This game almost tricked me into playing! Very clever.
The Game: Pilgrimage of the Sun Guard
The Publisher: Amanda P.
Degree of Familiarity: None, other than playing Choose Your Adventure back in the day
Books Required: Just the one, plus some dice
Pilgrimage of the Sun Guard is one of those solo/journaling games, much like Secrets of the Vibrant Isle. You make a character but then go through the rest of the book and follow prompts to "play" the "game". I'm using scare quotes, but I'm in no position to say what is and what is not a game, and all jokes aside, I have to say that games like this do pull me in easily. Maybe when I finish this project (lol) I'll go back and do a few of these.
SO ANYWAY the vibe here is a kind of Arthurian quest, wherein you're playing a character who lives by a Code but following a quest, and pursuing that quest involves using resources. Breaking the Code can apparently give you more Resources, so there's a trade-off there. Actually, thinking about it, I'm reminded of the Green Knight movie with Dev Patel (and its associated RPG).
Well! Let's make a pilgrim. First we choose a Background. I'm kinda feeling the Veteran today. That sets my Code as "to protect the innocent as one's own person." I get to pick two traits of the list, I shall take weary and approachable.
Actually, thinking about it, I'm reminded of this song:
It's sad and bittersweet, and is really a message to a loved one at the end of life, but I think it's pretty good inspiration (also, like, if I can put bluegrass into a classical mythology it's been a good day).
Anywho, my Cherished Item is a fallen comrade's weapon, so I'll say a carry the haft of a mace that once belonged to a brother-in-arms.
And now I roll 2d6 for my total Resources...ugh, 4. I am weary. These have to be divided amongst Might, Guile, and Honor. I'll put 2 into Honor and 1 into the other two, I guess. I get 6 units of Time, and then I have a few tables to use to finish things off.
Why did your character join the Sun Guard? I'll roll for it..."escape." Ooh, that's interesting.
What do they look like? "Fine as china, strong as iron." So not a disheveled or ragged old soldier, but distinguished are clean. I dig it.
What is their greatest gift? "Brawny of bone and arms." Well, that tracks.
What do they wish for under the starts? One of the options is "to rest" and I'm gonna go ahead and pick that.
Let's say Balan (for tis his name) was a minor noble, trapped in a betrothal to a woman he absolutely did not love or want. One day a Sun Guard patrol came round, and as was the law, he put them up for the night. One of the guardsman, Griflet, struck up a friendship with Balan, and correctly read that Balan wasn't happy where he was. He told him that under the law of the land, anyone who joins the Sun Guard must be released from any obligations, but takes on the mantle of the Guard forever, no backsies.
Balan joined up, lost his fianceƩ and his title, but gained companionship and a greater purpose. And now, decades later, all his friends are gone, Griflet killed in battle, Balan has one more quest before he can finally lay down his own burden.
(But, he wonders, how does that work? Does he just...die? There's no retiring, so does he adventure until something kills him? What is "rest," at the end of it all?)
Balan has gray hair, a neatly trimmed beard, and he polishes his armor every day. His training as a noble dies hard, it seems. He's older now but he's much stronger than most people think, and he makes up for the loss of speed that comes with age by having patience and a sturdy shield.
He's known as "Balan the Courteous." I'm actually going to do the first prompt because it involves choosing something to fill in a blank on the sheet - before going on the journey Balan gets anointed by the Swordsaint and sees signs. Specifically (roll 1d8 twice): "strengthening and girding" and "grinding of machines."
And that's about it!


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