The Marshal
Hoping for peace isn't enough. Trouble always comes knocking. And that's why we need you: to run the drills, to man the towers, to take charge when things get bad. To be cold enough to send your neighbors to a sure death in order to keep your steading safe. That's the job, Marshal. You up for it?
Damage: d8 · HP (max 20)
Stat-less — there are no stats to assign. When a move says "roll," you push your luck (see 00-core-loop/dice-and-moves.md).
Background (choose 1)
Scion
You grew up here, descended from a long line. Some of the biggest names in your steading's past are perched in your family tree. Everyone in the steading takes your authority as a given, and your crew is a well-established institution in town.
You start with the Veteran Crew move, in addition to your usual moves. Go mark it now.
When you create your Crew, they automatically have the respected tag (in addition to your usual picks, and any you get from Veteran Crew).
Penitent
Before you came here, you led a band of ne'er-do-wells: bandits, raiders, or bloody-handed mercenaries. But something changed. A moment of truth led you and your followers — some of them at least — to leave that life behind. And for whatever reason, the people of your steading took you in.
When you take this background, choose one of the following traits. You gain it permanently, in addition to your 2 — an earned trait.
- OLD BLOOD, OLD SCARS — You know the underworld's signs, codes, and hiding places. When you Seek Insight about outlaws, raiders, or their doings, you may ask one extra question, even on a bust.
- THE HARD STARE — When you Persuade by drawing on your black reputation, you have advantage.
- GRUDGE-BEARER — Name who you wronged back then, or who still holds a grudge; the GM tells you how they're still hunting you. You may increment one die in the roll by 1 when you act against them.
When you create your Crew, they automatically have the warriors tag (in addition to your usual picks).
Luminary
You're a natural leader — your words inspire, your plans win the day, your deeds are recounted far and wide. Are you touched by the gods? Does ancient blood flow in your veins? Or are you simply the champion that your steading needs in these trying times?
You start with the We Happy Few move, in addition to your usual moves. Go mark it now.
When you create your Crew, they automatically have the devoted tag (in addition to your usual picks).
Instinct (choose 1)
- Authority — To take charge and throw your weight around.
- Caution — To keep everyone safe, to agonize over decisions.
- Drive — To take on ever more responsibility.
- Honor — To keep your word, to follow a moral code.
- Ruthlessness — To do whatever it takes to win or survive.
Appearance
Choose 1 on each line, or make something up:
- upstart youth -- experienced & sober -- grizzled
- clear voice -- resonant voice -- rumbling voice
- stern frown -- grim-set jaw -- knowing smirk
- badge of office -- spit & polish -- timeworn gear
Place of Origin & Name
Your steading is your home, or close enough. Pick one region and a name to match (or make up something similar):
- Example names: Bethan, Cadfael, Ffraid, Gwythyr, Llewelyn, Meredith, Rhianna, or Urien
- Closest Trade Connection: Brigh, Cathal, Conn, Donal, Fionna, Laith, Talulla, or Torin
- Steplands (Hillfolk): Adl, Aeln, Clotild, Judoc, Katrn, Mygl, Pirn, or Sera
- Far, Far Away: Berkhard, Gerhild, Hartig, Hilde, Sabrinne, Ulrike, Urrsla, Weillem, Ameer, Calixta, Hadar, Kelila, Sulaim, Ursa, or Xandros
Moves
You start with Crew, Logistics, any moves from your Background, and 1 move of your choice.
★ Crew
You've got a crew of stalwarts, six or so residents of your steading with some steel to them. See the Crew insert for details.
★ Logistics
When you have a steading Muster or Pull Together, or when you Requisition, you have advantage.
Armored
When you carry a shield, mark only ☐ (instead of ☐☐). Also, you can ignore the cumbersome tag on any armor you wear.
If you take this move at the start of play, add an iron hauberk, bronze cuirass, or scale coat to your inventory (all are 2 armor, warm, cumbersome).
Arts of War
Take a move from the Fox, Heavy, Judge, Ranger, or Seeker playbooks, for which you otherwise qualify. You can pick from a different playbook each time. (You can't take Improved Trait or Superior Trait.) (Requires level 2+ and the Marshal.)
Veteran Crew
Each time you take this move, pick 1. You can also choose to reselect their Instinct and Cost. (Requires Crew.)
- Select 2 new tags for your Crew.
- Increase their damage die from d6 to d8.
- Increase their max HP by 2 each.
Front Line Leader
When you lead your crew into battle, hold 2 Presence. Spend Presence in lieu of your crew's Loyalty or as Readiness (as if you Defended them).
Improved Trait
Each time you take this move, choose one of your traits and work with the GM to make it more powerful — lean into the fiction. (A trait that says "increment one die" becomes "increment two dice"; narrative traits take real creativity — that's the fun.)
Read the Land
When you first take a moment to survey the terrain, ask the GM one of the following; gain advantage on your next roll to act on the answer:
- What's the best way in, out, through, or past?
- Where's the best spot for a trap or an ambush?
- Where's the most defensible position?
- What here is out of place?
Prepare a Welcome
When you have your allies fortify a position and lie in wait for battle, hold 1 Surprise if you're rushed or 2 Surprises if you can take your time. (Requires Read the Land.) Once battle is joined, spend 1 Surprise to reveal a ploy, defense, or dirty trick you prepared in advance and roll. On a success with a 6, it works as well as can be expected, and you've still got a few tricks up your sleeve — regain 1 Surprise. On a success with no six, it works as well as can be expected.
