Perseverance Tale – Horn and Blood - I

Part 1: The Tale and the Clan

"A man can own land, herd, and name – but out here, it's the land that owns him back."

– Harlan Coyle, Plainsfather of the Coyle Ranch

A young Coyle looking at one of the ranch's Ironhorns

A young Coyle looking at one of the ranch's Ironhorns

Cinematic Opening

The golden plains stretch beyond the horizon, wind rippling through tall thundergrass. A herd of ironhorns – massive beasts with glinting horn-plates – stampedes across the frame, kicking up dust.

An aging man on a ridge, silhouetted against the lowering sun. He watches the herd below. His hand rests on the grip of a plasma rifle slung low on his hip, more out of habit than intent. Behind him, a younger woman approaches, hard-eyed and sunburnt, wiping blood from a branding tool.

“Harlan,” she says. “They found fresh brands. Someone’s marking our calves.”

He doesn’t turn. Just spits into the dust.

“I knew this year’d be blood,” he mutters. “I just didn’t know whose.”


What This Tale Is About

Horn and Blood is a grounded, character-driven Tale rooted in the great plains of Perseverance. The protagonists are members of a ranching clan, caught between tradition, survival, and change, as they struggle to maintain their claim over a vast grazing territory while facing threats from nature, politics, predators, and kin.

This Tale shifts the spotlight away from smugglers and frontier sheriffs toward the slow-burn tension of land stewardship, intergenerational drama, and the cost of legacy. Whether you're raising ironhorns, fending off rustlers, or negotiating with a trade syndicate that wants your hide and your herd, every choice cuts deep – because here, family is everything.


Core Themes


Structure of Play

Horn and Blood is designed to be seasonal and cyclical, echoing the rhythm of life on the plains – planting, growing, branding, harvesting, grieving, enduring. It's not a campaign about a single protagonist, but about a family, a clan, and the land that binds them. Characters rise, fall, age, and die – but the ranch endures.

Generational Play: The Clan Is the Character

Inspired by the long campaigns of Pendragon, where years pass between episodes and players adopt new generations, this Tale treats the clan itself as the true protagonist. PCs might begin as siblings and cousins, rival heirs, ranch hands or in-laws. But over time:

Each generation reflects the scars and choices of the last, shaping how the ranch and the world remember them.

Campaign Phases: The Rhythm of the Land

The campaign is structured in seasonal arcs, each one defined by frontier cycles and turning points. Sessions may span days or months, with offscreen time between them.

Each season might feature:

Between arcs, you may fast-forward a year or more, checking in on how relationships evolved, lands changed hands, or children came of age.

Troupe Play: Multiple Generations, Multiple Angles

Troupe-style play fits perfectly here. Players can:

Influences


When the Seasons Turn

Time on the plains doesn’t rush. It circles. Each branding, each first frost, each calf born and kin buried – it leaves a mark. Not just on the land, but on the people who live from it. In Horn and Blood, time isn’t just background. It’s the crucible that forges generations.

The Season Turn

At the end of a seasonal arc – or whenever the story takes a breath – the table can pause and ask: what changed during the time we didn’t see?

This isn’t bookkeeping. It’s storytelling.

Reflect together on a few or all of these:

Answer only what inspires you. Leave gaps. Let the dust reveal its truths in time.

Seasonal Advances

After each Season Turn, players may choose one personal advance per character. These don’t represent skill checks or training – they represent life lived:

The GM can evolve the broader world too: new laws, shifting alliances, rising threats, fading traditions.

Growing the Clan

As part of the Season Turn, take a moment to ask: How did the ranch change?

You can express this narratively, or choose a clan development – a symbolic tag, keyword, or advantage to reflect how the family has grown (or paid for growth):

These can manifest as Community Keywords, tags, or simply truths everyone at the table respects.

Generational Tags

When you create a new PC from a later generation, give them a Generational Tag – a short phrase rooted in the world their predecessors shaped:

These tags can be used like temporary narrative modifiers: grant a +5 (or –5) when they shape a contest.

