxygen content of the
○ Steel arms and spangenhelm are effectively surrounding air. Barring magic, there is no defense
invulnerable as long as they receive routine or possibility of survival.
care, which doesn’t have to be role-played, and
as long as they are not targeted by magic such
ANIMALS
as the Ruin spell. As with much else, this is matter of profession. A
person who tries to handle an animal without the
DROWNING, FALLING, AND FIRE right background is simply asking for an injury,
Never mind all that Hollywood splashing about and which will result from a failed Wits vs. 12 roll – and
calling for help – real drowning is silent and above all, even success on that roll doesn’t mean the animal is
quick. Outdoorsmen know how to swim, and players obedient.
may decree that their characters have some experi-

4 ence with water, enough to paddle around and to stay


oriented if submerged. Anyone else, bluntly, tries to
breathe, fills their lungs, and dies.
Given the right profession, animal handling is still a
tough business:
○ A tamed animal, for ordinary things it does,
does not require a roll
Mail is no good either. Even a swimmer is shit out of
luck if he or she goes into deep water unexpectedly ○ A tamed animal, for things they don’t want to
wearing mail. Anyone in this situation needs friends’ do, requires an ordinary Wits vs. 12 roll; a failed
help, fast. roll turns it hostile
○ An untamed, defensive animal requires an ordi-
Fighting in water? Forget anything but the knife or
nary Wits vs. 12 roll
if you have at least some chance to stand, the spear.
Against an aquatic creature, guess who has the ○ And untamed, hostile or hungry animal
advantage. requires a Wits vs. 12 roll penalized to a single
die
I don’t know if you’ve ever fallen off a horse, but I
Different species have slightly different standards or
have. It’s not good for you. It happens when a horse
values concerning people:
is wounded or if it’s bolted across anything but the
most forgiving terrain. ○ Horses respond well to formal and familiar
behavior even from people they don’t know, but
○ Drop everything you’re holding and roll Quick-
they are easily spooked or bothered, and bolt or
ness vs. 12, for which failure means being put
fight upon a failed roll.
right out of action for the rest of the scene, with
Quickness reduced to 0. Low entertainers and ○ Dogs don’t; by modern standards, dogs in the
people with the high martial profession can roll Crescent Land are pretty mean and are perfectly
two dice, but everyone else gets only one. willing to savage people they don’t know. A suc-
cessful roll results merely in not being bitten at
Higher falls that aren’t instantly lethal require the
this particular time.
same roll for anyone not wearing mail, and for the
people who are … well, that’s an instant take-down ○ Wrackers, the huge draft lizards of Tamaryon,
to Quickness 0. And if you didn’t know already, at respond well to knowledgeable human han-
heights that do kill, water is just as lethal as a solid dling as long as they’re in familiar surroundings;
surface. a failed roll means they simply don’t obey, and
they’re dangerous only if taken somewhere they
Fire doesn’t do relevant damage at brief exposure, but don’t know.
contact for more than a couple of seconds reduces
○ Oxen don’t give a hoot about people and either
both Brawn and Quickness by 1, with no defenses
follow their habits of work as they are yoked or
possible. This occurs when a fire is big and there’s no
driven, or wander freely; they are not dangerous
option except to go through it. Typically a person’s
unless cornered, or incidentally so if they’re in
reflexes protect his or her eyes.
a group.
A person trapped in a burning structure, or restrained ○ Hawks are barely tame and only respond well
and unable to protect himself or herself from ongo- at all to a skilled and familiar person; otherwise

88
CirCle of Steel

they seek to escape and will strike fiercely to do die in both Wits and Charm regardless of his or
it. her current intoxication level – even completely
○ Snakes are treated as domestic pets in Spurr, sober.
and they are similar to cats in the Crescent Caffeine is not known in the Crescent Land.
Land: they just do their own thing around the
Plant-derived opiates are at present unknown, but
place and avoid anything unfamiliar, becoming
then again, there’s the dried paste derived from the
dangerous only if cornered or restrained.
exudate of the red pode. This stuff is most often
Animals ascend to beast status as soon as they have a smoked as well, but can also be moistened and
roll directed at them individually which differs from rubbed onto one’s gums for a similar effect.
ordinary domestic practice (see Chapter 7).
○ The resulting rather intense high begins with
DRUGS AND ALCOHOL heightened Wits for about an hour, then settles
Cannabis is universally if infrequently smoked using into a long lazy phase. The characteristic,
wide clay bowls. It is not very potent by modern stan- easily-recognized drawl during this phase is a
dards. frequently imitated standby for humor or refer-
ence to an over-indulgent personality. In this
○ When smoking socially, any participant may state, a person either misses a scene in which he
roll Charm vs. 12 with two dice to revise a prior or she would presumably be present, or if pres-
Charm roll result with anyone present. ent, he or she is reduced to a single die for both
○ Quickness rolls are made with a single die Wits and Charm – and unaware of the penalty,
during the rest of the scene. of course.
The Crescent land culture has no vocabulary for
post-traumatic stress syndrome, and most Circle
knights probably have it. Mild cannabis is an effective
medication.
The resinous extract prepared by priests is another
story.
○ Smoking a little bit restricts Quickness and Wits
rolls to a single die for a couple of hours
○ Smoking a lot takes a person completely out of
action for about a day.
A priest is expected to manage others’ use judi-
ciously, and those who don’t, as well as those
who themselves display the signs of over-use and
addiction, tend to lose reputation rapidly. One
factor that keeps these problems rare is that the
stuff is not especially common and is not distributed
in an organized way.
All sorts of infused high-alcohol concoctions are
available, everywhere, along with mead and beer.
○ When alcohol is indulged among a group in
relatively small amounts, the participants
are subject to automatic success at Charm
rolls … but this effect is not permanent.
○ Booze in quantity impairs a person pretty
thoroughly, restricting rolls to single die for
all actions for at least a day.
○ An alcoholic is typically penalized to a single
Illus. Amos Orion Sterns
89
CirCle of Hands

○ If a person indulges in the red pode’s unique and personal conflicts within components, but not as
“listening” ability, then he or she rolls Wits vs. explicit content for scenes. Similarly, the outcomes of
12, for which failure means addiction; this roll pregnancy for Circle knights are left to their players,
is repeated with each experience. A pode addict not to GM judgment or dice mechanics.
experiences no long-term mechanical effects
My reasoning for the Lines in this section is that in a
but see the description in Chapter 7 for certain
low-tech culture like the Crescent Land, the vagaries
other considerations.
of infection or other drastic medical problems are
MEDICINE AND DISEASE much like lightning strikes: inexplicable in cause,
Medical knowledge is minimal to absent in the easily tagged as some kind of judgment or conse-
Crescent Land culture. People know about applying quence but not with certainty that it can’t happen
pressure to bleeding and splinting bones, but unfortu- to oneself. Whereas to modern people, these things
nately, nothing about shock. No one really knows why may be seen as pure statistics, untethered to personal

4 one bandaged person is found dead in the morning


and another isn’t. There are absolutely no anesthetics:
alcohol isn’t one, and there are no opiates.
acts and responsibility. Neither the fictional people’s
ignorance nor modern knowledge of medical reali-
ties work toward the moral difficulty, except as social
aftermath. Therefore the aftermath is recommended
Circle knights are plot-armored against death by as a source of strife, but the event – in terms of battling
shock, due to luck alone. Other people brought to or preventing it – is not.
Brawn or Quickness 0 (see Chapter 5) are killed by it
as the GM sees fit. TORTURE
The main killer is infection of injuries by envi- When torture is employed to make a person more
ronmental bacteria. The people know nothing of compliant or to instill enough fear in them to change
disinfection or sterile technique, and a person with their actions, then it has debilitating effects, but can
an infected wound either survives, perhaps with be recovered from. Such things include waterboard-
a permanently-disabled limb, or dies of gangrene. ing (a very old technique, well-known to the Crescent
Almost all puncture wounds into a body cavity are land), sleep deprivation, regular simple beatings such
fatal. This is one of the primary reasons influences as kicking someone in the ribs ten or twelve times at
from Amboriyon get welcomed into communities. a given time of day, and forced isolation.

Circle knights are also plot-armored against infected ○ A person subjected to this treatment becomes
injuries. Other injured people may die in the long dazed and cooperative after a few days, but
term as the GM sees fit. really isn’t very good for doing anything com-
petently, to the extent that any task he or she
The only dedicated medical practice in the culture attempts is failed outright. Given time and
specializes in euthanasia and its associated family better treatment, the person recovers both their
and community counseling. Their technique is competence and volition; there is no way to
simple: brewing hemlock and administering it in render a person hyper-suggestible and compe-
specific doses and specific intervals so that a person tent at the same time.
dies over the course of three or four days. All but the
More severe treatment such as closely confining a
final dose can be recovered from, as such, although
person for extended periods, providing unhealthy
typically this is done for a person who is dying of
food and drink, withholding care for illness, or taking
something that would be longer and/or agonizing, so
any of the above techniques to the point of injury,
the final dose is not withheld.
results in ruining a person’s health.
Pregnancy and birth are not considered medical
○ A person treated this way is reduced to Brawn 2
emergencies, and people skilled in midwifery are
and Quickness 2, possibly permanently, and may
disproportionately better prepared than other medi-
well suffer any of a number of behavioral disor-
cal equivalents, but there still isn’t any anesthetic
ders as well, decreasing Charm by two points.
and certain problems have no solution. If a labor
seems likely to meet problems, or if problems sud- Other, more brutal things to do to people are
denly arrive, such situations are best used as part merely ways to kill them. No one survives crucifix-
of the backdrop and as a good candidate for family ion or the pole.

90
CirCle of Steel

DIRECT CONTACT WITH In an Amboriyon zone, natural disease or infection


AMBORIYON AND RBAJA cannot persist. Given the right social conditions for
No one knows if there’s even a real “war” at all, in avatars, they appear spontaneously and begin their
terms of metaphysical entities with goals. For all we individual programs. An eidolon is easily summoned
know, the whole thing is not a goal, but merely the without knowledge of magic, although it still costs
long-term effect of human wizards seeking advantage Brawn as per the Eidolon spell, and only one eidolon
and ideological triumphs over one another, without is ever active in a given venture (see Chapter 6).
regard for the ultimate result. Certainly only the wiz- When Rbaja is literally present, it manifests as
ards provide a voice to the principles; as far as their charred, stained, and generally blasted-looking
literal manifestations are concerned, they are not wastelands, and just outside the boundary, the land
conspiracies or plans, is notably foul: rotten
they do not scheme or things are notably more
plot, they are not seek- these physical instances Or mOments pustulent or oozing,
ing advantages in human OF intrusiOn, transFOrmatiOn, and as a ordinarily solid things
terms or “footholds.” nOn-circle wizard calls it, “victOry,” flake from their surfaces
Human wizards do these are straightFOrwardly tOxic tO human- and break easily under
things with great energy ity Or any Other aspect OF reality.
stress, the air is clotted
but the zones and crea- and feels like breathing
tures do not. grease, and water is nasty in a hundred different
In practice, the magical war ultimately destroys ways. Even the microbial rot is short-lived, though,
reality, leaving behind only essentialized Rbaja giving way to entropic dispersal – flaking, drying,
and essentialized Amboriyon – a metaverse of pure crumbling, and coming apart. These effects prefigure
abstraction. Winning that war would be a matter of the gradual expansion of Rbaja across the landscape,
one side getting more than the other and ultimately usually too slow to notice, but sometimes quite rapid.
destroying everything but itself. In this Rbaja periphery, people may effectively Curse
Both Amboriyon and Rbaja transform a local land- one another without knowing the spell, but it still
scape, ultimately to remove some of it from reality. costs Brawn (see Chapter 6). Doing so draws the
Whether prompted by a spell (Wrath and Distort, attention of imps, who fly from the zone to whisper
respectively) or through some other process, they to the people who’ve already made use of the dark-
are visible, present, and tangible. These physical ness in this way, teaching them the Demon spells (see
instances or moments of intrusion, transformation, Chapter 6).
and as a non-Circle wizard calls it, “victory,” are The zones do appear spontaneously, but rarely; more
straightforwardly toxic to humanity or any other commonly they come into existence through the
aspect of reality. Therefore being actually in Ambori- casting of Wrath (which also kills a lot of people) and
yon, up in the clouds, or in Rbaja, within the stained Distort (which also prompts corpses in the vicinity to
wastelands, is not possible in play. become draugr (see Chapter 7).
More tangible are the zones of influence caused by In either kind of zone, spells of the other color cost an
these phenomena. When Amboriyon is literally pres- additional point of Brawn (see Chapter 6).
ent in the clouds, visible as translucent or gleaming
A person who is Marked (Chapter 6) is vulnerable to
white battlements and complex edifices, the land
influences from these areas. Near a zone, he or she
beneath is directly affected: substances of all kinds
may use any of the following benefits at will.
and even the air take on a streamy, silvery quality, and
objects’ details become distinct and clear to the point ○ Charm rolls gain a bonus equal to the number
of fascination. These effects prefigure events such as of relevant Marks.
the whole area becoming part of the clouds, or disin- ○ Physical injury equal to the number of relevant
tegrating into a smooth plain, or anything else which Marks returns as if it were fatigue.
removes it from ordinary reality in some beautiful but
○ Combat advantage is held against creatures of
abstract fashion.
the other color regardless of all other consider-
ations (see Chapter 5).
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CirCle of Hands

Each time a person makes use of any of these, he or she must make a Wits vs. 12 roll or simply disappear into the
clouds or the murk, permanently. The number of relevant Marks act as a penalty to Wits, and for this roll, this
number is not offset by Marks of the other color.
Circle knights must find ways to destroy zones if they can, more generally, to force a withdrawal of the Rbaja or
Amboriyon presence entirely. Ordinary magic doesn’t work obviously toward these ends, for example casting
Distort or Wrath toward the other color’s manifestation. Zones do not cancel out or balance, merely accelerating
each one’s subornment of reality for each, and each gaining part of the territory in question. A variety of ways
remain to be discovered as the Circle gains knowledge and experiments with different ideas, which is left to
individual groups to develop in play.

Illus. Phillip Simpson


92
Chapter 5k illing

REALISM
Whole battles aren’t a major part of playing Circle of I can tell you exactly what I mean by this term. Real-
Hands. Genuine mass combat is rare in the Crescent ism isn’t what the mechanics do, but what you say
Land. Such details as cavalry strategy, prepared ter- when you turn the mechanics into fictional narration.
rain such as bulwarks and pits, and shieldwalls occur
at a small scale of dozens of people, not horizon- The precise dice and whatnot don’t matter much. We
covering armies. In play, these events are best played could be flipping a coin for the mechanics as long as
as an environment, i.e., a situation, within which what everyone says matches whatever we want to call
scenes occur. realistic. It’s that matching that matters.

Furthermore, dedicated for-sure killing isn’t a goal ○ Granted, some mechanics can screw it up from
in such battles. It’s a frequent consequence, but the the start, by imposing nonsensical options like
usual point is to break through a line of protection “Strike three times on your turn while everyone
to get to somewhere else, like the village or fields the else stands frozen in place,” and stuff like that.
attackers plan to burn. In raids and especially in con- So point #1 is, don’t use mechanics that screw
flicts among gentry played out in the communities of it up.
everyone else, the majority of the killing is carried out ○ But the moment of truth lies with what’s said
on helpless people. when the numbers get established. The narra-
tion can come from two places:
In the life of a Circle knight, battles are less prevalent
than fights: when it’s personal. This chapter is about Ǯ Directly from the text, effectively read out
the dedicated, intended killing of another person: not loud – this what critical-hit tables are
an abstract foe or faceless opponent, not an obstacle Ǯ As spoken by humans, inspired by text and
who says “argh” and falls out of sight. by the immediate fictional circumstances
Such fights are also embedded in a core principle of Circle of Hands is designed to make both major points
situations and preparation, which is that the GM has work together, and within the second point, to focus
not pre-designated any person as the one who’s sup- on the second option. My thinking is that a game text
posed to be killed. Dwell on that for a moment. There cannot make people be realistic if they’re not inclined
is no “big bad” or “boss” in playing Circle of Hands. that way. So I’ve designed the game for the mechanics
and the descriptive procedure to work really well for
That means the decision to kill belongs solely to people who are so inclined. It’s built to work well for
the player, when he or she says right out in front of and greatly excite people who want it to be a certain
everyone that his or her character is doing it. It is a way, buy into making that happen, and will get it right
deliberate and judgmental act arising from events given the opportunity.
in play, especially social reactions to the character. It
cannot be planned, expected, or scheduled. Consider Therefore, extreme outcomes like decapitation or get-
as well that the fight’s outcome is necessarily a turning ting knocked off your feet are less influenced by what’s
point in the whole situation, generating new social established before the dice are rolled – although there
reactions. In practice, it jump-starts a whole new is one thing that does, as you’ll see – and are instead
preparation for the situation right there during play. narrated based on the rolls’ outcomes. This feature
cuts way down on “can I can I” talk, because attempt-
ing something in a specific way is not subject to a raft
of subtle modifiers based on how you said it. In fact,
when a circle knight says, you don’t have to say anything except how the action
“it’s time tO kill yOu,” this begins. Attacks, for instance, should be stated as pretty
is hOw it’s dOne. straightforward, as in, “I throw my axe at him,” and
then the effects get clarified based on the severity of
the damage – “Just clipped his helm,” or “Crunch!
93
CirCle of Hands

It’s really not much different from the textual damage-tables method as long as you have a strong idea of what such
a table, perfectly designed, would tell you under such-and-such conditions.
Here’s a minor bit of advice based on playtesting: the scene-setting, non-player-character playing person doesn’t
have to be the rules-savvy, procedural, and in this case weapon-geeky person too. It’s quite liberating to take on
one of those roles without the other, and if two people do this at the table, everyone benefits greatly from both.

SETTING IT UP

POSITIONING GM a moment to set up the physical circumstances as


Play doesn’t use a hex or grid table-map, but as you’ll indicated by anything that was known right then, and
see, terrain, movement, and immediate circumstances anything he or she was personally imagining at that
are primary factors in combat. The only way to make moment. This setup is non-negotiable and does not
this functional, without people shouting out posi- include the GM asking questions like “where are you”
tions to bully for advantage, is to work strictly from or “what are you doing.” Similarly, it’s not a moment
what’s known, from the perspective of one person at of fictional play, so no one may shout “I move over to
the table. the left!” or “I’m climbing up to the roof!”

5 That means this “known” begins solely with the GM


describing the circumstances of the opening of the
fight. So if someone cries out “I attack him,” the group
Get this known snapshot into place without yack-
ing and adjusting, and then the procedure gives you
all the time and opportunity you need for any such
doesn’t move right into resolution, but rather gives the actions.

FIGHTING NAMED CHARACTERS

ANNOUNCEMENTS AND TIMING


When two or more named characters all want to act at once, which certainly includes fights, begin with a com-
munal announcement of what every character is just beginning to do, right at this moment. The best way to
think of it is that in the fiction, it’s all going to happen simultaneously, not in a string of stop-motion actions, and
therefore every character is launching at once. None of the characters are acting yet; it’s about intention rather
than narration. So people can announce in any order regardless of the characters’ relative speeds. Even if what you
describe is responding to what someone else is doing, that’s fine – the dice will let know you how well that goes.
Then the action kicks in hard. The initial
sequence for when the actions land is set by
current Quickness. If you see a Quickness tie,
roll a black die for one character and a white
die for the other, re-rolling ties until different
12:00

results occur, and the higher value goes first.


Now you need a circle three or four inches
in diameter, and designate its orientation,
like a clock with 12:00 at the top. Get a little
3:00 token for each character in the fight, like a
glass bead counter or boardgame pawn or
whatever, as long as you know which one is
Tokens which character. Put the character who goes
for each first at 3:00, the next character at 2:00, and so
character on, tracing back counterclockwise.
John Willson went and built a wooden circle
for this purpose for his playtesting, because

94
Killing

he’s the kind of guy with a skillsaw and a lathe in his this fight or re-set the order in any way except for the
garage, and he isn’t even missing any fingers to date. above bullet points. There are no rounds or units of
Me, I found that a table coaster and a few Parcheesi- time or action above the level of individual actions.
type game pawn pieces worked flawlessly. Play continues by seeing who’s at 3:00, then wrapping
that token around to the end, and that’s all.
So, start with the person at 3:00. Actions that aren’t
physical attacks are conducted as usual: rolls vs. 12, A, B, and C are fighting D, E, and F. Here are the
automatic successes for ordinary professions-based announcements: A attacks D with a spell, B attacks
actions, and spells being cast. When your character’s F with a spear, C attacks D with an axe, D is doing
action is resolved, move the counter clockwise around something else requiring a vs. 12 roll, E attacks A
the circle so that it’s at the end of the line and scoot with a spear, and F attacks B with a spear.
them all clockwise so the next person is now at 3:00. Let’s say their Quickness values follow the alpha-
Also, at the very end of the character’s action, narrate betical sequence, with A being fastest.
the bare beginnings of whatever it is he or she is plan-
F E
ning to do next – getting a spell ready, turning toward
an intended target, scouting out somewhere to run, D
or whatever. This is called intent (the term provided
by Gethyn Edwards). Intent does not lock down your C

12:00
character’s next action, but it provides crucial infor-
mation to everyone else. B
So, you go ‘round and ‘round, which would be boring, A
except that a character’s position in the sequence is 3:00
altered in three ways.
○ If it’s not currently your character’s turn, you
can spend 1 Brawn and pop him or her to 3:00,
thereby taking the next action. Anyone can do
this at any time when no one is rolling dice.
○ Some attacks have a special status called a
clash, in which distinct offensive and defensive
So, running it down, A’s spell goes off against D with
numbers are generated. If one person’s attack-
no hassles, and A goes to the end. B pulls F into a
ing another, the targeted person is “pulled in” to clash, and F chooses to fight back, not merely defend,
the clash, and now has a choice: either to fight so B goes to the end, and then F (last). C pulls D into
back within it or to focus entirely on defense. a clash (but D chooses merely to defend), so C goes
Ǯ When the clash is resolved, if the targeted to the end. D rolls vs. 12 to do the thing he intended,
person fought back, then they’ll go to the and goes to the end. E pulls A into a clash, and A
end of the line together, the puller first and fights back, so E goes to the end and then A (last). At
pullee second. this moment, the diagram looks like this:

Ǯ But if the person who was pulled in only A


E
defended, then he or she maintains his or
D
her current place in the order.
○ If you’re injured and your Quickness is reduced, C
12:00

you drop to the back of the order.


Ǯ If both combatants in a clash are injured and F
their Quicknesses reduced, they both go to
the end of the order, with the person who 3:00 B
was pulled in going last.
Quite soon, the order of the tokens may well not
reflect the Quickness values any more, and that’s fine.
Never compare the Quickness values again during
95
CirCle of Hands

The above text assumes that all the characters survive COMMITMENT
their various travails to perform their stated actions. Prior to the roll, a player-character, named character,
If D had been vaporized by A’s spell, he wouldn’t have
beast, or monster may reduce defense for offense,
been pulled into C’s clash. If D had been hurt in the
or vice versa. This decision is called commitment
clash with C, then he would have gone to the back of
the order behind C. If F had injured B during their (thanks to John Willson and playtesters). The precise
clash, then B and F would still have wrapped to the division of points is called the split (thanks to Gethyn
back of the order, but first F and then B. Edwards and playtesters).
Changing the order by spending Brawn is a big deal. Krimhilde is in a clash, and it’s time to commit. Her
If C had done this right away to go to 3:00, then the Quickness is 6, which means her default split is 6/6,
starting order would be C A B D E F, and after the but I change it to 8/4, i.e., adjusting by two in favor
clash between C and D, then the order would be A of offense. I roll 2d6 for a sum of 10 (yay, great roll!).
B D E F C. Therefore her offensive total is 10 + 8 = 18, and her
At the moment of your character’s turn, you may defensive total is 10 + 4 = 14.
choose to have him or her to do nothing. This affects
Playtesting has shown that people have no problem
nothing else about the ordering sequence, so the
simply committing without silly games of peeking
character simply goes to the end of the line without
at the other person’s split. Jotting it down on scratch
doing anything.

5
paper is a good idea.
NOTICING AND SURPRISE You may reduce one of the values all the way to 0, if
You may have noticed above that no one ever gets you want. If you reduce offense to 0, then the charac-
attacked without being able to defend. Does that ter is considered not to be attacking at all, and will do
mean no one is ever surprised? Does everyone see no damage regardless of the rolls’ outcomes. If you
everything all the time? reduce defense to 0, then the character is still defend-
ing a little, using the rolled value alone.
No. The solution is that the existing possibility of
surprise is baked into the resolution system already, If Krimhilde had thrown caution to the winds for an
such that “I attack from surprise” is a valid announce- all-out attack, then her split would have been 12/0,
ment, but it’s not privileged to sidestep the resolution and given a rolled total of 5, her offensive total is 17
mechanics. The surprise attack is resolved ordinarily, and her defensive total is 5 (the naked roll).
and the resolution mechanics will tell you how well
If she’d “covered up” entirely, or hurled herself aside,
it worked. then her split would have been 0/12, and given the
Narration takes care of the realism. If the surprise same roll, she has no offense, as she didn’t attack,
attack succeeds, especially if it succeeds very well, and her defensive total is 17.
the action is narrated as taking the target by surprise An attack succeeds if its value exceeds the defense
– which is no more nor less than what you’d expect to value. Successful attacks record the difference
say. If it fails, then ipso facto, the target noticed in time between offense and defense. But before you try it,
to defend effectively, and the narration includes the you must know who has the advantage.
attempted but failed surprise. If it barely succeeded,
Some creatures always split evenly, as listed in their
then noticing barely-in-time might be said to have
descriptions in Chapter 7.
played a role in that outcome.
THE ADVANTAGE
INSIDE CLASHES
To review for a second, a clash occurs when a char- There is no such thing as a fair fight, not ever, not
acter attacks another with a weapon. The attacked once. In every clash, there will and must be an advan-
person is in the clash too, “pulled in.” tage die assigned. It’s a big red die rolled and added
up with the black and white ones, for one character
Each player rolls 2d6, black and white, and uses the in the clash and not the other.
sum twice, once for offensive and once for defense.
The character’s Quickness is added independently Krimhilde’s opponent has the advantage. She rolled
to each, and the resulting offense and defense totals two dice for a total of 5 then added her split for
are matched against the other character’s defense and offense and defense totals, but the opponent rolls
offense, respectively. three dice rather than two then adds his or her split.

96
Killing

The GM says who gets the advantage based on the You chased down the other guy on the road, and you
following criteria, in order of importance (highest to have the great-axe and he has the knife, so you were
lowest): assigned the advantage die in the opening clash. But
he tries a desperate tackle-and-stab on you, his roll
1 What just happened? (shield bash, unexpected is amazing, but yours stinks even on three dice, so it
francisca hit, spear-shaft through a horse’s legs) works. This clash is resolved with its damage, if any.
Ǯ Someone just took a bad hit, like shield- In the next clash, now you two are wrestling in the
edge to the face, or an unexpected francisca mud, and he has the advantage, because there is no
thrown at his or her back, or is otherwise way that great-axe is doing you a lick of good now.
physically inconvenienced, as evidenced So, you want to pull out your knife. Good enough
by a failed Quickness roll when trying to do – you have a Quickness vs. 12 roll to make on your
something. This is a good way not to have the action (and if his action gets in there beforehand,
advantage. you’ll want to go double-Quickness on defense). If
you do, then on the next clash, the GM yet again, as
2 What are the physical circumstances? required, re-assesses the situation from scratch.
Ǯ Mud pit, bedchamber, road in forest at twi-
In a thrashing in the mud with knives situation, it’s
light, narrow passage in an underground likely to matter most who’s pulled whom into that
barrow … any number of things that inter- next clash, so if it’s not you, I suggest spending the
fere with sight and movement, as resolved Brawn to make it that way.
by Quickness or Wits rolls prior to the clash.
All sorts of rolls vs. 12 can be played similarly to the
Ǯ Here’s where surprise matters mechanically. above example.
You didn’t think it was going to be completely
hand-waved away, did you? You’re caught in unfamiliar terrain, which the GM
considers to be making the key difference in the fight.
3 What are the weapons being employed? Do you have a profession that’s relevant to this ter-
Ǯ Consider this especially in light of #2 – a knife rain? Then stay defensive in the clashes if you can’t
gets the advantage against the great-axe when avoid them, and go for a Wits vs. 12 roll to get ori-
you’re both entangled in the bedsheets, a ented, which means subsequent advantages can be
great-axe gets it against the knife when you’re determined by other criteria.
chasing him down the road. Surprises and reversals matter in the same way.
4 Who pulled whom into this clash? Let’s say you’re fighting a guy with a chained mace
Ǯ If #1-3 don’t indicate the advantage, then the
who according to the GM has the advantage for
person who pulled the other into the clash some aspect of the situation (could be anything,
gets the advantage. don’t argue). You’re scooting around on the defensive
A player cannot in any way get the advantage just while that terrible thing is rattling your head in its
before rolling by narrating some kind of action. You helm, and wham! Your buddy’s thrown francisca
can’t say, “I’ll strike at his feet!” or “I’ll jump off that nails the son of a bitch from over there somewhere.
rock!” or “I throw sand!” or anything like that, ever, On the next clash, the GM says to himself, “Look this
prior to rolling the dice, and expect the big red die to guy just took a freaking axe hit from an unexpected
direction – that has to have wrecked his rhythm,
be added to your roll. This is not that game.
plus he’s hurt,” and in that guy’s next clash, probably
Instead, the GM judges every clash from scratch with you, assigns his opponent – again, you – the
according to the four criteria (in order), every time. advantage die now. Remember to thank your friend.
That’s all there is to it. Are you the GM? No? Then I know you want a huge matrix showing exactly
when your character is at 3:00, say what he or she is which weapon gets an advantage over another, per
doing and then zip it. Obviously, you want the advan- terrain type. This is not that game either. In your
tage, and that’s fine: to get it, do stuff which puts your game, I am not the GM. I have harsh words for the
foe at a disadvantage if it succeeds. Nothing you can person who is. Ready?
say about your tactics of the moment will get you the
The book won’t do it for you, it is not a person and
advantage before the roll. Ever.
all it will say is, you do it. I’ve provided quite a lot of
Changing up how you’re fighting does matter, but food for thought about the weapons and fighting in
again, based on outcomes. the setting. There are also a few, a very few mechanics
97
CirCle of Hands

associated with some of the weapons, listed in a brief only difference being, instead of adding 3 per combat-
table. After that ... it’s up to you. That’s the GM’s job. ant, add 6 if anyone in there is using a knife. Yes, your
You know the characters and the immediate terrain knife is just as dangerous to you as to anyone else in
and circumstances of their violent encounter. You a scrum.
know the actions completed until now, the stated
Do not shoot arrows or bolts into a scrum unless you
intentions, and the current action at 3:00 to nail down
dislike everyone in it. If this happens, then assign a dif-
what everyone is doing, exactly, at every moment. So
ferent number on a single die to each person in it, then
with each and every clash, you go down that list and
roll the die – and that person is hit, taking 6 Damage.
choose the key detail which seems to you to assign the
advantage die. Four people are in a scrum, “all assholes and elbows,”
Don’t amass a huge list of minor advantages and as my dad used to say, and a person with a crossbow
shoots into the mix. The potential targets, which is
disadvantages per character. Instead, look at the situ-
to say all of them, are each assigned a value, 1, 2, 3,
ation and decide what single feature matters the most,
or 4. The GM rolls a die, resulting in a 2, and that
and to which character the advantage therefore falls. person takes the bolt. If the result were 5 or 6 then no
Obviously, you aren’t going to do it the same way one would have been hit.
as everyone or even anyone else. Maybe you have a Don’t forget that a bolt ignores mail and gambeson,

5
sword-fetish and can’t help but privilege that weapon. and that shields don’t apply to a scrum situation.
The GM in some other game will be traumatized by When a character is confronted by four or more
my description of the chained mace and will privilege people who genuinely want to hurt him or her, shift
it instead. Yet another will always favor the mounted to the rules for fighting groups.
fighter over the footman, regardless of other things.
You are this GM at this table, not with any other, not GETTING OUT OF A FIGHT
with me. The only way to be a good Circle of Hands
ENGAGEMENT/DISENGAGING
GM is to know your own mind about these things,
and stick to it. Since every character’s next intent is stated openly,
every person playing has a no-surprises snapshot
MULTIPLE PARTICIPANTS of the dynamic moment of action when a character
Several people may be attacking the same target arrives at 3:00. This knowledge is crucial when you
almost simultaneously, which is handled with the would very much prefer your character not to be
ordinary sequence but should be assessed fairly for where he or she is right now.
advantage, meaning, very biased against the outnum- Sometimes, that’s inside a clash.
bered person. Being flanked (hemmed in) by more
○ If your foe intends to do something else besides
than one attacker typically gives them the advantage,
continue the clash, then go ahead and get out
as does facing two or more people with weapons that
of there, with no roll needed, and nothing stop-
work well together. However, if the attackers are not
ping you from doing whatever it is you want.
specifically working together and trying to stand in
the same place, they may lose the advantage by get- ○ But if he or she intends to continue clashing,
ting in one another’s way. then you’ll have to make a Quickness vs. 12
roll to get out of immediate reach. That’s a full
If someone is ganged up on by more than three oppo- action which isn’t an attack and therefore poses
nents, then use the group rules. But sometimes two or no danger to the foe.
three people simultaneously jump on or at someone
If you succeed, then you’re well away from that per-
or several someones, and the circumstances pile
son’s immediate reach, so that getting you back into
them all in there, and that’s called a scrum.
the clash requires dedicated action on their part, and
Scrums are nuts. The easiest to resolve them is simply potentially the lack of advantage.
Quickness vs. 12 roll for everyone, considered simul-
A consequence of this mechanic is that if two charac-
taneous in the fiction. Per character, define that roll as
ters are in a clash, and both intend (as stated) to keep
either trying to get out of the mix or staying in there.
clashing, then neither is considered to have pulled
It’s almost the same as if one were fighting unnamed
the other in from that point forward, as they’re merely
characters including the rules for injury – with the
“in it” already.
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Killing

Another action of this sort is fleeing the whole fight, which is often perfectly reasonable. If you’re in a clash, then
you’ll have to get out of that first. Assuming you’re not in a clash, then then getting out of the immediate range
of anything else is an action of its own. If the immediate terrain poses trouble for you, for example if you’re in a
forest and lack the Outdoorsman profession, then you must make a Wits vs. 12 roll using a single die. If you have
a relevant profession, or if the circumstances offer no particular adversity, then getting away entirely is merely a
matter of saying so when you get to 3:00.

