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Discuss: The Paladin's Secret- PbFG (The Burning Wheel)


Possible third belief for Warran:
Jarek is young and inexperienced, I will help him find his inner strength.


Oh, I wanted to invite @Sagantine to this game too, they well and truly would be a great fit, apologies if this delays things a bit, but if you’ve never seen their role play, I promise, it’s worth it!


How will that work with having linked stories? Will someone have to change one part of their backstory?


It’s not a strict requirement to be interlinked to one another and I’m sure once you’ve all seen beliefs and instincts in play there will be a lot of edits coming in - If they want to play (and that’s not at all a given- in fact I’m pretty certain they won’t have time as they cut a character from the West Marches, but I’ve got to ask!) then their character can initially link to whoever they want. Once we get playing, as I say, I think we’ll see a flurry of changes as people settle into the rules

Work in Progress first post

The Paladin’s Secret

Act 1: Welcome to the Night Isles

They say moving is one of the most stressful things in life. They are correct, when they speak about you and I but consider now how much worse it must have been for the Paladin’s Captains. Between the three of them, on the strict orders of King Bastian they had to purchase a castle in the Night Isles, one of the old Orcish ruins. They couldn’t just buy any of the abandoned fortresses of which there are many. They required a place close enough to the handful of Human settlements that they could continue to ensure that Conchubhar, Paladin of the Divine became a force of influence on the lives of the pioneers creating a new life for themselves on these remote islands far from the Old World, but inaccessible to the common man so that none may learn of the fate that has befallen him. And, they had to make this purchase sight unseen, picking from a vague and outdated map.

Picture of the complete Map
The Night Isles, consisting of the mainland of Karlifell and an estimated 782 smaller islands (not counting those that get covered by the tide, or join to another or the mainland at low water)

Having secured an unused fortress, they had to move the Paladin’s household and Conchubhar himself in secret to Port Issac, primary port of the Old World and hide him in that sprawling city. You must remember that he was the most celebrated being in the Old World and the Veil, as it was less than a year previous that he had brought peace to all of the great Kingdoms and was honoured by the Divines to ascend to become a God. Suffice to say, gossips across every royal court kept a close eye on his movements, he had power, both literal and political and the new order he had brought about was not yet understood by many. Peace is not an alluring prospect when you have lived through a war that your great grandfather cannot remember the start of, a war that has given you power, money and status. A war that raged in the four corners of every land under the sun and has taken more lives than could be possible to count. They say that the name of the number “1 Billion” was invented two hundred years ago to try to keep track of the dead, and that was before the Sorcerers got involved and exponentially increased the deadliness of the conflicts. When one man brings that to an end, you consider your situation very carefully indeed.

Picture of a Sorcerer
A Sorcerer

The Good King Bastian, and forgive me this liberty, but while I do not wish to make light of any of the Paladin’s achievements, it is true to say that without the support and sacrifices made by this King of the greatest of all nations of man, the war would still rage and none would know now of Conchubhar for he would not have achieved a thing, but I digress. The Good King sent his flagship to carry the Paladin and his household to the Night Isles, but despite this support, even the Captain of the HMS Quietly Confident was not to discover the Paladin’s secret. The only people who knew were King Bastian, Conchubhar’s household and, well, whoever did this foul deed. The Captains did their work well, and despite not a one of them laying eyes on the Paladin, the sailors, soldiers and crew of the Quietly Confident will tell their children proud tales of the voyage they took with such a sainted passenger.

Picture of a big boat
His Majesty’s Sail, The Quietly Confident

The Night Isles are a mere speck in the ocean. I know how the maps show them, but if the cartographers drew them to their true size, they would be too small to appear, even the very finest of inkings would miss them. This is why the maps show them in ordinal scale - increased in size due to their importance. Without the Night Isles, and their position right in the middle of the Blue Ocean, trade between Veil and the Old World would not be possible! Humanity and the Dwarfs would never have met the Elves and the Orcs. The Elves found it first, of course. Those corsairs turned it into a place beyond reach when the Orcs destroyed every other of their Island Fortresses along the coast of Veil, and this far out it was decades until they were discovered. In that time of safety, the Elves preyed on Orcs and Humans alike, striking out at both continents. It was the Orcs who found the Elves first, inhabitants of the Veil have always had superior ships to the Old World, and when the Orcish navy discovered the base, it was a thriving city of the corsairs, many of whom had never even sailed. Unwilling or unable to massacre the city, the Orcs did what they do best, and made a deal with the Elves. They purchased the city, every building and every hectare of Karlifell Island. They were of course unwittingly responsible for the war, but even the coldest heart cannot put the blame onto them, though we wish they had thought through their actions. Making the poor but exceptionally powerful corsairs rich in the blink of an eye was a disaster. The politics of those pirates was a web of alliances and they were shattered overnight as Elf fought Elf for their share. This conflict would in time spread, but I think that’s quite enough about the war! The Orcs renamed their new city Ur-zitz- which is not pronounced “Err Shits” as I’m sure you sniggered the first time you heard it. It is a name of great history and gravity to the Orcs and it translates to “Peace in our Time”, a most sacred phrase to the greenskins, and is properly pronounced “Ooooh Jits”

