I watched Princess Arete and it got my brain going.
What's the right word for this genre? I hesitate to say "Ghibli-esque" because it's so overused as to almost be meaningless, even as (especially as) a marketing term. Fairytale fantasy? French vanilla fantasy?
It gave me the idea of a project, though. It's something like this setting by my friend Tom of the End of All Things / Houseless Hills blog.
Here is a taste. I might theorypost later, but maybe it's apparent from the design? This is longer than the core OSE class, but I also think it's more honest. It talks about the intended play in a way that I hope is enlightening.
Anyway, check it out.
Knight
Before the coming of the High King, the knights of the Stone Isles waged endless petty wars on their neighbors during the summer and autumn months.
Before the failing of the High King, all knights were commanded to seek the lost Runes of Rule and preserve the king's peace. Thus began the Great Quest of the Runes. With their martial puissance thus more-worthily invested, war in the Stone Isles all but stopped (except against the pernicious pirates), and the sea-roads became widely traversable by the common folk.
You were born to continue this quest by the strength of your arms and your iron.
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| By Oscar Westberg |
| Level | XP | Title | HD | To-hit | Faith | Wit | Grit | Quick | Counter-spell |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | Belted Knight | 8 hp | +1 | 12 | 13 | 14 | 15 | 16 |
| 2 | 2,000 | Knight Bachelor | 2d8 | +2 | 12 | 13 | 14 | 15 | 16 |
| 3 | 4,000 | Knight Errant | 3d8 | +3 | 12 | 13 | 14 | 15 | 16 |
| 4 | 8,000 | Knight Cavalier | 4d8 | +4 | 10 | 11 | 12 | 13 | 14 |
| 5 | 16,000 | Knight Companion | 5d8 | +5 | 10 | 11 | 12 | 13 | 14 |
| 6 | 32,000 | Knight Banneret | 6d8 | +6 | 10 | 11 | 12 | 13 | 14 |
| 7 | 64,000 | Knight Commander | 7d8 | +7 | 8 | 9 | 10 | 10 | 12 |
| 8 | 120,000 | Knight Lord | 8d8 | +8 | 8 | 9 | 10 | 10 | 12 |
| 9 | 240,000 | Baronet | 9d8 | +9 | 8 | 9 | 10 | 10 | 12 |
| 10 | 360,000 | Baron | 10d8 | +10 | 6 | 7 | 8 | 8 | 10 |
Adventures as a knight
Seek the runes
You are tasked with entering the ruins of the ancient sorceresses of Stone in search of the lost and broken Runes of Rule. While on this quest, seek items of wonderment for your liege lord, so your lands may be enriched.
It is said if all the Runes of Rule are reunited, the High King will return.
Claiming a rune. If you ever manage to claim (even a partial) Rune of Rule, you may establish your own petty kingdom, a king under the High King. You will no longer be a vassal to your lord, but their peer. You swear allegiance to the High King (may he return) in his Empty Throneroom, witnessed by the Keymaster of Serd.
Serve the realm
First and foremost, a knight must abide by the Oaths of Chivalry.
Serve loyally. Obey your liege lord in all matters. Pay the tributes of conquest and taxation dutifully.
Protect the weak. Defend the health and happiness of the king's subjects.
Keep the peace. Suffer none to break the king's peace. Dispatch pirates, thieves, and monsters.
Act honorably. Keep thy oaths. Fight manfully and without deceit. Give difference to sorceresses.
Those who uphold the Oaths of Chivalry are given the Rights of the Iron Law. (Each oath is conceptually bound to an associated right.)
Right of Iron. You may wear iron armor. You may carry a shield. This right is conferred exclusively to knights and clerics.
Right of the Blade. You may carry a sword as a symbol of your temporary authority. No one else in the Isles may. As part of the Right of the Blade, you may extend knighthood to those you deem worthy, raising a level 0 commoner to a level 1 knight.
Right of Judgment. You have de facto legal authority over the common folk. You may be called upon to sit in judgment, hear complaints, oversee criminal trials, and dispense justice.
- Anybody—especially commoners!—may complain to a local lord to complain about your behavior. The local lord can exercise the Right of Judgment over you.
Right of Challenge. You may demand a trial by combat to settle any matter of legality or honor. The Right of Challenge allows for a myriad variations: jousts, melee, to first blood, to yielding, to the death, etc.
