Once you’ve recruited your Pilgrims, recall how their Oathband came to be. This will be a piece of Lore associated with every founding character in your Oathband, and does not count towards their initial limit of 3. Future Oathband characters will not share this Origin — it is unique to your starting roster.
Look up each definition in the Book of Lore at the rear of this book.
After finishing this step you have created an Oathband and are ready to begin playing.
Every member gains +1 Might on Assault Deeds when Wounded or Knocked Down.
Branded
Every member may reroll a single die when making a Panic check. Must accept the second result.
Dispossession
Every member begins each Battle with +1 to their starting Deed total, on their first Act only.
Faithful
Choose 4 Blessings before each Battle instead of 3.
Far-Ranging
All members ignore the Moving Target penalty on Fire Deeds. When firing at a target beyond 12", gain +1 Aim.
Hearthguard
Once a Turn, if an allied character takes damage, you may transfer up to 2 points of that damage to an allied character within 3" that has this Lore term.
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)
Origin
An Oathband's unique founding trait, from Sing of Their Deeds; the specific traits are listed as (Origin) entries in Lore Definitions. (→ Sing of Their Deeds; Lore Definitions)
Outriders
Add +1 to the Oathband's Initiative roll each Turn. All members gain +1 Pace on their first Move Deed each Turn.
Songsworn
The Oathband may swear one additional Vow before each Battle. Vow slot limit increased by 1 permanently.
Survivors
Once per Battle, when a member would be taken OOA by a single hit, roll D12. On 8+ they survive with 1 Endurance remaining, and are immediately Knocked Down.
Unseen
When determining whether a character is Shrouded, reduce the Sight of their attacker by 3". Any member deploying in Cover may begin Hidden.
Wanderers
Every member treats Difficult Ground as normal ground for Move Deeds, including boggy ground and rubble.
Wild Children
Every member gains +1 Valour when in Difficult Ground.