The Land Remembers

In Horn and Blood, the dust keeps stories. Whether your campaign spans five seasons or five generations, the land and the family carry every mark you leave.

Play to find out:


The Clan at the Center

At the heart of Horn and Blood is a family. Not a happy one, not a united one – but a real one. The Coyle Ranch is an old, stubborn holding on the southern edge of the Thundergrass Expanse. It has survived three generations of drought, raiders, predatory syndicates, and internal betrayal. It’s not the biggest ranch on the plains – but it’s one of the few that still holds to its own damn code.

The land is lean. The ironhorns are fierce. The neighbors are watching.

And the Coyles are cracking.

History of the Coyle Ranch

The Coyle Holding

Members of the Clan

Here’s the immediate circle of Coyles and key hands – all playable, modifiable, or expandable into their own drama arcs:

🧓 Harlan Coyle – “The Plainsfather”

Sal’s only surviving child. Gruff, methodical, and deeply tired. Once a sharp shot and a fair leader, now half-lame from a skiff crash and unable to admit the world’s moved on. Sleeps in his chair more than his bed. Trusts no one with the brand.

🔥 Mira Coyle – “The One Who Stayed”

Eldest daughter. Former Commonwealth cadet – left before graduation under quiet scandal. Runs most day-to-day ranch operations. Respected by the hands. Fears she’s becoming her father but won't say it aloud. Deep loyalty to the land, not the name.

🃏 Joen Coyle – “The Prodigal”

Younger brother. Charismatic, slippery, dangerous. Spends half his time at the ranch, half among smugglers and rust runners. Everyone’s sure he’s working a side deal – no one knows with who. Still claims a stake in the ranch he’s never worked.

🌒 Ash – “The Wild-Blood”

Adopted after being found in a collapsed canyon shelter as a child, with no name and a silver pendant no one recognizes. Raised by Mira. Speaks to the ironhorns like they listen. Keeps ritual scars hidden beneath the work shirt. Maybe not who they think they are.

🐍 Davin Locke – “The Fixer in the Barn”

Former trader who stayed after losing everything in a bad syndicate deal. Now he runs logistics, moonshines on the side, and knows too many secrets. Mira trusts him. Harlan doesn’t. Probably has at least two escape plans.

🐴 Thorn – “The Last Horn”

An ancient bull ironhorn. Sal’s favorite, long past prime but kept alive for tradition and fear. Rumors say he’s killed more rustlers than any ranch hand – and once trampled a Commonwealth skiff. Too big to breed, too mean to put down.


Creating Your Own Clan

Maybe your story starts in the shadow of the Coyles. Or maybe it doesn’t. On the plains of Perseverance, every brand has its story – every clan its scars. Yours will be no different.

This section helps you create a custom ranching clan at the center of your Horn and Blood campaign.

Step 1 – Define the Legacy

Ask the group:

Write a short paragraph of history. Keep it grounded, with 1 or 2 pivotal moments the family never forgot.

"The Darrow clan settled the east ridge after a Commonwealth patrol abandoned the frontier post. They kept the land, the weapons, and the guilt."

Step 2 – Name the Clan and the Brand

Choose a family name (or earned title), and design their cattle brand:

Your brand symbol becomes a totem – and a battlefield.

Step 3 – Assign a Clan Keyword

Choose or create a Community Keyword for the clan. This acts like a shared cultural, historical, or spiritual trait all members carry.

Sample Clan Keywords:

Each player can invoke the Clan Keyword when it fits a roll – or rewrite it as the story evolves.

Step 4 – Sketch the Web

As a group, name 4–6 key figures in or around the clan. Not all need to be PCs. Include:

These characters should have strong ties (positive or painful) to at least two other people at the table.

Optional: Add a Generational Tag

Start with a clan-wide Generational Tag, such as:

Players can customize their own tags or inherit the shared one as part of their backstory.