Serve your lord
Most knights are born to nobility: the sons of a king or their vassal knights. However, any knight may make anyone they judge worthy into a knight. Knights raised from the common folk are called "hedge knights" (a quality, not a title). Though not noble born, they are peers with noble-born knights (in theory). Baseborn or noble, each knight serves a liege lord.
Find treasures for your lord. In your quest for the runes, you will find gold, plunder, and items of wonder—enchanted treasures made by the ancient Sorceresses of Stone. Everything you find is, by law, due your liege lord. Based on how much treasure you win for them, you will be granted different titles (see table, above).
Judicious lords give gifts back to their knights; both the treasures they find and other things from their treasury. Gifts are often doled out on St. Mickelmas's Day.
Note: The noble classes (knights and sorceresses) deal in gold as a way to pay commoners. For nobles, it is considered dishonorable to accept gold as payment. Commerce is conducted between nobles via gifts of enchanted items, land, or betrothals.
Claim a magic sword. The one treasure that your liege lord has no claim to is a magic sword. You may claim and hold any magic blade you find.
- Make a coat of arms. Knights who have found at least one magic sword have the right to create personal heraldry for themselves.
- Draw your sigil.
- When you accomplish great deeds, update your sigil to reflect these accomplishments.
- Give yourself a moniker, e.g., Knight of Thistles, the Mirror Knight, the Knight Ill-Made.
Knights who have not yet found a magic sword wear either a blank shield or use their liege lord's arms. They are called "crestfallen knights."
Before the adventure
Background
- Hedge knight. You are commonborn, but raised to knighthood by your liege lord when you saved him during a sea dragon's attack on his ship. You have a son who is 1d12 years old.
- Illegitimate. You are the liege lord's child, but your mother is not his lady consort. You were raised as a knight due to this unacknowledged parentage. You have a son who is 2d4 years old.
- Fostered. You are a second cousin to the family of your liege lord; your parents live on another isle. You served as a squire to your older cousins throughout your teenage years and have just been belted as a knight.
- Second born. Your liege lord is your father. You squired for your older brother, who is a stick-in-the-mud. Your days have been mostly carefree.
- Heir apparent. Your liege lord is your father. You squired for your older brother, who was beloved by everyone. He died, drowned in a storm at sea. You are suddenly thrust into the position of heir.
- First born. You are the first-born child of your father, the liege lord. You have been raised with the expectation that one day you will take over his position. It has weighed on you.
Bonds
If you are going through the Call to Adventure as a group during a session 0, roll or choose one bond to have with them based on their class.
If you are creating a new character to join an existing party, roll once per level on the 1d100 Backstory table instead.
Raised together (Knight)
You were raised in the yard together. You sat vigil, took the oaths, and were dubbed at the same time. Are you the better fighter, are they, or are you evenly matched? (You should both take this bond.) Gain the knack: Shield Wall - When fighting side-by-side with someone with this talent (within 5' of each other), you both gain +2 AC.
Your companion gains the Shield Wall knack, too.
Tourney rivals (Knight)
You first met this companion at the wrong end of the lance during your first tourney. You were evenly matched, but one of you won the joust by a single point. Who was it? You gain the skill: Riding and a random loyal steed.
Your companion gains +4 hp.
Stolen kiss (Sorceress)
You met this companion at a feast held in your liege lord's castle. At the end of the night, you stole a kiss from them. You gain +1 Charisma.
Ask them: How do they feel about you now?
If they want to court you, your companion gains +1 Charisma.
If they reject your advances, your companion gains +1 Wisdom.
Siblings (Sorceress)
This companion is your sibling. They inherited the mystic nature of the Sorceresses of Stone, and you inherited the bravery of your father. Who's older, you or her? You gain the skill: Ancient History.
Your companion gains proficiency in any martial weapon of their choice.
Tattletale (Cleric)
When you were younger, you skipped mass to nurse a hangover. This companion tattled on you and you were forced to muck out the stables. Have you forgiven them? You gain +1 Constitution.
Your companion gains +1 Wisdom.
Friend of the feast (Cleric)
When you were younger, you and this companion secretly tapped a cask of an elder friar's barleywine during a feast. You shared secrets while getting uproariously drunk. What did you tell each other? You gain +1 Constitution.
Your companion gains +1 Constitution.
Cast pirates back into the sea (Guilder)
When the pirates landed on your island, this companion raised the alarm and rushed with you to the shore to repel the invaders. Together, you threw them back into the sea. You gain +1 Strength.
