tag:blogger.com,1999:blog-26931936976802497772024-03-13T10:24:05.607-07:00And He Built A Crooked DungeonA more permanent collection of some of my "D&D" campaign's house rules, since I probably will never get around to producing a definitive document containing them. Subject to change without notice and irregular and random updating.Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.comBlogger28125tag:blogger.com,1999:blog-2693193697680249777.post-38428189072090190562024-02-06T16:43:00.000-08:002024-02-06T16:43:00.611-08:00Clothing Makes The Man (MyD&D)<p>Everything has a level in MyS^amp;D. This especially includes executive positions in the hierarchy. For example your typical bishop of a mostly rural bishopric is 6th level in the religious hierarchy, whilst an ordinary king is 12th level in the aristocratic hiierarchy. So how can a ordinary person, who is at most 4th level, occupy these postions?</p>
<p>The answer is <i>regalia.</i></p>
<h2>Regalia</h2>
<p>Regalia is essentially a special outfit that boosts the character's statsuslevel when worn. As such it is essentially conidered tp be +0 magic otems made by a tailor. As such they give the character a status boost in appropriate situations equal to the normal bonus that the craftsman procvides. Since these are normally drefined by custom the appropriate bonus are predetermined, but require finding a tailor of the appropriate level. Fortunateley an ordinary tailor is considered to be common, so they are easy enough to find in an appropriate location that supports their existence. Assuming one can pay the raw material cost (which,given the technology of the time, woukld be heavily weighted towards the labour as wella s the materials' embroidery is very time intensive).</p>
<table class="s">
<tr class="b"><th>Regalia</th><th>Bonus</th><th>Location</th></tr>
<tr class="g"><td class="1">Royal</td><td>+5</td><td class="1">Royal City (A+)</td></tr>
<tr><td class="1">Princely</td><td>+4</td><td class="1">Large City (B+)</td></tr>
<tr class="g"><td class="1">Noble</td><td>+3</td><td class="1">Medium City (C+)</td></tr>
<tr><td class="1">Official</td><td>+2</td><td class="l">Small City (D+)</td></tr>
<tr class="g"><td class="1">Uniform</td><td>+1</td><td class="l">Town (D+)</td></tr>
</table>
<p>For example a bishop is considered a noble of the church, so the standard bishop robes provide a +3 bonus to the character's leve;, meaning the bishop of a rural diocese is at least 3rd level, whilst one of a rich diocese is at least 4th level. Being a ubiform of sorts, if the character is of hiher level they still hav to wear the robes even if they are already of the 6th level or higher. It will just make them more notable attendee at a bishop's conclave (perhaps leading to the idea that they deserve a more presitiod diocese).</p>
<p>However the +5 status boost provided by a king's robes of state is generally not sufficient to propel a 4th level character to 12th level. For that we need to combine it with a crown, which is a special piece of regalia made by a jeweller. Again, a crown is a +0 magic item made by a jeweller this time, but unlike most jewellry, because it is considered a uniform of sorts it provides its status boost in addition to the special outfit. So a royal crown, combined with a the robes of state, can increase a characters level by +10.</p>
<p>Note that regalia only needs to be worn in the appropriate ceremonial situation to "secure" a character's position in a social hierearchy. The memory of such occaisions is generally sufficient to cement the idea in the populace that they have a right to occupy that position. Although it is not that unlikely for ambitious members of the hierarchy to "forget" when the character is not in their regalia. On the other hand a 12th level character would have a sufficiently majestic aura to renmind people that this is the king without any special clothes.</p>
<p><i>The main reason for this is to price the cost of the regalia required of a position in existing game terms.</i><p>
<h2>Special Outfits</h2>
<p>Special outfits are single use regalia (the potions of the clothing world) for special events, such as a ball or attending court. They generally provide a status boost for that event only, allowing the attendee to mix more freely with their social betters. Ballgowns are a prime example of a special outfit. Again, they may be combined with jewellry for the purposes of providing a status boost</p>
<h2>Tailors</h2>
<p>A tailor is a craftsman that can make and repairs clothing with portable tools (although often they will occupy a boutique to sell the clothes with attached sweatshop to do the actual swing). A tailor with a shop is able to make the materials from which clothes are made. particularly magical clothes. However most tailors are ordinary craftsmen, in which case their skill level normally only determines the status bonus, and they are unable to make magical clothing,</p>
<p>An extraordinary tailor is able to amke magical clothing in a shop, using a loom as the equovalent of a smith's forge in the process.</p>
<ul>
<li>A +1 outfit is a magically perfect outfit. It is perfectly comfortable to wear, tough, and generally stain and weather reistant.
<li>A +2 outfit is generally carries a number of enchantments. <i>Immunity to charm</i> is a quite common one for royal or judicial robes, for example.
<li>A +3 outfit must be produced on an elemental loom charged with the appropriate elemental energies and will have the effects appropriate to the energies embued in the cloth. For example investing a bishops robes with holy energies would oprovide the wearer with <i>protection from evil</i> and a degree of magical immunity at the very least. Supernatural creatures would burn when they come in contact with the robes and would have difficulty maintaining a glamour in their presence.
<li>A +4 outfit will have some magical effect. For example a <i>Cloak of invisibility</i> which provides the wearer with true invisibilty (rather than just the glamour that is embued by a +2 outfit with an invbisibility ernchantment. It would need to be made on a magical loom specially made for the task.
<li>A +5 outfit provides a major magical benefit, For example <i>Death's Cloak</i> from the haeey Potter franchis is not just a cloak of invisibily, but can allow the wearer to travel anywhere. On the other hand using this ability is quite liekely to attract the attention of Death who might want to collect the cloak that was stolen from her.
</ul>
<p>While an outfit might have multiple enchantments it is common to place the approprioate enchantments on the appropriate parts of the outfit. Thus boots carry mobility enchantments, gloves manual enchantments, and so on. These are normally considered seperate magical items rather tan being part of a single ensemble.</p>
<h2>Normal Outfits</h2>
<p>Normal outfits generally give the character a reaction bonus when travelling, according to their value. Note that sumptuyary laws may restrict a character to wearing an oyfit appropriate to their social level.</p>
<table class="s">
<tr class="b"><th>Outfit</th><th>Bonus</th></tr>
<tr class="g"><td class="l">Outlaw</td><td>-4</td></tr>
<tr><td class="l">Slave</td><td>-3</td></tr>
<tr class="g"><td class="l">Peasant</td><td>-2</td></tr>
<tr><td class="l">Freeman</td><td>-1</td></tr>
<tr class="g"><td class="l">Townsman</td><td>+0</td></tr>
<tr><td class="l">Guildsman</td><td>+1</td></tr>
<tr class="g"><td class="l">Gentry</td><td>+2</td></tr>
<tr><td class="l">Noble</td><td>+3</td></tr>
<tr class="g"><td class="l">Princely</td><td>+4</td></tr>
<tr><td class="l">Royal</td><td>+5</td></tr>
<tr class="g"><td class="l">Imperial</td><td>+6</td></tr>
</table>
<p>Note that a magical outfit proviodes a status boost at least equal to the degree of enchantment.</p>
Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com0tag:blogger.com,1999:blog-2693193697680249777.post-38919713884928957142024-02-05T12:34:00.000-08:002024-02-05T12:39:01.813-08:00The Astral Gates (MyD&D)<p>Each of the astral plabes are separated from each other by a metaphysical gate. Priginally this was presented as a initiation ritual for a magic user as they gained a level when they could learn a higher level of spell, although it did later evolve to "astalnaits" travelling through these astral planes seeking knowledge to bring back to the waking world.</p>
<p>The first gate must be found in one's dreams, unless on uses magic to physically manifest it. Unlike the other gaters it has no guardian, although it may be a challenge to open until the astralnaut is ready to proceed in their own mind.</p>
<h2>The Leaden Gates of Sleep<br>(<i>The Saturnian Gate</i>) [<i>1st level</i>]</h2>
<p>These dull gates of lead, engraved ith a strange unknown script, are the barrier between the world of dreams and the first of the astral planes. This plane is the domain of Time, named for both the lack of it and the existence of too much of it. The world within is cold and barren, and filled with ruins. Mountains have eroded, forests are dead, and rivers dry. A rime of frost often covers things, and even the sun is a ghost of what it should be, providing barely any heat. Far too much time has passed here and it shows. The ruins are haunted by simple brutish creatures and hungry vermin of various types, of which the traveller must be beware. There is a danger that if one stays too long in this place then one will be unable to go on, or go back.</p>
<p><i>Note that this is not the same as the worlds of the Black Sun from which a magic user can summon a wraith. There the feeling is ruin and destruction rather than the timelessness of eternity, and of course the sun in those places is a black orb that absorbs all heat, life, and magic, whilst still lighting the world in a stange silver ambience. Even if obe ignores the ever-hungry wraiths that stalk these worlds, it is not a place that a living craeture can survive in for long without powerful magics (that will, of course, attract the wraiths in a feeding frenzy).</i></p>
<p>Care must be taken when travelling this place bnot to allow the leaden gates to close behind you, because then there is no guarantee how long you will spend here, Seconds may turn out to be millenia, or vice versa. Somewhere in the middle of a plaza of a ruined city of strange towering construction, one will usually find the next gate.</p>
<h2>The Tin Gates of Fancy<br>(<i>The Jovian Gate</i>) [<i>3rd level</i>]</h2>
<p>The gates between the first and second astral planes are made of bright shiny tin, embossed with scenes of humanoid figures engaged in pleasure and revelry, but they sounds quite hollow when tapped. The world located beyond is bright and splendid and filled with many marvels and distractions, and entertainments unbounded. Street vendors and hawkers will sell you treats, such as candies that taste of blue and mirrors that reflect your dreams. Colourful banners fly, enticing smells fill the air, and people of great beauty walk the streets. But these are as deadly a trap to the unwary astralnaught as the lethargy of the first astral plane. One can get caught uop to easily in these fetes and lose the way forward or back. The actual buildings, made of marble and alabaster with golden trim, as opposed to the tents and stalls of the vendors of these delights, are all facades, concealing an emptiness within.</p>
<p>There is a square in midst of the fair, studiously ignored by all the inhabitants of this place, where the next gate can be found.</p>
<h2>The Iron Gates of War<br>(<i>The Martian Gate</i>) [<i>5th level</i>]</h2>
<p>The solid and barbed Iron Gates of War separate the second and third astral planes. The marvels of the previous astral plane turn to horrors as petty frictions and jealousies manifest. Many of the nightmares that haunt the dreams of mortals have their genesis here. The danger here is eminently manifested by warring armies of monsters. It is easy to succumb to the bloodlust here, especially if one is caught up in a righteous cause, and lose the way forward or back.</p>
<p>On a hill surrounded by a huge battle of clashing armies, stands the next gate. No combatant ever steps on this hill though, and it is strangely peaceful adter the tumult. A spiral path winds up the hill amongst the tombstones and tombs rgar cover this hill.<p>
<h2>The Copper Gates of Love<br>(<i>The Venusian Gate</i>) [<i>7th level</i>]</h2>
<p>The burnished and reflective Copper Gates of Love separate the third and fourth astral planes. The nightmare horrors of the previous astral plane are completely banished from here and peace and tranquility reign in the pastoral landscape where lions and lambs frolic together. Delicious fruit amd berries may be picked from the branches, and the water in the streams is clear, cold, and impossibly refreshing. The inhabitants here are carefree and givng, and experts at playing the nose flute. But spend too long here and you will lose the desire to return (or to proceed on).</p>
<p>On an island in a glade before a waterfall lies a marble temple in the Greco-Roman style, in which the next gate is located.</p>
<h2>The Quicksilver Gates of Thought<br>(<i>The Mercurian Gate</i>) [<i>9th level</i>]</h2>
<p>The strangely fluid Quicksilver Gates of Thought separate the fouth and fifth astral planes. Unlike the others it does not open when the guardian's challenge is completed, but instead the astralnaut will pass through it's liquid embrace. In doing so the astralnaut has purged themselves of the emotions that have been holding them back from truly perceiving what is. The world beyond is stark and rational, a beautiful construct of logic and premise, held together by reason and belief. The inhabitants and travellers here are very alien, and the danger here is not being able to understand the way back or the way forward. Or the need for it.</p>
<p>Ontologically following a brane can lead to a strange geometrical nexus with more than the normal amount of dimensionality, within which can be found the next gate in an impossible direction.</p>
<h2>The Silver Gates of Memory<br>(<i>The Lunar Gate</i>) [<i>11th Level</i>]</h2>
<p>The Silver Gates of Memory is carved with the same inscriptions as the leaden gates, except they are now understandable and of great import. Sometimes this gate that separates the fifth and sixth astral planes is known as the Gate of Prophecy as a result. The difficulty is of course holding on to the details of it as you return back to the mortal worlds and awaken once more. Passing through the gate marks an understanding for the need to remember all that you are. The abstracted beauty of the previous world has added depth as it now extends both forwards and backward in time, and possibly even into other dimensions. rather than
just existing in the now. There is a sense that existence here is profound, and the inhabitants have a certain magisterial authority about them that give weight to what they say.</p>
<p>The next gate is surprisingly easy to find, as it makes its presence felt wherever you are in this plane. The gentle hum and golden glow can always be found around the next corner or through the next alleyway if one desires. It is said that if it time for you to pass through them then wherever you go they will be there, waiting for you. There does not seem to be a guardian at thios gate either, but if you are not ready to travel through it, then it cannot be opened.</p>
<h2>The Golden Gates of Eternity<br>(<i>The Solar Gate</i>) [<i>13th level*</i>]</h2>
<p>No one can really describe what the Golden Gate of Eternity actually looks like, just the sense of what eminates from it. There is a sense of completion there, of an impending majestic unification with everything. The godhood made manifest. While theer is no guardian here whose challenge must be passed, most people viewing the gate know in their hearts that this is a thing they are not truly ready to experience. However a few have managed to open the gate and ppass through it, but there is no records of what they found there is no record of them ever returning back through the gate. They simply disappear, even if just travelling through it in their dreams.</p>
<p><i>* Remember that in my game the highest level is 12th. This gate therefore represents progress beyond that by some means. Perhaps this is how wizards are made?</i></p>
Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com0tag:blogger.com,1999:blog-2693193697680249777.post-37674535991442123382024-01-24T03:42:00.000-08:002024-01-24T03:44:07.516-08:00To Hit Rolls (MyD&D)<h2>Currently</h2>
<p>Currentl;y my "to hit" roll is a rich roll. In order to hit a target you have to roll equal to or below your Combat Ability (which is equal to 10 + character combat bonuses), but above your target's Armour Value (what would be ascending Armour Class in D&D). The exception is chivalric weapons which are considered to do half damage if ypu roll equal to or under the Armour Value. These are weapons that have to be swung with some authority, so they attack last in the rooundf, whilst you cannot just rely on armour to avoid injury. Remember, in MyD&D, hit point damage represents the extra effort required to avoid injury from an attack. If you run out of hit points, thenm your parry, block, or dodge was just too sloew and the attck hit.</p>
<p>If your Combat Ability is greater than 20 then it is considered to be equal to 20, but any extra points reduce your opponent's Armour Value.</p>
<p>In practice this has worked well. Especially since it is a straight comparison of the roll, which is cognitively the simplest approach to interpreting a roll.</p>
<h2>Proposal</h2>
<p>What if the bonus to attack reduced the rank of the die rolled from d20. So if the character had a +1 bonus to attack they would roll a d18 instead of a d20. Similarly if they had a -2 penalty they would roll a d24 to hit. In order to hit they would have to roll over the opponent's Armour Value (in this case equivalent to descending Armour Class in D%amp;D). And before people ask, yes, I do have a collection of duitable physical dice to supply my players, since I already use this type of system for other die rolls.</p>
<p>In this case chivalric weapons would double the opponet's Armour Value (making them easier to hit, but at the cost of acting last in the round).</p>Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com0tag:blogger.com,1999:blog-2693193697680249777.post-27904190995373430502024-01-23T22:10:00.000-08:002024-01-23T22:10:38.255-08:00Attribute Dice (MyD&D)<p>In MyD&D the spiritual attributes (Charisma, Willpower, and Intelligence) are mirrors of the physical attributes (Strength, Constitution, and Dexterity). This means that both Charisma and Strength merasure the characters ability to use force in resolving the appropriate situation, Dexterity and Intelligence measuire the use of finess to resolve the situation, and Constitution and Willpower measure the general resilience of the character in each half of the equation. The physical abilities are also eachj associated with a type of physical combat (and a class that excells in that combat), whiolst the spiritual abilities are associated with a tupe of magiic (and a class that uses that type of magic). So Strength is associated wilth melee (Fighters), Constitution is associated with missiles (Rangers), and Dexterity is associated with avoiding combat (Rogues). Similarly Charisma is associated with Antipathic magic [banishing and dismissal] (Clerics}, Willpower is associated with natural magic (Adepts), and Intelligence is associated with sympathetic magic [summoniong and creation] (Mages).</p>
<p>Now each class has a Combat Die which basically represents how good they are at Combat. In normal games of D&D this would be considered their Hit Die. For example Fighters have a base Combat Die of d10, whilst mages (on the opposite side of the circle) have a Combat Die of d4. Other classes (and subclasses) have different Combat Dies. Actually I've long used the Combat Die with monsters as well (well before MyD&D), so that the Hit Die of a monster equals it's base combat ability. So a dedicated martial artist gets a d12 HD, a melee specialist such as aknight gets a d10 HD, a regular warrior or soldier gets a d8 HD, a militiaman or peasant (a peasant life toughens you) gsts a d6, a normal townsman gets a d4 HD, and an academic gets a d2 HD. [The default class for mages are the battle mage who are trained in warfare so get a betetr HD; more academic mages get a worse HD.] Toughness and constitution may ibncrese the HD. For example a blacksmith gets a d9 HD and a draon increasesd it's HD by one rank for it's "class."<p>
<p>Now attributes modify the rank of the die used. So the character's actual Hit Die is their Combat Die modified by their Constitution. A character will get to roll a number of Hit Dice equal to their level to determine their hit points. But it also made sense to determine the character's Damage Die in a similar way; in this case the Damage Die is the Combat Die modified by Constitution. Thios is the amount of damage the character does in combat (and coincidentally defines what weapons the character can effectively use in combat). Note that all hit point damage is class-based.<p>
<p>Now I have always been a fan of mana point systems rather than the traditional Vancian approach of D&D (although I do have a Vancian sub-system that I do quite like for more standard D&D play). My favourite point-based magic system, courtesy of a 3E/d20 splatbook by Guardians of Order, uses the cost of the spell to be equal to (the level of the spell + 1)^2. So a cantrip (a level 0 spell) costa 1 SP, a first level spell costs 4 SP, a second level spell costs 9 SP, a third level spell costs 16 SP, and so on. The question is how to determine how many spell points are available to the spellcaster. This ideally should mirror the chaarcter's hit points (by my MyD&D philosophy), so they should eoll a number of Spell Point dice equal to their level. The Spell Point die is the classes Magic Die modified by their Willpowerr. To mirror the Fighter, this was set to be a d10 for a Mage, which means that a first level Mage with normal Willpowerr has a 70% chance to cast a first level spell each day (and a 30% chance of being able to cast two, which balances the 30% chance of beiong unable to cast a first level spell without hurting themselves). The total number of spell points the character receives is less than the total amount if you converted their spell levels to spell points (even given the increase pf the Maic Die that happens at the heroic and superheroic tiers), but still suffivient to cast the high level magic appropriate to their levek.</p>
<p>A corollary of this idea is that all classes now have a reserve of spell points. Therefore each class should have it's own type of "magic" so that it can use them. But in this sense "magic" is not sorcery or exorcism, but rather the ability to break the rules of the universe in interesting ways. For example the "cantrip" magic of a fighter is the ability to make special attacks that may cause a special combat result. Similarrly they might learn higher level spells, although these are called martial arts. Want to cause your blade (or fists) to burst into flame? Well that's a first level martial art (most martial arts follow an "elemental" school). Similarly want to endure cold (also a "fire" martial art). But all that is a whole other article.</p>
<p>Anyway that was the status of mny game for a long time, but eventually I got to thinkingh that shouldin't the other attributes have their own dice that operate on the same principle?</p>
<p>Now the Charisma dice is simple, since that is the ability to project magical force. So the class Magic Die modified by the character's Charisma is the character's Spell Damage Die. This actually fits in well with how missile spells work in my game (again, a different article). So a magic uer casting <i>magic missile</i> does a base d12 damage with the missile (which is a cheat slightly since by OD&D definition it should just do d10+1 since in my game magical bonuses are added to the roll and don't raise rank, but I like thios way better).</p>
<p>Similarly the Magic Die modified by Intelligence becomes the Magic Effect Die (to borrow the ORE/Wild talents idea between attack dice and use dice). So where spells have a variable effect this is the die that is used to measure it. So a cleric casting <i>banish light wounds</i> would use their magic effect die to determine how many hiot points the taget gets back (in this case it would be a base d8).<p>
<p>And then there is the Combat Die modified by Dexterity. I suspect I shall eventually call this the Maneouvre Die (although I already have a Maneouvre Die in the game that is based on encumbrance and gait). I suspect that this die will be affected by encumberance/armour, and that it should balance out to be the same as the old die. For example the base fighter in battle armour (plate) would modify the base d10 to d6. This implies that battle armour gives a -2 rank penalty, heavy armour gives a -1 rrank penalty, light armour gives no penalty, shiled only gives +1 bonus, and no armour gives a +2 rank bonus. However that pretty much reduces everybody's maneouvre die to a d6 if they wear the heaviest allowable armour. In the oldd version battle armour gave you a d6, heavy armour gave you a d8, light armour gave you a d10, shield only gave a d12, unarmoured gave a d14 (or higher). Which allowed a lot more swashbuckling activity (which I enjoy).</p>Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com0tag:blogger.com,1999:blog-2693193697680249777.post-31687282677258672622024-01-14T05:03:00.000-08:002024-01-14T05:03:19.236-08:00You Can't Take It With You! (MyD&D)<p>It is common practice amongst some cultures to entomb their great heroes and kings in some manner of tomb or barrow. Together with servants, good, and a great deal of valuable treasure.</p>
<p>Why do tombs and burial mounds contain treasure?</p>
<p>Simply, it's because you can't take it with you. A large amount of treasure helps magically bind the spirit of the occupant of the tomb to this plane of existence. In addition to providing the wight with appropriate accoutermonts for when they waken. Nobody wants to waken to a bare stone chamber, after all. Slaves are often included in this deal, for much the same reason. They are awakens to serve their tomb lord when he or she awakens. Occaisionally an honour guard of warriors will join their lord in the tomb, although these may be physically added later (if they were theer for the oriiginal funeral). Often a sett of common soldiers may be unwillingly interred in the term too. After all, the lord will need his guard.</p>
<p>This is good news for would-be tomb robbers. There is money in those tombs. The bad news is that this treasure is bound up in the necromancy that maintains the wight (or spectre). Which means the wight knows wheer it's treasure is, and even if it does not wake up during the robbery, it will desire it back. After all it reduces the magical energy binding it too this life, and if this fails, they might have to answer embarrassing questions by the Judges of teh dead as to why they had missed their previously scheduled appointmnet.</p>
<p>Although there is one reported incident or the wight and entourage moving into the vaults of the thief. Especially if their descendants have died out and are no longer conducting the appropriate memory rites at their old place. But usually it will be a visit from an undead collection aganecy in the middle of the night, unless the curse is cleansed from the stolen treasure.</p>
Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com0tag:blogger.com,1999:blog-2693193697680249777.post-31733578819097823302024-01-11T07:02:00.000-08:002024-01-11T07:02:24.721-08:00Summon Kobold (MyD&D)<p>This Spell of the Sixth Rank [1st level] that ritually summons a single kobold into the summoning circle who will act as a valet or maidservant to the character. The spell will always summon the same kobold(s), even if they have previously been "killed." The spell lasts until the summoning circle is broken.</p>
<p>Kobolds are small dark blue wizzened humanoids who are surprisingly ugly. It will be formally dressed in the appropriate clothing for a noble's servant or maid. It will not bear any weapoms amd cannot dight, but is a dab hand at doing the laundry, putting away clothes, serving breakfast, and answering the doorbell. There is a chance that a valet will know the secret hangover cure, but it is something that you really have to very hungover to even contemplate consuming it. It is very effective however. Maids are very good at magical seamless mending.</p>
<p>There is no need to feed a kobold, and no one has ever seen them eat. However it is noted that the local rodent and cat populations tend to decreae in their vicinity, which tends to discourage people from sampling their cooking. They have the ability to be Overlooked, which seems to be some form of invisibility, but one without the use of glamour; when needed they are simply there.</p>
<p>They are effectively earth spirits of the hearth, similar to brownies and the like, and if treated well will be able servants. However if abused or mistreated they will vecome, surly and uncooperative and you may find important items have been misplaced. Whilst their material forms may be destroyed, they are effectively immortal and may be resummoned. They have d4 hit points, wear no armour, but are small (-4 to hit). In combat, they will become Overlooked on their action. They have the normal vulnerabilities of summoned creatures and the earth fae.</p>
<p>There are two known variants of this spell:</p>
<ul><li>The first summons a Klabautermann who is dressed as a sailor amd will do general tasks aboard a ship, such as mending clothes, nets, ropes, and sails. They cannot actually sail the ship or pull an oar, as they are too small. They nmay also effectively replace the ship's cat when dealing with rat infestations, and unless the cat is cautious, will almost certainly do so.</li>
<li>The second summons a Deep Kobold dressed as a miner, complete with pickaxe or shovel and hard hat with a light on it. These are very good at excavating soil and diggong through rock. Unlike other kobolds they can only be summoned for a specified task, after which the summoning circle breaks with a loud crack (akin to rock breaking).</li>
</ul>
<p>If cast at a higher level it effectively summons enough kobolds to completely staff a household of a similar level. That said, even the caster will often Overlook many of the kobolds, especially those who are normally performing the roles of underservants, and thus it is difficult to exactly determine how many servants were summoned. However the mage may live a comfortable life in such an abode, without worrying about clumsy servants messing up their latest research.</p>
<ul><li>At 2nd level it allows the mage to comfortably staff a cottage.</li>
<li>At 3rd level it will staff a wizard's tower.</li>
<li>At 4th level it will staff a small manor house.</li>
<li>At 5th level it will staff a large manor house.</li>
<li>At 6th level it will staff a small palace (lots of dusting needed).</li>
</uL>
<p>Note that most servants will not (and effectively cannot) work with kobolds. It's either the magical servants or the mundane kind.</p>
<p>Note that a mage will often ritually enchant their abode with the appropriate spell, sealing the summoning circle somewhere safe (usually as a permanent engraving or metalwork), in order to permanently provide a household staff to run the place even when they are not there. The problem is that until the circle is physically broken the kobolds remain bound to the place of their summoning. This is often why wizard's abodes have a reputation for being haunted, long after the wizard has been killed or otherwise moved on. The kobolds remain bound to the placem, even if it has fallen into ruin. And whilst they generally cannot fight an intruder directly, there is a <b>lot</b> of mischief undetectable servants can perform against intruders...</p>Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com0tag:blogger.com,1999:blog-2693193697680249777.post-75741422157782916592024-01-03T07:15:00.000-08:002024-01-03T22:32:56.602-08:00The Cult Trait (RuneClaw)<p><i>"Hello? Hello? Is this thing on?</i></p>
<p><i>It's been a while but I thought I might actually try writing some more blog articles. No promises on the theming of them. Some will be from MyD&D game and some will be from other games. No idea when or how many new articles will happen, as it depends on my health, which has not been very good. With all these disclaimers in place.</i></p>
<h2>My Old <i>Runequest</i> Game</h2>
<p>I had a long running <i>Runequest</i> game, mainly using RQ2 as its basis. However there were several ways that my game wasn't canon (YGMV). Firstly it was set in the early Iron Age rather than the Bronze Age. The main reason for this was the equipment list in RQ2 was definitely more appropriate for this period. I mean, bronze chain mail? Really? Let alone things like arbalests! Since Iron was commonplace the Dwarven Secret that was stolen was the secret of Steel (shadows of Conan the Movie). One of the consequences of this was I actually forgot that iron was valuable at a RQCon. Embarrassing!</p>
<P>Anyway, in 2000 issaries published <i>Hero Wars</i> Now whilst I do have most of Robin's games, and find some of the ideas interesting, my group generally finds them unplayable with rules as written (and given reports of Robin's convention sessions I suspect he does as well). In particular I detested the narartive difficulty system that he used (something he was playing with in his "drama beats" games. For much the same reason I detest narrative time in movies. My RQ players were simulationists. This wouldn't do!</p>
<p>At about the same time I got a copy of <i>ironclaw</i> (the original edition), which I really liked as a game system (and the setting was quite good too). Unfortunately it was an anthropomorphic game, and many of my players had a Thing about Furries for some reason. Considering they had almost certainly never encountered any, it was probably purely by reputation. Anyway, this provided an opportunity. I could convert my RQ campaign to
<i>Ironclaw</i>, including a lot of the ideas from <i>Hero Wars</i>. In doing so I could also make the changes that ensured that my players didn't confuse mt game with a canon RQ game. Mostly be renaming the gods. For example Humakt became Huma Grim.</p>
