Six thousand words on The Seven Part Pact
The other weekend, I went away with five friends1 to a house near Clacton in Essex2, to spend the weekend playing "the wizard game" – otherwise known as The Seven Part Pact. Here is a summary of the experience: It was enjoyable, but it was also a lot.
What is The Seven Part Pact? It's a tabletop roleplaying game by Jay Dragon, which is currently in development (but drafts are available on her Patreon), but which has a reputation for being... let's say maximalist. It's a game which simulates much more stuff than a roleplaying game ought to try to simulate, but it manages to get away with this by dividing this labour up among the players - each player is simultaneously roleplaying a wizard who specialises in a certain aspect of the world, playing what amounts to a solo boardgame which simulates that aspect of the world, and acting as a DM for the other players, focused on certain mechanics and themes. These roles naturally overlap.
Which means you can play a roleplaying game where the game state tracks which faction is ascendant at court, the trade routes with a neighbouring kingdom, the emergence of a prophet in a impoverished temple, a renegade unauthorised occultist causing disturbances in the balance of magic, the grand fated destiny of a humble teenager born to farmers, and a bunch of other things besides... and all of this can happen simultaneously while the game proceeds at something approximating a reasonable pace. Now, you might think "why would I want this?", and that is a fair question. And if you're thinking that... don't play the game. But personally, my main thought was instead: "wait, can that really work?". And, the answer to that is, yeah, it does work. Not all of the time, sometimes there is too much detail and you are scrambling through 3 PDFs to find out how this one thing works, and oh, I forgot about... But often enough, all the gears mesh together, and you get a beautiful sequence where an event in one domain can trigger events in others, and those events are realised as things happening to these little fake people you care about, and then the wizards see those things happening and double down with their own bad choices on top of that, and the whole system, the whole world, feels alive. And then it's a glorious thing, something larger and stranger than I've ever experienced in a tabletop game before.
But, of course, there are the times when it isn't all meshing together... it took us hours and hours to read enough and understand enough to get going. And when it was going it still ended up moving quite slowly, a lot of the time. And even when it was moving... well, normally playing a tabletop game is reasonably mentally strenuous, whether you're GMing or roleplaying. And in this, you were generally doing, well, let's say one and a half of GMing, roleplaying, or boardgaming at any one moment. And, of course, you're moving between those roles, which means you're constantly context switching. We had a little break on Saturday evening and I had to go have a little lie down while my head stopped aching from all the exertion I was putting it through. Even though a lot of the details happen within other people's boards, for there to be a sense of a shared world, you do ultimately need to know a lot of what's going on with other people. It asks a lot from you!
In total, I think we got through 6 months of the game. Something like that? Friday night we got set up, understood it enough to get going. Saturday we played through from 11 am til 11:30 pm. Sunday, something like 11 am til 4 pm. A few breaks for food but honestly we were at the table for the vast majority of that time. Which means that each round took us like two and half hours to get through. And I mean, I am generally someone who gets sceptical if a boardgame advertises longer than a 45 minute play time, so...
But then, Josh was giving us a lift back to the station, racing to catch the train after we played out the finale... and that good froth was happening. Remember this thing, remember that thing, remember when you did this and then it caused that for me, and then of course that was the reason that X happened much later on. Oh, wow, yeah, I guess the Devil really did cause all that to happen. What a tragic end for such-and-such, after all of this stuff. What do you think happened after? And so on. Which is really the marker of a good time playing.
1 it would have been 6, but Ada was sick
2 well okay, Josh lives in the house, so I guess he didn't go anywhere

Okay, I feel too tired to try to weave the rest of this into a coherent narrative, so you're getting some scattered thoughts and scraps from here on out.
Starting with: who are the wizards?
- the Warlock, me - I am at court, watching factions jockey for power and enact their agendas when they gain power. I don't have so much of a sense of impending crisis - if only one faction becomes dominant then the king will be deposed and there's some big consequences, but otherwise it's a little simulation that bubbles along producing NPCs which I can meddle with at will. Until a noble decides to do something stupid and causes a big problem, anyway.

- The Faustian, Matt - he had a bunch of different locations where the Devil might cause problems, represented by face down playing cards. To deal with these, he has to try to recruit agents to thwart those problems. And also to thwart the agents of the Devil. And then if he fails, then those problems ripple out onto other people. And all along the way, he's running low on his deck of cards, and the Devil's deck gets deeper - which represents the way he is inevitably and inexorably getting consumed by the Devil. Losing weeks at a time to the Devil's whims, until there's nothing human left - and then, hopefully, we all get together to kill him. That's the best case scenario.

