Saltbound · Bendigo Games

The Field Book

What every trait, skill and region actually does. Generated from the game's own source on each build — the status column is computed by looking for a real reference to the name outside the module that defines it, so this page cannot claim something works when nothing reads it.

Reading the status

ON THE SAND

Something in the raid reads it. You can watch it happen.

IN THE CAMPAIGN

Read between raids — desertion, succession, price.

EARNED, UNREAD

Men get better at it and no rule looks at the result.

NOT WIRED

Nothing reads it. It is a word on a screen.

Personality

Ten opposed axes; a man holds at most one per axis and four to seven in all. The rune is how a roster row says who he is without spending a line of text on him.

TraitWhat he doesStatus
BRAVEvalour Stands. Drives desertion and who is chosen to lead. IN THE CAMPAIGNRead by 25-campaign, 76-s-crew.
CRAVENvalour Runs, and runs first. IN THE CAMPAIGNRead by 25-campaign.
WROTHtemper Will not break off. Engages from more than twice as far away, and keeps fighting after you have called the crew back to the boat. ON THE SANDRead by 51-raidsim.
PATIENTtemper Never over-extends. Engages late, and comes when called. ON THE SANDRead by 51-raidsim.
GREEDYpurse Will not put silver down because somebody is coming. He drops the sack when the man is nearly on top of him, and often that is too late. ON THE SANDRead by 25-campaign, 51-raidsim, 76-s-crew.
CHARITABLEpurse Drops the sack early and goes to help. ON THE SANDRead by 25-campaign, 51-raidsim.
DILIGENTlabour Marked for cutting. No felt effect could be named for it without inventing a chore. NOT WIREDNothing in the game reads this.
SLOTHFULlabour Marked for cutting. NOT WIREDNothing in the game reads this.
GREGARIOUStongue Marked for cutting — it exists for a SPEAKING skill, in a game with no dialogue. NOT WIREDNothing in the game reads this.
SHYtongue Marked for cutting. NOT WIREDNothing in the game reads this.
PROUDpride Wants it known. Weighs heavily in who becomes chief. IN THE CAMPAIGNRead by 25-campaign.
HUMBLEpride Holds and says nothing. Will not put himself forward. IN THE CAMPAIGNRead by 25-campaign.
CRUELmercy Kills what is cornered in a doorway, and will cut down somebody already cowering. The town hears about it — every one of these raises TERROR. ON THE SANDRead by 25-campaign, 51-raidsim, 96-run.
KINDmercy Takes them to the ship instead. The one case where a trait overrides the crew’s hardness rather than being overridden by it: a kind man grabs even when a bloodied crew would not have bothered. ON THE SANDRead by 25-campaign, 51-raidsim, 96-run.
HONESTword Will not desert. IN THE CAMPAIGNRead by 25-campaign, 76-s-crew.
DECEITFULword Deserts, and deserts with a share of the hoard. IN THE CAMPAIGNRead by 25-campaign.
ZEALOUSfaith Proposed — relishes a minster, demands the rites, reads the omens. IN THE CAMPAIGNRead by 25-campaign.
CYNICALfaith Proposed — refuses the rites and is unmoved by omens. NOT WIREDNothing in the game reads this.
AMBITIOUSroot Leaves to start his own crew if you stay small. IN THE CAMPAIGNRead by 25-campaign.
CONTENTroot Stays. Cheap, and he will still be there next spring. IN THE CAMPAIGNRead by 25-campaign.

How each skill bites

What a skill does, as the arithmetic it actually performs — because “speed at sea” is a label and “30% faster at ten” is a decision. Four families; some are personal to a man, some are set by the best man aboard, some by the chief.