Picture of an Orc Trader
Orc’s are great ambassadors and traders

Every ship that crosses from the Old World to the Veil, can only do so because they can stop, repair and resupply at Ur-zitz, and why cross the ocean when you can sail half way and trade in the great markets. The city prospered and it’s rulers and inhabitants became rich, despite the war. The Orcs built a ring of fortresses to protect Karlifell, the largest of the Night Isles, usually referred to as the mainland, and a wall that is a miracle to behold, such that the city could only be approached by sea.

I fear that the rumours that Dwarfs actually built it are spread by the jealousy of the Dwarf stone smiths, for I have seen it with my own eyes, and I promise you, that wall is entirely Orcish in its engineering. I do not doubt for one second that the Dwarfs could have done a better job of it had they been given the astronomical sums of money that the Orcs spent, but the simple truth is, the Orcs built a magnificent structure, truly a world wonder, and the Dwarfs are yet to show their quality on such a scale.

If you ever saw it, without knowing what you were looking at, you wouldn’t know it was a wall, not these days. The Orcs used to throw their criminals over, onto the mainland of Karlifell, exile from the fruitful industries of the city. Of course the Exiles banded together to become a nation unto themselves, of a sorts, and the Orcs quickly discovered the drawbacks of their isolation. While many of the Exiles continue to lead nomadic lives in the forest wilderness of Karlifell, most of them now live on the side of the wall, which is as porous as a net. To see the wall now, you would think it was a part of the city, it’s staggering verticality, it’s uniformity and the tiny dwellings clinging to it and the makeshift wooden roads leading all about, through and over it. You can spend your life there, never crossing into Ur-zitz and experience the best of life that the city has to offer, it is as metropolitan as it is interesting, every corner hides a new sight, smell or sound. Into the city proper and you find the wealth, the green spaces, carefully manicured and pristine, well guarded markets. Here the elite of Orcish society run the city, and probably much of the world.

The docks of Ur-zitz are where the majority of the inhabitants live, thousands of boats at any time, seventeen harbourmasters on duty day and night, a living, floating, breathing city, no vessel remains for more than a few days, so it endlessly shifts and impromptu industries spring up and collapse in the space of a week, only to do it again and again. A guide is vital, the maze of floating walkways shift hourly according to the incoming and outgoing vessels. Even the grandest of captains will submit to a local navigator to find his berth or leave for the open ocean again, and such manoeuvres can take many days of easing through the city. Often, by the time a ship reaches it’s berth, it has already emptied it’s cargo, refilled with it’s new stock and it ready to cast off once more, for the progress is so slow, sailors and traders can jump from ship to ship to do deals and exchange cargo on the move.

The Quietly Confident did not however berth at Ur-Zitz, for this is not the place that the humans are settling. No, you have to look across the mighty volcano, long dormant, but rumbling just enough to warn you that it slumbers and has not yet died. On the other side of the dense forests where the Exiles fear to tread is the Southern coast of Karlifell. As part of the peace negotiations, the Orcs sold half the Mainland to Humanity, a place for them to build an independent colony for men and dwarfs. Holding a place on the island has soothed the Old World considerably, and the Paladin’s new home is in one of the old Orcish fortresses, built to withstand Elven magic on an island guarding the entrance to the settlers’ main port of Kingsport. Being not on the mainland of Karlifell, the Fortress comes with a small harbour for supplies, but most importantly privacy for Conchubhar’s secret.

I’m quite sure you are by now eager to hear what this secret is and why it was so important to keep. The truth is, none can be entirely certain. This is what is known. The Paladin has only held his household for a few years, most of his career he has worked alone, with only his captains on occasion. King Bastian’s oldest son was kidnapped, Prince Kasper, and Conchubhar fought a fell beast to rescue him. He did not mention who it was to any of his Captains but we know it was an agent of the forces of the infernal planes, a demon, and that demon infected the Paladin with a malaise. By this point, the war was slowly grinding to an inevitable halt, and Conchubhar hid his affliction from all to complete his work. He would have died had he not ascended from Sainthood to become a God, but as it was, he fell ever more into dementia and unconsciousness.

