Myth Attunement
_Some houserules and 12 myth-specific items for Mythic Bastionland._
_As he moves slowly away, Wotan turns and looks sorrowfully back at Brunnhilde, by Arthur Rackham 1910_
## Attunement
A knight may weave themselves more deeply into a myth's workings. Attuning to a myth requires the knight undergo some trial. While attuned in this fashion, the knight's company are more likely to encounter omens from that myth.
### Myth Tokens
Bearing the token of a myth allows an attuned knight to weave themselves yet deeper. A token-bearing knight always knows the direction towards the Myth Hex.
### Relics
Once a myth is resolved, its token takes on a new capacity related to the myth. Such tokens may come to be revered as relics. Relics tend to disappear with the ages, but may rarely be found in the realm - passed down as heirlooms, safekept by sages, or sequestered in ancient Ruins.
## New Rules
### Seers
Seers _do not_ know the location of myth hexes. They do, however, know what trials will attune knights, and which objects may serve as Myth Tokens.
### Travel
_To augment the Travel rules in_ Mythic Bastionland _, pp.18._ _In summary, attuned knights are more likely to encounter *their_ myth, and less likely to encounter random myths, or the nearest myth.*
When the company of an attuned knight makes a **Wilderness Roll** , on a roll of:
* 1: encounter the next Omen from the **Attuned Myth**.
When the company of an attuned knight bearing a myth token makes a **Wilderness Roll** , on a roll of:
* 2: encounter the next Omen from the **Attuned Myth**.
## Example Attunements and Tokens
1. **The Plague**
* Attunement: Share a cup of wine with one infected with plague.
* Token: The grave shroud from a plague victim.
* Relic: The bearer will not succumb from disease while they wear the infected cloth.
2. **The Wall**
* Attunement: Neither give nor receive for a season.
* Token: A discarded wedding ring.
* Relic: Sand, plank, or rubble - any wall built by the bearer roots and cements itself like mortared stone.
3. **The Shadow**
* Attunement: Ruin a funeral.
* Token: A widow's stolen veil.
* Relic: Imbibing tears restores the bearer's CLA.
4. **The River**
* Attunement: Spend a day afloat upon a river, a day buried in its muddy bank, and a day within its water.
* Token: A fishing rod built from the wood of a wreck.
* Relic: A patient bearer will always draw lost things from water when they cast their hook.
5. **The Wyvern**
* Attunement: Receive the sting of three different beasts.
* Token: Three rose thorns bound to the body, point inwards.
* Relic: The bearer weeps tears of milk. The milk can cure poison.
6. **The Goblin**
* Attunement: Blindfold, walk alone into the forest. Walk from noon until sunset. At dark, remove the blindfold and return by dawn.
* Token: A needle drawn from a haystack.
* Relic: The bearer may sew an item to a pocket by silver thread. Even once the thread is cut, each morning the item can be found there.
7. **The Forest**
* Attunement: Plant a honey-soaked acorn beneath the floor of your home. Over a year, it will sprout into a huge oak.
* Token: A cloak sewn of the leaves from three forests.
* Relic: The leaves will always be green. The bearer may rest safely in the boughs of any tree.
8. **The Child**
* Attunement: Serve a doula for a week, then be swaddled and cared for as a baby for a day.
* Token: A child's first fallen tooth.
* Relic: The bearer may crush the tooth to be absolved of all crime and sin.
9. **The Order**
* Attunement: Reform a thief. Take them on as a squire.
* Token: A tome of laws, copied by the bearer's own hand.
* Relic: Words written in the tome become the Realm's law. The bearer bleeds ink.
10. **The Dead**
* Attunement: Take up a feud long buried.
* Token: Skull-mask carved of wood. It cannot be worn with a helm; children and dogs fear you.
* Relic: The bearer will never succumb to wounds until they remove the mask.
11. **The Underworld**
* Attunement: Somewhere deep, marry the dark. Offer it a great dowry.
* Token: A wedding ring of stone that has never seen the sun.
* Relic: The bearer may grasp any item from another if both stand in full dark.
12. **The Wurm**
* Attunement: Diet of worms (one week).
* Token: A silver shovel (d6 hefty). No other arms may be carried by the bearer.
* Relic: Silver shovel (d6 hefty) or shower with debris (d8 blast). The restriction on carrying other arms is lifted.
## Using these rules elsewhere
You can generalise these rules by creating items that can influence encounter tables to favour certain enemies, characters or factions.
08.03.2026 13:30
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