Salt & Thorn · a rules playtest, set down as it happened
Played under the Hedgewise's earlier knack, 2026-09-07 note: at the time, Old Ways gave +1 when a charm's observance was met and nothing when it was forced, and every total below is worked that way. The knack is now observance flexibility -- the hedgewise may meet an observance with a kindred material, time or place, and never pays the -1 for forcing one -- so a met observance today adds nothing and a forced one costs nothing. The rolls stand as rolled.
Nettleden, under Harrow Wood. Three players, five short sittings, one frightened village — a Vigil that opens by asking, not by being told, and leans on the old charms whenever a question wants a truer answer than a person can give. Written up by someone who was in the Vigil, who knows the folk-ways and the rules cold and watched the players' faces as closely as the dice. Every roll here was really rolled (seed 226); nothing was cleaned up for the retelling.
three players who, it turns out, will not play the same game at all
This run was played under the Reckoning as it stood then — fed by rolled sixes, on a four-box track. The Reckoning has since moved to doubles, on three boxes. The dice below are real and the commentary explains them correctly for that night; it is not a guide to the current rules. For those, see the Core Rules.
A cold bright morning on the green, three days shy of market. This Vigil opens by asking — and leans hard on the old charms whenever a question wants a truer answer than a person can give.
GM Nettleden, cold and bright, three days off market. Wat Coombe's bench has a crowd round it, and the crowd has one word in its mouth: Colliers. What do you want to know?
Denny (to the bench, not the Vigil) “Four dead in my ground in one season, and every one of you says the wood took them. Took them how? What did folk hear, the nights they went?”
GM (as Gyb the miller, who's been waiting all morning to be asked) “A keening.” He says it the way you'd hand a child a coal to hold. “A woman's cry, off the treeline — only ever on the dark of the moon, when there's no light to see by and no wind to carry it. Starts thin. Then it climbs. And come the morning there's your body, in its own bed, not a mark on it — cold clean through, and the face gone wrong, like the fright of the sound stopped the heart before the cold could get there.” (lower, savoring the hush he's made) “Began the very winter the Colliers came up from wherever it is they came from. Make of that what you will. Everyone else on this green has.”
GM (as Wat, and the bench goes quiet) “My boy was the first. I heard it come, and I heard it go, and I lost him in between. I'll not need it explained to me.”
rules-eyeThis is exposition the Vigil pulled, and it comes out of NPC mouths, not the narrator's. One plain question, and the village hands over the true shape of the horror — a keen off the treeline, the unmarked dead — welded to the false story stitched onto it (and it began when the Colliers came), both in the same breath, from the same man. Telling the real omen from the aimed lie is the whole game; here the GM voiced two villagers and narrated none of it. When your world has a mouth of its own, let it do the explaining.
Open spare and the Vigil's first move is to orient itself — so the ground gets laid before a single die: it isn't wolves and it isn't winter fever, it's a death-cry with no killer behind it. Gyb tells it half like a fireside ghost-story, because to him it very nearly is one — the dread that's quietly driving the Colliers' scrap of land into his hands, cheap. Wat tells it in two sentences that shut the whole bench up. Same keening; one man feeding on it, one man gutted by it — and the players have the shape of the thing without the GM ever stepping out from behind a villager to say it.
Margo (to Wat, gentle, after that) “That boy of yours — I remember him. What was he to you, before the grief went hard? Before he was the first name on all of this?”
GM (turning it back on her) You tell me, Aldith — you've drawn the fever out of half the children on this green. What was he to you?
Margo “...One of the ones I didn't reach in time to matter. I remember which bed.”
Denny “And my own father's in that ground — I dug his bed myself, two seasons past. Same row as the winter's dead? Same way they all went?”
GM Same row, same way, and every one of them in the ground you keep. You've known that longer than anyone on this green — you've just never had cause to say it aloud.
Kit “And who on that green actually knows I'm as good as Collier blood myself? One of their women pulled me out of a snowdrift half-dead the winter they came, and sat me at her fire, and never once asked what I was worth. That's the whole of why I'm theirs.”
GM Nobody says it to your face. But Wat's dead boy used to run messages between here and their hut — and grief has a long memory for who a dead child loved.
rules-eyeNotice there's no die anywhere in that exchange either. Asking a straight question and getting a straight answer — sometimes turned back on the asker — is a GM move with nothing behind it but honesty. It's cheaper than a roll and does more work: three questions just planted a grave, a debt, and a bloodline into the same green the dice haven't touched yet.
This is the version of Session 0 where the Vigil writes the village before anyone reaches for a charm. Nobody asked “what happens next” — they asked “what's true,” and the GM just told them. Watch how much darker the ground gets before a single d6 is picked up.
GM Say the tie plain, then — the one thing each of you would risk everything for.
Margo “Mother Sloe. A debt with no price ever named on it.”