SkillThe arithmeticAt tenTaught by · favoured by
SEAMANSHIPSEA IN THE CAMPAIGN Voyage speed ×(1 + s·0.030). Storm risk ×(1 − s·0.064), capped at 64%. 30% faster, and 64% less likely to founder not taught
PILOTINGSEA IN THE CAMPAIGN The risk of running for shelter ×(1 − p·0.06), capped at half. halves what it costs to sit out weather not taught
THE OARSEA IN THE CAMPAIGN Voyage speed ×(1 + o·0.015). Averaged over every man, not the best one. 15% faster — the crew’s number, not a star’s bank
THE AXEWAR ON THE SAND Damage per swing = 7 + a·0.5. His own, not the ship’s. hits for 12 instead of 7 swing, hit, chop, slew
SHIELDWORKWAR ON THE SAND Hit points = 26 + s·1.5. 41 hp instead of 26 — several more blows forced
SCOUTINGWAR IN THE CAMPAIGN Accuracy of the approach report = (landed ? 0.52 : 0.10) + s·0.055. an unseen town reads 65% true instead of 10% escaped
TERRORWAR IN THE CAMPAIGN Tribute ×(1 + t·0.035). Their resolve ×(1 − t·0.03). And it sets how frightened the town is before you land. +30% silver, −30% resistance torch, collapse
HAGGLINGHALL IN THE CAMPAIGN Trade spread = 0.16 − h·0.012, both directions. Tribute ×(1 + h·0.045). you keep 12% more on every trade, and demand 40% more loot
LEECHCRAFTHALL NOT WIRED Nothing yet. die
SHIPWRIGHTHALL IN THE CAMPAIGN Hull wear ×(1 − w·0.045) per day at sea. 40% less wear not taught
HUSBANDRYLAND IN THE CAMPAIGN Hold output ×(1 + hand·0.09) on beasts and fields. +90% from the settlement not taught
BUILDINGLAND IN THE CAMPAIGN Hold output ×(1 + hand·0.09), and how fast a thing goes up. +90% not taught
SMITHINGLAND IN THE CAMPAIGN Hold output ×(1 + hand·0.09) at the forge. +90% not taught
FORAGINGLAND IN THE CAMPAIGN Food eaten ×(1 − f·0.035) on every voyage. Also a hold job. 30% less food not taught
THRALLKEEPINGLAND IN THE CAMPAIGN What a captive fetches ×(1 + t·0.05). +45% a head — and due to be rebuilt as MANAGEMENT rather than price not taught

The plan — what is kept, and why

Proposed, not built. Judged on one test: does it produce a decision or a felt difference? Not “is it referenced” — a hire-price modifier is a number on a screen, not a moment at the table. Three go; four are kept but need wiring before they are worth anything.

SkillWhyFed by
SEAMANSHIPSEA KEEP SPEED AT SEA, AND LIVING THROUGH WEATHER AMBITIOUS
PILOTINGSEA KEEP SHALLOWS AND RIVERS PATIENT
THE OARSEA KEEP SPEED WITH NO WIND HONEST
THE AXEWAR KEEP & WIRE Nothing in the raid reads it. A man’s axe should be his damage. BRAVE WROTH
SHIELDWORKWAR KEEP & WIRE Nothing reads it. It should be what stops him dying. PATIENT PROUD
SCOUTINGWAR KEEP & WIRE The approach screen already exists — scouting should decide how true it is. CRAVEN
TERRORWAR KEEP MAKING THEM RUN INSTEAD OF FIGHT CRUEL
HAGGLINGHALL KEEP PRICES, AND WHAT THEY WILL PAY YOU TO GO AWAY GREEDY DECEITFUL
LEECHCRAFTHALL KEEP & WIRE Wounds already mend over days at a FIXED rate. It should be his rate. KIND CHARITABLE
SHIPWRIGHTHALL KEEP REPAIRS AND WHAT A HULL WILL TAKE HUMBLE
HUSBANDRYLAND KEEP BEASTS AND FIELDS CONTENT
BUILDINGLAND KEEP RAISING WALLS AND ROOFS HUMBLE
SMITHINGLAND KEEP IRON, AND WHAT IT BECOMES CYNICAL
FORAGINGLAND KEEP FOOD WHERE THERE IS NONE CONTENT
THRALLKEEPINGLAND KEEP CAPTIVES WHO DO NOT RUN OR RISE KIND

What a trait is worth to a craft

A trait gives a man a head start in the skills it favours and makes him learn them faster, for as long as he lives. There is no ceiling: the old system capped an opposed man at 3 of 10, which made him permanently useless at something you could not see until you had spent forty days on him. Slopes, not walls.

This is no longer one-to-one. Dropping the bijection is what lets a skill have two roads to it — HAGGLING rewards a greedy man and a deceitful one for entirely different reasons — and lets a trait serve more than one craft. That freedom is the whole reason these pairings can be obvious instead of forced.

