Waymarks are sites on the road that can help the Oathband on the way. They appear across Trials and provide an Oathband with additional Supplies or help fulfil Vows.
At the start of each Trial, unless told otherwise, place D12÷2+1 Waymarks (rounded up, minimum 2, maximum 7). For each Waymark, roll D12+6” for distance and direction from the board centre using the Random Directions rules described at the start of this book. Place each Waymark token at that position. Each Waymark must be at least 9” from any other Waymark; if a placement would violate this, position it as close to the intended spot as possible.
When a Character gets within 1”, spend a Deed to interact with a Waymark and roll on the table below to find out what’s uncovered. This cannot be done while a Foe is within 1”.
D12
Result
Effect
1–2
Ill Ground
Pass a Panic check. Something fell marks the ground.
3–4
Gone Before You
Remove this Waymark and the next nearest one from the board. Whatever was there has already been taken.
5–6
The Land Takes
Lose a piece of Equipment — it sinks, it falls, it is gone.
7–8
Old Camp
A campsite, long cold. Someone was here before. Pass an unmodified check; if passed, gain D12 × 5 Supplies. If failed, everything worth taking has long passed.
9–10
Weary One
A survivor, injured but alive, sheltering at the Waymark. Place them at the Waymark as a Basic Character with the Infirm Effect. If they survive the Trial, they may be recruited into the Oathband for free.
11–12
Oathsong
A fragment of Oathsong can be read on the Waymark. Mark one progress on a Vow of your choosing.
Terms on this page
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)
Equipment
The weapons, armour, and items a Character carries, bought with Supplies; each Character has 1 Armour, 2 Weapon, and 3 Item slots (Worn items take no slot). Each piece carries Lore terms that govern its use. (→ Equipment; Recruitment)
Foe
An opponent character. (→ Core Concepts)
Infirm
Applied outside a Trial: −2 Endurance until the next Trial. (→ Effects)
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)
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)
Supplies
The point-buy currency for building an Oathband: 600 total, spent on characters (50 each), then abilities and equipment. (→ Recruitment)
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)
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)
Waymark
A site placed on the board (D12÷2+1 of them, at least 9" apart); a character within 1" may spend a Deed to roll for a result — Supplies, Vow progress, or a setback. (→ Waymarks)