Set-Up Strike
When you Clash and roll a success, you can choose to deal damage with disadvantage. If you do, you create an opening — the next follower to act on it has advantage. Describe it!
Shake It Off
When you order an ally to overcome fear, pain, doubt, or delusion, roll. On a success with a 6, they do it. On a success with no six, a PC gets advantage to do it; an NPC will do it, but they'll need time, they'll resent you, or they'll feel humiliated (GM decides).
Shield Wall
When you have your crew form a shield wall, they Defend with advantage and on a success they hold +2 Readiness (instead of the usual +1 for shields). As long as they maintain formation, they can go on the offensive without losing Readiness.
Sir, Permission to Die, Sir
When one of your followers would die, you can spend 1 of their Loyalty to have them survive (out of the action, but alive). If you let them go, mark XP.
Speak Softly
When you offer peace but your enemy refuses, gain advantage on your next roll against them.
Stentorian
When you raise your voice, it carries far and cuts through even the din of battle. When you go into battle, hold 2 Command. Spend 1 Command to shout an order or warning and pick 1:
- PCs get advantage on their next roll to do as you say.
- You have advantage to Order Followers or Deploy.
Take the Measure
When you size someone up, ask their player one of the questions below and get an honest answer. If they fear or respect you (their call), you can ask another question. You can't use this move on them again until your relationship significantly changes.
- Can I trust them (to ___)?
- What do they intend to do?
- How are they most useful/dangerous?
- What weakness of theirs can I exploit?
We Happy Few
When you give an inspiring speech to your allies before facing a dire threat, roll. On a success with a 6, each ally holds 2 Inspiration. On a success with no six, each ally holds 1 Inspiration. On a bust, each ally holds 1, but you have disadvantage on all rolls until you share your nagging doubts with someone else. Once battle is joined, your allies can spend their Inspiration at any time, 1-for-1, to:
- Act fearlessly in the face of terror or overwhelming odds.
- Keep 1 HP instead of being reduced to 0 HP.
- Add 1d6 to a damage roll they just made.
Battlefield Grace
When you take damage while leading your allies in battle, the damage roll has disadvantage. (Requires level 6+ and Front Line Leader.)
Heroes to the Last
Each time you take this move, pick 1: (Requires level 6+ and Veteran Crew.)
- They are exceptional (with a relevant tag, they roll with advantage).
- They are inured to terror & horror.
- Increase their max HP by 4 each.
- Increase their damage die one size (max d10).
Focus Fire
You can spend 1 Command to order your allies to bring down a foe. If you do, each ally has advantage on their next damage roll against that foe. (Requires level 6+ and Stentorian.)
Like an Open Book
When you Take the Measure of someone who fears or respects you, your second question can be anything you want. The GM might ask how you could possibly know this; tell them or ask something else. (Requires level 6+ and Take the Measure.)
Noble Mien
When you lead an NPC through danger and return them to safety, if they aren't part of your crew they will either offer to join your crew or pledge their future aid and support. (Requires level 6+.)
Peace Through Strength
When you stand ready to fight alongside like-minded allies, anything capable of fear recognizes you as a serious threat and treats you accordingly. (Requires level 6+ and Speak Softly.)
Superior Trait
Choose a trait you have already Improved, and work with the GM to boost it even further — a significant, fiction-driven leap that should feel like a real capstone. (Requires level 6+.)
Special Possessions
(Pick 2)
- ☐ Chirurgeon's tools: catgut, straps, bandages, tubes, poultice, willow bark, bonesaws, etc.
- ☐ Distillery: skins of fine whisky (___ uses, grants advantage to Persuade), copper tubes, malt, firkins, stills, barrels, etc.
- ☐ Engineer's tools: rulers, tapes, rods, plumb-bobs, tripods, block & tackles, wheelbarrow, etc.
- ☐ Personal symbol (a flag, crest, marking, etc.): when you display or reveal it in a dramatic fashion, your crew holds +1 Loyalty (max 3).
- ☐ Scribe's tools: parchment, ink, pigments, vials, quills, a notebook, etc.
- ☐ Weapons of war — choose up to 3 (now or later):
- Sword, iron (close, +1 damage)
- Long spear, fine steel (reach, 2 piercing)
- Battleaxe, iron (close, messy)
- Composite bow (far, +1 damage, piercing = Prosperity; low ammo, all out)
- ☐ (discuss with GM)
War Stories
The last time the militia saw serious action, it was... (pick 1)
- ...to repel a nighttime raid by crinwin from the Great Wood.
- ...to drive off bandits who'd taken up near the Ruined Tower.
- ...to fend off Hillfolk pursuing a blood feud.
- ...against Brennan and his Claws, before they settled in Marshedge.
- ...to face a brutish hagr, come down from the Foothills to wreak havoc.
- ...to hunt down beasts (wolves, drakes, or bears?) who'd been preying on the steading.
Answer at least 3 of the following questions about that action:
- When exactly did it happen?
- Who lost their life, and who mourns them?
- Who from your steading was maimed, and how?
- Who saved the day, and how?
- How did the enemy get away, and whom do you still blame for it?
- Who comported themselves with honor?
- What's been bugging you about it ever since?
- What's got you even more worried now?