<p>But <i>Ironclaw</i> had a Species trait for racial characteristics. What to do about that?</p>
<h2>The Cult Trait</h2>
<p>The solution was to replace this with a Cult trait. This represented the character's understanding of the inner Mysteries of the cult. It could be used directly in rolls applicable to such knowledge, but it also provided it's bonus to four specific skllls related to the cult. Whilst there was a default set of skills for each cult, it could vary slightly according to what heroes were honoured by the local shrine. For example the Cult of Orlan Adventerous generally provided the skills of Boast, Sword, Jump, and Dodge. However if a particular shrine honoured the hero Drogarsi (The Skald) then Boast could be replaced by Sing.</p>
<p>One change from the normal rules were that these are considered "magical" skills. They represent the minor chants and blessings that are a normal part of doing something in Glorantha. For example every housewife with the Cooking cult skill would almost certainly know a charm to help the bread rise. This was what was covered in the Cooking skill when making bread. One direct consequence of this is that the Cult trait doesn't work in a Dead Place. This is in addition to the d12 alien world penalty for being in a place where magic doesn't exist. How discomforting!</p>
<p>The other thing is that these skills replaced the battle magic of RQ2. Normally skills are only used in the skill test (naturally enough). However by taking a round and expending a Magic Point they could use the dice in the effect roll as well. For example spending a MP on Sword would add the die to the damage roll of the aword as well (this would be the equivalent of casting Bladesharp in RQ). Use with other skills would create similar magical effects. Such as Cooking very nourishing bread. However the effects generally only lasted for the scene.</p>
<p>Players could actually gain extra dice in this column, generally as cult rewards. For example a priest might teach you the secrets of Drogasi's Sing magic directly. This is treated as a normal skill advancement, but is only availan;e from a priest at a shrine with this ability. And the Cukt trait is usally a limit to these extra spells. It is considered inner knowledge of the greater cult, so if you ever lose the Cult trait tied to that skill you lose the magic as well.</p>
<p>Originally the Cult trait was treated in the game system as a nortmal trait. When I introduced Gifts (from <i>Usagi Yojimbo</i>), the cult gifts automatically gave you the appropriate Cult trait. These gifts were the Gift of Worship (d4/Lay Member), the Gift of Initiation (d6/Initiate), the Gift of Devotion (d8/Acolyte/Godi), the Gift of Ordination (d10/Rune Priest) and the Gift of Disciplehood (d12/Rune Lord). They usually had specific benefits and limitations to obtaining them as well. One of which was that anyone with the Gift of Initiation gained a specific initiation gift. For example initiates in the Cult of Orlan Adventurous gain the ability of weather Sense. They may use their Cult trait in any situation where knowing what the weather is like would affect things. This includes Augury to determine when the next holy day will actually be (or if anything is magically wrong with the weather), Farming, and even Sailing (however using Air magic at Sea is likely to provoke a violent response from below).</p>Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com0tag:blogger.com,1999:blog-2693193697680249777.post-62283183194149284492019-12-05T01:17:00.000-08:002019-12-15T04:14:56.748-08:00What the hell have you done to Stonehell?<p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-ZNP4DmdqVO0/XejIjQHQdjI/AAAAAAAAIw4/bXoxPgfUv_IwkIOyZaQxfjJvHeaP6ttBQCLcBGAsYHQ/s1600/Stonehell-L1.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://1.bp.blogspot.com/-ZNP4DmdqVO0/XejIjQHQdjI/AAAAAAAAIw4/bXoxPgfUv_IwkIOyZaQxfjJvHeaP6ttBQCLcBGAsYHQ/s320/Stonehell-L1.png" width="320" height="312" data-original-width="439" data-original-height="428" /></a></div>I thought I'd increase the difficulty of running Stonehell slightly by reconfiguring the maps slightly. This is the test layout of the first level of the dungeon, although I will definitely make a couple more changes from the original layout to better suit the radial nature of the dungeon.</p><p>I always found Stonehell much to cramped for my tastes. Ideally I would actually disperse it more. I am not of the school where a megadungeon needs to be fully inhabited, but rather of the school of thought that a megadungeon is an underground environment with scattered enclaves of various groups, usually separated by dull empty space in which they can skirmish or sneak through.</p><p><i>Apologies if anyone manages to take away any actual information about the layout of the original Stonehell from this version, but if they do they are much more skilled than I.</i></p>
<p><div class="separator" style="clear: both; text-align: center;"><a href="https://3.bp.blogspot.com/-JrxdOfxS7QI/XfYi71xysQI/AAAAAAAAIxc/vLUTXLgURrgjPjKc3vN3Z61QMhJzPiYYACLcBGAsYHQ/s1600/Stonehell_L1_Final.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://3.bp.blogspot.com/-JrxdOfxS7QI/XfYi71xysQI/AAAAAAAAIxc/vLUTXLgURrgjPjKc3vN3Z61QMhJzPiYYACLcBGAsYHQ/s320/Stonehell_L1_Final.png" width="320" height="316" data-original-width="446" data-original-height="440" /></a></div><b>Edited to add:</b> And here is the final result I will be using.</p>Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com12tag:blogger.com,1999:blog-2693193697680249777.post-22401815725339830202019-04-14T13:36:00.001-07:002019-04-14T13:36:37.311-07:00The Most Important Encounter Table<p><i>[Normally I'd just have pointed it out on G+, but...]</i>
<p>The Most Important Encounter Table (IMNSHO) first makes it's appearance in the original <i>City State of the Invincible Overlord</i> by the Judges Guild, as part of the encounter sequence. Now this was a set of tables that determines the encounter you had in the city and is still one of the best examples of it's kind (even if you can meet a god walking the streets of the city). You don't have CSIO then you can also find these tables at the start of <I>Judges Guild ready reference Sheets, Volume 1</i> (there never was a volume 2).</p>
<p>Anyway the table in question is simply this one (the very first table of the encounter sequence):</p>
<table class="s">
<tr class="b"><th>1d6</th><th>Type of Encounter</th></tr>
<tr class="g"><td>1</td><td class="l">Attacked by Surprise</td></tr>
<tr><td>2</td><td class="l">Attacked</td></tr>
<tr class="g"><td>3</td><td class="l">Slanders/Insults</td></tr>
<tr><td>4</td><td class="l">Questions Player(s)</td></tr>
<tr class="g"><td>5</td><td class="l">Propositions Player(s)</td></tr>
<tr><td>6</td><td class="l">Special Encounter (below)</td></tr>
</table>
<p>In other words the most important part of the encounter is <b>why</b> it is an encounter. After all the city is full of people (and other things), so why are these people important to the characters? The CSIO encounter sequence then goes on to determine what is encountered (from a patrol of constables [naturally quite frequent given that OD&D adventurers tend to be suspicious looking types, to a chamber pot being carelessly emptied out the window).</p>
<p>Most encounter systems in D&D work the other way. They determine the what and generally assume the why is an innate hostility (or use a treaction roll to determine how friendly the encounter is). The emphasis is on what is encountered, which biases the nature of the encounter. On the other hand, with the CSIO, with a dice sequence of 5, 5, 1, 6 you have a Troll sexually propositioning one of the players, which is a much more intriguing proposition for an encounter (admittedly only a 0.02% chance of it though).</p>
<p>Of course this table is rather simple. Midkhemia Press created a much more involved encounter tables with their <i>Cities</i> supplement (later repreinted by Chaosium and used in their <i>Thieves World</i> setting. Although the nature of encounter is second to what is encountered, you still have motivation as the primary drive of the encounter. For example you don't just meet a Mercenary Warrior, you meet a lonely Mercenary Warrior who wants a friend, or a band of mercenary warriors recruiting for a mission. Context is king.</p>
<p>This should be applied to wilderness encounters as well. After all what you encounter in the wilderness is likely to be out there for a reason themselves and will have a reason for why this is an actual encounter as far as the players are concerned. For example a hostile encounter of a single deer may not be of much concern, but what if the hostility does not come from the deer itself but a later encounter with the Royal Forester as they are enjoying the fruits of their chance encounter with the King's Deer.</p>
<p>The boardgame <i>Tales of the Arabian Nights</i> modifies it's encounters by adding a adjective. You don't just meet a Prince, you meet a Vengeful Prince or a Foolish Prince or a Mad Prince. One of the nice tricks (which works for the boardgame but is less suited for a roleplaying game) is that the player then chooses how they wish to encounter the Lost Prince. Do they Grovel to, Aid, Rob, Avoid, Converse with, Attack, Court, Abduct or Honour the Lost Prince? Which action will lead to a story that is of the greatest benefit to the players. They (and the gamemaster) have a lot more information to go on by knowing that the Prince they have encountered is "Lost," and that shopuld affect what everyone does.</p>
<p><i>[Just an idle thought whilst I slowly go mad repairing my RPG collection database.]</i></p>Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com3tag:blogger.com,1999:blog-2693193697680249777.post-22767031091123461412019-03-15T20:32:00.000-07:002019-03-15T20:32:32.252-07:00The Military Unit Hierarchy Megapost<p>As with everything in the game, military units have a level, which is equivalent to every other level in the game (except for spells and magic items which are ranked instead). This will be used for various purposes such as determining the actual HD/level of the unit commander, or determining the extent of an event affecting the military (a local event for example will have a level of 1d6, whilst a major event [such as a war] will have a level of 3d6). Note that the military hierarchy is a social hierarchy that usually has precedence immediately after the aristocratic hierarchy. Officers will have a default social level in this hierarchy based on the level of their command, although regimental officers have a +1 bonus to their social level and general officers have a +2 bonus to their social level. That said, most senior officers will actually have a higher social level due to their membership of the aristocratic caste.</p>
<p>Please note that this is a rather generic table of organisation which will often vary considerably in practice, especially with regard to the number of soldiers in a company. For example some elite units might be very small, whilst some of the cheaper infantry units might be quite large (twice or even four times the number), but each of these, despite the difference in size, will still only count as a single company.</p>
<p>The following table is the actual heart of this post (also see the section on <b>Civil Improvements</b> below). That's everything you absolutely need to know. Everything else may be considered excessive verbiage.</p>
<table class="s">
<tr class="b"><th>Level</th><th>Unit</th><th>Commander</th><th>Troops</th></tr>
<tr class="g"><td>0</td><td class="l">Soldier</td><td class="l">-</td><td class="l">1 soldier</td></tr>
<tr><td>1</td><td class="l">File</td><td class="l">[Veteran]</td><td class="l">3-6 soldiers</td></tr>
<tr class="g"><td>2</td><td class="l">Squad</td><td class="l">[Corporal]</td><td class="l">5-12 soldiers</td></tr>
<tr><td>3</td><td class="l">Patrol</td><td class="l">[Sergeant]</td><td class="l">10-24 soldiers</td></tr>
<tr class="g"><td>4</td><td class="l">Troop</td><td class="l">Lieutenant</td><td class="l">24-40 soldiers</td></tr>
<tr><td>5-6</td><td class="l">Company</td><td class="l">Captain</td><td class="l">80-120 soldiers</td></tr>
<tr class="g"><td>7</td><td class="l">Battalion</td><td class="l">Major</td><td class="l">[1/3rd Regiment]</td></tr>
<tr><td>8-9</td><td class="l">Regiment</td><td class="l">Colonel</td><td class="l">6-12 Companies</td></tr>
<tr class="g"><td>10</td><td class="l">Brigade</td><td class="l">Brigadier</td><td class="l"> </td></tr>
<tr><td>11</td><td class="l">Division</td><td class="l">Lt/Mj General</td><td class="l">[1/3rd Army]</td></tr>
<tr class="g"><td>12</td><td class="l">An Army</td><td class="l">General</td><td class="l">Typically 6 Regiments</td></tr>
<tr><td>12+</td><td class="l">The Army</td><td class="l">[Field] Marshal</td><td class="l">Typically 1-3 Armies</td></tr>
</table>
<p>The three most important unit sizes are the company, the regiment, and the army. Lets start in the middle (because it will actually make more sense doing it this way). This discussion will focus on the armed forces of kingdoms; those of empires are an advanced topic (especially since an empire is often an empire because it conquered neighbouring kingdoms, which means it tends to have a more specialised military).</p>
<h2>The Regiment</h2>
<p>The armed forces of a kingdom may be divided into two types of forces. The first are the garrison forces that are considered organic parts of the various defensive structures in the kingdom. The second are the mobile forces that may be deployed on campaign, and which effectively form the standing army of the kingdom.
</p><p>The standing army of a kingdom is composed of a number of regiments (up to two per county). These may be standing royal regiments paid by for, and under the direct command, of the king, or feudal troops under the command of each region's count (as the personal feudal representative of the king for that region). Most kings prefer a standing army that is answerable only to them, whilst most nobles prefer that the troops owe loyalty to the noble first (who is, of course, the king's most humble and loyal servant).
</p><p>Soldiers will primarily identify themselves by the regiment they belong to, even if they are not members of a formal regiment (for example those feudal troops raised by the Count of Solisberry will consider themselves Solissberrians, even if there is no actual formal Solisberrian Regiment. Since regiments are generally raised and supported directly by each county, even if they are in direct service of the crown, there will have strong regional identities (and loyalties) anyway.
</p><p>A regiment will consist of a number of different troop types, although they will be primarily composed of either infantry or cavalry. You will notice that the above table lists two different levels for a regiment and its commander. A level 9 regiment is generally the more expensively equipped cavalry or guard regiments, whilst the level 8 regiment is generally an infantry regiment. The commander of both is referred to as a colonel (in later militaries the junior colonel may be given the official title of lieutenant colonel, but will still customarily be referred to as colonel).
</p><p>A regiment will traditionally consist of three battalions: the vanguard, mainguard, and rearguard. Formally this refers to the order in which these forces march and how they deploy on the battlefield (the vanguard to the right, ant the others to the left of it in order). Each of these is lead by a major (the battalion commanders). These are the senior regimental officers. Other regimental officers, such as the martial magistrate or regimental quartermaster, are also considered to be majors (if only for the authority this gives them other the captains of the companies that make up the body of the regiment.
</p><p>Each of the battalions will generally consist of 2-4 companies, each commanded by a captain. A company is composed of similarly equipped troops that fight together on the battlefield as a single tactical unit. As for the regiment, the level of each company (and its captain) is determined by its type. A guards or cavalry company will be commanded by a level 6 senior captain, whilst a standard infantry company or an artillery company will be commanded by a level 5 junior captain.
</p><p>Finally it is possible that additional companies may be attached to the regiment as support elements, but not considered to be part of any of the battalions. These will either deploy on the battlefield with the regiment. They are generally commanded by junior captains. An example is the catapult-equipped artillery company that is normally part of a Roman legion. Note that the ballista squads attached to each century are technically under the regimental command of both the captain of this company (even if they are directly associated with each century and normally accompany them.
</p>
<h2>The Company</h2>
<p>A company is a unit of troops that are generally armed and equipped identically and which generally functions on the battlefield as a single tactical unit. As with the regiment, the exact level of the company and its commander is generally determined by the type of company it is. Infantry and artillery companies are generally commanded by a junior captain (of level 5), whilst cavalry and guard companies are generally commanded by a senior captain (of level 6). There are exceptions of course. For example the double-sized centuries of the first cohort in a Roman legion are commanded by senior centurians (the senior-most centurian being the primus pilus or "First Spear.") Again regardless of the actual level, the officer is just referred to customarily as a 'captain."
</p><p>Similar to the regiment, and for much the same reasons, the company is divided into three troops (or platoons or sections), each under the command of a lieutenant. These are again the vanguard, mainguard, and rearguard, which describes the position they march in in column and the position they occupy on the battlefield (with the vanguard taking the right wing and the remaining troops deploying to the left of that in order). The senior-most lieutenant commands the vanguard, and seniority descends from there.
</p><p>Other officers (such as those leading support elements like an attached artillery detachment) may also carry the rank of junior lieutenants. Finally the trainee officers of the company will have the rank of ensign (which is effectively a level 3 rank that that is actually inferior to the rank of sergeant). Note that if it is not a leadership position the commander of a support detachment will carry the equivalent rank of a sergeant (level 3). The unit armourer for example is considered the equivalent of a sergeant (as well as being a master craftsman, also a level 3 position in the guilds hierarchy).
</p><p>Discipline in a company is maintained by the sergeants, who are typically large burly men who are good with their fists. Generally there are two sergeants in each troop, although they generally form their own squad (mess), rather than being embedded with the troops. The senior-most sergeant would hold the rank of company sergeant major and would technically represent the company's soldiers on the command staff. Note that sergeants will generally not lead troops into battle (in fact their normal position in battle or march is in a supernumerary rank behind the troops, and their responsibility in a battle is to encourage them to stay and fight). However a sergeant may often be detailed to supervise a work-party that does not require an actual leader.
</p><p>Soldiers work, fight, eat, and sleep together in squads. In additional to their personal equipment, the members of a squad will also each carry a share of the squad's equipment, and share duties in the squad. The seniormost veteran is generally the squad leader, who can be given the rank of corporal to signify this distinction. A squad generally forms two files in the formation. The leader of the second file may be given the rank of lance corporal. The term lead is also intentional, as the file leaders are generally the first rank of the company, since they are generally veterans.
</p><p>A patrol is generally composed of half a troop that has been detached from the company for a specific purpose (such conducting an actual patrol), and is usually led by a lieutenant with the assistance of a sergeant, whilst the other sergeant remains behind supervising the rest of the troop. It is generally not capable of prolonged independent operation, and will be required to return to the company proper within a few days.
</p><p>As suggested above, specialised squads may be attached to a company. For example all Roman centuries had an attached artillery squad with a single ballista. These specialised squads are more important for independent companies that are not part of a regiment (such as mercenary companies). For example most mercenary companies will employ a squad of mounted scouts to ensure that they are not marching into an ambush. Such an element will not generally take part in the actual battle (but will usually maintain security on the company's baggage train). Similarly a squad of skirmishers might deploy ahead of a company in battle, but would fall back when the company itself enters battle.
</p><p>When functioning as part of a regiment these support squads may be gathered together on the battlefield as an ad hoc company. For example it is common to group all the ballista squads of a Roman legion together as a single company on the battlefield, because they are more effective that way. But in general the individual squads are considered part of the company and the responsibility of the captain commanding it. That said most regiments will have their own support companies that perform a similar role on the regimental level. For example a legion will have an attached artillery company of catapults, or a company of mounted scouts, for example. These may be attached temporarily to individual companies but will remain regimental assets under the actual command of their own captain.
</p>
<h2>The Army</h2>
</p><p>Finally we shall go back and deal with the largest units.
</p><p>The first thing you have to realise is that an army is an entirely temporary structure that only exists for the purposes of an active campaign. The composition and strength of an army will vary each campaign season, as determined by the royal marshal (the supreme commander of all military forces in the kingdom).
</p><p>By default an army consists of six regiments. This restriction is based entirely on logistics, and may be affected by the general terrain of the border regions. For example the offensive army on a mountainous border might be restricted to a single regiment - whilst the defenders would be able to mobilise a full six regiments of defenders in response (which is why these borders might be considered quite safe from warfare unless the enemy manages to bypass them (usually by suborning the defenders) and ignoring this deployment restriction.
</p><p>A Kingdom is generally only able to field a single army, whilst a High Kingdom might field two armies, and a Great Kingdom can manage three armies. That said, generally only one army will be mobilised in each campaign season (summer), both for logistics reasons and because only a fool will fight on two fronts. Lesser sovereign nations may be able to field smaller armies on campaign. For example a sovereign duke might be able to raise a regiment or two, whilst a sovereign prince might manage as many as four.
</p><p>The royal marshal is the supreme commander of the military forces of the kingdom. They determine which regiments will take part in the campaign this season. The decision to go to war is of course a political decision (although it may be a political decision of the enemy king). In a feudal society the royal marshal is often the duke (the most powerful noble of the kingdom), whilst in a barbarian kingdom it will be the designated war chief. Note that the opportunity to go on campaign may provide plentiful opportunities for loot and martial recognition, so many regimental commanders will attempt to influence the marshal in his choice of regiments.
</p><p>The marshal will select a general (which may well be themselves), who will be the over-all commander of the army. The general will be aided in this endeavour by the general staff. This will include two sub-commanders, who will be considered to be lieutenant (or major) generals. These will often be selected from a pool of appropriate commanders. Again, like the selection of regiments, being an active general on campaign (rather than being part of the military college at home) is a prestigious position and influence will be brought to bear on the marshal (and competence in these matters often takes second fiddle to social consequences). In a field battle (with the entire army) each of these sub-commanders will command a flank (with the most prestigious command being the right flank), whilst the commander commands the centre (generally as a result of communication restrictions). Note that these generals do not actually lead any troops but rather maintain their own headquarters element and simply direct the battle via messengers. Troops are generally only lead into battle by lowly field-grade officers (captain and below). When your general starts fighting, you know things are desperate.
</p><p>However a full army is generally a big and cumbersome thing, especially when moving through hostile territory. This is especially true if the army has to rely on foraging, rather than carrying its own supplies with it (an army also eats a lot, so foraging and purchasing of local supplies is encouraged [and necessary] with many pre-modern armies). As a result an army will often have to divide into three separate divisions whilst moving (or when setting up camp). These divisions will remain in general contact via messengers, and come back together if it is necessary for the army to fight a field battle. Each of the aforementioned generals will command one of the divisions, with the mainguard actually being commanded by the full general. [Note that while the term mainguard is used here each division will almost always have to take a different route, otherwise the trailing division will only start marching when the lead division has already stopped to set up camp for the next night, slowing progress heavily.
</p><p>If an army has any allied forces these will generally be specifically lead by their own commanding general and will typically function as independent units on the battlefield. Allied generals are always considered to have the rank of major general (which is the same level as a lieutenant general, but inferior in rank).
</p><p>In addition the general staff will contain a number of brigadier generals (or brigadiers for short) They will generally command smaller detachments from the army, often on an ad-hoc basis. Officially most people consider a brigade to be the size of two regiments, but the truth is a brigade can be any size. It can even be composed of companies from several different regiments, especially if a particular troop type is required for a specific mission.</p>
<h2>Civil Improvements</h2>
<p>What all of this discussion is really leading up to.
</p>
<h3>Military Level 1 - Company Barracks <i>[requires Small City]</i></h3>
<p>A mayor, count, or provincial governor may add a barracks for a company to a city (with royal permission of course). These troops will technically serve as the town guard, but may also be quickly mobilised to deal with any troubles within the local region (such as internal or slave/peasant revolt). It may not be sent on campaign however.
</p><p>Alternatively this improvement may represent the winter barracks and home base of a mercenary company (which should also be constructed with royal permission of course). Most of the year the barracks will just house the support elements of the company (including the recruit training elements), but will house the full company over winter. Whilst generally a private concern, the presence of a mercenary company will bring a nice income to the community (despite the added problems of mercenaries). Many veterans of the company will retire to the region, and the families of the soldiers will often be found here. Thus even if the mercenary company is a private concern, it will still have strong ties and loyalty to its home city.
</p><p>Note that an individual small city can generally only support one or the other type of barracks. Royal cities prefer the first type; the so-called free cities often are a haven for the second type.
</p>
<h3>Military Level 2 - Regimental Barracks <i>[requires Medium City]</i></h3>
<p>A count or provincial governor may build a barracks for a regiment. This will be a regular regiment (either infantry or cavalry depending on the culture of the region). Whilst based in the designated city, the actual support and personnel of the company come from the entire county. In a feudal society this will generally represent the assembled forces and supplies from the region rather than a central physical location.
</p><p>A march (border county) will always have a regimental barracks, even if the county seat is only a small city (it is assumed that the rest of the kingdom actively supports the existence of the regiment. These will always be standing forces (see the notes on frontier regiments below).
</p>
<h3>Military Level 3 - Guards Barracks [requires Large City]</h3>
<p>The count of a rich county or a provincial governor may build a second regimental barracks. This will be a guards regiment (better equipped and higher-ranking than the other "regular" regiment). However the guards regiment will generally be filled by the "better" class of people and as such may have less actual direct combat experience (even when on campaign) than their regular cohorts.
</p>
<h2>Frontier Regiments</h2>
<p>Note that a march will always be home to at least one regimental barracks even if they are too poor to support one normally (in which case support derives from the kingdom as a whole). However the existence of the frontier regiment is why marches are generally larger than most - they also benefit heavily from tolls and tariffs on legal trade (and indirectly from smuggling of course).
</p><p>This is the home of the Frontier Regiment that mans the defences of that frontier and responds to attacks from across the border. In addition to the static garrisons, the Frontier Regiment may be used for campaigns on that frontier, but for that frontier only. If a rich march has the opportunity to build a second regimental barracks, it will be for a regular regiment rather than a guards regiment. This regiment may be deployed normally, but it will often retain the border loyalties of their frontier regiment brethren.
</p><p>The frontier regiments are almost always standing regiments and do not need to be mustered. They are always on duty guarding the frontier.
</p><p>They often have a fierce loyalty to their local marquis, even if they a technically royal troops paid directly by the crown, and will often side with the marquis in a conflict with the crown. [Frontier regiments may march on the capital in the event of a civil war, leaving the border protected by just the local garrisons).]
</p><p>Many frontier regiments are composed heavily of borderers who have a mutual antagonism with their opposite numbers across the border, thanks to generations of raids, skirmishing, and warfare. Whilst often under-equipped and irregular in nature, they may have more actual experience with combat than the other regiments of the kingdom. However, because of their relatively low status they also get the dirty and dangerous jobs on campaign. They are also more likely to commit atrocities against their traditional enemies.
</p>
<h2>Levies and Militia</h2>
<p>Militia are considered to be garrison troops, and this generally outside the context of this discussion. Note that a company barracks improvement could be considered the barracks of a standing militia, which could then be deployed through the region (as normal for a company with a barracks). This is effectively what was done during the American War of Independence, before the formation of actual armies.
</p><p>Levies are basically peasants and freemen that are conscripted into service. Whilst they are generally poor quality troops it is possible to raise a large number of them quite quickly, at the cost of doing substantial damage to the local economy (especially if they take excessive casualties - which they often will if they are on the losing side of a battle). As a result many countries have enacted laws that prevent nobles from directly raising the levy without the express royal command of the king. That said if a noble's estate is attacked, the peasantry will be expected to help defend it.
</p><p>[Note that in a feudal society many freemen (the yeomanry) will actually owe military service as a part of their position, and will actually be counted as part of the feudal troops raised by the local regiment when it musters.]
</p>
<h2>Final Notes</h2>
<p>This is a generic explanation and will almost certainly vary between different kingdoms. For example whilst the post-Marian Roman century is generally an excellent example of a company, the next level of organisation - the cohort - is probably best considered to be a battalion rather than a regiment. Whilst it does generally define the individual troop type (legionnaire or auxiliary) within a legion, it does not provide the logistical support normally associated with the regiments described above. Instead the organic level of independent logistical support is the legion, which is actually about the effective size of a brigade. Thus the legion is the equivalent of the regiment described above. However since these legions are twice the size of a normal regiment, an actual Roman army can only be composed of up to three legions. However as an empire, Rome is likely to be fighting wars on several frontiers at once, or dealing with internal problems (such as subject kingdoms deciding that they no longer wish to be part of the great Roman experience after all).
</p><p>[Incidentally after the Julian reforms the centuries of the first cohort are of double size, which gives lie to the idea that the centuries are always a good match for the theoretical company.]