RANGED ATTACKS AND CLASHES


If you’re attacking at range, aiming at someone who is not able to strike back, and no one’s attacking you right
now, then the action becomes a simple Quickness vs. 12 roll. Turkey shoot!
However, if your archer or weapon-thrower is targeted by another character, in any way, he or she is pulled into
a clash at the attacker’s turn.
You could give up the intended shot entirely and merely alter the intended bowshot (or thrown axe or whatever)
to target the attacker in the clash. A clash can be at range just as easily as in melee, if the weapons permit. So this
clash might be arrow-on-arrow, or arrow-on-charging sword strike.
Or if you really want to keep the original target, then you could throw your split into full defense to get through
this clash and take the intended shot when you get to 3:00.
Remember that stating intent lets everyone know you’re about to shoot an arrow, so you can expect to people to
try to pull you into a clash before you let go of the bowstring if at all possible. If you don’t want to risk a series of
fully-defensive splits, then spend Brawn to go to 3:00 right away.

THE KILLING
Against unnamed characters and groups, no further rules are needed for injury and death. The following rules
apply to named characters, beasts, and monsters.

INJURY In calculating Damage, use the value for Brawn at


If a character’s defense is lower than its opposing the start of the current clash, not after the immediate
offense, then that person is hurt. That may mean one, damage within it. Whether the attacks hit at the pre-
neither, or both participant(s) in the clash. The only cise same microsecond in-game is not the issue; they
way to pre-empt an opponent during a clash is to get don’t have to, and it can be left entirely to narration.
higher values on both offense and defense. Armor deducts from Damage. Protection is a bit
On a successful strike the difference between the abstracted in the mechanics. Obviously not every-
offense and defensive totals, plus the attacker’s cur- thing coming at you hits you on the head just because
rent Brawn, is called Damage. you’re wearing a helm, but go ahead and stop the
helm’s listed Damage anyway.
Where were we, or rather, where was Krimhilde? Ah
yes, with an offensive total of 18 and a defensive total Fortunately Krimhilde is heavily armored with
of 14, facing an opponent with the advantage who mail, kite shield, and helm. It so happens this stops a
is therefore rolling 3 dice. Let’s say the opponent’s total of 13 points, so she emerges uninjured from this
Quickness was 6, the same as hers, and his or her moment in the fight.
split was 6/6. The 3d6 roll comes up 11. So Krim- Damage that gets through armor is divided evenly as
hilde’s offense of 18 is up against a defense of 17, and reductions to the loser’s Brawn and Quickness. In the
her defense of 14 is attacked by an offense of 17. event of an odd-numbered total, the additional point
Krimhilde’s Damage to her opponent is calculated further reduces Quickness.
as 18 – 17 + her Brawn of 7, for a total of 8, which
receives an additional 1 because she’s using her great- If Krimhilde had lacked armor entirely, then the
axe, for a final total of 9. The Damage she receives is 9 points of Damage received from the opponent
17 – 14 + the opponent’s Brawn which is 6, for a total in the clash would be divided into 4 Brawn and 5
of 9 as well. Notice that both opponents were injured Quickness, reducing her to Brawn 3 (from 7) and
in this clash. Quickness 1 (from 6).
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CirCle of Hands

If she had been armored only with her helm, then it Brawn or Quickness makes the narrated effect more
would have stopped 3 points for a total of 6 Damage real, and being killed lets us know that holy shit,
received, divided into 3 Brawn and 3 Quickness, that spear-thrust back in the start of the fight was a
reducing her to Brawn 4 and Quickness 3. clincher from the very beginning.
If either Brawn or Quickness is brought to 0, but the
This concept resolves all the hassles about “well shit,
other is positive, then the character is visibly fatigued
he rolled a crit so my foot’s cut off,” vs. “hit hit hit hit
and battered, and if his or her Quickness is above 0,
hit no narration what’s going on hit hit, oh now I’m
must split either 0/all or all/0.
dead, how did that happen.”
It so happens that Krimhilde’s opponent in the Describe things consistently with the rules and with
clash was not as heavily armored, and his or her what’s just happened. Keep these ideas in mind:
protection stopped only 4 of the 9 received, so the
opponent’s Brawn and Quickness were reduced by 2 ○ All actions are interrupts. No one starts and
and 3 respectively. stops “going” based on turns or order of any
And then it so happens that the francisca I men- kind. The timing rules determine only what
tioned earlier hits the opponent between the shoulder lands first.
blades, doing enough Damage to reduce his or her ○ Everyone’s current actions in motion are known
Quickness to 0, although Brawn remains at 1. through the intent statements made after a

5 Krimhilde comes up at 3:00 as the opponent was


shifted to the end of the order by the blow, and she
now has the advantage, and the opponent doesn’t
rolled outcome is narrated.
○ Advantage isn’t “held” from action to action, but
assessed from scratch for every clash.
even have any Quickness to commit with, protected
Narrate the effects of injury and other effects in this
only with the naked 2d6 roll. Krimhilde reasonably
commits 12/0 for what will almost certainly be a context, with the “how it feels” before you really
gruesomely fatal blow. determine how bad it is, and you will discover the
effect is astonishingly vivid in play, to the point of
NARRATION AND adrenalin-fueled nausea.
THE EXTENT OF DAMAGE
Here’s that realism in action. ARMOR
Consider where the inflicted damage places the As a general point, armor in this setting is not
character. If Brawn and Quickness are both still above designed literally to stop a weapon in its optimal
0, the hit looks scary and feels horrible, but doesn’t strike. The best available, mail, doesn’t defend against
necessarily do permanent damage. high-impact puncture anyway. Instead, mail, shields,
and helms do their best work in augmenting the
Use Brawn and the weapon for Color. fighter’s defensive motions and posture, so that the
Player-characters are plot-armored against instant sliding sword-slash skates by, or if one’s lean-back
maiming. If your character takes a bad hit, then nar- almost evades the axe-head’s arc, one’s helm keeps
rate what it seems like in the absence of permanent the last of it from opening one’s scalp.
fixation. So, “Your shoulder feels dislocated,” not, As with so much in the game, use the mechanics to
“Your shoulder is dislocated.” The trick here is that define your narration: a ton of Damage even after
if the player-character makes it through the fight armor can be described as a strike to unarmored
mechanically speaking, then all those hits turn out body parts – this reverses the usual logic of calling
to be “not so bad.” But being taken down to 0 in either or determining the strike’s target before the dice-roll.

Damage Stopped Limitations Penalty out of Combat


gamBesOn 3 0 vs. spear charge or throw, 0 vs. bolts -1
mail (inc. gamBesOn) 6 0 vs. spear charge or throw, 0 vs. bolts -3
cOne helm 2 1 vs. flail -1
spangenhelm 3 1 vs. flail -2
rOund Or kite shield 4 1 vs. flail, 0 when all-out attacking -2

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Killing

This is not an armored culture. For most people, around the edges or bosses in the middle, but only
fighting against designated foes means grabbing a for those who fight as a way of life – everyone else’s
spear and maybe a shield – if you go somewhere to shield-rims are reinforced with leather.
do it, you have time to pick up a cone helm if any are
When used from horseback, a shield is typically held
available. Outside of the Circle, the only people with
on with a shoulder strap. The newer, rarer sort of
mail are the gentry and some professionals.
shield in the Crescent Land is the kite, allowing a little
Pre-medieval mail is quite simple compared to most better use of the reins and shield at once. It’s big too,
historical armor. There are no shaped metal pieces easily four feet in vertical length. However, both round
or articulations. It is nothing but a one-piece tube of shield and kite are effective on foot or mounted.
interlinked wrought-iron mesh, partly closed at the
A shield is not merely a little wall to hide behind,
top to hang on the shoulders, open at the bottom to
although it can do that against arrows. Against hand-
make a skirt almost to the knees, with loose sleeves to
held weapons, one deflects with it, sliding rather than
the elbows and sometimes an attached hood, or coif.
blocking flat, sometimes using the edge defensively
It’s worn over a similar garment made of heavy cloth,
rather than the face. Spear-fighting, by far the most
called a gambeson. Contrary to some expectations, it
common means of dedicated killing in the Crescent
does not go cling-clang, but rather rustles, like shuf-
Land, includes the basic tactic of sliding the foe’s point
fling through dry leaves. There are no gauntlets, no
past the shield, keeping its face on the shaft, then
cuirass, no gorget, no chausses, no mail-trousers, no
sliding straight down it to close. Even its material has
greaves, and no shoon.
useful properties, catching points briefly and throw-
In this setting, gambesons are usually made along ing off the foe’s balance and timing. And it is no slouch
with the mail, so wearing the gambeson by itself is as a striking weapon on its own. Its primary defensive
not widely observed. However, freemen in Rolke limitations are that you must know about the
have recently taken to making and using the incoming attack, it’s not effective at
gambeson this way, and some all when attacking all-out,
Circle knights have adopted it and it’s minimally effec-
from them. Any- tive against flails.
where else, doing
Shields are not decorated or
so looks weird, as
painted in this culture, and
if you’d put on your
there is no such thing as
underwear but not your
heraldry.
pants. Soon, someone is going
to think of lining it with leather. The culture includes two
kinds of helms: the cone
Neither mail nor gambeson protects
helm, a simple but func-
against a thrown or mounted, charging
tional wrought-iron cap;
spear, or from a crossbow bolt.
and the spangenhelm, a
The shields in the Crescent Land are framework of carburized
all made of wood, typically a light steel with wrought-iron
fibrous kind cut into planks. This sheets inserted. Given the
construction tends to crunch or technology, the latter is only found
buckle locally, or lose some of its among gentry. Helms are quite annoy-
edge, rather than split or shat- ing and no one, but no one, wears one
ter, so it stays usable even after unless they are about to enter a fight.
it’s been messed up. The most
Ornamental facemasks are some-
common design is the round
times used by gentry in Famberge;
shield. It’s lighter and thinner
they don’t actually do anything for defense,
than you might think but also
but they do scare the shit out of people who
bigger, minimally the size of a
aren’t combat-hardened, and that’s whom
trashcan lid and often bigger.
the gentry in Famberge spend a lot of
Some have metal hoops
time scaring and killing.
Illus. Sandy Jacobs-Tolle
101
CirCle of Hands

WEARING ARMOR
Mail is a highly specialized garment. It does not impede combat motions, as that would defeat the purpose,
but it does make any other activity more annoying as shown in the table, and it’s too heavy to wear in any other
circumstances. One does not ride around in one’s mail, but keeps it in the pack-horse’s luggage and pulls it on
in the knowledge of upcoming combat. For surprises, too bad – grab your shield and go, just like everyone else.
This isn’t like most fantasy role-playing situations. In circumstances of play that are not explicit preparations for
armed violence, the characters are presumed not to be wearing their mail. It’s not difficult to put on, but it is a bit
unwieldy and typically people help one another do it, if they have the opportunity. Remember: having gone to
the effort to put it on is a serious social statement: that you intend to kill someone, right now.
John Willson asked about an intermediate situation, which arose in playtesting: the Circle knights were searching
for outlawed bandits through wild territory all day, likely to find a fight at some point, and some of them chose to
wear full armor. In this case, if and when a fight occurs, then accumulated fatigue and physical aggravation factor
into the advantage within clashes. Plenty of factors feed into advantage too in this case, most obviously possible
ambush by either side, but the downside of wearing armor that long would definitely be one of them.

FIGHTING UNNAMED PEOPLE AND GROUPS

5 UNNAMED PEOPLE
For a Circle knight, fighting up to three unnamed
people at once is mechanically pretty simple. You
If Krimhilde were fighting two unnamed characters
and rolled poorly on her Quickness vs. 12 roll for a
value of 2, her total would be her Quickness 6 + 2, or
don’t have to set an order or state actions moment by 8. That means she’d take 12 – 8 + 3 + 3 = 10 damage.
moment. It’s merely a Quickness vs. 12 roll. That seems easy, right? Well, the trouble is that by
default, these combats typically knock you down to
If you’re being targeted from far away and have no
1d6 instead of two. Ouch!
ranged attack of your own, then the roll is a matter
of avoiding injury before either escaping or closing Why is this? Simple: Circle knights are far from home
to melee range. If you succeed, you get either away and this isn’t their turf. Fights do not occur on a level
or right into it, whichever you prefer. If you fail, then featureless plain, there’s no such thing as “going” on
the difference between 12 and your total is Damage to your “turn,” and weapons and training aren’t always
you, +3 per attacking unnamed character. military-grade. When your character strides all
armored into that barn and a freeman or a peasant
Again, mail protects against arrows but not against
is waiting in there to kill you, maybe with a friend or
bolts or thrown spears.
two … as I see it, he is in a lot of trouble. It’s not his
If it’s a circumstance in which you can do damage, barn. He can trip over an implement, get poked in the
either hand-to-hand or at range, then a successful back by some projection, get straw-bits in his eyes,
roll means an opponent is removed from the fight. not know where the cow-stall is, suddenly step off a
Include a red die in the roll if you want your results to three-foot ledge, and not know not only where the
be random, otherwise merely choose which happens other guy is, but where he could be.
to one of them if you succeed:
Player-characters in this game are plot-armored
○ 1-2 Kill against a lot of plausible in-fiction things like maim-
○ 3-4 Put down and maim ing, but not against this – that’s why it’s antithetical to
○ 5-6 Put down with recoverable injury many other designs, which are the opposite.
Again, if you fail, then the difference is Damage to How do you solve this difficult problem?
you, +3 per character who’s attacking.
Beforehand is better because it doesn’t necessarily
For Damage delivered by unnamed characters, find involve rolling. Your character should go places and
the difference between the rolled total and 12, then observe them, interact with people and behave in
add 3 for each such character currently attacking. ways which don’t upset them, and become involved
with the places and people before you start doing
things like striding into barns in combat mode.

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Killing

This isn’t “investigation.” It’s merely ordinary life The moment these rules for unnamed characters
and actions. If your character has been in the barn become unwieldy in play, or seem strangely out of
before and looked it over with farmer or low-martial tune with the actions and interactions of named
eyes, then everything I just said about the turf doesn’t characters, then it’s time to ascend and name the
apply a bit, and you have two dice, not one. That even unnamed ones and proceed accordingly.
works if he or she had been in any of the local barns,
not necessarily this specific one. GROUPS
These rules are the violent application of the group
In the moment is the worse case, because bluntly,
rules described in Chapter 4. In a fight, a group is
doing this is either unlucky if you had no choice, or
defined as four or more people per knight, perhaps
simply stupid.
adjusted up or down a bit depending on circumstanc-
You can improve things by doing something which, if es. You can’t fight a group as if it were an individual,
successful, negates the advantage pretty well. nor do you get to fight “it” by concentrating on one
person at a time. If this many people are genuinely
○ Attacking successfully will do the job. Let’s say
determined to kill your character, and if he or she is
your character is fighting two guys in there. By
so foolish as to step forward and shout “I’ll take on
hook or crook and luck, you kill one of them with
the lot of you,” then they simply do – no roll, no save,
just your single die, so from that point forward
no argument.
you can get two dice. Imagine it in pure fictional
terms and I think you can see how that would be. Ways to avoid that fate include:
○ If you have a relevant profession, e.g. farmer in ○ Pumping Brawn to get ahead of the action and
this case, then a successful Wits vs. 12 roll will then getting out of there, which itself is a Quick-
similarly orient him or her enough to use two ness vs. 12 roll. However, I hope you’d taken
dice for fighting from that point forward. some time earlier to learn the lay of the land,
○ More specific actions can play a similar role in because if not, you’re running around in an
the fight, far too many to list and all highly situ- unfamiliar spot, and that gives your Quickness
ational. Off the top of my head, if your character roll a single die.
has a profession relevant to horses like Martial ○ It’s valid to single out someone in the crowd as
(high) or Outdoorsman, and if there’s a horse a target for an ordinary Charm vs. 12 roll. Even
or two in the barn, then he or she might hide better if it’s someone you can identify a little
among them to strike from ambush, or spook from what might have been a throwaway detail
them to confuse and endanger the foes. in earlier play: “That guy who saw me pet the
The other way to improve things is simply to cheat, kitten this morning,” like that. The GM has to
with magic, magic, and magic. ascend this person into named status. If you can
make that roll, then this person can do a lot to
○ Various spells have direct effects, especially
deconstruct the mob as a game-unit, so it’s not
against unnamed characters – Blast, for instance,
acting as a group and therefore isn’t a mob any
simply vaporizes one of them, and you can bet
more even if some of them still want to kill you.
you’ll have both your dice for fighting after that.
○ I recommend magic strongly.
○ Others are less drastic, providing extra dice like
Bless or Stimulant, or providing abilities that will Ǯ Casting Throng or Hate, which is precisely
restore you to two dice in these circumstances what they’re for.
like Perfection or Cat. Ǯ Many other spells can make a big difference,
○ Still others are even more drastic and can oblit- e.g., Forward solves the orientation problem
erate the lot of them, like Erupt or Wrath. mentioned above. Very thoroughly, in fact,
because it takes maximum effect against a
How about when you have a combination of named
group, you simply escape the whole chase
and unnamed characters in a group? In this case,
without a roll.
fighting the unnamed characters is resolved right
before the Circle knight at 3:00, i.e., when he or she Ǯ There’s always Erupt and Wrath, if someone
gets there, they’re always there first, and you can’t knows one of them, and if the mob’s murder-
spend B to jump ahead of them. ous intent is reciprocated.

103
CirCle of Hands

One of the unpleasant things about being killed by a mob is that it’s not fast. However, at least it does provide plenty
of time for the above tactics. “They kill you before you can try anything” isn’t an issue. The GM only says “Fine, they
kill you” if you’re stupid enough simply to try to fight them as if they were an individual.

TOOLS OF VIOLENCE

UNARMED COMBAT clashes until this point probably involved hitting,


I’ll put this into two categories: battering or otherwise kicking, throttling, and any of that sort of thing.
brutalizing someone into submission, humiliation, The losing person so far is still alive, but a barely-
and helplessness; and killing them, but without conscious rag, out on his or her feet.
a weapon handy, therefore being forced to do the That’s when the attacker has the advantage for sure,
former category first. and fearing little payback from the unmodified 2-dice
roll in opposition, splits for maximum offense. If the
The game mechanics do not distinguish among strik-
result of the roll brings both Brawn and Quickness
ing, grappling, shoving, throwing, choking, and all down to 0 from baseline, then his or her elbow strike
that stuff. The only mechanics feature is that damage not only breaks the victim’s jaw at the joint, but
is accumulated normally, but being brought to Brawn drives his or her head into a corner or projection of

5
0 and Quickness 0 does not kill a person, but renders the nearby furniture hard enough to crack his skull.
them helpless. Such damage is healed exactly as an Given one or two ruthless actions, bringing the vic-
injury. tim’s B and Q banks both to 0 (again) will do the job.
Therefore, beating someone to death is an extremely It’s a nasty, degrading thing to do, and few things are
deliberate act. First you render them helpless and pos- more sickening to watch.
sibly in complete surrender, then you deliver enough Some weapons use these rules as well in certain ways.
damage to do it all over again. For this second “phase,” However, spear-butts, sword pommels, axe-handles,
use the victim’s (no longer opponent’s) original B and and similar do not. These cannot be re-purposed as
Q, but only as banks to compare with the inflicted “stun” weapons; hitting people with them breaks bones.
Damage. The victim has no points to allocate to
defense, so the mechanics lead to immense Damage. WEAPONS
The following text is intended for narrating the
This is how you kill someone with an elbow strike,
effects of the combat mechanics, and especially to be
as requested by Keith Senkowski. It begins with any
kind of roughing-up, enough to reduce the person mined for assessing the advantage.
to Brawn and Quickness of 0. The narration of the

Mechanics Advantage suggestions Breaking


kniFe Surprise, brawl, intimacy
Francisca Thrown Thrown
staFF +1 defense in a clash
swOrd +1 point in a clash
spear Thrown, mounted Reach Damage is fully
charge ignore mail stopped by armor
Flail Ignore shields Option to entangle
great axe +1 Damage in a clash
shield strike Opponent loses balance Damage exceeds
shield armor value
shield slash +1 Damage in a clash
shOrt BOw +6 Damage not +B Fleeing targets
crOssBOw Bolt ignores mail Jams – see text

104
Killing

INCIDENTAL WEAPONS other, more technologically specialized weapon for


The knife is a tool for eating and for small, daily tasks. purposes of defense, and often better – if you don’t
It’s considered part of one’s clothes much as modern want someone to hit you, punch them in the center
people think of their shoes. It’s not very sturdy and only of the body with one of these, and they can’t. Handled
sharp enough to be useful and therefore dangerous. It by an expert, its whipping tip can break the sound
varies a lot in length, but is typically about eight inches barrier.
because that’s easiest to make. At its most weapon-like, Killing with the staff uses the mechanics for unarmed
it’s over a foot long, similar to the Nordic sax. This form combat, in that the opponent is first rendered helpless,
is used mainly by raiders from Spurr, who prefer it as a but what goes unappreciated is just how agonizing
combined tool and weapon aboard ship. The Crescent these horrible things can be. I don’t care how tough
Land culture includes no daggers, poniards, dirks, you think you are, if you take a whack from a staff
misericordes, or specialized throwing knives. on the point of your elbow or the sciatic nerve along
It’s true, the knife is not a battlefield weapon, but your thigh, then immediately on the crown of your
there’s nothing like it in a spontaneous, personal head, and then the other end sweeps your feet, you
fight. If a knife is involved, you can bet that everyone will hit the ground weeping and begging for the guy
is going to be cut including its wielder, and often in to stop.
places where shallow slices do horrible damage: eyes, The staff is also one of the most versatile objects
wrists, the groin, the inside of the elbows, and the around, so more direct killing is available to the imagi-
sides of the neck. native fighter. Stick or toss one into the legs of a running
That’s why, hands-down better than any other horse, and you have a half-ton of hysterical good-for-
weapon, the knife is ideal for murder. The way to nothing-but-food, and a rider with a broken neck.
get killed by a battlefield weapon is to be on a battle- Then there is the whip, present everywhere in this
field or in the path of a raid; if you’re not there, it leather-heavy culture. The most common version is
won’t happen. Whereas knife-murder can happen the stockwhip, rather un-dramatic with its four or
anywhere, planned or unplanned, delivered from five-foot length and short handle. It’s used mainly to
surprise or hidden in the middle of mass action. I’ll signal livestock and herd animals with its cracking
tell you why: because until antibiotics were invented noise and light touches, not pain. The sadistic modi-
and quite a bit even since, body puncture is fatal: fication called the cat o’nine tails, with no purpose
an inch into the chest or abdomen and that’s it, the but to inflict pain on humans, isn’t well-known, but
person is dead. If it’s in the chest, then in minutes by it’s been independently developed here and there.
pneumothorax; in the guts, in a week or so by unstop-
I have been lashed by a bullwhip. The pain is instant
pable infection.
and overwhelming, nothing at all like a knife-cut, a
In a brawl with everyone jostling and pushing, a knife solid punch, or a burn, for all of which the pain sets
goes right into the solar plexus or delivers multiple in a moment or two later. It left a raised welt all along
body stabs with nigh-insurmountable advantage. If the rolling breakpoint of contact, open at the top for
you’ve been wondering how it is a group always kills the latter half of its length. And that was right through
an individual victim in this game, that’s the main clothes – they didn’t stop a damn thing.
reason – and it only takes one person among them.
It cannot be used as a grabber or lasso at all, although
Spears, swords, and axes do the job for wholesale the shock of a strike might well act against a char-
slaughter, especially in groups: ethnic cleansing, acter’s potential advantage in his or her next action,
raids (i.e. theft), or striking against other powerful especially if it was unexpected.
groups. But when you absolutely want to remove a
Whip damage is calculated as for the staff, although
single specific person from the living, bring a knife,
the version in this setting cannot go on to killing
the more ordinary, the better. And in this culture, as
damage. Fortunately, the truly lethal whips like the
mentioned above, everyone has one.
knout and blacksnake have not been invented.
Another tool easily adapted toward personal violence
People don’t typically strike one another with burn-
is the quarterstaff, typically associated with daily
ing items; it may look dramatic but isn’t very effective.
tasks of forestry and farming. It’s longer than you
Flesh isn’t tinder and is not consumed by flame. Sus-
might think: eight or nine feet. It’s just as good as any
105
CirCle of Hands

tained contact damages the tissue badly, but a person overhand with or without shield. All else being equal,
does not go up in flame when struck by a torch or it gains advantage in the initial clash with shorter
upon falling into a campfire. Living people and beasts weapons. Thrown or employed in a mounted charge,
receive only Quickness damage from a flame attack, it ignores mail, in which case it’s also abandoned after
although if permanent injury is sustained (by Quick- a successful strike because it’s gruesomely transfix-
ness reaching 0), it can be quite terrible. Undead ing a corpse or near-corpse. Due to its reach, it is the
flesh is no different and also sustains no injury at all hands-down best option against bestial or monstrous
because such a creature feels no pain. Animals are foes, who ignore arrows long enough to kill you. And
sometimes afraid of fire but if you hit them with it, if you don’t want to kill or maim someone outright, it
they respond with murderous panic, so the whole doubles as a quarterstaff.
heroic imagery of holding off wolves with torches
Spears are easy to make and cheap. They are brought
doesn’t apply too well.
to a fight in bundles, even wagonloads, so when you
FOR-KILLING WEAPONS break or throw your spear, or if it’s stuck in somebody,
you run over and get another, or grab one from the
Skilled weapons combat in this culture has nothing
ground, because after a bit the whole place looks like
to do with which weapons can most effectively split a
spear pick-up sticks.
stationary wooden post with a dummy head perched

5 on top. None is “better” than another; they all work There is no greatsword, rapier, or shortsword in
gruesomely well. this culture. Swords are at most a yard long includ-
ing the hilt, used either two-handed
Fighting is not just standing there and chopping.
(grasping the
In all cases, striking with the weapon is integrated
crossbar and
with shoulder blocks, off-hand grabs or clotheslines,
pommel) or
elbows, and effective sweeps via foot placement. Full
one-handed
swings are reserved for opening moves and when
at the hilt;
the opponent is off balance. If it seems tactical and
chess-like, that’s true, but it’s also done at full physical
effort in strength and speed, in microseconds, so it’s
as visceral and intuitive as anything can get.
The shield is a melee weapon. It can deliver a rein-
forced shoulder-strike to take a foe off his feet, or
slash with the edge – neither of which delivers mere
unarmed “stun” damage, either. These strikes are both
excellent means to make sure the foe does not have
the advantage for his or her next action. So is success-
fully all-out defending using a shield because there
really isn’t any such thing as a mere “block” with it;
when you use it skillfully enough to protect yourself
that well, by definition you’re wrecking the other
person’s balance and momentum. It’s also useful
for teamwork, in the right circumstances, for the
shield-wall tactic.
The primary weapon in the Crescent land
is the spear, about six feet long, the same
weapon used on foot or mounted, whether
tipped merely by sharpening the wood,
or with a cheap wrought-iron simple
point. The lance, the pike, and
ornately-tipped pole-arms do
not exist. A spear is a deadly
thing, easy to learn, held
106 Illus. Sandy Jacobs-Tolle
Killing

they are sharpened on both edges but not at the tip. The chained mace, or flail, needs some special atten-
They’re quite flat and surprisingly light – only about tion. You don’t spin it like helicopter blades. It’s held
three pounds. Sophisticated longsword techniques with the chains dangling down, swinging back and
have not been developed, nor are there schools of forth, and used like a handled whip, usually sidearm.
swordsmanship. Therefore the haft is a bit short, the chains are pretty
long. It’s a shield-weapon, saving overhand strikes
However, that doesn’t mean swords hack at one
for the moment after feeding a foe the shield-edge or
another edge-to-edge. Instead, their flats slide on each
taking him or her off-balance with a flat-on strike, so
other a lot once the initial striking gets going, changing
never mind parrying. It’s not about beaning people
angles with the combatants often close to one another.
with the heads at all, nor about penetrating armor
Don’t imagine big chops, but rather lightning slices,
– instead, it’s about whipping with the chains, which
with full body twists, more often than not from the
doesn’t miss and fucking hurts, rattling heads inside
current position rather than from some dramatic pose.
their helms, ruining technique with other weapons,
So yes, the blades move in great big arcs, but typically
or setting up for someone with a spear to nail the guy.
on the follow-through rather than prior to contact.
That’s why the heads are relatively small and blunt,
One can also seize the top part of one’s blade at the
sometimes merely slightly-heavier rings, solely to
halfway point and use it like a bayonet; the small point
increase the chains’ momentum.
of impact can wind an opponent or even break bones.
Sword techniques are terrifying against lesser-skilled MOUNTED COMBAT
opponents, unaccustomed to precision slices which People often ride horses to fights, but the only people
take them in the sides of knees, the sides of the neck, who consistently fight from horseback are gentry and
and across the forearms. When a high-martial horse- small bands of people typically fighting for them.
man’s spear breaks or gets left behind in someone, Even in the largest battles of the Crescent Land,
and when people finally bring down the horse, he or which might number between 100 and 200 people,
she rolls off and rises with sword in hand – and they only about ten percent are mounted.
justifiably scatter.
It’s hardly organized cavalry in the later historical
The universal small axe is the hatchet, known to sense, but people skilled at this do work together
farmers and outdoorsmen everywhere. People out- and have a good idea of what their horses can and
side of Tamaryon don’t typically carry their hatchets cannot do. Even when alone, a horseman has lots of
to a fight, and the people there do, leading to a more reasons for advantage: height, the horse’s own bulk
distinctive design, the francisca, with a longer haft and considerable inertia, and the opportunity for
well-suited to throwing. a mounted charge, which delivers terrifying, often
instantly-lethal damage.
The great-axe is a big francisca. It is shorter than
popular fiction depicts, about a yard long, used two- The short instruction is, don’t try it if you weren’t
handed or one-handed with a shield. The single head trained to it, and don’t even think of trying it with an
looks like a woodsman’s axe-head but is much thin- animal not accustomed to it. Fortunately both apply
ner with a distinctive bearded lower point, weighing for members of the Circle.
at most three pounds.
Defending against a horseman is hard without
Both sizes of axes are much faster to use than one massed infantry training and specialized weapons
might think, since they’re used in a whipping motion, like pikes. Working together with spears does well,
not like a baseball bat, and stepping in the right direc- but there’s no massed infantry training in the Cres-
tion and turning sets up almost all the torque one cent Land and getting this tactic organized takes a lot
needs for the next strike. Gentry in Tamaryon have of leadership and quick thinking in the moment.
great-axes made with carburized steel, resulting in
The main strategy is therefore to attack the horses,
weapons with reputations of their own. Very soon,
which is effective but difficult, usually working
someone will get the idea to lengthen one into the
against the animal’s advantage. Given some luck,
longer-handled halberd.
their legs are vulnerable, and people skilled with
In the absence of mass infantry tactics, no one has horses can grab their reins or even tackle their necks
yet combined features of spear and axe into glaives to bring them down, or open them up to multiple
or similar weapons. spear attacks. Once four or five people get involved,

107
CirCle of Hands

the horse may hurt a couple badly with bites and other, but they lack penetration, as their purpose in
kicks, but it’s going down eventually. hunting large game is not the instant kill but rather
disorienting the quarry through pain and making it
So you can see that all of this is hard on the horses,
easier to run down due to eventual blood loss. As a
who aren’t animal-friends or comrades in arms,
weapon against people, it is certainly effective, espe-
but rather more throwaway tech, like shields. In a
cially against unarmored targets, but tends to make
big battle, pound for pound, horsemen are well-
people scatter rather than killing them outright.
advantaged against footmen, but such fighting will
certainly litter the ground with still-kicking, scream- Archers get no love from anyone – if someone catches
ing animals with broken legs, or with three or four one of the guys who’s been peppering them with
spears transfixing their bellies. In smaller-scale arrows, then the archer typically meets a very nasty
engagements, which way it goes depends very much end. In group fights, the archers tend to loose a bunch
upon individual decisions and luck in the moment. of arrows, then turn and run like hell.

RANGED WEAPONS Very simple crossbows exist, not much more than a
recurved bow on a stock, most requiring hand-drawn
The spear and francisca are greatly feared as thrown
action per shot. The resulting bolt attack is another
weapons. For both, the throwing hold is exactly the
sure killer, ignoring mail. In Spurr, the revolving nut
same as that for hand-to-hand fighting, so there’s no

5
mechanism has recently been invented or rediscov-
change-up necessary. The spear is typically thrown
ered, permitting the bow to be drawn and locked
with a running start, and with a center-hit, it kills a
into place. It’s still a big pain to do it, but at least it’s
person dead faster than anything else in this setting,
immediately ready for its first shot.
including decapitation.
However, crossbows do not enter into many encoun-
The thrown francisca does not ignore mail like the
ters. The strategic problem is construction, supply,
spear, but it is thrown without the running start and
and organization. Remember, in this culture there
with a wind-up similar to a baseball throw, as fast
is no “army,” no command structure, no depot, no
as a modern pistol shot. You might dodge a thrown
training and supply centers, and no designated ranks
spear, but you have only a split second to see a fran-
or division of (fighting) labor. Mass manufacturing,
cisca coming, and an expert knows to throw it when
provision, and training with a standardized weapon
the target is looking at something else, like fighting
simply doesn’t happen yet; given the opportunity for
one’s ally – and you can get thirty or more feet of
them, widespread crossbow employment might be
accurate range out of it. It doesn’t even have to hit
expected to develop in the next century or so.
edge-on, because it caroms off things unpredictably
and endangers anyone nearby. Fighters in Tamaryon So as it stands, one guy with a cool crossbow shoots
work together to throw a lot of them at once, scatter- one bolt, and that’s it for the crossbow drama in this
ing bunched opponents and breaking up shieldwalls. fight. On the plus side, that means a small fighting
group who know one another and do use crossbows
All small axes can be thrown, and an outdoorsman
in habitual armed encounters are a formidable threat,
from anywhere can nail you with a thrown hatchet.
as they can lay down a coordinated bolt storm before
It’s maybe not as specialized as a francisca, but it’s still
dropping the things and closing in. Such action is
a very bad thing to happen to you.
found only among the professional social rank.
The problem with throwing things is not having your
You can use a bow from horseback, but not a crossbow.
weapon afterwards, which is why groups bring lots
and lots of weapons with them to a fight, and why the Defending against ranged attacks is less a matter
weapons’ metal parts are relatively simple and made of precise dodging than of simply throwing oneself
of cheap wrought iron. For Circle knights, often trav- aside or hitting the dirt. If you’re trying to get some-
eling far from home, the francisca is harder to replace thing done at the same time, turn sideways, get that
than the spear, so if one favors the former, keeping shield up if you have one, and hope for the best.
one of the latter around is a good idea. Oh yes! Special pedant note: you loose, release, or
The classic bow-and-arrow is mainly a hunting shoot an arrow or bolt.”Fire” is not the right word,
weapon, constructed with a simple recurve and drawn because there is no flame, which is why that verb is
to the body, not the cheek – there is no longbow in reserved for weapons called fire-arms.
this culture. Arrows may be shot quickly one after the
108
Killing

SOME THINGS WHICH DO NOT HAPPEN


Weapons cannot be poisoned.
As described above, people can’t be set on fire by hitting them with a torch.
You cannot kill a person by grabbing their head and snapping their neck. The closest equivalent requires forcing
submission first as per the unarmed damage rules.