Your companion gains +1 Wisdom.
Saved your life (Guilder)
Three years ago, both you and this companion campaigned with your lord against the Raiders of the White Land in the North. You were almost slain by one of these barbarians, but they rescued you—and took a grievous wound in the process. You owe this companion your life. You gain +1 Dexterity.
Your companion gains +4 hp.
Negotiator (Elf)
Three years ago, you squired during your lord's campaign against the Raiders of the White Land in the North. This companion rode under the banner of truce to negotiate the end of the war. Both you and the barbarians were impressed with their negotiations. You gain the skill: Diplomacy.
Your companion gains the skill: Diplomacy, as they instructed you in the craft.
Councilor (Elf)
When pirates landed on your island, you drew your first blood. Afterwards, it felt as if a ghost was following you. This companion gave you counsel that helped you and gave you a new perspective on the subject of war. You gain +1 Wisdom.
Your companion gains +1 Charisma.
Mentor (Dwarf)
This companion has long labored for your liege lord. You have sat by their forge fires and carefully watched the subtleties of the craft that they could not express in words. You gain the skill: Smithing.
Your companion gains +1 Intelligence.
Dentist (Dwarf)
When folk of the castle would complain of a sore tooth, your liege lord would call on this companion to come and yank the tooth out with a pair of tongs. You suffered this ministration at least once. You gain +1 Constitution.
Your companion gains the skill: Healing.
Chess player (Gnome)
When exploring the abandoned sections of the castle, you found an empty room with only a chess board and this companion, waiting patiently. You played many games together. They usually won, but taught you a lot. You gain +1 Intelligence.
Your companion gains +1 Intelligence.
Practical joker (Gnome)
You used to wake up with your clean small clothes knotted together, your fingernails painted ludicrous colors, and a grease-paint mustache painted on your teenage upper lip. You could never prove it, but you suspect this companion was behind all these enormities. You gain 10' of movement from constantly running into the empty corridor to look for the absent prankster.
Ask them: Were they the true culprit?
If they were the prankster, they gain +1 Dexterity.
If they weren't the prankster, they gain +1 Wisdom.
Gear
In addition to the equipment gained during your Call to Adventure, you begin the game with:
Armor. Roll 1d6.
1. Armor claimed from your first true battle against pirates:
gambeson, pirate's chain hauberk (1 round to remove in water), pirate's helm
2. Armor gifted your lord from raiders of the White Land as part of a truce:
raider's chain shirt, raider's masked helm, raider's round shield (repainted to colors of your choice)
3-4. Armor of your kingdom, once worn by the knight you squired for, fitted for you:
chain hauberk, chain coif, heavy shield*
5. Armor of your kingdom forged for you:
gambeson, plate cuirass, full helm*
6. Armor loaned to you by a mentor:
gambeson, tourney breastplate, tourney gorget, tourney helm, tourney crest & plume
Weapons. Roll 1d6 twice.
1. iron dagger
2. pirate's boarding axe
3. boar hunting spear
4. bronze warmaul
5. short sword*
6. lance*
* Results from your kingdom's set
Rumor
Your liege lord will tell you one true, actionable rumor regarding the location of an unclaimed magic sword. (This might be your party's first adventure.)
Between adventures
Build a tower
Knights may request a tract of land to develop from their lord. The total value of all treasure yielded to your lord may be used to build a castle, tower, or stronghold on this land. Draw it on a piece of grid paper: you're the master of this donjon.
References to help:
- Rules Sketch: Strongholds by Idle Cartulary of the Playful Void
- What if stronghold construction *is* the adventure? by Kind of Old Games
- Stranding the Wilderness by Sandro of Fail Forward
- Developing the Sandbox: Strongholds by Blog of Forlorn Encystment
- On Stronghold Clearing & Reclamation by Seed of Worlds
- d100 – Stronghold Struggles & Castle Hassles by d4caltrops
Join a knightly order
Knightly orders unite crusaders towards a common purpose. To join an order, you must take the order's oath and undertake its quest during downtime. At this point, you are pledged to the order but not a full member. Once that quest is fulfilled through adventuring, you become a member and gain its knack during your next downtime phase.
A knight may only ever join a single knightly order.
The Dragon-Lords, or the Red Knights
If the story of the Isles is one of invasions, then all humans are invaders against the original inhabitants: the dragons. The Dragon-Lords pursue the Quest for the Runes by cultivating a relationship with dragons. The secrets they discover are written in the Dragon-Book and kept by the head of this order.