- The Heirophant, Arlo - this game is about maintaining temples and making sure there are enough resources to feed pilgrims. Trying to attract patrons, trying to repel prophets. Arlo played this as a funny little guy who was constantly offering everyone soup.

- The Mariner, Josh - trade relationships and storms. And when those got out of control, gigantic mythic beasts. For a long time Josh was like "this is all totally under control, kinda boring really". And then it very much wasn't, and suddenly we had kaiju everywhere.

- The Sorceror, Chloe - every time we cast magic, we left traces on his little diagram. And also any time an occultist NPC did. And then the Sorcerer had to go find them and mop them up. Both the traces and also the occultists. And if he didn't... magic would start going wrong? somehow? tbh I was always unclear what the lose condition entailed here, Chloe would sometimes just say things like "just so you know, thaumaturgy is now chaotic" and we'd all nod and say "okay, good to know" in grave tones and then continue casting just as much magic as we always would have.

- The Necromancer, Fi - every time someone died, they would appear at the gates of death. Then they needed to be shepherded towards an afterlife. Although from what I heard, being the Necromancer was maybe less about shepherding and more about fighting the monsters of the land of death? And generally stopping them from moving back along the gates and popping back up in the land of the living. Because when they did... they would appear as horrifying undead monstrosities. And then we'd have to fight them.