</p>Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com3tag:blogger.com,1999:blog-2693193697680249777.post-12319847733518545652018-05-09T10:04:00.000-07:002018-05-09T10:04:22.284-07:00Review: Judges Guild Encounter Chart Fragments 2<p><i>[I actually found another couple of pages, including the first page (page 5). So I can finally credit these tables to "the prolific and talented Judicator, Richard T. Mueller, of the Iowa City Wargaming Confederation." I will add the full credits and information when I go back and review page 5.]</i></p>
<h3>Enchanted Monsters</h3>
<p>If a random wandering enchanted monster was encountered directly in my old campaign it was usually because they had escaped the control of their dead master/summoner/maker. Such creatures were almost always considered to be Enemies and thus have a natural hostile reaction to any creature capable of making/summoning them. [In my current game they would roll 1d6 on the the Reaction Table instead of 2d6, increasing the chance of a hostile reaction to the player characters, but not automatically attacking.] Elementals would be particularly destructive as they attempt to reduce the world to their elemental nature.</p>
<p>Two of my favourite enchanted monsters are the Infernal Machine (essentially a magical killer robot with all the endearing qualities of a Berserker from Saberhagen's stories), and the Animus (an immaterial spirit that possesses things and animates them, usually with great animosity). Eradicating the animus was quite difficult as it needed to be banished (either by a cleric or a magical spell). Breaking the object that it was animating simply frees it to find another body. Fighting furniture may seem quite farcical, but can actually be rather dangerous (said, as the chair runs off with the magic user).</p>
<p>Whilst "Statue" on this table is supposed to represent an enchanted statue, I felt that these were better placed as part of a Ruin, which was a different part of my own encounter tables (which included encountering locations). Not to mention that my Special Encounters lucky dip box was initially filled with the contents of the Wilderland's hex crawl locations (as more involved and less improvised encounters). So "Statues" (with a lesser probability) became an encounter with a petrified creature. Roll again on the encounter tables and see who had the misfortune to piss off a medusa or cockatrice (the basilisk in my game was poisonous - in that it would kill you stone dead).</p>
<table class="s">
<tr class="b"><th>ENCHANTED MONSTERS</th><th>CT</th><th>TN</th><th>RD</th><th>CL</th><th>FR</th></tr>
<tr class="g"><td class="l">Animus</td><td>03</td><td>05</td><td>08</td><td>07</td><td>06</td></tr>
<tr><td class="l">Clay Golem</td><td>13</td><td>17</td><td>18</td><td>15</td><td>13</td></tr>
<tr class="g"><td class="l">Flesh Golem</td><td>21</td><td>27</td><td>26</td><td>21</td><td>18</td></tr>
<tr><td class="l">Stone Golem</td><td>27</td><td>35</td><td>32</td><td>25</td><td>21</td></tr>
<tr class="g"><td class="l">Iron Golem</td><td>31</td><td>41</td><td>36</td><td>27</td><td>22</td></tr>
<tr><td class="l">Statue</td><td>80</td><td>78</td><td>70</td><td>49</td><td>53</td></tr>
<tr class="g"><td class="l">Homonculus</td><td>84</td><td>89</td><td>77</td><td>59</td><td>63</td></tr>
<tr><td class="l">Infernal Machine</td><td>86</td><td>85</td><td>80</td><td>62</td><td>66</td></tr>
<tr class="g"><td class="l">Invisible Stalker</td><td>91</td><td>90</td><td>87</td><td>72</td><td>78</td></tr>
<tr><td class="l">Juggernaut</td><td>92</td><td>92</td><td>92</td><td>82</td><td>83</td></tr>
<tr class="g"><td class="l">Efreet</td><td>93</td><td>93</td><td>93</td><td>85</td><td>86</td></tr>
<tr><td class="l">Djinn</td><td>94</td><td>94</td><td>94</td><td>88</td><td>89</td></tr>
<tr class="g"><td class="l">Air Elemental</td><td>95</td><td>95</td><td>95</td><td>90</td><td>91</td></tr>
<tr><td class="l">Water Elemental</td><td>96</td><td>96</td><td>96</td><td>92</td><td>93</td></tr>
<tr class="g"><td class="l">Fire Elemental</td><td>97</td><td>97</td><td>97</td><td>94</td><td>94</td></tr>
<tr><td class="l">Earth Elemental</td><td>98</td><td>98</td><td>98</td><td>96</td><td>96</td></tr>
<tr class="g"><td class="l">Salamander</td><td>99</td><td>99</td><td>99</td><td>98</td><td>97</td></tr>
<tr><td class="l">Other</td><td>00</td><td>00</td><td>00</td><td>00</td><td>00</td></tr>
</table>
<table class="s">
<tr class="b"><th>ENCHANTED MONSTERS</th><th>HL</th><th>MN</th><th>RV</th><th>SW</th><th>JG</th></tr>
<tr class="g"><td class="l">Animus</td><td>05</td><td>05</td><td>04</td><td>03</td><td>03</td></tr>
<tr><td class="l">Clay Golem</td><td>10</td><td>11</td><td>--</td><td>04</td><td>05</td></tr>
<tr class="g"><td class="l">Flesh Golem</td><td>14</td><td>15</td><td>08</td><td>08</td><td>09</td></tr>
<tr><td class="l">Stone Golem</td><td>16</td><td>17</td><td>10</td><td>10</td><td>10</td></tr>
<tr class="g"><td class="l">Iron Golem</td><td>17</td><td>18</td><td>11</td><td>11</td><td>11</td></tr>
<tr><td class="l">Statue</td><td>43</td><td>43</td><td>37</td><td>41</td><td>41</td></tr>
<tr class="g"><td class="l">Homonculus</td><td>53</td><td>53</td><td>47</td><td>51</td><td>51</td></tr>
<tr><td class="l">Infernal Machine</td><td>55</td><td>55</td><td>54</td><td>54</td><td>54</td></tr>
<tr class="g"><td class="l">Invisible Stalker</td><td>67</td><td>67</td><td>66</td><td>69</td><td>69</td></tr>
<tr><td class="l">Juggernaut</td><td>72</td><td>70</td><td>74</td><td>70</td><td>70</td></tr>
<tr class="g"><td class="l">Efreet</td><td>77</td><td>77</td><td>78</td><td>75</td><td>75</td></tr>
<tr><td class="l">Djinn</td><td>82</td><td>82</td><td>82</td><td>80</td><td>80</td></tr>
<tr class="g"><td class="l">Air Elemental</td><td>85</td><td>85</td><td>85</td><td>83</td><td>83</td></tr>
<tr><td class="l">Water Elemental</td><td>86</td><td>86</td><td>95</td><td>91</td><td>91</td></tr>
<tr class="g"><td class="l">Fire Elemental</td><td>89</td><td>89</td><td>--</td><td>92</td><td>92</td></tr>
<tr><td class="l">Earth Elemental</td><td>92</td><td>92</td><td>96</td><td>94</td><td>94</td></tr>
<tr class="g"><td class="l">Salamander</td><td>95</td><td>95</td><td>97</td><td>95</td><td>95</td></tr>
<tr><td class="l">Other</td><td>00</td><td>00</td><td>00</td><td>00</td><td>00</td></tr>
</table>
<table class="s">
<tr class="b"><th>ENCHANTED MONSTERS</th><th>DS</th><th>CO</th><th>SE</th><th>PS</th><th>AE</th></tr>
<tr class="g"><td class="l">Animus</td><td>02</td><td>08</td><td>--</td><td>02</td><td>--</td></tr>
<tr><td class="l">Clay Golem</td><td>04</td><td>16</td><td>--</td><td>03</td><td>--</td></tr>
<tr class="g"><td class="l">Flesh Golem</td><td>07</td><td>22</td><td>--</td><td>40*</td><td>--</td></tr>
<tr><td class="l">Stone Golem</td><td>08</td><td>26</td><td>--</td><td>05</td><td>--</td></tr>
<tr class="g"><td class="l">Iron Golem</td><td>09</td><td>28</td><td>--</td><td>06</td><td>--</td></tr>
<tr><td class="l">Statue</td><td>18</td><td>34</td><td>24</td><td>55</td><td>--</td></tr>
<tr class="g"><td class="l">Homonculus</td><td>26</td><td>42</td><td>--</td><td>65</td><td>08</td></tr>
<tr><td class="l">Infernal Machine</td><td>41</td><td>50</td><td>54</td><td>76</td><td>38</td></tr>
<tr class="g"><td class="l">Invisible Stalker</td><td>56</td><td>60</td><td>64</td><td>91</td><td>48</td></tr>
<tr><td class="l">Juggernaut</td><td>71</td><td>70</td><td>67</td><td>92</td><td>--</td></tr>
<tr class="g"><td class="l">Efreet</td><td>76</td><td>72</td><td>72</td><td>93</td><td>58</td></tr>
<tr><td class="l">Djinn</td><td>81</td><td>75</td><td>74</td><td>94</td><td>68</td></tr>
<tr class="g"><td class="l">Air Elemental</td><td>85</td><td>79</td><td>80</td><td>95</td><td>80</td></tr>
<tr><td class="l">Water Elemental</td><td>--</td><td>86</td><td>90</td><td>96</td><td>--</td></tr>
<tr class="g"><td class="l">Fire Elemental</td><td>88</td><td>88</td><td>--</td><td>--</td><td>90</td></tr>
<tr><td class="l">Earth Elemental</td><td>91</td><td>91</td><td>--</td><td>97</td><td>--</td></tr>
<tr class="g"><td class="l">Salamander</td><td>95</td><td>93</td><td>--</td><td>98</td><td>96</td></tr>
<tr><td class="l">Other</td><td>00</td><td>00</td><td>00</td><td>00</td><td>00</td></tr>
</table>
<P>Other suggestions for encounters: <i>Demon Warriors, Demon of the Black Hand,</i> and <i>Familiars.</i>
<h3>Huornings</h3>
<p>This table was actually accompanied by an note (one of the few tables to have an explicit explanation of an entry).</p>
<p><i>"Note: Huorns are defined as all semi-aware plant life as might be affected by a speak with plants but otherwise non-communicative, non-mobile and relatively harmless."</i></p>
<p>There was also a helpful listing of various Carnivorous Plants (with OD&D stats) written by Greg Jacobs that accompanied this page of the encounter table in the Journal.</p>
<p>The revised tables I used in my campaign had a much greater listing of dangerous plants, based on the fact that an encounter shouldn't just be a passive meeting with something, but rather something that interacts directly with the party. For example encounter tables shouldn't provide an encounter with normal animals like a deer or a kangaroo. They may be frequently encountered whilst travelling but won't really interact with the party. Instead if the party wishes to interact with them they go on an explicit hunting expedition and depending on the hunter's abilities it determines what they come back with (and if the fumble their hunting roll, they get an encounter instead). Similarly if a character wishes to find a huorn, they can simply go look for one (I tend to use the Celtic Tree Calendar as a guide to the personality of each sort of tree).</p>
<table class="s">
<tr class="b"><th>HUORNINGS</th><th>CT</th><th>TN</th><th>RD</th><th>CL</th><th>FR</th></tr>
<tr class="g"><td class="l">Huorns</td><td>72</td><td>64</td><td>62</td><td>61</td><td>35</td></tr>
<tr><td class="l">Dryads</td><td>73</td><td>65</td><td>63</td><td>64</td><td>45</td></tr>
<tr class="g"><td class="l">Carnivorous Plants</td><td>75</td><td>68</td><td>68</td><td>69</td><td>60</td></tr>
<tr><td class="l">Ents</td><td>80</td><td>85</td><td>83</td><td>81</td><td>80</td></tr>
<tr class="g"><td class="l">Shambling Mounds</td><td>82</td><td>88</td><td>86</td><td>85</td><td>87</td></tr>
<tr><td class="l">Running Vines</td><td>95</td><td>93</td><td>93</td><td>93</td><td>97</td></tr>
<tr class="g"><td class="l">Others</td><td>00</td><td>00</td><td>00</td><td>00</td><td>00</td></tr>
</table>
<table class="s">
<tr class="b"><th>HUORNINGS</th><th>HL</th><th>MN</th><th>RV</th><th>SW</th><th>JG</th></tr>
<tr class="g"><td class="l">Huorns</td><td>72</td><td>72</td><td>43</td><td>32</td><td>30</td></tr>
<tr><td class="l">Dryads</td><td>75</td><td>75</td><td>48</td><td>35</td><td>35</td></tr>
<tr class="g"><td class="l">Carnivorous Plants</td><td>80</td><td>80</td><td>63</td><td>55</td><td>65</td></tr>
<tr><td class="l">Ents</td><td>87</td><td>87</td><td>73</td><td>60</td><td>66</td></tr>
<tr class="g"><td class="l">Shambling Mounds</td><td>89</td><td>89</td><td>80</td><td>70</td><td>70</td></tr>
<tr><td class="l">Running Vines</td><td>96</td><td>96</td><td>95</td><td>90</td><td>95</td></tr>
<tr class="g"><td class="l">Others</td><td>00</td><td>00</td><td>00</td><td>00</td><td>00</td></tr>
</table>
<table class="s">
<tr class="b"><th>HUORNINGS</th><th>DS</th><th>CO</th><th>SE</th><th>PS</th><th>AE</th></tr>
<tr class="g"><td class="l">Huorns</td><td>82</td><td>59</td><td>--</td><td>07</td><td>--</td></tr>
<tr><td class="l">Dryads</td><td>83</td><td>61</td><td>--</td><td>08</td><td>--</td></tr>
<tr class="g"><td class="l">Carnivorous Plants</td><td>88</td><td>68</td><td>--</td><td>--</td><td>--</td></tr>
<tr><td class="l">Ents</td><td>89</td><td>78</td><td>--</td><td>98</td><td>--</td></tr>
<tr class="g"><td class="l">Shambling Mounds</td><td>90</td><td>80</td><td>--</td><td>99</td><td>--</td></tr>
<tr><td class="l">Running Vines</td><td>95</td><td>90</td><td>--</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Others</td><td>00</td><td>00</td><td>--</td><td>00</td><td>--</td></tr>
</table>
<p>Suggested others: <i>Vampire Vine,</i> and <i>Vampire Tree</i>.</p>
<h3>Simians</h3>
<p>This is table which was entirely too passive for my liking. Although I should state that "Monkeys" should be added to every encounter table. Both because they act in a similar manner to "Birds" (cf Avians below) that may alert others to your presence, but they can also be used to steal things and trash a party's camp looking for food. Plus they throw shit and can thoroughly be a bane to a party if they don't like you.</p>
<table class="s">
<tr class="b"><th>SIMIANS</th><th>CT</th><th>TN</th><th>RD</th><th>CL</th><th>FR</th></tr>
<tr class="g"><td class="l">Apes</td><td>05</td><td>07</td><td>09</td><td>10</td><td>15</td></tr>
<tr><td class="l">Carnivorous Apes</td><td>06</td><td>09</td><td>12</td><td>17</td><td>25</td></tr>
<tr class="g"><td class="l">White Apes</td><td>16</td><td>19</td><td>22</td><td>27</td><td>35</td></tr>
<tr><td class="l">Yetis</td><td>17</td><td>20</td><td>23</td><td>29</td><td>38</td></tr>
<tr class="g"><td class="l">Baboons</td><td>19</td><td>23</td><td>26</td><td>55</td><td>50</td></tr>
<tr><td class="l">Chimps</td><td>79</td><td>76</td><td>75</td><td>75</td><td>60</td></tr>
<tr class="g"><td class="l">Orangutan</td><td>89</td><td>88</td><td>87</td><td>85</td><td>80</td></tr>
<tr><td class="l">Gorillas</td><td>90</td><td>90</td><td>90</td><td>90</td><td>90</td></tr>
<tr class="g"><td class="l">Others</td><td>00</td><td>00</td><td>00</td><td>00</td><td>00</td></tr>
</table>
<table class="s">
<tr class="b"><th>SIMIANS</th><th>HL</th><th>MN</th><th>RV</th><th>SW</th><th>JG</th></tr>
<tr class="g"><td class="l">Apes</td><td>17</td><td>15</td><td>10</td><td>08</td><td>10</td></tr>
<tr><td class="l">Carnivorous Apes</td><td>25</td><td>25</td><td>15</td><td>20</td><td>20</td></tr>
<tr class="g"><td class="l">White Apes</td><td>32</td><td>32</td><td>25</td><td>25</td><td>25</td></tr>
<tr><td class="l">Yetis</td><td>40</td><td>45</td><td>27</td><td>26</td><td>26</td></tr>
<tr class="g"><td class="l">Baboons</td><td>50</td><td>50</td><td>35</td><td>40</td><td>40</td></tr>
<tr><td class="l">Chimps</td><td>90</td><td>90</td><td>65</td><td>70</td><td>70</td></tr>
<tr class="g"><td class="l">Orangutan</td><td>95</td><td>95</td><td>80</td><td>85</td><td>85</td></tr>
<tr><td class="l">Gorillas</td><td>96</td><td>96</td><td>90</td><td>90</td><td>90</td></tr>
<tr class="g"><td class="l">Others</td><td>00</td><td>00</td><td>00</td><td>00</td><td>00</td></tr>
</table>
<table class="s">
<tr class="b"><th>SIMIANS</th><th>DS</th><th>CO</th><th>SE</th><th>PS</th><th>AE</th></tr>
<tr class="g"><td class="l">Apes</td><td>10</td><td>10</td><td>--</td><td>03</td><td>--</td></tr>
<tr><td class="l">Carnivorous Apes</td><td>25</td><td>15</td><td>--</td><td>05</td><td>--</td></tr>
<tr class="g"><td class="l">White Apes</td><td>30</td><td>30</td><td>--</td><td>21</td><td>97</td></tr>
<tr><td class="l">Yetis</td><td>--</td><td>32</td><td>--</td><td>23</td><td>--</td></tr>
<tr class="g"><td class="l">Baboons</td><td>55</td><td>45</td><td>--</td><td>26</td><td>--</td></tr>
<tr><td class="l">Chimps</td><td>85</td><td>75</td><td>--</td><td>76</td><td>--</td></tr>
<tr class="g"><td class="l">Orangutan</td><td>90</td><td>80</td><td>--</td><td>81</td><td>--</td></tr>
<tr><td class="l">Gorillas</td><td>95</td><td>90</td><td>--</td><td>90</td><td>--</td></tr>
<tr class="g"><td class="l">Others</td><td>00</td><td>00</td><td>--</td><td>00</td><td>00</td></tr>
</table>
<p>Suggested others: <i>Trogs, Mountain Apes,</i> and <i>Clakars.</i>
<h3>Avians</h3>
<p>Again the idea that an encounter should have a direct interaction with the party rather than simply be something the party passively meets had an effect here. In this case the bird species that are specifically named were all intelligent species in my old campaign (as a direct result of this table), and thus provided an opportunity for direct negotiation. Many could speak the common tongue (in fact a bird's tongue was the material for a tongues potion), although eagles generally didn't deign to converse with lesser creatures (unless they grovelled in appropriate awe of it's majesty).</p>
<p>The exception was storks, which were replaced by cranes as a symbol of good luck that granted you a Blessing. [I also added a few more mythical birds such as Firebirds to my version of the encounter tables.]</p>
<p>Birds was a fun one, because, unless you were suitably stealthy, they would raise a clamour which might alert others to your presence and location, increasing the chance for a subsequent encounter.</p>
<table class="s">
<tr class="b"><th>AVIANS</th><th>CT</th><th>TN</th><th>RD</th><th>CL</th><th>FR</th></tr>
<tr class="g"><td class="l">Birds</td><td>13</td><td>09</td><td>11</td><td>13</td><td>14</td></tr>
<tr><td class="l">Crows</td><td>38</td><td>29</td><td>31</td><td>33</td><td>29</td></tr>
<tr class="g"><td class="l">Eagles</td><td>43</td><td>45</td><td>38</td><td>40</td><td>36</td></tr>
<tr><td class="l">Great Eagles</td><td>45</td><td>47</td><td>41</td><td>43</td><td>39</td></tr>
<tr class="g"><td class="l">Harpies</td><td>47</td><td>50</td><td>45</td><td>48</td><td>46</td></tr>
<tr><td class="l">Ravens</td><td>57</td><td>60</td><td>55</td><td>58</td><td>56</td></tr>
<tr class="g"><td class="l">Rocs</td><td>62</td><td>65</td><td>61</td><td>63</td><td>61</td></tr>
<tr><td class="l">Stirges</td><td>67</td><td>72</td><td>69</td><td>70</td><td>71</td></tr>
<tr class="g"><td class="l">Storks</td><td>82</td><td>84</td><td>79</td><td>75</td><td>76</td></tr>
<tr><td class="l">Swan Maids</td><td>83</td><td>85</td><td>80</td><td>76</td><td>77</td></tr>
<tr class="g"><td class="l">Giant Owls</td><td>84</td><td>86</td><td>82</td><td>78</td><td>82</td></tr>
<tr><td class="l">Flightless Birds</td><td>85</td><td>87</td><td>84</td><td>83</td><td>84</td></tr>
<tr class="g"><td class="l">Owls</td><td>87</td><td>90</td><td>89</td><td>89</td><td>94</td></tr>
<tr><td class="l">Vultures</td><td>89</td><td>93</td><td>94</td><td>94</td><td>97</td></tr>
<tr class="g"><td class="l">Gulls</td><td>95</td><td>98</td><td>99</td><td>99</td><td>99</td></tr>
<tr><td class="l">Others</td><td>00</td><td>00</td><td>00</td><td>00</td><td>00</td></tr>
</table>
<table class="s">
<tr class="b"><th>AVIANS</th><th>HL</th><th>MN</th><th>RV</th><th>SW</th><th>JG</th></tr>
<tr class="g"><td class="l">Birds</td><td>02</td><td>01</td><td>20</td><td>13</td><td>10</td></tr>
<tr><td class="l">Crows</td><td>11</td><td>11</td><td>32</td><td>18</td><td>16</td></tr>
<tr class="g"><td class="l">Eagles</td><td>21</td><td>23</td><td>39</td><td>23</td><td>20</td></tr>
<tr><td class="l">Great Eagles</td><td>30</td><td>31</td><td>42</td><td>36</td><td>30</td></tr>
<tr class="g"><td class="l">Harpies</td><td>36</td><td>36</td><td>48</td><td>46</td><td>46</td></tr>
<tr><td class="l">Ravens</td><td>45</td><td>45</td><td>58</td><td>56</td><td>56</td></tr>
<tr class="g"><td class="l">Rocs</td><td>56</td><td>56</td><td>61</td><td>61</td><td>61</td></tr>
<tr><td class="l">Stirges</td><td>66</td><td>66</td><td>71</td><td>73</td><td>74</td></tr>
<tr class="g"><td class="l">Storks</td><td>69</td><td>69</td><td>81</td><td>76</td><td>76</td></tr>
<tr><td class="l">Swan Maids</td><td>70</td><td>70</td><td>82</td><td>77</td><td>77</td></tr>
<tr class="g"><td class="l">Giant Owls</td><td>77</td><td>77</td><td>84</td><td>84</td><td>84</td></tr>
<tr><td class="l">Flightless Birds</td><td>79</td><td>79</td><td>85</td><td>85</td><td>85</td></tr>
<tr class="g"><td class="l">Owls</td><td>86</td><td>86</td><td>90</td><td>95</td><td>95</td></tr>
<tr><td class="l">Vultures</td><td>96</td><td>96</td><td>93</td><td>97</td><td>97</td></tr>
<tr class="g"><td class="l">Gulls</td><td>99</td><td>99</td><td>99</td><td>99</td><td>99</td></tr>
<tr><td class="l">Others</td><td>00</td><td>00</td><td>00</td><td>00</td><td>00</td></tr>
</table>
<table class="s">
<tr class="b"><th>AVIANS</th><th>DS</th><th>CO</th><th>SE</th><th>PS</th><th>AE</th></tr>
<tr class="g"><td class="l">Birds</td><td>14</td><td>04</td><td>14</td><td>30</td><td>20</td></tr>
<tr><td class="l">Crows</td><td>24</td><td>16</td><td>19</td><td>35</td><td>35</td></tr>
<tr class="g"><td class="l">Eagles</td><td>31</td><td>23</td><td>26</td><td>37</td><td>42</td></tr>
<tr><td class="l">Great Eagles</td><td>34</td><td>26</td><td>29</td><td>38</td><td>45</td></tr>
<tr class="g"><td class="l">Harpies</td><td>39</td><td>32</td><td>31</td><td>39</td><td>48</td></tr>
<tr><td class="l">Ravens</td><td>43</td><td>42</td><td>36</td><td>45</td><td>58</td></tr>
<tr class="g"><td class="l">Rocs</td><td>55</td><td>45</td><td>39</td><td>46</td><td>66</td></tr>
<tr><td class="l">Stirges</td><td>62</td><td>55</td><td>44</td><td>47</td><td>67</td></tr>
<tr class="g"><td class="l">Storks</td><td>64</td><td>62</td><td>54</td><td>54</td><td>74</td></tr>
<tr><td class="l">Swan Maids</td><td>65</td><td>64</td><td>55</td><td>55</td><td>75</td></tr>
<tr class="g"><td class="l">Giant Owls</td><td>68</td><td>65</td><td>57</td><td>58</td><td>78</td></tr>
<tr><td class="l">Flightless Birds</td><td>78</td><td>68</td><td>--</td><td>59</td><td>--</td></tr>
<tr class="g"><td class="l">Owls</td><td>83</td><td>78</td><td>58</td><td>64</td><td>81</td></tr>
<tr><td class="l">Vultures</td><td>96</td><td>84</td><td>59</td><td>65</td><td>89</td></tr>
<tr class="g"><td class="l">Gulls</td><td>99</td><td>99</td><td>99</td><td>99</td><td>99</td></tr>
<tr><td class="l">Others</td><td>00</td><td>00</td><td>00</td><td>00</td><td>00</td></tr>
</table>
<p>Suggested others: <i>Finnish Eagles</i> and <i>Melnibonean Owls</i>.
<h3>Saurians</h3>
<p>There are lots of reasons for me to dislike this one, and as a result it was the first table I modified. In fact I removed the dinosaurs and created a Lost World table that featured a lot more dinosaurs. In fact I eventually created two, one for Pleistocene megafauna as well. I believe a lot of my source material was the excellent <i>Chivalry & Sorcery</i> supplement <i>Saurians</i>.</p>
<p>The Surrounding Terrain exception was made a part of the initial terrain type determination. Along with coasts (CO), rivers (RV), ships passengers (PS), and aerial encounters (AE). The lizard and snake types were expanded so the nature of the snake was immediately determined. Amphisobeana and Hoop Snakes were added (of course). Crocmen were added (which are much more like the pictured Lizard Men - my Lizard Men were lithe and fast and great dancers and very aboriginal). Probabilities were altered to embrace Australian sensibilities.</p>
<p>Still it is interesting to see what was considered "Saurian" back in the day.</p>
<table class="s">
<tr class="b"><th>SAURIANS</th><th>CT</th><th>TN</th><th>RD</th><th>CL</th><th>FR</th></tr>
<tr class="g"><td class="l">Basilisks</td><td>01</td><td>01</td><td>01</td><td>02</td><td>02</td></tr>
<tr><td class="l">Brontosaurus</td><td>--</td><td>--</td><td>--</td><td>03</td><td>04</td></tr>
<tr class="g"><td class="l">Bulette</td><td>--</td><td>02</td><td>02</td><td>05</td><td>05</td></tr>
<tr><td class="l">Cockatrices</td><td>02</td><td>03</td><td>03</td><td>07</td><td>07</td></tr>
<tr class="g"><td class="l">Couatls</td><td>--</td><td>--</td><td>--</td><td>--</td><td>08</td></tr>
<tr><td class="l">Crocodiles</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Elasmosauri</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr>
<tr><td class="l">Frogs</td><td>19</td><td>15</td><td>18</td><td>15</td><td>22</td></tr>
<tr class="g"><td class="l">Gargoyles</td><td>21</td><td>18</td><td>21</td><td>18</td><td>26</td></tr>
<tr><td class="l">Giant Crocodiles</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Giant Frogs</td><td>--</td><td>--</td><td>--</td><td>--</td><td>27</td></tr>
<tr><td class="l">Giant Lizards</td><td>--</td><td>--</td><td>--</td><td>19</td><td>28</td></tr>
<tr class="g"><td class="l">Giant Sea Snake</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr>
<tr><td class="l">Giant Snake</td><td>--</td><td>--</td><td>--</td><td>20</td><td>29</td></tr>
<tr class="g"><td class="l">Giant Toad</td><td>--</td><td>--</td><td>--</td><td>21</td><td>30</td></tr>
<tr><td class="l">Giant Tortoise</td><td>--</td><td>--</td><td>--</td><td>22</td><td>31</td></tr>
<tr class="g"><td class="l">Kopoacinth</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr>
<tr><td class="l">Lizards</td><td>41</td><td>28</td><td>31</td><td>37</td><td>46</td></tr>
<tr class="g"><td class="l">Lizard Men</td><td>43</td><td>31</td><td>34</td><td>40</td><td>49</td></tr>
<tr><td class="l">Manticoras</td><td>44</td><td>42</td><td>35</td><td>42</td><td>51</td></tr>
<tr class="g"><td class="l">Medusae</td><td>45</td><td>43</td><td>36</td><td>44</td><td>53</td></tr>
<tr><td class="l">Monitor Lizards</td><td>--</td><td>--</td><td>37</td><td>46</td><td>55</td></tr>
<tr class="g"><td class="l">Mososauri</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr>
<tr><td class="l">Mottled Worms</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Plesiosauri</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr>
<tr><td class="l">Pterodactyls</td><td>46</td><td>44</td><td>38</td><td>47</td><td>57</td></tr>
<tr class="g"><td class="l">Purple Worms</td><td>47</td><td>45</td><td>39</td><td>48</td><td>58</td></tr>
<tr><td class="l">Ropers</td><td>48</td><td>46</td><td>40</td><td>49</td><td>59</td></tr>
<tr class="g"><td class="l">Salamanders</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr>
<tr><td class="l">Sea Ropers</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Sea Snakes</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr>
<tr><td class="l">Stegosauri</td><td>--</td><td>--</td><td>--</td><td>50</td><td>61</td></tr>
<tr class="g"><td class="l">Toads</td><td>58</td><td>56</td><td>50</td><td>60</td><td>66</td></tr>
<tr><td class="l">Tortoises</td><td>68</td><td>66</td><td>60</td><td>70</td><td>71</td></tr>
<tr class="g"><td class="l">Triceratops</td><td>--</td><td>--</td><td>--</td><td>75</td><td>76</td></tr>
<tr><td class="l">Trolls</td><td>73</td><td>73</td><td>67</td><td>77</td><td>81</td></tr>
<tr class="g"><td class="l">Turtles</td><td>88</td><td>83</td><td>82</td><td>82</td><td>86</td></tr>
<tr><td class="l">Tyrannosauri</td><td>--</td><td>--</td><td>--</td><td>83</td><td>88</td></tr>
<tr class="g"><td class="l">Snakes</td><td>93</td><td>93</td><td>93</td><td>98</td><td>98</td></tr>
<tr><td class="l">Other</td><td>95</td><td>95</td><td>95</td><td>00</td><td>00</td></tr>
<tr class="g"><td class="l">Surrounding Terrain</td><td>00</td><td>00</td><td>00</td><td>--</td><td>--</td></tr>
</table>
<table class="s">
<tr class="b"><th>SAURIANS</th><th>HL</th><th>MN</th><th>RV</th><th>SW</th><th>JG</th></tr>
<tr class="g"><td class="l">Basilisks</td><td>03</td><td>03</td><td>02</td><td>01</td><td>02</td></tr>
<tr><td class="l">Brontosaurus</td><td>--</td><td>--</td><td>07</td><td>08</td><td>09</td></tr>
<tr class="g"><td class="l">Bulette</td><td>04</td><td>04</td><td>--</td><td>--</td><td>10</td></tr>
<tr><td class="l">Cockatrices</td><td>07</td><td>07</td><td>08</td><td>09</td><td>11</td></tr>
<tr class="g"><td class="l">Couatls</td><td>08</td><td>08</td><td>09</td><td>10</td><td>12</td></tr>
<tr><td class="l">Crocodiles</td><td>--</td><td>--</td><td>19</td><td>19</td><td>19</td></tr>
<tr class="g"><td class="l">Elasmosauri</td><td>--</td><td>--</td><td>20</td><td>--</td><td>--</td></tr>
<tr><td class="l">Frogs</td><td>18</td><td>18</td><td>28</td><td>31</td><td>31</td></tr>
<tr class="g"><td class="l">Gargoyles</td><td>23</td><td>23</td><td>29</td><td>32</td><td>32</td></tr>
<tr><td class="l">Giant Crocodiles</td><td>--</td><td>--</td><td>32</td><td>33</td><td>--</td></tr>
<tr class="g"><td class="l">Giant Frogs</td><td>--</td><td>--</td><td>35</td><td>38</td><td>38</td></tr>
<tr><td class="l">Giant Lizards</td><td>24</td><td>24</td><td>36</td><td>39</td><td>40</td></tr>
<tr class="g"><td class="l">Giant Sea Snake</td><td>--</td><td>--</td><td>37</td><td>--</td><td>--</td></tr>
<tr><td class="l">Giant Snake</td><td>26</td><td>26</td><td>38</td><td>40</td><td>42</td></tr>
<tr class="g"><td class="l">Giant Toad</td><td>--</td><td>--</td><td>39</td><td>41</td><td>--</td></tr>
<tr><td class="l">Giant Tortoise</td><td>--</td><td>--</td><td>40</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Kopoacinth</td><td>--</td><td>--</td><td>41</td><td>--</td><td>--</td></tr>
<tr><td class="l">Lizards</td><td>46</td><td>46</td><td>45</td><td>46</td><td>46</td></tr>
<tr class="g"><td class="l">Lizard Men</td><td>47</td><td>47</td><td>49</td><td>48</td><td>50</td></tr>
<tr><td class="l">Manticoras</td><td>50</td><td>50</td><td>51</td><td>49</td><td>51</td></tr>
<tr class="g"><td class="l">Medusae</td><td>53</td><td>53</td><td>53</td><td>50</td><td>53</td></tr>
<tr><td class="l">Monitor Lizards</td><td>56</td><td>56</td><td>54</td><td>51</td><td>54</td></tr>
<tr class="g"><td class="l">Mososauri</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr>
<tr><td class="l">Mottled Worms</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Plesiosauri</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr>
<tr><td class="l">Pterodactyls</td><td>61</td><td>61</td><td>55</td><td>52</td><td>55</td></tr>
<tr class="g"><td class="l">Purple Worms</td><td>62</td><td>62</td><td>56</td><td>53</td><td>56</td></tr>
<tr><td class="l">Ropers</td><td>63</td><td>63</td><td>57</td><td>54</td><td>57</td></tr>
<tr class="g"><td class="l">Salamanders</td><td>--</td><td>64</td><td>--</td><td>--</td><td>--</td></tr>
<tr><td class="l">Sea Ropers</td><td>--</td><td>--</td><td>58</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Sea Snakes</td><td>--</td><td>--</td><td>59</td><td>--</td><td>--</td></tr>
<tr><td class="l">Stegosauri</td><td>--</td><td>--</td><td>62</td><td>60</td><td>60</td></tr>
<tr class="g"><td class="l">Toads</td><td>68</td><td>68</td><td>67</td><td>65</td><td>65</td></tr>
<tr><td class="l">Tortoises</td><td>73</td><td>70</td><td>70</td><td>67</td><td>67</td></tr>
<tr class="g"><td class="l">Triceratops</td><td>--</td><td>--</td><td>72</td><td>70</td><td>70</td></tr>
<tr><td class="l">Trolls</td><td>78</td><td>78</td><td>83</td><td>79</td><td>79</td></tr>
<tr class="g"><td class="l">Turtles</td><td>88</td><td>88</td><td>89</td><td>82</td><td>82</td></tr>
<tr><td class="l">Tyrannosauri</td><td>--</td><td>--</td><td>94</td><td>89</td><td>89</td></tr>
<tr class="g"><td class="l">Snakes</td><td>98</td><td>98</td><td>98</td><td>98</td><td>98</td></tr>
<tr><td class="l">Other</td><td>00</td><td>00</td><td>00</td><td>00</td><td>00</td></tr>
<tr class="g"><td class="l">Surrounding Terrain</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr>
</table>
<table class="s">
<tr class="b"><th>SAURIANS</th><th>DS</th><th>CO</th><th>SE</th><th>PS</th><th>AE</th></tr>
<tr class="g"><td class="l">Basilisks</td><td>03</td><td>01</td><td>--</td><td>01</td><td>--</td></tr>
<tr><td class="l">Brontosaurus</td><td>--</td><td>04</td><td>--</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Bulette</td><td>05</td><td>05</td><td>--</td><td>--</td><td>--</td></tr>
<tr><td class="l">Cockatrices</td><td>08</td><td>06</td><td>--</td><td>02</td><td>25</td></tr>
<tr class="g"><td class="l">Couatls</td><td>09</td><td>07</td><td>01</td><td>03</td><td>28</td></tr>
<tr><td class="l">Crocodiles</td><td>--</td><td>09</td><td>02</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Elasmosauri</td><td>--</td><td>--</td><td>17</td><td>--</td><td>--</td></tr>
<tr><td class="l">Frogs</td><td>10</td><td>19</td><td>--</td><td>04</td><td>--</td></tr>
<tr class="g"><td class="l">Gargoyles</td><td>15</td><td>20</td><td>19</td><td>05</td><td>58</td></tr>
<tr><td class="l">Giant Crocodiles</td><td>--</td><td>21</td><td>20</td><td></td><td>--</td></tr>
<tr class="g"><td class="l">Giant Frogs</td><td>--</td><td>22</td><td>21</td><td>06</td><td>--</td></tr>
<tr><td class="l">Giant Lizards</td><td>16</td><td>23</td><td>22</td><td>07</td><td>--</td></tr>
<tr class="g"><td class="l">Giant Sea Snake</td><td>--</td><td>--</td><td>27</td><td>--</td><td>--</td></tr>
<tr><td class="l">Giant Snake</td><td>--</td><td>24</td><td>--</td><td>08</td><td>--</td></tr>
<tr class="g"><td class="l">Giant Toad</td><td>--</td><td>25</td><td>--</td><td>09</td><td>--</td></tr>
<tr><td class="l">Giant Tortoise</td><td>17</td><td>26</td><td>--</td><td>10</td><td>--</td></tr>
<tr class="g"><td class="l">Kopoacinth</td><td>--</td><td>--</td><td>31</td><td></td><td>--</td></tr>
<tr><td class="l">Lizards</td><td>69</td><td>40</td><td>34</td><td>13</td><td>--</td></tr>
<tr class="g"><td class="l">Lizard Men</td><td>70</td><td>55</td><td>49</td><td>64</td><td>--</td></tr>
<tr><td class="l">Manticoras</td><td>73</td><td>56</td><td>--</td><td>65</td><td>73</td></tr>
<tr class="g"><td class="l">Medusae</td><td>74</td><td>57</td><td>--</td><td>66</td><td>--</td></tr>
<tr><td class="l">Monitor Lizards</td><td>77</td><td>58</td><td>--</td><td>67</td><td>--</td></tr>
<tr class="g"><td class="l">Mososauri</td><td>--</td><td>--</td><td>64</td><td>--</td><td>--</td></tr>
<tr><td class="l">Mottled Worms</td><td>--</td><td>--</td><td>65</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Plesiosauri</td><td>--</td><td>--</td><td>80</td><td>--</td><td>--</td></tr>