The peace is fragile, we fear that if the world was to learn about the condition of the Paladin, it will fail. So it is then, three captains in charge of the household, all sworn to secrecy. Only one other knows, the King, and we must do what the Captains did so well on the Quietly Confident. Without letting a soul actually see or hear the Paladin, we must do his works in his name, so his influence will never be disputed. The people of the colony must enthuse about his deeds here, so that the word will spread all around the world, Conchubhar is as active as ever and if you dare breach your peace agreements, he will come to enforce them.


“You three!” Calls Kasia “Get yourselves to the courtyard!” The woman giving the orders is one of Conchubhar’s captains. Never smiling, she is in charge of the Paladin’s soldiers, and for her to be ordering the household is rare, “Find that layabout Jarek first, this should do him some good, or at least get him out from under my feet for five minutes”.

With only a single guard left now, Kasia is finding her new role. At 8 years old, tied to the stake to be burned alongside her mother, she escaped the flames, but instead of running for her life, the child faced her would be murderers, the crowd baying for their deaths as entertainment. None, save her know quite what she said to them in that moment, but by the end of the day she led an army of peasants to liberation, and at twelve years old commanded the White armies, bringing peace to her lands. The paladin recruited her and the ranks of the White swelled with tens of thousands of troops, the muscle that guaranteed the Paladin’s word. For her now to be so diminished, ordering a guardsman onto watch, her palpable frustration is surely understandable.

Jarek, Warran, Simon and Kaelin snap to attention, as best as they know how, awaiting Kasia’s orders. It has been a week since the HMS Quietly Confident arrived, it left only yesterday and the castle is a hive of renovations and activity as the Paladin’s household find their place, duties and roles.

“We need salt, a mistake was made and we are desperately short. Get yourselves to the greenskin city and order it for delivery as quickly as you can!” Stopping at the shock of such direct orders, realising that she is not talking to military men - well not men that she recognises as military men at any rate, Jarek most certainly does not count in her eyes, she softens her voice.

“We need a hundred barrels at a minimum, ours were all left aboard the ship. There’s a caravan leaving today from Inchwick, going to Ur-zitz, so this is a perfect opportunity to ingratiate yourself with the locals, get to know the lay of the mainland. I’ll give you a credit note, some Orc trader will be able to make a delivery, but if we don’t get it, we will have to buy salted meat from Karlifell, while our cattle grow old and sinewy in the fields. This job is important and I have no-one else that I can spare. Would you do this task for us please?”

  1. Agh yes this sounds amazing! Thanks so much for the invite!! I’ll try to catch up!

  2. I’ve never done burning wheel at all! What’s the quickest way to get started with a character? Backstory first?


A simple character concept is the best way to get started - no real need to wade through the whole thread, after the first few - a lot of it is character creation, and I’m fairly sure Burning wheel is new to all the other players, so no worries there.

I’ll look at your concept and suggest some of the building blocks of your character called lifepaths - and we’ll go from there!


I was thinking:
Former Corsair Captain of minor renown, except that she was famed for being especially brutal. Was almost killed by another more powerful corsair after she turned inexplicably soft, and apparently lost her taste for violence. She escaped and joined the Paladin’s crew to try and atone for her sins. She tries not to let her past corsair life be too noticeable (but she’s obviously used to particular treatment and a certain lifestyle).

She’s demure and beautiful, but closer inspection reveals a missing ring finger (left hand), her ear tips have been sliced off, and she must have had a ton of piercings.

She sometimes appears lazy when asked to do mundane tasks, but she’s genuinely trying to reform and be a better person.

Is that okay? That’s the short of it, what should I fill out more?


Ooh, yes, that sounds pretty good to me

Let’s open with Citadel born - born in Ur-zitz before the war started to come to an end, a time of prosperity for the corsairs!
Then you became a Seafarer (Required to open sea captain, no corsair will follow a captain who hasn’t worked their way through the ranks)
Then you became a Sea Captain before the events you described above happened fairly recently.

That keeps you a three lifepath character in line with the others, and fits your background well, if that sounds OK then that makes you 170 years old, and you have 11 Mental points and 18 Physical points.

Mental points can be split between the following skills:

Perception and Will

Will is the social stat - it represents a characters strength of mind, empathy and social intelligence

Perception is the awareness and mental acuity stat. It’s rolled all the time in the game!