TraitSkills it favours
BRAVEvalour storm THE AXE
CRAVENvalour SCOUTING
WROTHtemper THE AXE
PATIENTtemper PILOTING SHIELDWORK
GREEDYpurse HAGGLING
CHARITABLEpurse LEECHCRAFT
DILIGENTlabour CUT
SLOTHFULlabour CUT
GREGARIOUStongue CUT
SHYtongue CUT
PROUDpride SHIELDWORK
HUMBLEpride BUILDING SHIPWRIGHT
CRUELmercy TERROR
KINDmercy LEECHCRAFT THRALLKEEPING
HONESTword THE OAR
DECEITFULword HAGGLING
ZEALOUSfaith lore
CYNICALfaith SMITHING
AMBITIOUSroot SEAMANSHIP
CONTENTroot HUSBANDRY FORAGING

The matrix

Every living trait against every other, generated from the game rather than retyped. Read it as row regards column — it is directional on purpose, because a brave man despises a coward considerably more than the coward resents him, and that asymmetry is what makes a shield wall a social object rather than a stat block. The diagonal is what it is worth that two men are alike, which is not always positive: two proud men are arguing about precedence before they have spoken. Shaded cells share an axis. Blank is zero, which most of it is, because a man is indifferent to most of what another man is.

regards →BRAVECRAVENWROTHPATIENTGREEDYCHARITABLEPROUDHUMBLECRUELKINDHONESTDECEITFULZEALOUSCYNICALAMBITIOUSCONTENT
BRAVE+5-12+4+2+1+3+2+2+2+3-1
CRAVEN-5+1-4+3+2-2+3-3+2-4+2
WROTH+4-5-4-5-2+2-2+4-3+1-3-3
PATIENT+2+3-4+2-2+2+3+2
GREEDY+1-2-5-8-1-2-3+3+2+4-2
CHARITABLE+2-6+6+3-4+5-4+3-3
PROUD+3-6+2-2-1-7-5-2-3-3-2+4-2
HUMBLE+2-2+2+3-3+3-2+3+2+3-2
CRUEL+2+4-4-2+4-13-3+1-2+2
KIND+2-4+3-3+5-2+3-15+6+1+3
HONEST+2-3+1-3+2-3+6-13+4-1-2+2
DECEITFUL+2-3+3-4+1+1-7-6-6+4+2
ZEALOUS+3-4+3-3+3+1+4-6+7-12-1+2
CYNICAL-1+2-2-2-1+4-6+3+1
AMBITIOUS+2+4-3+4-2+2-2+2-1+1-8-4
CONTENT+2-3-2-2+3+2+2-2+3

Who cannot stand whom

Straight out of the opinion table, not retyped. Two men on opposite poles of one axis already take [object Object]; sharing a pole is worth +[object Object]. These are the judgements across axes, on top of that.

Clashes

PairRegard
ZEALOUS & DECEITFUL -6
PROUD & CRAVEN -6
WROTH & CRAVEN -5
CHARITABLE & DECEITFUL -4
CRUEL & CHARITABLE -4
KIND & WROTH -4
ZEALOUS & CRAVEN -4
CRAVEN & WROTH -4
HONEST & GREEDY -3
HONEST & CRUEL -3
ZEALOUS & PROUD -3
CONTENT & WROTH -3
CHARITABLE & AMBITIOUS -3
PROUD & DECEITFUL -3
KIND & GREEDY -3
DECEITFUL & WROTH -3
WROTH & KIND -3
HONEST & CRAVEN -3
BRAVE & SLOTHFUL -3 GOES WITH THE CUT
HONEST & AMBITIOUS -2
CONTENT & PROUD -2
HUMBLE & AMBITIOUS -2
GREEDY & KIND -2
PROUD & KIND -2
CRUEL & HUMBLE -2
GREEDY & WROTH -2
HUMBLE & WROTH -2
PATIENT & PROUD -2
CYNICAL & CRUEL -2
CYNICAL & PROUD -2
CONTENT & GREEDY -2
CRAVEN & PROUD -2
GREEDY & PROUD -1
PROUD & GREEDY -1
CYNICAL & BRAVE -1
CYNICAL & HONEST -1
AMBITIOUS & ZEALOUS -1