MISHAPS DEFINITELY HAPPEN


Fighting is a bad proposition all around. Not only is some other person trying to kill you, terrible accidents happen
all the time.
When both characters in an armed clash roll doubles, apply the following interesting things to both characters
as they apply:
○ Whoever succeeded in delivering Damage, stopped by armor or not, also sees his or her weapon break,
unless it’s constructed of steel (a sword or some great-axes).
○ Whoever was protected from Damage, in whole or in part, sees the relevant armor or shield break, unless
it’s constructed of steel (a Spangenhelm).
○ If unarmed Damage is delivered, then it is resolved as if it came from a lethal weapon.
○ If an attribute roll was involved, whether successful or failed, then the relevant tool or a crucial item of
clothing is ruined (a boot or shoe is always a good choice).
In practice, it’s no big deal to forget to apply these rules considering everything else that’s going on, especially while
playing for the first time. But once you get used to the general procedures, start looking for the simultaneous doubles.
Fights with unnamed characters are considered mishap-free, or rather, mishaps are merely folded into narrations
for failed rolls.

INJURY, RECOVERY, AND DEATH


Player-characters are plot-armored against the real
INJURIES
killers in the setting, which are internal hemorrhage
For physical injury, recovery occurs at one Damage
and non-magical infection.
per day per missing Brawn.
However, they can indeed be maimed. If you’re taken
Example: A character with Brawn 6 is reduced to down to 0 in either Brawn or Quickness by any means,
Brawn 2, so that’s four missing Brawn points. He or then roll (unhurt) Brawn vs. 12; if you’re taken down to
she recovers one point to both Brawn and Quickness 0 in both and survive, then don’t bother rolling. Given
in four days, and is now missing three Brawn. So the the latter or a failed roll for the former, then consider
next point, or rather, one point for Brawn and one the precise weapons involved and the narrated events
for Quickness, come back after three more days. It of the fight to choose one of the following.
will take ten days (4 + 3 + 2 + 1) to get it all back.
○ Loss of function in a sense organ, which must
If either Brawn or Quickness was taken down to 0, be combat-relevant; can only be compensated
then calculate the time this way and then double it with magic.
for each increment.
○ Loss of some part of the body, which loses
Brawn reduced by spellcasting or by jumping posi- function but depending on what, can be com-
tion in the fight order all comes back with any scene pensated with prosthetic or magic.
transition, or if you want to look at it in fictional ○ Impaired general function with some visual
terms, when the character gets a breather. evidence like a scar or neurologic effect; -1 to
If Quickness is fully restored before Brawn, then con- either Brawn or Quickness.
tinue just as before, replenishing Brawn according to If the character has been maimed, then recovery time
schedule. However, if the remaining injury is solely is effectively out of bounds. The character is laid up
Quickness, then it clears soon, just like fatigue. for the rest of the venture unless he or she receives
magical help.
109
CirCle of Hands

DEATH
When a blow takes both scores down to 0 at once, the person playing the attacker has the option to state that the
effect is instantly or near-instantly lethal.
When a character is reduced to 0 Brawn and 0 Quickness, but not simultaneously, he or she is immobilized
through shock, stun, and fatigue. Clinical death happens later, and in this culture, once taken this far on that path,
there’s typically no coming back, unless one receives help right away or is aided by magic.
One source of such help is the “support staff” associated with the knights during a venture. They aren’t a crack
medic squad who teleport where they’re needed, but if it’s at all plausible that they can get to a stricken knight
and get them out of immediate danger, then they will.
In either case, if the character does not die, then see the above rules regarding maiming.

WRAITHS
A Circle knight who is killed during an adventure becomes a wraith, a unique status for Circle knights due to their
command of both colors of magic. A wraith is not technically undead and has full mental faculties and volition
of the person when alive, rather than
the warped and color-specific carica-

5 tures produced by ordinary magic. The


character continues to participate in the
adventure, until it is finished, at which
point the character is gone forever.
A wraith is present in any played scene,
which permits a kind of scene not
otherwise observed in this game, with
no living player-characters present.
A wraith cannot take ordinary physi-
cal action, but it is not helpless at all.
Unmanifested, it can only be detected
by magic senses. It can manifest visibly
to anyone and in that form it can speak
to other Circle knights. It cannot be
affected by physical means, but can be
targeted as a person by magic.
A wraith casts spells as normal using the
character’s ordinary Brawn, which exists
as a resource mainly toward this pur-
pose. Its Quickness is used for ordering
when necessary, also as normal. Sig-
nificantly, its Gifts all apply, even those
which were physical effects such as
silver dragon transformation or bestial
shape – the effect manifests physically
for the current situation and permits
physical action, and unless it is killed in
that form, then the wraith reverts to its
insubstantial form.
A wraith which goes to 0 Brawn through
spell use or magical damage dissipates
permanently.

Illus. Phillip Simpson


110
Chapter 6g ray MagiC

There is no “wizard vs. warrior” dichotomy for Circle


magic wracks the BOdy. knights. They all fight, and in addition, some memo-
rize a little magic whereas others are full wizards. A
The power doesn’t come from Rbaja or Amboriyon wizard Circle knight is a fighter who runs closer to
or the ether. It comes solely from the practitioner, the edge of burnout in the action, both physically and
draining energy, overloading nerves, straining bones, metaphysically. It’s a powerful way to play, but also
and wrenching muscles. One overrides the pain and more volatile.
nausea, masters it, and focuses it by nothing but pure
intention. The stereotype of the frail, intellectual METAPHYSICS
magic-wielder doesn’t apply; the wizard of the Cres-
cent Land must be among the toughest, most resilient There is no out-of-game access to the principles of
people alive or he or she will be killed. Rbaja and Amboriyon. They cannot be said to “want”
something, or even to be “about” anything. In-game,
It is no less drastic in connecting the practitioner with the various priests, wizards, and scholars of the Cres-
Amboriyon or Rbaja. A magical act is either one or cent Land offer a thousand and one explanations
the other, inhumanly pure or foul, uncompromising,
inscribing itself right into his or her body. The practi-
tioner doesn’t use one of the two principles, he or she
becomes it ever so slightly. Dedicated practice can turn
a person most inhuman indeed.

Joshua Bearden mused upon Amboriyon and Rbaja during playtesting:

White magic is death, black is life.


White is the color of antisepsis and sterility. The cloud cities exist in a pure celestial vacuum. An Amboriyon zone bor-
ders earth by creating a desert of clear crystalline snow-like sand. Pure Amboriyon energy burns a blinding white hot
but leaves the earth ice cold. Passion, hunger, fear, all these impure emotions are purged from the soul that succumbs
to Amboriyon leaving only unambiguous, transparent, implacable intent.
Black magic is deadly because under its influence life multiplies uncontrollably. Rbaja is the magic of fertility and
fecundity. The swamp hisses with life. The darkness contains all color but releases none, it absorbs all light and all
warmth. Of course bodies rise from the grave. Under the influence of Rbaja, a body needs no animating soul, the wrig-
gling flesh dances on its own. What is else is disease but an abundance of life?
White magic is attractive to humans who are horrified by the messiness of life, of sickness and bloody violence. It
offers freedom from all filth, even the dirt in one’s own thoughts. A beloved child slain by disease, a husband stabbed
in the dark, or a wife who died in childbirth all are victims of the seething griminess of life. Amboriyon offers a pure
unsullied, memory of them. There are, in our world, companies who will for a fee, take the ashes of a deceased pet or
loved one and forge them into artificial gems. Amboriyon can turn any one of us into diamonds if we wish.
Black magic fills the void brought on by scarcity, loneliness, and loss of another kind. Why preserve the memory of
the dead when you could have them back, after a fashion. Why lie cold and alone when demon dolls willingly warm
your bed? Why starve when you can sustain yourself on blood? Why should any forego the blessing of conception?
The power of Rbaja, can make any one of us into a garden, albeit unweeded, and possessed by things rank and vile.
That’s one way to look at it. In the Crescent Land, perhaps some hash-buoyed discussion at a religious ritual has
mused over such things. One participant might have gone further to suggest that Amboriyon and Rbaja are not
manifestations of life and death as we experience them, but idealizations, abstract and pure, which distort and
magnify the ordinary versions of these things, ultimately to the point of removing them from existence.
111
CirCle OF handS

COLOR POINTS From the end of the last example, the character
On the character has five points for Rbaja and four for Amboriyon.
sheet is a row of nine Gethyn Edwards He then casts two three-point black spells. The first
entries, labeled Rbaja arrived at the most brings him to eight points for Rbaja and one for
and Amboriyon at its usable graphic for this. Amboriyon;
two ends. When your R ○ ○ ○ ○ ○ ○ ○ ○ � A
character uses magic during play, you draw in little
circles in these positions, to indicate the color points The second turns the white point black with two
the character has gained by using magic. The circles left over. The diagram is considered completed for a
starting at Rbaja should be filled in, and the ones Gift for Rbaja, all the color points are erased, and the
starting at Amboriyon should be open. extra points are ignored.
R ○ ○ ○ ○ ○ ○ ○ ○ ○ A
R A
and then,
Points are added to the chart starting at each end
until all nine entries are filled. If these nine include R A
both black and white points, then gaining further
A Circle knight can use magic judiciously to avoid fill-
tokens changes the color of the tokens present, never
ing up the chart with a single color, remaining free
exceeding nine.
of Gifts and Marks. Alternately, he or she may gain
A character has three points in Rbaja and two in Gifts of both colors to minimize the effects of Marks.
Amboriyon. Or such are the ideals of the Circle, anyway. No one
has tried it before.

6
R ○ ○ ○ � � A
GIFTS AND MARKS
He casts a black spell worth three points, so adds
three more to Rbaja, for a total of eight points. When a Circle knight gains a Gift, the controlling
player chooses it from the appropriate list. If any other
R ○ ○ ○ ○ ○ ○ � � A character does so, then the Gift is determined by roll-
ing 2d6. In either case, that Gift is crossed off the list.
Later, he swears a white oath and gains five white
points from it during a fight. One completes the Using a Gift does not confer color points and requires
row for a total of nine points, so the remaining four only what is listed in each description.
white points replace four of the black points. The
amBOriyOn
character’s total is now two for Rbaja and seven for
Amboriyon.
2 Bestow instant recovery upon a person or beast
R ○ ○ � � � � � � � A as per three meals and a night’s rest, including
ordinary healing effects.
He will continue to have nine points, no more nor Ǯ Requires a Brawn vs. 12 roll
less. If he then casts a three-point black spell, three of Ǯ A given person may benefit this way once per day
the white points become black, for a total of five for
Ǯ Failing the roll incurs Damage equal to the
Rbaja and four for Amboriyon.
difference from 12
R ○ ○ ○ ○ ○ � � � � A
3 Use Charm rolls toward a group
If at any time, the entire lot of nine is a single color, Ǯ Requires expending 1 Brawn
then the points are all removed and the character 4 Command the movement and intensity of nearby
gains a Gift and a Mark of the appropriate color. Gifts fire and light at will
indicate a profound shift in the character’s being, as Ǯ The effect doesn’t include ignition and is
he or she becomes more magical rather than merely subject to fuel constraints
using magic. Marks are the physical manifestation of Ǯ At its most extreme, the fuel is vaporized and
that shift in the character’s body. all persons and other creatures in its vicinity
If the spell which brings the diagram to nine points roll Quickness vs. 12 or be knocked over by
of a single color is of a value that would exceed nine, the blast
then the extra points are ignored.
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5 When you speak the truth about a person, loca- aA Restore undead to true death
tion, or event and make a Charm vs. 12 roll, one Ǯ Requires successfully harming the target
nearby person loses one die from all of his or her undead in combat
dice rolls for the remainder of the scene Ǯ Requires a Charm vs. 12 roll
Ǯ Requires a Charm vs. 12 roll
aB Demons are averted from you to some extent
6 Upon a person’s death nearby (including killing Ǯ Roll Charm vs. 12 to prevent a demon from
them), a glowing, ethereal spirit-form emerges pulling you into a clash
from their body, under your control. It has the Ǯ A demon’s intent during a clash with you
personality of the dead person but not his or her must always be to disengage
volition; it is a mere semblance or leftover. It dis- When a person gains a Gift of Amboriyon during a
sipates at the end of the scene. venture, roll Brawn vs. 12, using only 1d6. If the roll
Ǯ Requires expending 1 Brawn fails, then he or she acquires a Mark, which begins
Ǯ The spirit-form cannot cast spells or talk; it with a faint interior silvery glow.
can only fight
The more the person is Marked by Amboriyon,
7 Gain a pegasus companion the more obvious the glow becomes when they are
Ǯ It does not begin with you in a venture but injured or when body fluids are released. A single
must be called with a Charm vs. 12 roll during such Mark renders him or her sterile and two remove
a scene all sexual drives. At two Marks, the person also does
Ǯ It remains for the entire venture unless it is not need food and more than brief sleep. At three
killed or you gain a Gift of Rbaja Marks, at least half of his or her interior mass is
Ǯ If it is killed during a venture, it will again be replaced by silvery light and the glow becomes evi-
available the next venture in which the char- dent in the mouth and eyes.
acter is played
Ǯ It will not come if an Rbaja zone is present in
the venture
8 When killed, recover fully for the
next scene, once per venture
Ǯ Requires a Brawn vs. 12 roll, using
full Brawn value
9 Convert a failed Charm roll into a
success once per venture
aJ Shape-shift into a small silver
dragon, about three times the size of
a person, once per venture
Ǯ +1 to both Brawn and Quickness,
Armor 6
Ǯ Gain flight, the ability to fight
groups, and the ability to blast an
opponent with mystic fire at the
cost of 1 Brawn (a ranged attack)
Ǯ Gain complete geographic
knowledge of the current venture
Ǯ Clothes, armor, and carried
items disappear during the trans-
formation but reappear when it
ends
Ǯ The effect lasts for a single scene

Illus. Juan Ochoa


113
CirCle OF handS

rBaja When a person gains a Gift of Rbaja during a venture,


roll Brawn vs. 12, using only 1d6. If the roll fails, then he
2 Gain +1d6 to Brawn rolls and +1 to Damage or she acquires a Mark, which beginswith the person’s
Ǯ People who share intimate contact with you interior becoming caked and slimy with black gunk.
develop mild fevers and nausea
The more the person is Marked by Rbaja, the more
3 Disgorge vaporous snakes who make effective distinctive the gunk becomes when he or she is
spies regarding a stated location in the venture injured or when body fluids are released. At the
Ǯ Roll Wits vs. 12 to learn about others’ pres- first Mark, the person’s physical appetites become
ence and actions in that location excessive; choose one of food, narcotics, or sex. At
Ǯ The snakes cannot be detected without magic the second, he or she exudes a swampy bog smell. At
4 Undead like you and respond positively to the three Marks, about half of his or her interior mass is
Black Speech spell without a Charm vs. 12 roll replaced by the gunk and it also becomes evident in
Ǯ You may raise corpses as draugr or skeletons the mouth and eyes.
for a single scene with a Charm vs. 12 roll
Non-Circle wizards in a venture begin with Gifts
5 You are acquainted with an ancient lich who equal to the number of Circle knights in play, and
provides indirect help once per venture with a single Mark. Roll 2d6 to determine each Gift.
Ǯ Requires a Charm vs. 12 roll, failure results in
A Circle knight may be Marked with both Amboriyon
the lich adding itself to the venture against
and Rbaja, in which case the net effect determines the
your efforts
extent and color of the evident Mark.
6 Summon a nightmare while dreaming One may ask, are Gifts for Circle knights good or bad?

6
Ǯ Requires a Charm vs. 12 roll
As with everything magical, Circle knights think of
Ǯ The rules for interacting with nightmares
them pragmatically and seek to use them against
apply (see Chapter 7)
Rbaja and Amboriyon just as they use spells and
7 By tasting another’s blood, living or dead, ask a oaths. However, Marks and the increasing vulnerabil-
single question which that person must answer ity to magical zones indicate a creeping dehumanizing
truthfully to the best of his or her knowledge. effect, which potentially limits and subverts the Cir-
Ǯ If alive, the target also suffers 3 Damage, using cle’s effectiveness. The badness or goodness of the
the rules for whips characters’ choices is up to you to find out.
8 One limb or facial feature becomes grotesque
Eddie Brown provided an insight which might well
and gains 1d6 when using it
have come from a Crescent Land priest who’d joined
9 Breathe disease upon an area, infecting everyone the Circle:
in it
Ǯ Requires a Brawn vs. 12 roll One of the first truisms to go under the knife: “real-
Ǯ The disease is non-magical, contagious ity isn’t black and white, but shades of gray.” This
smallpox is bullshit. Shades of gray are too simple for the
complexity of life. Imagine mixing emotional green,
aJ Shape-shift into a distorted, demonic-looking mental blue, moral yellow, physical red, and exter-
wolf once per venture, lasting for a single scene nal gray to form the potential for action. The slurry
Ǯ Requires nudity makes a tonal brown. In some ways brown is always
Ǯ Armor 6, +1 Damage, and Outdoorsman pro- brown. Yet, like snowflakes, every individual brown
fession in the context of wolf-like behavior in any particular situation is subtly different. Unique.
Ǯ Your combat split must always favor offense Worth examining.
while in this form Circle of Hands struck me as having a brown feel
aA Recover 3 Damage when someone dies in your to it. A real, gritty, banal brown caught between
presence for any reason idyllic, abstract, frightening white and black. The
knights come from the brown, and as Gifts from both
aB A person or beast you kill becomes a draugr in sides accumulate and mix, the brown fades to a tonal
your service (gray) quality. The pinnacle of the gray theme being
Ǯ Requires a Charm vs. 12 roll the wraith. Sad in a compelling way.

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OATHS
A Circle knight or a named person may swear one oath per venture. Beasts, monsters, and creatures of Rbaja or
Amboriyon cannot swear oaths.
Hearing an oath sworn is unmistakable. It cannot be faked or concealed. The person’s voice doubles or triples in
volume and crackles with metaphysical force, reverberating with strange harmonies for Amboriyon or backed
with cosmic screams for Rbaja. It even transcends the medium of voice; no ordinary means of preventing speech
suffices to stop an oath from being sworn.

PHRASING carry moral and ideological weight for their side of the
An oath must begin with the phrase “I will …” and is magical war, but the fact is that plenty of very similar
followed by a stated action, which must follow these actions could be coded by either color: to inflict great
constraints depending on which magical color is pain upon an abusive war-leader which may or may
being expressed: not include killing him is an Rbaja goal, but to pre-
○ Rbaja serve a fortress by killing him is an Amboriyon one.

Ǯ Inflicting pain upon a living person or beast Circle knights utilize oaths entirely pragmatically and
Ǯ The destruction of an object or a physical consider the two colors morally equivalent, yet again
location provoking non-Circle wizards into horrified fury.

Ǯ The destruction of an avatar or an eidolon OATH MECHANICS


Ǯ The raising of a currently living person or Oaths are simply spoken words, effective when
beast as undead announced. During a complex set of actions and con-
○ Amboriyon flicts, an oath is stated during the ordinary description
Ǯ The restoration to true death of an undead of intent, following the resolution of a character’s
action. This is the sole consequential, mechanical
Ǯ The protection of a person or beast against a
action that can be completed at this moment.
specific attacker
Ǯ The preservation of an object or a physical In fighting the ghoul, Krimhilde’s action at 3:00 is
location from a specific threat resolved as a clash, with her foe injured while she
remains unharmed (it could have ended in any fash-
Ǯ The destruction of a demon
ion with her still conscious). Her intent statement is
The oath phrase may include a “how” or “when” to keep the foe in the clash, i.e., to press the attack, as
phrase of some kind, but this part is not binding. One well as swearing the oath, which will already be in
might say “with this blade!” but if you end up killing force when she again reaches 3:00.
the thing with a pickaxe, the oath is all right with that. Once a character swears an oath, add 1d6 to any dice
The oath phrase finishes with a designated, specific roll for this character which is directly relevant to the
target, e.g., a given person or group, not “a man” or oath. This bonus die is rolled separately every time
“whoever did this.” it’s used. It is not an advantage die (see Chapter 5) and
operates completely independently from the quanti-
Krimhilde is fighting a ghoul, and swears a white tative combat mechanics. For clarity’s sake, use a die
oath: “I will slay this foul ghoul!” Saying “These with a color that corresponds to the color of the oath.
three ghouls!” could also work. It could not have
been “a ghoul” or “any ghoul” or “an undead thing.” As Krimhilde injured the ghoul with her great-axe
The means of fulfilling an oath are not pre-set, being in the previous clash, she has the advantage in their
instead completely open to the needs of the moment. next clash, which occurs when she reaches 3:00. The
ghoul had been injured by her and is therefore just
An oath’s color implies or requires nothing about
behind her in the order, so she gets there first unless
values, social mores, or decency of any sort. Note
it pumps Brawn; let’s say it doesn’t. In this clash, she
that killing a living being is not a valid object for an has the advantage and the oath is in force, so she
oath, because that it is perfectly suitable as part of the rolls four dice and applies her split, which as it hap-
means for any oath. pens is 11/1. She rolls 14 on four dice, for results of 25
Most wizards, not in the Circle, believe that oaths offense and 15 defense.

115
CirCle OF handS

What actions qualify for relevance? Literally trying to do it obviously counts. And doing something antithetical or
refusing to try obviously doesn’t. But everything else is an edge case, such as trying to break out of confinement far
away from the object of one’s oath. In the interest of avoiding tedious negotiation during play, the rule is simply to
apply the oath bonus when the player wants it, as long as the action is not literally contradicting the oath.

Krimhilde gets the oath bonus as long as she’s fighting the ghoul; that’s easy. If the fight were cut short for some
reason, and events landed her in some scuffle or interaction far away from the ghoul, she would still receive the oath
bonus at the player’s option for whatever actions were going on. The only situations in which she would not receive
the bonus would include fleeing from a fight with the ghoul or trying to make friends with it – anything absolutely
antithetical to destroying it.
The resulting value on that die also provides the same number of Color Points of the appropriate color to the
character’s chart.

The oath die showed 4 in Krimhilde’s roll, so she marks four color points for Amboriyon on her chart.
To end the oath during the venture, either fulfill it or formally renounce it. Unfulfilled oaths remaining at the
venture’s end do not carry to the character’s next appearance, but impose both a Mark of the appropriate color
and permanent -1 to an attribute of the player’s choice.

WIZARDS
Wizardy is listed as a profession in the rules, and it dence. A person tends to adopt extreme personal
is certainly a skill-set, but it’s not a literal job at all. display at this point, which is where the tangled hair

6
Wizards are visibly and sincerely “off,” no longer or scarification described earlier come from. Mentor-
functioning entirely within society. Their minds and ship is often involved as well, typically from another
priorities are half out of the world entirely, and their wizard, or if the person is a scholar, from studying
manner and obvious personal practices advertise rare texts.
this fact. Most continue in the social rank and other
Documents concerning magic do exist, but none of
professions they already had, as that is the only con-
them can teach anything at all to anyone who hasn’t
text they know, but their interactions are thrown into
committed to the contact described above. Such
extreme forms. A wizard typically receives only des-
documents may be enchanted but are not otherwise
perate entreaties, terrified obedience, or fear-driven
magical themselves. If someone without the contact
hostility.
and commitment looks at one, he or she will see
words in understandable language, but they are inco-
LEARNING MAGIC
herent, boring, and devoid of meaning. Also, none of
No one learns magic in any way without dedicated
these documents are standardized, far from it.
intention and visceral, no-way-back commitment,
requiring either zone or a creature of the relevant A non-Circle wizard knows all the spells of either
color of magic. The experience is not precisely sha- Rbaja or Amboriyon, constrained in their use only by
manic, but definitely ecstatic, only partly based on the physiological limits to wracking his or her body
learning in the usual sense. Spell names are guttural, with agony and exhaustion. A wizard of Rbaja also
non-language things, because they punch a hole in knows white spells equal to his or her Wits.
ordinary reality.
It’s possible to know some magic without being a Circle knights do not become wizards in play, but
wizard, perhaps coached by an imp or taught a bit by it’s possible for other characters. Gethyn Edwards
a wizardly mentor. Such a person feels a whiff of the provided some ideas about it.
power, but his or her spellcasting is a rote, instructed
action and is limited to a number of spells equal to
his or her Wits. THE CIRCLE
Becoming a wizard is far more drastic. It requires Nothing intrinsically stops anyone from practicing
extended contact with Rbaja or Amboriyon, at the both Rbaja and Amboriyon magic. However, the
edge of a zone, in a state of hallucinating transcen- cultural, ideological, and experiential gateway into
116
gray MagiC

doing so has always reinforced that it’s one or the interesting, as with Krimhilde’s prior knowledge and
other. Until the Circle came about, either no one tried use of Semblance, but that’s about it.
or they quickly ended up dead.
WIZARDS’ SENSES
All Circle magic is deliberately both Rbaja and
All wizards sense the following, in the range of
Amboriyon. The lesser practitioners know spells of
normal senses:
both at all times, and the wizards are fully capable of
casting any and every spell. ○ Nearby spellcasting

A person may have known some magic prior to ○ A currently-active spell or enchantment
joining the Circle, in which case he or she may now ○ Whether a creature was created by magic
choose which spells to trade in and out of use based ○ The color of a spell, either as it’s cast or encoun-
on the constraint of Wits. Or if he or she knew no tered in ongoing form
magic already, such access is now available and This sense is active and used only at the player’s
embraced. The wizards of the Circle provide patient announcement, i.e., the GM does not proactively have
and relatively safe instruction for this level of practice, to account for it during play.
up to and including becoming a full wizard as well.
This sense is not limited by darkness, ambient noise,
A person may have been a wizard already upon join- or any other input to the ordinary senses. It is only
ing the Circle, in which case he or she must have “blinded” by a sufficiently strong Blank spell, which
undergone quite an ideological shock by expanding is not itself detected by the character and therefore
his or her knowledge to cast both colors of magic cannot be actively overcome.
freely.
No other characters have these senses, not even the
The differences in these personal histories are nice non-wizard Circle knights who know a little magic.
to know for the Circle knight you’re currently play-
ing, but they don’t need to be conceived in detail
or narrated as a story. Sometimes a detail or two is

Illus. Rachel Kahn


117
CirCle OF handS

SPELLCASTING
THE BASICS ○ Some spells are cast as rituals, which require
Circle knight wizards may cast any and every spell approximately one hour per color point to cast.
listed, exactly as described. Circle knights without A ritual permits any number of spells to be
the wizard Profession begin play with their W in included, with the time to cast being the longest
points of spells, choosing anything from the list they required among them, i.e., a maximum of three
like adding up to points equal to W, as long as both hours
colors are represented. Ǯ Non-ritual spells may be included in the
For perspective and contrast, other wizards, i.e. ritual, which take effect at the end of the
“normal” magic, are limited to all spells of one color. casting.
(Rbaja wizards also know white spells with total Ǯ The required Brawn cost for the spell or
points equal to Wits, which they cast with Warp.) spells is spent at the end of the casting.
Their Gift results are always determined randomly, Enchantment is a special case of ritual casting applied
and filling up with the wrong color is disastrous. to any spell, described later in this chapter.
Typically they Gift up pretty hard, as an expression
of their ideological commitment. WHAT IT LOOKS LIKE
By contrast, the Circle knights’ view of magic is crass- Spellcasting is a symbolic act and employs a variety
ly pragmatic. Gifts are considered a strategic choice of ritual items: smeared or scattered ash, worked or
and utterly not loyalty-based, rather to the contrary. polished bone, smeared or scattered oil, and smoke,
This view baffles other wizards. in the appropriate color for the

6
They can’t see how you could spell in question. It’s typically
“earn” or “be given” a Gift without Willow Palecek suggested that the assertive, obvious, and creepy. A
doing ideologically-appropriate spell names be more evocative, and caster might pull his her hands
things, and they consider acquir- upon learning about their short, apart with great force, revealing
emphatic nature, reinforced the a flash-and-bang of flame and a
ing opposed-color Gifts to be
idea that they be mostly verbs. billow of smoke, which is then
abominable.
blown toward the target. Or bran-
COST OF CASTING SPELLS dish a painted bone, or pour oil onto a pile of ash held
A spell requires the spending (reduction) of a specific in his or her open palm. The caster may or may not
amount of Brawn, typically the same value as the speak, but if so, then the vocalization is barely speech
spell’s listed color points. at all but a guttural, primal expression of the spell’s
purpose or visual aspect in a single brief word.
Brawn lost this way is treated exactly the same as
Brawn spent to move one’s action to 3:00. It is as Such descriptions impose no resource or timing
dangerous to the body as a weapon-strike. However, factor into the spellcasting mechanics. These details
unlike physical damage of any kind, it returns much are mainly for fun as one describes the character’s
faster, replenishing by the beginning of a character’s actions, toward the ends of reinforcing the setting
next scene. Nor does casting magic have any effect and rejecting the stereotyped image of the mage wig-
on Quickness. gling his fingers and shouting weird syllables. Nor is
a detailed description required; if you forget about it
One may cast a spell that reduces Brawn to 0, but not a once in a while, that’s fine.
spell for which the current Brawn is not fully available.
Casting a spell is first announced during a character’s
TIME TO CAST SPELLS intent statement after his or her action is resolved. As
A given spell is cast in one, and only one, of two ways. with any other action, however, a spell announced at
this point may be switched to another action, or some
○ Most spells are cast as an ordinary, rapid action. other intended action can be switched to a spell,
When this is done in the confusion of a multi- when the character reaches 3:00.
participant fight, it fits into the order/action
circle described in Chapter 5 right in there with In either case, the minimum statement is “I’m casting
everything else, happening at 3:00. a spell,” and the spell’s color. Anyone who’s paying

118
Gray MaGic

attention recognizes both of those things immedi- example: the magic manifests, hurts a person,
ately due to the actions involved, explicitly described and then is gone, leaving behind an injured
or not. A wizard also absolutely and instantly knows person.
what spell it is, even if he or she is not observing Ǯ An instant spell is vulnerable to oppositional
directly with ordinary senses. magic only at the moment it is cast.
The spell takes effect as an ordinary action at 3:00. ○ Prolonged: the magic operates throughout the
As an action, it’s typically spectacular, accompanied current scene, defined as continuity in time and
by strobing effects of either white-hot light or void- immediate location during play.
opening blackness, by sonic effects similar to those Ǯ A prolonged spell is vulnerable to opposi-
for oaths, and striking its target with genuine physical tional magic both at casting and throughout
impact and neurological disruption. The victim of a that duration.
Rip spell may well void his or her bladder, the recipi-
Ǯ A prolonged spell may be terminated by its
ent of a Balm spell reacts with a brief bout of petit mal.
caster before the end of the scene.
These details also play into the hours-long process of ○ Creation: the created item or creature remains
ritual spellcasting, which I imagine certainly deserves until the next sunup or sundown.
a little enthusiasm in colorful description.
Ǯ A creation spell is vulnerable to oppositional
Surreptitious casting requires skill at timing and magic only at the moment it is cast.
misdirection to a degree known only to low entertain- Ǯ Created items or creatures cannot be
ers, including a Quickness vs. 12 roll. A wizard always magically un-created (banished) prior to the
senses a spell being cast and cannot be fooled this way. spell’s duration.

SPELLCASTING COLOR MECHANICS During play, there is no such thing as out-of-scene


spellcasting. Statements like “Every morning I cast
Every spell is designated either white or black and
Store” are not valid contributions to play. Nothing
rated from one to three color points, themselves of
stops a player from tactically preparing for a confron-
the indicated color. During play, when a person casts
tation with magic, but it must be played continuously.
a spell, that precise number of color points yields the
When the player wants his or her character to get a
same number of color points to that character’s chart.
spell into action, then it’s time to begin the scene in
which it takes place, with its own location and its own
SPELLCASTING RESOLUTION
specific time in the fiction as it proceeds, subject to
Spells require the caster to expend Brawn, with only
Crossing and other techniques described in Chapter 4.
two exceptions (Store and Sacrifice). The required
Brawn equals the Color points gained by the spell, so SUMMONED CREATURES
a two-point spell both requires 2 Brawn to be spent
Beings created by the Beast, Walk, Demon, Avatar,
and adds two points of the appropriate color to the
and Eidolon spells appear “at” 3:00, so their first
caster’s chart. Casting a spell requires no dice rolling;
action will proceed immediately unless someone
the character spends the Brawn as an action at 3:00
pumps Brawn to get there ahead of them.
and the spell takes effect. Some spells require subor-
dinate dice rolls to determine specific effects, but not In combat, created beings also fight a bit strangely,
to establish whether the spell works. over-mechanically. They always split offense/defense
evenly unless otherwise indicated in the creature’s
The spell description includes its color, its Brawn
description.
cost, whether it’s a ritual or not, its eligible target. In
all cases, the target must be within the range of the The products of the Beast spells aren’t real animals.
caster’s immediate senses. If those senses have been Their coloration and demeanor always reflects their
extended through magic, the rule still applies and origin in Amboriyon, and they don’t act normally.
therefore the spell may strike at a farther distance Real animals don’t like them one bit and they aren’t
than usual. subject to interactions based on animal-friendly pro-
fessions.
A spell’s duration is one of three types:
A creation spell cannot be terminated prior to its
○ Instant: the magic operates only for a moment,
duration’s end. There is no banishing.
although its effects remain. Blast is the perfect
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CirCle OF handS

PUMPING the incoming spell must be pumped to a Brawn total


Some designated spells’ effects may be increased above that of the oppositional spell.
by pumping: donating more Brawn to their power. Oppositional magic disrupts ritual spellcasting at any
Pumping is instantaneous and does not increase point during the hours-long process.
Color points. Some spells may be resisted if the target
pumps Brawn. Pumping is instantaneous in the fic- UNNAMED CHARACTERS
tion and does not require an action. Unnamed characters are often affected more extreme-
ly by spells, as described for the relevant spells. For
OPPOSITIONAL SPELLS example, Blast injures a named character according
Some spells affect other magic: Absorb, Stop, Reflect, to the results of a dice roll, but simply obliterates an
Sink, and Warp. Some spells are paired in opposi- unnamed character.
tion as well and can be cast as a counter toward one
another: Bless/Curse, Soothe/Berserk, Forward/ SOME GENERAL POINTS
Trailtwister, and Repair/Ruin. Quell is similar in its No spell stacks with itself, regardless of caster.
potential effect on either Erupt or Storm.
No single caster may cast the same prolonged spell
Oppositional magic targets other spells in several more than once, while it’s active.
ways.
A caster may terminate his or her current prolonged
○ Reflect and Repair/Ruin are cast only toward a spells, but it must be cast again to re-activate.
spell in the moment of its casting.
○ Absorb, Reflect, Warp, Bless/Curse,

6
Soothe/Berserk, Forward/Trailtwister,
and Quell (when directed toward either
Erupt or Storm) are cast either toward
a spell in the moment of its casting or
toward a currently-active prolonged spell.
○ Stop is cast upon a target person; further
magic cast toward that person initiates
an immediate Brawn comparison and
possible bidding context.
○ Sink is cast upon a target area; it affects
current prolonged spells as well as all
subsequently cast spells.
When targeting a spell in the moment of its
casting, the caster must first pump Brawn to act
just before the target spell is fully cast. In this
case, the pumped action doesn’t fully pre-empt
the other person’s action – i.e., the first spell is
indeed cast – but otherwise it’s just the same
as any other instance of spending Brawn to act
first, including moving the person to 3:00.
Characters can pump Brawn to alter the
Brawn totals between opposed spells, perhaps
resulting in an immediate bidding war. Such a
contest is instantaneous in fictional time.
An oppositional spell must at least match its
target spell in Brawn; e.g., a default Curse is
countered or reversed by a default Bless, and
vice versa. Whereas to function as intended,
Illus. Phillip Simpson
120
Gray MaGic

SPELL LIST

Amboriyon � Amboriyon �� Amboriyon ���


Instant Instant Instant
Beacon, Healing, Master, Repair, Absorb, See, Soothe, Purge, Purify, Restore, Wrath
Waft Dazzle, Forward
Prolonged
Prolonged Instant + Ritual Righteousness, Sink, Spirit, Statue,
Blade, Blank, Glow, Perfection, Cure Throng
Haze, Step, Stop
Prolonged Prolonged + Ritual
Creation Shining, Counter, Glamor, Grow, Calm, Link, Preserve
Beast 1, Ward Vine
Creation + Ritual
Prolonged + Ritual Eidolon
Bless, White Light
Creation
Avatar, Beast 2
Creation + Ritual
Store

Rbaja ○ Rbaja ○○ Rbaja ○○○


Instant Instant Instant
Confuse, Contort, Noxify, Palsy, Blast, Fake, Infect, Reflect, Ruin, Die, Rip, Sacrifice
Web Scar, Warp
Instant + Ritual
Prolonged Prolonged Erupt, Pox
Black Speech, Drugges Envenom, Berserk, Curse, Dominate, Flesh,
Prolonged
Itch, Seem Hate, Stimulant, Trailtwister
Pain, Rage, Suck
Creation Creation
Prolonged + Ritual
Cloud, Walk Demon 2
Puppet, Storm
Creation + Ritual
Creation
Demon 1
Demon 3
Creation + Ritual
Distort, Lich

Moreno Roncucci and playtesters provided


much help regarding spell effects and costs.