Denny “My dead. Four rows, one season, and I mean to know why it was ours.”
Kit “The Colliers. When the mob comes, it comes for mine.”
Margo “Before I put a word to that crowd I want to know what I'm walking into. Hag stone to my eye, on Wat, on the whole chalked feeling over them — is there an uncanny hand steering this, or is it only people being afraid?”
GM Through the holed stone the green swims and then settles, and there's nothing on it that shouldn't be — no glamour laid over Wat, no cold trail behind the chalk on the Colliers' door, no hand steering the fear but the ordinary one. Only people, frightened, hunting a face to hang it on.
rules-eyeObservance met — stone in hand — so Old Ways adds its +1, and 11 is a clean 10+: the charm answers in full. No glamour on Wat, no laid trail, no hand behind the fear. Just people. No six on these dice, so the Reckoning doesn't move at all this time — a full-strength answer, for once, at no cost.
Aldith gets the truth she asked for, full-strength this time, and it still buys her nothing to act on. “So it's only people,” she says, flat. Knowing the fear is honest doesn't make it any less dangerous.
Denny (stepping into the middle of Wat's talk, low and even) “Four of ours are in my ground since the thaw, and not one died with a Collier's hand on it. Wait for market day. Don't carry this to their door on a rumor.”
rules-eyeSway is Silas's dump stat, and a 6 is a clean miss on any move. The GM gets to make a move of their own here — the crowd doesn't scatter, doesn't even quiet. It hardens. That's the setback this Vigil is now carrying into everything that follows.
GM Nobody drifts off toward the churchyard end of the green this time. Wat doesn't so much as look at him — the calm voice just told a frightened crowd to wait, and a frightened crowd does not want to be told to wait. The gravedigger tried the quiet play and the room stayed loud.
Margo “Then I want more than is — I want what's coming. Tea leaves, settled and read, right here, for the Colliers. What does the shape in the cup say is bearing down on that hut?”
GM The leaves settle wrong — a shape you don't like, half-formed, the kind that wants a price before it'll finish itself.
Margo (working the cup anyway) “I don't stop for that. ‘Take the taste of it, then,’ I say under my breath, to whatever's listening, ‘the sweetness gone out of every cup I ever read again — so long as this one reads true.’ And I finish the working.”
GM The bought omen finishes itself clean and cold in the bottom of the cup: a shape all bent toward the one hut at the wood's edge — trouble bearing down on the Colliers' door, and coming from a quarter they'll never think to watch.
rules-eyeOne die comes up a bare 1 — a false or spoiled omen in the making — so Aldith strikes a Bargain: she names a price the GM takes (every cup she ever reads again, a little less sweet) and the 1 flips to a 6. That bought six is a real six for every purpose after, including the Reckoning — so this single charm marks the track twice, not once. Her track jumps straight from 0 to 2 of 4. The Bargain gets paid twice, same as it always does: the price now, in the fiction, and a mark banked toward the debt later.
She gets her omen — true, sharp, and aimed right at the Colliers' hut — and gives up a small permanent pleasure to buy it clean instead of leaving it half-spoiled. It costs her nothing she needs today. The track doesn't care that it was a fair trade.
Denny “If she's reading what's coming, I want to know what's already here.” (lifting his own hag stone toward the wood, working it grim and quick) “Hag stone to my eye. What's actually out past that treeline tonight?”
rules-eyeNo Old Ways for Silas — that knack belongs to the Hedgewise, not the Gravedigger — so it's a bare +1 Wits. Still a clean 10+. One six in the dice means one mark: his track climbs from 0 to 1 of 4. The debt isn't the charm-worker's alone; it belongs to anyone in the Vigil who works the old craft.
GM He doesn't say what he sees out there. He just goes quiet in a way his neighbors have learned to read as worse than shouting.
A hit is a hit — Silas gets a true answer, same as Aldith did with the leaves. What he does with it is off the table for now; the charm only promises the truth, not comfort. And the debt doesn't care whose knack is missing: one six is one mark on his track, same as it would be on hers.
Kit (watching the magpies wheel over the green, counting under her breath, the old rhyme running) “One for sorrow — I want to know whose. If this fear's got to land on somebody today, the magpies can tell me who it should actually land on.”
rules-eyeWhin's knack is From Cover, a harm bonus, not a roll bonus — so it's a clean +2 Wits and nothing else, still enough for a 10+. One six marks her track from 0 to 1 of 4. Three charm-workers, three separate debts, all climbing the same cold morning.
GM The count lands on Gyb — not Wat, not the crowd, the fat man at Wat's shoulder who's been buying frightened land cheap. Whin says nothing of it yet. She only remembers it.
The Gremlin didn't ask is there sorrow coming — she asked whose, and the charm hands her a name instead of a feeling. Watch who she's already circling before the others have even picked a target: not the mob, the man who's been profiting from it.