Complements

PairRegard
KIND & CHARITABLE +5
DECEITFUL & CYNICAL +4
HONEST & ZEALOUS +4
BRAVE & WROTH +4
AMBITIOUS & GREEDY +4
AMBITIOUS & PROUD +4
CRUEL & WROTH +4
CRAVEN & SHY +3 GOES WITH THE CUT
GREGARIOUS & CHARITABLE +3 GOES WITH THE CUT
DILIGENT & CONTENT +3 GOES WITH THE CUT
CRAVEN & PATIENT +3
DECEITFUL & GREEDY +3
CRAVEN & KIND +3
ZEALOUS & BRAVE +3
ZEALOUS & CHARITABLE +3
CHARITABLE & HUMBLE +3
ZEALOUS & HUMBLE +3
CONTENT & KIND +3
KIND & HUMBLE +3
KIND & PATIENT +3
BRAVE & PROUD +3
SLOTHFUL & SHY +2 GOES WITH THE CUT
ZEALOUS & CONTENT +2
AMBITIOUS & PATIENT +2
AMBITIOUS & DECEITFUL +2
CYNICAL & GREEDY +2
DECEITFUL & CRAVEN +2
KIND & CRAVEN +2
CHARITABLE & CRAVEN +2
CONTENT & CRAVEN +2
PATIENT & HUMBLE +2
HUMBLE & BRAVE +2
CONTENT & HONEST +2
HONEST & HUMBLE +2
BRAVE & HONEST +2
PATIENT & BRAVE +2
CRUEL & BRAVE +2
AMBITIOUS & CRUEL +2
PROUD & WROTH +2
HONEST & WROTH +1
CYNICAL & AMBITIOUS +1
ZEALOUS & CRUEL +1
DECEITFUL & KIND +1
GREEDY & BRAVE +1
DECEITFUL & PROUD +1

The world

Culture and faith are separate questions and come apart in both directions: THE ISLES are Norse and Christian, THE EAST WAY is pagan and Wendish. Kin is culture, not faith — a Norwegian sacking Hedeby is raiding his own people whatever gods they keep.

RegionCultureFaithPlacesNote
THE HOME FJORDSvestfold NORSE The old gods KIN 4 Where you are from. Everyone here knows your name whether you like it or not.
DANMARKdanmark NORSE The old gods KIN 4 Kings, tolls and the biggest market in the north.
SVITHJODsvithjod NORSE The old gods KIN 3 Eastward-facing. Arab silver comes up the rivers to here.
THE EAST WAYaustrvegr WEND The old gods 3 Amber, wax and the slave road. Pagans like you, which complicates a raid.
THE ISLESsudreyjar NORSE Christian KIN 3 Norse settlers already here. Kin, rivals, and the stepping stones west.
ALBAalba PICT Christian 2 Poor, hard country. The monasteries are the only soft thing in it.
ÉIREeire GAEL Christian 5 A hundred small kings and more monasteries than any land needs.
NORÐYMBRALANDnorthumbria SAXON Christian 4 Rich houses of God on open beaches. This is where it started.
MIERCEmierce SAXON Christian 3 Inland power. You have to go up a river to reach the good part.
WESSEXwessex SAXON Christian 4 They have been expecting you for a generation and they have built for it.
FRISIAfrisia FRISIAN Christian 3 The looms and the wine road. Worth more as a customer than as a target.
FRANCIAfrancia FRANK Christian 2 The richest and the most dangerous. Their swords are better than yours.

Standing

What a place thinks of you is 20 + what you did here + what they heard, clamped to ±100. News travels 55 world units with a squared falloff and fades over 200 days.

BandFromWhat it means
WELCOMED45YOU ARE WELCOME HERE
TOLERATED15THEY WILL TRADE
WATCHED-20THEY WATCH YOU
BARRED-55THE HARBOUR IS SHUT TO YOU
HUNTED-100THEY WILL FIGHT YOU AT THE BEACH

What a deed is worth

DeedTo the people it was done to
RAID-26
BURN-10
KILL-1.2
TRADE+7
TRIBUTE-12
THRALL-3
HIRE+1
Generated from source by tool/build-wiki.js. 20 traits, 15 skills, 40 named places, 180 small landings, 12 regions.