<tr><td class="l">Pterodactyls</td><td>79</td><td>59</td><td>81</td><td>68</td><td>93</td></tr>
<tr class="g"><td class="l">Purple Worms</td><td>81</td><td>60</td><td>--</td><td>--</td><td>--</td></tr>
<tr><td class="l">Ropers</td><td></td><td>61</td><td>--</td><td>69</td><td>--</td></tr>
<tr class="g"><td class="l">Salamanders</td><td>83</td><td>--</td><td>--</td><td>--</td><td>98</td></tr>
<tr><td class="l">Sea Ropers</td><td>--</td><td>--</td><td>83</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Sea Snakes</td><td>--</td><td>--</td><td>88</td><td>--</td><td>--</td></tr>
<tr><td class="l">Stegosauri</td><td></td><td>64</td><td>--</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Toads</td><td>85</td><td>67</td><td>--</td><td>72</td><td>--</td></tr>
<tr><td class="l">Tortoises</td><td>88</td><td>69</td><td>--</td><td>77</td><td>--</td></tr>
<tr class="g"><td class="l">Triceratops</td><td>--</td><td>74</td><td>--</td><td></td><td>--</td></tr>
<tr><td class="l">Trolls</td><td>--</td><td>75</td><td>--</td><td>84</td><td>--</td></tr>
<tr class="g"><td class="l">Turtles</td><td>--</td><td>78</td><td>98</td><td>93</td><td>--</td></tr>
<tr><td class="l">Tyrannosauri</td><td>--</td><td>81</td><td>--</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Snakes</td><td>98</td><td>88</td><td>--</td><td>98</td><td>--</td></tr>
<tr><td class="l">Other</td><td>00</td><td>90</td><td>00</td><td>00</td><td>00</td></tr>
<tr class="g"><td class="l">Surrounding Terrain</td><td>--</td><td>00</td><td>--</td><td>--</td><td>--</td></tr>
</table>
<p>Suggested Others: <i>Lybits, Remorhazi, Typhoonagators, Fire Snakes, Winged Serpents, Finnish Black Snakes, Dragon Lizards,</i> and <i>Ice Worms.</i></p>
Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com1tag:blogger.com,1999:blog-2693193697680249777.post-24575976059796133902018-05-06T06:59:00.000-07:002018-05-06T07:38:06.599-07:00Review: Judges Guild Journal Encounter Fragments 1<p>Having recently uncovered some badly degraded copies of the <i>Judges Guild Journal</i> which contained the encounter tables that were the original basis for my old campaign's encounter tables, I thought I'd do a quickie review, page by page, for those who are interested in the sort of These are the three encounter tables from page 7 (these reviews will be badly out of order and pieces <i>will</i> be missing).</p>
<p><i>[I think I have another complete copy of this issue somewhere (plus a few others), but I thought I'd take the advantage of encountering these whilst going through boxes of papers to review them (and take a break from sorting boxes and boxes of old papers).]</i></p>
<h3>The Great Races</h3>
<p>I like the idea of having a Great Races table, even if creatures will also appear on other encounter tables (for example there is a Dragon encounter table for when you need Dragons and a True Giants encounter table for when you need giants). In particular if you need to know who is sovereign in a particular area (such as the nature of the village, castle, temple, army, or patrol you just rolled on the Master Encounter Chart(s), then this table is the one you would probably consult.</p>
<p>The encounters are by terrain type. So wilderness style terrains tend to be inhabited by non-humans, which is appropriate. But one of the things that is great about this chart is that you can also encounter races outside what might be considered their natural terrain. And this is where you really get to generate stories from encounter tables, explaining why you would find a group of ents in the city. I suspect that this is the reason why it was eventually determined that the Named Giants came from outside the World and were just travelling through it. The only "natural" giants were the Hill Giants who their kin considered degenerate brutes. It was suspected that if a giant spent too long in the World, they would eventually degenerate into a hill giant (albeit one with more natural HD).</p>
<p>I once worked out what the missing entry on the table had to be, but have since forgotten it.</p>
<table class="s">
<tr class="b"><th>THE GREAT RACES</th><th>CT</th><th>TN</th><th>RD</th><th>CL</th><th>FR</th></tr>
<tr class="g"><td class="l">Chromatic Dragon</td><td>01</td><td>01</td><td>01</td><td>01</td><td>01</td></tr>
<tr><td class="l">Vampires</td><td>02</td><td>02</td><td>02</td><td>02</td><td>02</td></tr>
<tr class="g"><td class="l">Trolls</td><td>03</td><td>03</td><td>03</td><td>03</td><td>05</td></tr>
<tr><td class="l">Ogres</td><td>04</td><td>04</td><td>04</td><td>04</td><td>10</td></tr>
<tr class="g"><td class="l">Gnolls</td><td>05</td><td>05</td><td>05</td><td>05</td><td>11</td></tr>
<tr><td class="l">Hobgoblins</td><td>06</td><td>06</td><td>06</td><td>06</td><td>12</td></tr>
<tr class="g"><td class="l">Orcs</td><td>07</td><td>08</td><td>08</td><td>10</td><td>22</td></tr>
<tr><td class="l">Kobolds</td><td>08</td><td>09</td><td>09</td><td>11</td><td>26</td></tr>
<tr class="g"><td class="l">Goblins</td><td>09</td><td>10</td><td>10</td><td>12</td><td>27</td></tr>
<tr><td class="l">Mithril Dragon</td><td>10</td><td>11</td><td>11</td><td>13</td><td>28</td></tr>
<tr class="g"><td class="l">Red Dragons</td><td>11</td><td>12</td><td>12</td><td>14</td><td>29</td></tr>
<tr><td class="l">Blue Dragons</td><td>12</td><td>13</td><td>13</td><td>15</td><td>30</td></tr>
<tr class="g"><td class="l">Green Dragons</td><td>13</td><td>14</td><td>14</td><td>16</td><td>32</td></tr>
<tr><td class="l">Black Dragons</td><td>14</td><td>15</td><td>15</td><td>17</td><td>33</td></tr>
<tr class="g"><td class="l">White Dragons</td><td>15</td><td>16</td><td>16</td><td>18</td><td>34</td></tr>
<tr><td class="l">Werewolves</td><td>16</td><td>17</td><td>17</td><td>19</td><td>36</td></tr>
<tr class="g"><td class="l">Cloud Giants</td><td>17</td><td>18</td><td>18</td><td>20</td><td>37</td></tr>
<tr><td class="l">Fire Giants</td><td>18</td><td>19</td><td>19</td><td>21</td><td>38</td></tr>
<tr class="g"><td class="l">Frost Giants</td><td>19</td><td>20</td><td>20</td><td>22</td><td>39</td></tr>
<tr><td class="l">Stone Giants</td><td>20</td><td>21</td><td>21</td><td>23</td><td>40</td></tr>
<tr class="g"><td class="l">Hill Giants</td><td>21</td><td>22</td><td>22</td><td>24</td><td>41</td></tr>
<tr><td class="l">Weretigers</td><td>22</td><td>23</td><td>23</td><td>26</td><td>44</td></tr>
<tr class="g"><td class="l">Wererats</td><td>24</td><td>25</td><td>24</td><td>27</td><td>48</td></tr>
<tr><td class="l">Wereboars</td><td>25</td><td>27</td><td>25</td><td>28</td><td>51</td></tr>
<tr class="g"><td class="l">Leprechauns</td><td>27</td><td>28</td><td>26</td><td>29</td><td>53</td></tr>
<tr><td class="l">Platinum Dragon</td><td>28</td><td>29</td><td>27</td><td>30</td><td>54</td></tr>
<tr class="g"><td class="l">Golden Dragons</td><td>29</td><td>30</td><td>28</td><td>31</td><td>55</td></tr>
<tr><td class="l">Silver Dragons</td><td>30</td><td>31</td><td>29</td><td>32</td><td>56</td></tr>
<tr class="g"><td class="l">Bronze Dragons</td><td>31</td><td>32</td><td>30</td><td>33</td><td>57</td></tr>
<tr><td class="l">Copper Dragons</td><td>32</td><td>33</td><td>31</td><td>34</td><td>58</td></tr>
<tr class="g"><td class="l">Brass Dragons</td><td>33</td><td>34</td><td>32</td><td>35</td><td>59</td></tr>
<tr><td class="l">Titans</td><td>34</td><td>35</td><td>33</td><td>36</td><td>60</td></tr>
<tr class="g"><td class="l"> </td><td>35</td><td>37</td><td>34</td><td>37</td><td>70</td></tr>
<tr><td class="l">Storm Giants</td><td>36</td><td>38</td><td>35</td><td>38</td><td>71</td></tr>
<tr class="g"><td class="l">Werebears</td><td>37</td><td>40</td><td>36</td><td>39</td><td>79</td></tr>
<tr><td class="l">Gnomes</td><td>39</td><td>42</td><td>38</td><td>40</td><td>80</td></tr>
<tr class="g"><td class="l">Hobbits</td><td>42</td><td>47</td><td>40</td><td>52</td><td>84</td></tr>
<tr><td class="l">Elves</td><td>47</td><td>54</td><td>48</td><td>54</td><td>94</td></tr>
<tr class="g"><td class="l">Half Elves</td><td>54</td><td>64</td><td>58</td><td>70</td><td>97</td></tr>
<tr><td class="l">Dwarves</td><td>58</td><td>69</td><td>61</td><td>72</td><td>98</td></tr>
<tr class="g"><td class="l">Humans</td><td>00</td><td>00</td><td>00</td><td>00</td><td>00</td></tr>
</table>
<table class="s">
<tr class="b"><th>THE GREAT RACES</th><th>HL</th><th>MN</th><th>RV</th><th>SW</th><th>JG</th></tr>
<tr class="g"><td class="l">Chromatic Dragon</td><td>01</td><td>01</td><td>01</td><td>01</td><td>01</td></tr>
<tr><td class="l">Vampires</td><td>02</td><td>02</td><td>02</td><td>02</td><td>02</td></tr>
<tr class="g"><td class="l">Trolls</td><td>04</td><td>03</td><td>12</td><td>13</td><td>13</td></tr>
<tr><td class="l">Ogres</td><td>05</td><td>05</td><td>13</td><td>15</td><td>14</td></tr>
<tr class="g"><td class="l">Gnolls</td><td>06</td><td>06</td><td>28</td><td>29</td><td>30</td></tr>
<tr><td class="l">Hobgoblins</td><td>09</td><td>09</td><td>29</td><td>31</td><td>31</td></tr>
<tr class="g"><td class="l">Orcs</td><td>20</td><td>24</td><td>49</td><td>51</td><td>45</td></tr>
<tr><td class="l">Kobolds</td><td>25</td><td>25</td><td>50</td><td>53</td><td>47</td></tr>
<tr class="g"><td class="l">Goblins</td><td>27</td><td>27</td><td>51</td><td>55</td><td>53</td></tr>
<tr><td class="l">Mithril Dragon</td><td>28</td><td>28</td><td>52</td><td>56</td><td>54</td></tr>
<tr class="g"><td class="l">Red Dragons</td><td>31</td><td>31</td><td>53</td><td>57</td><td>55</td></tr>
<tr><td class="l">Blue Dragons</td><td>33</td><td>33</td><td>54</td><td>58</td><td>56</td></tr>
<tr class="g"><td class="l">Green Dragons</td><td>34</td><td>34</td><td>55</td><td>59</td><td>59</td></tr>
<tr><td class="l">Black Dragons</td><td>35</td><td>35</td><td>59</td><td>63</td><td>61</td></tr>
<tr class="g"><td class="l">White Dragons</td><td>36</td><td>36</td><td>60</td><td>64</td><td>62</td></tr>
<tr><td class="l">Werewolves</td><td>37</td><td>39</td><td>61</td><td>65</td><td>63</td></tr>
<tr class="g"><td class="l">Cloud Giants</td><td>38</td><td>40</td><td>62</td><td>66</td><td>64</td></tr>
<tr><td class="l">Fire Giants</td><td>39</td><td>41</td><td>63</td><td>67</td><td>65</td></tr>
<tr class="g"><td class="l">Frost Giants</td><td>40</td><td>43</td><td>64</td><td>68</td><td>--</td></tr>
<tr><td class="l">Stone Giants</td><td>41</td><td>44</td><td>65</td><td>69</td><td>66</td></tr>
<tr class="g"><td class="l">Hill Giants</td><td>47</td><td>46</td><td>66</td><td>70</td><td>67</td></tr>
<tr><td class="l">Weretigers</td><td>48</td><td>48</td><td>67</td><td>71</td><td>71</td></tr>
<tr class="g"><td class="l">Wererats</td><td>49</td><td>49</td><td>74</td><td>77</td><td>76</td></tr>
<tr><td class="l">Wereboars</td><td>50</td><td>50</td><td>75</td><td>78</td><td>78</td></tr>
<tr class="g"><td class="l">Leprechauns</td><td>51</td><td>51</td><td>76</td><td>79</td><td>--</td></tr>
<tr><td class="l">Platinum Dragon</td><td>52</td><td>52</td><td>77</td><td>80</td><td>79</td></tr>
<tr class="g"><td class="l">Golden Dragons</td><td>53</td><td>53</td><td>78</td><td>81</td><td>80</td></tr>
<tr><td class="l">Silver Dragons</td><td>54</td><td>54</td><td>79</td><td>82</td><td>81</td></tr>
<tr class="g"><td class="l">Bronze Dragons</td><td>55</td><td>55</td><td>80</td><td>83</td><td>82</td></tr>
<tr><td class="l">Copper Dragons</td><td>58</td><td>58</td><td>81</td><td>84</td><td>83</td></tr>
<tr class="g"><td class="l">Brass Dragons</td><td>59</td><td>59</td><td>82</td><td>85</td><td>84</td></tr>
<tr><td class="l">Titans</td><td>60</td><td>60</td><td>83</td><td>86</td><td>85</td></tr>
<tr class="g"><td class="l"> </td><td>61</td><td>61</td><td>85</td><td>88</td><td>89</td></tr>
<tr><td class="l">Storm Giants</td><td>62</td><td>62</td><td>86</td><td>89</td><td>90</td></tr>
<tr class="g"><td class="l">Werebears</td><td>63</td><td>63</td><td>87</td><td>90</td><td>91</td></tr>
<tr><td class="l">Gnomes</td><td>78</td><td>78</td><td>88</td><td>91</td><td>92</td></tr>
<tr class="g"><td class="l">Hobbits</td><td>79</td><td>79</td><td>90</td><td>92</td><td>--</td></tr>
<tr><td class="l">Elves</td><td>80</td><td>80</td><td>91</td><td>93</td><td>93</td></tr>
<tr class="g"><td class="l">Half Elves</td><td>81</td><td>81</td><td>93</td><td>94</td><td>94</td></tr>
<tr><td class="l">Dwarves</td><td>96</td><td>96</td><td>94</td><td>95</td><td>95</td></tr>
<tr class="g"><td class="l">Humans</td><td>00</td><td>00</td><td>00</td><td>00</td><td>00</td></tr>
</table>
<table class="s">
<tr class="b"><th>THE GREAT RACES</th><th>DS</th><th>CO</th><th>PS</th><th>SE</th><th>AE</th></tr>
<tr class="g"><td class="l">Chromatic Dragon</td><td>01</td><td>01</td><td>01</td><td>01</td><td>01</td></tr>
<tr><td class="l">Vampires</td><td>02</td><td>02</td><td>02</td><td>--</td><td>03</td></tr>
<tr class="g"><td class="l">Trolls</td><td>03</td><td>04</td><td>03</td><td>02</td><td>--</td></tr>
<tr><td class="l">Ogres</td><td>05</td><td>05</td><td>04</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Gnolls</td><td>06</td><td>08</td><td>05</td><td>03</td><td>--</td></tr>
<tr><td class="l">Hobgoblins</td><td>07</td><td>09</td><td>07</td><td>04</td><td>--</td></tr>
<tr class="g"><td class="l">Orcs</td><td>09</td><td>14</td><td>12</td><td>05</td><td>--</td></tr>
<tr><td class="l">Kobolds</td><td>10</td><td>15</td><td>14</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Goblins</td><td>12</td><td>17</td><td>16</td><td>--</td><td>--</td></tr>
<tr><td class="l">Mithril Dragon</td><td>13</td><td>18</td><td>17</td><td>06</td><td>04</td></tr>
<tr class="g"><td class="l">Red Dragons</td><td>14</td><td>19</td><td>18</td><td>07</td><td>07</td></tr>
<tr><td class="l">Blue Dragons</td><td>17</td><td>20</td><td>19</td><td>08</td><td>10</td></tr>
<tr class="g"><td class="l">Green Dragons</td><td>18</td><td>21</td><td>20</td><td>09</td><td>13</td></tr>
<tr><td class="l">Black Dragons</td><td>19</td><td>22</td><td>21</td><td>10</td><td>16</td></tr>
<tr class="g"><td class="l">White Dragons</td><td>20</td><td>23</td><td>22</td><td>11</td><td>19</td></tr>
<tr><td class="l">Werewolves</td><td>21</td><td>24</td><td>23</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Cloud Giants</td><td>22</td><td>25</td><td>24</td><td>--</td><td>--</td></tr>
<tr><td class="l">Fire Giants</td><td>23</td><td>26</td><td>25</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Frost Giants</td><td>24</td><td>27</td><td>26</td><td>--</td><td>--</td></tr>
<tr><td class="l">Stone Giants</td><td>25</td><td>28</td><td>27</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Hill Giants</td><td>26</td><td>29</td><td>28</td><td>--</td><td>--</td></tr>
<tr><td class="l">Weretigers</td><td>27</td><td>30</td><td>29</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Wererats</td><td>28</td><td>31</td><td>30</td><td>--</td><td>--</td></tr>
<tr><td class="l">Wereboars</td><td>29</td><td>32</td><td>31</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Leprechauns</td><td>30</td><td>33</td><td>32</td><td>--</td><td>40</td></tr>
<tr><td class="l">Platinum Dragon</td><td>31</td><td>34</td><td>33</td><td>13</td><td>41</td></tr>
<tr class="g"><td class="l">Golden Dragons</td><td>32</td><td>35</td><td>34</td><td>14</td><td>43</td></tr>
<tr><td class="l">Silver Dragons</td><td>33</td><td>36</td><td>35</td><td>15</td><td>63</td></tr>
<tr class="g"><td class="l">Bronze Dragons</td><td>34</td><td>41</td><td>36</td><td>25</td><td>66</td></tr>
<tr><td class="l">Copper Dragons</td><td>37</td><td>42</td><td>37</td><td>26</td><td>69</td></tr>
<tr class="g"><td class="l">Brass Dragons</td><td>40</td><td>43</td><td>38</td><td>27</td><td>72</td></tr>
<tr><td class="l">Titans</td><td>41</td><td>44</td><td>39</td><td>28</td><td>82</td></tr>
<tr class="g"><td class="l"> </td><td>42</td><td>46</td><td>41</td><td>--</td><td>--</td></tr>
<tr><td class="l">Storm Giants</td><td>43</td><td>47</td><td>42</td><td>29</td><td>00</td></tr>
<tr class="g"><td class="l">Werebears</td><td>44</td><td>48</td><td>43</td><td>--</td><td>--</td></tr>
<tr><td class="l">Gnomes</td><td>45</td><td>49</td><td>44</td><td>30</td><td>--</td></tr>
<tr class="g"><td class="l">Hobbits</td><td>46</td><td>51</td><td>46</td><td>31</td><td>--</td></tr>
<tr><td class="l">Elves</td><td>47</td><td>54</td><td>49</td><td>32</td><td>--</td></tr>
<tr class="g"><td class="l">Half Elves</td><td>49</td><td>57</td><td>53</td><td>33</td><td>--</td></tr>
<tr><td class="l">Dwarves</td><td>51</td><td>59</td><td>54</td><td>34</td><td>--</td></tr>
<tr class="g"><td class="l">Humans</td><td>00</td><td>00</td><td>00</td><td>00</td><td>--</td></tr>
</table>
<h3>True Giants</h3>
<p>True Giants are the traditional enemies of Rangers! And yes, anything on this list could be a Favoured Enemy of Rangers (definitely including Humans). A True Giant encounter is more likely to be a more traditional (and probably hostile) "wilderness" encounter. If I roll on this table I'd probably use only 1d6 on my Reaction Table (which means that when encountered these creatures would be Unfriendly at best, and even have a chance of Attacking Immediately (a Hostile reaction would consider the odds and situation and react accordingly). And yes, I've had a lone goblin berserker charge a player (with the inevitable consequences) as a result. And so was born the Goblin Suicide Cult.</p>
<table class="s">
<tr class="b"><th>TRUE GIANTS</th><th>CT</th><th>TN</th><th>RD</th><th>CL</th><th>FR</th></tr>
<tr class="g"><td class="l">Pixies (*Nixies)</td><td>01</td><td>01</td><td>01</td><td>01</td><td>01</td></tr>
<tr><td class="l">Leprechauns</td><td>03</td><td>03</td><td>03</td><td>03</td><td>03</td></tr>
<tr class="g"><td class="l">Hobbits</td><td>07</td><td>09</td><td>09</td><td>08</td><td>09</td></tr>
<tr><td class="l">Kobolds</td><td>11</td><td>14</td><td>14</td><td>11</td><td>12</td></tr>
<tr class="g"><td class="l">Gnomes</td><td>15</td><td>19</td><td>19</td><td>14</td><td>15</td></tr>
<tr><td class="l">Goblins</td><td>20</td><td>02</td><td>02</td><td>19</td><td>20</td></tr>
<tr class="g"><td class="l">Dwarves</td><td>25</td><td>31</td><td>31</td><td>24</td><td>25</td></tr>
<tr><td class="l">Humans</td><td>51</td><td>42</td><td>42</td><td>50</td><td>30</td></tr>
<tr class="g"><td class="l">Marshwiggles</td><td>52</td><td>43</td><td>43</td><td>51</td><td>31</td></tr>
<tr><td class="l">Orcs</td><td>57</td><td>49</td><td>50</td><td>59</td><td>37</td></tr>
<tr class="g"><td class="l">Half Elves</td><td>64</td><td>57</td><td>58</td><td>69</td><td>47</td></tr>
<tr><td class="l">Elves</td><td>69</td><td>64</td><td>65</td><td>77</td><td>59</td></tr>
<tr class="g"><td class="l">Hobgoblins</td><td>72</td><td>68</td><td>69</td><td>82</td><td>64</td></tr>
<tr><td class="l">Gnolls</td><td>74</td><td>71</td><td>72</td><td>83</td><td>66</td></tr>
<tr class="g"><td class="l">Trolls</td><td>76</td><td>74</td><td>75</td><td>84</td><td>68</td></tr>
<tr><td class="l">Ogres</td><td>78</td><td>77</td><td>78</td><td>86</td><td>72</td></tr>
<tr class="g"><td class="l">Yetis</td><td>79</td><td>78</td><td>79</td><td>87</td><td>73</td></tr>
<tr><td class="l">Bugbears</td><td>81</td><td>80</td><td>81</td><td>88</td><td>75</td></tr>
<tr class="g"><td class="l">Cyclopi</td><td>83</td><td>82</td><td>83</td><td>89</td><td>77</td></tr>
<tr><td class="l">Ents</td><td>85</td><td>86</td><td>86</td><td>91</td><td>84</td></tr>
<tr class="g"><td class="l">Umber Hulks</td><td>87</td><td>87</td><td>87</td><td>92</td><td>87</td></tr>
<tr><td class="l">Cloud Giants</td><td>89</td><td>89</td><td>89</td><td>93</td><td>89</td></tr>
<tr class="g"><td class="l">Hill Giants</td><td>91</td><td>91</td><td>91</td><td>94</td><td>91</td></tr>
<tr><td class="l">Fire Giants</td><td>93</td><td>93</td><td>93</td><td>95</td><td>93</td></tr>
<tr class="g"><td class="l">Frost Giants</td><td>95</td><td>95</td><td>95</td><td>96</td><td>95</td></tr>
<tr><td class="l">Stone Giants</td><td>97</td><td>97</td><td>97</td><td>97</td><td>97</td></tr>
<tr class="g"><td class="l">Storm Giants</td><td>98</td><td>98</td><td>98</td><td>98</td><td>98</td></tr>
<tr><td class="l">Titans</td><td>99</td><td>99</td><td>99</td><td>99</td><td>99</td></tr>
<tr class="g"><td class="l">Other</td><td>00</td><td>00</td><td>00</td><td>00</td><td>00</td></tr>
</table>
<table class="s">
<tr class="b"><th>TRUE GIANTS</th><th>HL</th><th>MN</th><th>RV</th><th>SW</th><th>JG</th></tr>
<tr class="g"><td class="l">Pixies (*Nixies)</td><td>01</td><td>01</td><td>01</td><td>01</td><td>01</td></tr>
<tr><td class="l">Leprechauns</td><td>02</td><td>02</td><td>03</td><td>02</td><td>02</td></tr>
<tr class="g"><td class="l">Hobbits</td><td>04</td><td>04</td><td>08</td><td>03</td><td>03</td></tr>
<tr><td class="l">Kobolds</td><td>12</td><td>12</td><td>13</td><td>04</td><td>04</td></tr>
<tr class="g"><td class="l">Gnomes</td><td>20</td><td>21</td><td>18</td><td>05</td><td>05</td></tr>
<tr><td class="l">Goblins</td><td>27</td><td>28</td><td>22</td><td>06</td><td>06</td></tr>
<tr class="g"><td class="l">Dwarves</td><td>36</td><td>36</td><td>26</td><td>07</td><td>07</td></tr>
<tr><td class="l">Humans</td><td>37</td><td>37</td><td>27</td><td>08</td><td>08</td></tr>
<tr class="g"><td class="l">Marshwiggles</td><td>38</td><td>38</td><td>44</td><td>58</td><td>50</td></tr>
<tr><td class="l">Orcs</td><td>47</td><td>47</td><td>52</td><td>61</td><td>60</td></tr>
<tr class="g"><td class="l">Half Elves</td><td>55</td><td>55</td><td>60</td><td>62</td><td>61</td></tr>
<tr><td class="l">Elves</td><td>61</td><td>61</td><td>66</td><td>63</td><td>62</td></tr>
<tr class="g"><td class="l">Hobgoblins</td><td>67</td><td>67</td><td>71</td><td>65</td><td>65</td></tr>
<tr><td class="l">Gnolls</td><td>68</td><td>68</td><td>76</td><td>67</td><td>67</td></tr>
<tr class="g"><td class="l">Trolls</td><td>69</td><td>69</td><td>82</td><td>77</td><td>75</td></tr>
<tr><td class="l">Ogres</td><td>73</td><td>73</td><td>84</td><td>84</td><td>84</td></tr>
<tr class="g"><td class="l">Yetis</td><td>77</td><td>77</td><td>85</td><td>85</td><td>--</td></tr>
<tr><td class="l">Bugbears</td><td>79</td><td>79</td><td>87</td><td>86</td><td>86</td></tr>
<tr class="g"><td class="l">Cyclopi</td><td>81</td><td>81</td><td>89</td><td>87</td><td>87</td></tr>
<tr><td class="l">Ents</td><td>82</td><td>82</td><td>90</td><td>88</td><td>88</td></tr>
<tr class="g"><td class="l">Umber Hulks</td><td>84</td><td>84</td><td>92</td><td>89</td><td>89</td></tr>
<tr><td class="l">Cloud Giants</td><td>86</td><td>86</td><td>93</td><td>90</td><td>90</td></tr>
<tr class="g"><td class="l">Hill Giants</td><td>89</td><td>89</td><td>94</td><td>91</td><td>91</td></tr>
<tr><td class="l">Fire Giants</td><td>91</td><td>91</td><td>95</td><td>92</td><td>92</td></tr>
<tr class="g"><td class="l">Frost Giants</td><td>93</td><td>93</td><td>96</td><td>93</td><td>93</td></tr>
<tr><td class="l">Stone Giants</td><td>95</td><td>95</td><td>97</td><td>97</td><td>97</td></tr>
<tr class="g"><td class="l">Storm Giants</td><td>97</td><td>97</td><td>98</td><td>98</td><td>98</td></tr>
<tr><td class="l">Titans</td><td>99</td><td>99</td><td>99</td><td>99</td><td>99</td></tr>
<tr class="g"><td class="l">ther</td><td>00</td><td>00</td><td>00</td><td>00</td><td>00</td></tr>
</table>
<table class="s"></td><td></td><td></td><td></td><td></td><td>
<tr class="b"><th>TRUE GIANTS</th><th>DS</th><th>CO</th><th>PS</th><th>SE</th><th>AE</th></tr>
<tr class="g"><td class="l">Pixies (*Nixies)</td><td>01</td><td>01</td><td>01</td><td>40*</td><td>45</td></tr>
<tr><td class="l">Leprechauns</td><td>02</td><td>02</td><td>03</td><td>49</td><td>50</td></tr>
<tr class="g"><td class="l">Hobbits</td><td>03</td><td>05</td><td>07</td><td>--</td><td>--</td></tr>
<tr><td class="l">Kobolds</td><td>06</td><td>08</td><td>11</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Gnomes</td><td>08</td><td>11</td><td>15</td><td>--</td><td>--</td></tr>
<tr><td class="l">Goblins</td><td>13</td><td>15</td><td>20</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Dwarves</td><td>18</td><td>19</td><td>25</td><td>--</td><td>--</td></tr>
<tr><td class="l">Humans</td><td>74</td><td>57</td><td>51</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Marshwiggles</td><td>75</td><td>67</td><td>52</td><td>50</td><td>--</td></tr>
<tr><td class="l">Orcs</td><td>80</td><td>72</td><td>57</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Half Elves</td><td>81</td><td>76</td><td>64</td><td>--</td><td>--</td></tr>
<tr><td class="l">Elves</td><td>82</td><td>79</td><td>69</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Hobgoblins</td><td>83</td><td>81</td><td>72</td><td>--</td><td>--</td></tr>
<tr><td class="l">Gnolls</td><td>84</td><td>83</td><td>74</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Trolls</td><td>85</td><td>85</td><td>76</td><td>--</td><td>--</td></tr>
<tr><td class="l">Ogres</td><td>87</td><td>87</td><td>78</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Yetis</td><td>88</td><td>88</td><td>79</td><td>--</td><td>--</td></tr>
<tr><td class="l">Bugbears</td><td>--</td><td>--</td><td>80</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Cyclopi</td><td>91</td><td>90</td><td>82</td><td>--</td><td>--</td></tr>
<tr><td class="l">Ents</td><td>--</td><td>91</td><td>86</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Umber Hulks</td><td>92</td><td>92</td><td>87</td><td>--</td><td>--</td></tr>
<tr><td class="l">Cloud Giants</td><td>93</td><td>93</td><td>89</td><td>59</td><td>59</td></tr>
<tr class="g"><td class="l">Hill Giants</td><td>94</td><td>94</td><td>91</td><td>--</td><td>--</td></tr>
<tr><td class="l">Fire Giants</td><td>95</td><td>95</td><td>93</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Frost Giants</td><td>96</td><td>96</td><td>95</td><td>--</td><td>--</td></tr>
<tr><td class="l">Stone Giants</td><td>97</td><td>97</td><td>97</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Storm Giants</td><td>98</td><td>98</td><td>98</td><td>90</td><td>90</td></tr>
<tr><td class="l">Titans</td><td>99</td><td>99</td><td>99</td><td>99</td><td>99</td></tr>
<tr class="g"><td class="l">Other</td><td>00</td><td>00</td><td>00</td><td>00</td><td>00</td></tr>
</table>
<p>The possible others that they suggest might be encountered include (but are not limited to): <i>Light Elves, Dark Elves, Nissies, Black Seers, Pan Tang Warriors, Myyrrhm, Ribhus, Indian Ogres, Hyborean Frost Giants, Greek Cyclopi, Satyrs, Norse Storm [presumably Giants], Norse Dwarves, Norse Stone Giants, Norse Rock Giant, Aliens, Mist Giants. Delmains, Chinese Fairies,</i> and <i>Homo Superiori.</i></p>
<h3>Undead</h3>
<p>Undead being unnatural creatures can appear anywhere. Actually one change I made when I adopted these tables was to give the chance of an aerial encounter with a Morkoth, or rather the Morkoth spiral, since I always considered it to be far more effective when viewed from above. There was one particularly shallow sandy bay that was dotted with many Morkoth lairs, including a big one for the Dire Morkoth at the centre. Nobody sailed or flew over the bay, although it was rumoured that a certain corsair had mapped the lairs had a hidden base on an island in the bay, full of treasure.</p>
<table class="s">
<tr class="b"><th>UNDEAD</th><th>LAND</th><th>SEA</th><th>AIR</th></tr>
<tr class="g"><td class="l">Skeleton</td><td>15</td><td>--</td><td>--</td></tr>
<tr><td class="l">Zombie</td><td>30</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Ghoul</td><td>45</td><td>--</td><td>--</td></tr>
<tr><td class="l">Lacedon</td><td>--</td><td>25</td><td>--</td></tr>
<tr class="g"><td class="l">Wight</td><td>55</td><td>--</td><td>--</td></tr>
<tr><td class="l">Wraith</td><td>63</td><td>--</td><td>--</td></tr>
<tr class="g"><td class="l">Mummy</td><td>73</td><td>--</td><td>--</td></tr>
<tr><td class="l">Special Mummy</td><td>76</td><td>30</td><td>--</td></tr>
<tr class="g"><td class="l">Spectre</td><td>82</td><td>55</td><td>30</td></tr>
<tr><td class="l">Morkoth</td><td>--</td><td>80</td><td>--</td></tr>
<tr class="g"><td class="l">Shadow</td><td>86</td><td>90</td><td>50</td></tr>
<tr><td class="l">Vampires</td><td>89</td><td>--</td><td>70</td></tr>
<tr class="g"><td class="l">Ghost</td><td>92</td><td>96</td><td>90</td></tr>
<tr><td class="l">Other</td><td>00</td><td>00</td><td>00</td></tr>
</table>
<p>The suggested others include: <i>Ollam Onga, Red Shadows,</i> and <i>Ghouls of Yaniadar.</i></p>
<p>[More reviews to come.]</p>
Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com0tag:blogger.com,1999:blog-2693193697680249777.post-9298869093107223422018-03-04T15:54:00.000-08:002018-03-04T15:55:09.644-08:00C&S Alignment<h1>A Quick Review of C&S First Edition Alignment</h1>
<p>The first edition of <i>Chivalry & Sorcery</i> actually had an Alignment attribute. This meant that it was possible to roll alignment (although most C&S gamemasters would allow a player to pick an alignment for their character). It featured the original Law/Chaos dichotomy of original D&D, but represented this as the Good/Evil morality of the medieval European mindset. As with many attributes in first edition C&S, it was accompanied by a brief description of what the number actually represented (for example a character with a 14 Wisdom was "Discerning," which meant that "the character reads other men’s characters well and tends to make sound decisions").</p>
<p>What I find interesting is comparing it to more modern interpretations of alignment as morality. In particular how selfish behaviour generally is shifted much more to the chaotic end of the spectrum. I mean how many people would classify "law-abiding" as neutral behaviour. But really, it is. Similarly a lot of people would classify the "base" behaviour as being fairly neutral (heavily-weighted self-interest).</p>
<table class="s">
<tr class="b"><th width="12%">Die<br>Roll</th><th>Lawful Alignment</th></tr>
<tr><td>1</td><td class="l"><b>Saintly:</b> The character will take Holy Orders or join a Fighting Order. Wisdom is a predetermined 15+. He is an implacable foe of all Chaotics and “heretics.”</td></tr>
<tr class="g"><td>2<td class="l"><b>Devout:</b> The character will take Holy Orders or join a Fighting Order. Wisdom is a predetermined 13+.</td></tr>
<tr><td>3<td class="l"><b>Good:</b> The character chooses the “right” path at all times, eschewing the ways of evil and temptation.</td></tr>
<tr class="g"><td>4<td class="l"><b>Virtuous:</b> The character seeks the “best” path and, though he fails at times to do the right thing, he makes restitution afterward and does penance.</td></tr>
<tr><td>5<td class="l"><b>Worthy:</b> The character tries to live by a high standard but slips on occasion.</td></tr>
<tr class="g"><td>6<td class="l"><b>Trustworthy:</b> The character has flaws in his moral fibre but attempts to meet his commitments and do his duty out of a firm sense of self-respect.</td></tr>
<tr><td>7<td class="l"><b>Honourable:</b> The character can be counted on to do the honourable thing.</td></tr>
<tr class="b"><th> </th><th>Neutral Alignment</th></tr>
<tr class="g"><td>8-9<td class="l"><b>Law Abiding:</b> The character is tempted by self-interest but does the “socially correct” thing, particularly with respect to all matters governed by custom and legality.</td></tr>
<tr><td>10-13<td class="l"><b>Wordly:</b> The character is knowledgeable in the ways of the world and sees moral issues in the grey half-tones of his self-interest. He will not be a party to truly evil conduct but sees no real impediment to a little larceny or mayhem if it brings a profit.</td></tr>
<tr class="g"><td>14-15<td class="l"><b>Corruptible:</b> The character sees his duty as beginning with himself. He is not evil, but he has his price.</td></tr>
<tr class="b"><th> </th><th>Chaotic Alignment</th></tr>
<tr><td>16<td class="l"><b>Unscrupulous:</b> The character has no real scruples when it comes to his picking a pocket or slitting a throat. If he can he will try to weasel out of any of his obligations or cheat his friends. Yet he also cares about his reputation.</td></tr>
<tr class="g"><td>17<td class="l"><b>Base:</b> The character will stoop pretty low on occasion, pays lip service to all of the conventional prattlings about good and decency, and never lets himself be blinded to a profitable deal when he sees it.</td></tr>
<tr><td>18<td class="l"><b>Immoral:</b> The character is corrupt to the core; Capable of great iniquity and depravity, he enjoys every minute of it. This is the character of the true “robber baron.”</td></tr>
<tr class="g"><td>19<td class="l"><b>Villainous:</b> The character is capable of real depths of evil and no moral code or conscience worth speaking of. If he has any friends they have learned to count their fingers after shaking hands with him and never leave their backs unguarded in his presence.</td></tr>
<tr><td>20<td class="l"><b>Diabolic:</b> The character is the complete Chaotic — so utterly void of any sense of right and wrong and devoted to hellishness in all its forms that there is no crime, no atrocity, no sacrilege that he will refrain from committing. This malevolent personality is true Evil Incarnate, so fiendishly demoniacal that
even the Dark One is ashamed of his excesses at times.</td></tr>
</table>
<p>Since this was replaced by the more abstract Piety characteristic in the second edition of C&S, I felt it was worthy of a quick review.</p>