Oath: To learn a secret through speech with a dragon
Knack: Steadfast Shield - Once per round, you may redirect an attack against an adjacent ally against yourself, forcing the opponent to target your AC instead. You must declare this before the referee makes the attack roll.
The Faith Militant, or the White Knights
A religious order, allied with clerics and the Church. They strengthen their resolve through participation in daily religious life: the recitation of the Hagiography, the singing of the Low and High Canticles, and contemplation of the Mystery.
Oath: To help a ghost pass on into the cycle of reincarnation
Knack: Exorcist - You deal +1 damage to the undead. Your attacks always harm undead monsters, even those that can normally only be harmed by magical or silver weapons.
The Wayfinders, or the Green Knights
This confraternity dedicates itself to keeping the roads and trade routes clear, and often accompany pilgrims to keep them safe. They maintain a set of wayside shrines throughout the Isles.
Oath: To defeat or banish a monster of the waves or wilds, making the path clear
Knack: Fleet - Your side wins ties in initiative. +10 movement speed.
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| By Oscar Westberg |
Get married (level 3)
At level 3, your liege lord may propose a marriage for you from another noble house. The referee may wish to use established NPCs for this or randomly generate them.
One important attribute of a spouse is their dowry. Roll 1d6 to determine this:
- None, a younger daughter of a large and cash-poor house
- 2,000 gp
- 4,000 gp
- 8,000 gp
- 16,000 gp
- 32,000 gp
The dowry is added to your household income. Wealth accumulated from household income may only be spent on building and improving your tower stronghold. It does not count towards treasure given to your lord or experience points.
Once married, your spouse manages your estate in your absence. You collect your level x 250 gp each month in household incomes.
Once married, check for children once a year. Roll a d20:
1-13. No children.
14. Twins born
15+. Child born
Randomly determine the sex of the child.
Alternatively, you may request your lord's permission to marry for love if you have courted someone who is willing to marry you.
Foster a squire (level 3)
At level 3, you are expected to foster and train a squire (level 0), who will accompany you on your adventures. You must pay upkeep for your squire; this is equivalent to a henchman's salary. Once your squire has accumulated enough experience to gain a level in knight, you have the responsibility of dubbing them. At this point, they may continue to follow you as a henchman in your service.
End of the adventure
Death
When you reach 0 hp, you may choose to die or roll on the following table.
- Dismemberment. You take a grievous wound and fall unconscious. After a turn, you awake with 1 hp and learn that you've lost your 1. eye, 2. hand, 3. leg below the knee. You must retreat from the dungeon as soon as possible. You must rest for a week before adventuring again.
- Taken. The monsters [take you prisoner/swallow you] and retreat. You may be [rescued/regurgitated] and restored to 1 hp.
- Wounded. You take a wound and fall unconscious. After a turn, you awake with 1 hp. You must retreat from the dungeon as soon as possible. You must rest for a week before adventuring again.
- Sacrifice. Your squire/henchman steps in front of the last blow and falls to 0 hp instead of you. They are taken out of the fight, and must recover in a stronghold before adventuring again.
- If no squire/henchman, you will die in 1 turn if you receive no healing.
- Weak. You are conscious, but weak. You can crawl and whisper, but not perform any tasks that require a roll. At the end of the combat, you regain 1 hp.
- Last chance. You are conscious, but weak. If you lay still, you regain 1 hp at the end of combat. If you take any actions, treat them as having rolled a natural 20, but you will die at the end of the round.
Bequeath your sword
When you die, you may declare that you have bequeathed your magic sword to your squire or a family member. The next knight character you play starts at level 1 and begins play with your magic sword.
Retirement
Knights can retire from adventuring to focus on estate management and training younger knights. Retired knights are controlled by the referee, with input from the player.
When you retire a knight, your next character will begin play with an equal number of experience points.
Local lord or king
A knight who has reached level 8+ or who has claimed a Rune of Rule becomes a local lord or king upon retirement. The lands and castles governed by them become wholly theirs. They establish a new dynastic house with the heraldry of their personal crest. Newly-created characters may be vassals of this lord.
A player who retires a knight of this level does not gain experience to put forward to their new character: they must start a character at level 1.
However, on St. Mickelmas's Day, the former player of this lord may gift each active character a magical treasure from their previous character's hoard.






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