Margo (slipping away from the bench while the others talk, a loaf still warm under her shawl) “I don't knock. I set it on the Colliers' step, where they'll find it and no one on the green will see me leave it.”
No charm, no die — just a woman putting bread where a family with a chalk mark on their door can find it. It's the smallest move anyone makes all morning and it costs her the most: if anyone on that green turns and sees her, the Hedgewise is a Collier-lover before noon.
Margo “Whin's magpies said Gyb. I believe them.” (turning the hag stone on him now, deliberate, not hiding it this time) “Let's see who actually profits every time a neighbor gets frightened off their land.”
GM Through the stone the fat man's whole shape changes. No grief on him, none — just a reckoning where a heart should be, every frightened neighbor on the green a line of profit in it. The fear that's driven three families cheap off their land runs straight back to Gyb, and the stone shows it to her plain as a hand on a purse.
rules-eyeBoxcars — both dice land on six, and every six marks the Reckoning, so this one charm adds two at once. Aldith's track was sitting at 2; this pushes it to 4 of 4, and a full track tips right there at the table: a Ken Wish lands on her, and a matching Ken Woe banks to the GM, and the track resets to 0. She gets the clearest answer of the whole morning — Gyb's hand is all over the fear, plain as the ledger he keeps hidden — and the debt she's been building since the second roll comes due in the very same breath.
This is the whole shape of the system in one working: the truer the charm, the harder the debt bites, and Aldith just bought the sharpest truth of the day and the Reckoning's whole bill in the same handful of dice. She doesn't flinch. She's been spending toward this since Read the Leaves.
GM Wat hears “Gyb” pass between the three of you — not loud, but not quiet enough — and something in the crowd's mood finally finds a direction to run in. One of the drink-brave men off Wat's bench shoves forward at the Collier boy sent out for water.
Denny “Not today.” (already moving, spade left behind, putting himself in the gap)
rules-eyeA 4 on a Trade Blows to-hit is a clean miss — half a step too slow. The GM's move lands instead of Silas's: the shove that was aimed at the Collier boy catches the gravedigger, who put himself in exactly the wrong place at exactly the wrong speed.
GM He doesn't go down. It's one open hand off a drunk man's shoulder, not a fist — but it's enough to knock the wind sideways and put him on one knee in front of the whole green.
rules-eye1 harm − 0 armor = 1 rung. No Scar, nothing near Dying — just Hurt, the first mark on a sheet that was clean a moment ago. Note what this beat doesn't do: neither the miss on Take a Risk nor the miss on Trade Blows moves the Reckoning by so much as a box. Only a charm-six ever feeds that debt.
Kit (already easing back from the knot around Silas, unhurried, the coat's collar already half-turned) “I've got what I came for. I go find Gyb before dusk finishes — and I don't knock either.”
GM The light goes long and gold and then gray, and a small shape in a turned coat slips off toward the mill. Hold that thought. That's the sitting.
GM Noon bell, and the green is still standing — nobody hanged, nobody hunted down, and a great deal more known than the morning started with.
Aldith — Reckoning: 0 → 4 → tipped (a Ken Wish to her, a Ken Woe to the GM) → reset to 0
Silas — Reckoning: 1
Whin — Reckoning: 1
Watch what this one morning did before a single die was thrown in anger. Three straight questions planted a grave, a debt, and a bloodline; then the Vigil leaned on the old craft — five charms worked before noon — and bought a whole Reckoning cycle, a name for the man actually profiting, and a rung of harm on the one who tried to stop the mob with his voice instead of his charm. Lean on the charms and the charms answer — but the debt they're built on doesn't wait for a good reason to come due.
That same night. Three of them go out, each pulled a different way by the thing they're bound to — and no two in the same field. The Vigil keeps doing what it did on the green: asking, and reaching for the old craft when a person's word won't do.
Kit “I don't wait for anyone. Come dark I go the back way over the fields to Gyb's mill — and I don't go as myself. I turn the coat, wrong side out, the way that makes a body's eye slide off you. A poacher's oldest charm. Then I'm a shadow at his counting-room shutter, and I have a look before I have a hand on anything.”
rules-eyeA new domain in the same hand the green never saw. Guise is the charm-work of going unseen and holding a seeming — where Ken asks the world what's true, Guise asks it to look the other way. Whin has no Old Ways knack (that's the Hedgewise's), so it's a bare +2 Wits — and a clean 10+ makes her all but invisible at the wall. But look at the 6: every six on a charm marks the Reckoning, whatever the domain. Her track ticks to 1 of 4. Guise costs the same debt as truth.
GM Gyb's alone, shirtsleeves, a lamp and a tally-book — and pinned under a stone by the lamp, a little sheaf of deeds. You can read the top one: a conveyance, a Collier name at the foot, a price that wouldn't buy a goat. Not one. A stack. And the one at the bottom, the paper gone soft with handling, is older than the rest — three winters back, the very year they came.
