The progression of an Oathband in Pilgrimage is directly tied to how they fulfil the Vows they swear on the journey. Vows are organised into thematic categories called Songs, and each Vow presents an objective which must be completed and, once completed, promises a reward.
These rewards are made available once 5 Unique Vows are completed, and can be distributed across the Oathband as seen fit in the Trial Aftermath. During each Trial, up to 3 Vows may be sworn — these are the Vows you will attempt to fulfil during that Trial.
Progress on Vows persists: if you do not complete them in one Trial, you can carry the progress into future ones. You can also stack Vows with the same completion criteria during a Trial (e.g. taking a Foe Out of Action).
A Blessing that ignores a failed roll does not count as passing it: Maelis’s Calm spares you the Panic result, but the check was still failed. A reroll that succeeds, such as Wyrsel’s Turn, does count, because the check is then passed.
The number of times a Vow needs to be completed to be considered fulfilled is shown by a number in brackets — e.g. ‘(5)’ means the Vow must be completed 5 times. Some Vows cannot be fulfilled in one go, but over successive Trials.
Song of Might
A commitment to strength.
Vow of the Bear (5) — Take 5 Foes OOA using the Assault Deed. Reward: increase the Might of a Pilgrim by +1.
Vow of the Challenger (3) — A single Pilgrim takes 3 Foes OOA. Reward: a Pilgrim gains an additional piece of Starting Character Lore.
Vow of the Oakhearted (2) — Your Leader takes the opposing Leader OOA. Reward: improve the Valour of a Pilgrim by +1.
Vow of the Unbroken (2) — Complete a Major Trial without a Pilgrim going Out of Action. Reward: a Pilgrim gains an additional piece of Starting Character Lore.
Vow of the Brave (5) — Pass a Panic check caused by a Pilgrim going Out of Action. Reward: improve the Valour of a Pilgrim by +1.
Vow of the Stoneside (3) — A single Pilgrim is Wounded but not taken Out of Action. Reward: increase a Pilgrim’s Endurance by +2.
Song of Vigil
A commitment to watchfulness.
Vow of the Hawk (3) — Take 3 Foes OOA using the Fire Deed. Reward: increase the Aim of a Pilgrim by +1.
Vow of the Stillhunt (2) — A Pilgrim takes a Foe Out of Action in an Act that began with them Hidden. Reward: increase the Aim of a Pilgrim by +1.
Vow of the Patient (3) — 3 Pilgrims go without being Knocked Down, Wounded, or taken OOA. Reward: improve the Endurance of a Pilgrim by +1.
Vow of the Steward (2) — A single Pilgrim collects at least 2 Waymarks. Reward: gain an additional roll on the Battlefield Finds table.
Vow of the Swift (5) — A single Pilgrim spends at least 3 Acts using all their Deeds on Move Deeds, moving a minimum of 8” from where the Act began. Reward: increase the Pace of a Pilgrim by +1.
Vow of the Highseat (2) — A single Pilgrim takes 2 or more Foes Out of Action while benefiting from High Ground advantage in a single Trial, twice. Reward: +1 Valour to that Pilgrim.
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)
- Aftermath
- The steps played once a Battle ends, in the order After the Trial gives them: Battlefield Finds, then Injury and Death for every Pilgrim taken Out of Action, then Vows Fulfilled. (→ After the Trial)
- Aim
- [0] Bonus to Fire Deeds. (Also a Deed, cost 2, granting Advantage on a Fire Deed.) (→ Recruitment; Deeds)
- 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)
- Fire
- Ranged attack: attacker rolls D12 + Aim, defender D12 + Might; the attacker deals the margin as damage if they win. (→ Ranged Combat)
- Foe
- An opponent character. (→ Core Concepts)
- Hidden
- Gained by the Hide Deed (behind cover, out of the Foe's line of sight); cannot be targeted by Fire from behind that cover, and grants +1 Might and +1 Aim on the Deed that reveals them, which then ends Hidden. Also ends on receiving an Assault or Fire. (→ Effects)
- High Ground
- Attacking or defending from more than 2" above a Foe grants +1 Might and +1 Aim on that Deed. (→ Ranged Combat)
- Knocked Down
- From taking 4 or more Harm from one attack: must spend a Stand Deed before acting, and −1 Might while down. (→ Effects)
- Leader
- The Oathband member with the highest Valour; allies within 3" may use the Leader's Valour for any check that calls on it. (→ Deployment & Turn Structure)
- Major Trial
- The primary objective of a Battle, stated on the Trial's own page. Fulfilling it rolls Battlefield Finds at Advantage in the Aftermath; failing it, at Disadvantage. Referenced by some Vows. (→ Book of Trials; After the Trial)
- Might
- [0] Bonus to Assault, and to defence against Fire. (→ Recruitment)
- 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)
- Out of Action
- Endurance reduced to 0 or less; removed from the board, fate resolved in the Aftermath. (→ Effects; Core Concepts)
- Pace
- [0] Adds +1" per point to the first Move Deed of an Act only. (→ Recruitment; Deeds)
- Panic check
- Triggered once a side has lost half its starting number (rounded up) to OOA: D12 + Valour − allies lost this Trial; 7+ passes. (→ Panic)
- Pilgrim
- A character in your Oathband. (→ Core Concepts)
- 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)
- Vow
- A sworn objective with a completion count (shown in brackets) that grants a reward when fulfilled; up to 3 sworn per Trial, progress persists across Trials, and rewards are distributed once 5 unique Vows are complete. (→ Songs & Vows)
- Wounded
- After taking 4 cumulative Harm this Trial, and again at each further 4: −1 Pace, −1 Might, −1 Aim until the next Trial. (→ Effects)