<p><i>[<b>Aside:</b> My current alignment system uses a Pollution/Corruption mechanic. If you have no Pollution or Corruption you are Holy. However to stay free of spiritual Pollution requires considerable effort (depending on the actual tenets of your faith many things might cause Pollution), but in return you automatically get the status of Blessed. If you have Pollution (the normal random amount is 3d6), you are Worldly, which means you have taken no special efforts to avoid minor spiritual pollution and to cleanse yourself of it. For example as a Christian you might have "coveted your neighbour's ox." Note that if you are not actually trying to purify yourself there is no need to keep track of your spiritual pollution during actual play. A Worldly character can generally pay for a temporary Blessing (and this is commonly done before embarking on a venture, such as travel or childbirth). A character that has even a single point of Corruption is considered Unholy. They have usually made a deal with the demons who are trying to overthrow and replace the gods, or done something equally heinous against the gods. whilst the gods are generally unwilling to help their worshippers (beyond extending a Blessing), the demons are often willing to reward their servants directly.]</i></p>Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com0tag:blogger.com,1999:blog-2693193697680249777.post-12856601886236590302017-06-12T01:34:00.003-07:002017-06-12T01:34:51.152-07:00Staffs and Wands<i>[To accompany the discussion of crafting magic weapons I probably should include those magic weapons used by spellcasters (in particular mages who externalise their sorcery). And yes, I'm intentionally using staffs to differentiate a wizard's staff from a stave, which is either a physical weapon (such as a quarterstaff) or something that hols up the tent. Not that when wielding in combat a want or staff is generally jabbed like a spear, rather than wielded using martial skills more suited for a weapon. Despite it's innate magical power and form, Monkey's Golden Wishing Staff is a stave, not a staff – intended for physical and not magical mayhem.]</i>
<h1>Staffs and Wands</h1>
<p>Staffs and wands in my game are tools used to help a magic-user cast spells, and are thus much more akin to magic weapons than they are the magical pistols and rifles of normal D&D. And they can also be used as physical weapons – a staff is considered a d6 weapons (which means that a magic-user without a Strength bonus needs two hands to wield it effectively), and a wand can bw a d4 weapon (although most non-combat mages will prefer a lighter wand that does less damage because they don't intend to hit anyone with it). [Note that there is an automatic -1 damage modifier for non-mages attempting to use a wand or staff in physical combat, or a mage attempting to use an unattuned wand or staff.]</p>
<p>Warmages (the military mage which is the standard template equivalent to the D&D magic-user) traditionally use staffs rather than wands (in fact the possession of a staff is an almost certain sign you are dealing with a warmage). For one thing, it is a heaver weapon, and thus more suited to the rigors of physical combat and can bear up better to the strain of being used as a focus for military magics. Lastly, but not least, it puts some distance between the magic-user and an opponent in melee. Warmages may still use wands though, and they are often used as sidearms, for when the presence of a fully-powered battlestaff might not be socially acceptable.</p>
<h2>General Abilities</h2>
<h3>Spell Focus</h3>
<p>The primary use of a wand or staff is as a spell focus. This allows the mage to apply the magic bonus as a penalty to the saving throw of the opponent against ranged magic. So a +3 magic staff gives opponents a -3 saving throw against spells targeting them. It also increases the combat range of a mage's spells from short range to long range.</p>
<p>Note that wands and staffs are not at all like guns; they are not point and shoot devices. The action is more akin gathering the energies in the staff and then physically hurling them at the target – the more flamboyantly the better (as with all magic). Wands in particular are wielded more like one would wield the handle of a whip. The upshot of this is that a mage needs freedom of movement to properly use a wand or staff.</p>
<h3>Embedded Spells</h3>
<p>Spells may be permanently embedded in a wand or staff when it is constructed. This requires the presence of a mage who knows the spell when the item is researched. This can reduce the effect Spell Point cost for casting the embedded spell by the magical bonus of the wand or staff. For example, if the spell <i>magic missile</i> is embedded into the a +1 magic wand (a rather common choice for a relatively low level wand), then the magic wan can be used to cast the spell <i>magic missile</i> as if it were a cantrip (at a cost of 1 SP). Note that the cost of casting the embedded spell cannot normally be reduced below that of a cantrip by this modifier.</p>
<p>The problem with using the full bonus of the wand or staff on a single spell is that means the wand is entirely dedicated to that spell. In the above example you have created a <i>wand of magic missiles</i>. If you apply a lesser bonus to each spell embedded in the wand or staff, then you can fit more spells within it. Note that if a wand is dedicated to an elemental energy (generally +3 or greater magic weapons) then this may reduce the cost of casting the embedded spells further.</p>
<p>Non-adventuring mages may often use a variety of low-powered special purpose wands for dedicated magical purposes, but the adventuring maze generally prefers to avoid the possible confusion and encumbrance of multiple wands. However, these special purpose wands can come in handy for non-mages that can use sorcerous devices (such as the Tomb Robber). For example, consider the possibilities of a <i>wand of knock</i>...</p>
<h2>Special Abilities</h2>
<p>Note that wands and staves are considered to be magic weapons and thus follow the same general progression of abiitities as other magic weapons:
<h3>+0 Magic Wand or Staff</h3>
<p>This is an "ordinary" magic wand. It allows the mage to cast battle magic at long range and to be used as a weapon. but that is about it.</p>
<p>Note that the best magic wands are purpose-built for a specific customer (although no specific recipe is required for this). Otherwise it is a case of the mage adjusting themselves to the wand, rather than the wand being suited for the mage. The degree of adjustment required for a chance-found wand can be used by making a reaction roll on 2d6 (with a penalty equal to the bonus of the wand). The wand must be "persuaded" using spellcraft until it becomes an "ally" in order to unlock its full powers, making one adjustment roll each month of use. [Although in actual fact the wand is not being persuaded but rather the mage is adjusting <i>themselves</i> to the idiosyncrasies of their new toy.]</p>
<ul><li>An "enemy" wand cannot be used at all. However this level of result is generally only possible if the mage killed the proper owner of the wand (directly or indirectly) and took it as a prize. In this case the reaction roll should have a negative modifier equal to the original owner's Charisma score (representing force of personality).</li>
<li>A "hostile" wand applies it's full magic bonus as a penalty to it's use as a spell focus. Embedded spells and special abilities cannot be used.</li>
<li>An "unfriendly" wand gives no bonus to it's use as a spell focus. Embedded spells may be used, but with no reduction in the cost of the spell. Special abilities generally can't be used.
<li>A "neutral" wand gives no bonus to it's use as a spell focus. Embedded spells can be used at reduce costs. Special abilities are generally not accessible.</li>
<li>A "friendly" wand provides it's full magic bonus as a spell focus. Embedded spells can be used at reduce costs. Special abilities are generally not accessible.</li>
<li>A "sympathetic" wand is fully unlocked, but attunement will regress if the wand is not used.</li>
<li>An "allied" wand is permanently attuned to the mage.
</ul>
<p>Needless to say beginning characters generally have to put up with a cheap second-hand wand that may need further adjustment.</p>
<h3>+1 Magic Wand or Staff</h3>
<p>This is a masterwork wand or staff (and as a result is likely also to be considered an artwork in and of itself as a result, increasing the cost of the wand by the workmanship and decoration).</p>
<p>It is common to find specialised wand of this level that carry a single embedded spell as special purpose wands. For example, a dowsing rod is just such a wand with the appropriate detection magic on it (these are one category of wand where the Spell Point cost <b>can</b> actually be reduced to zero (0).</p>
<h3>+2 Magic Wand or Staff</h3>
<p>Like other magic weapons, a +2 magic wand is something greater than itself, and can develop special abilities not unlike those of magic weapons. One such special ability that is frequently built into the staves used by battlemages is that of <i>Battle</i>, which allows the magic bonus of the staff to be applied to physical combat as well as magical combat (and raises the damage die of the staff to that of the Magic Die of the user (uch a staff radiates destructive magical energies when wielded).</p>
<p><i>Spell-storing</i> is another popular ability, giving the user of the staff the ability to precast spells into the staff and invoke them at will (costing only a single SP to cast). Not only does this count as a cantrip for casting speed, but the mage will presumably have recovered from the strain of casting the spell by the time it is activated.</p>
<p>Any of the other special and basic abilities available to magic weapons generally are also possible.
<h3>+3 Magic Wand or Staff</h3>
<p>Like other magic weapons this is where a magic wand or staff acquires discrete mechanical abilities. For example a wand might be attuned to specific elemental energies (eg, a <i>wand of fire</i>) which makes using the wand to cast these magics easier (lowers the SP cost). This also affects the spells embedded in the wand (which must be associated with the elemental nature of the wand).</p>
<p>Another common ability at this level is <i>Spell-turning</i> which allows the wand or staff to effectively parry, deflect, reflect, and/or absorb the energies of the incoming spell (or even the actual spell itself).</p>
<h3>+4 Magic Wand or Staff</h3>
<p>Being associated with the Superhero Tier these are legendary items (albeit less powerful ones). The <i>Staff of Power</i> (note the singular "the") from D&D is probably the canonical example of the abilities possessed by a typical +4 Magic Wand or Staff. However all are really unique items at this level of power, and much of their nature will be determined by the intent involved in their crafting. They are also quite likely to be entangled artifacts.</p>
<h3>+5 Magic Wand or Staff</h3>
<p>These are the legendary items that can shake the world (or at least a Kingdom). The <i>Staff of Wizardry</i> from D&D is probably the canonical example of a +5 magic staff, although they are not simply repositories of spells that may be cast. For example the one-way anti-magic shell provided the Staff of Wizardry is a known unique ability of this magical weapon.</p>
<p><i>[Sometime this century I will manage to concisely describe the Title Nobility. I hope. Draft number 16 just hit the bit bucket. The problem is all the interesting historical variance (both temporal and cultural) that I keep wanting to add side notes. And really, it should just be a simple generic description – except generic is so bland. <sigh>]</i></p>
Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com1tag:blogger.com,1999:blog-2693193697680249777.post-3042862017077873142017-06-10T05:12:00.001-07:002017-06-10T05:12:29.613-07:00On the Crafting of Magic Swords<p><i>[Still having a bit of difficulty getting the next part of the Aristocratic Caste lecture to say what I want it to say, so I am offering up this sacrifice to the Gods of Blog.]</i></p>
<p>One of the basic ideas in my current D&D campaign is that everything is magic. That is magic is all around you and accessible with hard work. One of the consequences of this is that Craftsmen can make magic items. In fact in my game, only Craftsmen can make magic items. A magic-user could enchant an item and make it magical, but that enchantment would not be permanent and could be dispelled - or simply wear off with time and be forgotten. A Craftsman created magic item has its own essential identity which cannot be changed by magic.</p>
<p>The particular type of Craftsman that can make magic swords is the Weaponsmith. As with all Craftsmen, the magical bonus table is used to determine the type of magical item they can forge. Note that is is common to refer to the Class or Rank of a magic weapon rather than the bonus (so a Magic Weapon of the First Rank is a +5 weapon).</P>
<p><table class="s">
<tr class="b"><th>Craftsman<br />Level</th><th>Magic<br />Bonus</th><th>Weapon Rank</th></tr>
<tr class="g"><td>11 – 12</td><td>+5</td><td class="l">Weapon of the First Class</td></tr>
<tr><td>9 – 10</td><td>+4</td><td class="l">Weapon of the Second Class</td></tr>
<tr class="g"><td>7 – 8</td><td>+3</td><td class="l">Weapon of the Third Class</td></tr>
<tr><td>5 – 6</td><td>+2</td><td class="l">Weapon of the Fourth Class</td></tr>
<tr class="g"><td>3 – 4</td><td>+1</td><td class="l">Weapon of the Fifth Class</td></tr>
<tr><td>1 – 2</td><td>+0</td><td>—</td></tr>
</table></p>
<p>Note that if the Weaponsmith has an odd level they only have a 50% chance of making a wepoan of the desired potency. Note that this 50% chance is actually resolved by a Dexterity test in the case of a Craftsamn with known attributes, such as a player character with teh Weaponsmith expertise.</p>
<h2>The Ordinary Tier</h2>
<p>Ordinary people in my game have 1 to 4 HD (or are 1st to 4th level). This applies to Craftsmen as well, so Craftsmen of level 1 to 4 are reasonable common. In fact the Commoner Caste has specific title for these levels, which explains their status:</p>
<p><table class="s">
<tr class="b"><th>Craftsman<br />Level</th><th>Guild Level Title</th></tr>
<tr class="g"><td>5</td><td class="l">Guild Master</td></tr>
<tr><td>4</td><td class="l">Guild Officer</td></tr>
<tr class="g"><td>3</td><td class="l">Master</td></tr>
<tr><td>2</td><td class="l">Journeyman</td></tr>
<tr class="g"><td>1</td><td class="l">Apprentice</td></tr>
</table></p>
<p>So to combine these two table into one statement:</p>
<ul>
<li>An apprentice has a 50% chance of making a +0 magic sword.</li>
<li>A journeyman can making a +0 magic sword.</li>
<li>A master has a 50% chance of making a +1 magic sword.</li>
<li>A guild officer can make a +1 magic sword.</li>
</ul>
<p>This helps expalin the nature of these "magic" swords.</p>
<h3>+0 Magic Swords</h3>
<p>Now the ordinary tier also applies to magic items as well. While they may be called magic items they are not remarkably magical and don't have any extraordinary magical powers. This is especially true of a "+0 magic sword" which provides no magical bonus and his no innate magical abilities. In other words a "+0 magic sword" is a perfectly ordinary sword.</p>
<h3>+1 Magic Swords</h3>
<p>A +1 magic sword is a particularly fine magic sword, which generally has no other magical properties. It is in fact the definition of a masterwork sword, and a would-be master is required by guild rules to have forged a masterwork weapon before they can be admitted to the rank of master. Because it has no overt magical abilities, a naked +1 sword does not need a recipe in order to be crafted.</p>
<p>Because of the time and expense required to make a masterwork weapon, they are usually directly commissioned from the Weaponsmith themselves. In addition they are also normally considered artworks in and of themselves, so the price is increased by the quality of the craftsmanship and the value of the ornamentation. They are as a result often considered heirloom treasures, and make excellent rewards for warriors who have distinguished themselves in battle.</p>
<p>A special category of +1 magic swords are the exotic materials weapons. These are swords made outof exotic materials such as silver, copper, bronze, brass, cold iron, gold, mithral, platinum, orchicalcum, crystal, unicorn horn, terrasque shell, bulette hide, or other alien and exotic metals. These do require recipes to forge correctly (although a recipe is only required for the Weaponsmith to master a material, not for each individual weapon).</p>
<p>While a +1 magic sword is not inherently magical, it is easier for magic to reside in such a masterwork weapon and the greater the possibility that the weapon might even "awaken" and assume magical attributes on it's own (particularly when carried by a hero).</p>
<h2>The Heroic Tier</h2>
<p>The heroic tier is levels 5 through 8 and this is where the magic really begins to happen, both for characters, adventures, and items. Magic items of the Third and Fourth Class are almost always overtly and noticeably magical, and are accompanied by magical special effects when used.</p>
<h3>Bane Swords</h3>
<p>Technically bane swords are +2 Magic Swords except that <b>everyone</b> knows how to make them (or at least the cursed variety anyway). The presence of the curse lowers the difficulty and expense to that of a +1 magic sword. [I use the idea from <i>13th Age</i> that a cursed item is flawed magic item and not an intentional trap. That is if the player is willing to put up with the disadvantage of the curse they can have a much more powerful magic item than it would be normally possible to make. It was such a nice idea I adopted it for everything, although truth to tell, the banes swords had this disadvantage for decades in my games).]</p>
<p>A bane sword in D&D terms is the standard +1/+3 vs [a specific type of creature] sword. It is traditionally made by performing the final quench of the sword in the still living creature or essence/blood of the creature. If you can make a +1 magic sword you can attempt to make a bane sword. If you use a specific recipe you can automatically produce the required weapon. If you don't, you can still attempt it with a Craftsman test, and there is a strong chance that you won't quite get the effect that you desire if tour intent wavers. For example quenching it in the body of a slave might produce a +1/+3 vs Humans, +1/+3 vs Slaves, +1/+3 vs Males, or even just a +1/+3 vs People Named Travor.</p>
<p>The curse of the bane sword is the tangible apathy towards the targeted creatures that affects both the bearer of the sword and people they encounter. The result of this antipathy is that the bonus against the specific creature is applied as a negative modifier to all reaction rolls (including the initial encounter reaction roll). Thus any creature of the indicated type is more likely to react negatively to a party where one of the members is wearing a bane sword. If the sword is actually drawn this antipathy is doubled.</p>
<p>There are also greater bane swords which are +2/+5 vs a specific creature. These are cursed +3 magic swords (equivalent of +2 magic swords as far as crafting them is concerned), which do require specific recipes to make. The manufacture of a greater bane sword also requires the inclusion of physical materials from the targetted creatures, and also binds the spirit of the creature used to quench the blade into itself. This always gives greater bane swords a personality, albiet a twisted demented and overall a not very nice or sane one. Self-hatred is the watchword for a greater bane sword. Greater bane swords almost always develop extra magical abilities related to their nature.</p>
<p>The evolution of bane swords is restricted to slaying and doom swords.</p>
<h3>+2 Magic Sword</h3>
<p>A +2 magic sword appears to be a fine masterwork weapon, but when held, it has gives a sense of being something greater than it actually is. Most +2 magic swords are named by their makers or users, which helps focus this potential into something more concrete. "Naked" +2 magic swords are actually pretty rare and actually more difficult to make - the intent of the craftsman tends to "contaminate" the blade to a degree unless exquisite precautions are performed. For this reason naked +2 magic swords need a recipe in order to be made. And they don't tend remain virgin for long once used.</p>
<p>The special abilities that a +2 magic sword tend to develop are not generally overt (in the same sense that slaying, sharpness, and life-stealing are overt). Instead they tend to assist the warrior that uses them in subtle ways. A weaponmith may imbue a +2 magic sword with a special ability with an appropriate recipe, or they can hope that naming the weapon will bring forth the appropriate ability. Possible abilities include (but are not limited to): increased saving throws against specific things (double the magical bonus is usual, so +4 vs poison or +4 vs petrification are valid abilities), increasing an attribute bonus by the magical bonus for a limited time (+2 Strength Bonus for 10 turns once a day), the ability to automatically sense creatures objects or even intents (sense ambush or alignment would be valid abilities), and so on.</p>
<p>They may also include martial art abilities. They may allow the wielder to use the martial art ability without actually knowing the ability, or may automatically use the ability themselves.</p>
<p>A +2 magic sword may also tend to develop a number of more limited abilities as well, such as the ability to understand a spoken tongue, actively detect things (either by a subtle awareness, dowsing, or glowing in the presence of the thing), see the invible, affect the immaterial, or protection against a eleemntal force (+4 vs fire).</p>
<p>These abilities may or may not have a Spell Point cost to activate.</p>
<p><i>[The root source of these special abilities are the special abilities for intelligent weapons tables (particularly from John T Sapienza Jr excellent article in </i>Different Worlds 4<i>), although I must stress that unless a magic weapon's spirit is magically awakened or it has a spirit magically bound into it a weapon is not intelligent. However all magic items do have a purpose (at least initially), so magic items may have an effective ego that can resist fulfilling this purpose.]</i></p>
<h3>Holy and Unholy Swords</h3>
<p>If the Weaponsmith is spiritually pure and performs the appropriate rituals they can transfer this purity into the blades they make. Similarly if the Weaponsmith is spiritually corrupted they can transfer this spiritual corruption into the blades they make (in fact it would be extremely difficult not to).</p>
<p>The basic holy sword tends to be a bane sword against the supernatural, except the accompanying "curse" tends to inspire supernatural to flee rather than attack. In addition the supernatural will suffer an automatic morale penalty equal to the bonus of the sword and a Demon Hunter (or similar class with the Banish Supernatural ability), may add the bonus to their attempts to banish the supernatural. Because of the difficulty of manufacture they get no benefit from having a "curse" (especially since the "curse" isn't really a curse), and may only be made by a craftsman in a state of spiritual purity (and probably one that is actively <i>blessed</i> to boot).</p>
<p>As holy swords get more powerful they increase their bonuses and defences against the supernatural, and may gain explicit powers, such as undead and demon slaying, magical immunity, and even the ability to dispel the supernatural.</p>
<p>Unholy weapons have no standards as to the nature of their magics, but they are always Corrupt and will transfer that Corruption onto anyone that willing uses them. Anyone holding an unholy weapon will know at once what it is, as will anyone in it's presence if it is drawn. Most people will react negatively to the presence of a corrupt weapon (unless they themselves are corrupt). Fortunately the Gods despise corruption and an unintended corrupt weapon will eventually decay and dissolve (unless magically protected from doing so). Unfortunately Demons often offer Hell-forged corrupt weapons to those who are willing to use them (sometimes even with no strings attached save for the fact that it is a corrupt weapon). [Note that in my current campaign the Demons are at war with the Gods, so that the objective is <b>not</b> the corrupting of souls but rather the supplanting of the Gods. So unholy weapons of this nature don't tend to be spiritually "booby-trapped."</p>
<p>Unholy weapons often have other curses upon them as well, that reduces the effective cost of the magic weapon further, especially if provided by Demons (it's not so much that Demons are cheap-skates but their ability to bring such items into the world unnoticed by the Gods is limited). Reducing the magical "cost" of the weapon means it is less likely that the intrusion will be noticed by the Gods and stopped. The entry of a true Abhorrent Weapon into the world would literally shake the very fundament (physically and spiritually).</p>
<p>The basic unholy +2 magic sword usually has the overt magical abilities of a +3 magic sword because of the nature of the curse. In addition it may be able to draw on the power of it's corruption directly. Because being corrupt is automatically a case of being spiritually wrong (as far as the world is concerned) the powers that an unholy sword manifests also tend to be spiritually wrong. For example it might be a poisonous sword or soul-destroying. Wounds inflicted by the sword may not naturally heal, always bleed (causing hp loss each round), or be immune to magical healing. Or simply be more vicious (remember we are basically looking at +3 magic sword abilities here).</p>
<h3>+3 Magic Sword</h3>
<p>When most people think "magic sword" they are generally imagine a magic weapon of the Third Class or higher, because these weapons are overtly magical. They are frequently forged of exotic materials that you would not normally consider workable (such as the flames of the blacksmith's forge or a shard of ice from a mountain glacier, a beam of light, or the spittle from a bird), or include rare and costly materials that can only be obtained by quests (this is included in the costs of the raw materials to make the weapon - the only way to gather the required worth of raw materials is to include these exotic materials in the making of the weapon).</p>
<p>Needless to say making a +3 magic sword requires an appropriate recipe as well as the raw materials.</p>
<p>A +3 magic sword generally has an overt special power/attribute that affects things struck by it. For example it may slay a specific creature type, burst into flames or lightning, be a frostblade, do increased damage. It may store spells, or confer flight, lifekeeping or regenerative abilities on it's user. A sword might even be able to be used to attack an enemy at range!</p>
<h3>Slaying Weapons</h3>
<p>The most common form of +3 magic sword are the slaying weapons. Note that slaying weapons are much more specific than most bane weapons. Whilst a bane weapon is happy with being +1/+3 versus dragons a slaying weapon must be a +3 weapon of blue dragon slaying. On the other hand a +4 magic weapon of Doom is capable of targeting a group, and a +5 magic weapon of Death is capable of targeting everything.</p>
<p>If a target creature is injured by a slaying weapon then they must make an immediate Saving Throw against Death, with a penalty equal to the damage they have taken <b>and</b> the bonus of the weapon. Failure indicates the immediate death of the creature, regardless of the damage taken. Note that the creature is dead, not mortally wounded and likely to die unless there is a magical intervention; <i>Raise Dead</i> is not sufficient magic to actually restore the creature to life - you must reach beyond the Veil. Some slaying weapons also destroy the soul, preventing resurrection entirely. They are generally one class more costly. Which means soul-stealing weapons that affect everybody must always be cursed in some way, and even then are First Class weapons (usually named Godkiller and Stormbringer and the like).</p>
<p>Don't take risks when fighting an opponent armed with one. The presence of a slaying blade is usually sufficient to cause an immediate morale check in an opponent that can be affect by it. Like with all magic swords (unless they are create with the <i>subtle</i> ability) tend to announce their major function to all who are present when drawn. So people who are vulnerable to a slaying weapon are aware of the danger when one is drawn in their presence.</p>
<p>Slaying swords are a common progression for an awakened bane sword.</p>
<h3>Elemental Weapons</h3>
<p>The next most common form of +3 magic sword are the elemental weapons that are created by forging an elemental energy into the blade. They provide added bonuses against creatures that are affected by the elemental effects (in addition to the normal vulnerability that creature may exhibit to that attack form). Also users of an elemental weapon can apply the elemental effect to targets that they strike. For example targets hit by a flamebrand must save versus catching fire, and targets hit by a lightning tongue must save versus being stunned.</p>
<h2>The Superhero Tier</h2>
<p>This is the tier of legend featuring characters of the 9th through 12th level. Similarly magic items of the First and Second Class tend to be legendary in and of themselves. The expense and labour required to forge a weapon of this power means that they tend to be functionally unique. Even if created off the same recipe, the results won't be completely identical. For example Mournblade and Stormbringer were both created from the same recipe, but are manifestly different blades. While their primary ability is similar (soul-stealing), their extra abilities are quite different.</p>
<p>There really is no such thing as a "naked" weapon at this level. All the magic items at this level are created for a purpose and are often entagled with destiny (the definition of an artifact). Which means they all have powers appropriate to their intended purpose.</p>
<h3>+4 Magic Swords</h3>
<p>Magic Weapons of the Second Class usually have primary magical abilities that are lesser forms of Magic Weapons of the First Class. For example, whilst a Magic Sword of the First Class might have the vorpal ability, a Magic Sword of the Second Class might only have the sharpness ability.</p>
<p>Unlike the abilities of +3 swords these tend not to be as clearly mechanically defined. It is possible to create a +3 sword with a purely mechanical sharpness effect, but a +4 sword of sharpness would be able to cut anything. Including holes between dimensions if the user wishes. Or imaginary chains binding gigantic wolves with a taste for one-eyed gods.</p>
<p>The following is an example of a +4 magic weapon:</p>
<p><i>Tarnished Needle is a +4 magic spear that is capable of performing the Dolorous Stroke against an opponent - which pierces their heart on a successful strike. However the damage it causes is not physical but spiritual, causing a continuing loss of spell points and then hit points until the opponent is completely defenceless and weakened/shattered/tired. And because this wound is spiritual, it cannot be healed by most normal healing magics. It also has several lesser abilities like the ability to ignore armour, that are scarcely worth mentioning.</i></p>
<p>[Thanks to <i>Weapons of the Gods</i> for the idea/concept of this Class Two weapon.]</p>
<h3>+5 Magic Swords</h3>
<p>Magic Weapons of the First Class are probably considered artifacts in most games. [Remember that the 12th level of effect affects entire Kingdoms.] So Excalibur is a +5 magic sword, not because of it's incidental abilities in combat (which are pretty awesome in and of themselves), but because it is "The Sword of Victory" and can be used to guarantee victory in any battle when drawn (although the victory may end up being very Pyrrhic if you were never meant to win, but thats the price of using magic - it gives you what you want but doesn't consider the cost).</p>
<p><i>Tiger Soul is capable of executing the World Breaking Strike - which is capable of breaking </i>anything.<i> Anything struck by Tiger Soul by the World Breaking Strike must make a save versus destruction or be cut in twain. A person. A tree. A castle. A mountain. A kingdom. Roll your natural damage die and compare it to the effect chart for the effect of the blow. Despite the name, Tiger Soul will refuse to break the world itself, even if you do roll high enough.</i></p>
<p>[Thanks to <i>Weapons of the Gods</i> for the idea/concept of this Class One weapon.]</p>
<h2>End Notes: Entangling Destiny and Artifacts</h2>
<p>This is a method a craftsman can use to create a magic item with a specific purpose. However like all such events that mess with prophecy it is not to be particularly recommended. For example a craftsman could make a dagger and entangle that dagger with the destiny that it will slay a particular person. If successful (and it's not easy since the effect is 13th level), then the dagger will be the only thing that can slay the person. But it also guarantees that the dagger <b>will</b> eventually slay the person. The dagger has become an entangled artifact.</p>