Kit “The whole stack, stone and all so it doesn't slap the table. Not the tally-book — too big, missed too fast. Just the deeds. Quiet hands, and out the way I came.”
rules-eyeLifting the deeds is no charm — just nerve and fingers, an ordinary Take a Risk on Craft. And a clean 10+ is the difference that matters: on a 7–9 she'd get the stack and be glimpsed — a small shape where no honest body should be, and by morning the village has its “sneaking Collier thief.” Two fives buy her the whole prize and a clean escape. No six, no charm — so this roll feeds no debt.
She gets away clean, which for once is exactly what it looks like. Keep the oldest deed in mind: the fresh ones prove a swindle, but the soft old one at the bottom of the stack is about to prove something far worse — and Whin has just carried it out into the dark without knowing what she holds.
Kit (three hedges out, the cold stack against her ribs) “One thing more, before I'm home. I crouch, and I lay a false trail with my hands and the old words — a scatter of grain, a gnawed corner, a track that reads rats got in, not a girl did. Cross my fingers on it so the lie holds when they come looking. Let the fat man blame his own cordwood.”
GM The trail takes. Come morning Gyb will stand over an empty patch of table and a scatter of gnawed grain and curse his own rat-catcher — a robbed man who doesn't even know he's been robbed, and won't think to wonder which neighbor he wronged badly enough to send someone back for it.
rules-eyeThe other face of Guise: Crossed Fingers wards a lie so it holds. She's not hiding herself now — she's hiding what she did, laying a false story over the true one so it sticks. A second charm, a second six: her Reckoning climbs to 2 of 4. Two Guise workings in one raid, and the debt is halfway home before she's even reached her own door — the price of leaning on the craft twice in a night.
Denny “While she's at the mill I'm at the churchyard's wood-side wall, where the frost-ring sits at the treeline. I've buried four of theirs; I mean to see what took them. But I salt my own shoulder first — I'm not fool enough to look at a thing like that with my back bare.”
rules-eyeA third domain now: Fend — the ward-work, the salt and the rowan that turn a thing aside. Silas leads with his best, Craft +2, but the 1 drags him to a 7–9: the ward half-holds. His shoulder's covered, but not clean — something out there feels him try. No six on the dice, so the debt doesn't move; the cost of a mixed ward is paid in the fiction, not the Reckoning.
GM The salt takes, just — a cold pressure at your back that doesn't quite close. And out past the treeline, in the frost-ring, something that had been still turns its attention on the man at the wall. You raise the holed stone anyway.
GM Through the stone the seeming falls away, and it isn't a monster. It's a girl — thin, foreign in the set of her face, a Collier by the look of her — dead of cold and owed a death, keening for it. And here's the thing that stops your breath, gravedigger: she's in no ground you keep. No box, no rite, no rod of consecrated earth over her. Left where she fell.
rules-eyeBack to Ken, and a clean 10+ gives the whole truth. The six marks his Reckoning to 2 of 4 — the debt belongs to anyone who works the craft, gravedigger as much as healer. Note what the stone gives and doesn't: what she is, not who. A name is a different question, and the wood won't answer it yet.
This is the beat his binding tie was always walking toward — “know why it was ours.” He came to the wall to see a killer and found a victim the village never buried. That's a tie doing its proper work: it didn't hand the Method Actor a monster to fight, it handed him a wrong to right — and he'll carry that to the bottom of the churchyard before he's done.
Margo “I don't go to the wood. I go to the Colliers' hut — and before I knock I want to know what's coming for them. Tea-leaves, read on their own step, in the cold. What's bearing down on that door?”
GM The leaves settle into a thing you've read before and hate: a crowd, a door, a day with the sun high — not tonight's dark, but soon, and in the open. Whatever falls on this hut falls in daylight, with the whole green watching.
rules-eyeAldith's Old Ways earns its +1 (the observance is met — she has her cup and her leaves), so a plain [4,3] clears the 10. No six this time: a full-strength reading at no cost to the debt, the same clean luck she had on the green. The charm answers what she asked — when and how, if not the hour.
Margo “Then I ward the door tonight while I still can. Only they've barred it — shunned folk don't open to a village soul at midnight. So I ward it from the wrong side. Rowan and red thread, no sill to set it on, no lintel I'm allowed to touch. It's a botched working before I start, and I do it anyway.”
GM The thread bites where it has no right to and holds anyway — a crooked, half-trespassing little ward on a door you were never let through. It won't turn a thing that's set on coming. But it'll cost whatever comes for that family a breath's pause on the threshold — and a breath, some nights, is the whole of what a ward is for.
rules-eyeWorking a ward with the observance unmet — wrong side of a barred door — costs a flat −1 and forfeits Old Ways, so the +3 she just had becomes a bare +1. She clears 10 anyway on the strength of the dice: the ward holds, crooked but real. And the natural six lands her Reckoning at 1 of 4 — the second cycle of a debt she already tipped once this campaign, quietly beginning again.