- and there was also The Sage, who would have been Ada if she didn't have the flu. He is about managing dreams and destinies – but I didn't see him in action so I don't really know how that would work. Something about the balance between nightmare and delirium?? I mean... I still don't really know the details for everyone else's roles, they were not really my business. Just that they could cause problems for me, and I could cause problems for them. That was enough.
So, let's have an example of these interconnected systems. A nice frothy one. A princess climbed her way up into the King's inner circle, and nagged him enough that he found her a husband. And when a princess marries, the wedding is obviously a big deal. So naturally all the wizards were invited. Not all of them showed up – some had various crises to deal with. But the Sorceror was one of the ones who did show their face. As important guests, they were given a present by the King - and it was up to me to decide what would be a fitting gift for each wizard. The Sorceror needed help spotting traces of magic, so we decided to give him a baby hippogriff, which I suggested he could then slaughter to read the entrails and reveal some traces. To be clear, this was just invention on my part - I wanted to give something vaguely useful (a lot of traces to clear) but also flavourful (we are evil wizards). So the Sorceror went home with the baby creature, and some time later did indeed kill it and reveal some magic traces. Great. Except then, a little while later, the Mariner decided a giant beast needed to come into existence on the Sorceror's isle, probably as result of him mismanaging the storms or whatever. And what better beast to spawn than the parent hippogriff, come to avenge its child. Uh oh. The Sorceror considered facing down and defeating the hippogriff - but decided he was better off just shoving it along to someone else. I can't really remember who, because whoever they were, they just shoved it along again, and again and again, until almost all of us had had the hippogriff for a hot sec. It finally ended up in the Graven Isles where the Necromancer lives. Just... fucking up shit for a month or two while the Necromancer did other stuff. I think he was trying to deal with the spooky reincarnated murdered princess we had? Anyway, defeating that hippogriff ended up being one of the final battles of the game, destroying the temple that the Heirophant had recently set up on the Graven Isles.
A beautiful moment - Chloe as the Sorceror, battling the undead remnants of their former master (yep, more undead beasties, blame the Necromancer). The former master was equipped with a treasure gifted from the Devil - we went through the suggested options and agreed that the ideal thing would be a crown which causes all who behold the wearer to see him as rightful ruler of the entire world. The Sorceror faced up against his former master, terrified of the magic he might unleash. So he struck first, casting a spell compelling him to silence (the critical words of power, the ones the spell pivoted around were "shut up"). There was some pretty pathetic fighting - try to slice with a magic dagger, get knocked back, slice, block, slice, block. The undead master seemed to be on the verge of winning, until the Sorceror gathered himself, and in a burst of power and frustration he cast another binding spell. In the whiniest possible voice he commanded his former master: "let me have this".
So he did. He retreated from the battlefield, knife in back, crown handed over. And now the Sorceror was left with unfathomable power in the mortal world... and the deep, sick knowledge that he had gained it in a truly pathetic way.
(Later, when the spell had worn off, the undead master returned. He cast a spell upon the ghouls crowding around, and on the former wife of the Sorceror, and on himself, and he formed them all up into a monstrous being of flesh, a kaiju agglomeration of life here to seek revenge. And when we looked up the tables for the outcomes of the roll, we found that it was in fact a committed pacifist. So it just... hung around, cluttering up the place. Great ending.)
In the game, we all have a phrase we are responsible for reminding the other players of throughout play. Mine was "All Wizards Are Men", and I was in charge of enforcing the masculinity of the wizards we were playing - reminding other players to play their characters with masculinity, that we are part of a patriarchy, and that what being a man in the patriarchy means is that you need to maintain your position within it, and that violence is a tool for maintaining your position. I would say that the game is not especially interested in the ways that masculinity can be a positive force. To take a little excerpt from my character creation:
You are a man, as all Wizards are. However within your heart you know:
☐ To be a man is to be a leader and dominate over others, and you are always at the beck and call of your master.
☐ To be a man is to be a chivalrous hero, and yet this world has no more room for heroes, and chivalry is an easy way to a pathetic death.
☐ Some deep-set part of you is repulsed by your maleness, and so you double down into a crueler and harsher version of masculinity.
☐ There is some part of you which is kind and caring and distinctly feminine, but you must guard that part of your heart from the violence of your job, and only show it to those closest to you.
☐ You were once a woman, but you had no choice but to kill that part of you, and reject the weakness of femininity in order to serve the King.
☐ No one dares speculate on your manhood. You would kill the next person to make such a claim in front of you.
☐ There is an even greater secret, which is for you and you alone.
(I picked "Some deep-set part of you is repulsed by your maleness, and so you double down into a crueler and harsher version of masculinity.", in case you were wondering)
This is, honestly, a rule that's a little difficult to enforce on other players without overriding some of their character choices, but I tried by giving a big thumbs up whenever someone did something especially toxic in a masculine way. Petty name-calling in the interests of jockeying for status: 👍 Physically threatening someone: 👍 Getting angry: 👍 Overcompensating for a sense of self-loathing: 👍👍.
A bit of game design which nicely dovetails this is the theme that the player who plays the Heirophant is responsible for enforcing: "All Wizards Are Lonely", which ends up getting into the rules for a wizard's companions. Yes, of course a wizard has companions - they are so important and busy and focused on their Grand Works, how could they otherwise make sure that their laundry is done, their households are run, they have intellectual companionship, that their physical safety is enforced? If they had to do all that labour themselves, well, it would take up so much time that they wouldn't have any time for their important wizard business. And to be clear, the game makes both of these literally and mechanically true - their wizard business is important, and they would use up all their time caring for themselves if they didn't have NPCs to maintain this for them.
