Download as pdf or txt
Download as pdf or txt
You are on page 1of 10

e

fil
Faith & Fear
e
pl
ALAN BAHR
m
Sa
e
fil
OSPREY GAMES
Bloomsbury Publishing Plc
Kemp House, Chawley Park, Cumnor Hill, Oxford OX2 9PH, UK
29 Earlsfort Terrace, Dublin 2, Ireland
1385 Broadway, 5th Floor, New York, NY 10018, USA
E-mail: info@ospreygames.co.uk
www.ospreygames.co.uk

OSPREY GAMES is a trademark of Osprey Publishing Ltd

First published in Great Britain in 2023


e
This electronic edition published in 2023 by Bloomsbury Publishing Plc
pl
© Northern Lights Foundry, LLC., 2023

Alan Bahr has asserted his rights under the Copyright, Designs and Patents Act, 1988, to be identified as
Author of this work.
m

All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any
means, electronic or mechanical, including photocopying, recording, or any information storage or retrieval
system, without prior permission in writing from the publishers.

A catalogue record for this book is available from the British Library.

ISBN: HB 9781472858412; eBook 9781472858443; ePDF 9781472858436; XML 9781472858429


Sa

Osprey Games supports the Woodland Trust, the UK’s leading woodland conservation charity.

To find out more about our authors and books visit www.ospreypublishing.com. Here you will find extracts,
author interviews, details of forthcoming events and the option to sign up for our newsletter.
CONTENTS
Foreword............................ 7 New Relics.........................45

e
Introduction................... 8 Cities and
Locations...........................51
Knightly Orders............ 11 Spy Networks.............................................51

fil
Order of the Holy Sepulchre......................12 Non-Player Characters...............................55
Knights Hospitaller....................................13 Encounters and Exploration.......................57
Order of Saint Lazarus...............................14
The Teutonic Knights.................................16 New Enemies...................... 61
New Qualities............................................61
Modes of Play................. 19 New Mobs.................................................62
e
Solo Play....................................................19
Campaign Play...........................................24
New Fearsome Foes....................................62

Adventures......................69
Faith and Fear................ 27
pl
Adventure 1: The Wolfcairn.......................69
Adventure 2: The Basilisk’s Den..................74
Strongholds Adventure 3: Last Stand.............................78
and Sieges.......................... 33 Adventure 4: Cursed Brothers....................82
Building a Stronghold................................33
m

Stronghold Actions.....................................35 Appendix.............................89


Stronghold Traits........................................37
Hirelings and Allies....................................40 Credits................................96
Sieges.........................................................41
Sa

3
Sa
m
pl
e
fil
e
Sa
m
pl
e
fil
e
Sa
m
pl
e
fil
e
FOREWORD
Replicated from the Heirs to Heresy core rulebook
Before we begin, there is an essential note from the Author we must cover. Over the last few
decades, hate groups have attempted to co-opt the iconography of the Poor Fellow Soldiers

e
of Christ and of the Temple of Solomon, commonly known as the Knights Templar, into
symbols of white supremacy, religious intolerance, persecution, and the basest of human
emotions: hate.

fil
We roundly reject these hate groups and their beliefs, and we refuse to allow the worst
elements of our society to co-opt our shared history, truth, or religion for their violent and
hateful cause. Hate and prejudice is never to be celebrated, only stamped out and destroyed.
If you wish to represent hatred at your table, this game, our communities, and our time are
not for you.
Secondly, this game deals with themes that draw from and impact real-world religion,
e
history, and cultures. Every attempt has been made to ensure we remain respectful to the
belief systems of those represented here, though the details are removed from the present
day by history in many ways.
pl
While history has a way of separating us and making us feel distant from those who lived
in times before us, many of the religions and faiths presented in this book still exist. In that
regard and to that end, we owe them respect, clarity, and honesty.
While reading this book, we hope that the reader will note that any element of religion
presented herein is interpreted through the narrative of the story this game is attempting to
m