Three villagers, three corners of the same night, and watch how little they had to agree on. Nobody voted on a plan. The Optimizer chased what's coming, the Method Actor chased his dead, the Gremlin chased the thing the village's own cruelty can be turned back on — and between them they've mapped the whole trouble before dawn, and paid four marks of debt across three tracks to do it. The charms answer. They always answer. That's exactly why they cost.
The new moon, and the keening comes. Silas keeps watch where the frost-ring sits — already Hurt from the green, and going nowhere. What the stone showed him last night, he means to hear from her own mouth tonight.
Denny “I'm at the northeast corner before the dark's full down, where no stone stands. I salt myself again — proper this time, my own ground, both hands free — and then I lift the holed stone and I wait for her. I want to see her whole, and I want her to see a man who came to listen.”
GM The salt sets the way it wouldn't at the wall last night — a cold, closed line at your back with no gap in it, your own consecrated ground answering the charm as the wrong side of a barred door never could.
rules-eyeThe same Fend ward he botched at the wall last night, worked now on his own consecrated ground with the observance fully met — a clean 10+. Same charm, same worker; the difference is the where. A ward set right holds right. No six, so the debt stays put — a strong working at no cost.
GM She comes up out of the ground in front of you — the girl from the stone, made whole and terrible. And warded and steady as you are, she speaks, because you did not run: they took her in the freeze the winter her folk came, and then when a child sickened and died they wanted a hand to blame, and hers was the incomer's hand nearest. They put her out. Barred the doors. Left her the wood and the cold, and the cold took her — three winters back, on a night just like this. No one dug her a bed. No one said a word over her. She has been keening for the word ever since.
rules-eyeTwo clean charms and the whole truth comes out — but out of her mouth, not the narrator's, because Silas earned the audience by warding well and standing fast. The stone shows what a thing is; met properly, it lets the dead tell the rest. Still no six: the debt hasn't stirred all scene, and everything so far has cost him nothing but nerve.
GM And then the telling's done, and what's left is the cold. It comes off her in waves, the killing cold that took her, and it wants company.
rules-eyeThe first wave is where Grave-calm earns its keep — Silas's knack, once per scene, ignores one rung from the uncanny. The wave breaks over him and 0 lands. But a knack that fires once is spent once; the next wave finds him bare.
Denny “I don't leave. She's owed a listener and I'm the only one who ever came. I set my heels and I stay in it.”
rules-eyeSnake-eyes — a 3 is as clean a miss as the dice throw, and on a miss the GM makes a move. Grave-calm's already spent, so there's nothing to eat the next rung: it lands. 1 harm − 0 armor = 1 rung, and a man who was already Hurt goes to Broken (−1 to everything until he mends). Note what the miss does not do: a failed Take a Risk moves the Reckoning by nothing. Only a charm's six ever feeds that debt — nerve is spent in blood, not in marks.
GM The cold gets into the old wound and opens it. You go down to one knee in the wet grass, breath gone white and ragged — but you don't crawl away, and she keens over a man who stayed, which is a thing that has not happened to her in three winters.
The watch rides the edge, and the dice made it a near thing — a man already hurt, a knack already spent, a hold that failed at the worst moment. He's Broken and he's staying. That's the Method Actor playing the true beat over the safe one: the point was never to survive the graveside comfortably, it was to be the one who didn't leave. The cost is real and he knew it when he set his heels.
Margo “A death-cry from the church, not the wood — that's wrong, and wrong is my business. I come at a run, and at the wall I put the hag stone up on the whole yard. What's actually happening in my churchyard?”
GM You see it true and it's almost too much to hold: the wronged Collier girl, keening; and your gravedigger down on one knee at her feet, not leaving. You can't un-see it — and you can't reach him in time to stop the last of it. The truth, and a helpless half-second to hold it in.
rules-eyeA 7–9 on a Ken working still gives a true answer, but with a catch the GM sets — here, sight without reach. No six in the dice, so even a mixed success leaves the Reckoning where it was. Aldith reads the whole shape of the disaster and can do nothing about it this beat: the charm promises truth, never rescue.
Kit “I heard it too, from the fields. I don't go in — I turn my coat and I get up onto the churchyard wall unseen, and I watch. Not the dead. The living. Who else on this green woke to that cry, and what do their windows do?”
