Saturday, August 16, 2025

Mythic Bastionland Myth: The Flying Swords

 
The faithful five
The flying swords
High-hearted, fierce-fighting wind-warriors
The closer they get to the sun
The further they have to fall

OMENS
1: An enormous tent passes high overhead. Suspended beneath it is a basket of flame around which armored warriors dance.
2: Dejected peasants robbed of food and straw by mercenaries who descended from the air. In exchange the ruffians gave them a folding seax which opens by means of a spring.
3: Vassal in charge of nearest Holding presides over drumhead court, about to hang a brigand left behind in a balloon raid (left behind to save weight for loot). The accused begs for food rather than mercy.
4: Peasants setting fires. Rumor says flying outlaws have been spotted above. A wall of smoke will choke them in their basket.
5: The realm's most loyal Vassal leads a warband in pursuit of a hot air balloon as it lofts gently over the countryside just out of crossbow range. Inside, the mercenaries have kidnapped the Ruler.
6: Four warriors sit around a fire. In their ravening hunger they cut slices off the Ruler of the realm as he(?) roasts over the flame. The balloon lies in ruins.
 
THE FAITHFUL FIVE 
BRACATA
Vig 16, Cla 7, Spi 11, Gd 2, A2
Two Gauntlets with retractable claws (D8 each), Helm and gambeson (A2) 
Bold, large appetites.
 
CLOW
Vig 9, Cla 13, Spi 8, Gd 3, A1
Blinding Flail (D10 Long, can make one gambit to Blind) and Throwing spikes (D6), buffcoat (A1)
Quiet, dangerous.
 
DEREK 
Vig 9, Cla 10, Spi 9, Gd 4, A1
Harpoon Pike (2D6 Long, can make one ranged attack but becomes impaired) and boarding ax (D6), gambeson (A1)
Patient, wry.
 
MILES 
Vig 10, Cla 8, Spi 13, Gd 2, A2
Falchion (D8 Hefty), Folding Shield (D4 A1), Silk Gambeson (A1)
Courageous, pragmatic.
 
JERR
Vig 11, Cla 11, Spi 10, Gd 1, A1
Pincer Mace (D8 Hefty, Free gambit but becomes impaired) and dagger (D6), Helmet (A1)
Impulsive, observant.
 

2D6 TABLE 
D6 strange contraptions carried by the Flying Swords (or left behind)
1: Knapsack stuffed with billowing silk for surviving deadly falls.
2: Oil lamp lit by springloaded flint. Can be lit with one hand.
3: Brass tube with concave emeralds for viewing distant objects.
4: Broach with hematite crystal that points north when held level.
5: Metal hand fan that extends into disc-shaped shield.
6: Hunting knife in spring-loaded arm sheath.

D6 dubious attempts to steer the balloon (different every time)
1: Canvas wings
2: Weights (moved by hand)
3: Enormous cloth fans
4: Hand cranked propeller
5: Wooden ship's rudder
6: Silken sails
 
THE MAKING OF
Obviously this is old man Wolfe's 1975 short story Straw adapted for Mythic Bastionland. I wasn't sure how much opportunity the players should have to encounter the mercenaries on the ground in the omens. The ones in the book that feature a person or monster don't generally give the Knights a chance to meet them (and thereby potentially resolve the myth) until the later stages.
 
The hex with the myth could be the hideout where the mercenaries hoard loot and launch the balloon, surrounded by a wasteland scoured of fuel and food. The Swords could have an arrangement with a Vassal to protect his villa, or attack his neighbors. Of course he'd deny all knowledge of brigandage and the kidnapping plot. One way to resolve the myth, especially if the Flying Swords aren't being paid, is to give them a job. They can serve as a warband or cause crises or take the Knights flying - though they'll have to leave their heavy armor and horses behind.

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