tell, and is not an accurate representation, portrayal, or discussion regarding the details and
beliefs of those faiths.
Related to that, this game is a work of historical fantasy, where elements of magick,
religion, and history blend into something new. Nothing in this book should be taken as
historical fact; much of it is the product of years of imagination, lots of research (subsequently
Sa

mutilated by the author), and loads of wild conjecture and outright lies.
It bears repeating: The reader, players, and Grand Master should not assume that
anything presented in this game is accurate historical or religious fact, and one should
do their own research before drawing conclusions from this text. We have deliberately
presented falsehoods as historical fact for the sake of narrative, story, and theme.

7
INTRODUCTION
Heirs to Heresy: Faith & Fear was an exciting book to be asked to write. The experience of
writing Heirs to Heresy was one of the best experiences in my writing career in the game
industry to date. Heirs to Heresy is pure me, a near-essential distillation of how I view the art

e
of mechanics, game design, and roleplaying.
I am (and will forever remain) immensely proud of it.
Heirs to Heresy is deliberately designed as a toolkit game, one that creates a foundational

fil
mechanical framework to build further upon at your table. Faith & Fear is the natural
extension of that, a book that consists of more specific sub-sets, additional subsystems, and
new toolkits, ones that are perhaps not suited perfectly for the core experience in Heirs to
Heresy, but still valuable additions to the game.
We present new options, like different knightly orders to belong to (though Catholicism
is still a requirement), new enemies, new sub-systems and more.
e
I am very proud of what we’ve done here, and I hope you enjoy it.

Oh and…
pl
The design notes from the core book still apply to this book, the idea of this being a
historically inspired fantasy (rather than a strict recreation of historical accuracy), and the
previously reprinted foreword and the below reprinted A Word of Warning are essential
m

components to understanding what I’m trying to do here.


My goal is not to create a roleplaying game that is bound to historical precedent (that’d
be foolish, as I have dragons, fairies, and all sorts of non-historical mythology in the core
rulebook), but to create one that draws upon a fantasy inspired by history. Where history
informs, draws some broad strokes, and helps us color the details, but can fade away for the
Sa

fantastic, the exciting, and the dramatic (history has plenty of those elements as well, but
this game is focused on the unrealistic blending of them).
So happy gaming, and best of luck!
Alan Bahr, 2023

8
Introduction
A Word of Warning
History is complicated and full of shades of grey. There are no profoundly good heroes in
history, just flawed human beings undertaking the tasks of the day and age. Humanity is a
product of its environment, and replicating a flawed environment serves little purpose other
than to inject its problems and issues into our lives.
Flawed and incorrect historical viewpoints are something we’ve strived to move past
as a society, and a rigid adherence to perceived historical accuracy (which is frequently
incorrect regardless) is more often a hinderance then a benefit when playing games like this

e
one. This game uses history as a foundation for its stories, but it moves beyond historical
fact to forge something new by layering mysticism, fantasy, and modern ideals on top of it.
Replicating history is not the goal of this game, nor should it be your goal at the table (either

fil
as a player or Grand Master.)
To put it bluntly, sexism, racism, and other oppressive acts and behaviors were
commonplace throughout history, but they have no place at your table. Players and Grand
Masters may have varying levels of historical education and one should not be made to
feel bad if they don’t know some details others might. A dogmatic adherence to historical
accuracy only serves to create a divide that removes enjoyment, keeps others out of your
e
group, and ruins the hobby for everyone involved.
Gaming is a social activity for everyone, and your behavior should reflect that. Listen to
the others at your table, players and Grand Master alike. Communicate clearly, openly, and
pl
with intent to be the best community you can be (at your table and in the larger gaming
community). No one wants to leave game night with their friends feeling bad or not having
had fun, and it’s your responsibility to ensure you do your best to avoid having that happen
to someone.
m
Sa

9
10
Sa
m
pl
e
fil
e

You might also like