GM Unseen on the wall, you watch the green take the cry — and mostly it doesn't. Curtains pulled tight, the way a village learns to pull them when the thing in the dark only takes one a season and never you, not yet. But two windows burn. Wat Coombe's, where a man who lost his boy to that sound will never again sleep through it. And the mill: Gyb, up and dressed at this black hour, no fear on him at all, watching the churchyard end of the green the way a man watches a field the week before harvest. Mark that and keep it: the one man on this green who isn't afraid of the keening is the one growing rich off it.
rules-eyeThat's the charm's result — a clean Guise 10+ buys her the wall, the dark, and a long unhurried look at who's awake — and it's a real find: the profiteer keeping vigil over his own fear. Now the beat the whole system has been walking toward. That six is Whin's fourth — one on the green, two at the mill, this one on the wall — and a fourth mark tips the Reckoning. Her track runs 3 → 4 → due, right there on the cold stones: a Guise Wish drops to her, a matching Guise Woe banks to the GM, and her track resets to 0. Watch the domain: Aldith tipped Ken on the first morning; Whin tips Guise now. The debt never cared which craft you lean on — four sixes are four sixes — and it mints the wish and the woe in the color of the charm that tipped it. She holds a great unseen-working now, unspent; so does the GM, in the shape of a seeming waiting to be turned against her.
Two tips, two domains, and the campaign isn't half done. This is the debt's real lesson, and it takes a whole run to see it: tipping the Reckoning once buys you nothing but a fresh empty track. Aldith's dawn tip didn't end her debt; it started the next one. Whin's tip here won't end hers either. The bill doesn't get paid off — it gets paid again, and the sharper you play, the faster it comes back around.
A few days on. Silas has kept to his bed and mended a rung — Broken back up to Hurt; the wound closes, but the debt it was paid for does not. And the day the leaves warned of arrives with the sun high, exactly as the cup said it would.
Margo “I read the morning before it can surprise me. Leaves, on my own step, first light. What does today mean to do to us?”
GM A crowd and a doorway and the sun high — the same shape as before, but closer, today. What the leaves won't give you on a 7–9 is the hour: you know it's coming and you can't tell whether you've an afternoon to prepare or a breath. Enough to be afraid. Not enough to be ready.
rules-eyeA mixed Ken working, and the GM keeps back exactly the piece that would let her get ahead of it — the timing. No six on the dice, so the debt holds at 1: her second cycle is climbing slowly, one working at a time, but it is climbing.
GM The crowd that has crept and muttered for a season stops creeping. It comes up the lane to the Colliers' door in daylight, forty strong, Wat at the front and the drink-brave behind him. And something worse rides with it: a look settles over the Colliers' hut like a smell — of guilt, of having-something-to-hide, that was never there. The green sees it, and is certain.
rules-eyeBoth of those are the GM spending banked Woes — the Reckoning's other half, and the whole reason the debt bites. Every Wish a player banks mints a matching Woe the GM holds, to spend when the GM chooses. Both tips come back around here, in the same breath, at the worst moment of the campaign: the Ken Woe (from Aldith's dawn tip) brings the mob; the Guise Woe (from Whin's tip last night) dresses the victims in guilt. Player-timed upside, GM-timed downside — that lopsidedness is the tension the whole system runs on, and a sharp Vigil feels it hardest, because a sharp Vigil tips most.
Kit “Then it's now or it's never. I've carried those deeds three days waiting for a crowd to show them to — well, here's the crowd. I slip through the press and I get the whole stack up where they can't help but see it: Gyb's name buying Collier land for the price of a goat, the year the keening started. Let them read the real thief.”
GM It goes wrong. A hand closes on your wrist — Gyb's man, who has been watching the crowd for exactly this — and the deeds scatter in the mud, and worse, a voice goes up: “The Collier stray! She's the one been thieving!” The seeming does its work; for half a heartbeat the whole green is turning to look at you, papers at your feet, guilt laid on you like a coat.
rules-eyeA miss, and the GM's move is ugly — the plant fails and the false seeming finds a target: the crowd's guilt swings onto Whin. A Take a Risk that misses moves no debt (nerve and cunning aren't charms), but it hands the GM the initiative, and here the GM spends it to make her the thief the seeming needs.
Kit (not reaching for the deeds — reaching for the old words) “No. I cross my fingers on it and I turn the story while it's still wet. Those aren't scattered papers, they're a fan — laid out for the reading. And that voice didn't say the Collier thief, it said look what the Collier girl found. Let the lie I want be the one that sticks.”
GM The old charm catches the story mid-fall and sets it the way she wants it. The eyes that turned on her slide down to the deeds instead, and what they read is Gyb's name, over and over, cheap. The muttering changes its direction — not all at once, but enough. A crowd that came to look at one thief is starting to look at another.
rules-eyeThis is Guise doing the work a blown roll left undone — Crossed Fingers wards the lie she needs and lands a clean 10+, turning a fumble into a save. Watch the shape of it: the Risk missed, the charm rescued. A playstyle built on seeming just seemed its way out of the exact trap the GM's seeming set. No six, so no mark — the second cycle of her debt stays quiet a little longer.