121
CirCle of Hands

Amboriyon �

Balm � Blank �
duratiOn: Instant, Ritual: No duratiOn: Prolonged, Ritual: No
target: One beast, monster, or person target: One person, item, or small area
eFFect: The target’s Brawn and Quickness are both eFFect: The target does not emanate magical vibra-
restored by 3. An attribute may only be restored to tions and cannot be perceived as magical by a wizard’s
its original level with this spell, not increased above special senses.
its base level. Balm only affects physical injury, not unnamed characters: Ascend upon casting the spell
Brawn lost to spellcasting. If it is cast upon oneself, OppOses: It can still be perceived as magical by the
the Brawn spent to cast it offsets the gain to Brawn. target of a Perfection spell.
unnamed characters: The target receives complete
healing of injury, but not restoration of maimed or Glow �
missing body parts.
duratiOn: Prolonged, Ritual: No
variants/OptiOns: A single additional die may be
target: One person
rolled by pumping 1 Brawn, but no more.
eFFect: A gleaming silvery light source appears. It is
Beacon � the only way to create light within a Cloud.
variants/OptiOns: The light is emitted either from a
duratiOn: Instant, Ritual: No
small object held or worn by the person or as a hang-
target: Caster ing, drifting globe near him or her.

6
eFFect: A highly visible column of light blasts upward
from the caster’s hand; similarly, any wizard within Haze �
miles (functionally, any wizard who can participate
duratiOn: Prolonged, Ritual: No
in the current venture) is magically alerted to this
spell being cast and knows approximately from what target: One person
direction. eFFect: +3 to his or her defensive Quickness total
during combat.
Beast 1 � unnamed characters: Ascend upon casting the spell
duratiOn: Creation, Ritual: No
Master �
eFFect: A 1-point beast of the caster’s choice appears
(see Beasts). It obeys the summoner’s commands until duratiOn: Instant, Ritual: No
its Brawn or Quickness is reduced to 0 or below, after target: One person
which it can be forced to obey with a Charm vs. 12 roll. eFFect: 1d6 is added to any single roll involved in
variants/OptiOns: making something, or the spell permits such a roll to
○ Hawk: Brawn 3, Quickness 6, flight be made in the absence of suitable materials.
○ Small snake: Brawn 3, Quickness 6, venom unnamed characters: Ascend when spell is cast
○ Dog or cat: Brawn 3, Quickness 6, Armor 3 variants/OptiOns: Both effects can be achieved simul-
taneously by pumping 1 Brawn.
Blade �
duratiOn: Creation, Ritual: No
target: One person
eFFect: An ordinary sword is safely created in the
person’s grasp
unnamed characters: Ascend if given the sword
variants/OptiOns: Additional blades may be created
simultaneously by pumping Brawn 1:1.

122
Gray MaGic

Perfection � Stop �
duratiOn: Prolonged, Ritual: No duratiOn: Prolonged, Ritual: No
target: One person target: One person, a small area, or an item about
eFFect: The target gains perfect sensory abilities person-sized or less
excluding pain and balance. He or she sees in near- eFFect: 1-point spells cast toward upon the target
total darkness, hears whispers through walls, smells person, place, or thing are negated.
or tastes poison without ingesting enough to be hurt unnamed characters: Ascend upon casting the spell
by it, and otherwise senses the barest possible stimu- OppOses: Either caster may pump Brawn to overcome
lus. The spell permits the target to operate normally the other, but the outcome does not terminate the
in conditions which provide some stimuli, e.g., fight- Stop spell
ing in darkness.
unnamed characters: Ascend when spell is cast Waft �
Repair � duratiOn: Instant, Ritual: No
target: One person
duratiOn: Instant, Ritual: No
eFFect: Arrested in a fall or potential fall. Waft does
target: A broken weapon, piece of armor, or object not permit powered or directed flight.
no larger than a door or table
unnamed characters: Ascend upon casting the spell
eFFect: It is entirely restored.
OppOses: Ruin, either at the time of casting or in tar- Ward �
geting the subject of a prior Ruin spell
duratiOn: Creation, Ritual: No
target: Object
Step �
eFFect: Serves as an alarm to warn its holder of
duratiOn: Prolonged, Ritual: No nearby intent to harm or otherwise interfere with
target: One person him or her.
eFFect: The target gains nearly perfect balance and variants/OptiOns: The warning is always sensed by
coordination, gaining the combat advantage bonus in the caster, and he or she may also set it to be visible,
appropriate conditions and permitting actions usu- audible, or tactile, or any combination of these, so that
ally reserved for professional entertainers. it is noticeable by others. Additional sites for warning
unnamed characters: Ascend when spell is cast may be created in the area by pumping Brawn 1:1.

Amboriyon ��

Avatar �� Beast 2 ��
duratiOn: Creation, Ritual: No duratiOn: Creation, Ritual: No
e FFect : An avatar of the caster’s choice appears eFFect: A 2-point beast of the caster’s choice appears
(see Avatars). To obey the caster, the avatar must be (see Beasts). It obeys the summoner’s commands until
befriended or placated, depending on its type. its Brawn or Quickness is reduced to 0 or below, after
variants/OptiOns: which it can be forced to obey with a Charm vs. 12 roll.
○ A unicorn may only be summoned with a sup- variants/OptiOns:
plication by a person who is suffering. ○ Small bear, Brawn 9, Quickness 6
○ A pegasus may only be summoned by a person ○ Large wolf or panther: Brawn 6, Quickness 9
with a martial profession. ○ Large snake: Brawn 6, Quickness 9; reverses
○ A valkyrie may only be summoned into a current when it coils
battle with more than about a dozen people involved.

123
CirCle of Hands

Bless �� Grow ��
duratiOn: Prolonged, Ritual: Yes duratiOn: Prolonged, Ritual: No
target: One person, beast, or avatar target: One beast
eFFect: +3 to the attribute of the caster’s choice, which eFFect: The target visibly increases to between one-
may exceed its ordinary value. This is effectively a half again and twice its usual size; if the immediate
mini-Oath for that attribute, without gaining color environment would constrain or damage it, its growth
points via the bonus. ceases before that point. Benefits include combat
unnamed characters: Ascend upon casting the spell advantage in many circumstances, the ability to apply
OppOses: Curse force at the new size scale, and +3 to the Damage the
target delivers. The target beast receives no deficit in
Cure �� its ordinary functions, and its Brawn score remains
unchanged.
duratiOn: Instant, Ritual: Yes
unnamed characters: Animals are ascended to beast
target: One person, beast, or monster, including the status upon casting the spell
caster
resistance: None
eFFect: The target person or beast is cured of all dis-
ease, fatigue, and injury, but does not regrow missing Purge ��
or maimed body parts. If cast upon oneself, the spell’s
cost is not restored. duratiOn: Instant, Ritual: No
target: One person
unnamed characters: Ascend when spell is cast
eFFect: The target is cleared of poison including the

6 Dazzle �� effects of Envenom and recovers quickly from its


prior effects
duratiOn: Prolonged, Ritual: No
unnamed characters: Unchanged
target: One person
eFFect: Quickness rolls lose a die, including in combat, Purify ��
but he or she also gains a bonus die to Wits rolls.
duratiOn: Instant, Ritual: No
resistance: None against the spell being cast, but
target: Substance or object, including ore
the affected person may pump 2 Brawn to cancel the
e FFect : The target is purged of decay or other
effect.
impurities; in the case of ore, a single metal of the
unnamed characters: The target is rendered com-
caster’s choice remains. If cast upon a corpse, the
pletely helpless
body becomes a polished skeleton. The spell does
not make an inedible substance edible, nor does it
Forward ��
reverse the effects of Noxify.
duratiOn: Prolonged, Ritual: No variants/OptiOns: The caster may pump Brawn to
target: One person increase the number of objects affected 1:1, or pump 2
eFFect: The target perceives the route which affords Brawn to affect an area.
the least immediate danger and is not subject to the
perceptual effects of Storm. See ��
unnamed characters: Ascend upon casting the spell duratiOn: Instant, Ritual: Yes
OppOses: Trailtwister target: One person
e FFect : The caster perceives the person’s entire
Glamor �� experiential history, but not thoughts, opinions, or
duratiOn: Prolonged, Ritual: No data-based information in the person’s mind. Later
target: One person during the venture, the caster may recall specific
eFFect: The target gains 3 Charm. details with a Wits vs. 12 roll.
unnamed characters: Ascend when the spell is cast resistance: No
variants/OptiOns: The caster may pump 1 Brawn to unnamed characters: Ascend when the spell is cast
increase the gain to 6 against them

124
Gray MaGic

Shining �� Store ��
duratiOn: Prolonged, Ritual: No duratiOn: Creation, Ritual: Yes
target: One person wearing armor target: The caster
eFFect: The armor gains +3 protection. eFFect: The 2 Brawn spent are added to a storage
unnamed characters: Ascend when the armor they pool, which appears as a glowing nexus of energy.
wear is targeted by the spell After casting, the caster may recover normally and
spend the stored Brawn to cast white spells at any
Soothe �� point until the next dawn or sunset. The stored Brawn
may not be expended for enchantment. Once used,
duratiOn: Instant, Ritual: No
the Brawn is gone. A person cannot have more than
target: One person or beast one Store operating at once.
eFFect: The target becomes sleepy and less capable of variants/OptiOn: The stored energy may float in the
action, reducing rolls by one die. The effect is termi- air or be bound into a staff, gem, or anything else the
nated if the target is attacked or subjected to forceful person carries.
interaction.
unnamed characters: Ascend when the spell is cast Vine ��
OppOses: Berserk; it also counters the berserk compo- duratiOn: Prolonged, Ritual: No
nent of Rage and the effects of Hate for one victim, but
target: Area
it does not cancel either spell or oppose its casting.
eFFect: Existing vegetation twists and grows accord-
ing to the caster’s will: a wall, a net, or anything
else physically possible. The plant
may grow to twice its size; it does not
become animated aside from its func-
tions as barrier or entanglement. An
entangled person or creature, must
roll Brawn vs. 12 to escape. At the end
of the spell’s duration, the affected
plants die.
u n na m e d c h a r ac t e rs : Rendered
unable to move, communicate, or act
effectively

White Light ��
duratiOn: Creation, Ritual: Yes
target: Area
eFFect: Creatures of Rbaja may not
easily cross the boundaries desig-
nated by the caster in any fashion
(e.g. flying, burrowing). It may pump
Brawn against the spell to cross, but
the boundary remains and the crea-
ture incurs 1d6 Damage as it crosses,
which is not stopped by Armor.

Illus. Juan Ochoa 125


CirCle of Hands

Amboriyon ���

Absorb ��� Quell ���


duratiOn: Instant, Ritual: No duratiOn: Instant, Ritual: Yes
target: Any spell in the process of being cast or a target: A natural or magical storm, landslide, erup-
currently active prolonged spell, powered by Brawn tion, or similar phenomenon
2 or less eFFect: The phenomenon ceases, replaced by mild
eFFect: The target is canceled and the Brawn used to weather and conditions, although the effects of the
cast it is co-opted as per the Store spell, either initiat- prior phenomenon remain.
ing a Store or adding to an existing one. OppOses: Erupt or Storm
resistance: It is always opposed by the target caster in variants/OptiOns: The caster may pump 1 or 2 Brawn
a comparison of expended Brawn, including pumping. to reduce the hours for ritual casting to two or one,
respectively.
Eidolon ���
duratiOn: Creation, Ritual: No Restore ���
eFFect: An eidolon of the caster’s choice appears (see duratiOn: Instant, Ritual: No
Eidolons). To obey the caster, the eidolon must be target: One undead creature
befriended or placated, depending on its type. eFFect: It simply and finally dies.
variants/OptiOns: resistance: The target may pump Brawn to exceed
○ Guide Brawn spent on Restore

6 ○ Lammasu
○ Silver dragon

Link ���
Righteousness ���
duratiOn: Prolonged, Ritual: No
target: One weapon
duratiOn: Prolonged, Ritual: Yes eFFect: None immediately, but if and when the target
t arget : The caster and one designated person, weapon or its wielder is subject to attacking magic,
animal, avatar, or demon. and if it or they survive, it inflicts 3 additional Damage
until the Righteousness’ duration is ended.
eFFect: The two beings included in the Link may each
use 1 to 3 of the other’s attribute points as bonuses at unnamed characters: Ascends those who wield such
will, stating the amount and the attribute per action weapon
at 3:00. While being used in this fashion, the points
are unavailable to their original owner. The points do Sink ���
not revert and are re-stated with each action. duratiOn: Prolonged, Ritual: No
unnamed characters: Ascend upon being included target: An area
in this spell eFFect: A stationary, swirling magical well is created
in the air; all magic cast in the Sink’s proximity costs 2
Preserve ��� additional Brawn; prolonged spells currently running
duratiOn: Prolonged, Ritual: Yes must have 2 Brawn pumped to them immediately or
target: One person or beast dissipate.
eFFect: The target is protected from ongoing harm,
aging, or decay of any kind. The spell does not protect
against attacks and has no healing properties.
unnamed characters: Ascend if targeted by this spell

126
Gray MaGic

Spirit ��� Throng ���


duratiOn: Prolonged, Ritual: No duratiOn: Prolonged, Ritual: No
target: The caster target: One person
eFFect: A glowing white semblance steps from the e FFect : The target uses the ordinary resolution
caster’s body (not a target person’s) and may act inde- rolls when addressing a group of people, including
pendently, as if his or her personality were present increased volume for voice and improved visibility.
in both bodies. Its Brawn and Quickness are both +1 The effect only applies in motivating them to act; it
to the caster’s. It has an armor score of 6 and Perfect will not calm.
Senses. In a clash, it always splits evenly. It may not cast resistance: None
spells nor can it be healed by any means; it cannot talk unnamed characters: Ascends upon casting the spell
or interact in any way aside from combat. The caster
is incapable of combat or further spellcasting while Wrath ���
the Spirit is active. It may be resorbed at the caster’s
duratiOn: instant, Ritual: No
discretion at any time prior to the duration’s end. If it
is brought to 0 Brawn, it dissipates and the caster must target: Area of a size of the caster’s choosing between
succeed in a Wits vs. 12 roll to remain conscious. a patch big enough to cover a small room, and about
a quarter acre
Statue ��� eFFect: An Amboriyon zone is created.
duratiOn: Prolonged, Ritual: No unnamed characters: All in the area are killed; the
target: A specially-prepared statue GM may choose to ascend one of them, who survives
of clay or metal
e FFect : The caster animates and
commands the target. It has Brawn 9
and Quickness 6, and it is effectively
invulnerable to ordinary combat
damage. It always splits for maximal
offense (12/0). It is not alive and cannot
be killed in any ordinary sense of the
word. Its Quickness is not reduced
by damage. It is capable of stand-
ing guard and taking pre-arranged
action against specific individuals,
and of pursuing a designated target.
Although it is not mighty enough to
destroy any possible barrier quickly,
it is relentless and will eventually get
through most human-crafted barri-
ers. Although Statue is not a ritual
spell, if you don’t have a statue handy,
then building one is a lengthy and
expensive project.

Illus. Amos Orion Sterns


127
CirCle of Hands

Rjaba ○

Black Speech ○ Confuse ○


duratiOn: Prolonged, Ritual: No duratiOn: Instant, Ritual: No
target: Caster target: One person or beast
eFFect: Undead respect the target and listen to him or eFFect: The target becomes incapable of targeting
her instead of taking other action; given a successful other characters in any way, or of speaking
Charm vs. 12 roll, they will act as he or she directs. resist: None which prevents the spell from taking
variants/OptiOns effect, but effect is removed if the person or beast
○ A draugr or skeleton under someone else’s con- pumps 2 Brawn.
trol can be commanded using Black Speech, u nnamed characters : Completely incapable of
given a Charm vs. 12 roll to wrest control from directed action or communication
their current master.
○ A draugr can supply limited information (see
Contort ○
description in Chapter 7). duratiOn: Instant, Ritual: No
○ A ghoul can supply limited information but target: One person, animal, or monster
is almost impossible to sway from its favorite eFFect: The target’s body becomes sufficiently mal-
topic. leable and flexible – including the pelvic symphysis
○ A haunt can converse almost normally, but and the fused skull bones – to permit passing through
cannot think outside the context of its obses- frighteningly small openings. All items worn or car-

6 sion. ried are affected as well.


○ A lich converses and interacts almost normally unnamed characters: Ascended upon casting of the
without Black Speech, but can be commanded spell
to perform single actions with Black Speech –
Demon 1 ○
one of a lich’s few weak points, and a sure way
to make it seek the spellcaster’s imminent and duratiOn: Creation, Ritual: Yes
horrible doom. eFFect: A 1-point demon of the caster’s choice appears
(see Demons).
Cloud ○ ○ If the spell Sacrifice was employed, then the
duratiOn: Creation, Ritual: No demon obeys the summoner by default for its
target: Area first action
eFFect: All light sources in the immediate area are ○ If not, then the summoner must force it to obey
extinguished, and all target actions in that area with a Charm vs. 12 roll, which is a full action
receive a 1d6 reduction, as does attempting to leave of its own
the area of effect. variants/OptiOns
unnamed characters: Completely helpless ○ Imp
OppOses: None which prevent the spell from taking ○ Splotch
effect, but Glow provides the single working light
○ Doll
source in its effect and Perfect Senses permits its
target to act normally.

128
Gray MaGic

Drug ○ Palsy ○
duratiOn: Prolonged, Ritual: No duratiOn: Instant, Ritual: No
target: One person or beast target: One person, beast, demon, eidolon, or avatar.
eFFect: The target suffers 1d6 Damage immediately eFFect: The target becomes unable to change position
and another at the end of the spell’s duration; the significantly or move coherently enough to attack.
latter effect is counteracted if he or she receives resist: None which prevents the spell from taking
another Drug spell prior to that point; Drug cast effect, but effect is removed if the person or beast
upon a Drugged target inflicts no damage. pumps 2 Brawn.
resist: None unnamed characters: Rendered completely helpless
unnamed characters: Ascends upon casting the spell
Seem ○
Envenom ○ duratiOn: Prolonged, Ritual: No
duratiOn: Prolonged, Ritual: No target: One person
target: Weapon or other item used against the skin eFFect: The target looks, sounds, and smells like
(cup, clothing, blanket); alternately, food or drink anything else of the caster’s choice, subject only to
eFFect: The target inflicts 1d6 Damage upon its user, size constraints. This spell is completely ineffective
or in the case of a weapon, upon suffering ordinary against Perfect Senses. The spell does not confer any
Damage from it after armor. abilities.
resistance: None resist: To fool an observer who has reason to doubt
unnamed characters: Kills instantly the semblance, the target must make a Wits vs. 12 roll
unnamed characters: Ascends when spell is cast
Itch ○
duratiOn: Prolonged, Ritual: No
Walk ○
target: One person or beast duratiOn: Creation, Ritual: No
eFFect: The target’s Quickness is reduced by 1 and he or target: One corpse of a person or beast
she cannot benefit from the advantage during combat. eFFect: The target becomes either an undead skele-
resistance: None ton or draugr (see Undead). It obeys the caster’s desire
unnamed characters: Rendered completely helpless immediately at 3:00; such commands are integrated
into the casting of the spell.
Noxify ○ unnamed characters: Ascends when spell is cast
duratiOn: Instant, Ritual: No variants/OptiOns: The spell produces either a draugr
vs. skeleton based on the condition of the corpse.
target: Organic, non-living substance
eFFect: The target becomes disgusting and unusable; Web ○
it has no effect on living targets, nor can it target any-
thing currently Purified. pOints, duratiOn: Instant, Ritual: No
variants/OptiOns: The caster may pump two Brawn target: Area
to affect all objects within an area eFFect: The target area is covered with sticky webs.
Any person or creature in the area is constrained in
movement and actions and must make a Brawn vs. 12
roll to act or escape.
unnamed characters: Trapped and helpless
variants/OptiOns: The caster may pump to reduce
the dice rolled to escape.

129
CirCle of Hands

Rjaba ○○

Berserk ○○ Demon 2 ○○
duratiOn: Prolonged, Ritual: No duratiOn: Creation, Ritual: No
target: One person eFFect: A 2-point demon of the caster’s choice appears
eFFect: The target suffers no Quickness penalty from (see Demons).
Damage and may neither all-out defend nor retreat. ○ If the spell Sacrifice was employed, then the
For the duration of the spell, he or she is incapable of demon obeys the summoner by default for its
speech and cannot make Wits rolls. first action
resist: None ○ If not, then the summoner must force it to obey
unnamed characters: Ascend upon casting the spell with a Charm vs. 12 roll, which is a full action
OppOses: Soothe of its own.
variants/OptiOns
Blast ○○ ○ Nzagg
duratiOn: Instant, Ritual: No ○ Nightmare
target: One person, beast, monster, eidolon, or ○ Eye
avatar
e FFect : The target suffers 1d6
Damage. Armor does not protect
against this damage. The damaged

6 area has a characteristic blackened,


fried look without being burned.
resist: None
unnamed characters: Killed
variants/OptiOns: The caster may
pump further Brawn 2:1 for addi-
tional dice of Damage

Curse ○○
duratiOn: Prolonged, Ritual: No
target: Person or beast
eFFect: The target loses a die for all
rolls using a single attribute of the
caster’s choice
u nnamed characters : Rendered
incompetent at any attempted task
OppOses: Bless

Illus. Amos Orion Sterns


130
Gray MaGic

Dominate ○○ Reflect ○○
duratiOn: Prolonged, Ritual: No duratiOn: Instant, Ritual: No
target: One person t arget : A spell in the moment of its casting by
eFFect: The Target may apply Charm vs. 12 rolls to another
animals and peasants. eFFect: The target spell is directed to another target
resist: None of the caster’s choice
unnamed characters: Successful Charm effect with
no roll required
Ruin ○○
variants/OptiOns: The caster may pump Brawn to duratiOn: Instant, Ritual: No
affect additional individuals 1:1 target: Non-living object, approximately human-
size or less
Fake ○○ eFFect: The object is broken.
duratiOn: Creation, Ritual: No OppOses: Repair
eFFect: A fabricated object of the caster’s choice, no
larger than may be carried by hand, is created from Scar ○○
minimal materials. It looks serviceable and even tests duratiOn: Instant, Ritual: No
well, but crumbles when it is used in earnest. target: Person
Flesh ○○ eFFect: The target loses 1 die of effectiveness with
Charm; the effect recovers similar to injury.
duratiOn: Prolonged, Ritual: No resist: None
target: One or more corpses of people or animals unnamed characters: Disfigures them terribly
eFFect: A wall is created with strength equal to the variants/OptiOns: Removes 2 dice with an additional
bodies’ combined original Brawns. If damaged, it will 1 point of pumped Brawn
regrow 5 Brawn per action. The bodies used do not
necessarily retain their original integrity, such that Stimulant ○○
the wall is about 5’ by 5’ per human-sized body.
duratiOn: Prolonged, Ritual: No
Hate ○○ target: One person or animal
duratiOn: Prolonged, Ritual: No eFFect: The target person or beast adds two points to
either Brawn or Quickness as desired by the caster,
target: An area
which may exceed its original value. When the spell’s
eFFect: All persons or animals within the area attack duration is over, the target suffers 1d6 Damage.
one another at random and without ceasing
unnamed characters: Ascend if this spell is cast on
resist: To behave differently, one must succeed with them
a Wits vs. 12 roll; this roll must be made per intended
action as long as one is in the area. Trailtwister ○○
unnamed characters: If a person or animal succeeds
pOints, duratiOn: Prolonged, Ritual: No
in the Wits roll, he or she ascends
target: An area
Infect ○○ eFFect: People and beasts in the target area will go
anywhere, even backwards, except where they wished
duratiOn: Instant, Ritual: No
to go. Once affected, a person or beast may try a Wits
target: One person or animal vs. 12 roll to overcome the effect.
eFFect: The target person or beast contracts a non- unnamed characters: Hopelessly lost
fatal, non-contagious fever.
OppOses: Forward
unnamed characters: Rendered miserable and help-
less

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CirCle of Hands

Warp ○○
the target instant or prolonged white spell is transformed into a black spell, i.e., it confers black color points upon its
caster. the caster of warp may also pump 2 points of brawn to change the spell’s effect into a curse.

duratiOn: Instant, Ritual: No


target: A spell of Amboriyon in the moment of its casting by another
eFFect: The target spell is converted to Rbaja, conferring black color points rather than white.

Rjaba ○○○

Demon 3 ○○○ Erupt ○○○


duratiOn: Creation, Ritual: No pOints, duratiOn: Instant, Ritual: Yes
eFFect: A 3 point demon appears (see Demons). target: An area of natural ground or built upon it.
Demons summoned with this spell are not interested eFFect: The ground bursts forth in a miniature (20’
in deals or commands and simply go into action as tall) volcano, with attendant effects depending on the
they see fit. An imp must be involved in the summon- situation. Named characters in the area of effect make
ing process. a Quickness vs. 12 roll or suffer 6 Damage;
variants/OptiOns: unnamed characters: Killed or flee
○ Dancer

6 ○ Yoggoth
○ Angel
Lich ○○○
duratiOn: Creation, Ritual: Yes
target: The caster
Die ○○○ eFFect: The target dies and transforms himself or
duratiOn: Instant herself into a lich, given the appropriate materials
(see Undead; also see rules for player-characters).
ritual: No
target: One person or beast Pain ○○○
eFFect: The target loses 3 Brawn from the target.
duratiOn: Prolonged, Ritual: No
resistance: None
target: One person
unnamed characters: Killed instantly
eFFect: For every 3 full Damage points inflicted by the
variants/OptiOns: The caster may pump Brawn 1:1 to target person after armor, 1 point of Brawn is made
remove additional Brawn from the target. available to the caster of the spell for healing injury.
Points in excess of those are made available for cast-
Distort ○○○
ing black spells; these latter points must be utilized
duratiOn: Creation, Ritual: Yes during the current scene or they dissipate.
target: An area resistance: No
eFFect: The spell creates an Rbaja zone in the imme- unnamed characters: Ascend when spell is cast
diate area. All corpses within the designated area
become draugr.
unnamed characters: Flee in terror, some disappear-
ing, some driven mad.

132
Gray MaGic

Pox ○○○ Rip ○○○


duratiOn: Instant, Ritual: Yes duratiOn: Instant, Ritual: No
target: An area target: One person
eFFect: All persons, beasts, and animals is infected eFFect: The caster may ask one question of the target,
with a normal contagious disease of the caster’s which the subject must answer truthfully to the best
choice, with immediate sensations and symptoms. of his or her knowledge, but limited to a single word;
The spell does not do immediate damage. the target also suffers 3 Damage, using the rules for
resist: No whips (see Chapter 5).
unnamed characters: All in the area die within a day unnamed characters: Ascend when this spell is cast
unless they receive magical help upon them
variants/OptiOns
Sacrifice ○○○
○ Smallpox
duratiOn: Creation, Ritual: No
○ Influenza
target: One or more persons or beasts.
Puppet ○○○ requirement: The caster must kill one or more per-
sons or beasts just prior to casting this spell, which is
duratiOn: Prolonged, Ritual: No
its own physical action
target: One person or undead
eFFect: For each 3 of a victim’s Brawn, one point is
eFFect: The target obeys a single willed, non-verbal stored as a storage pool, which appears as a black
order from the caster at any point in the spell’s dura- shadow. The caster may spend the stored Brawn to cast
tion. black spells until the next dawn or sunset. The stored
resistance: The target may negate the command with Brawn may be expended for enchantment. Once used,
a Wits vs. 12 roll; if successful, he or she incurs 1d6 the Brawn is gone. More Brawn may be added to the
Damage. shadow with additional castings of Sacrifice.
unnamed characters: Ascended when targeted with unnamed characters: Not eligible – an unnamed
this spell person or animal must be ascended before killing it
for this spell to work.
Rage ○○○ nOte: Sacrifice does not require spending Brawn.
duratiOn: Prolonged, Ritual: No
target: One person Storm ○○○
eFFect: The target, who must be nude, is transformed duratiOn: Prolonged, Ritual: Yes,
into a bestial form with armor 6 and is considered target: An area
armed when bare-handed, including +1 to Damage eFFect: A storm is raised in the area, complete with
similar to a great-axe. In combat, the person is Berserk darkness, rain, lightning, and thunder; if cast in an
as per the spell and may acquire combat advantage in arid location, raises a sandstorm. Peole and creatures
beast-favoring circumstances. The subject may end in the area of effect suffers reduced visibility, reduced
the spell prior to its duration with a Wits vs. 12 roll. movement, and disadvantaged actions, except for
unnamed characters: Ascend if targeting creatures of Rbaja.
OppOses: None, but the berserk component may be unnamed characters: Hopelessly lost and disori-
overcome by Soothe ented, killed at the caster’s option

Suck ○○○
duratiOn: Instant, Ritual: No
target: One person or beast, whom the caster must touch with an ordinary action; requires Quickness vs. 12 if
the target tries to avoid being touched.
eFFect: The target loses 3 Brawn as a physical injury and the caster’s injuries are healed by this amount. Excess of
2 or higher has the effect of a single Stimulant spell. This spell costs no Brawn unless it is pumped.
unnamed characters: Ascend when this spell is cast on them
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SPELL COMBINATIONS ENCHANTMENTS


Minor tactical spellcasting within either Amboriyon Every spell except for Sacrifice and Store may be cast
or Rbaja is rife throughout the spell list, such as Web as an enchantment. The caster must permanently
+ Suck, Stimulant + Pain, Glamor + Throng, and one lose the Brawn cost for the spell and gains twice the
of the Beast spells + Grow. Finding clever pairings is color points he or she would otherwise. Casting a
part of the fun, as when two spellcasters use Pain on spell as an enchantment requires ritual casting, i.e.,
one another. about an hour per Color Point. The Preserve, Statue,
Distort, Wrath, and Raise Lich spells are typically cast
More subtly, the big Brawn cheaters lie at the core
as enchantments. Wizards of Rbaja may rely heav-
strategies for Rbaja magic, such as Pain but especially
ily on Sacrifice to avoid permanently losing Brawn,
Sacrifice. Since it has no limit on how much Brawn can
resulting in physically powerful liches.
be supplied, the only constraint is the caster’s capacity
for murder. Such excess Brawn permits not only outra- The ritual casting for an enchantment requires spe-
geous combinations of powerful spells like Pain + Rage cial, successfully-crafted materials. The Mastery spell
or but also fuel for Blast and other pumped effects. may be employed to produce these, but itself must
also be an enchantment to contribute to one.
For the especially disgusting capper, following the
murders, the resulting corpses may then be used for As suggested by Willow Palecek, the process also
yet more services with Walk and then Flesh. requires the object to be given a unique name, and
White combos can be aided with Store, but do not its effects to be specified colorfully above and beyond
have the end-run of Sacrifice available. They rely the spell or spells used as its platform.
more typically on rituals, permitting complex arrays

6
of multiple prolonged effects, sometimes with a kick- The Blade of Mercy deals no pain as it severs its
off multi-spell effect hitting simultaneously at the victims from all experiences of life.
end of the casting. It works especially well when deal-
An instant spell cast as an enchantment is bound into
ing with a specific problem with organized help, such
an object which may then be employed to activate the
as a Warded space to protect the ritual casting and a
spell by anyone. The user gains color points just as
squad with a plan, prepared to benefit from the bar-
if he or she had cast the spell. The object must be
rage of spells that hit at its conclusion. Consider such
symbolically appropriate for the spell’s effect. The
a squad, Hazed and Blessed, supporting a Statue and
Brawn cost is defined in either of two ways:
led by Forward inexorably toward its target. Multiple
casters also help in order to spread the Brawn cost ○ The user spends Brawn for the effect; the object
around a little. Or for success at negotiating, imagine remains usable
a Purified golden ornament made with Mastery and ○ The user spends no Brawn for the effect, and
offered as a gift in combination with Glamor. the enchantment is terminated
The Circle’s specialty, of course, is black-and-white A prolonged spell cast as an enchantment is defined
combinations which boggle the mind in their profu- in either of two ways:
sion and cross-cutting effects. Killing someone for
○ Bound into an object which may then be
Sacrifice to power Envenoming a Righteous sword
employed to activate the spell by anyone. The
cast from Stored power … it’s a spectacle that freezes
user gains color points just as if he or she had
the blood and lends credence to the grumbles of the
cast the spell. The Brawn cost is defined in
more traditional priests in Rolke who say the Circle
either of two ways:
is nothing but twice the trouble at once.
Ǯ The user spends Brawn for the effect; the
Since the non-wizard knights in play may choose object remains usable
which spells they have on tap, learning the magic and
Ǯ The user spends no Brawn for the effect, the
making useful choices about those spells’ possible
enchantment is terminated
interactions is very wise. A group of Circle knights
who rely on their wizard as the only person to make ○ Cast onto a target per the description of the
such choices during a venture will soon be missing spell, but the effect lasts for the entire venture
its wizard. rather than merely a scene.
Ǯ No further Brawn is spent

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Gray MaGic

A creation spell cast as an enchantment differs only


in that its duration is indefinitely extended.
Once cast, enchantments cannot be targeted by
Absorb, Reflect, Stop, Warp, or Sink. An enchant-
ment lasts forever unless it is broken by other magic,
and its resistance to such breaking may be bolstered
with pumped and also permanently lost Brawn. An
enchanted object is also disenchanted if it is physi-
cally broken, or a person, if he or she is killed.