I give all this context as a way of introducing the absolute shit I played within this game. His name was "The Serpent" (a nickname he acquired at court), and he was... well, the centre of gravity for the Warlock is a prideful man of war, but I steered away from this, and so he was more of a slimy Grand Vizier type. The other players described him, several times, as "a walking collection of red flags". What were some of these red flags? Well, in character creation, I was asked to figure out who my companions were. I had to assign NPCs to the following four roles:
Your daily life, ensuring your quarters are kept clean, your vestments are prepared, and only the finest foods will touch your plate. (Earth)
A wife, Annelise, from an arranged marriage - the arrangement was: the prestige of my birth for her family money. We started the game estranged, but I spent a little time halfway through persuading her into returning to court from her family estate. Not with any emotional appeal, but with the new status that I had acquired, and which she would be able to share in, if she returned (to run my household for me).
Your emotional life, comforting you when your thoughts turn violent, keeping your bed warm each night, and washing your scars with herbal baths. (Water)
I spent a little time looking through the options, and then I thought of an option, and then I decided it was a little too messed up. And then I decided it was too messed up to not use. So I assigned this role to my prentice. A teenager who signed up to learn to be a wizard, and instead ended up the victim of sexual and emotional abuse by an older man. He never actually ended up getting a name, or indeed having any influence on the external world. Poor kid.
Your private life, guarding your keep from spies and assassins, concealing your emotions from the outside world, and ensuring your secrets never leave this room. (Air)
A squad of soldiers I was close to. They did a little smuggling, to which I turned a blind eye. This is honestly the least fucked up of all of these relations.
Your creative life, providing conversation late into the night, practice with both strategy and physical skill, and stimulating conversation on the nature of power. (Fire)
Ah, this is Alia. Alia, my lover. Alia who, before the game started, I used magic to show a glimpse of the lands of the dead. The first use of magic among the Pact for many years, but anything to impress a girl. Alia, who I spent time spying on, to discover her secrets in case I needed to blackmail her later, and discovered: she was performing magic on her own! Alia who put pressure on me to teach her magic, more and more magic. Alia, my little secret, the knowledge of whom - that a woman might be doing magic, that a member of the Pact might be abetting this - would so upset all of the rest of the Pact, turn them all against me at a stroke. Alia, who all along was the mistress of the King. Alia, who murdered the Queen. Alia who, reclining in comfort in the Queen's quarters shortly after, defeated the returned revenant of the Queen in hand to hand combat. Alia whom, soon after, lost her throne when the King was assassinated and I was his heir and ascended with my legal wife and Queen. Alia, my lover still, upset and insecure at court, demoted, back to mistress-hood, still yearning for more magic. Alia who, seduced by the prospect of seeing magic done openly, joined me when I sailed upon the other wizards. Alia, who died ignominiously with the rest when the armada was almost completely obliterated by a single strike from the sky, too swift to see coming.
And all along, the other players were asking - did I not resent the fact that a woman in my court, a woman in my life, could do magic? Surely there is some resentment there, that a woman could do this thing that only men ought? And all along I said - The Serpent is fine with it up until the very point at which she does not depend upon my guidance, the point at which she can exist openly as a magician, the point at which she does not need my protection and approval. Beyond that point - beyond that point I will strike her down, I will abuse her, I will force her back into a lesser position. But up until that point, all her wit and intelligence were as like music to my ears. All her glory was my glory. My sweet Alia. Emphasis on the "my".
Anyway, I was thinking of the dynamics of The Serpent when I saw the following post:
For those unfamiliar, in On Violence, Arendt points out that the ability to dish out violence is often confused for power - the ability to get compliance without violence. Successful governance relies almost entirely on power, because violence is expensive and limited.
— "Online Rent-a-Sage" Bret Devereaux (@bretdevereaux.bsky.social) 2026-01-25T19:38:26.649Z
(I then went looking for a pithy quote actually from Arendt saying the same to use instead of a post paraphrasing her, but failed. Maybe I should actually read On Violence? Anyway. It's a good point.)
And, yeah, that's exactly his deal. He's good at getting his way at court, and with the people in his life. When I was asked – why didn't you threaten Annelise to get her to come back, why did you apologise to her? – it was because he knew he could get what he wanted without it. But the threat of violence is always there... and if power, the kind of power that he thinks he deserves, slips out of his hands, he immediately goes to violence to reclaim it. How did that go for him? Well, I mean, ultimately pretty badly. He saw the Crown of the World on the head of the Sorceror and he flipped out. How dare?! He's the King. He did a deal with the Devil to get time away from court obligations, he suborned Alia and the rest onto ships, and he sailed them towards the meeting place of the wizards. Whereupon they were obliterated entirely by a wizardly bolt from above, the seas vaporized, devastating tsunamis everywhere. He survived, though, protected by magic - only to find himself, close to death, drowning at the bottom of a scalding ocean. A death-reflex gave him space for a final spell - so he attempted to transform into a sea-serpent, ready to wreak revenge. Anyway, it went wrong and now he's stuck as a weird fish guy. Without any hands to magic himself back into a different form. Womp womp. And that's about where we left it when we had to run for our train. A man consumed by a jealous rage, destroying everything and everyone he loves in an attempt to protect his ego (only his ego, everything else is fine), only to be left in the ruins of his life and his body.
Like I say, this game has a lot to say about masculinity, but not much of it is positive.
Some fun bits of roleplaying from the other players:
- Arlo constantly talking about soup. Somehow you'd expect it to be an optional bit of their character they'd picked up on, but no, the Heirophant always starts with the ability to make soup. Soup.
- Fi doing a necromancer voice by making a horrible "erghhh" sound before saying something almost completely normally. Remained funny throughout.
- all of Chloe's stuff with the ex-master, as detailed above. But also, counterpoint, being the spooky little ghost girl who just wanted justice for her murder... by which she meant she wanted like 20 people killed.
- Josh immediately coming in with childish nicknames for everyone. I definitely did a little mental loop of: Wait, he's calling me "The Derpent"? That's not even good! God this is so annoying, my guy is way scarier than... ah, yes, this is working perfectly. 👍