Keep an eye on how the Gremlin fights. She never once traded a blow this whole campaign; every scrape she's been in, she's talked, misdirected, or vanished her way clear. The charms that carry her aren't the truth-seeing kind — they're the kind that bend what people believe. It's a whole way of playing the game, and its bill (as we'll see) comes due in its own coin.
Margo “The crowd's wavering, but wavering isn't turned, and there's a seeming on that hut fighting me. So I stop being clever. I walk to the Colliers' door, I put my back to it, and I spend everything I've been saving since the green. I make them see.”
GM It lands like weather. She takes the truth the stone gave her all season and pushes it into every eye on the green at once: the girl they put out to die three winters back; the ground no one dug for her; Gyb's hand under all of it, buying the fear cheap. The false look burns off the hut like frost in sun — you cannot hold a glamour of guilt over a family while forty people are seeing the real wrong with their own eyes. The mob doesn't disperse so much as come apart at the knees.
rules-eyeThe campaign's largest beat, and there isn't a die on the table: Aldith spends the Ken Wish she banked on the first morning. A spent Wish is a great working — no roll, it simply happens, the size of the whole story. And look at the symmetry the Reckoning built: the Ken Wish that breaks this mob is the same tip as the Ken Woe that summoned it. Aldith's dawn debt handed the GM the crowd and handed Aldith the one thing big enough to break it — the give and the take of a single tip, four sittings apart. Truth (Ken) unmakes the seeming (Guise) directly: the domains aren't just flavor, they answer each other.
This is what the debt is for. Aldith chose to tip on that first morning — spent a boxcars into the Reckoning with her eyes open — and it cost her a whole season of carrying a Woe she couldn't control. Here's the other side of that ledger: the Wish she got for it is the exact weight needed to lift the worst moment of the campaign. The Reckoning isn't a punishment. It's a loan, on hard terms, and Aldith just spent hers to buy back a family.
The next dark of the moon, and the thing the whole campaign was for. The mob is broken, Gyb is undone, and the wronged dead is still out there in the cold, unnamed and unburied. Tonight they lay her. Watch where the biggest beats fall — and how few of them touch a die.
GM You bring what you have to the wood's edge, to the bare place where the frost-ring sits and no stone stands. Silas has the shape of her wrong from the watch, but not the one thing the old iron will need: her name. And then Whin comes up to the edge of the ring, and looks at the girl in the cold a long moment, and goes the color of the snow.
Kit (very quiet) “...I know her. I know that face. She's the one pulled me out of the drift the winter they came — sat me at their fire, put her own shawl on me, never asked what I was worth. That's Elsa. They put out the woman who saved my life and left her the cold, and I've been living on her kindness three winters without once knowing she was the thing in the wood I was afraid of.”
GM (as the keening, for the first time, falters — a dead thing hearing its own name said kindly) She turns her ruined face toward the girl she once warmed, and the cry goes ragged, and stops.
Here is the choice made in the dark coming home. Kit wrote one line on a character sheet at the very start — “the Colliers are the family that took me in” — with no idea there was a GM secret anywhere near it. The GM, quietly, made the wronged dead be the exact person who took her in. Four sittings later, with nobody steering, the poacher's throwaway backstory turns out to be the name the whole rite depends on. Nothing was railroaded; the pieces were laid in the dark and left to find each other. Protect that in your own game — the freedom to choose blind at creation is the engine the best endings run on.
Denny “Then I've got what I need. Cold iron, and her name over it — Elsa — said the way you'd say it to bar a door. Not to shut her out, the way they did. To hold her here, at her own grave, long enough to do right by her.”
GM The iron takes her name and holds — she's fixed at the ring, unable to fade back into the wood. But this is the foul face of the charm, iron worked to bind rather than to guard, and it doesn't come free: the cold of her comes up the iron and into your hands, and the old wound in your chest answers it. You hold her. It costs you to keep holding.
rules-eyeThis is the charm that has been dead weight in Silas's kit all campaign — Iron Over the Door bars a named being, and until Whin spoke just now, nobody had the name. One line of blind backstory armed a charm four sittings later. A 7–9 on the foul face means it works and it bites — it holds her, and the binding draws on the binder. The six lands his Reckoning at 3 of 4: never tipped, climbing hard, one working from a debt of his own coming due.
GM The rite to lay her needs a thing the village spent three winters refusing her: someone of her own to stand up and own her. Blood, or near enough to it, to say the word over her that no one ever said.