USE AND CONSEQUENCES


To use an enchanted item, a person must swear an
oath of the appropriate color using the full rules
for oaths. At the end of the scene including the first
use, the player rolls for the chance of a Mark of that
color (not a Gift). If a Mark does not result, then this
roll is repeated with continued use until the Mark is
acquired. Once so Marked, the character always gets
a bonus die in the use of that item.
An enchanted object is itself a faint, focused version
of an Amboriyon or Rbaja zone, with recognizable
consequences called stains. Stains are never quite
the same, being a variable mix of certain trends in
behavior and daily practices in a community where
an enchanted item has been located for a while – usu-
ally a matter of years.
stains OF amBOriyOn include
○ Sweet and pleasant demeanors, banal stock-
phrases
○ Insufficient, plain and minimally-prepared food
○ Conversation always turns toward abstract sig-
nificance
○ Obsession with light
stains OF rBaja include
○ Bloody rituals
○ Moments of heedless cruelty
○ General disorder and mess
○ Secretive acts and signals

135
Illus. Jez Gordon
Chapter 7l ight and darkneSS
USING THIS
A prepared venture for Circle of Hands ultimately concerns soap opera. You don’t put creatures in there unless the
preparation components in Chapter 3 say so, and if they do, then you specify them toward the harshest, grimmest,
or squickiest human problem as indicated by the red die. Raw logistic challenge isn’t the issue; if you put in a
monster, for example, then maybe it outmatches the Circle knights, and maybe it doesn’t. Doesn’t matter.

Since the people, animals, and creatures in a venture aren’t boss fights or speedbumps, this chapter offers both
the various useful numbers for each being and, at Keith Senkowski’s suggestion, a little rubric for orienting it or
them for preparation and play.

PREPARATION manticOre:
To review, the various component numbers give you: ○ In the wilds
1-4: People and ordinary animals Ǯ Recently disturbed or its territory newly
entered
Ǯ Social rank, profession, ecology, community
Ǯ Kills a person, eats his or her brain, and
Ǯ Familiarity, personal likes and dislikes,
relocates to that person’s home area
understandable reactions and responses
○ At a community, where people are beginning
5 In addition to people and animals, dangerous to go missing; the people there probably don’t
creatures
know what it is
Ǯ Beasts, monsters and minor creatures of Ǯ It proceeds along the kin and social ties of
Amboriyon and Rbaja the victims it eats, remaining hidden and
Ǯ Effects of human activity, distortions of taking a victim once every week or ten days
human activity, prompters of human activity – if this pattern becomes evident, social
strife may ensue as people blame old clan
6 In addition to people and animals, major crea- or family problems
tures and agents of Rbaja
Ǯ If you’re hunting for whatever’s doing it, or
Ǯ Enchantment, zone, wizard, or demon searching for missing people, it’ll lure you
7 In addition to people and animals, major crea- to its lair
tures and agents of Amboriyon Let’s say your preparation includes the component #4
Ǯ Enchantment, zone, wizard, or eidolon set in Famberge, and you’re looking at the monsters
of that area. You can decide whether the manticore’s
You have to make choices of your own and be a rubric fits with your notions of what the other prep
little creative with the components, as described in elements are, like the people and the locations. You
Chapter 3, but if I say, “And just play!” then it’s easy can even find some place in the middle of the rubric’s
to fall back on directing and conducting and dictat- path which seems like the right starting point for
ing, in order to meet speedbumps and get to a boss your particular creature in this particular situation.
fight soon but not too soon. So each creature has a
little flow chart with some text, like this one for the Some of the rubrics are linear and others represent
manticore (for perspective, this is a monster which branchings or alternatives; the difference should be
acquires the limited memories and imitates the voice apparent in context.
of its victims, when it’s eaten their brains): I’ve found that if the component (5, 6, or 7) is by itself,
then the flow chart or rubric works well from the top,
but with other components in play, enough stuff is
happening that the creature fits better already further
down through its branches.
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CirCle OF handS

IN THE MOMENT
Descriptions during role-playing are harder than they look. My personal failing is not describing enough, so that
I look back at a session and feel as if it had been conducted in partly-finished, sometimes stick-figure terms. I
know that using game terms and creature names by themselves isn’t enough, as it seems flat, and yet long-winded
purple prose is no fun either.
There’s no easy answer, so are some thoughts from my playtesting, acknowledging that I struggle with it too.
You’re not the animator or the movie screen, providing the full visuals and motion so that others may soak them
in. Instead, you’re only talking so that others’ imaginations have enough to work with. In turn, if you listen while
they speak, and then more fully detail what you heard them say when you respond, you’ll find they’ll do the same
with you.
When playing people and ordinary animals, try it from the observing character’s eyes, filtered through and focused
by his or her social rank and profession. Lacking an outdoorsman perspective, even the sight of an ordinary creature
like a hawk is jarring, composed of startling details, especially if it’s up close. Lacking a martial perspective, one may
see a horse that can be ridden during a fight as a nearly-supernatural monster.
In play, I’ve also been holding off on the explicit names for beasts, monsters, and the Rbaja and Amboriyon
creatures until after they’ve been established as a visual presence. Try describing it in pieces, focusing first on the
familiar, then on the unfamiliar. When it moves describe its actions with one or two details, then if it gets injured,
describe that with one or two details.

ORDINARY AND EVERYWHERE


A lot of the people and animals in scenes aren’t active part of the landscape and more of an ecological actor
agents and never become anything more than “the than a social one.
way things look around here.” They’re available for
Although peasants as a class can be a potent social
more agency as the events may prompt, but are not
force, they aren’t perceived that way, and arguably

7
launched as such during preparation.
don’t perceive themselves as such most of the time.
Therefore, in game terms, for Circle knights who don’t
ANIMALS AND PEASANTS
have peasant status and for everyone else too, peas-
Incidental animals are a constant part of life: domes-
ants are moving parts of the background in scenes.
tic dogs and horses, herded animals including goats,
The mechanics for unnamed people and groups
sheep, and cows, wild animals including many small
aren’t used for them, and they can’t be ascended or
mammals, wolves, bear, deer, and plenty of birds
even be targeted by Wits or Charm.
from sparrow to hawk to pheasant. In regional terms,
Tamaryon is associated mainly with boar and oxen, If a Circle knight in the venture is of the peasant
Famberge with wolves, smaller wild pigs, and horses, social rank, then as far as he or she is concerned, local
Spurr with snakes and hawks, and Rolke with a dis- peasants are played as unnamed people instead, and
tinctive regional panther. if he or she does single out or interact with a peasant,
then that peasant can be ascended to named status
People in the Crescent Land live and work closely
and played from there.
with animals, so briefly describing animals in this
way during play helps the group to engage with the
UNNAMED PEOPLE
culture quite a bit. For them to matter more, a char-
Most of the characters present in fictional terms are
acter has to be seriously in their space and seriously
unnamed but present and active, whether seen in the
doing something they like or don’t like, which effec-
moment or not. “A bunch of villagers,” “four armed
tively means ascending them to the Beast category
men, mounted,” “women singing as they bring their
(below) in a specific situation.
baskets to the wagons” – all qualify.
Peasants are human beings. However, as far as every-
Such characters’ actions are not assessed for failure.
one else is concerned, and as far as peasants who don’t
They do stuff appropriate to their social rank and pro-
know one another are concerned, they are incidental
fessions, and you role-play them as individuals as you
people – a person in this social rank is perceived as
see fit, thinking in terms of their generic relationships
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light and darkneSS

to the named characters and of basic, understandable human-interest.


For resolution, review the rules in Chapter 4. To summarize briefly here:
○ If a player-character wants to stop or change what an unnamed person is doing, that requires a vs. 12 roll.
○ Magic has special effects for these characters, mainly taking the spell to its maximum possible effect without
nuances like penalties to specific attributes, as described in Chapter 6.
○ Circle knight or not, you’re usually on their turf, and going straight up to them and using an attribute against
them will only employ a single die. You can get the full two dice with some thoughtful play prior to conflicts.
○ Group action is extremely effective and dangerous.
○ An unnamed character may be ascended to named status by either GM or player actions, as described in
Chapter 4.

NAMED PEOPLE AND BEASTS


These are all about agency. When included in prepa- ily for characterization and action, and as mechanics
ration, a named person or designated beast is not only when reactive things like magic are involved.
only already directing actions toward some goal or
problem, he or she is opinionated about it and ready BEASTS
to respond assertively to anything and anybody who These are not “just an animal,” but rather the non-
comes along. A good way to look at it is, they have not human version of named people as placed into an
received the memo that the Circle knights are “the adventure by the preparation system, as well as
player-characters” and have no particular reason to animals ascended through interacting with them
respect that status. during play. Such a creature recognizes individual
Interacting with them begins with social rank, profes- people and forms strong, wide-ranging connections
sion, and Charm vs. 12 rolls as described in Chapter 4. with them, such as protectiveness, friendship, and
hatred. It has attributes and acts as a character, with
NAMED PEOPLE motivations and relevance to the human community;
Several named people are created as components it may or may not have a literal name given it by that
of preparation; so you already have them. For each, community. Play them with agency and reactivity just
you should know at least one thing from both of the like named people.
following lists:
All beasts use the following rubric. It will make most
○ Special interests, past history, problems, strong sense to begin them a few steps into it.
emotional attachments
Ordinary liFe
○ Social class, relative wealth, kinship, social
authority and reputation ○ The beast receives help from a person
By definition all non-Circle wizards are in this cat- ○ The beast is provoked by a person or unexpect-
egory, as they only come into play via the preparation edly survives a human threat
components. invOlvement with human cOmmunity
To review from Chapters 3 and 4: the initially-prepared ○ Threat, usually with identifiable targets or at
named people have scores 8 5 4 2 in any appropriate least logical ones from the beast’s point of view
arrangement, and for the single most problematic Ǯ Leads to strife among the people about what
individual, his or her sum of scores is equal to the sum to do, or who’s responsible
of the highest-sum Circle Knight currently in play.
Ǯ Hunting the hunter
The ascended characters, given an identity during the
course of play, have scores 4 4 4 4, although the GM ○ Help
may increase or decrease the scores to the same total Ǯ Makes a significant decision which some
if the fictional circumstances call for it. humans disagree with
Resolve these characters’ actions during scenes using A person with an appropriate profession may interact
their Brawn and Quickness just as for the Circle with a beast using Charm just as for people and with
knights. However, use their Wits and Charm primar- the same results.
139
CirCle OF handS

Don’t use 8 5 4 2 for them, but the following values are fast and dangerous! If they grab you, you’re
for Brawn and Quickness. Wits and Charm typically in the water, drowning.
aren’t used directly, nor should they be applied out- ○ People who are accustomed to ockers teach
side the parameters of the animals’ identity. them to respond to whistled signals. Ockers in
○ A small animal typically has Quickness 6 and such communities receive a lot of food in rela-
Armor ranging from 0 to 3. If it’s little, like a tively safe conditions and may grow quite big.
housecat, then its Brawn is 3; if it’s capable of
damage and actions similar to a human, then Beasts in Famberge
its Brawn is 6. Wolves are not inclined to bother or attack people
○ A big animal, larger than a human, typically has most of the time, but they become interested in lone
Brawn 9 and Quickness 6, with Armor ranging individuals when game is scarce, and if hunted, they
from 0 to 6. Generally placid and focused upon seem to get the intended roles confused.
its ordinary eating habits, this sort of creature ○ They act together using the group rules in
is capable of much fury when provoked, and it Chapter 5, not so much for fighting in a human
can attack multiple human-sized opponents at or battle sense, but for isolating, harrying, and
once, positions permitting. exhausting single targets.
○ A swarm of tiny creatures is rated by units equal ○ Brawn 6 Quickness 6, Armor 3
to how many people it can hit with an attack.
The forest man is a strangely benign bipedal beast
It doesn’t have Brawn, but only Quickness 6,
in the thick forests who resembles a slight, short
Armor 0. It always acts at full offense (+12/+0),
shambling person with long hair hanging from most
and the Damage it does is determined by the
of its body. They do not speak and use no technology.
roll alone, but ignores ordinary armor. Hitting
Sometimes they help lost travelers, leading them to
it successfully removes a unit.
safer areas or to usable paths. Forest men fight back
Beasts are vulnerable to arrows only in hunting cir- when hunted, but given their facility with the terrain,
cumstances. In confrontational, lethally-intended they prefer to escape if they can.

7
combat, arrows have no meaningful effect upon them.
○ Brawn 3, Quickness 6, Armor 0.
They also attack extremely strategically. If they initi-
○ The sad thing is that its meat is excellent and
ate a violent encounter, then they always begin with
tasty, Eating it restores injured Brawn and
the advantage die.
Quickness by the result of a 1d6 roll; e.g., a roll
Some creatures are always considered beasts and are result of 3 returns 3 to each characteristic, to a
only brought into play at that status already, through maximum of its original level. Therefore people
preparation components. have been known to hunt forest men for food.
Eating its meat once or twice has no long-term
Beasts in Tamaryon effect, but making a habit of it makes a person
eligible to become a ghoul upon dying.
An ocker is an aquatic tentacled beast which lives in
shallow water, whether fresh or salt, as long as its
home is connected to larger bodies of water, because Beasts in Rolke
its eggs only mature in the open sea. People sort-of The Rolke panther has distinctive mottled gray-and-tan
domesticate ockers living in water near communities coloring and somewhat demonic facial structure. It is
by feeding them spoiled fruit and approaching them is not very big as far as large cats go, weighing about
cautiously, partly because an ocker can be helpful 90 pounds, but it’s incredibly dangerous – able to rec-
in heavy physical tasks at the shore, and partly in ognize individual humans and remember what they
preventative self-defense. People from other regions have done, and a patient, observant, ambush-oriented
may be surprised at how common they are in larger hunter. Usually it’s content to take down rabbits or
waterside communities, their tentacles twining out of deer, but if it is attacked or if its family unit is threat-
the water for treats, or squelching across a dock or ened, or if its hunting territory is regularly encroached
shore to get from one favored hole to another. upon, it becomes a highly personal nemesis.
○ Brawn 3, 6 or 9, Quickness 6, Armor 3. Ockers ○ Rarely, a panther displays the opposite behav-

140
light and darkneSS

ior: befriending a person who has helped it or The ships from Spurr are often accompanied by
shown some quality it values. Sweet as this may pods of a sleek, medium-sized dolphin species, physi-
seem, consider its implications for an outsider cally similar to our northern right whale dolphin,
such as a Circle knight, in territory well-known who have a disturbingly watchful demeanor toward
to such a person with such an ally. people. If a ship’s crew provides a living human for
○ Brawn 6, Quickness 9, Armor 3. them to play with and then devour, the pod provides
useful help for navigation; if it doesn’t, they’ll follow
Beasts in Spurr for a while hoping for a change of heart, and be espe-
cially unsympathetic in the event of a wreck or other
Rats are not native to the Crescent Land but have
problems that get people into the water.
been transported to some coastal communities in
ships’ cargo. Contrary to stereotype, rats are not filthy ○ Brawn 6, Quickness 6, Armor 0.
or disease-ridden, and individuals carefully avoid ○ They always act as a group by preference, using
people. the group rules in Chapter 5. They are not
○ The Dominate spell can induce them to act as strong or numerous enough to threaten a ship,
a squirming, spilling horde capable of horrific but small boats and people in the water have no
damage. feasible defense against such a group.
○ Use the swarm rules.

MONSTERS
These creatures are much like beasts, but they have human-like features or features which prompt specific behaviors
in humans. They don’t think like people and are generally predatory or indifferent to people personally, but the way
they interact with people or human practices produces unique problems for a community.
Monsters are not associated with Rbaja or Amboriyon, and they do not register as magical to spells or wizard
senses.
As with beasts and people, they act with agency and react flexibly – however, according to highly individualized,
strange logic with odd correspondences to humanity. I hope that you will personally connect with them, or with
the people close to them, and feel squicked out about it. The term monster really means something; it’s not just
about animals with big teeth.
Charm rolls are either folded into their rubrics appropriately or ineffective against them in any way.
The rules for arrows’ effects on beasts apply to monsters as well.

Monsters In Spurr

Mansnake
People who have taken sick in Spurr sometimes tell of fever dreams in which a huge, sinuously gliding snake has
come to speak with them, and of waking to a remarkable recovery – as promised, if they were to murder a specific
person, always already known to them. Sometimes other people remind the recovered person of the snake, in
their speech or mannerisms.
prep and play
A person recovers from a lingering illness with memories of the snake
○ He or she murders someone as directed, usually secretly, then gains +1 Quickness and eventually does so
again
He or she refuses to do so, at any point
○ This person experiences no further urges or effects.
○ His or her family or other intimates fall ill with a fever, soon to develop mansnakes of their own.
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A person currently in the murder-cycle, i.e., not the end arrives. Since the origins of the condition are
actively refusing, shows no physical symptoms, but if not at all understood, no one associates the butterflies
killed in any way, his or her skull ruptures to disgorge with it, and the golden are often envied in life and
a long serpent with shiny dark green scales, more remembered with pride.
than one would think possible to be packed away
prep and play
inside a person’s head.
A golden is a leading participant in whatever activi-
○ Brawn 6, Quickness 9, Armor 0. ties or problems are currently happening
○ The emerged mansnake fights if cornered, ○ Successful Charm vs. 12 rolls (by the knights,
but otherwise attempts to wriggle away; if it’s not the golden) bring Circle knights into his or
injured or killed, it dissolves into vapor. her close associates and plans
How mansnakes initially get into hosts, and where ○ Failed Charm vs. 12 rolls turn the golden into
they come from in the first place, are unknown. Most a determined foe, unafraid of murder and bra-
people think it’s just a legend. zening it out through charm and local respect
Circle knights are plot-armored against hosting a If the Circle knights wear or otherwise have gold, the
mansnake. golden is too clever to give away its obsession.
○ Success on a Wits vs. 12 roll for any purpose in
The golden
the golden’s presence includes awareness that
Some people undergo a change associated with gold: he or she is staring or otherwise deeply con-
their irises change color and their hair becomes lighter cerned with the gold object
and shining. They prefer to wear the metal and can If the passage of time in the venture includes weeks and
even smell it nearby. Such a person generally seems months, roll the golden’s Brawn vs. 12 between scenes
improved, especially socially, gaining +1 to Charm and
to one other attribute, as well as becoming a bit less ○ Success: the number of gold objects around the
concerned with physical gratification like food and sex. place decreases noticeably
○ Failure: as above, and the golden is noticeably

7 People with this condition are considered lucky and


tend to gather social support for their aims. These
aims always add a certain interest – subtle, but strong
– in acquiring or at least being around gold.
bloated and gaseous
Circle knights are plot-armored against becoming
one of the golden.

What’s really happening is classic parasitoidy: a cer- The golden and liches deeply loathe one another.
tain butterfly’s eggs do not pupate immediately, but Fear a component roll whose result includes 5 and
accumulate in the water supply and sometimes reach 6 in Spurr.
critical mass in a human body. As they pupate there,
the host’s behavior changes to suit their needs.
Much later, a matter of months and years, the person’s
saliva acquires the ability to dissolve gold, and he or
she starts eating it. The host body begins to bloat,
first slowly and then exponentially faster, as his or
her hair, nails, teeth, and even blood become metal-
lic, actual gold. In the final stages of the condition,
the person sickens and, just as he or she seems to die,
splits open to release hundreds of brilliant golden
butterflies. These creatures spread throughout the
area and multiply by cloning, so they can be quite
common in an area.
An affected person suppresses the parasitoid’s
development in others, so golden don’t show up in
proximity, nor are butterflies present in the area until

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Monsters in Famberge

Manticore
This is my favorite monster. A manticore has a lion’s body and limbs, but a huge and swollen scorpion’s tail with
sting. Its face is that of a senile old man. It lairs in rank places, like swamps or cliff faces coated by bird droppings.
A manticore is about as intelligent as a wild pig and cannot speak, but if it eats a victim’s brains, it can imitate his
or her voice and utilize certain memories, those most useful to lure people closer.
○ Brawn 9, Quickness 6, Armor 6.
○ It stings when circumstances of combat make a +12/+0 split feasible, typically either upon ambushing some-
one or late in an encounter against a badly wounded opponent or prey.
Ǯ In addition to ordinary damage, the stung target must make a B vs. 12 roll; failing means all his or her
Quickness rolls are penalized by a single die for the remainder of the scene.
Since neither really big cats nor scorpions are known in the Crescent land, its abilities are a bad surprise, and
require a Wits vs. 12 roll to acquire the advantage die. It is also remarkably stealthy for such a big and grotesque
creature.
prep and play
In the wilds
○ Recently disturbed or its territory newly entered
○ Kills a person, eats his or her brain, and relocates to that person’s home area
At a community, where people are beginning to go missing; the people there probably don’t know what it is
○ It proceeds along the kin and social ties of the victims it eats, patiently and strategically luring victims
with its voice – if this pattern becomes evident, social strife may ensue as people blame old clan or family
problems
○ If you’re hunting for whatever’s doing it, or searching for missing people, it’ll lure you to its lair

Illus. Juan Ochoa


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Spider-hags
A spider-hag lives alone in deep forest thickets or sub-
merged in isolated ponds. It has long spindly human
limbs as well as four even longer and more spindly
spider-limbs, and multiple eyes, but is not capable of
human social interaction or language with the exception
of its own name and learning others’ names.
○ Brawn 3, Quickness 9, Armor 3.
○ A spider hag is not hostile or predatory and fights
only if cornered, but it can be dangerous as all those
legs are very hard for a human to fight face-to-face.
○ Its bite delivers a painful venom inflicting1d6 addi-
tional Damage.
○ It does not use webs in combat, only for travel, but
it is not affected by the Web spell.
Both males and females enjoy and seek consensual
sexual contact with humans, which is quite an experi-
ence or so I’m told. Not only do one’s fellow humans
find this objectionable, but when and if two spider-hags
do find one another and mate, they become strictly
monogamous, and each will become thoroughly hostile
to its partner’s former lovers – and spider-hags can smell
that on you, no matter how much you wash.
prep and play

7 Single: plenty of hedonistic fun


○ Social problems arise among people who object
to others’ frolicking with a spider-hag, for any of a Illus. Juan Ochoa
hundred reasons
○ “Hi there!” Sooner or later a spider-hag approaches interesting strangers to an area.
Mated: on the vengeful path
○ Confrontations with people to assess their histories, dismissing those they deem “innocent” – in contrast to
the unmated spider-hag, not a bit interested in casual sex.
○ In additional to the danger to individuals, people’s lives may have taken a more complex turn long after they
frolicked with a spider-hag, resulting in social strife if the past is revealed.

Monsters in Tamaryon

Wracker
A wracker is a huge lizard with a wide flat head and rounded snout which results in a disturbing or possibly cute
human caricature; its long torso is just the right height for hanging many saddlebags or trunks from its ridged,
narrow back. Properly fed and managed, it’s an excellent beast of burden. They are good swimmers and if the
water is not too deep, they can act as barges as well as wagons.
Wrackers labor with and for humans, but are not truly domesticated as their breeding choices can’t be controlled.
People have learned merely to release them during mating season, when they won’t work anyway, and let whatever
happens, happen.
Wrackers can speak, a startling feature for people who aren’t used to them. Their topics are limited, mostly about
the immediate situation or being hungry or in some other physiological urgent state, and their vocabulary is con-
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fined to a few verbs, adjectives, and familiar objects. Monsters In Rolke


But it’s true speech.
○ Brawn 9, Quickness 3, Armor 6.
Pode
○ A wracker is big enough to fight several people A pode is a squishy creature which wedges itself
with once if it can maneuver to keep them in front. into the bottom of natural cavities and crevices, or if
necessary, digs itself a hole. At adulthood it is merely
Some wrackers are also trained for sport fighting
the size of a pancake, but nothing feeds on podes and
one another, essentially cockfighting with creatures
they are long-lived, so it is not unusual to encounter
the size of two horses end-to-end. Deaths are not too
one whose clotted, puddling mass exceeds twenty feet
common, as the creatures are durable, but they are
in diameter. The ochre or beige male of the species
gory and sometimes dangerous for the onlookers
is passive and offers no harm to anyone except the
as the beasts rear, tear at one another, fall crashing
microbes it absorbs from soil, but the female alters
down, and thrash in lizardlike fashion.
its lair to trap prey, especially large mammals. It is
prep and play almost always gravid, which turns it a dark red color.
Wrackers only become problematic under the follow- A red pode is a nasty thing to encounter, especially
ing circumstances: after an ankle-breaking fall.

Mistreatment under stress ○ Brawn 3, Quickness 6, Armor 0

○ This is a bit horrible as they do not retaliate ○ It is impervious to harm from ordinary weapons
directly against the perpetrators, but instead, and must be fought with intense and prolonged
fire or with magic.
later and more-or-less at random, thrash or go
berserk in panic. ○ Once hit by its pseudopods, a person or beast
Mating season, as they wander about makes a Brawn vs. 12 roll; failure means he or
she cannot act or escape. Repeated rolls are pos-
○ People familiar with wrackers know not to get sible but reduced to a single die.
caught between two of them who suddenly
○ Once caught, a person’s gambeson or mail pro-
fancy one another
tects him or her for only one attack, and not at
Sport fighting
all thereafter.
○ Mishaps to onlookers due to the violence of the The pode would be at most a beast, but it also gives off
encounter an air-borne chemical with a soothing quality, very
○ The human brawls and feuds that sometimes effective if one can sit near it for a while and not, for
result from arguments about the betting. instance, fall into its hole. Doing so restores Quick-
ness to its original level regardless of the injury or
penalty.
Furthermore, a relaxing recreational drug can be dis-
tilled from its exudate. It’s a widely-appreciated trade
good in Rolke, and anywhere else it gets to, but given
the necessary resource, not very common.
prep and play
Encounter in the wild
○ If the ordinary orienteering Wits vs. 12 roll fails,
one has fallen into a female pode’s lair
Ǯ Roll Quickness vs. 12 to avoid immediate
injury, but you are still fighting a pode
Encounter through the drug
○ Someone offers to share the paste
Ǯ Someone else does not approve
○ A habitual user becomes insistent

145
Illus. Juan Ochoa
CirCle OF handS

○ About sharing more experiences ○ The two-legged ones are winged and although
○ About acquiring more paste they cannot fly, they can flap to elevate their
ordinary movement, providing considerable
The majority of people using it experience no recog-
advantage.
nizable effects aside from a few hours of mellow high
(see Chapter 4), but a few people become addicted. A wyrm is malevolent in its habits, but bestial and
not especially smart, no more intelligent than a
○ Roll Wits vs. 12 roll, with failure meaning horse, with the strange exception of its affinity for
incipient addiction. Further use requires an precious metal things. As there is no “treasure” in the
additional roll, which results in physiological Crescent land (heaps of coins, ruby necklaces), think
addiction. Such a person eventually runs off of ornaments or provocative items like Wootz steel,
with a crazy urge to mate with a female pode, unfamiliar in both materials and design. How the
and that doesn’t go well. creature can recognize such things is a mystery, but it
Circle knights are plot-armored against pode addiction. somehow knows if they are within a few miles’ radius
and it can smell them in its immediate area. Beyond
Wyrm beast-like needs for food, it seems to want nothing
more than to wrap around its “hoard,” typically four
A wyrm is a cranky, vicious thing, mostly serpentine,
or five such things, and contemplate them.
with two or four short muscular legs, which it uses to
anchor and augment its slithering, coiling, or climb- prep and play
ing, or to fight. Young and/or newly arrived in an area
○ Brawn 9, Quickness 6, Armor 9. ○ It singles out individuals with such an item, kills
○ Some can spit venom. The venom acts as an everyone else, and slithers off with this person,
ordinary attack, but at considerable range. or part of him or her, to bring the thing it wants
Armor protects against it, but if the venom gets to a lair.
you to any degree , it’s pretty much impossible Older and living in an area for a while
to hold the advantage.
○ It has a hoard of four or five such things and

7 ○ In addition to coiling, spitting, and biting, it can


lash at anyone behind it, defined as making a
Quickness vs. 12 roll to avoid falling down.
prefers to sleep and contemplate them.
○ It can recognize people who bring it such
things, and sometimes bargains are struck, if
the person is clever enough.
Like a horse or dog, it readily understands that if it
does a desired thing, it will get what it wants in return.
It cannot speak, but more so than a horse or dog, it
can recognize fine-detailed things about locations
and understand concepts like “kill the people who
pass by here,” or “attack when I wave this banner.” It
also takes betrayal of such bargains most personally.

Monsters Throughout
the Lands

Ogres
Ogres are about eight feet tall and extremely human
in appearance aside from obesity well beyond the
range of people in the Crescent land, and from being
typically bald or with only patches of hair. However,
they do not process information or otherwise act as
social primates, being behaviorally more like oxen.
They live in small family groups, with no language or
technological capabilities at all, not even fire.
Illus. Juan Ochoa
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They unfortunately perceive humans as just another Occasionally, bitter, scarred older ogres break the
species of edible mammal, of just the right size. They cycle and actively seek vengeance upon a specific
do not hate or abuse people, but merely hunt them community, with nightmarish cunning and deter-
much as they would hunt deer. mination. They don’t fear pain and strike to terrorize
and punish.
Typically they are driven away instead, perhaps with
the loss of young, but sooner or later they come near prep and play
to human communities again, and people are so Family unit
much easier to catch.
○ Hunting people opportunistically
○ Brawn 9, Quickness 6, 0 armor. Ǯ Social breakdown if and when someone
○ They are ferocious enough in defense and will can’t make a kill
fight to the death if cornered, but they panic Rogue individual
and cry at pain, too human-like for people to
stand killing easily, sometimes – a character ○ Dedicated attacks against a community, timed
must make a Charm vs. 12 roll in order to strike and aimed for maximum terror
a wounded ogre. Ǯ Social breakdown including recriminations
for the disaster

Creatures of
Amboriyon: Avatars
Avatars embody purity; they focus on the environment to remove of it any conceivable taint. They do not speak,
but they understand whatever is said to them, and they act in such assertive ways that their intention is clearly
communicated. Avatars may be summoned by magic, but they also emerge spontaneously from the clouds of
Amboriyon to wander around, especially when circumstances arise which favor their particular quirks, by type.
Avatars’ activity is always about a personal relationship, based on companionship, approval, and implicitly the
concept of salvation, rescuing the person from conflict. Their values toward this end are simple: white points
and Gifts of Amboriyon are good, and black points and Gifts of Rbaja are bad. To gain an avatar’s help, one must
establish this relationship according to the steps in its rubric.
In combat, avatars always split their Quickness evenly between attack and defense, unless otherwise indicated
in the individual description. When hurt, they bleed ordinary blood, but its appearance on their perfect forms
evokes such pathos and dignity that all opponents except for creatures of Rbaja must make Charm vs. 12 rolls in
order to strike them after that.

Unicorn ��
A unicorn is stunningly beautiful, smooth and blindingly white, with cosmic empathy spilling from its gaze and
a remarkably long horn.
○ Brawn 6, Quickness 9, Armor 3.
○ It moves with perfect balance and coordination, gaining the combat advantage bonus on uneven or confus-
ing terrain.
○ Its horn qualifies as a spear in terms of combat mechanics, and it may also use it to purge a person of poison
(including the effects of the Envenom spell), an organic substance of decay, and an inorganic substance of
impurities. If removed from the unicorn, the horn has none of these properties.
prep and play
A unicorn is a ruthless cleanser of undeath, cruelty, and emotional and physical suffering. It begins with a specially-
adopted friend who has been victimized by these or similar events, and turns its attention to the problem, proceeding
strictly through the following scale:

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○ Destroy any undead ○ Remove the stain of humanity from this place,
○ Destroy Rbaja magic as indicated by black color as they seem to persist in suffering and strong
points and Gifts, including its users emotion
○ Slay the perpetrators of cruelty and injustice as That is, it typically begins its activities when befriend-
perceived by its companion ed by a person who has been victimized, especially by
black magic, upon which it kills the perpetrators. The
○ Cure and eradicate disease
trouble is that it will never stop, up to and including
○ Bring an end to any and all suffering among killing people who suffer so their suffering will stop,
people; the easiest way being to kill them and even going on to decide that humans themselves
○ Bring an end to any and all strong emotion are too impure to tolerate, so the eventual result of a
among people; as above unicorn’s presence is a community of impaled corpses.

Illus. Amos Orion Sterns

Pegasus ��
A pegasus is a gorgeous winged horse, both larger and more graceful than the typical horses of the Crescent land.
○ Brawn 6, Quickness 6, Armor 6.
○ It can fly and perceives the route which affords the least immediate danger to wherever its rider wants to go;
it is not subject to the perceptual effects of the Storm spell.
○ Its rider uses its Armor score if he or she has less than 6 points of armor.
○ Fighting from the air, a pegasus is incredibly dangerous, as it swoops down and “runs” on its opponents,
against which the only real defense is to hurl oneself flat. It can bank to a remarkable degree, so that its rider
may fight normally during the same action. It always flies fast and cannot hover.
A pegasus companion gained by a Circle knight as a Gift differs only in that it will tolerate black color points, but if
the character gains a black Gift, the pegasus flies away for the duration of the current adventure.