Troupe Play and Character Creation

Horn and Blood is a perfect match for troupe-style play, where the story follows not a single hero, but a living community – one that changes, fractures, and regenerates over time. The ranch isn’t just a place. It’s a shared anchor, a stage, and a memory.

The Ranch Is a Character

The ranch itself – whether it’s the Coyle holding or a clan of your own design – serves as:

Players can move fluidly between characters, zoom in and out of focus, and even retire PCs mid-campaign when the story demands it. What matters is the story of the clan – not just who’s holding the branding iron this season.

Types of Characters

Below are some of the roles most often found in the clan’s orbit. Any of them can be central, supporting, or slowly take the spotlight as the story unfolds.

🐂 Ranchers, Wranglers, and Traders

These are the ones born or bonded to the brand – the people who know every hoof in the herd, every fencepost on the range, and every cost of keeping the land. Some are loyal hands, carrying the weight of expectation with quiet pride. Others are heirs who never asked for the burden. A few are already half out the door, bitter but unable to let go.

🐾 Scouts, Trappers, and Rustler Hunters

Living half a life out in the wild, these characters are the eyes and teeth of the ranch. They’re the ones who ride the perimeter, know the signs of a storm coming, and can smell trouble before it crests the hill. Some are solitary survivalists. Others are respected for their grit. And some are barely tolerated – too wild for comfort, too useful to dismiss.

🧨 Outlaw Cousins and Wandering Kin

Blood ties run deep, but not always clean. These characters are family by name, but carry scandal, betrayal, or exile in their shadow. Maybe they were run off years ago for something they did – or something they refused to do. Maybe they show up with debts, lovers, or old wounds trailing behind them. They bring danger, memory, and the chance for redemption – or a second betrayal.

🔧 Workers with Their Own Agendas

Not everyone at the ranch is family. These characters are mechanics, hands, drivers, brewers, or cooks – the people who keep the ranch running and have their own reasons for staying. Some are fiercely loyal. Others are opportunists watching the balance of power. They may be more trusted than kin – or the first to walk when trouble hits.

🗣 Community Allies and Enemies

These characters live outside the ranch, but are drawn into its gravity: a fence-mender from Breakstone with a long memory, a preacher who sees omens in the ironhorns, a Commonwealth defector who wants a quiet life but carries a tracker. Whether they’re friends, rivals, or something in between, they represent the world pressing in – and the choices the family must make to survive it.

Rotating Spotlight

Players can switch focus between sessions or arcs:

You can even frame some arcs from the perspective of the ranch’s rivals, or introduce flashback episodes with long-dead ancestors shaping the current conflicts.

Community Keywords at the Core

Each character should tie into the ranch’s Community Keyword (or one of its branches):

Breakouts can reflect personal traits, roles, or subcultures (e.g., Born in the Dry Years, Too Young to Remember Sal, Fence Watch Veteran).

Character Growth Through Time

With every Season Turn, PCs may:

Characters can evolve across decades, not just mechanically but thematically. Their beliefs change. Their relationships fracture or deepen. Their stories echo in the next.

One day you’re the wild cousin sneaking off to Breakstone. Five seasons later, you’re the tired hand warning your own nephew not to do the same.


Closing Thoughts

Horn and Blood begins with dust, blood, and silence — not with explosions or battles, but with the weight of what came before. It’s a Tale about staying put, about what happens when you don’t run, when you choose to hold the line even as the land shifts beneath your boots.

Whether your players are heirs to a proud legacy or bastards clinging to the edges of one, they’ll shape the ranch as much as it shapes them. The land remembers every deal, every betrayal, every footstep in the tall grass. And it’s waiting to see what kind of mark your clan will leave behind.

In Part 2, we leave the homestead and ride into the world beyond — to face rival brands, quiet betrayals, and the long shadow of the Commonwealth.

The plains don’t care what your last name is. But they never forget it.