The progression of an Oathband in Pilgrimage is directly tied to how they fulfil the Vows they swear on the journey. Vows are organised into thematic categories called Songs, and each Vow presents an objective which must be completed and, once completed, promises a reward.
These rewards are made available once 5 Unique Vows are completed, and can be distributed across the Oathband as seen fit in the Trial Aftermath. During each Trial, up to 3 Vows may be sworn — these are the Vows you will attempt to fulfil during that Trial.
Progress on Vows persists: if you do not complete them in one Trial, you can carry the progress into future ones. You can also stack Vows with the same completion criteria during a Trial (e.g. taking a FoeOut of Action).
The number of times a Vow needs to be completed to be considered fulfilled is shown by a number in brackets — e.g. ‘(5)’ means the Vow must be completed 5 times. Some Vows cannot be fulfilled in one go, but over successive Trials.
Song of Might
A commitment to strength.
Vow of the Bear (5) — Take 5 Foes OOA using the AssaultDeed. Reward: increase the Might of a Pilgrim by +1.
Vow of the Challenger (3) — A single Pilgrim takes 3 Foes OOA. Reward: a Pilgrim gains an additional piece of Starting Character Lore.
Vow of the Oakhearted (2) — Your Leader takes the opposing Leader OOA. Reward: improve the Valour of a Pilgrim by +1.
Vow of the Unbroken (2) — Complete a Major Trial without a Pilgrim going Out of Action. Reward: a Pilgrim gains an additional piece of Starting Character Lore.
Vow of the Brave (5) — Pass a Panic check caused by a Pilgrim going Out of Action. Reward: improve the Valour of a Pilgrim by +1.
Vow of the Stoneside (3) — A single Pilgrim is Wounded but not taken Out of Action. Reward: increase a Pilgrim’s Endurance by +2.
Song of Vigil
A commitment to watchfulness.
Vow of the Hawk (3) — Take 3 Foes OOA using the Fire Deed. Reward: increase the Aim of a Pilgrim by +1.
Vow of the Stillhunt (2) — A Pilgrim takes a Foe Out of Action in an Act that began with them Hidden. Reward: increase the Aim of a Pilgrim by +1.
Vow of the Patient (3) — 3 Pilgrims go without being Knocked Down, Wounded, or taken OOA. Reward: improve the Endurance of a Pilgrim by +1.
Vow of the Steward (2) — A single Pilgrim collects at least 2 Waymarks. Reward: gain an additional roll on the Battlefield Finds table.
Vow of the Swift (5) — A single Pilgrim spends at least 3 Acts using all their Deeds on Move Deeds, moving a minimum of 8” from where the Act began. Reward: increase the Pace of a Pilgrim by +1.
Vow of the Highseat (2) — A single Pilgrim takes 2 or more Foes Out of Action while benefiting from High Ground advantage in a single Trial, twice. Reward: +1 Valour to that Pilgrim.
Terms on this page
Act
A character's activation: up to 3 Deeds in any order; the character is then marked Tired. (→ Deployment & Turn Structure)
Aim
[0] Bonus to Fire Deeds. (Also a Deed, cost 2, granting Advantage on a Fire Deed.) (→ Recruitment; Deeds)
Assault
Close combat within 1". Both roll D12 + Might; the winner deals damage equal to the margin (less the loser's Ward), then may push 2" to break off or fight on. (→ Close Combat)
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, Aim, Climb, Guard, Hide, Stand, Use. Some cost more than one Deed. (→ Deeds)
Endurance
[6] Damage a character can take before going Out of Action. (→ Recruitment)
Fire
Ranged attack: attacker rolls D12 + Aim, defender D12 + Might; the attacker deals the margin as damage if they win. (→ Ranged Combat)
Foe
An opponent character. (→ Core Concepts)
Hidden
Gained by the Hide Deed (behind cover, out of the Foe's line of sight); cannot be targeted by Fire from behind that cover, and grants +1 Might / +1 Aim when attacking on a Turn begun Hidden. Ends on using or receiving an Assault or Fire. (→ Effects)
High Ground
Attacking or defending from more than 2" above a Foe grants +1 Might and +1 Aim on that Deed. (→ Ranged Combat)
Knocked Down
From taking 4+ damage in one attack: must spend a Stand Deed before acting, and −1 Might while down. (→ Effects)
Leader
The Oathband member with the highest Valour; allies within 3" may use the Leader's Valour for any check that calls on it. (→ Deployment & Turn Structure)
Might
[0] Bonus to Assault, and to defence against Fire. (→ Recruitment)
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)
Out of Action
Endurance below 0; removed from the board, fate resolved in the Aftermath. (→ Effects; Core Concepts)
Pace
[0] Adds +1" per point to the first Move Deed of an Act only. (→ Recruitment; Deeds)
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)
Pilgrim
A character in your Oathband. (→ Core Concepts)
Trial
A single battle. The three archetypes are the Crossing, the Vigil, and the Reckoning. A Major Trial is a weightier engagement, referenced by some Vows. (→ Book of Trials)
Valour
[0] Bonus to Panic checks; also sets Initiative and who leads. (→ Recruitment)
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)
Wounded
After losing 4 cumulative Endurance: −1 Pace, −1 Might, −1 Aim until the next Trial. (→ Effects)