Artesia (5/24/2026)

Alternative title: But the brains make the wheel slippery
GM: Pietro Calogero
Players: Daniel Irwin, Ted Arlauskas, Mike Schmidt, Sean Nittner
System: Knave 2E

Hired to provide security on an innocuous train that was immediately attacked by steam wagons, our band quickly became suspicions of our patron Josiah Bowman, and for good reason. On the way we met the very curious Austrian Doctor Hedvik Meitner and her fabulous inventions.

Thoughts on the game

I loved how easily we ported the Knave fantasy setting to a 1892 Weird West. My arcane robes became an arcane duster, by sling a derringer. Very fun and easy to do.

Our union man was tied to all of the political affairs going on and had deep connections with other rail workers, which was delightful to see in play.

I played a wealthy Jeremiah Portemus, of the Portemus family who were spiritual mediums for the Vanderbilts, and privy to their dark secrets.

Magic, as I usually find it in Knave, was very satisfying. The fact that spells just work makes them really powerful. I teleported Felix onto one of the approaching steam wagons with an ancient ironbound tome, I used an etched crystal ball to assume gaseous form and travel between train cars. Felix used the tattoos on this body to speak telepathically to our foes and scare them. Finally Silence used the spell Blabber to make our patron Josiah speak the words we desired!

Knacks didn’t come up much, but they were a fun addition (not one I was familiar with, but I still liked them). I knew the instant a bargain was broken!

The big “reveal” at the end was delightful and I won’t spoil it for anyone who might play this game with Pietro in the future.

1 Comment

  1. Ted Arlauskas

    Thanks for the deep knowledge of Knave and your clever use of spells.

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