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prep and play When a white Oath sworn in its presence is fulfilled,
Upon summoning or first encounter the valkyrie shrieks in triumph and dissipates into a
mist, with an accompanying display of lightning.
○ Black color points: it attacks and then tries to
escape Creatures of
○ No black color points: Charm vs. 12 roll to Amboriyon: Eidolons
befriend (a character without a martial profes-
sion is limited to a single die for this roll) Eidolons are not encountered and must be sum-
moned, and to remain permanently, enchanted.
Ǯ Failure: it attacks and then tries to escape
However, in or near an Amboriyon zone, such
When befriended summoning may be performed without knowledge
○ Participates in combat that day: friendly and of magic, although it does cost 3 Brawn as per the
nuzzling toward everyone Eidolon spell.
Ǯ No combat: cranky, glares at people, injures Eidolons embody transcendence; they focus on human
horses if they’re near attitudes and actions. Their judgments are assertive,
○ The friend acquires black color points authoritative, and presented as final – a person is the
chosen one, and this place shall meet its fate. They are
Ǯ It attacks and then tries to escape
eloquent and conversational, as altering human behav-
Valkyrie �� ior is their first priority. When they are summoned,
they observe and listen to the people present, then
A valkyrie is an idealized, inhumanly beautiful soon intrude with authority. They are fixated upon
woman-seeming thing, arriving or being summoned people with black color points and/or Gifts and focus
only to an existing battle situation. If summoned with their proselytizing or summary judgment on them.
a pegasus, the valkryie is riding the pegasus and ben-
efits from its Armor. If arriving spontaneously from In combat, eidolons always split their Quickness
Amboriyon, they are always riding pegasi. evenly between attack and defense, unless otherwise
indicated in the individual description. They do not
○ Brawn 9, Quickness 6, Armor 6. bleed, but when they are wounded, they give off cor-
prep and play uscating light effects which negate 1-point spells cast
Observe a battle situation toward them.

Receive supplications They do not act in groups and no more than a single
eidolon is ever included in a venture.
○ Provides +3 to an attribute of the recipient’s
choice, which may exceed its ordinary value.
Guide ���
Ǯ This effect is negated and transformed into
a reduction to a single die with that attribute A guide is a pleasant-appearing, rather generic and
if the recipient does not gain white color androgynous humanoid, dressed in a simple robe
points through an Oath during the current and barefoot. A guide never fights nor even defends
scene. itself.
○ If no one supplicates it, then it attacks a random ○ Brawn 6, Quickness 6, Armor 0.
target ○ Spells powered by 2 Brawn or less are negated
Receive offer to fight on one side in its vicinity, whether at the moment of casting
or in their ongoing effects. The Brawn powering
○ If the person has no Gift of Amboriyon, it
these spells is absorbed and stored as a usable
attacks him or her
pool for the Guide.
○ If the person’s Charm vs. 12 succeeds, it attacks
Ǯ It heals injuries to anyone when asked, at 1d6
his or her opponent; otherwise it attacks him or
restored Damage per Brawn point it spends
her
out of its store; it actively seeks to do so for
○ Regardless of whether it is fighting and toward injured people with black color points.
whom, it still provides its “blessing” to anyone
who asks

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CirCle OF handS

prep and play ○ It prophesies for this person in an insightful


Upon arrival or summons rhyme, which is initially too powerful and odd
to be comprehensible.
○ It engages in pleasant dialogue, immediately
perceiving a person’s entire experiential his- Ǯ At the next dusk or dawn, the person
tory, so it has no trouble ingratiating itself with involuntarily remembers the rhyme and,
a local community. if successful with a Wits vs. 12 roll, finds
that one item he or she habitually uses is
Ǯ Soon it offers advice, always some combina-
enchanted with an appropriate 1-point white
tion of purification by fire, murder by quiet
spell.
means like poison or suffocation, and sui-
cide. Unnamed characters reliably act upon ○ It protects this person fervently.
this advice, which can get out of hand and Ǯ If the person gains further black color
become much less quiet indeed. points, the lammasu attempts to kill him or
○ Killing it re-summons it, so it reappears at the her with equal fervor, then looks around for
next dawn or dusk with its scores intact, display- someone else to influence.
ing the wounds it received.
Silver Dragon ���
Ǯ In this state its interactions affect whole
groups. A silver dragon is an astounding, bewildering pres-
ence. No one could mistake one of these for a wyrm.
Ǯ If an Amboriyon zone is present, each
Although wingless, it hovers or rockets through the
“death” of the Guide significantly increases
its extent. air, coiling and spiraling in perfect circles within
circles, the patterns punctuated with exploding
The only way to get rid of a Guide is to kill it and
points of light.
then establish an Rbaja zone, or when utilizing a
white oath. The latter is subtle because destroying an It perceives and understands the current social
eidolon isn’t in the conditions for such an oath, so one and geographic situation profoundly well and thus
must fold that act into the means toward something cannot be surprised or tactically deceived; however,

7 else which is eligible.

Lammasu ���
unlike the Guide, it equally profoundly does not
interact directly with anyone and is not concerned
with opinions or specific actions.
A lammasu is a shining, massive lion with eagle’s Its only goal is eradication. It does not care a bit about
wings and a classically handsome human face. It what a person without black or white Gifts does or
seeks to aid a person to perform the single most does not do.
extreme act possible in his or her interests as the
A silver dragon is a combat horror.
person sees it.
○ Brawn 12, Quickness 9, Armor 9.
○ Brawn 9, Quickness 9, Armor 6.
○ Limbless, it fights by coiling around opponents
○ Its body is itself a small Amboriyon zone which
and biting. It does not swoop down, so it can
negates violent weather and environmental
be fought normally although it is technically in
effects, whether natural and magical.
the air.
○ In combat, a lammasu remains earthbound,
○ It breathes pure white flame by spending 2
using frightening tactics like twenty-foot hori-
Brawn, requiring no attack roll; the target’s
zontal leaps and wing buffets that encompass
Quickness is penalized to a single die, including
thirty-foot arcs on either side, usually retaining
in combat, but he or she also gains a bonus die
the combat advantage. It flies only to travel.
to Wits rolls.
Lammasus despise manticores, and if any are in the
○ It casts 1 point white spells as if it were a wizard,
area, a lammasu makes it its business to hunt them
with ordinary Brawn cost.
when it’s not occupied with the person it’s mentoring.
○ It can fight groups as if they were individuals.
prep and play
If a silver dragon is killed, an Amboriyon zone forms
A lammasu fixates upon a single person, if possible
unless its slayer successfully makes an immediate
the one with the most black color points.
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Brawn roll, i.e., with what Brawn may remain after Once present
such a contest.
○ Its presence expunges all current black color
prep and play points in that scene from existence.
A silver dragon is never present at the start of a ven- ○ If anyone has a Gift of Amboriyon
ture, but certain portents herald its potential. Ǯ Aids that person by annihilating opposition
○ The air becomes especially cold and clear; ordi- Ǯ Looks for more such Gifts
nary effects such as smoke or fog are minimal ○ If anyone has a Gift of Rbaja
at most.
Ǯ Annihilates that person
○ Charm rolls do not yield the ordinary results
In the risky event of a person interacting with a silver
as interactions with beasts and named people
dragon, roll Wits vs. 12, using a single die, or two dice
are notably and unusually bland; only dedi-
if the person has one or more Gifts of Amboriyon. He
cated attempts to engage will generate standard
or she may ask it anything factual about the people or
results with Charm.
area in the current venture and receive a completely
It appears in one of three ways: accurate answer.
○ Summoned A person with the Gift to transform into a silver
Ǯ Assess summoner: if he or she has no white dragon differs in that Brawn and Quickness are +1
Gifts, then annihilate. to the character’s, and his or her behavior and magi-
○ Personal transformation through a Gift of cal abilities remain unchanged. The transformed
Amboriyon character does gain the armor, perceptual scope, and
○ The portents escalate motility of the silver dragon, as well as the dazzling
fire and the ability to remove black points.
Ǯ A person succeeds with a Wits vs. 12 roll in
trying to understand them.

Creatures of Rbaja: Undead


Undead embody desire which overrides death, distorting and intensifying that desire into mania. Such a being
always wants something to the point of stark insanity, no matter what. Draugr remorselessly and relentlessly kill, a
ghoul obsessively eats, a haunt boils with fury and never ceases to direct it, and a lich wants something extravagant
that in living, the person could not have. It wants what it wants and never gives up. Even a draugr, nominally the
game’s “zombie,” obeys orders strictly on its own terms.
1-point undead are created by magic, enchanted if they’re wanted long-term. 2-point undead occur under cer-
tain circumstances, especially in or near an Rbaja zone. 3-point undead make themselves using magic, typically
enchanted as well. The rubrics assume enchantment.
In combat, undead always split their Quickness evenly between attack and defense, unless otherwise indicated
in the individual description. They are immune to arrows and bolts, they are not injured by fire during combat,
and they only take Brawn-based damage (not attack-defense difference) from pain-based attacks like unarmed
strikes, whips, or quarterstaffs.

Draugr ○
To raise a draugr, the wizard needs a fresh, at least mostly whole corpse from a person or beast, casting either Walk
or Distort. A draugr is a walking corpse but it is no pushover. It does not move weirdly or stiffly; it is not clumsy and
can, for example, climb a rope. It moves at normal human speed including a steady run. Its expression is always
and solely one of natural-seeming determination. It reeks with a baked, dusty smell of death – old staleness, not
rank bacterial rot.
Draugr do not experience hunger or any other sensation, and they do not eat anything. They do not rest. They
are not laborers. They are killers.

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CirCle OF handS

○ It has Brawn and Quickness of the target person Rbaja zone adds 1d6. As a spell is not involved, there is
or creature when he or she was alive, or 5 and 5 no duration – once there’s a haunt, it stays.
if that information is not relevant, and Armor 0.
The haunt looks like an idealized, translucent version
○ Arrows and bolts have no effect on it, but hand- of the person, always associated with a person, place,
held weapons do ordinary damage, assuming or object. Although it retains the original person’s man-
the attacker is striking to break and sever rather nerisms, it only concerns itself with the fulfillment of
than, for instance, against blood vessels. the oath. It cannot affect the world physically or be so
○ Its insides are doughy and stuck together; it does affected, but it can be targeted by the Restore spell.
not bleed. It takes damage only to its Brawn,
The Black Speech spell can force it to manifest more
not to its Quickness (half of the Damage of the
fully and also permits it to describe its death and
attack is lost), and it will fight until hacked apart
aim more coherently. It is absolutely single-minded
(a total of twice its Brawn).
and cannot process information that contradicts the
○ After that, it reknits its wounds unless it is immediate effort toward its aim.
destroyed by extensive dismemberment or by
intense and prolonged fire. The reknitting pro- prep and play
cess is not terribly concerned about conforming A haunt is typically not obviously present
precisely to the anatomical arrangement prior ○ Minor manifestations may occur, usually psy-
to being wounded. chologically tied to the haunt’s oath
It has very little memory of its former life; a person Ǯ A person who succeeds with a Wits vs. 12 roll
who questions a draugr using Black Speech must for any reason also notices such manifesta-
make a Wits vs. 12 roll to get anything useful out of tions
it, such as how its body died or the person’s concerns
○ It can be perceived with wizard senses or the
when he or she was alive. However, such communica-
Sight spell, and addressed using Black Speech
tion isn’t really two-way as a draugr doesn’t care a bit
about living concerns any more. If a person enters its area whose appearance or cir-
cumstances correspond even minimally to events in

7 prep and play


Inert: in any semi-concealed place, even merely dug
into the ground
the haunt’s prior history:
○ It manifests and communicates through repeti-
tive actions and phrases, influencing the person
○ It responds fiercely to anyone who bothers it to act in some way which addresses the oath.
○ It may be perceived through wizard senses or ○ If it is denied or mocked, it instantly becomes
the Sight spell a Brawn 12, Quickness 6, Armor 6 monstrosity
Ǯ It can be addressed and commanded using intent on revenge and destruction, now tied to
Black Speech its target
○ Anyone in the area is killed Ǯ It can be truly killed by violence in this form.
Ǯ It emerges from wherever it is and seeks to Ǯ If the offending person is destroyed the
kill the slayer, becoming inert thereafter haunt resumes its original appearance and
Ǯ Community strife may well ensue depend- location.
ing on the details and common knowledge ○ If it is targeted by the Restore spell, it transforms
or ignorance concerning the situation as above and pumps Brawn to resist.
Commanded via summoning or using Black Speech A haunt’s oath cannot be fulfilled, as far as the haunt
is concerned. Nor does it care; the point is to act on
○ It serves as commanded, then becomes inert
the oath. A haunt cannot be “laid to rest” in the classic
sense at all, as its fury is unresolvable.
Haunt ○○
A haunt is not created by a spell but rather by a dying Ghoul ○○
person’s Charm vs. 12 roll as he or she swears a mighty,
passionate black oath. A beast may do this as well. A person who routinely practiced cannibalism may
Ordinarily this roll is made at 1d6, but in or near an rise from death as a ghoul with a successful Charm

152
light and darkneSS

vs. 12 roll, made with 1d6, or 2d6 if in or near an Rbaja Different conditions in the area
zone. Because no spell is involved, there is no dura-
○ Continued devastation and desertion
tion – once a ghoul has arisen, it stays.
Ǯ Ghouls prowl as open-field predators
It appears to be a withered, fanged version of the
○ Recovery or beginning of a new community
person, with feculent, pustulent breath. It retains
mannerisms and rote memory from life, resulting in Ǯ Ghouls lurk in secrecy in avoided spots
a ravenous caricature of the original person; left to Some community control
its own devices, it devours helpless or dead people ○ People who know the Black Speech spell may
regardless of anything else happening. turn ghouls to their own ends
If Black Speech is cast, a ghoul can think and func- ○ In desperation due to some other circum-
tion a little bit more fully, to recognize people as stances, members of a community may keep an
individuals and to act upon memories, as well as to enclave of ghouls fed, to use them as guards or
direct its actions toward specific targets. However, it otherwise make use of their abilities
is so hungry that its behavior and goals cannot be The above rubric assumes a group or area-based
coaxed to anything normal; it is effectively a strung- context for the ghouls. More individualized situa-
out addict. tions may occur if only a few individuals are involved,
○ Brawn +1 and Quickness +1 of the person when for example, castaways from a wreck, or a deranged
he or she was alive, and Armor 3. person in an otherwise ordinary community.
○ It attacks at a distance with its chilling howl,
which is resisted by Wits vs. 12. If the target is Lich ○○○
affected, he or she loses a die of effectiveness to A lich is created voluntarily by casting the Lich spell
all actions, or in combat, must cede the advan- on oneself, which is also committing suicide. The
tage die. A target may only be affected by one spell may be cast as an enchantment, furthermore, it
ghoul’s howl at a time. It cannot howl when may utilize Brawn gained from Sacrificing something
engaged in a clash. or someone else. If cast in or near an Rbaja zone, the
○ A ghoul does not regenerate as do draugrs. If spell is automatically an enchantment.
damaged too badly to continue fighting (i.e.,
A lich looks like the person in life … at first. Begin-
“death” for a normal opponent), then it bloats
ning swiftly and proceeding slowly, death withers
and bursts, releasing an unmistakable, appall-
and hollows its face and body until it becomes all
ing miasma which hangs for days.
desiccated, with the fibers of its muscles stuck to its
A ghoul cannot starve; it only gets hungrier. bones, covered with the paper-like remains of its skin.
Famberge is infamous for the ghouls which rise in the A lich has its original professions and mental facul-
wake of the massacres and famines there. Quite hor- ties, although one may fairly say that the latter were
ribly, some which persist for a while begin to adopt already deranged to be casting the spell in the first
habits approximating those of the living, wearing place, and its behavior is subject to the ordinary
clothes, lurking in abandoned houses, and carrying interaction rules such as Charm rolls. It experiences
out mundane tasks in a mockery of life. This activity muted, variable sensations, similar to that of a phan-
is extremely incompetent and can in no way disguise tom limb, as well as a persistent chill.
their condition.
Don’t mistake a lich for a person. The “phantom limb”
prep and play concept applies to its emotions as well, flickering in
Scarcity and starvation and out and experienced more as a “what was that”
than an authentic response. It has a single desire:
○ Complete breakdown of social networks and
whatever it didn’t get in life, despite all of its magical
resources
and probably temporal power. That desire remains,
Ǯ Some people resort to cannibalism obsessive, monomaniacal, and impossible to satisfy,
Ǯ Some few of them rise as ghouls so central to the lich’s being that it may never even
mention it.

153
CirCle OF handS

○ Wealth and privilege A lich is served by people and establishes control over
○ A specific sort of romance other undead, and sometimes demons. It does not
like to be disturbed, but it also needs agents to seek
○ Regard for a particular artistic or intellectual
its goals, and it definitely does not like to be alone.
achievement
Mere power, destruction, or vengeance are not can- Liches are not found in Tamaryon, where Ambori-
didates. Other, grubbier undead are concerned with yon is strong and tends to target them; nor in Rolke,
those. where the recent events included a ruthless purge of
all sorts of undead. Some few reside in old towers or
○ The lich’s Brawn is equal to the wizard’s black manors in Famberge. Spurr is famous for some very
color points at the time of death (including the old liches who collude and compete in a mercantile
casting of Lich), and all other scores are the network, and who may be the wealthiest individuals
same as when the wizard was alive. A lich has no in the Crescent Land.
intrinsic armor but may wear ordinary armor.
prep and play
○ It retains black Gifts, if any were present.
Decide what community support it has
○ A lich can cast all the black spells, but may only
cast white magic, if it knew any originally, along ○ They don’t know it’s there, only fearing, appeas-
with a Warp spell. ing, and otherwise avoiding its agents.
○ If Brawn and Quickness are brought to 0, it will ○ They don’t know it’s there, thinking its front
spatter and disperse into muck and dust, which person or community is the agent of power.
also happens at the end of the spell’s duration. ○ They know it’s there and have decided to
If the Lich spell had cast without enchantment, respond with respect and obedience, likely
the lich is transformed into a haunt; however, if receiving protection in return.
it was cast as an enchantment, the lich re-forms Decide what enchantments or servitors it has available
at the next dawn or dusk unless the remains are
destroyed utterly or targeted by Purify or Restore. ○ Demons: at least an imp
○ Undead: especially those it’s created or caused

7
Black Speech permits a single chance to command a
lich to a specific action, which is guaranteed to enrage to be created
it regardless of success. This is why liches keep out a ○ Human companion: in addition to at least one
sharp eye for wizards of Rbaja and ruthlessly significant local group, sometimes a person
exterminate them. becomes devoted to a lich in emotional
or ideological terms

154

Illus. Juan Ochoa


light and darkneSS

It knows the Circle has arrived


○ If no wizard is present among the knights, it approaches them through magical intermediaries and seeks to
offer significant reward
○ If a wizard is present among the knights, it approaches them through non-magical intermediaries and seeks
to identify a common threat

Creatures of Rbaja: Demons


Demons are summoned using the relevant spells, and remain permanently only if they are enchanted. The only
demon which appears in any other way is the imp, which may emerge from Rbaja zones, but is also subject to the
ordinary rules of a summoning’s duration unless enchanted. The following descriptions are all modified by the
impending disappearance of a demon which has not been enchanted to remain in existence, or to put it another
way, some of the rubrics with longer-term events presume enchantment.
Demons embody extreme, near-hysterical sensation on a hair-trigger, seeking an outlet. They don’t want or even
truly feel; they are simply sensation and escalation, without empathy or engagement. They are the emotional
equivalent of cancer: relentless, repetitive, entirely consistent, interacting with and impacting others with no
intrinsic direction.
Since they are not really capable of individual proactive behavior, interacting with demons is all about collu-
sion. A venture including them must also include a person doing something which the
demon helps or abets, not because it wants to or cares, but because of its explosive and
unavoidable presence. A demon is flatly insane and focuses solely on people who
reach out to them, responding in accordance with its rubric.
Since each demon’s rubric relies on what a specific person wants, the pre-
cise effects of each step depend entirely on the details of the relevant
person and must be customized for a given venture.
In combat, demons always split their Quickness evenly between
attack and defense, unless otherwise indicated in the individual
description.
When hurt, they bleed colorful, metallic ichor – a lot, it gets every-
where, forcing Quickness vs. 12 rolls not to slip or drop stuff. If a
demon is killed, a splotch coagulates from the puddle of ichor.

Doll ○
A doll is an obedient, low-affect Uncanny Valley humanoid
which serves as the sex partner of its summoner or anyone the
summoner designates, without negotiation and with complete
compliance to its partner’s wishes. In any other circumstances,
it otherwise behaves quietly and inoffensively. A doll vocalizes
only during sex and does not actually speak.
Sexual contact with the doll inflicts 1d6 Damage immediately
and again at the end of the current scene; the latter effect is
counteracted if he or she has more sex with the doll prior to
that point, which does not inflict more damage.
○ Brawn 3, Quickness 6, Armor 0.
○ A doll does not fight voluntarily and does not defend itself
Ǯ Its bite deals +1d6 Damage which does not heal through
ordinary means
Illus. Juan Ochoa
155
CirCle OF handS

prep and play ○ It begins with the Demon 1 spell, then proceeds
The doll serves its master through Demon 2 and Demon 3.
○ It provides the person with the means to become
○ If it is not subjected to violence during a sexual
a wizard of Rbaja, as speaking to it at length
encounter
conveys the effect of a nearby Rbaja zone.
Ǯ The master employs its services more and
more frequently Splotch ○
Ǯ The master brings acquaintances into
A splotch is a nasty, icky wet patch of rotten-seeming
contact with the doll, abandoning ties with
dark stuff, coagulating from the ichor when a demon
those who do not want to participate and
is killed, or if summoned for some reason, disgorged
switching social allegiances to those who do
from the summoner’s mouth.
○ If the doll is subjected to violence during a
sexual encounter A splotch does not speak or otherwise communicate,
but it acts aggressively against anyone except its sum-
Ǯ It bites the offending individual in such a
moner, if there was one.
way that he or she is badly maimed, in addi-
tion to the damage described above ○ Brawn 3, Quickness 6, Armor 0.
○ It attacks all-out (+12/+0), doing damage and
Imp ○ also attaching to its target.
An imp is a small, winged grotesque humanoid. It ○ Once attached, it continues to attack, and at that
automatically and involuntarily provides a 3-point point, armor doesn’t protect against it.
Brawn battery for its summoner’s or designated mas- ○ It is really really hard to detach, requiring a
ter’s magical use, once between each dawn and dusk Brawn vs. 12 using a single die
(and vice versa), at no harm to itself.
○ Only blunt weapons hurt it, to splatter it. If this
○ Brawn 3, Quickness 6, Armor 3. happens while it’s gunked someone, then that
○ An imp always allocates full Quickness to person is injured too.

7 defense, i.e., +0/+12.


○ In combat, it utters malevolent scraping cries
which alter white color points gained by anyone
Whatever cloth, leather, or other clothing-like mate-
rial it sticks to becomes disgusting and unusable.

in the scene into black color points. Nzagg ○○


It does not speak except to teach and whisper, but it is A nzagg is a vicious, brutish, ape/dog/boar thing,
a supernaturally effective spy, including the full range prone to sudden rage and with a taste for atrocity. It
of wizard senses. An imp’s master may be presumed does not speak, but its intentions are typically quite
to know anything and everything about the current clear. Each one is visually distinctive and recogniz-
activities of a person of his or her choosing, with a able, with its own fur color pattern, skin excrescences,
slight time lag. and facial details, and it’s given a name by its sum-
Above all, however, is the imp’s crucial role in teach- moner.
ing black magic. Certain experiences and determined ○ Brawn 3 when first summoned, Quickness 6,
actions effectively summon imps to a person, and Armor 3
they offer knowledge. Should he or she agree, then ○ A nzagg eats voraciously and grows dramatical-
the imp leads them through ever-more terrifying ly, increasing to twice human size or conceivably
training and experience, ultimately to create a wizard more, so its Brawn may be 6 or 9
of Rbaja.
A nzagg can transport itself to any location in the
prep and play venture, specified by geography, so “here” rather than
It spies both as directed and in general, relaying infor- to “this person wherever he is.” It only understands
mation to its master. one command, “kill,” and it considers itself free to
decide how and how much, nor does it understand
○ Finds sources of resentment and opportunity
the concept of “targeted person” beyond everyone
It mutters and teaches the magic of Rbaja. and anyone present.

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light and darkneSS

If more than one nzagg is enchanted to remain in Nightmare ○○


existence, and if they are permitted contact, they
quickly begin breeding. Breeding nzaggs are very A nightmare is an apparently iron horse with flaming
hungry and if not fed, become intractable, as do their hooves which can gallop across any medium, except-
offspring. ing running water. It cannot literally fly, but can run
on air as long as it ends its action on a solid sub-
prep and play strate. At the start of the ride, its rider loses 1 Brawn
A nzagg is always hungry and really hates being to fatigue, as if casting a spell. It must be ridden to
bored accept commands. If the rider engages in combat,
the nightmare attacks the same opponent with jets
○ Feed it, potentially by sending it to do things,
of flame from its nostrils.
and watch it grow
○ Deny it and it solves the problem on its own ○ Brawn 9, Quickness 6, Armor 6, and edged
(and you won’t like that) weapons have no effect upon it.
Two or more nzaggs breed It will rebel against commands that are neither
attacking nor running at full speed, and in this state
○ New nzaggs are produced at an approximate
can be brought back under control with a Wits vs. 12
rate of 1-6 per month
roll. When and if the nightmare rebels, or if it simply
○ Breeding nzaggs and newborn nzaggs are very happens not to be ridden at the moment, it will
hungry alternately run about randomly and attack whoever
is closest.
You don’t keep a nightmare; if it’s enchanted, it
vanishes and reappears in the dream of someone
planning to fight (so if you want it back, better plan
on fighting)

Eye ○○
An eye is a literal eye about the size of a human fist,
sullen red with a slotted, vertical pupil, hovering at
about human head-height. It peers and blinks, with
the air and general reality surrounding it acting as
its lids. It is surrounded by a sphere of force about
six feet in diameter, visible only as distortions and
impact on physical surroundings.
○ This sphere is capable of considerable destruc-
tion, either bludgeoning opponents at Brawn 6,
Quickness 6, or destroying a human-sized mass
of inanimate material with a Brawn vs. 12 roll.
This “area effect” is not itself subject to attacks.
○ The eye itself may be targeted in combat but
is sufficiently small and strange that combat
advantage may not be taken against it.
A person who provides an eye with one of his or her
own body parts, sufficient to impair organ function,
gains the following benefits:
○ To name a group defined by social rank or pro-
fession in his or her area
○ To see and know what unnamed people in the
group are doing at all times
Illus. Juan Ochoa
157
CirCle OF handS

○ To direct the group’s collective action with a prep and play


Charm vs. 12 roll at any time, with no need to The angel regularly attacks people with Charm 6 or
be present higher whom its lover (or whatever you want to call
These effects can be perceived through wizard senses this relationship) knows personally
or the Sight spell directed toward the people them-
○ It conveys the experience of doing this to the
selves.
lover during later dreams
Additional body parts may be provided to affect addi- The angel’s lover refuses to continue seeking such
tional groups. Without a group to influence, the eye people, or otherwise resists
soon turns upon the person currently engaged with
○ The angel scars him or her with its claws such
it, then seeks someone else.
that they are penalized to a single die of effec-
prep and play tiveness with Charm, which recovers similar to
A person uses an eye to manipulate a group injury, then leaves to find someone more willing.
○ He or she gains privilege or other satisfaction
Yoggoth ○○○
Ǯ Other people and groups take action against
the situation A yoggoth is a black-and-violet cloud, usually a
surrounding fog, with many tooth-filled maws and
Ǯ He or she includes those groups in the
dangling tentacles.
manipulations
The person is killed or ceases to manipulate the ○ It has Brawn 1, but replace that with 3 per crea-
groups ture killed using the Sacrifice spell during its
summoning. The points gained by Sacrifice are
○ The eye kills the person and finds someone else expended in providing this effect.
○ It has Quickness 6, Armor 6.
Angel ○○○
○ It can attack and defend in an area, against
An angel is a beautiful humanoid whose dark wings everyone in the area at once.

7
typically enfold it like a cloak. It is typically perceived
○ Its normal attack seizes a victim, doing normal
only through an individual’s dreams. A wizard can
damage, and the next round it tries to swallow
sense the presence of an angel, but it is forced into
him or her whole, resisted by Brawn vs. 12.
visible existence, and into vulnerability to combat or
magic, only if its host (lover, whatever) is convinced ○ Its horrifying appearance overcomes one oppo-
to reject or reveal it. nent on its turn unless they roll Wits vs. 12 – a
single success protects the person throughout
○ Brawn 6, Quickness 9, Armor 3. the encounter.
○ It wraps an opponent in a winged embrace, Ǯ Failing the Wits roll means the person
rendering him or her unable to change posi- becomes incapable of targeting other char-
tion significantly or move coherently enough acters in any way, or of speaking; he or she
to attack, in addition to the Damage from the may remove this effect by pumping 2 Brawn.
attack.
Inside it is an Rbaja zone, such that if a person or
○ If it has the leisure to do so, it then drains 2 beast is killed by its attack:
Damage per action
○ It becomes a draugr (see Undead), with its
○ Attacking an angel requires a successful Charm
emergence just following the yoggoth’s next
vs. 12 roll each round
action, then proceeding to the end of the action
An angel becomes visible in dreams only to a single order.
person of Charm 4 or lower, to provide intense com-
If a yoggoth is injured:
fort and affection. If such a person is not provided by
the summoner, including himself or herself, then the ○ A storm is raised in the area, including dark-
angel instantly vanishes, only to appear in the dreams ness, rain, lightning, and thunder. People and
of a suitable person nearby. creatures in the area of effect suffer reduced vis-
ibility, reduced movement, and disadvantaged
actions, except for creatures of Rbaja. Unnamed
158
light and darkneSS

characters are hopelessly lost and disoriented, ○ Brawn 9, Quickness 9, Armor 6.


killed at the caster’s option ○ In clashes, its offense allocation is always set to
If a person voluntarily sacrifices his or her life to a yog- double its defense (12/6), and its multiple weap-
goth, with seeking to defend, the demon is destroyed. ons often grant it the advantage.
It is not bright enough to refuse such an offering. ○ Its combat companions undergo an effective
prep and play Berserk spell unless they make a Wits vs. 12 roll.
For a yoggoth to be present in a venture, a group of A dancer does not converse.
people must be dedicated to engaging with it, by sum- prep and play
moning or attracting it using rituals that resemble
During any social interaction in which the statuette
worship.
is present
○ If the Sacrifice is not employed, the yoggoth has
○ Charm vs. 12 rolls are limited to a single die
Brawn 1.
○ Unnamed people are extremely touchy and
○ If this spell is employed, the yoggoth has Brawn
react angrily to perceived provocations
equal to 3 per person of Sacrifice. Additionally,
per person Sacrificed, it provides any one of the During a fight, upon the first wound inflicted upon
following services: anyone

Ǯ Assaulting an indicated community ○ It manifests at 3:00 in the order and attacks,


Ǯ Increasing a single person’s Brawn by 3, at helping the current owner of the statuette, if
no cost to itself any, or against someone who tried to damage it
for its first action
Ǯ Providing a group of people with a cloud of
magic darkness, in which they can perceive ○ Prior to its next action
things normally but others cannot fight Ǯ Its current ally, if any, makes a Wits vs. 12 roll,
or escape, as long as the group is acting in casts Sacrifice, swears a black oath,or gains
concert black color points: it continues to fight for
Aside from any services as above, the yoggoth does that person
not speak or communicate, nor does it care about its Ǯ Its current ally, if any, fails to do any of the
summoner. above: it switches sides and continues to fight

○ It senses the nearest most dense or numerous ○ It potentially switches sides according to the
group of people, and drifts that way, seeking above logic with every action
to wreak as much havoc and generate as many
A QUICK REFERENCE
draugr as it can.
You can’t go wrong with the classics. I was pleased to
Dancer ○○○ re-read Karl Edward Wagner’s Death Angel’s Shadow
When initially summoned or when encountered and to find that the antagonists in the three stories are
in any context outside of a fight, a dancer is a small picture-perfect for, in order, a monster, Amboriyon,
statuette made of bronze or pewter, about a foot long, and Rbaja.
depicting a stylized armed person.
When in the presence of a fight, specifically when
a wound is inflicted, or if someone tries to damage
the statuette, it becomes a silhouette-like, very tall
human-like form apparently composed of shadows
and disturbing voids. It flickers in and out of vision
variably across its body, and moves in such a way as
to blink across distances; it also changes its facing
without seeming to change position with the same
flickering effect. Its substance includes weaponry,
long chains headed by weights.

159
Illus. Jez Gordon
Chapter 8F antaSy heartbreakerS

AT THE TIME
By February 2002 Sorcerer and its first two supplements had been published in book form, and a year later the set
was completed with Sex & Sorcery. I organized the first Forge booth at GenCon in summer of 2002 and planning
the next, as well as working on Trollbabe, my first game as an established publisher. For those who remember,
the Forge itself was a hotbed of discussion, design, and excitement. For my part in that, I was only glad that the
whole GNS thing was finally settling down and I could think about games. The first things I thought about were
Glorantha, which I wrote about elsewhere, and these two essays.

