From publisher blurb:
Maskwitches of Forgotten Doggerland is a psychedelic imaginary Mesolithic setting, placing your stories in Forgotten Doggerland – the land that lies drowned beneath the North Sea.
After the end of the last ice age, when the earth warmed and tides began to rise, the place we now call Doggerland was subject to an unimaginably vast tidal wave, and was lost forever. We know precious little about this place, and as such it makes a marvellous location to set the weird tales of the now-forgotten witches.
In The Silver Road rules, (which are included in this PDF) each character has two things they’re good at and two things they are bad at. In Maskwitches of Forgotten Doggerland, these take the form of the masks the witches wear, and amulets they carry. Witches are able to trade and change their masks, making their characters’ identities extremely fluid.
Players take the role of witches who respond to the problems of the hunter gatherer communities of Forgotten Doggerland. Problems which frequently manifest as strange and horrific creatures which must be defeated in ritualised magical warfare.
Maskwitches expands on The Silver Road, adding in "knaps", tokens which players earn for completing witch activities. They can then spend these moving the result of a dice roll up or down by one face. This becomes especially useful in a battle against a spirit where the Maskwitches deploy their amulets, suffering at the hands of their humanity in order to drive off the Spirit. To defeat a spirit the witches much collect all 6 dice faces in battle.
Maskwitches also introduces the concept of Predestined Events - pre-written happenings which occur when a given number of die faces has been rolled around the table.