<p>There are reasons the wizards [wizards are really really high level characters] frown on people messing with time, causality, and prophecy. They generally ensure that they don't get to do it again. And may even unwind the event.</p>
<h2>End Notes: Recipes</h2>
<p>Recipes are spells for Craftsmen. They may be discovered in ancient texts, bought from other craftsmen, or researched on your own. Once the recipe is researched a magic item may be constructed. Note that if the resulting magic item utilises astral energies the Craftsman may require the assistance of a Sorceror to create the recipe (and vice versa, of course). This is particularly true of Artificiers (the Craftsman that create sorcerous magical items like wands, rings, and statues that turn into giant carnivorous frogs), and less so with Weaponsmiths..</p
Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com0tag:blogger.com,1999:blog-2693193697680249777.post-49650122177430788622017-05-24T10:03:00.000-07:002017-05-28T08:24:42.799-07:00Some Notes on Character Classes<i>[Just a quick diversion from the magnus opus on the Aristocratic Caste to say something about the classes in my house rules. And yes, I've always liked lots of different classes in my game.]</i>
<h1>The Character Classes</h1>
<h2>The Primary Classes</h2>
<p>There are six primary character classes - one for each attribute.</p>
<h3>The Knight (STR)</h3>
<p>The Knight is a melee specialist trained to fight on the battlefield in heavy armour (mounted or unmounted). Cultural variations include Samurai, Weaponthanes, and even Gladiators (all of which are considered cultural variants of the same class). They are the elite soldiery within a society and skilled in the arts of war, not to be confused with the common soldiery. The typical Knight is not trained to the use of missile weapons, but is highly trained in the art of cavalry and the hunt (more likely to end in spears than arrows). Weaponthanes replace expertise in horsemanship with thrown weapons and moving through the wilderness. Samurai are trained in both missile and melee weapons, but at a significant cost in horsemanship.</p>
<h3>The Ranger (CON)</h3>
<p>The ranger is the missile and wilderness specialist. Unlike the Other Game™ they are not a sub-class of fighter and nor do the spend their time guarding the ruins of ancient kingdoms in the north. There are the elite hunters, scouts, poachers, and foresters, not the common archers and slingers found in the armies of the world. Precision is their watchword. Rangers are trained to fight in melee, but not in formation and not in heavy armour, because the wilderness is a dangerous place. Most rangers also have some sort of stealth ability in order to sneak up on the animals (or bandits) they are hunting.</p>
<h3>The Specialist [Tomb Robber] (DEX)</h3>
<p>The specialist has mastered some sort of non-combat proficiency that may be of benefit to the adventurer. The default Specialist is the Tomb Robber, who is an expert at enetring dark holes in the ground and recovering the treasure therein. The archetypal adventurer, the Tomb Robber has mastered neither magic nor weapons, but is not adverse to using the limited amounts of either available to them. Although they generally prefer to avoid direct conflict. [For players of the Other Game (TM), they are the Thief equivalent, except they tend to replace the pickpocket proficiency with something similar to bardic knowledge. They may be connected to the criminal underworld (via fences), but are generally not considered part of it. The Thief is a separate Specialist class with less of a focus on <strike>insanity</strike> adventuring and much more of a criminal orientation. As with Knights and soldiery, the members of the Thief class are the elite of the criminal underworld, not your common mugger, pickpocket, or burglar.] </p>
<h3>The Mage [Battlemage] (INT)</h3>
<p>The mage classes uses sorcery (the manipulation of external symbols and objects) to evoke a resonance with the astral energies and manifest them in the real world. Most sorcery concerns itself primarily with the acts summoning and creation. There are many different classes of mage (differentiated primarily by spell lists), but the default one for adbventurers is the military mage, otherwise known as the warmage or battlemage. These mages specialising in handling the destructive magics typically of use on the battlefield, and thus have problems with the more subtle sorceries, such as those dealing with illusion and healing. How you access the astral energies has a profound effect on the spells that you can cast. No battlemage has ever managed to learn a healing spell. On the other hand a Healer Mage cannot throw a <i>fireball</i>, so fair is fair.</p>
<h3>The Witch (WPR)</h3>
<p>The Witch does not use externalities such as sorcery to create the necessary resonance with the astral, but instead uses internal meditations to invoke a change in the world. This limits the amount of astral energies that the witch can actually physically channel, so their magic tends to be on a much smaller scale than that of the mage. On the other hand a witch is capable of performing true healing using their magic. This may take longer than the "healing" provided by Demon Hunters, but it doesn't have the disadvantage that it can be dispelled.</p>
<h3>The Priest [Demon Hunter] (CHA)</h3>
<p>The magic of the Demon Hunter relies on the fact that the supernatural is unnatural and does not actually belong in the world. Their magic is antipathic, dealing with the unbinding and banishment of magic, as opposed to the mage, whose magic is sympathetic and concerns summoning and creation. Whilst they are quite capable of breaking the supernatural with a brute force attempt, they may also learn to focus their energies through powerful sutras that magnify their power immensely. Those with the natural ability to become Demon Hunters are as rare as any other spellcaster, and those that show promise are often sought out, trained, equipped, and supported by religious institutions. Others make their own way,banishing the supernatural for monetary reward. Because many supernatural entities also have a physical manifestation, most Demon Hunters are also trained to fight these monsters.</p>
<p><i>[In my D&D games the gods have always been distant (or alternatively, not gods at all). And I've always found it somewhat impious for the gods to change how the universe operates at the demand of one of their worshippers. This means that the source of divine power has always been the cleric itself, whether from belief/faith or something else. Not every priest has miraculous powers; in fact the ones with magical powers have always been as rare as any other spellcasters. And they have always been heavily modelled on the classical Demon Hunter from Chinese wuxia. Which makes this the replacement for the Other Game™ Cleric, although spells are often expressed in reverse, so instead of </i>cure light wounds<i> the Demon Hunter uses </i>banish light wounds.<i> ]</i></p>
<h2>The Secondary Classes</h2>
<p>Secondary classes are classes associated with two or more characteristics, and tend to embody aspects of the associated primary classes. They are usually considered a subclass of fighter or mage (depending whether their primary focus is physical or magical).</p>
<p>Here is a selection of fighter secondary classes (there are many more).</p>
<h3>The Bravo (STR & DEX)</h3>
<p>The Bravo is a fighting man trained to fight without the aid of heavy weapons or armour. Thus their style of combat is not as suited for use on the battlefield as the Knight, but may in fact be technically more proficient. This is achieved by increasing access to Martial Arts. The Duellist (who has a better access to Martial Arts) and the Assassin (who specialises in the stealthy kill) are known variants of this class.</p>
<h3>The Paladin (STR & CHA)</h3>
<p>The Paladin channels the abilities of the Demon Hunter unto the fighting ability of the Knight. Their primary role is to defeat the supernatural directly through force of arms, and thus they are much better than your standard Demon Hunter at fighting those supernatural threats that have a physical presence. They are however often at a loss at dealing with the more spiritual supernatural threats.</p>
<h3>The Barbarian (STR & CON)</h3>
<p>The Barbarian combines the melee capabilities of the Knight with the wilderness abilities of the Ranger. That is, they are effectively Rangers that specialise in melee combat.</p>
<h3>The Marksman (CON & DEX)</h3>
<p>Combining the abilities of the Ranger and the Craftsman, the Marksman is a specialist at presenting the continuing dielectic between the bourgeois and proletarians and encouraging the inevitable uprising of the proletariate... [Oh hang, on, that's the Marxman. Sorry. The Marksman attempts to perfect the art of using a bow (or other missile weapon), trading in their ability in the wilderness for improved access to Martial Arts dealing with the use of the bow.]</p>
<p>And here is a selection of some mage secondary classes (there are many more):</p>
<h3>The Shaman (WPR & CHA)</h3>
<p>The Shaman is a Witch with a much more animstic approach to magic. Although whether the spirits that they summon or simply manifestations of the astral forces they summon is hidden by the Perception Paradox of magic. For all intents and purposes the shaman summons astral entities to create the magical effects they desire. The Other Game™ Druids are a variant of Shaman.</p>
<h3>The Necromancer (INT & CHA)</h3>
<p>The Necromancer is what a Demon Hunter becomes when they realise that a door is an entry as well as an exit and gives into that desire to see what lies beyond. They use the externalised sorcery of the mage to create truly antipathetic magic and open the way from the Beyond. Instead of just using astral energies to animate the dead, they may summon actual entities to actually inhabit the dead, creating true undead. Or even becoming one. The gods generally despise necromancers because they disrupt the nature order (things are supposed to stay dead), but there are actually good necromancers as well as evil necromancers, although you are more likely to find evil necromancers who use their abilities for self aggrandisement.</p>
<h3>The Healer Mage (INT & DEX)</h3>
<p>The Healer Mage is a specialist in healing magics. It is one of the most common forms of secondary mages, although one that is not really suitable for adventuring. Actually most secondary mages are not particularly suitable for adventuring and most are considered to have an INT & DEX prerequisite.</p>
<h3>The Illusionist (INT & WPR)</h3>
<p>The first thing you have to remember is that all magic is illusion. That is, it is not a part of the world and may be dispelled or undone, but it still has a real presence in the world. For example, if you are polymorphed into a goat, you are a polymorphed goat and not a real goat. The magic can be dispelled and you will return to being a human being. On the other hand if you had kids while a goat, the kids would be real goats. Similarly if a mage summons a demon to do their bidding, that demon may be entirely illusionary, but the Perception Paradox means that it must be treated as a real thing. It can't simply be disbelieved. The Illusionist generally deals with two distinct types of magic - the creation of images (which are manifestations in the world), and phantasms (which are manipulations of the perceptions/mind). It is a very rare form of secondary magery because most experts eventually end up convincing themselves that nothing is actually real and then convincing themselves that they aren't real either and magically erasing themselves from existence. This should hopefully be a sufficient warning of the dangers of this type of magic.</p>
<h2>The Tertiary Classes</h2>
<p>Tertiary classes have three or more prime requisites. Here are some (there are many more):</p>
<h3>The Martial Artist (STR & CON & DEX)</h3>
<p>The martial artist generally forgoes all weapons and armour in pursuit of the perfection of their art. That does not means that they aren't masters of their use, just that they are generally irrelevant when the martial artist fights. The true Martial Artist, like all tertiary classes, is exceedingly rare and generally the protege of a monk on a remote mountaintop or a wandering fighter trying to perfect their art.</p>
<h3>The Talent Mage [The Bard] (INT & WPR & CHA)</h3>
<p>Talent Mages are rare because they perform their sorcery naturally, but to do so they must use some other talent to focus their sorcery. The most commonly known Talent Mage is the Bard, who focuses their magic through music. It normally takes a Talent Mage a lot longer to cast their spells than other mages, but they have the advantage that they don't need to know the actual spell that they are casting. On the other hand, the selection of magics they can actually use is generally limited by their focus.</p>
<h3>The Ninja (STR & DEX & WPR)</h3>
<p>Why will no one ever believe me that ninja do not exist. It's obvious. Nobody has ever seen one, therefore they don't exist and there is no Ninja class. Not at all. I haven't even considered what attributes would be appropriate for them. There are no ninja. [Those are just people in black silk pajamas (pay no attention).]</p>Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com1tag:blogger.com,1999:blog-2693193697680249777.post-81090832559785418942017-04-27T05:10:00.001-07:002017-04-27T05:13:48.117-07:00The Aristocratic Caste (Part 4)<h1>The Landed Gentry</h1>
<p>The vast majority of the remaining Aristocratic Hierarchy is made up of the Landed Gentry. These are individuals who have been given either a gift or a grant of land from an overlord. This gift or grant generally takes the form of a manor, it's associated farms and villages, and the people upon it. The holder of such a gift or grant is normally referred to as the lord of the manor. In return for this land, the overlord will generally expect some sort of service and/or tax, and in a feudal society the lord is a vassal of the overlord. Another rather archaic term for the landed gentry is thus <i>vavasor</i>, which translates to "vassal of a vassal," because the overlords of the landed gentry are almost always vassals of their own overlord.</p>
<p>However in a feudal/medieval society the vast majority of the Landed Gentry are actually members of the Military Caste. They are generally the elite soldiers of the nation, such as heavily armoured knights or samurai (or even hopilites in early eras). In fact the manorial system generally exists purely to support the existence of the knight. Thus the most common service owed to an overlord (in addition to certain rents) is military duty (the traditional value is 60 days of service, plus defence of the overlord's holdings against invaders). In later eras this service was replaced by scutage (or <i>shield tax</i>), which allowed the overlord (typically the sovereign) to employ professional soldiers (a Royal Army). naturally this increased the power of the sovereign, since he no longer had to rely on the loyalty of his noble vassals.</p>
<p>When an overlord bestows the <b>gift</b> of a manor on an individual it is generally for the life of the individual (unless the lord has been attainted for treason or other similar crime). At the death of the lord, the manor technically reverts back to being part of the overlord's estates, to be gifted again. However the expectation <b>is</b> that the heir of the lord will receives the gift (unless they have somehow alienated the overlord).</p>
<p>When an overlord bestows a <b>grant</b> of a manor on an individual then they have alienated the manor from their own estates. The manor will automatically pass to the heir (however distant that heir may be). It is only when their is no heir that the estate passes back into the custody of the overlord. However the new lord will still be expected to swear fealty to the overlord as part of taking up the lordship of the manor. If they don't they may be considered in revolt, and the manor seized.</p>
<h2>The Manor</h2>
<p>Because of a general lack of of portable wealth (money) the manor/fief is generally the lowest economic unit within a society. That is, the manor grows the food to support the inhabitants of the manor, as well as additional food which the lord can then sell to the nearest town, mine, or other site that does not produce its own food. The lord can then use the cash income that results to buy those items that only towns and cities can manufacture ... and to pay the rents they owe their own overlord. Within the manor the lord adjudicates disputes and manages the community, and collects hs own rents, both in coin (from tenants) and (more likely) labour in his fields and on his projects (from his serfs).</p>
<p>A manor consists of</p>
<ul><li>The <b>manor house</b> itself, which is considered a Noble Asset. The vast majority of these manors take the form of a fortified manor house (especially in a feudal society). In earlier eras or more peaceful times they might simply be country villas (walled or not). On the other hand more powerful members of the landed gentry might even have a fort or keep, or even a small castle (the larger castles are generally closely held by the Titled Nobility because of their military power). The manor always contains the Great Hall, where the lord sits in judgement and his household knights sleep (most servants sleep where they work). They will be associated with a manor farm which is effectively the lord's own private lands, which are worked by his serfs (in addition to their working their own lands). The lord is often capable of investing in longer term projects than the typical peasant (whose first objective is to feed themselves and their family and pay their rents), and so a manor farm may feature orchards and vineyards (whereas a peasant farm might be very lucky to have a single fruit tree). Similarly the lord's garden may feature a wider variety of herbs (including medicinal herbs) than would be found in a peasant's garden. It might even feature a purely ornamental garden with flowers.</li>
<li>The manor is always associated with a <b>village</b> [ <i>Settlement E</i> ]. The village often provides the speciality services required by the inhabitants of the manor, such as a blacksmith, miller (especially since the lord can traditionally take a cut of any grain ground in hs mill), baker (it is cheaper to bake a lot of bread at once than for each family to bake their own), and a village priest. The village will also generally have access to an apothecary in the form of a the village healer/midwife (which is often better than what people in town have). Larger manors will have more prosperous villages that can support more specialists, such as a carpenter, brewer, or innkeeper (especially if the village can expect travellers such as pilgrims and merchants to pass through). [Remember that inns are often used as freight distribution nodes by merchants. Which is they often have guards/watchmen of their very own.] If the manor has access to special resources then it can usually have some sort of specialist tradesman or guildsman. For example a manor with a quarry might support a stonemason, or a manor with a clay pit might support a potter. These specialists generally produce material directly for the lord of the manor for trade outside of the village itself.</li>
<li>A large manor may also support a number of <b>hamlets</b> [ <i>Settlement F</i> ]. These are small villages that cannot support any specialists, and depend economically on the central manor/village, but are located at valuable resources (usually good farmland, but they may also direct support a quarry or mine. In which case the hamlet is composed of the quarry or mine workers, and is supported by the rest of the manor.</li>
<li>The larger manors may also have a number of smaller vassal holdings. These are smaller Noble Assets whose lords owe fealty to the holder of the larger manor as overlord. They may be gifts or grants. They provide the main holding with extra income (in the form of coin, which is always valuable), and the overlord with military service. However that military service is owed by the lord of the manor to their own overlord. So if your manor contains two small manors as vassals, when called to service by your own overlord you will be expected to provide both yourself (and any household knights), and these two vassal knights as well.</li>
</ul>
<p>Note that in the pre-modern era, when the military operates on a more professional basis, there is less of a need for the traditional manor/estate. In which case the noble often takes the role of absentee landlord, and merely collects rents from the villagers (in the manner of a true member of the Aristocratic Caste). In such cases the village is usually run by a Village Mayor [ <i>Commoner 3</i> ] who organises the activities of the village, which still generally operates as a single economic unit (although one that is much more like a modern corporation in which the villages own shares).</p>
<p>Most Noble Assets are extant (and inherited). Creating a new grant requires alienating a part of a noble's own demesnes so they are naturally very reluctant to do that. And most of the existing gifts are already occupied. There is the option of developing the wilderness, but this is very expensive. In order to create a new Noble Asset in the wilderness it is first necessary to attract the people to the new holding (workers are valuable in an agrarian economy, which is why the vast majority of the Peasant Caste are serfs and legally bound to the land). Assuming you can attract the people to the area, you can use them to build a new holding at the indicated cost. They can then use the resources (raw material and labour) of the holding to erect the actual Noble Asset. If the holding has vassal holdings of it's own, then they must be built (including their Noble Assets), before the main holding can be built. So that small castle, while it may seem outrageously cheap in monetary terms, actually requires the full resources of a barony to actually create it. You are just paying for the stuff you can't resource locally.</p>
<p>The <i>base</i> cost for the standard Noble Assets that can be owned by the Landed Gentry are given in the following table.</p>
<table class="s">
<tr class="b"><th>Noble Asset</th><th>Actual<br>Manor<br>Cost</th><th>Actual<br>Holdings<br>Cost</th><th>Total<br>Manor</br>Cost</th><th>Vassal<br>Holding<br>Cost</th><th>Total<br>Asset<br>Cost</th></tr>
<tr class="g"><td class="l">Castle 1A</td><td class="r">1,875</td><td class="r">1,875</td><td class="r">3,750</td><td class="r">16,125</td><td class="r">19,875</td></tr>
<tr><td class="l">Castle 1B</td><td class="r">1,875</td><td class="r">1,875</td><td class="r">3,750</td><td class="r">14,625</td><td class="r">18,375</td></tr>
<tr class="g"><td class="l">Castle 1C</td><td class="r">1,875</td><td class="r">1,875</td><td class="r">3,750</td><td class="r">13,000</td><td class="r">16,750</td></tr>
<tr><td class="l">Castle 1D</td><td class="r">1,875</td><td class="r">1,875</td><td class="r">3,750</td><td class="r">10,375</td><td class="r">14,125</td></tr>
<tr class="g"><td class="l">Castle 1E</td><td class="r">1,875</td><td class="r">1,875</td><td class="r">3,750</td><td class="r">7,250</td><td class="r">11,000</td></tr>
<tr><td class="l lud">Castle 1F</td><td class="r lud">1,875</td><td class="r lud">1,875</td><td class="r lud">3,750</td><td class="r lud">4,625</td><td class="r lud">8,375</td></tr>
<tr class="g"><td class="l">Shell Keep A</td><td class="r">1,875</td><td class="r">1,250</td><td class="r">3,125</td><td class="r">3,500</td><td class="r">6,625</td></tr>
<tr><td class="l lud">Shell Keep B</td><td class="r lud">1,250</td><td class="r lud">500</td><td class="r lud">1,750</td><td class="r lud">1,750</td><td class="r lud">3,500</td></tr>
<tr class="g"><td class="l">Manor House A</td><td class="r">1,875</td><td class="r">1,250</td><td class="r">3,125</td><td class="r">2,750</td><td class="r">5,875</td></tr>
<tr><td class="l">Manor House B</td><td class="r">875</td><td class="r">625</td><td class="r">1,500</td><td class="r">1,750</td><td class="r">3,250</td></tr>
<tr class="g"><td class="l">Manor House C</td><td class="r">750</td><td class="r">500</td><td class="r">1,250</td><td class="r">750</td><td class="r">2,000</td></tr>
<tr><td class="l">Manor House D</td><td class="r">625</td><td class="r">375</td><td class="r">1,000</td><td class="r">—</td><td class="r">1,000</td></tr>
<tr class="g"><td class="l">Manor House E</td><td class="r">500</td><td class="r">250</td><td class="r">750</td><td class="r">—</td><td class="r">750</td></tr>
</table>
<p>All costs are in gp, and represents incidental costs (such as the employ of an Architect and other Master Builders to direct the unskilled labour, and materials not normally able to be resourced from the local holdings that are needed in the construction). If imported materials are used, and labour hired and fed, then the actual costs increase dramatically. Decorating the manor house and adding features to it or the holding will also attract increased costs (although in many caes this will just be in labour and food supplied by the holding).</p>
<p>The exact details of a typical manorial holding will be discussed elsewhere. Generally as the size of the holding (indicated by the letter and determined in the normal manner) increases, so does the size of the manor house, as well as the number of vassal holdings.</p>
<h2>Living Expenses for Landed Gentry</h2>
<p>The living expenses for landed gentry depend upon their rank, which is determined primarily by the size of their holdings. However if they possess the appropriate holding, then their maintenance is paid for by the holding (as well as that of their spouse and their family). The holding will also support a number of additional employees automatically (mostly servants and military personnel).</p>
<h3>Lord / Manorial Knight [ <i>Noble 4</i> ]</h3>
<p>This is the most common form of Landed Gentry, the lord of a small manor [ <i>Manor House D</i> or <i>Manor House E</i> ] who has no vassals of their own. Effectively the leaves of the feudal tree. They usually hold their land as a gift from their overlord, although it may also be provided as a grant (in which case it belongs to their family).</p>
<p>The vast majority of these lords are manorial knights, who, as part of their fealty to their overlord, are required to provide a certain amount of military service. This will be specified in the contract defining the gift or grant of the land, and will usually involve the lord himself and a number of additional troops from the manor. Failure to provide the overlord with this service is a serious matter (often because the overlord effectively owes this service to their own overlord). Traditionally the required term of this service is 60 days, although customarily this applies to military ventures outside the lord's domain. The lord may extend the term of militray service (especially in times of war), but the knight would traditionally expect to be paid for this additional duty. On the other hand defensive military service usually has no limit, because part of the oath of fealty is to defend the overlord's domains.</p>
<p>In later periods the lord of the manor could replace their military service with scutage (or shield tax), which was money sufficient to hire a replacement for the military service they owe their overlord. Kings liked scutage because it allows them to form a professional Royal Army and not rely on their noble vassals to muster troops on their behalf. On the other hand,in this situation the nobles tend to lose a lot of their power. But as a result of this shift in policy, more and more of teh landed gentry become absentee landlords, simply drawing rent from their estates (or even passing on the right to collect rents to others). Things can get very complicated very fast.</p>
<table class="s" width="80%">
<tr class="b"><th colspan="2">Lord / Manorial Knight [ <i>Noble 4</i> ]</th></tr>
<tr class="g"><td class="l" width="34%"><b>Social Status:</b></td><td class="l">4</td></tr>
<tr><td class="l"><b>Monthly Expenses:</b></td><td class="l">48 sp ( 4 gp)</td></tr>
<tr class="g"><td class="l"><b>Supporting Assets:</b></td><td class="l">The gift or grant of a <b>small manor</b>.</td></tr>
<tr><td class="l"><b>Customary Titles:</b></td><td class="l">Lord. [Sir if a knight.]</td></tr>
</table>
<p> </p>
<h3>Knight Bannerette / Baronet [ <i>Noble 5</i> ]</h3>
<p>A knight bannerette is a senior knight with vassals of their own. These vassal holdings are considered part of the knight bannerettes own holdings and are almost always gifts, rather than grants. They are usually geographically co-located, although there may be some physical separation. The knight bannerette is typically allowed to fly a special pennant so that their vassals can find them on the battlefield. They and their vassals typically fight as a unit (a lance).</p>
<p>They typically have a larger manorial holding [ <i>Manor House A</i> to <i>Manor House C</i> ] featuring a large fortified manor house. Again they hold their land as a gift or garnt from their own overlord, and owe him military service as well as rents. They typically also owe them the military service of their own vassals as well (they are a knight, not an actual noble).</p>
<p>A baronet is a knight that holds a shell keep, tower, hill fort, or other primarily defensive construction. Whilst not a true castle with outer works, a shell keep or a tower, is still a formidable military obstacle to take, although, since outbuildings are not protected, has limited offensive value. Whilst economically they are not that power, they gain extra status from their control of a military strongpoint.<p>
<p>Note that hill forts may actually be considered castles, especially for barbarian tribes. In which case the holder of the hill fort (a wooden castle) is considered a baron (clan chief) in their own right, and the hill fort will be the clan's stronghold. However the importance of hill forts declined with the introduction of stone and brick castles. For one point, they are far less flammable.</p>
<table class="s" width="80%">
<tr class="b"><th colspan="2">Knight Bannerette [ <i>Noble 5</i> ]</th></tr>
<tr class="g"><td class="l" width="34%"><b>Social Status:</b></td><td class="l">5</td></tr>
<tr><td class="l"><b>Monthly Expenses:</b></td><td class="l">30 sp ( 5 gp)</td></tr>
<tr class="g"><td class="l"><b>Supporting Assets:</b></td><td class="l">A <b>large manor</b></td></tr>
<tr><td class="l"><b>Customary Titles:</b></td><td class="l">Sir.</td></tr>
</table>
<table class="s" width="80%">
<tr class="b"><th colspan="2">Baronet [ <i>Noble 5</i> ]</th></tr>
<tr class="g"><td class="l" width="34%"><b>Social Status:</b></td><td class="l">5</td></tr>
<tr><td class="l"><b>Monthly Expenses:</b></td><td class="l">30 sp ( 5 gp)</td></tr>
<tr class="g"><td class="l"><b>Supporting Assets:</b></td><td class="l">A <b>shell keep</b> or <b>tower</b>.</td></tr>
<tr><td class="l"><b>Customary Titles:</b></td><td class="l">Sir or Lord.</td></tr>
</table>
<p> </p>
<h3>Baron [ <i>Noble 6</i> ]</h3>
<p>A baron is the holder of a small castle and the supporting holdings. A baron may be a vassal of an overlord or sovereign in their own right. Usually their sovereignty is simply a result of the general lawlessness of the region, allowing them to set up independently (for example as robber barons). If independent they generally maintain their position through military force.</p>
<p>The rank of baron represents the facts on the ground, as it were. It is not a title awarded directly by a sovereign, which means that they can be considered either the highest of the knightly class or the lowest of the noble class. The deciding factor is that most barons will not be related to the ruling dynasty. For example after the Normans invaded England a lot of the Anglo-Saxon nobles remained, but they were reduced in status to that of baron, whereas the Norman rulers actually had titles.</p>
<p>This means that anyone establishing a standard D&D-style domain in the wilderness with a stronghold could claim the rank of baron.</p>
<p>Amongst barbarian tribes the rank of baron typically equates to that of the individual clan chief, and the baron's castle will be a hill fort (or similar construction) that is the clan's stronghold. The knights being the clan's warrior thanes (essentially the owners of manorial farms or sufficient wealth to support a military elite warrior. In addition the baron will raise his own huscarls (household knights). Because the clan is tied together by blood and kinship, there is less of the civilised feudal hierarchy in the relationships.</b>
<table class="s" width="80%">
<tr class="b"><th colspan="2">Baron [ <i>Noble 6</i> ]</th></tr>
<tr class="g"><td class="l" width="34%"><b>Social Status:</b></td><td class="l">6 to 8 [depending on estates]</td></tr>
<tr><td class="l"><b>Monthly Expenses:</b></td><td class="l">72 to 96 sp ( 6 tp 8 gp) [depending on estates]</td></tr>