Oh, yeah, so the turn structure. What were we doing each turn that took us two to three hours? The turns work like this:
- you look to the stars. There's an Orrery in the middle of the map (yes it's a physical place you can visit), which shows the position of the stars. Mercury in conjunction with Venus in Capricorn, that stuff. Anyway, first you move the stars around the sky and advance the position of the sun to represent the new month.
- then you all go to your little boardgames and look up what these new stars mean for you. This bit was most involved for me - it determined who advanced at court, and who arrived or left. And, of course, once a year there's a birthday party for the King which everyone needs to attend. I then also had to enact the agendas of the King's inner circle, a cascading series of things they want to happen. And then you resolve all the outflowing consequences from that - like, once the Queen has her first two agendas met, then her final wish is to give another wizard a gift - so I'd need to pick a wizard and invent a gift to give him. I was usually still frantically working my way through this stuff when everyone else had moved onto the next stage

- now you plan out your month. Fill up your diary! This is literalised by putting your little tokens on various places on the table, each representing a place you spend a week of time this month. You also have a scene token - you put this somewhere you want to play out a scene. Some stuff (like casting magic in an improvised fashion) can only be done within a scene. There's a heavy hint that you probably want to end your month going to the Wizardmoot, and talking to your fellow wizards and finding out what stuff is going on in their domains. But if stuff is reaching crisis point, you might not have time (if stuff is reaching crisis point, asking fellow wizards for help might be especially helpful). And if you really need to get more done in the month than you have time for... well, you can always ask the Devil for a favour...
- and now finally, all the prep is done. Play goes around the table, and people do the things that they said they'd do (if the thing you said you'd do no longer makes sense... tough titty). If it's a normal token, then you just say what you're doing ("I'm pushing a storm away", "I'm spying on the King's Mistress to learn her secret", "I'm deploying an agent in the Blue City", "I'm attending a holy day", "I'm spending time with my wife because we're on the outs", "I'm gonna make a magic cloak"). Sometimes this has Consequences for another player, and then you resolve that stuff. Sometimes it can get complicated, if stuff cascades a bit.
- if the thing you're doing is something that someone has placed a scene marker on... then you play out the scene. Hey look, we found the roleplaying! Other players jump in to play NPCs – sometimes they have a speciality, like an undead NPC is probably gonna be played by the Necromancer, or a companion is probably gonna be played by the Heirophant. But also, anyone can jump in if they feel like they're keen for it. And sometimes in the scene they end up having a big fight, or they end up casting a bunch of magic spells, or something else with particular mechanics. There's special rules for that, so the player in charge of magic (Sorceror) or fights (Warlock, which was me), or whatever, then runs through how that works and probably leads on any choices needed for that.
- you keep going round, taking actions and removing your scene markers, until there's only the Wizardmoot left to do. Then you play that out - I think we always ended up having at least once scene marker there. Just a nice argument to round off the month.
- and after that, maybe there's a bit of end-of-turn processing to do - I think the Faustian especially had this. You know, when the Devil's schemes are revealed, that often causes some Consequences.
- and then... go make a cup of tea, stretch your legs, stare into the middle distance for a sec. And then go again.
Theoretically you could predict what the stars would be in the next month, figure out what consequences would be coming up for you, and then plan your month accordingly. Or spend a little time to meddle with the stars themselves and push a planet backwards and forwards, to escape something horrible happening. And potentially cause something horrible for someone else.
A nice thing about this structure is that it does try to put a lot of the heavy crunchy thinking into a place where it can be done in parallel. Figuring out how the stars affect you & planning what you're gonna do about it is the time when you're most focused in on your aspect of the game, and all of that happens in mostly-parallel. A little bit of - oh, Fi, I have a Consequence for you if you're ready for it - but mostly just - oh, right, so the Champion gets his agenda, yes, okay, a duel happens, okay, and next I need to...
On the duration - I am reminded of going to see the film Park Lanes last year (Letterboxd review here) - it's 8 hours long, and once something becomes a durational experience then the idea of the length becomes one of the dominant parts of the experience. Just committing to a film for 8 hours is a Thing. Planning for it, psyching yourself up for it, wondering about your stamina. The feeling around that, the way it lifts you out of normal experience - this is a big part of residential larps, as well. Anyway, on this - I guess my favourite part of this whole experience was actually the way that the gang of us all got on and were cracking jokes outside of the game. Very pleasant group of people to go away to do a stupid thing with. Very pleasant to commit to a stupid big thing. I recommend it, in whatever form your stupid big things take.
At the start someone said... I haven't done that much tabletop and I'm intimidated by all you experts. And also I have a tendency to get silly very quickly. And I responded by saying... I also actually haven't done that much, but I have a tendency to stay serious.
Which is I think something you can see with the characterisation - I went much more grim with my character than some of the others. I don't think any of their characters were sexually abusing anyone. But I also took part in (what others called) the funniest scene of the game, when Matt (as the Faustian) called me (as one of his NPCs, a starving artist roped into plotting against the Devil) for a pep call. He was trying to level me up from an artist into a henchman, and I think what made it funny was that I played it completely straight. Yes, I'm taking notes - I should work out. Am I going for max load or many reps? Both, okay, sure, writing that down. What's my training schedule, how many rest days? None, okay great. And you say I shouldn't keep on painting? Yes, I'm still taking notes, you say my colour theory is excreable... sure, okay, that's disappointing, but I hear you.