Physical points can be split between:

Agility, Speed, Power and Forte

Agility represents the hand-eye coordination of the character. It is tested when a character must keep hold of something, snatch something or toss an object. It is also the basis of many martial skills

Speed is a bit of a quirky stat. It represents how fast a character moves and how co-ordinated overall. It’s rolled a lot in the game, from fleeing to ducking a blow. it’s also the basis for dancing, stealthy and climbing skills. :confused:

Power represents physical strength, its rolled when pushing something over for example or grappling with someone. It’s the basis for damage in melee attacks

Forte (pronounced Fort) represents the characters physical mettle, how tough and durable they are. Forte is rarely rolled, but is crucial for working out important health based stats.

When it comes to dividing your skill points, for your first characters, don’t have any stat lower than 3 or higher than 6 - if you have so many points, that this would be impossible (shouldn’t happen), set aside 5 and allocate your points, I’ll explain what to do with those 5 at the time.


Those lifepaths sound perfect!
Name: Aulexis - I don’t have any good ideas for a last name. Suggestions?
Will: 5
Perception: 6
Agility: 5
Speed: 5
Power: 3
Forte: 5


Could just be totally cool and not have a last name :sunglasses:


True! :sunglasses::sunglasses::sunglasses:


Are beliefs next? I’ll just take a crack at them, 'cause I’m super excited.

A few possibilities I’ve thought of:
I once spilled other people’s blood for my selfish gain. I will spill my own blood to atone, but I am determined to survive the price.

I still desire wealth, power and love, but I don’t deserve them. They tempt me and taunt me, and affect my mood.

People can change for good or ill. I give second chances, but I’m also not surprised when someone turns out to be flawed.

100 Elven Corsair Surnames (Optional :sunglasses: )


It’s never too early to be working on beliefs or instincts, but there’s a little way to go first - skills, traits and attributes :grin:

Skills first -

You start with the following skills open:

Elven Script (Per)
Weathersong (Elven magic)
Slip of currents (Magical version of Navigation)

and have 16 more points to spend opening any of the following skills or increasing the skills already opened:

Sing (Will)
Rope Chant (Agi)
Rhyme of the Mariner (Agi/Spe)
Seamanship (Per)
Pilot (Per/Pow)
Spear (Agi)
Supplication to the Wind (Elven Magic)
Command (Will)
Oratory (Will)
Sword (Agi)

After that, you have 5 points to spend on any skills you want!

Beliefs - First one is great, The third is a really good basis, but we don’t need the end about the surprise - we need a statement of intent, something like:

People can change for good or ill. I will give anyone a second chance even if they don’t deserve it

The second one we can represent better as an instinct, and I would like one of your beliefs to directly relate to one of the other players’ characters, so let’s only go for two of these, and think of your final one that links to someone


Last Name: Undomin
I’m thinking:
Elven Script: 2
Sing: 2
Seamanship: 4
Spear: 4
Command: 4
(I see her more as a leader-type than a ‘hands on work the ship’ kind. She no longer had to keep up those skills once she became captain, and had people to do that for her, but her general knowledge of seamanship is still good.)

I’d also like to spend points on some kind of dagger skill and weapon concealment? She’s supposed to be really stabby. She also is good at appraising valuables, maybe, because she’s into fine things?

Perhaps this belief about Jarek? Am I allowed a two-parter?

I like Jarek’s music, and his less-than-perfect presentation makes me feel more relaxed.
Edit: I will encourage him to be himself.


Switching out the ‘people can change’ for this (maybe, still thinking about things):

I refuse to die, and I will push through the most extreme pain to survive.

I’m kinda making an extremely dramatic character. She won’t be so dramatic in play.


Jarek does not have a last name. Do I have to give him one?


Have to, no, absolutely not! If you want to - now, or at any point in the future, you can - maybe he will choose his own, or maybe he has one but doesn’t use it!

So, we could open Knife (Agi) - (daggers are either classed under the knife skill or the sword skill) and there’s no direct “conceal weapon” skill, but having the weapon skill is a good start, and we could give you Concealed Weapon Wise (Per) and some incredibly useful skills would be Sleight of hand (Agi) and Inconspicuous (Will)

There is an Appraisal skill (Per)

Belief with the edit - yes! perfect!


We can make this one work :slight_smile: Of course, you understand I am going to have to get her into extreme pain for this!


Knife: 2
Sleight of Hand: 1
Concealed Weapon-wise: 1
Appraisal: 1

I think I’m getting the hang of this!

Haha, I didn’t know that, but sounds good!