<tr class="g"><td class="l"><b>Supporting Assets:</b></td><td class="l">A <b>small castle</b>.</td></tr>
<tr><td class="l"><b>Customary Titles:</b></td><td class="l">Baron.</tr>
</table>
<p> </p>
<p>[ <i>The next part will deal with the Titled Nobility (Nobles of level 7 to 9).</i> ]</p>Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com1tag:blogger.com,1999:blog-2693193697680249777.post-58988172614280175042017-04-11T18:38:00.001-07:002017-04-11T19:55:06.195-07:00The Aristocratic Caste (Part 3)<h1>The Unlanded Gentry</h1>
<p>The large majority of the Aristocratic Caste are the so-called Unlanded Gentry - those who may claim noble descent through one or more of their parents, but who do not hold any land in their own right. Player characters of the Aristocratic Caste are always assumed to have this status, and may start the game as either a <b>Gentleman</b> [ <i>Noble 2</i> ], a <b>Bastard</b> [ <i>Noble 1</i> ], or a <b>Gentleman Farmer</b> [ <i>Noble 1</i> or <i>Commoner 2</i> ] (their choice). They also have no direct prospects of inheriting a title (that is, advancing within the caste).</p>
<p>Being an aristocrat is expensive if you don't have the lands (represented by the appropriate Noble Asset) to support your status. Since the caste frowns on its members receiving any income that is not actually derived from rents or investments this leaves the would-be aristocrat four choices:</p>
<ol>
<li>The may seek employment in the court of a titled noble or baron as a courtier. The number of courtiers that a court can support depends on it's wealth. Positions include the <b>Herald</b> (responsible for running the court), a <b>Butler</b> (responsible for maintaining the household), <b>Guard and Troop Captains</b> (to lead the troops), a <b>Sheriff</b> (who ensures that law and order are maintained in the domain), a <b>Spymaster</b> (who insures that the intrigues of nearby courts are maintained), a <b>Reeve</b> (who collects the income from the domain and deals with the commoners living in the domain), <b>Companions</b> for dependants of the court (such as the Lady in Waiting) and - perhaps most importantly - the <b>Household Knights</b> (Thanes, Warriors, etc) that provide the court's military might. Particularly wealthy courts might have a number of other important Court positions - for example <b>Court Sorceror</b>, <b>Court Apothecary</b>, <b>Court Physician</b>, <b>Chaplain/Confessor</b>, and even <b>Court Perfumer</b> (although most of these positions are not generally suitable for unskilled Aristocrats). Baronial courts often combine positions (for example the Household Knights will generally also act as Butler, Captains, and Sheriff). The ability to obtain a position at a court generally relies on their father's ability to influence the titled noble who runs the court. Court positions are very rare though, and the competition for them is very intense.</li>
<li>They may seek a position in a hierarchy that is normally reserved for members of the Military or Religious Castes - such as a position in the Army or Navy or in the Clergy. The members of the Aristocratic Caste have the basic skills to be able to act in these roles, provided that the roles are not tested. However because they lack the actual Expertise of actual members of the Caste, all actual tests are automatically Difficult (using a d30 instead of a d20). Again the Influence of the father on the appropriate authority will determine if the position is available, but in many cases it is often possible to purchase the appropriate position (for example buying a commission in the army).</li>
<li>They may become <b>Adventurers</b> and seek their own fortune and rise (or more likely fall) on their own merits. The ambition of most aristocratic adventurers is to eventually convince an Overlord to gift or grant them a title and domain for services rendered. In a Terra Nullius (or frontier or colonial) game, they may seek to establish their own domain in the unoccupied "wilderness," either in their own right, or for incorporation in an established sovereign domain. They ahve the advantage over other adventurers in this respect because they have the skills to both run a court of their own, and to conduct diplomacy with other courts.</li>
<li>They may take up a trade or do something equally disreputable. This generally formally removes them from the aristocratic caste, but does not dissolve the familial links. For example, a lesser son or daughter might become a merchant funded by their family (and returning profits back to the family), without staining the family name with undertaking base commerce. Alternatively some cultures have craft skills that are not considered utterly improper for members of the aristocratic caste to perform. For example, swordsmithing.</li>
</ol>
<p>In most cases the children of members of the Aristocratic Caste who do not actively hold a Noble Asset (and the associated title and lands) are not considered tpo be members of the Aristocratic Caste, but are rather members of the Caste that their father is operating in at the time of their birth.</p>
<h2>A Quick Note on Knights</h2>
<p>Knights are really the default members of the <b>Military Caste</b> in a feudal society. The entire feudal structure is designed to support the armed and armoured knight (as well as provide extra troops), especially in a culture where the transport of food is difficult. This military force can be called up by the knight's lord to serve (usually for set period of time), in return for the land that the knight holds from their lord.</p>
<p>This means that while the Birth Caste of a feudal knight (or equivalent warrior) is actually the Military Caste, they are often given Noble Assets (a Manor, Keep, or even a Castle) and thus become a <b>Manorial Knight</b>, or a position in the court of a higher noble or baron as a <b>Household Knight</b>, which promotes them to the Aristocratic Caste.</p>
<p>But knights can also be <b>Mercenary Knights</b> (effectively guildsmen), military officers (most belted knights rate as a <b>Captain</b> at the very least), or even <b>Knight Errants</b> (an adventurer knight with no visible means of support). In all these cases the living expenses of the knight are considered normal for members of the Military Caste (at 6 sp a month per level), but the horse adds another 6 sp to the monthly living expenses. If the living expenses of an <i>independent</i> knight are less than 48 sp a month though (the equivalent of a <b>Manorial Knight</b>) the knight is considered a poor (with an increased chance of both himself and his horse falling ill during winter).</p>
<h2>Living Expenses for Unlanded Gentry</h2>
<p>The living expenses for unlanded gentry depend entirely upon how regularly they attend court (usually the court of their lord).</p>
<h3>Provincial Gentleman [ <i>Noble 1</i> ]</h3>
<p>A provincial gentleman never attends formal court (or only in the most dire circumstances when summoned there). In many cases they are considered little more than country squires (with a manor without fief) or gentleman farmers (with a large farm that is prosperous enough to support a wealthier lifestyle. They are often members of the Aristocratic Caste mainly because of an old grant (they actually hold explicit title to the land that supports them [as is the case with any noble]), and they can trace their bloodlines back to a royal or noble family, and they actively preserve their aristocratic heritage.</p>
<P>Note that they <b><i>must</i></b> be granted the land they occupy. If they simply own it (as an allod, freehold or similar property) then they are simply a very rich <b>Yeoman</b> [ <i>Commoner 2</i> ]. In fact they actually have a higher Social Status as commoners because their Social Status of 2 outranks the Social Status of 1 they gain from their aristocratic connections.</p>
<p>Historical examples include petit-sergeants and ji-zamurai.</p>
<table class="s" width="80%">
<tr class="b"><th colspan="2">Provincial Gentleman [ <i>Noble 1</i> ]</th></tr>
<tr class="g"><td class="l" width="34%"><b>Social Status:</b></td><td class="l">1</td></tr>
<tr><td class="l"><b>Monthly Expenses:</b></td><td class="l">12 sp ( 1 gp)</td></tr>
<tr class="g"><td class="l"><b>Supporting Assets:</b></td><td class="l">The grant of a <b>Large Farm</b> or a <b>Manor Farm</b></td></tr>
<tr><td class="l"><b>Customary Titles:</b></td><td class="l">None.</td></tr>
</table>
<p> </p>
<h3>Gentleman [ <i>Noble 2</i> ]</h3>
<p>The vast majority of the members of the Aristocratic Caste are considered to be <b>Gentlemen</b> [<i>Noble 2</i>]. These are generally the children of titled nobles or landed gentry. Many of them are the cousins of titled nobles, and their children are destined to lose their status as members of the Aristocratic Caste unless they achieve a position at court or obtain the grant or gift of a title.</p>
<p>Given the expense in maintaining a aristocratic lifestyle with no offsetting Asset, most gentlemen will seek a position normally associated with another caste, or become adventurers (this is the reason for both the general social acceptability for adventurers and for why one of the smallest and most exclusive castes in society produces an equal number of adventurers as each of the other castes).</p>
<p>Gentlemen are expected to be able to appear at court, but are not an actual part of the court.</p>
<table class="s" width="80%">
<tr class="b"><th colspan="2">Gentleman [ <i>Noble 2</i> ]</th></tr>
<tr class="g"><td class="l" width="34%"><b>Social Status:</b></td><td class="l">2</td></tr>
<tr><td class="l"><b>Monthly Expenses:</b></td><td class="l">24 sp ( 2 gp)</td></tr>
<tr class="g"><td class="l"><b>Supporting Assets:</b></td><td class="l">None (or a Lesser Position at Court)</td></tr>
<tr><td class="l"><b>Customary Titles:</b></td><td class="l">Milord (Milady)<br>[In a formal situation "The Honourable XXX" may also be used.]</td></tr>
</table>
<p> </p>
<h3>Courtier [ <i>Noble 3</i> ]</h3>
<p>A courtier is someone that is part of the court of a higher noble. They may be simply attending court (in which case the Monthly Expenses represents the necessary bribes and gifts to remain at court - in addition to the necessary wardrobe to avoid disgracing oneself), or more likely hold a formal position in the court of the higher noble (which is considered a supporting Asset for this status). Actual paying directly for the hospitality of the court is considered poor form. To remain at a court requires a continuing friendly reaction from the lord of the court.</p>
<p>The number of positions available at a court depend on the wealth of the noble whose court it is. The richer the court, the greater number of positions (and the more intense the competition for them. Poor courts may even use non-aristocrats in these positions. Some common positions include:</p>
<ul>
<li><b>Heir:</b> The heir to a grant is considered to be a courtier in their father's court. The "spare" is also considered to hold a position in the court, but only as a Gentleman [ <i>Noble 2 ]</i>].</li>
<li><b>Household Knight:</b> The most common position in court in a feudal society is that of a household knight (or warrior or thane or samurai). This is because the fundamental purpose of the feudal system is to provide a supply of troops, and knights are the elite troops. Many noble gifts or grants will specify that the holder must supply a certain number of knights (and other troops) to their overlord as a condition of holding that gift or grant. Note that these knights will often serve as the other officers of the court (especially where the holding is too small to hold a formal court).</li>
<li><b>Herald:</b> A herald is required to hold a formal court (and as such is a position normally provided by the richer barons and titled nobles). They handle the administrivia of court events, establishing precedence and conducting the court. They are also responsible for conducting tourneys and similar events. They are also used as diplomats between courts, and traditionally carry diplomatic immunity.</li>
<li><b>Butler:</b> The butler is responsible for running the household of the noble. In particular with ensuring that the household staff is performing appropriately and that the holding is properly supplied. Given that most aristocratic holdings function as a military outpost in a feudal society, this is a very important position. It was only demoted to being a service position (and being part of the Peasant Caste) when the status of military outpost was lost.</li>
<li><b>Sheriff:</b> One of the important duties of an aristocratic court is to decide on legal matters within the court's jurisdiction. The enforcement of these decisions within the domain is the responsibility of the sheriff (aided by bailiffs).</li>
<li><b>Steward:</b> A steward is responsible for managing a holding, freeing it's lord for other duties. A steward cannot be placed in charge of a vassal's holding, only the lords own holding.</li>
<li><b>Reeve:</b> The reeve is the court's treasurer and is responsible for collecting the fees, taxes and tithes due to the noble. Unlike a steward, a reeve is also responsible for inspecting and ensuring that vassals are fulfilling their obligations.</li>
<li><b>Spymaster:</b> The Courtesy Expertise can also be used for intrigue. A spymaster dedicates themselves to finding out what is happening in and around the noble's court. Often considered a vital position at court (although mostly one that is hidden).</li>
<li><b>Court <Guildsman>:</b> The richer courts may have a number of positions available to guildsmen who perform exclusively for the court. Examples include the Court Sorceror, Court Physician, Court Scribe, Court Perfumer, Court Astrologer, etc. As far as the guild itself is concerned, obtaining a position at Court is the same as having a Shop - it allows the character to claim Master status, even as a Journeyman. Adding the Shop Asset directly to the court adds 1d100 percent to the income of the Shop to the income of the noble's central holding each month (assume 50% generally). This is distinct to adding a guildsman's shop to the holding itself, which adds the full value of the Shop tothe income of the holding, but requires that the holding meet certain important conditions first.</li>
<li><b>Chaplain/Confessor:</b> This is the individual responsible for the Lord's spiritual matters. The most common way of adding a Chaplain to the court is to add a Chapel or Major Shrine to the court. The Religious Bonus gained from the Chapel is then applied to the general activities of the court (this represents the court observing all the required rituals and ceremonial observances to avoid bringing down the disfavour of the gods, rather than any overt magical acts blessing the court. Courts without a confessor are forced to rely on the religious Assets attached directly to the holding.</li>
<li><b>Companion:</b> These include the numerous noble companions that may inhabit the court. Whilst senior companions (such as the Lady Companion of the lord's spouse) are supported as Courtiers, the lesser companions (such as Ladies-in-Waiting) are supported as Gentlemen. Royalty children often have aristocratic companions when growing up. These often form the core retinue of the adult noble.</li>
<li><b>Retinue:</b> A court will often feature many courtiers simply because the bigger the court the more impressive the noble must be. However the Asset can normally only support a limited number of these hangers-on, and mostly at the Gentleman status.</li>
<li><b>Pages:</b> Older children of the Aristocratic Caste often serve directly at court as pages. Whilst doing so they are considered to be first level (apprentice) nobles in their own right.</li>
</ul>
<p>In many cases these positions are best filled by members of other castes. In most cases non-aristocrats occupying a formal position at court are supported as if they are gentlemen (rather than courtiers). In many cases, this is still a much higher standard of living than they normally get. For example, a Court Physician would only have a standard of living worth 18 sp as a Master not attached to the court. They also have the advantage that there is no possibility of their "business" failing whilst they are supported by a court.</p>
<table class="s" width="80%">
<tr class="b"><th colspan="2">Courtier [ <i>Noble 3</i> ]</th></tr>
<tr class="g"><td class="l" width="34%"><b>Social Status:</b></td><td class="l">3</td></tr>
<tr><td class="l"><b>Monthly Expenses:</b></td><td class="l">36 sp ( 3 gp)</td></tr>
<tr class="g"><td class="l"><b>Supporting Assets:</b></td><td class="l">A Position at Court</td></tr>
<tr><td class="l"><b>Customary Titles:</b></td><td class="l">Milord (Milady)<br>[or if a <b>Household Knight</b> "Sir XXX"]<br>[In a formal situation "The Right Honourable XXX" may also be used, particularly for an untitled <b>Heir</b>, a <b>Monarch's Counsellor</b>, or a <b>Parliamentarian</b>.]</td></tr>
</table>
<p> </p>
<h2>Special Circumstances</h2>
<p>The following special circumstances can apply to membership of the Aristocratic Caste.</p>
<h3>Bastard [ <i>Noble 1</i> ]</h3>
<p>The acknowledged bastard child of a titled noble can be considered to have the status of a <b>Provincial Gentleman</b> because they will never be expected to be presented at formal court. If they are to be presented at their father's court (or the court of their father's overlord) then they can be treated as <b>Gentlemen</b> [ <i>Noble 2</i> ], or, if given a formal position in the court, as a <b>Courtier</b> [<i>Noble 3</i> ]. Getting a bastard acknowledged usually requires that the father Influences the appropriate court. If it is the father's own court this is, of course, automatic.</p>
<p>That said, bastardry has several effects:</b>
<ol>
<li>Bastardry reduces their Social Status derived from the Aristocratic Caste by 1 (to a minimum of 1). This is often formally established by adding the bar sinister to the heraldry of the character. Blood is everything to the Aristocratic Caste (since it is the main reason their elite status in society is preserved).</li>
<li>The child, even if acknowledged, cannot inherit their father's title if it is a grant. The only way to counteract this is to get the father's overlord to approve the bastard as the legitimate heir to the title. This is very difficult to accomplish. Firstly, because in doing so you are effectively disinheriting the current heir (which may be a distant cousin from a collateral family line), and they can challenge this decision in higher courts (which will generally favour tradition). Secondly, if there are no legitimate heirs to a grant, then tradition has it escheats to the overlord (so there is a considerable economic disincentive for the overlord to rule in favour of a bastard becoming the legitimate heir).</li>
<li>It is generally assumed that the bastard is raised in the mother's caste (this is automatic in the case of an unacknowledged bastard). This means that they will have the Birth Caste of there mother, and thus gain the appropriate attribute bonus and Expertises of that caste, rather than those of the Aristocratic Caste.</li>
</ol>
<p>In many cases, rather than acknowledging the bastardry officially, the father will simply use their Influence and/or wealth, to provide a higher status in another hierarchy for the mother and child. For example, they may provide mother with a freehold farm (and husband farmer), with the expectation that the bastard child will inherit.</p>
<p>Even if utterly unacknowledged, the father of a noble bastard is usually an open secret amongst the peasantry thanks to their Folklore Expertise. Even if the child is a <b>Serf</b> [<i>Commoner 1</i>] or <b>Employee</b> [<i>Commoner 1</i>] (which are the most likely statuses for the mother), the fact that everyone knows they actually have noble blood means they can claim [<i>Noble 1</i>] status amongst their peers and thus effectively socially outrank them.</p>
<p>Note that bastardry will have different consequences outside the Aristocratic Caste that are generally not worthy of note as far as actual game mechanics are concerned.</p>
<table class="s" width="80%">
<tr class="b"><th colspan="2">Bastard [ <i>Noble 1</i> ]</th></tr>
<tr class="g"><td class="l" width="34%"><b>Social Status:</b></td><td class="l">1</td></tr>
<tr><td class="l"><b>Monthly Expenses:</b></td><td class="l">6 sp (or higher)</td></tr>
<tr class="g"><td class="l"><b>Supporting Assets:</b></td><td class="l">None (or a noble father).</b></td></tr>
<tr><td class="l"><b>Customary Titles:</b></td><td class="l">None.</td></tr>
</table>
<p> </p>
<h2>And a Quick Note on the Patriarchy</h2>
<p>This post is written very much from the assumptions of the Patriarchy (that the man is the Lord of the Manor and that his spouse is his Wife). This is a natural consequence of invoking historical examples when creating the system. There were many reasons for the history being heavily patriarchal (for instance the incredible danger posed by childbirth without competent medical assistance was one, although the major reason was the fetishisation of blood and being able to "prove" patriachal descent by blood for legal reasons (since property could technically only be inherited by an heir of the body/blood).</P>
<p>However this is in no way saying that a fantasy game setting has to stick to established historical stereotypes. There is no reason to say that the the cultural setting may be a purposeful matriarchy (especially if it is common knowledge that men are too violent of foolish to hold society together) or one of equality. For example I particularly enjoy the idea behind the default setting of Greg Stolze's <b><i>Reign</i></b> - where a firm belief that riding a horse causes sterility means that all cavalry is female or eunuchs - raises the status of the woman so they can be nobles and troop commanders in their own right. In my own game becoming an Adventurer is a formal denial of societal expectations, so whilst the society tends to be patriarchal in the main, there is an easy and socially acceptable escape for women that wish to pursue their own path and make their own way in society. Which raises the status of women considerably, even if they don't choose to become an adventurer. It would be considered quite acceptable for a female adventurer to be granted title to a barony and be considered a Baron. It might also be dejure that that barony might descend through matrilineal lines as a result of the initial grant.</p>
<p>This does not even consider cultures where inheritance doesn't follow strict descent (this is actually quite common, especially in societies where the household possessions are held by the wife while the man only owns the tools of his trade - such as weapons and armour). In many cases a cousin of the wife will inherit instead of a son. Then there are legal complications, such as morgantic marriages (where the spouse is too low in status for their children to inherit), or the medieval Western European tradition that a widow can only gain control of their estates on the death of the third husband). All far too complicated (and interesting) to go into detail in a "simple" set of generic rules.</p>
<p>However I will continue to use the male form of title for generaly discussing the nobility. The reason for doing so is the patriarchal assumptions built into the title when rendered in English. "Gentleman" conjures quite a different image than "gentlewoman," for example, and it is the image of the first I wish to emphasise. Then again in three of my house games (I do like playing in different settings) the title equivalent for "gentleman" is officially gender neutral, and it is quite common to call a female bravo a "gentleman" (in fact in some games calling a female bravo a gentlewoman could be taken as an insult to their martial abilities).</p>
<p>Just to make things clear as mud. <i><grin></i></p>
<p>[ <i>The next part will deal with the Landed Gentry (Nobles of level 4 to 6).</i> ]</p>Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com0tag:blogger.com,1999:blog-2693193697680249777.post-22165359859020125352017-03-26T21:42:00.000-07:002017-04-11T20:06:06.548-07:00The Aristocratic Caste (Part 2)<p>[ <i><b>Note:</b> This has been revised to account for the changes in the economic system inspired by attempting to write the subsequent parts of this post.</i> ]</p>
<h1>The Noble Hierarchy</h1>
<p>Direct advancement within the Aristocratic Caste is nearly impossible unless one is either the acknowledged heir (or the "spare" that is maintained just in case something should happen to the heir). The exception to this is if some major disaster overtakes the family (such as a peasant rebellion from which the immediate family do not manage to escape), in which case it may be possible for a collateral line (a cousin) to inherit. However most members of the caste will only have a limited ability to directly progress above the status of Lord [Noble 4]. In particular, it is assumed that player characters have no such opportunity to directly inherit.</p>
<p>The other approach is to distinguish yourself in service to the Crown and be awarded a title (and the estates required to maintain it). The normal approach to doing so is either through the Military or via the Royal Bureaucracy. The other alternative, of course, is to find your fame and fortune as an adventurer – which is why despite being one of the smallest castes, the members of the Aristocratic Caste are equally represented amongst adventurers.</p>
<p>The Noble Hierarchy of the Aristocratic Caste is as follows:
<table class="s" width="90%">
<tr class="b"><th>Level</th><th>Title</th><th>Hit<br>Die</th><th>Social<br>Status</th><th>Monthly<br>Expenses</th></tr>
<tr class="g"><td>17</td><td class="l">Emperor (Great Empire)</td><td>6</td><td>20</td><td>240 sp</td></tr>
<tr><td>16</td><td class="l">Emperor (Major Empire)</td><td>6</td><td>19</td><td>228 sp</td></tr>
<tr class="g"><td class="lud">15</td><td class="l lud">Emperor (Minor Empire)</td><td class="lud">5</td><td class="lud">18</td><td class="lud">216 sp</td></tr>
<tr><td>14</td><td class="l">Great King</td><td>5</td><td>17</td><td>204 sp</td></tr>
<tr class="g"><td>13</td><td class="l">High King</td><td>5</td><td>16</td><td>192 sp</td></tr>
<tr><td class="lud">12</td><td class="l lud">King</td><td class="lud">4</td><td class="lud">15</td><td class="lud">180 sp</td></tr>
<tr class="g"><td>11</td><td class="l">Sovereign Prince</td><td>4</td><td>14</td><td>168 sp</td></tr>
<tr><td class="lud">11</td><td class="l lud">Prince</td><td class="lud">4</td><td class="lud">13</td><td class="lud">156 sp</td></tr>
<tr class="g"><td>10</td><td class="l">Sovereign Duke</td><td>4</td><td>13</td><td>156 sp</td></tr>
<tr><td class="lud">10</td><td class="l lud">Duke</td><td class="lud">4</td><td class="lud">12</td><td class="lud">144 sp</td></tr>
<tr class="g"><td>9</td><td class="l">Marquis / Earl</td><td>3</td><td>11</td><td>132 sp</td></tr>
<tr><td>8</td><td class="l">Count</td><td>3</td><td>10</td><td>120 sp</td></tr>
<tr class="g"><td class="lud">7</td><td class="l lud">Viscount</td><td class="lud">3</td><td class="lud">9</td><td class="lud">108 sp</td></tr>
<tr><td>6</td><td class="l">Baron* (Large Barony)</td><td>2/3*</td><td>8</td><td>96 sp</td></tr>
<tr class="g"><td>6</td><td class="l">Baron* (Medium Barony)</td><td>2/3*</td><td>7</td><td>84 sp</td></tr>
<tr><td class="lud">6</td><td class="l lud">Baron* (Small Barony)</td><td class="lud">2/3*</td><td class="lud">6</td><td class="lud">72 sp</td></tr>
<tr class="g"><td>5</td><td class="l">Baronet / Knight Bannerette*</td><td>2/3*</td><td>5</td><td>60 sp</td></tr>
<tr><td class="lud">4</td><td class="l lud">Lord / Manorial Knight*</td><td class="lud">2/3*</td><td class="lud">4</td><td class="lud">48 sp</td></tr>
<tr class="g"><td>3</td><td class="l">Courtier / Household Knight*</td><td>1/3*</td><td>3</td><td>36 sp</td></tr>
<tr><td>2</td><td class="l">Gentleman</td><td>1</td><td>2</td><td>24 sp</td></tr>
<tr class="g"><td class="lud">1</td><td class="l lud">Provincial Gentleman / Bastard</td><td class="lud">1</td><td class="lud">1</td><td>12 sp</td></tr>
<tr><td colspan="5" class="l" style="font-size: 85%">* In the traditional feudal society the lower ranks of the Aristocratic Caste are usually members of the Military Caste who have been gifted or granted holdings in return for military service. As knights they are considered elite soldiers, and thus default to being 3 HD creatures.</td></tr>
</table>
<p><b>Hit Die:</b> If the noble is not an exceptional character they are treated as being a creature of the listed HD. Note that those nobles who are feudal knights default to being 3HD because they are considered to be elite soldiers (usually using a d10 because of their combat training).</p>
<p><b>Social Status:</b> Nobles automatically socially outrank the members of all other hierarchies of equivalent Social Status. The increase in Social Status for high level Nobles is die to the fact that the Aristocracy control the social hierarchy and purposefully rig the game in their favour. Not that Social Status is equivalent to Level in Social Situations, so any character with a Social Status above 12 is considered to be exceptional.</p>
<p><b>Monthly Expenses:</b> This is the <i>minimum</i> monthly expenses required to maintain this status for the individual. It does not cover anything other than the personal monthly expenses of the character (such as maintenance of servants or holdings). For most nobles it is normally provided by the appropriate Noble Asset (for example a Baron requires a Type F Castle). Characters simply wishing to live like a king can expect to spend 180 sp a month (assuming that they are allowed to by sumptuary laws). Incidentally, when expressed in gold pieces (ie as an annual expense), this is also the accepted ransom for an honourably captured noble (although unfriendly or hostile individuals might demand two or three times that; an enemy wouldn't accept the character's ransom). Thus capturing a Count on the battlefield is generally worth a ransom of 120 gp to the lucky soldier.</p>
<p>Note that knights are generally considered members of the Military Caste as well as the Aristocratic Caste, although, depending on the cultural context, they may not hold an explicit position in the Military hierarchy.</p>Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com0tag:blogger.com,1999:blog-2693193697680249777.post-50897822504763594822017-03-26T06:07:00.000-07:002017-04-11T02:18:46.326-07:00The Aristocratic Caste (Part 1)<p>[ <i><b>Note:</b> This has been revised to account for the changes in the economic system inspired by attempting to write the subsequent parts of this post.</i> ]</p>
<p>The Aristocratic Caste contains those who are born to rule over the rest of society. In the past they might have been the toughest or smartest thugs around, but as far as most of them are concerned that was in the distant past. They are simply born better than anyone else. It's all about the blood you see. Their ancestors were blessed by the gods to rule, and this mantle is inherited through their descendants. You'll find that life in this caste is <b>all</b> about the family, and your place in it.</p>
<h1>Aristocratic Characters</h1>
<p>Characters whose Birth Caste is Aristocratic gain the following benefits:</p>
<ul>
<li>They get a bonus to their <b>Charisma</b> roll.</li>
<li>They gain an Experise in <b>Heraldry</b>. This is not just technical heraldry (the ability to blazon arms and make announcements in court), but also the ability to recognise to whom the different regalia belongs, their relative political and military strengths, and how closely they are related to to the throne. And more importantly, how closely you are related to the throne. Much of your youth is spent perusing Books of Arms and family trees.</li>
<li>They gain an Expertise in <b>Courtesy</b>. This is the official Etiquette skill for members of the Aristocratic Caste and deals with the proper (and even acceptable) behaviour at court, as well as minor factors such as navigating court intrigue and politics, claiming hospitality, fine dining, and even, in some cases, the ability to dance and recite the appropriate classics. Those without this Expertise will find navigating the halls of power much more difficult.</li>
<li>They are usually considered somewhat literate, educated, and tend to be reasonable good horsemen (although they are not trained to fight from the saddle). This allows them to perform the typical tasks required of these activities without the need to make a skill check, but they are not considered to have the Expertise when they are required to make a skill check (and thus their base skill check uses a d30 instead of a d20).</li>
</ul>
<p>Aristocratic PCs are intentionally <b>not</b> in the direct line of descent for a noble title. There would have to be a significant disaster to happen to their family for them to stand a chance to inherit directly. They may be lesser siblings of a noble family, cousins of a noble, or born on the wrong side of the bed. The default status considers them to be <b>Gentlemen</b> [<i>Noble 2</i>], although they may elect to be a <b>Gentleman-Farmer</b> [<i>Noble 1</i> and <i>Commoner 2</i>] or a <b>Bastard</b> {<i>Noble 1</i>].