I'm curious what the tone would have been if Ada had come, I feel like she's also a little more serious, like me. But also... the game accommodated a range of tones. I could go grim & other people could go silly and it worked as a motley crew of wizards who don't especially want to work with each other, but don't have much choice.
I referred to it a little up top, but this is very much a work in progress. There's the effort of loading up all the complicated rules into your head... and then there's also the extra mental load of doing it with docs that are half finished. Chloe even did a great metafictional bit where their character referred to knowledge of "Page XX", a common placeholder within the codexes. But, on the Friday, we ended the night in despair after one player discovered that they had been looking at the wrong version of their rules the whole time, and that's why none of it had made sense to them. Probably the lowest point of the game – like, can we actually make sense of this, is it worth carrying on if it's just gonna be upsetting, and not even upsetting for good reasons. (It was fine with a night's sleep and a bit of time to look at the much more comprehensible, correct, rules)
And, like, so much printing. I think you could use a whole sheaf of printer paper just printing out the current set of docs. And they do, imo, benefit from being printed. Or else I hope you have a good system for flicking through multiple PDFs and annotating them...
There's the game we played (the game you could play, yourself), and then there's the game that you can imagine with many months of work on editing passes and graphic design and quick references and polished materials. A properly printed edition, with colour coding & binding & quick reference sheets! If this game is an exercise in trying to make an impossible quantity of complexity actually manageable by human brains... well, I think the current form does not quite succeed. But I think that that potential future version might. The one that would probably cost far too much to produce. Or maybe it would just use that latitude to cram in even more complexity. I don't know if I would be mad if it did?
Oh, yeah, becoming King. I did it when I (as a player) thought it would be funny after the Sorceror got the magic crown. Good drama to become King and then discover yr pal is already a bigger King than you! So I started doing actual strategy to see how to make it happen. Projecting the stars forward and whatnot. And then I discovered that on the start of the next turn, I was gonna flip a coin to see if the King was gonna get assassinated or not. And when I did... he did! ( and we consulted together and decided it was funniest if it wasn't me wot dunnit). I happened to be on the Heir spot when that happened, so I became the King. There's a little section on it in my rules! It says (I paraphrase): you can do this, but also you might find it sucks. And it kind of does! When you're not King then you start your turn by turning over agendas and finding out what the people in the court want, the King makes it happen, and then you take your moves. When you're King, you start the turn by looking at people's agendas, and then you spend your turn actually making that shit happen. No choice! Sucks! I got other things to do!
Like, with Alia - she got mad at me for not making the time to teach her magic. But all my time was taken up with unavoidable court business - including carrying out her agenda and recruiting a lady knight to the court. But she was still mad! Such bullshit!
(Such wonderfully flavoursome bullshit, and a great game design twist to make becoming King not become too tempting)
Anyway, it was all worth it in order to set the Serpent off on his doomed quest for honour. But I would have tried to wriggle out of it if I didn't know the game was drawing to a close...
















































![STILL LIFE WITH JAPANESE PRINT Pringle showed an enduring interest in Japanese and Chinese art. In common with the Impressionists and Whistler, Japanese prints sometimes inspired him to paint in a different way. [28 words] Non-V&A label • What does this mean? That Japanese prints, along with the Impressionists and Whistler, sometimes inspired Pringle to paint in a different way? Or, that like the Impressionists and Whistler, he was inspired by Japanese prints to paint in a different way? • Would visitors know what Whistler's work looks like? • In what way did Pringle paint differently?](https://blog.vbuckenham.com/content/images/2025/08/Screenshot-2025-08-04-at-23.22.48.png)









































































