Pilgrims have access to a number of Blessings that can be used at any point in the game. These are acts of divine aid, each playing a different role. Before playing a game you may pick up to 3 to take into the Trial to aid the Oathband.
Each Blessing chosen may be used once per Trial. Once used it is spent, and the Oathband must finish the Trial without it. Multiple Blessings cannot be used on the same Deed or roll. A Blessing may be used even while the Character is Engaged — Cuthelir’s Step lets an Engaged Character move away without winning an Assault.
Lanhesir’s Lantern — Remove low-light Sight restrictions for one character for one Act.
Wyrsel’s Turn — Reroll any single die, then use whichever result you prefer.
Auruin’s Stroke — When dealing damage, ignore the target’s Ward. One hit.
Maelis’s Calm — Ignore a Panic result. One character, declared after the roll.
Enlaith’s Shelter — A character who would be taken OOA drops to 1 Endurance instead. Declared after the hit is resolved.
Cuthelir’s Step — One character takes a free Move Deed at any point during the Turn, including during another character’s Act.
Brael’s Mercy — Reduce the damage of one hit by 3. Declared after damage is rolled, before it is applied.
Coluin’s Voice — Until the end of this Turn, all Pilgrims may use the highest Valour in the Oathband.
Terms on this page
Act
A character's activation: up to 3 Deeds in any order; the character is then marked Tired. (→ Deployment & Turn Structure)
Assault
Close combat within 1". Both roll D12 + Might; the winner deals damage equal to the margin (less the loser's Ward), then may push 2" to break off or remain Engaged. (→ Close Combat)
Blessing
A one-use act of divine aid; choose up to 3 before a Trial, each spent after use. The eight: Lanhesir's Lantern, Wyrsel's Turn, Auruin's Stroke, Maelis's Calm, Enlaith's Shelter, Cuthelir's Step, Brael's Mercy, Coluin's Voice. (→ Blessings)
Character
Any miniature in the game, whichever side; a basic character costs 50 Supplies. (→ Core Concepts; Recruitment)
Deed
One action within an Act. Standard Deeds: Move, Assault, Fire, Aid, Aim, Climb, Guard, Hide, Stand, Use. Some cost more than one Deed. (→ Deeds)
Endurance
[6] Damage a character can take before going Out of Action. (→ Recruitment)
Engaged
Within 1" of a Foe. An Engaged Character may take no Deed but Assault or Stand, and leaves only by winning an Assault and pushing 2", or when a Foe is taken Out of Action. An Engaged Character may repeat the Assault Deed within an Act. (→ Close Combat)
Move Deed
Moves 3" + Pace on the first of an Act, 3" on later ones (floor 0"); costs +1 Deed through Difficult Ground. (→ Deeds)
Oathband
The group of characters a player commands, built from 600 Supplies. Advancement and identity belong to the Oathband, not its members. (→ Recruitment; Core Concepts)
Sight
Not a character stat: the distance characters can see in a Trial, set by the season / light / weather tables (0"–24"). A character beyond another's Sight is Shrouded. (→ Sight, Shroud & Light)
Trial
The objective a Battle is fought for; one Battle plays out one Trial. The three archetypes are the Crossing, the Vigil, and the Reckoning. (→ Book of Trials)
Turn
One round: roll Initiative, then sides alternate activating one character at a time until all are Tired; then Tired clears and a new Turn begins. (→ Deployment & Turn Structure)
Valour
[0] Bonus to Panic checks; also sets Initiative and who leads. (→ Recruitment)
Ward
[0] Damage reduction, subtracted from incoming damage; raised by armour and some Lore. (→ Recruitment)