THE FIRST ESSAY


FANTASY HEARTBREAKERS, APRIL 2002
People who have known me for a while, and espe- In the late 70s, this wasn’t unreasonable. By the early
cially those who’ve read Sorcerer & Sword, know of 90s, though, things were considerably different. This
my life-long devotion to fantasy - and my nearly as essay is about some 1990s games I’m calling “fantasy
life-long loathing of what has happened to most heartbreakers,” which are truly impressive in terms of
of it over the past two decades. Without going into the drive, commitment, and personal joy that’s evident
further detail regarding the background, any fantasy in both their existence and in their details - yet they
role-playing game is subject to dark, personal, and are also teeth-grindingly frustrating, in that, like their
not especially friendly scrutiny from me. Frankly, counterparts from the late 70s, they represent but a
they usually induce teeth-gnashing, cries of rage, single creative step from their source: old-style D&D.
and pages of scrawling, in very tiny letters, in a spiral- And unlike those other games, as such, they were
bound notebook. doomed from the start. This
So combine this with the facts essay is basically in their favor,
that many would-be hopeful i see sOme cOmmOn Features in a kind of grief-stricken way.
role-playing games are fantasy, that lead me tO think that Perhaps it’s no big deal. Perhaps
or “fantasy” anyway, and that their respective puBlicatiOns just getting into print and being
I am dedicated to the cause of were nOt, aFter all, Only on the shelves was all that their
creator ownership and publish- aBOut “seeing it in print.”
authors wanted. Perhaps I’m
ing one’s own vision ... and you just a big meanie for expecting
can probably see the pickle more (1) critical perspective of the intervening his-
I’m in. On the one hand, I’m in agony when faced tory of game design, (2) knowledge of actual fantasy
with another elfy-dwarfy deal, and on the other, I’m instead of gaming-fantasy, (3) originality of concepts
saying, “Publish your dream, go, go, go.” in mechanics, and (4) business acumen.
Fortunately, it all gets better when I take a step back But then I look at the games, and I see some common
and think historically. I can be sympathetic this features that lead me to think that their respective
way. Imagine a role-player who learned of “fantasy” publications were not, after all, only about “seeing
through Dungeons & Dragons. I can be a half-orc, he it in print.” Nearly all of them include text that can
says. So what’s an orc? Think of him having fun break-
described as “outreach,” or a deliberate attempt not
ing doors, confronting the beholder, or running his
only to present but to enlighten the reader about
fingers over the minotaur illustration in the Monster
the self-perceived innovations. Many have helpful
Manual. And sooner or later, he says, I’m tired of these
accessories, like disks with programs for character
rules or arguing about this or that. Let’s do it this way.
creation or “idea cards” for players and GMs. Several
And sooner or later after that, he and his friends say,
had spunky websites with all sorts of memberships
this way is way better. Wow, we wrote a game! Maybe
and services and brave mission statements, but
we can publish it too, like Gary did.
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whose update-intervals grew longer and longer. And Glaive, Guisarme, Halberd .... Lasso, Lucern Hammer
considering when most were published, before most ... Trident, Voulge ...
printers changed their policies regarding small print
Just rolls trippingly off the tongue, doesn’t it? (For
runs, print costs must have been enormous, in the
those of you who are wondering what I’m talking
$6000-plus category for standard paperbacks. Some
about, we older role-players memorized the weap-
of the games contain cardstock inserts, too. Vanity is
ons-list in the 1978 Player’s Handbook through sheer
vanity, sure, but we are not talking about small sums.
concentration and fascination, such that its cadences
So what’s the point of the essay? For once, my issue took on a near-catechistic drone.) Same goes for
has nothing to do with GNS. All of these games are armor in these games; it’s like a chant: padded, leath-
solidly nested in Simulationist (Setting), Gamist, or er, studded, ring, chain, banded, splinted, half-plate,
Gamist/Simulationist baskets, and most of them are field plate, full plate ...
quite coherent. For once, I’m talking about content,
That’s a mere detail, however, compared with the
what some call “genre,” and the means of generating
other evidence that AD&D, vintage Numero Uno,
it through the mechanics of play. So screw GNS, let’s
provided not only the model, but the only model
talk about something else. Cue videotape.
for these games’ design - to the extent of defining
○ Fifth Cycle - 1990, Shield Laminating, by Robert the very act of role-playing. Metagame mechanics
Bartels are conspicuously absent, with the exceptions noted
○ Hahlmabrea - 1991, Sutton Hoo Games, by Dan later. In Hahlmabrea and in Fifth Cycle the status
Fox. of “adventurer” is an in-game licensed social role.
NeverWorld provides a painfully complex, self-help-
○ Of Gods and Men - 1991, Non Sequitur Produc-
group-like personality system which fundamentally
tions, by Jeffrey Konkol
becomes the same-old alignment system. In Forge:
○ Darkurthe: Legends - 1993, Black Dragon Press, by Out of Chaos, the very notion of doing anything that
Matthew Yaro and Colin Murcray isn’t treasure-seeking in a dungeon is completely
○ Legendary Lives - 1993, Marquee Press, by Kath- foreign - its section “Breaking Open Portals” is predi-
leen and Joe Williams cated on (a) finding treasure (b) in a dungeon, with
○ Neverworld - 1996, Foreverworld Books, by Erin no reference to the concept that doors might exist for
Laughlin any other reason or play any other sort of role in an
○ Pelicar - 1996, Pharoah Games, by Lewis Nicolls imaginary situation. The list of such things goes on
(one of six listed authors, possibly the primary) and on.

8 ○ Forge: Out of Chaos - 1998, Basement Games


Unlimited, by Mike, Paul, and Mark Kibbe
○ Dawnfire - 2000, Dawnfire Games/ Committed
Not that all the games are alike in their perspective
on this act. Hahlmabrea makes a fair effort to get away
from loot-and-murder role-playing, although its
Comics, by Jason Marin means to do so are questionable at best (“The council
says you oughtn’t and they’ll kill you if you do”, which
All of these are indisputably independent: the author,
to me reads, “Don’t get caught”). Forge: Out of Chaos,
the imprint, the company, and the publisher are all
on the other hand, is gleefully honest about looting
the same person or small group of persons.
and murdering as a way of life, or rather, role-playing.
Nor are they all alike in tone. Dawnfire and Legendary
PART ONE: AAARRRGHH!
Lives are zesty and kind of funny, whereas Neverworld
Let’s take the most painful aspect of these games
is dreamy and pop-psychological, and Pelicar and Of
first - not one of them demonstrates a shred of criti-
Gods and Men are deadly earnest. But the acts and con-
cal perspective regarding role-playing techniques.
cerns of role-playing, for each of these games, is exactly
The authors played Old D&D, and their decisions
the same.
about their games demonstrate a perfect salad of
patch rules, unquestioned assumptions, and touted The tender-hearted readers probably consider me to
“innovations” that induce migraine, all founded on be pretty mean at this point. “But what’s wrong with
this single template. that?” they ask.
For instance, let’s look at this weapons list from Consider: each of these games is alike regarding the
Dawnfire: Bill-Guisarme ... Flail, Flail (horseman’s), act of role-playing itself. The point of play is being an
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adventurer who grows very powerful and might die at any time, and all context and judgment and outcomes are
the exclusive province of this guy called the GM (or whatever), case closed. They precisely parallel what AD&D
role-playing evolved into during the early 1980s. Each of these games is clearly written by a GM who would very
much like all the players simply to shut up and play their characters without interfering with “what’s really hap-
pening.” They are Social Contract time bombs.
Finally, the last painful thing. Check out the self-perceived “innovations,” like these listed on the back of Forge:
Out of Chaos.

Select proficiencies such as Final Blow, Field Repair, Assassination, Mounted Combat, and Blind Fighting! [AD&D2,
late 80s] No more arbitrary experience points! The more you use a skill, the better you get! [RuneQuest, c. 1977]
Realistic combat mechanics! Armor that can be destroyed! [The Fantasy Trip, 1980] Two separate defensive values!
[(Sigh) Champions, 1980]
The same applies to just about all the noted innovations - the spell paths in Fifth Cycle are straight out of Rolemas-
ter, for instance, and Hahlmabrea’s magic crystals are straight out of RuneQuest.

PART TWO: HMMM! ○ Almost all of them rely heavily on damage rolls,
All right, now for some interesting details ... these but make some effort to integrate “how well you
are neither painful nor wonderful, just some other hit” into the final effect.
notions or features that pertain to this set of games ○ All of them have one speedy-race, one or more
as a historical and conceptual group. brute-race, and one pretty-race (either winged
The art represents exactly the same blend throughout humanoids or kitty-people), as well as the stan-
each book: a few fine pieces, a few real stinkers, and dard elves and dwarves.
the majority being frankly boring in both subject and ○ Not one uses a D&D style magic system (much
skill (grinning goblins, elfy player-characters looking more about this later).
like actors in a B-movie, etc). What I do like is that What interests me about the above patterns is not
many of the books sport illustrations by the game that any particular detail is bad or good, but rather
authors themselves, for which I forgive a great deal that they all represent the same solutions to problems
of technical lack of expertise. I just like the idea of a in the design of D&D, especially in terms of generat-
person writing a game and illustrating it. ing a functional Gamist/Simulationist hybrid. It’s very
But back to design. Some interesting patterns show clear to me that what we are seeing are the children
up in terms of differences from old D&D. of Drift - and given the same Parent, so to speak, and
similar (if not identical) interests in play, a very well-
○ All of these games have skill lists.
defined profile across the children is to be expected.
○ All of them except one have randomized
attribute systems, but also an extensive set of Those randomized attribute systems deserve a closer
secondary attributes which serve to homog- look, as they are almost all incredibly baroque. With one
enize the actual Effective values (i.e., those used exception, the attributes are to be rolled in order, and all
in play). of them include extensive racial modifiers as well.

○ All of them greatly emphasize character race ○ Hahlmabrea: roll 3d10 for each of ten attributes,
(species, really) as a major modifier of the ran- re-rolling all 1s, 2s, and 3s throughout the pro-
domized attribute system. cess; each race confers a further randomized
○ All of them have levels in one fashion or another, modifier of various sizes (usually plus or minus
but interestingly, in all cases, a very diminished 1d6) for various attributes.
version of levels with not-terribly-notable ○ Fifth Cycle: roll 2d10 and take the result to a table
effects on the character’s game effectiveness, to determine one’s total points for allocation
compared with the role of skill proficiency. across nine attributes; the table also provides
○ All of them “crunchify” D&D combat in a Rune- the maximum (and second maxima) for any
Quest or Rolemaster or DragonQuest fashion, given attribute; interestingly, in this game, if you
placing emphasis on individual character speed want to play a non-human, you must roll for it.
and action-by-action (freeze-frame) resolution.
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○ Of Gods and Men: roll 7d10 for each of six attri- PART THREE: WOW!
butes, taking the five highest as a total. And now, at last, those things which astound and fas-
○ Legendary Lives: roll d6 for each of twelve attri- cinate me about the games ... although I have to start
butes, adding the result to a given value set by with the fact that few of these things seem to have
race; these values are highly differentiated by been well-understood by the authors as innovations,
race such that the roll doesn’t make much dif- at least not to the extent that they deserve.
ference. The basic notion is that nearly all of the listed games
○ Darkurthe: Legends: roll 2d6 + 4 for each of five have one great idea buried in them somewhere. It’s
attributes, with a couple of options listed (e.g. perhaps the central point of this essay - that yes, these
roll six times and take the best five). games are not “only” AD&D knockoffs and hodge-
○ Pelicar: roll 3d10 for each of eight attributes, podges of house rules. They are indeed the products
ignore the lowest, total the other two and add 10. of actual play, love for the medium, and determined
creativity. That’s why they break my heart, because
○ Forge: Out of Chaos: roll 2d6 and 1d10 for each of
the nuggets are so buried and bemired within all the
six attributes, with the tens die acting as a decimal
painful material I listed above.
(e.g. I roll 8 on the 2d6 and 3 on the d10, so I have
an 8.3 in that attribute); three other attributes are Some examples include the exceptionally fun
determined randomly as well (e.g. Speed d4 + 1). randomized “life-path” creation in Legendary Lives,
○ Dawnfire (the normal-est): roll 2d10 for ten attri- which granted was first presented to role-playing
butes and arrange to suit. by Cyberpunk, but here takes on a spritely, fun qual-
ity. I would very much like to play the cultist Draco
To me, each of these appears to be a solution to the
character I produced using this method, without res-
fact that, in old D&D, rolling 3d6, in order, to deter-
ervation, and I have a clear image of his highly prized,
mine one’s one’s attributes was a near-guarantee
rather sporty scarf. (A Draco fire-conjurer with an
of a really shitty character - hence the widespread
ascot! I mean it, it worked.) This game also sports
cheating in character creation and the proliferation
the “semi-diceless system,” which is to say, all rolls
of house rules such as the above. (By “house rules,”
are made by players against target numbers, which I
I mean patch rules - fixing a problem by adding cor-
have praised highly regarding The Whispering Vault,
recters, rather than proceeding from base principles.)
published some years later. I rather like the setting in
It fascinates me how far some of these go, especially Of Gods and Men, and Forge: Out of Chaos is irresistibly
in combination with the bizarre math necessary to honest about itself; I almost feel as if I’d played with

8
derive the secondary attributes. For instance, in Peli- the authors just by reading the book.
car, double the Reflex score, add some points based
Finally, I want to tell you about some magic systems,
on Reflex value (from a table), and add the profes-
specifically that they are, in some cases, outright
sion modifier (itself multiplied by character level), to
amazing. It’s not surprising, really, given that the D&D
derive the character’s touch defense - which is what
magic system rots. [Cue large number of protests and
armor increases, during play. This example is typical
excuses; cue counter-arguments; end.] But the neat
of the complexity of derived attributes across most of
thing is that these games do not simply recapitulate
these games.
the magic-system solutions produced in the contem-
Very, very few of them have poraries of D&D at all, as they do
much in the way of metagame
the Basic nOtiOn is that with combat systems. Instead,
mechanics. Player-called miracles nearly all OF the listed they provide genuine innovation.
come into Pelicar, similar (and games have One great idea Here, a tremendous number of
randomized) Divine Power Cards Buried in them sOmewhere. author-power and metagame ele-
play a small role in Of Gods and ments start to appear.
Men, and Dawnfire’s Luck attribute qualifies, as does
○ Hahlmabrea: A character learns several spells
Hahlmabrea’s secondary attribute Luck, much less
in a given category, but may cast them in any
significantly (it starts at about 2%). However, with one
combination for synergistic effects. Improvis-
major exception (below), the kind of player-character
ing novel combinations and outcomes is highly
separation inherent in metagame mechanics is not
encouraged and supported by many examples
philosophically recognized in these games at all.
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in the text. The best thing about this system “naïve” magic-guys - who must bullshit all their spells
is that combining spells actually reduces the and never realize that they are casting magic. The
chance for Spell Error, rather than increasing it player must describe all the outcomes of their spells
- creating incentive to combine and be creative. accordingly, manipulating elements of the environ-
○ Legendary Lives: A character knows a category or ment to suit. Boink! Hard-core Director stance, more
two of magic, with no further compartmental- radical than nearly anything out there, buried as a
ization - no individual spells. Instead, the player throwaway option in the middle of the book!
may customize applications of the category on My frustration with these real and impressive inno-
the fly during play. So if you know “Fire” spells, vations is this: why not center the game specifically
anything and everything about or using fire is around the actual innovation, playing to the strength
yours to do. It’s limited only by “cost” (0-5) as as it were? Dawnfire at least does so with its Flow in
set completely freely by the GM, which is the setting terms, but the true power of the bullshitting
one sour note in the mix, as it sounds to me system is still buried under a huge formal spell list,
like a recipe for bitter argument. (LL’s system is not to mention the overwhelming mass of D&D-
similar to than Ars Magica’s, but more sketchy based assumptions and imitations (the creature list in
and flexible.) this game is embarassingly derivative, for instance).
○ Darkurthe: Legends: Spells are built through a Of Gods and Men tries to do it with its Divine Power
component method. Granted, it’s very much Cards, but they get quickly outweighed by the “tra-
like that found in Fantasy Hero (1986) and ditional” magic system; the far more sophisticated
crunchy as hell, but considering that no other system in Darkurthe: Legends is similarly presented
games picked up on this type of magic-system, as secondary. Speaking strictly as a practioner, if the
I’m willing to extend credit to Darkurthe too. innovations in magic system of any of the five games
○ Forge: Out of Chaos: The player picks a charac- listed above had been dusted off and made the core
ter’s spells, but each one is heavily randomized of a powerful Premise (of whatever GNS category),
for many aspects, including points to cast it, the game would have been a triumph of role-playing
degree of side effects, distance, duration, and power and quite possibly extremely influential.
other things. One begins with an allotment PART FOUR:
of re-rolls for these aspects of the spells, and BUSINESS AND MARKETING
increasing the character’s level includes more It is killing, just killing, to contemplate the authors’
re-rolls, permitting the player either to add new naivete about the actual market and nature of RPGs
spells or refine the old ones as desired. as a business. Consider their status from the perspec-
○ Dawnfire: First of all, every character is a magic tive of the three-tier system of marketing. As fantasy
character in this setting, with Flow Points and games, they were competing with TSR. As “lines,”
access to a variety of magically-oriented abili- they were competing not only with TSR but also with
ties; “magic users” are simply those who have such aggressive line-developers as White Wolf, AEG,
optimized the same abilities that everyone has. and FASA (at the time). As lower-budget labors of
Second, the game includes the universally- love, they offer neither the coffee-table degree of glitz
accessible mechanic called bullshitting, which as single objects, nor the promise of multiple sequen-
is just about the neatest magical mechanic I’ve tial objects, that the bigger companies presented.
seen in print. To “bullshit” is to cast any spell in So economics is the second reason that these games
the book or that the player can make up, regard- break my heart: basically, they were and are doomed.
less of what is or isn’t written on the character’s The world of the 1990s was no longer a place in which
sheet. Anyone can try it, any time; having a a house-rules variant of D&D can take wings in the
certain skill makes it a little safer, but that skill marketplace and fly. They’re dead. The older ones’
is not necessary. websites are fading or absent, and the books are in
Dawnfire also deserves some special mention for its the half-off boxes. I very much fear that the more
encouragement to customize the magically-oriented recent ones will go the same way.
characters as desired, such that one character might
Why? Because they are not selling direct to end-users,
be a singing bard-type or whatever ... this is pretty
they are selling to the tiers. A limited presence in
standard, until I got to the suggestion regarding
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stores via “slush-fund” ordering is the best they can hope for, meaning no in-store sales or even recognition of
their presence. And even if they get to end-users, their aggressively retro mode of play and presentation cannot
compete with those games which defined that mode of play and command the loyalty of those who value it. In
terms of the tiers, these games are what define small press: imitative game design, low-budget presentation, and
minimal customer interest. To the retailer of the 1990s, such a game is not re-ordered, even if it sells.

PART FIVE: WHAT’S IT TO US? THIS IS WHAT


These are indie role-playing games. Their authors are part of the Forge community, in all the ways that matter.
They designed their games through enjoyment of actual play, and they published them through hopes of reaching
like-minded practitioners. It is not fair to dismiss the games as “sucky” - they deserve better than that, and no one
is going to give them fair play and critical attention unless we do it. Sure, I expect tons of groan-moments as some
permutation of an imitative system, or some overwhelming and unnecessary assumption, interferes with play.
But those nuggets of innovation, on the other hand, might penetrate our minds, via play, in a way that prompts
further insight.
Let’s play them. My personal picks are Dawnfire and Forge: Out of Chaos, but yours might be different. I say, grab a
Heartbreaker and play it, and write about it. Find the nuggets, practice some comparative criticism, think historically.
Get your heart broken with me.

THE SECOND ESSAY


MORE FANTASY HEARTBREAKERS, JANUARY 2003
One purpose of this essay is to clarify just what a Fan- Its publishing context is a bit more tricky. The way I
tasy Heartbreaker is, based on some confusions that see it, anyway, is that a Fantasy Heartbreaker delib-
arose from my previous essay of that title. In order erately recapitulates the origin of D&D as a game:
to judge a game a Heartbreaker, three things should a few guys, a good idea, a labor of love, and book
be considered: publishing context, rules design, and on the shelves, with the hope that gamers will like
imaginative content. All three matter, but I think the it. “Gary did it, and so can we.” In that sense, we’re
last one is most important. talking about indie-indie-indie, in Forge terms. One
element of this context is that most of these publish-
A Fantasy Heartbreaker’s basic, imaginative content is
ers are pretty naive about the three-tier distribution
“fantasy” using gaming, specifically D&D, as the inspi-

8
system, which (on the positive side) means they are
rational text. What’s D&D Fantasy? Well, it’s about
more interested in establishing the game as part of
seting up a character starting-point with a strong
ongoing hobby culture rather than simply making a
random component as well as a strong strategy com-
quick buck through hyping to distributors. The other
ponent, having encounters, surviving them (or not),
interesting ramification is that D20 material cannot,
and improving. What characters do is travel, team
by definition, be a Fantasy Heartbreaker - D20 per
up, bicker a bit, walk a tightrope between cooperat-
se and D&D3E in particular aren’t recapitulating the
ing and exploiting one another, suss out threats (risk
original TSR publishing model at all.
assessment is a big deal), and fight with unavoidable
or especially rewarding ones. Some giveaway details: Also, a historical factor is at work. Considering early
gotta have elves and dwarves, gotta have underground innovations as such when they were innovations, Arms
complexes, gotta have teams of adventurers, gotta have Law, Spell Law, and Claw Law were not Heartbreaker
array of tactical possibilites for combat (armor/weap- material, and neither was Melee/Wizard, or early
ons), gotta have similar array of spells, gotta ramp up Tunnels & Trolls. However, today, a game published
the range and scope of both arrays with “experience,” as an “original fantasy role-playing game” which
and gotta have a chock-full smorgasbord of threats. resembled one of these would probably be one. Part
of the definition includes ignorance of the existing
(I want to emphasize that terms like “Tolkien fantasy,”
diversity of game design.
“traditional fantasy,” and “high fantasy” are often
used to refer to D&D fantasy, all of which I think are Rules are also an issue, but it’s grayer than one might
highly inaccurate and obfuscating.) think. Some people have been confused about “house

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FantaSy heartbreakerS

rules from D&D “super-class” which


play” as a defining rememBer, all Fantasy heartBreakers have at only one player per
least One gOOd, pOssiBly Brilliant Feature
feature. As a general group may take,
observation, yes, a as an example of
Fantasy Heartbreaker very often has D&D-imitative the kind of free-associative logic that seems to have
or assumption-based rules, but the degree of “house underlaid this set of the rules.
rule” can be very extreme, and some Heartbreakers
As far as resolution systems are concerned, I’m not
do have home-grown, ground-up systems. Therefore
confident about the combat and spell systems, which
the game’s rules don’t necessarily have to be derived
(speaking prematurely) look wildly various to me. But
directly from D&D. However, when they’re not,
maybe I’m missing the point - if a randomized and
they mainly recapitulate immediately-post-D&D
freewheeling effect is the goal, and if a certain Ninja
developments as self-perceived innovations. Quite
Burger, who-knows-what-will-happen approach is
a few resemble early RuneQuest, early Rolemaster or
taken, then maybe it works great.
MERPS, and one or another feature of AD&D2, most
likely through parallelism and probably more rarely The GMing section is astounding. It gets the defi-
through imitation. nition of “theme” right on the first try, which is far
more than I can say for some of the most well-known
Some recent fantasy-adventure games that I do not
games and authors in the hobby. It includes extensive
consider Fantasy Heartbreakers include Arrowflight,
and applicable advice for running geographically-
The Riddle of Steel, Chain of Being, and Donjon.
separated characters at the same time and for cutting
scenes, and it nails the Lumpley Principle on the
THE LATEST ROUND
nose. If this section were presented as a PDF for sale,
I ran across three games in the last few months that
I’d buy it in a shot. It’s well worth the price of the
would have gone straight into the pool with the
whole game.
other games I listed in my first essay. I hope everyone
understands that the following material isn’t a set of Undiscovered, from Eilfin Publishing, is quite different
reviews, but reviews, but merely textual comparisons. - instead of a flurry of ideas all mixed together, it’s a
I can’t speak to these games’ actual playability, coher- carefully-organized manual. Its GMing section is just
ence, or other features except by inference. about the most extreme opposite of Demon’s Lair’s, stat-
ing the Impossible Thing Before Breakfast as clearly
They have all the basic game design components as
as it can be stated. It’s also pretty sedate in its options,
any Heartbreaker: randomly generated attributes,
based mainly on elf/dwarf fantasy races, although I do
lots of derived attributes, and a very heavy race
like the angel race and the Dusters (weresnakes).
emphasis. Most of the space of the book is devoted to
character creation options, especially if you include Unlike most Heartbreakers, Undiscovered is based on
spell lists in that category, and the rest being mainly a unified system mechanic (d100), but the authors
lists of stuff to find, buy, or fight, and setting history. are a bit late in claiming the point-allocation method
They all have fairly standard magic systems, unlike for setting beginning skill-levels as an innovation.
most of the games described in the previous essay. The key element seems to be a certain amount of
choice on the player’s part regarding managing skill-
I’ll lay out some of their differences and unique
improvement: you have “ranks” of expertise and
qualities (remember, all Fantasy Heartbreakers have
“levels” within the ranks, and sometimes one has
at least one good, possibly brilliant feature) and muse
the choice between skipping up a rank and levelling
a bit more.
up within a rank. It reminds me of both Earthdawn
Demon’s Lair, from Lasalion Games, presents a high and the old High Fantasy, but neither of these games
wince-factor, both stylistically and in terms of con- offered as much flexibility on the player’s part.
tent. It reads like a hyperactive, uncritical Arduin
Overall, the game has a certain early-RuneQuest feel
Grimoire, peppered with empty character quotes and
in the sense of lots of personal “bzz!” magic flying
attempted giggles, even including some rules for
around everywhere, especially based on personal
whether a character suddenly has to take a piss in
worship. It also has an enjoyable Earthdawn feel in
the middle of combat. Character creation is diverse
that all the characters are pretty arty with lots of ston-
to the point of being scattered and bizarre, with one
ecarving, weaving, and similar.
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They also got hold of a Julie Bell painting for the OVERALL MUSINGS
cover clearly done specifically for the game; I’d like First, some observational details. The minotaur fetish
to know whatever story is behind that. is alive and well, especially as a bagful of subspecies;
I’m already raised the issue of the semi-undead race in
Deathstalkers, from Cutter’s Guild, is simultaneously
the forums (Druine, Dunnar, and Half-dead), so not
the most deconstructive and most preservative game
much can be added there; and
I’ve ever seen, relative to
I’m also wondering whether
the oldest-of-schools D&D
play, in detail after detail. Fantasy heartBreakers are dragon-people (Dawnfire,
always recOgnizaBle in terms OF Undiscovered, Deathstalkers)
It’s almost impossible to
summarize them: castings,
“ vOice”... i like this, actually. might be replacing the hither-
to-irreplaceable kitty-people.
ingredients, hit points, levels,
alignments, etc, are all hard-core D&D belt (Madison Fantasy Heartbreakers are always recognizable in
to Springfield) dungeon crawl. The game is the very terms of “voice” - if someone were to pick a random
essence of midwestern U.S. D&D style gaming and couple of paragraphs from, say, Undiscovered, Forge:
should probably be studied in detail by anyone inter- Out of Chaos, Demon’s Lair, and Dawnfire, I could
ested in the history of the hobby - it distils out nearly instantly see which game it came from. I like this,
every strategic element from the old-school texts and actually. I think it speaks well for the hobby in com-
places them into prominent, character-mortality- parison with the bevy of high-gloss attempts, in the
challenging center stage. mid-90s, to see who could present a game with prose
that imitates Vampire the closest.
Characters’ effectiveness/vulnerability ratio is the
key, and I suspect that character survival at the begin- Skill systems are tremendously various across
ning is largely a matter of GM-largesse. It’s hard to Fantasy Heartbreakers. Some of them, such as
understand why one would play at the lower levels; Deathstalkers’, are demonstrably tack-ons. This game
a character’s Sanity, at the very least, seems slated to already has a fairly sophisticated resolution system
drop radically. based strictly on attributes, and the skill system is
both redundant (given the well-defined character
The innovation lies in the combat system, which
classes) and insignificant, given that characters begin
is best described as taking what’s broken in D&D
skills in the under-10% range. Others, as in Fifth Cycle
combat and making that, itself, a strategic system.
and Undiscovered, are the core of the game. I think
Apparently successfully. Upon setting the order of
the existing range recapitulates the very same set of
attacks, they proceed from fastest to slowest, then

8
developments seen in 1977-1984.
back up the line from slowest to fastest. This sets up
a tug-of-war over who gets to be on the advantageous Now for more substantive issues.
side of a zero-sum now-or-later game, using Actions, As I mentioned in the first Heartbreakers essay, I’m
Aggression Points, Hit Points, and potential reaction generally impressed by the GNS coherence found in
to hits as resources for timing, especially in terms of these games. Even when the modes are jumbled a bit,
which variable is the limiting factor at what time. Play they’re almost always well-articulated and the game
would seem to be complex in terms of resources to designs often offer interesting solutions to D&D-
keep track of: in addition to the combat-specific ones, style incoherence. Of the new games discussed in
there’s also Sanity, Castings, and more. this essay, Deathstalkers and Undiscovered respectively
I’m pretty dubious about the origins of its setting. I’m represent textbook Gamism and Simulationism,
given to understand that a series of novels or perhaps and Demon’s Lair, although essentially incoherent in
computer games already exists called “Deathstalkers,” System terms, includes some of the best Narrativist
which like this game concerns big apocalyptic robots GMing advice I’ve ever seen.
in a kind of fantasy setting, so I’m a little nervous My biggest criticism concerns some thematic content.
about the IPs in question. Perhaps it’s either all I’m really starting to wonder about the god-lists and
worked out or no big deal, so if anyone knows, tell me. religion in general in Fantasy Heartbreakers. It’s a
unique phenomenon; I don’t think it’s possible to
imagine anything less like religion in any sense. It
includes a lot of highly-imitative or downright dumb
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names, direct correspondence with player-character energy, the driving “go,” and the GM’s role is to say,
options (as opposed to societies or organizations), “You just scrap, strive, and kill, and I’ll show ya, with
and lots of un-fun strictures. The best of the bunch this book, how it’s all a brilliant evocative fantasy.”
is Forge: Out of Chaos, probably (as I read it) because
It’s not Illusionism - there’s no illusion at all, just
this material was taken the least seriously and writ-
movement across the landscape and the willingness
ten for fun imaginative-background rather than as a
to fight as the baseline player things to do. At worst,
personal fantasy opus.
the players are apparently slathering kill-counters
What’s odd is that most Fantasy Heartbreakers take using simple alignment systems to set the bar for
great pride in their world-settings: maps, elaborate a given group (e.g. Deathstalkers); sometimes, they
histories, wars, borders, economies, cataclysms, are encouraged to give characters “personality” like
wilderness areas, and more. I’d think that religion, as “hates fish” or “likes fancy clothes”; and most of the
such a major feature of culture, would get a bit more time, they’re just absent from the text, “Player who?
intellectual consideration beyond “what must a cleric Character who?” (e.g. Undiscovered). The Explorative,
avoid doing in order to get his healing spells back” or imaginative pleasure experienced by a player - and
when a character gets a minor bonus. most importantly, communicated among players
- simply doesn’t factor into play at all, even in the
Another issue concerns the three-plateau assump-
more Simulationist Fantasy Heartbreakers, which are
tion regarding a character over time: a prolonged
universally centered on Setting.
“weeny” stage, a brief “pretty damn good” stage, and
an upwardly-spiralling “unstoppable” stage, straight I think this is a serious problem for fantasy role-play-
out of old-school D&D. When faced with a potential ing design. It’s very, very hard to break out of D&D
threat, the first thing to do is decide whether it’s out Fantasy assumptions for many people, and the first
of your league, and the second thing to do, if it’s in step, I think, is to generate the idea that protagonism
your league, is to identify its particular limiting factor (for any GNS mode) can mean more than energy and
relative to your own. Let’s check out this issue a bit ego. These are fine things, of course, but it strikes me
more carefully, though - I think it’s central to D&D that playing with them as the sole elements provided
fantasy that a character must start with a very high by the players is a recipe for Social Contract break-
risk of dying and very little ability to change the world down. Ultimately, this is why I decided on favoring
around him or her, and then increase in effectiveness, the content-based definition for the term Fantasy
scope, and ability to sustain damage, all on a positive Heartbreaker as a whole.
exponential fashion.
AN INTERESTING PROPOSAL
The concept seems to be that the player must serve his
Mike Holmes once suggested that “Everyone should
or her time as a schlub, greatly risking the character’s
write a Heartbreaker.” What does he mean?
existence, in order to enjoy the increased array and
benefits of the powers, ability, and effectiveness that Notice, he says, “write,” not “publish.” The benefit,
can only be accumulated through the reward-system. as far as I can tell, is as a form of personal therapy.
An enormous amount of the draw to play a particular People apparently have issues that arise from their
game seems to be based on explicitly laying out what play of D&D fantasy games, and from their grap-
the character might be able to do, later, if he or she pling with broken Social Contracts and mismatched
lives. I want to distinguish this paradigm very sharply GNS stuff. A lot of the time, game design seems to
from the baseline “character improves through time” be a form of coping with these issues. If I’m under-
found in most role-playing games. This is something standing Mike correctly, writing one’s own Fantasy
much, much more specific. Heartbreaker constitutes working through a phase
of development as a role-player - in some cases, it
All three of these issues lead to my big point for
might remove the need to design games further, in
the essay. The key assumption throughout all these
favor of settling down actually to enjoy play, and in
games is that if a gaming experience is to be intelli-
other cases, it might open the door to ground-up
gent (and all Fantasy Heartbreakers make this claim),
genuinely-innovative designs.
then the most players can be relied upon to provide
is kind of the “Id” of play - strategizing, killing, and I’m not a good case study for this, for a variety of
conniving throughout the session. They are the raw reasons, but let’s try it anyway. Let’s imagine: all right,

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I’m going to take D&D Fantasy as a just-plain-given, what you add. So, um, a salamander character’s Agil-
deliberately taking the naive assumption that every- ity starts at 10, and you roll this 4d6, getting (perhaps)
one “just knows” what role-playing is, what “fantasy” an 11, divide and round to 6, so his or her Agility is 10
is, and what this hobby is all about, given only D&D- + 6 = 16. To colorize things up, I’d put in a randomized
based culture as the foundation. Also, I’ll work table for “motive,” all being fun and active like Fame,
straight from what I enjoyed about reading the text Profit, Virtue, Vengeance, and that sort of thing. I’d
and playing the game - working toward getting them stress that not one of them actually dictates behavior,
centrally into play, without questioning any assump- just sets up what you’re interested in increasing for
tions of why that stuff was in there, or considering the character. It’d be very lightly reinforced in the
where it came from before it was in there. reward system.
I’d come up with races based on three things: adding System? No problem! It’s compartmental: combat,
diversity to existing groups (two sorts of humans magic, other. For combat, just think “initiative sets
[Aztec-like vs. Nordic/barbarian-like]), keeping elvesorder, order sets who hits, hits set up taking damage,
and dwarves (because they’re “fantasy”), and taking a and protection deals with damage.” That’s classic
couple of monsters that I think are cool and making post-wargaming logic - injecting a particular brand of
them player-character options (specifically sala- Simulationism, mainly, into a primarily-Gamist con-
manders and big mean trolls, possibly half-human text of play, which I’m afraid lends plenty of room for
hybrids of trolls). Race will carry tons of content Social Contract disputes. Let’s see ... another notion is
about attitudes, family structure, and so on, such that
that I want the setting to be pretty hot, environmen-
the salamanders get to be misunderstood and exotic tally, which will cut down on the heavy armor. Oh
and the half-trolls get to be unapologetic butt-kickers.
yes, armor - does it cut down on the chance to hit, or
does it provide protection when
I’d come up with classes,
you’re hit? I’ll also have lots and
which can mean lots of
things - perhaps I’ll take the
“everyOne shOuld write a lots of neat missile weapons, to
heartBreaker.”- mike hOlmes provide a slightly different feel
“innovation” of not having
or tension to combat.
formalized classes and stick-
ing with “professions,” using internal constraints like Magic then becomes a secondary system of some
race limitations and attribute minima that result in kind, probably based on profession in terms of avail-
unstated classes. Each profession has a few skills, able spells. Its effectiveness, to my tastes, would be a
and then each character also gets to pick some skills function of a character’s “magic” score rather than set

8 ad-lib. I’ll keep the skill list pretty short - it’s a menu
for adventuring advantages, not an exhaustive list of
a character’s repertoire of personal skills.
by the spell-listing itself, which is to say, any spell may
be cast “lightly” or “hard” depending on the magic-
oomph put into it. I like the idea as well that difference
races use different rituals for the same spells.
And I’d probably set up some kind of metaphysical
“oomph” that a character might have more or less [I’m being a little vicious regarding combat and magic
of, along the lines of Dawnfire’s Flow. Cool - we’d design; obviously, a number of Fantasy Heartbreakers
have randomly-based attributes, basically Strength, struggle much harder to be more unified and/or coher-
Toughness, Agility, Intelligence, and Perception, and ent in their resolution systems, especially Undiscovered,
use those to come up with derived stuff for combat, Fifth Cycle, Forge: Out of Chaos, and Legendary Lives.]
magic, and “other.”
Setting? No problem. Have map with evocative
Let’s see, for the starting attributes, I like the idea of names, have history including two cataclysms,
the race setting a baseline value and then adding a have off-the-cuff list of gods corresponding to one
small roll onto that, as in Legendary Lives, and I like metagame-tweak apiece, have monsters, have two or
the idea of the roll using multiple dice, for a strong three more “races” that players can’t play - will travel.
bell curve, but covering a small spread. I know. The This is the kind of stuff I used to fill whole notebooks
race sets a value of 0, 5, or 10, to start for each Attri- with instead of doing homework.
bute. You add on the result of a 4d6 roll, but before
For “experience” (i.e. character improvement),
adding, you divide the result by 2 to get a value of
weapons and armor, damage mechanics, and much
2-12, heavily weighted toward the middle (7), which is
more, I’m in pretty good shape - present point-value
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rewards for creatures killed or puzzles solved, and So consider people who entered the hobby in this
then set up a point-scheme to spend them. But spend context, over the last ten years ... Can we expect, in the
them on what? Levels or no levels? I think that I’ll next few years, Vampire Heartbreakers? Do we already
be “innovative” again and jettison levels (be sure to have them, in the form of Immortal and The Chosen?
put that on the back of the book and into the intro-
duction). Therefore character improvement will be a WHAT TO DO, WHAT TO DO
matter of improving skills, attributes, and secondary Fantasy Heartbreakers are an ongoing, irrepressible
attributes, as well as maybe changing profession for feature of the hobby, arriving thick and fast. I antici-
lots of points. But the word “level” has to be retained pate coming upon plenty more at GenCon this year.
in some way. I’ll have to think about that. Maybe it’ll Ultimately, although I admire their authors’ pluck
be a hit-point thing, so that certain plateaus of points (and I’ll defend to the death their right to publish),
earned (not spent) result in higher hit points and these games are essentially doomed, economically
higher magic scores. speaking, for the reasons I listed in my first Heart-
breakers essay.
Is this a valuable exercise? Surprisingly, I’m enjoying
myself. I’m pretty tempted to start a notebook for this But I’d like to get a little more abstract about that. Even
game, to be titled whatever the setting ends up being aside from industry and promotion considerations, I
called. It would mainly concern the ongoing war and think these games are doomed through a conceptual
interactions among the lava-living salamanders and tautology: you can’t do D&D fantasy, regardless of
humans, with lots of intermediate contact and societ- how streamlined or “more logical” your rules are,
ies among the two. Obviously ruins of both human without being directly measured by the defining fea-
habitations and salamander communities would be ture, which is to say, D&D itself. In other words, the
the dungeons. game design is trapped - the less like D&D it becomes
in function and content, the further it moves from its
But maybe the exercise is only valid for some people,
goals, to “fix D&D.” And the more it stays with its
and perhaps it’s a generational issue. My own first
goals, the more D&D compares favorably with it.
role-playing game experience was indeed old-school
D&D. In terms of us folks, yes, I think Mike’s point It’s agonizing to see and, despite my best intentions,
is valid. But ... what about those role-players who these games are not easy to get people to play for
were born into an entirely different set of starting purposes of review and promotion.
assumptions? Nowadays, a lot of folks’ first game was So what to do with them? If anything? I’d like to
probably Vampire. develop some kind of tracking or ongoing analysis of
Let’s also consider that a form of D&D has recently Fantasy Heartbreakers which permits people arriving
become available that is far more mechanically satis- at the Forge to get a solid, well-articulated introduc-
fying, if perhaps less intriguing, than the original(s), tion to them, as a preventative measure if possible.
and thus less likely to instil its users with any number Suggestions toward that goal or constructive alterna-
of frustration-issues. And as well, that if setting for its tives are definitely welcome.
own sake is one’s primary creative drive, then D20’s And I haven’t even begun my discussion of their
your huckleberry. science fiction equivalents based mainly on Star
Frontiers and Traveller.