Kit “That's mine to do, then. First I make us a quiet place to do it in — I spend the last of what I've got, the great unseen-working I've been carrying since the churchyard, and I lay it over the whole ring: no eye finds this grave tonight, no foot wanders up, no one interrupts what we're owed to finish. And then—” (and here she stands up out of the dark, out of the turned coat, into the open where the last of the green can see her plain) “—then I stop hiding. My whole life I've got by being no one's and nowhere. Not tonight. I stand up where they can all see me and I say it: she was mine. Elsa was mine, the Colliers are mine, I'm Collier-blood by every measure that ever mattered, and I'll not lay her in the dark like she's still a shameful thing.”
rules-eyeTwo moves, no dice on either. First she spends her Guise Wish — the great working she banked when she tipped at the frost-ring — to cloak the graveside: a Wish is no roll, it simply holds. Then comes her toll, and it's the mirror of that Wish. Stepping into the open to claim the kinship takes a Scar — a permanent mark, taken here outside any Death's Bargain, that only a great working could ever undo: −1 Craft. But read what the Scar is. The poacher who has survived every scene of this campaign by going unseen has just made herself, on purpose, unforgettable — a known Collier in a village that hates them. She can never disappear again. The rules and the fiction are the same sentence: the cost of the rite is the exact thing she was.
GM She stands there in the open and owns her dead, and it is the bravest thing anyone does all campaign, and it cannot be taken back. What's left of the green sees the Whin girl for the first time — really sees her — and she lets them.
rules-eyeHer binding tie — “when the mob comes, it comes for mine” — resolves in that sentence: she stood for the Colliers in the open, at the worst possible cost to herself. By the advancement rule that pays a full advance at once, and a free new tie. The tie was the steering-wheel all along; spent in the teeth of the danger, it's also the engine of who she becomes next.
And here is the bill for a whole way of playing. The Gremlin never traded a blow; she seemed, misdirected, and vanished her way through five sittings, and it worked every time. A playstyle cuts both ways, exactly like a charm — and the coin it finally charged her wasn't blood or a stat on a watch, it was the one thing the unseen can't spare: being seen. The sharpest tool in her kit and the toll for using it were, in the end, the same tool.
Denny “Named, held, and owned. Now she gets what I bury everyone with. I dig her a proper bed — in kept ground, consecrated, a rod of good earth over her — the thing they wouldn't give her while she froze. And I say the words. All of them. Slow.”
GM The iron lets her go as the last word lands, and there's no wave of cold this time, no keening — just a girl three winters dead being put to bed the way she should have been. The frost-ring melts off the grass. Whatever the wood held onto lets go. Somewhere down in the village a dog stops barking at nothing, for the first time since the thaw.
rules-eyeSilas's tie — “I mean to know why it was ours” — resolves in the laying: he learned exactly why the dead were theirs (the village made them), and he set it right with his own hands. Another full advance. Note the whole shape of this session: a reveal, a claiming, a laying — the three peaks of the entire campaign — and a single die thrown across all of it. The dice were for getting into the trouble. The way out was paid in names, and blood, and being seen.
GM Morning. The green is quiet, and lighter than it's been in a season. Nobody hanged. The Colliers are still at their turf hut — soot on everything, odd hours, foreign in their speech, and known now for what was done to them. Gyb's name is mud. And the three who did it stand in a churchyard at dawn, each of them carrying the cost of it home.
Aldith — tipped Ken on the first morning; spent the Wish it bought to break the mob four sittings later. Second cycle now at 1 of 4. Carries her two Bargains' prices — the sweetness gone from every cup, the ward's toll — and no Scar
Silas — never tipped; his debt climbed to 3 of 4, one working from due. Two ties' worth of grief, one advance, and a wound mended
Whin — tipped Guise at the frost-ring; spent that Wish to cloak the laying; reset to 0. One advance, and one Scar that no rest will heal: Seen
Add up what this village cost to save: a name given back, a family owned in the open, a season of a healer's debt, a gravedigger's own rest mortgaged to the last, and a poacher's whole gift for vanishing spent in a single sentence. Three players who would not have played the same game if you paid them were each handed, by the one thing they loved, a different corner of the same old wrong — and between them they paid it. The charms answered. They cut both ways. The debt tipped, and tipped again, and it will tip a third time in whatever comes next, because that is the one promise the Reckoning always keeps. The village they saved is the same village still.
Five sittings, one seed (226). Every die above was really rolled and nothing was smoothed for the telling. The run was played under the Reckoning as it stood then; the rules have since moved to doubles, so the log is a record of that night rather than something today's engine would deal again. Here's the rules signal the play threw off: not bugs, but the shape the system takes when a Vigil drives it with questions and charms.
Put the plainest way: three players who would not have played the same game if you paid them were each handed, by the one thing they loved, a different corner of the same old wrong — and between them they spent a name, a season of a healer's debt, a gravedigger's own rest, and a poacher's whole gift for going unseen, to set it right. All three crafts were real — Ken to see the wrong, Fend to hold it, Guise to slip its trap. They cut both ways. The debt tipped, and tipped again, and it was reloading as the curtain fell. The village they saved is the same village still.
This is the second time this village has been played all the way to the table. Read the first playtest that shaped these rules →