A LOOK BACK
AH GEEZ, DID I SAY THAT?
That “what if I did it” example in the second essay is bad. Not only is it not kind of lame on its face, it’s terrible
dishonest crap given that Gray Magick was sitting forgotten in a manila folder the whole time. Just red-sharpie
that right out and replace it with the majority of this book.
I completely missed the boat about Legendary Lives, which I realized upon playing it a few times. It does belong
in the essay, but for all the good reasons and none of the design criticisms I wrongly attributed to it. Thinking
about that also leads me to reconsider my phrasing about the bit of genius stuck in the mire, which has become
rephrased and over-repeated as the “nugget in shit,” far more insulting than what I’d written. I did not characterize

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the games as either unplayable or necessarily poorly cation of Advanced Dungeons & Dragons 2nd edition, the
designed; like an assortment of RPGs grouped in any age of what I like to call TSR Orthodoxy. Now D&D
category they’re all over the map for that. fantasy was a whole new thing, composed of series
of novels based on games and game lines integrated
ONCE MORE WITH FEELING with novels. Game distribution was a new game of its
own, requiring a specific physical format, commercial
“d&d Fantasy”
value, and production schedule, completely different
There are actually two, neither of which has much from the basement-published, stapled-pamphlet
to do with the rules and play of Dungeons & Drag- games we’d actually bought, played, and found
ons. They have a lot more to do with the publication inspiring. Significantly, publishing RPGs lost its ties
details of TSR’s history. to the original festive, underground unconstructed
context of play.
In the first essay, I talk about vintage Numero Uno,
which is an amorphous thing, not tied to a single text, That’s where the later Heartbreaker titles in the essay
including: come from, considerably spiffier in their production
value and art direction, but still even more out of
○ The first supplements for Dungeons & Dragons
water, like sincere new-generation immigrants from
published from 1974 through 1976, but not the
the home planet naively setting up their cottages in a
core game, which was unavailable until it was
dystopian landscape.
reprinted in 1978
○ Dungeons & Dragons published in 1977, written what dOes it mean exactly?
mainly by J. Eric Holmes, reprinted through “Fantasy heartbreaker” is not a pejorative, and I don’t
1979 think any honest reading of the essays implies it.
○ The D, G, and S series of adventures modules There’s been an internet Telephone game, discon-
published in 1977 and 1978, mostly derived from nected with the essays themselves, with one of the
tournament play steps being “it must be an insult” and from there,
○ A wide range of articles published in the first people either start using it as an insult or proudly
years of The Dragon call their work heartbreakers in defiance of some
perceived animus against D&D that someone else is
○ Advanced Dungeons & Dragons: Monster Manual
supposed to have. There’s a game now too, Fantasy
1977, Player’s Handbook 1978, Dungeon Master’s
Heartbreaker (William Bargo, 2009).
Guide 1979

8 ○ Arguably, non-TSR products such as Judges The heartbreak is a conjoined twin of content and
Guild play aids and adventure settings, and The economics. For content, merely being derivative or
Arduin’s Grimoire imitative doesn’t make a game a heartbreaker; you
can’t simply tag game Z as a game-Y-heartbreaker
The play-culture of this period relied on personal,
because game Y influenced it. The content issue is
incomplete collections of the above titles and other
subtler than that, it’s the “doing it but not it,” “fixing
early role-playing games, local oral tradition, and
it but so perfectly it” concept, a doomed endeavor but
tournaments. As a member of this generation and
not without its charm and taken by itself, not a bad
play-experience, I quickly empathize with the
thing at all.
authors of the earlier heartbreakers. I estimate 1982
as the last year that a pure grassroots, me-too fantasy As a side point, that’s why most of the games tagged
role-playing game could be published with any hope formally or informally as Old School Renaissance are
of hobby attention or financial return, but none of not and cannot be fantasy heartbreakers; they have
us knew that. Games like Fifth Cycle and Darkurthe a different relationship with the inspirational mate-
were published perfectly good faith based on real rial, using one or another form of D&D as a creative
experience, but by their appearance in 1990-91, their constraint for some startling innovations.
authors had missed the winds of change which had
For the economics, during the phases I described
begun blowing in about 1982.
above, the small-press fantasy-game publisher was
Those winds reached a howling crescendo in 1986, simply fucked. You would not believe the incredible
and became the New Normal in 1989, with the publi- expense of printing a book during the 1990s, the

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insulting miniscule profit margin through the three-tier distribution system, the crowding-out of shelf space
by companies like TSR and FASA, the impossibility of paying for promotion and convention presence through
sales, and the impracticality of the internet. The game could have been God’s own fantasy role-playing system, the
funnest and most inspiring thing ever, and it’d still be chewed up and spat out by the market-fixing of the time.
Sure, the term is critical – but these games’ authors didn’t screw it up, they got screwed over. I can’t say it enough:
my essays are about the Heart, not the Breaking. (Nathan Paoletta came up with that line, credit where it’s due.)
tOday’s danger
For a bit there, I’d thought the phenomenon had met its end, given digital print and print-on-demand. At least
now if your content qualified, then you weren’t going to watch double-digit thousands of dollars vanish into the
ether for it. However, crowdfunding has brought heartbreaking design + publishing back with a vengeance, with
its sunk-cost investment masquerading as a windfall, and its admirable but also treacherous “wish for it and make
it happen” message.
No one was happier than I to see the three-tier distribution system die its well-deserved, gooey death, and so
much about crowdfunding is so wonderful, but sure enough, heartbreakers are back, and I love them with great
agony still.

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Illus. Adam Schmidt
Chapter 9h eartbreaker redeMptiOn
THE FOUND OBJECT
It was an old iron spear-point, sound enough in its brief use, but long left shelved, half-forgotten, never completed
or fitted to a haft.
I was baffled and a bit shame-faced when I found the Gray Magick manuscript sitting among my old papers, years
after posting the second Heartbreakers essay. The level of denial is ridiculous. I’d even criticized others for saying,
“No one would be interested in that,” about their older work, or for failing to mention it in ten years of intensive
on-line discussions of such things, and here I was blatantly blocking my own out.

Yet there it is, a perfect example that surely would Charu’s Brawn 6 and the +1 bonus for his axe
have sat on the store shelves with Darkurthe and Peli- gives a BQ total of 19 points.
car if I’d had the means. I hadn’t thought about it for
The Baron’s armor stops 10 points, for 9 remaining.
about a decade before writing the essays, and maybe
4 come off the Baron’s Brawn, reducing it to 1. 5 come
it never registered due to lacking elves and dwarves off the Baron’s Quickness, reducing it to 1 as well. He
and gods, but still! It positively shouts out its relevant is very nearly out on his feet. Given a strong advan-
qualities: tage in the rolls, Charu’s nearly total emphasis on
○ The conceit of “doing fantasy right” attack has paid off.

○ The deep distrust of anyone who’s not a GM, Let’s try that again with the opposite rolls, with the
with its portrait of players without agency Baron rolling 10 and Charu 5.
○ The Baron’s offense = 15 vs. Charu’s defense = 7,
○ The fascination with a complex choice/rolls
hitting with a difference of 8 points. Adding the
relationship in character creation
Baron’s Brawn 5 gives a BQ total of 13.
○ The utter failure of the reward system
○ Charu’s offense = 17 vs. the Baron’s defense =
All of which were embedded with a lot of things to 15, hitting with a difference of 2 points. Adding
appreciate. Like the two games I just mentioned, it Charu’s Brawn 6 and +1 bonus for his axe gives
glows with authenticity and the underpinning of real a BQ total of 9 points.
play. Its resolution mechanic is not too shabby, using
trade-off notions inspired by Magic: the Gathering, Charu’s armor stops 7 points, and his off-hand
axe stops 1d6 more, in this case 2, so he takes 4 BQ
paralleling Greg Porter’s Epiphany, and prefiguring
damage. 2 come off his Brawn, reducing it to 4. 2
Jake Norwood’s The Riddle of Steel. I do quite like that
come off his Quickness, reducing it to 6. The Baron’s
magic: consequential, showy, and a little nuts. The armor stops 10 points, exceeding the BQ of 9, so he
pumping mechanic prefigures similar rules in Forge: takes no damage. Given a strong advantage in the
Out of Chaos. rolls, the Baron’s balanced tactic has whittled away
By the way, I borked the combat example; here’s how some of Charu’s starting quantitative edge.
it was supposed to read: OVER AND OVER IN MY HANDS
I cleaned it up for fun, fixing the fight example, get-
Each allocates bonuses, from a base of +Q for both
ting rid of the Tarzan talk for the spell descriptions,
offense and defense. The Baron starts even with +5
and little things like that. I’d seen the timing for spells
for both, but Charu is more bloodthirsty and allo-
cates +12 offense and +2 defense. Each rolls 2d6; the during combat work well during playtesting but had
Baron’s total is 5 and Charu’s is 10 (!). never managed to get the instructions for it right
○ The Baron’s offense = 10 vs. Charu’s defense = in the text. I knew that the unarmed combat rules
12; Charu doesn’t even need his off-hand axe to weren’t sound. I went through the pages and marked
block. such stuff, and found myself intrigued enough to
spring it onto some friends.
○ Charu’s offense = 22 vs. the Baron’s defense =
10, hitting with a difference of 12 points. Adding
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Playtesting immediately showed that the culture ○ I reduced two-track accounting for both Brawn
and genre were opaque. The Priest profession meant and Quickness, a little anyway.
almost literally nothing, so players shoveled whatever ○ I got rid of Melee’s legacy of Quickness penalties
assumptions or tropes they wanted into it, and the for armor and re-evaluated certain other The
Noble trait was not only equally empty, but punched Fantasy Trip homage in weapon types.
a hole into every playtest because it was mechanically
○ I restored the ability to deal out damage for a
attractive. Both illustrated that no real notion of the
badly-wounded character.
fictional society existed, and more generally, there
was no context for the characters, no situations at all. ○ The opposed vs. unopposed text is pure crust.
Apparently various colorful people would just “have” ○ I found that everyone preferred choosing the
adventures. Tally results rather than rolling, me included.

It’d be one thing if I knew exactly how to do it but ○ I added the advantage bonus for combat, with
merely omitted writing it down, but instead, “the superb playtesting results.
adventure” was a big void in my mind. Every play- I still wasn’t happy with the dice-rolling for attributes.
test, I had to put them into a half-finished adventure If you’re using only a single die, then the law of aver-
situation in order to play at all. But the setups had no ages isn’t working for you, so getting 1-3-2 when the
buy-in, and no connection to the choices people had other guy gets 6-6-5 isn’t merely an edge case but a
made in making their characters. That’s why every foregone conclusion. But I did like the two-trait idea
time we tried it, the characters “did the adventure” juxtaposed with rolling and didn’t want to lose it.
but went nowhere as interesting entities of their own. In my notes, I find the phrase “making two charac-
This void got emptier every time I looked at it, and ters and allowing use of one another’s characters is
I turned to refining minor procedures as they stood. probably OK, but definitely not elegant,” originally
written to dismiss that idea.

Illus. Adam Schmidt


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heartbreaker redeMptiOn

HEAT AND HAMMER the notes-in-a-backpack into a genuine project, and


Just as it’s not enough to insert new-ish dwarves and that’s why it’s featured in this chapter.
elves, it’s not enough merely to get rid of dwarves and
In the new playtests, players really liked oaths, and I
elves. If you’re making a new game, then you have to
finally figured out that magic should be considered
think about how it’s played. I started to redeem my
a subset of oaths, and decoupled the concepts of
heartbreaker’s content, thinking less like a masterful
wizard and scholar.
Game Master who would transform play into “story”
for an audience, and instead like a person putting it Probably because I was reading Apocalypse World a
to use. I had to see and feel not only what I’d written, lot and soon to play it, I kept obsessing over rules for
but what I’d written it for. sex – before, after, whatever – and it took me a while
to realize that there was no reason for them to be in
I reached back, thinking about my life at that time.
this game.
It sucked. I’d just earned my Master’s degree, but at
considerable personal sacrifice, I was at rock-bottom
TEMPERING THE METAL
poverty, I was completely politically isolated, had
Finally, the procedural tweaks and appropriate termi-
just been horribly sick for the first time in my life,
nology hit a plateau, and there was no denying that I
was out of shape, in a string of rotten relationship
had to think about how the setting related to play, and
hassles. I was full of frustration and aggression. I
how it contributed to who the player-characters were
lived in a rotten and hopeless world, I confused and
and what kind of situations they found themselves in.
hurt people around me with every move, the people
around me were generally shitty or wrapped up with Again, the key was faithfulness to my earlier self and
enough problems of their own, it seemed anything I his work – not in the details, but in emotional and
did drew down waves of backstabbing … I was tired technical goals. At this point, there was no question of
of being nice. Nice didn’t work. an Apocalypse World hack, or Burning Wheel, or what-
ever … none of that speaks to the original drive to try
Thinking about all these past things focused the
to find it, this thing, whatever it was, and while using
setting in my mind. It was time to make it not nice.
my up-to-date design skills on it, to honor it fully.
The pre-medieval, sort of Germanic idea started to
form, without direction, but clearer with each pass, In this re-reading, the faithfulness paid off. I spotted
condensing into a limited geography and cultural the two paragraphs that had been sitting in the origi-
context. I dialed up the harshness of the nal manuscript, waiting for me to notice:
magical war, racking up the abstract evil
represented by both sides, a subtle but
important shift, getting “death” removed
from Rbaja and “love” removed from
Amboriyon. It also meant that personal,
selfish evil becomes its own thing, without
magical justification, easily associated with
either side.
Turning the new harshness to game
mechanics, I realized the whole thing was
about Brawn. I standardized its starting
value and eliminated Toughness. In my notes I find Crystal fucking obvious (to borrow Vincent’s phrase)
the phrase, “Noble is an outcome, Brutal is a method,” that right here was what play was supposed to “get
from when I renamed the Traits. to,” so the group could settle in and “really” play now.
I even flashed on my original author satisfaction in
I commissioned some art which although never
writing those line all those years ago, as I just knew
developed into final resolution nor quite right for
that anyone reading them would get the message and
the setting as it was eventually refined (plate armor,
almost immediately bring the disparate characters
for example), deserves recognition for its power in
into the young king’s orbit, and that anyone playing
helping me think and playtest. I am very grateful to
would immediately swear onto this new Gray or Neu-
Adam for providing the concept art which boosted
tral moral and political aim. Right? Right!
177
CirCle OF handS

At least I didn’t have to come up with something new, the technology into the Iron Age Baltic, and centered
because it was sitting right there. Which also meant my mind on wrought iron and the thrown spear. It
that the whole problem of “what to be, what to do,” took a long time to get the religion in place, because I
had been solved already by Prince Valiant: abandon didn’t want either historical institutional Christianity
the whole notion of independent actors entirely, or something coded as exotic because it wasn’t Chris-
take it straight to Rolke and the circle of influence tian. I was mostly inspired by William W. McCorkle’s
or agents associated with the young king, and what Ritualizing the Disposal of the Deceased. It also turns
would I call this “circle,” let me think … out Europeans probably smoked pot all over the
place during the relevant time period – who knew?
The old notes about multiple characters had become
The explicit Germanic thing crept in strangely, as I
the solution. The mechanical Circle concept, trad-
kept thinking about Bavarian geography, then adapt-
ing off characters, solved all sorts of problems that
ing it to a coastline, but the look and feel were more
confused me because they were problems, like why I
Baltic, and it kept shifting that way until the names
couldn’t bring myself to include a dramatic advance-
list locked it down.
ment/improvement process, or why I didn’t want to
plot-armor characters against being killed. I hadn’t seen the Game of Thrones cable-TV adapta-
tion, nor had any idea that “dark ages” had become
Now I had a concept for play, a mechanical context
a thing. When I did find out I was sort of annoyed,
for character creation, a term, a visual image, and a
hunkered down to stick to this emergent vision, and
rock-and-roll song: all there in one quick mental snap.
redoubled the harshness. I had plenty to work with. I
Playtesting stopped being retro noodling and became was nowhere as neurotic as at that earlier time, but I
genuine design tests as well as promotion. The cul- was twenty years meaner and, regarding game design
tural stuff now became enjoyable research. I scaled and publishing, without fear.

Illus. Adam Schmidt


178
heartbreaker redeMptiOn

Circle of Hands is my eighth published game, but its AN INVITATION


process was entirely new to me. I couldn’t tell whether Do you have one of these? I know there are tons of
I was reading my younger self’s mind or he was read- them. One friend found his neatly stored in one of
ing mine. The game itself seemed to demand changes those dress-shirt cardboard boxes. A bunch are hand-
or lack of changes without explanation, the “why” written, which I suspect means they were covertly
only appearing when some other piece was invented scribbled under the pretense of taking notes in class
later. The whole process felt less like construction People are kind of weird about them sometimes.
and more like sculpture, especially the romantic There’s a guy I know whose aging opus sits in a thick
notion that the image lay already embedded in the three-ring binder on a shelf in his house, and he’s so
material. The changes never felt like additions, but wigged out about it, he can’t even look at it when he’s
like revelations of the thing’s emerging form. in that room; he lives his whole life specifically not
looking at that binder, and when his wife says, “Hey,
THE SPEAR
can we play that again?” he just twitches.
The solution to the heartbreaking factor in publish-
ing is easy: don’t stay closeted and don’t throw money If you have one, I say, play it now, with some people.
away, the same message that founded the Forge. In I bet more often than not, if it looks to you now like
this case, I did something a little extra with it, in enlist- an old shame, then there’s something to discover.
ing active playtests of the very early draft through Maybe not an explicit rule or “oh this is genius” bit,
the Kickstarter campaign. They contributed quite a but rather a drive, a desire to see play happen a certain
lot, and although I can’t know for sure, I suspect the way, or to be about something, or to revel in a specific
material needed a lot of external hitting with sticks, image, which can be rekindled. Maybe – and I think
more than I could do myself because it was such a this is also more likely than not – brought into open
strange process. I could design the hell out of it but I flame.
couldn’t critique it well. There’s a Heartbreaker Redemption webpage at the
I might have re-forged and re-shaped it, but they led Adept Press site. Upload some material from your old
the extensive, practical work to make it into an effec- manuscript like Paul did, with a scan or a partial tran-
tive weapon, something a person can hold and use. script, and I’ll link to it; you can see how some people
have done this already. Again, the only really good
THEY’RE ALL OVER THE PLACE starting point is to play it yourself, but I think it’ll be
I took my own advice about playing the games I’d fun to discuss it among others with their own things.
mentioned, and so did some other people includ-
ing Clinton Nixon (Legendary Lives) and Ed Healy
(Hahlmabrea). All of us felt an odd excitement in play-
ing them, and Clinton used the second essay as his
jump-start to write his knockout fantasy game, The
Shadow of Yesterday.
I learned of many unpublished equally heartbreak
projects, left mysteriously unmentioned by their
authors during a full decade of no-holds-barred
discussion and design-processing at the Forge. At
first that surprised me, and then after finding Gray
Magick it didn’t surprise me at all. When Paul Czege
posted his notes for his high-school game design, “In
a Dimension Syncopatic with Ours,” I decided there
was a whole universe of crazy play and design fun
to be discovered in all these leftovers, no matter how
much their authors claimed no one could possibly be
interested.

179
Illus. Adam Schmidt
glOSSary OF terMS
3:00: the arbitrary "go" position on the circular clock- Details: striking components of a character's appear-
style diagram used to organize actions during a ance, including the Feature and Demeanor.
complicated situation, especially combat. Eidolon: the greater type of Amboriyon creature,
Advantage: the extra die granted to one participant in including the guide, lammasu, and silver dragon.
a Clash based on prior events. Enchantment: casting a spell into a more permanent
Amboriyon: the metaphysical condition and location condition, with the exception of Store and Sacrifice;
characterized by white magic; one of the two sides of enchantment requires ritual casting and the irrecov-
the magical war. erable loss of Brawn. Enchanted items remaining in
Ascension: altering the status of an unnamed person an area for some time leave Stains upon the people
or ordinary animal to that of a named person or beast, there.
respectiv ely, during play. An ascended individual Engagement: the condition in combat in which an
gains mechanical agency based on attribute values. opponent's presence prevents free movement.
Attribute: a score which affects dice roll effectiveness Famberge: the northern coastal and corresponding
and current health or other status, including Brawn, inland regions of the Crescent Land. "Where people
Quickness, Wits, and Charm. fight to live."
Avatar: the lesser type of Amboriyon creature, includ- Fantasy Heartbreaker: a game with certain economic
ing the unicorn, pegasus, and valkyrie. and creative properties which are admirable in their
Backdrop: the general geography, populace, culture, enthusiasm and creativity but self-defeating in the
and magical history of the Crescent Land. context of the hobby.

Beast: an animal with individual agency in a venture, Francisca: a slightly-curved, smaller axe well-suited
mechanically equivalent to a named person. for throwing, characteristic of Tamaryon.

The Circle: the organization formed by individuals Gambeson: the tunic-like undergarment necessary for
committed to the young king in Rolke. wearing mail; it may also serve as armor by itself.

Circle knight: an individual belonging to the Circle Gift: an ability of either Amboriyon or Rbaja perma-
who dedicates his or her life to the proactive, forceful nently gained through accumulating Color points.
defiance of the magical war; Circle knights uniquely Group: approximately three or more opponents acting
employ both white and black magic. in concert per Circle knight, subject to local condi-
Clash: a subset of combat resolution employed when tions. A group's actions are not resolved mechanically
an attack provides opportunity for counterattack. and cannot be opposed by ordinary resolution.

Color point: units of either Amboriyon or Rbaja gained Heartbreaker Redemption: the redesign of one's earlier
through oaths and spellcasting, recorded on the char- game which honors its driving enthusiasm and aes-
acter sheet; accumulated Color points result in Gifts. thetic features. Circle of Hands is such a resdesign of
my unpublished game Gray Magick. Also, my invita-
Commitment: the moment during the resolution of a tion and support for others' similar projects.
Clash in which the participants allocate their efforts

9
Intent: the description of a character's motions toward
G
to offense and defense (the Split).
his or her next action, made at the end of his or her
Damage: calculated as (i) the attack roll result less 12; turn; it is not binding and may be contradicted by the
(ii) in a clash, the difference between offensive and action made on the next turn.
defensive roll results; in each case, less the value of
armor protection. Divided evenly between Brawn Key Event: the circumstances under which a person
and Quickness, with an odd remainder going to decided to become a Circle knight.
Quickness. Mark: a bodily alteration of either Amboriyon or Rbaja
Demon: a type of Rbaja creature, including the imp, potentially resulting from gaining a Gift; imposes
doll, splotch, nzagg, eye, nightmare, angel, yoggoth, vulnerability to the effects of the corresponding zone.
and dancer.

214
Glossary

Mishap: a broken weapon or similar event; occurs Situation: the location of a venture, including its
when all the dice rolled during a combat situation immediate geography, inhabitants, recent events,
turn up the same values. No mishap occurs when social circumstances, and cultural details in force;
only a single die is rolled. also, the Circle knights in the venture and their cur-
Monster: a non-magical semi-human or especially rent status in mechanical terms.
human-affecting creature, including the manticore, Social rank: the defining variable for lifestyle and
wyrm, ogre, pode, wracker, spider-hag, the golden, community expectations in the Crescent Land;
and mansnake. includes peasant, freeman, professional, and gentry.
Named: the game status of agency, identity, and Social rank sets the baseline for a person's range of
mechanical resolution. perception.

Oath: a magical statement committed to a goal, made Spangenhelm: a helm constructed of several carbu-
using either Rbaja or Amboriyon. An oath does not rized steel struts holding plates of wrought iron.
cost Brawn nor impose Color points when it is made, Spell: a formally-defined magical effect, costing a
but it accrues Color points in use. specific amount of Brawn and incurring a specific
Oppositional spells: spells whose target is another spell number and type of Color points. A spell's descrip-
or which affect the costs and conditions of further tion specifies target, duration, requirement for ritual,
spellcasting, including Reflect, Absorb, Warp, Stop, effect, and other details.
Sink and several others with more specific targets. Split: the distribution of the Quickness additions to
Profession: the skill-set and primary medium of inter- offense and defense during a Clash; the default is
action among individuals; profession defines and +Quickness to both, but the values may be redistrib-
limits a person's skill-set and refines his or her range uted between offense and defense as desired at the
of perception based on social rank. Commitment moment.

Pumping: adding more Brawn to increase the power Spurr: the southern coastal region of the Crescent
of a spell, usually in conditions of opposing magic. Land; also, the primary port town in this region.
Brawn may also be pumped to move a character to "Where treachery is trust."
3:00 in the order of action. Stain: the effect of an enchanted item's prolonged
Rbaja: the metaphysical condition and location char- presence upon the people of a community.
acterized by white magic; one of the two sides of the Tamaryon: the central and southern inland region of
magical war. the Crescent Land, west of the coastal mountains and
Ritual: a requirement for casting certain spells, Spurr. "Where people have broad backs."
extending casting time into hour units; more than Trait: a defining, mechanically consequential compo-
one spell may be combined into a ritual, using the nent of character personality, including Brave, Brutal,
casting time for the longest. Ambitious, Cunning, and Romantic. A Circle knight
Rolke: the coastal mountain range and corresponding has two Traits.
shore of the Crescent Land. Undead: one type of Rbaja creature, including the
Roll vs. 12: The standard resolution roll, using 2d6 by draugr, haunt, ghoul, and lich.
default, adding the value of a single relevant Attri- Venture: the fictional situation and the scenes within
bute; a final result of 12 or better indicates success. it, operating as a full unit of play.
The standard penalty reduces the roll to a single die. Wizard: a metaphysical status in which a person gains
Scenes: the smaller units of play in which fictional magical senses and can cast all the spells associated
actions, events, and consequences occur. Spells may with either Rbaja or Amboriyon. Circle knights who
not be cast outside of scenes. Brawn spent for spell- are wizards can cast all the spells of both Rbaja and
casting or to change the order of action is recovered Amboriyon.
at the beginning of a new scene. Wraith: the form in which a killed Circle knight con-
Scrum: a multi-person combat situation in which tinues to participate in the venture.
considered, targeted attacks are not possible. Zone: an area strongly affected by either Amboriyon
or Rbaja.

215
CIRCLE OF HANDS CIRCLE KNIGHT CIRCLE OF HANDS CIRCLE KNIGHT

NAME HOMELAND SEX BRAWN QUICKNESS WITS CHARM


TRAITS PROFESSIONS BRAWN QUICKNESS WITS CHARM
❍ Brave (+2 Quickness) ❍ Artisan (specific) ❍ Merchant
❍ Cunning (+2 Wits) ❍ Entertainer (low)* ❍ Outdoorsman ARMING
❍ Romantic (+2 Charm) ❍ Entertainer (high)* ❍ Priest Note which ❍ Knife ❍ Sling ❍ Spear ❍ Round Shield (4)
❍ Ambitious (+1 Quickness +1 Wits) ❍ Fisherman ❍ Sailor weapons and ❍ Hatchet ❍ Bow ❍ Sword ❍ Kite Shield (4)
❍ Brutal (+1 Brawn +1 Charm) ❍ Farmer ❍ Scholar a r m o r yo u ❍ Club ❍ Hand Axe ❍ Francisca ❍ Cone Helmet (2)
have with you
❍ Martial (low)* ❍ Wi z a rd ( mu s t right now. ❍ Staff ❍ Crossbow ❍ Great Axe ❍ Spangenhelm (3)
❍ Martial (high)* have at least one ❍ Chained Mace ❍ Gambeson (3)
other profession) COMMITMENT
FEATURE *Can be either low or high ❍ Mail (6)
❍ Tattooing During a clash, you have double your Number is Protection value
current Quickness to split between
❍ Slender build DEMEANOR SOCIAL RANK attack and defense. Use this space to TOTAL PROTECTION
❍ Mismatched eyes ❍ Shy ❍ Peasant (If Farmer, Fisher- note your split values.
❍ Distinctive work-related injury ❍ Friendly man or Entertainer (low)) CURRENT BRAWN
ATTACK DEFENSE
❍ One piece of bright clothing ❍ Blunt ❍ Freeman (If Outdoorsman,
Sailor, Martial (low) or CURRENT QUICKNESS
❍ Metal ornament ❍ Formal
Priest)
❍ Blaze ❍ Fierce
❍ Professional (If Scholar,
❍ Emblem ❍ Stoic Artisan, Merchant or
❍ Facial scar ❍ Serene Entertainer (high))
❍ Well-groomed ❍ Gentry (If Martial (high))

ARMING SPELLS OATHS


✓ ✓ Wizards have every spell. Non-Wizards have You can swear one Oath per venture, to either
Mark which ❍ Knife ❍ Sling ❍ Spear ❍ Round Shield
spell points equal to Wits, split between Rbaja or Amboriyon. When you act to fulfill
weapons and ❍ Hatchet ❍ Bow ❍ Sword ✓
❍ Kite Shield Amboriyon and Rbaja. Note those spells here. your Oath, roll an extra 1d6, and gain color
a r m o r yo u ✓
know how to
❍ Club ❍ Hand Axe ❍ Francisca ❍ Cone Helmet points equal to that dies value in addition to
❍ Staff ❍ Crossbow ❍ Great Axe ❍ Spangenhelm the results of your action.
use (by Social
Rank). ❍ Whip ❍ Chained Mace ✓
❍ Gambeson “I WILL ____________________________________

❍ Mail _____________________________________________
KEY EVENT
_____________________________________________
_____________________________________________
_____________________________________________
Casting spells costs Brawn equal to their ____________________________________________ ”
point value.
GIFTS MARKS Every time you cast a spell, you gain points on the chart below, filling in from the
appropriate end towards the middle (dark circles for Rbaja, open circle for Amboriyon).
If you have 9 points of all one color, gain a Gift and check for a Mark of that color.

Rbaja Amboriyon
THE CIRCLE HOLDS...
HOLDING ONE ANOTHER DEAR,
FOLK OF IRON, OUR WILL
IS MORE THAN OUR OWN FLESH AND BONE.
is a stark, mud-and-dung Iron Age TO YOUR SPEARS, BROTHERS AND SISTERS!
fantasy role-playing game about
the Crescent Land, caught between
DARKNESS AND LIGHT BOTH BLIND US
IN THEIR WAR OVER OUR WORLD.
the blinding purity of Amboriyon's
cloud citadels with their deadly
smiling envoys and the stained HOLD!
wastes of Rbaja with their stinking WE DIE AND WIN IN THE STRUGGLE
pestholes of undead. AGAINST DARKNESS AND LIGHT.

The first comment on its promotion: "This needs a trigger warning."

Circle of Hands began as Gray Magick, my classic fantasy heartbreaker, and is now all grown up
into bleeding, charred, smeared, and cruel perfection. That original 1990s manuscript is includ-
ed as this book’s final chapter.

Digital Edition

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