<p>Being a noble is generally twice as <b>expensive</b> as being a member of any other caste. Without an appropriate Noble Asset (a Manor, Keep, or Castle) to support them and provide their living expenses, it may be prohibitively expensive. For this reason many members of the Aristocratic caste will often seek a position in either the Military or Religious Castes (join the Army/Navy or Church). They are often aided in this endeavour by the Influence of the Head of their Family.</p>
<p>Alternatively they can formally renounce their family ties and attempt to make their own way in the world as an Adventurer, to rise or fall (mostly fall) on their own merits. Perhaps their actions may encourage a Titled Noble to grant or gift them with an appropriate Noble Asset, forming a new branch of their Family. The large preponderance of aristocrats who follow this path is the reason why adventurers are considered socially acceptable, and not immediately considered brigands or vagabonds.</p>
Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com1tag:blogger.com,1999:blog-2693193697680249777.post-41471988277227529322017-03-26T01:03:00.000-07:002017-03-26T01:03:16.751-07:00A Brief Note on Random Events<p>One of the axioms of the game is that everything has a level. Including events. The level of the event determines the extent of the event, and mirrors the definitions of the nobility. Naturally events that affect a larger region have a greater severity.</p>
<table class="s">
<tr class="b"><th>Level</th><th>Extent</th></tr>
<tr class="g"><td>20</td><td class="l">Cosmic</td></tr>
<tr><td>19</td><td class="l">World</td></tr>
<tr class="g"><td>18</td><td class="l">Continent</td></tr>
<tr><td class="lud">17</td><td class="l lud">Great Empire</td></tr>
<tr class="g"><td>16</td><td class="l">Major Empire</td></tr>
<tr><td>15</td><td class="l">Minor Empire/Imperial City</td></tr>
<tr class="g"><td>14</td><td class="l">Great Kingdom</td></tr>
<tr><td class="lud">13</td><td class="l lud">High Kingdom/Royal City</td></tr>
<tr class="g"><td>12</td><td class="l">Kingdom</td></tr>
<tr><td>11</td><td class="l">Principality/Large City</td></tr>
<tr class="g"><td>10</td><td class="l">Duchy</td></tr>
<tr><td class="lud">9</td><td class="l lud">March/Medium City</td></tr>
<tr class="g"><td>8</td><td class="l">County</td></tr>
<tr><td>7</td><td class="l">Viscounty/Small City</td></tr>
<tr class="g"><td>6</td><td class="l">Barony</td></tr>
<tr><td class="lud">5</td><td class="l lud">Estate/Town</td></tr>
<tr class="g"><td>4</td><td class="l">Manor/Fief</td></tr>
<tr><td>3</td><td class="l">Village</td></tr>
<tr class="g"><td>2</td><td class="l">Household</td></tr>
<tr><td>1</td><td class="l">Individual</td></tr>
</table>
<p>Most random events have a level of 2d6. However major random events will have a level of 3d6, and local random events will only have a level of 1d6. It is assumed that World level and Cosmic level events won't be generated randomly.</p>
<p>There are two types of events that can be randomly encountered in the game. The first are generated via the encounter tables and are treated like any other encounter (which means that yes, you can encounter a wandering earthquakes); the second affect a character's domain and are rolled on the seasonal event tables for each domain. The level of the event is then compared to the level of the character's domain to determine the direct severity of the event on the character's domain, and the surrounding domains.</p>Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com0tag:blogger.com,1999:blog-2693193697680249777.post-71512988828933350122017-02-06T06:38:00.001-08:002017-02-06T06:38:26.752-08:00Ports<i>[This is a brief development note that I'm sharing in case I get run over by that unemployed sysop that has taken to driving busses in a homicidal manner.]</i><br />
<br />
It looks like treating facilities available at settlements as magic items might actually work quite nicely. And if you are overly concerned about the cavalier discussion of +5 magic items, just remember that it is a lot easier to get a 11th level settlement than it is to get a 11th level character (the minimum to have a chance of producing a +5 magic item).<br />
<br />
<h2>
Ports, Harbours, and Wharves (Trade by Water)</h2>
<br />
A settlement located on a navigable waterway (such as a river, lake, or coast) may develop trade via that waterway.<br />
<br />
<h3>
Waterway Access (+0 Water Trade)</h3>
The settlement has access to a navigable waterway but has not done anything to substantially develop this access to make trade easier or simpler. Local water merchants may stop and peddle their wares, but most will have little incentive to, because of the difficulty of access.<br />
<br />
If a settlement located on such a waterway does not have this level of access, then there is some obstacle to easy access to the water. Perhaps the settlement is located on top of a cliff, the shoreline is too treacherous, or the waterway is excessively tidal. Investment can overcome these obstacles, but the amount required is quite substantial and would act as a Drain on the settlement, rather than a Boon.<br />
<h3>
<br />Dock (+1 Water Trade)</h3>
The settlement has constructed a dock to make it easy for the river trade to access the settlement. Local water merchants and the local passenger trade may stop at the dock, but most traffic will still be passing it by. Some small boat fishermen may make use of the waterway, with the boats generally pulled ashore at night.<br />
<br />
<h3>
Wharf (+2 Water Trade)</h3>
The settlement has developed the dock into a more substantial wharf in order to take full advantage of the local water trade. This will often include a trading post and warehouse (or possibly even a regular) market, through which local trade can pass to the water trade. Small boat fishermen will help supply the village with food, but there is no safe harbour for their boats. Larger boats may dock at a wharf.<br />
<br />
<h3>
Harbour (+3 Water Trade)</h3>
The settlement has a harbour that is reasonably protected from the elements typically experienced by the settlement. This means that the settlement is capable of supporting a permanent maritime presence, usually in the form of a heavy fishing presence and base for the local water trade. There will be a dedicated fish market and a source of supplies for mariners, although many of the supplies are likely to be imported (unless hemp is a major crop a ropewalk is unlikely). A Harbour may or may not be able to handle ships. A harbour may feature a boatyard (a facility for building boats and small ships), and if so, their is a possibility of a Shipwright in residence (in which case "Boats" will be a notable trade item).<br />
<br />
Most harbours are natural occurrences which are then developed by the settlement. They can vary heavily. For example, a long sandy beach may make a good "harbour" for a galley fleet - during the stormy months the fleet can be drawn up on the beach, careened, and repaired, to be refloated once the storm season has passed. Most coastal settlements are well sited to take advantage of any natural harbours, given the importance of the water trade for bulk haulage and the production of food, even if the facilities for trade are not as yet available. Such sites are often favoured by local smugglers (see Port, below), because they can carry on their activity [mostly] unobserved, although such "trade" often has to use lighters and small boats to make it ashore. For example a Manor with Waterway Access might have a secluded cove suitable for bringing small boats ashore, as well as convenient cellars to store the goods out of sight - at least until the old Copper Mine starts producing... That said, many settlements along a river won't have the facilities (or need) to establish a harbour, and any coastal settlement without initial Waterway Access will not be able to without extremely expensive (magical) investment to create a usable artificial harbour. <br />
<br />
This is the minimum requirement for the establishment of a permanent naval presence (Water Military) at the settlement, although, as always, the navy may "recruit" fishermen and sailors from lesser facilities. However most settlements will not have a permanent naval presence, which is why it is considered an extra expense.<br />
<br />
<h3>
Port (+4 Water Trade)</h3>
The difference between a Port and a Harbour is that bringing foreign goods into a Harbour (or lesser facility) is technically referred to as "smuggling" - an activity that is frowned upon by the excisemen and exchequer (a Port is almost always a Royal possession). The facilities at a Port are capable of handling international water trade as well as the local water trade, with many wharves and warehouses, as well as all the support facilities required to support maritime endeavours, including the guaranteed presence of Shipwrights as well as boatyards and shipyards.<br />
<br />
Ports always connect with the national land trade (increase the Road Trade bonus by +1). There is likely to be a permanent Naval presence at a port (increase the Navy bonus by +1 if applicable). <br />
<br />
<h3>
Free Port (+5 Water Trade)</h3>
A Free Port is one where much of the port facility has been granted a degree of extraterritoriality - at least as far as customs and excise are concerned. This means that foreign goods can be legally brought into the port area without attracting an import tariff, provided that they remain within the port area and it's bonded warehouses. This make a free port an ideal transhipment points for goods, which increases the amount of goods flowing through the port, and thus the wealth of the port (and tax paid to the sovereign). The extraterritorial portions of the port are usually walled, gated and actively guarded to discourage smuggling. The standard tariffs and excise are applied to goods actually brought past this wall (in either direction). Additionally the facilities to support this trade bring in large amounts of wealth, making it very profitable for all concerned.<br />
<br />
Free Ports always connect with the national land trade (increase the Road Trade bonus by +1). There is likely to be a permanent Naval presence at a port (increase the Navy bonus by +2 if applicable).<br />
<br />
<h4>
Notes</h4>
Remember that the Road Trade bonus is likely to be much less than the Water Trade bonus, because roads are not the best methods of shipping goods in the historical periods covered by these rules. This is why the parasitic Road Trade bonus from a Port is limited.<br />
<br />
<i>[If you are curious about why I've been very unsuccessful at writing up my house rules, this entire post exists as a six line/14 word table in my notes.]</i><br />
Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com0tag:blogger.com,1999:blog-2693193697680249777.post-21331875654857089082017-01-28T22:12:00.001-08:002017-01-28T22:12:15.887-08:00Spell Contracts<div>
<i>[This is an alternative magic frame, for D&D-style magic. I never really liked the idea that mages forget spells when they are cast, and here is my solution to that. It doesn't work well with my current MP-based magic system, but I have a soft spot for it so I thought I would share.] </i></div>
<div>
<br /></div>
Humans can't do magic.<div>
<br /></div>
<div>
What they can do, however, is summon and command astral entities that <b>can</b> perform magic.</div>
<div>
<br /></div>
<div>
When a magic user "learns" a spell they take the ritual they find in a grimoire (spell book) and use it to summon the appropriate astral entity (this generally take a day per level of the spell and 100gp per spell level). They then make the specified bargain with that entity (which is generally esoteric, not particularly onerous, and does not need to be detailed if you don't want to), for the service of that entity (generally limited to once per day). This is the Contract.</div>
<div>
<br /></div>
<div>
A magic user can maintain a number of Contracts of the appropriate level as indicated in the spell table. So a 2nd level magic user can maintain two 1st level Contracts. There is a possibility that a magic user could attempt to maintain more Contracts, but the additional contracts become severe burdens on the character (the costs become distinctly non-trivial). [This is why clerics can get bonus spells. The burden of maintaining these extra Contracts is part and parcel of the rituals the cleric takes part in as a matter of course. Plus, they are already likely to be under the same dominion, and thus favourable to applications from the cleric.]</div>
<div>
<br /></div>
<div>
This ritual is only performed once (when the magic user "initially" learns the spell) and creates the Contract. The magic user is then able to summon the entity once per day to perform the magical act the entity is capable of. For example a <i>sleep</i> spell in my [old] game summons an astral creature which commences to sing a lullaby (<i>sleep</i> in my game is a non-combat spell and takes 1d10 minutes to have full effect). It looks unlike a vertical cluster of multiple purple worms with mouths at the end of the upper tube that sing in harmony. Of course most people can't perceive the creature (without magical assistance) so it just appears that the victims of the spell fall asleep.</div>
<div>
<br /></div>
<div>
The level of the spell indicates both the astral plane the creature comes from. [This variant uses the OD&D (and traditional) notion of higher (and lower) planes, as represented by the spell <i>contact higher plane</i>, rather than the Gygaxian AD&D notion of a single astral plane.] If you need to give the creatures characteristics (for example if someone takes astral form and battles them directly), then they generally have characteristics equal to double their level, and hit dice equal to their level. They also tend to have a number of abilities equal to their level (although generally one directly applies to the spell they are summoned to cast). However in most cases there is no need to do so (well, I've never had to). Although it does mean there is more flexibility in dealing with the entities responsible for higher level spells (which is also why they are harder Contracts to impose and maintain).</div>
<div>
<br /></div>
<div>
A magic user could increase the burden of the individual Contract without it actually becoming burdensome for them by dedicating two spell slots to the Contract. The usual result of this is that the entity can be summoned more than once per day. If two slots are dedicated to the Contract, then the spell effect may be used three times a day, and with three slots (a massive commitment) it becomes six times a day. You could use a higher level spell slot to maintain a contract with a lower level astral entity if you really wanted, but it would still count as only a single spell slot.</div>
<div>
<br /></div>
<div>
A magic user can perform the ritual again to summon the entity to change the Contract. This includes cancelling it (effectively forgetting the spell). And expanding it to allow increased uses per day. Or to create a special one-use instance of the magic (with the contract commonly embodied in a scroll which is consumed in use).</div>
<div>
<br /></div>
<div>
The grimoire/spell book is only necessary for summoning the entity to make the contract, but most magic users hold tightly onto the spell books. This is because the ritual is the only way to summon the entity if one wants to change or modify the Contract. Without that original spell the magic user simply cannot summon the same entity again. The only way the magic user can safely dispose of a spell book is to perform the ritual again, and cancel the Contract with the entity. Then the spell book may be safely disposed of. The exception to this is if the magic user duplicates the spell in another spell book. This new/spare spell book has the identical spells. Of course a magic user could always go on a quest to seek out the original spell book, but that is an adventuring option. Just be warned that there are countless variations of low level spells that summon similar, but different entities. [For ease I rolled a d12 against spell level when the ritual is performed; if you roll less than or equal to the level of the spell, then it summons the same entity. So it's not impossible to find the same spell, just expensive.]</div>
<div>
<br /></div>
<div>
Cleric spell (prayer) books have a large advantage in this regard, because they tend to be copied from the same source and summon the same astral entities (who are considered divine servants of their god). For the standard spells of their faith a cleric can always negate the contract. The problem is that clerics have a much more limited ability to create new spells. Their spell knowledge is generally limited to those entities that are considered servants of their god.</div>
<div>
<br /></div>
<div>
Learning new spells is simple, and is essentially based on using the <i>contact higher plane</i> spell to find an entity on the appropriate plane and make a Contract with it using the Know% (taking a number of months equal to the level of the spell). Of course, the higher astral planes are not places for the human mind to roam freely without danger, as represented by the Insanity% column. Most research wizards are a few belfries shy of a bat.</div>
Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com0tag:blogger.com,1999:blog-2693193697680249777.post-24878185895531103892017-01-11T06:31:00.001-08:002017-01-11T06:31:46.201-08:00The Company<i>[This was supposed to be an overview of military unit structure in the campaign as a prelude for introducing the Level system wit regard to the military. Instead I may have gotten carried away just describing the company. Note that the game is not as complicated as this makes it out. Again it is a simple [?] expansion of four lines on one table. Caveat lector.]</i><br />
<h2>
The Company</h2>
A <b>Company</b> is the basic tactical unit in the game. For ease of use, a full-strength Company is defined as a unit of 120 infantry or 60 cavalry, since both of these effectively have the same frontage. Since cavalry is generally the more socially prestigious unit, they are generally commanded by a <b>Senior Captain</b> <i>[Level 6 Military]</i>, whilst non-Guards infantry units are generally commanded by a <b>Junior Captain</b> <i>[Level 5 Military]</i>. In both cases the standard mode of address is "captain."<br />
<br />
With non-human troops it is the size of the creature that determines how many creatures form a company. If the creature has handlers, mahouts, or carries other soldiers they are not considered a part of this calculation. So a company of war elephants (gigantic) consists of just 5 elephants (although each will ridden into battle by a mahout and carry a number of soldiers in a fighting platform on its back.<br />
<br />
<ul>
<li><b>Tiny</b> creatures cannot form companies. [Unless they are battling other tiny creatures, in which case treat everything as if they were normal human sized and make everyone else larger.]</li>
<li>A <b>small</b> creature counts as 1/3rd of a normal soldier (360 per company). [Note that traditional goblins (in particular but not exclusively), while they count as being small creatures for most purposes, do not count as being small creatures for this categorisation. And they will ripe the tripes out of anyone that thinks so. Similarly if you campaign is unfortunate enough to be plagued with traditional hobbitses (they died on an as yet undiscovered island many eons ago) then they do not count as small if equipped with either Reach (spears or great weapons) or Missile weapons.]</li>
<li>A <b>large</b> creature counts as 2 normal soldiers (60 per company).</li>
<li>A <b>huge</b> creature counts as 6 normal soldiers (20 per company).</li>
<li>A <b>gigantic</b> creature counts as 24 normal soldiers (5 per company).</li>
<li>A <b>colossal</b> creature counts as 120 normal soldiers (1 per company).</li>
</ul>
<br />
A company will have a number of junior officers who assist the captain in leading the troops. This will consists of two or three <b>Lieutenants</b> <i>[Level 4 Military]</i>. These lieutenants help organise the company on the field of battle. A company without the minimum of two lieutenants will suffer a -1 penalty on both Morale and Readiness rolls.<br />
<br />
A company will have a number of <b>Sergeants</b> <i>[Level 3 Military]</i> who maintain discipline within the unit. Unlike the case with more modern armies, sergeants do not manage the battlefield so much as they march behind the other soldiers in the company (in a supernumerary rank), and make sure they don't run. Thus large and burly individuals who can handle themselves in a fistfight tend to be preferred for the role. A full strength company will usually have six sergeants and a <b>Sergeant Major</b> <i>[Level 4 Military]</i> (who may act as a Lieutenant in an emergency). If a company drops to having less than three sergeants it suffers a -1 penalty to Morale and Readiness rolls.<br />
<br />
<i><b>Note [1]:</b> Elite Troops (such as knights and samurai) do not require sergeants because they are already Level 3 Military, and are assumed to be self-disciplining.</i><br />
<br />
A company will generally have veteran <b>Corporals</b> <i>[Level 2 Military]</i> who act as file leaders. Their major role is to organise the activities of their file (or maniple), especially in camp. The extra material required for a file to operate on campaign is shared out amongst the members of the file, so that one soldier has the cook pot, another carries half the tent, and so on. Files tend to do everything together - eat, sleep, carouse, and fight.<br />
<br />
<i><b>Note [2]:</b> A Corporal only has any actual authority in a Militia Company (or Watch), because Regular Troops are already Level 2 Military. This doesn't mean that regular troops don't have file leaders - it's just that they are simply one of the soldiers as far as most people are concerned. Although they do have effective authority over Recruits (who are considered to be Level 1 Military). A Militia which lacks sufficient Corporals loses it's Militia status and gets demoted to being a simple Levy. Essentially a Militia is only a Militia because of the leavening of corporals.</i><br />
<br />
<i><b>Note [3]:</b> Amongst Elite Troops [level 3 Military] a Corporal is a subordinate. Their job in the file (although it is more traditionally called a Spear in this respect), is to see that the needs of the actual soldiers are taken care of. Including the replacement of lost lances - hence the evolution of the modern rank of "lance corporal." Another name for a Corporal amongst Elite Troops is a Squire, and their role in battle (and tourney) is generally a supportive one, and not a combat role.</i><br />
<br />
A company will generally have a number of specialists attached to them. These are considered to be <b>Warrant Officers</b> <i>[Level 4 Military]</i> when operating in the company, but their Social Rank will normally by based on their civilian rank (Guild Level or Commoner Level) unless they do something particularly stupid and end up being mentioned in dispatches. Most of these specialist will be Masters <i>[Level 3 Guild or Commons]</i>, and will be assisted by the appropriate Journeymen <i>[Level 2 Guild]</i>, Foremen <i>[Level 2 Commons]</i>, Apprentices <i>[Level 1 Guild]</i>, and Workers <i>[Level 1 Commons]</i><br />
<br />
<br />
<ul>
<li><b>Quartermaster:</b> The quartermaster looks after the company's consumable supplies, including storage and transport of same. A company without a quartermaster has a -1 penalty to Morale and Readiness rolls in garrison as the troops have to fend for themselves. On campaign (or when deployed) this penalty increases to -3. The unit will also be required to forage whilst on campaign (with the appropriate movement, combat, and morale penalties, as well as ransacking the terrain in which they are travelling if supplies cannot or will not be purchased).<br /><br />Having a good quartermaster allows them to add their Proficiency Bonus to both Morale and Readiness (as an army marches on its stomach). Note that historically, in some militaries, a civilian paid the captain to be the company's quartermaster, and then shortchanged the soldiers on their supplies and pocketed the difference. This was particularly true with national armies with conscript troops who would be hanged if they complained (or tried to return to civilian life). A company with such a quartermaster doubles the penalties for not having a quartermaster. The Proficiency Bonus increases both the quartermasters' and the captain's income instead.<br /></li>
<li><b>Armourer: </b>The armourer ensures that the company's weapons and armour are maintained (and damaged weapons replaced). In a company without an armourer the individual soldiers will have to maintain their own equipment (this was generally the historical standard), and will suffer a -1 penalty to Morale and Readiness rolls. If the company has an armourer then they suffer no morale penalty and may increase their Readiness rolls by the Proficiency Bonus of the armourer. Also the officers may naturally purchase appropriate magic weapons at a discounted rate from the company armourer [For a typical master armourer this would be a plain ordinary <i>+1 sword</i>, so there is no need to get overly excited.] However such an armourer would generally be too busy to do outside commissions.<br /></li>
<li><b>Surgeon:</b> The surgeon ensures that the company's wounded are looked after (and that general health matters such as the proper use of latrines is observed). A company without a surgeon suffers a -1 penalty to Morale and Readiness rolls. A company with a surgeon suffers no penalty to morale and may add the Proficiency Bonus to Readiness rolls. In addition the members of the company may use the surgeon's Proficiency Bonus when saving against disease whilst on campaign, and when recovering from wounds. [Note that a surgeon's bonus drops to +0 if the company has a corrupt quartermaster since good food and medical supplies would not be available.] Note that if the surgeon is a Healer (capable of using magic to assist recovery), then the Proficiency Bonus is added to the company's Morale as well.<br /></li>
<li><b>Chaplain:</b> The chaplain looks after the moral rectitude of the company and ensures that religious observances are held. If the company is religious then the lack of a chaplain imposes a -1 penalty to both Morale and Readiness. If they have a chaplain, then they may add their Proficiency Bonus to both Morale and Readiness rolls. If the company is defined as non-religious, then the lack of a sky-pilot imposes no penalty, but neither does the presence of one give a bonus.<br /></li>
<li><b>Magician:</b> This is very campaign dependent. If the company is unlikely to encounter magic on the battlefield then the <b><i>presence</i></b> of a mage will probably cause a -1 penalty to Morale and Readiness, because ... magic. If on the other hand if magic is a standard part of the military arsenal then the lack of a company magician will impose a -1 penalty to Morale and Readiness.<br /><br />A military mage ensures that the companies regalia is properly maintained so that it may help maintain the company's magical integrity on the battlefield. They are also responsible for performing auguries and eradication of inadvertent curses (and also may be the Chaplain if the priesthood has magical powers in the game). The presence of a company magician will add their Proficiency Bonus to Morale and to saving throws against magic.<br /><br />The offensive role of magic is dealt with by the Magical Combat Support Group (see Combat Groups), not the company magician. Although the leader of a MCSG can act as a company magician for the purposes of eliminating the penalty for not having a company magician.<br /><br /><i>[In my game a military unit is difficult to affect magically because it is too large. It presents a unified target magically, especially since the standards of the company are usually defensive magic items. It is only when the unit is broken, that it becomes a group of individuals and thus a much easier magical target. This, plus the effects of enemy mages supressing all magic, tends to mean that national matters are still solved on the battlefield with troops rather than between magic users. Besides, most mages find politics a distraction from what is important - learning more magic ("you just can't stop at one spell!").]<br /></i></li>
<li><b>Marshal:</b> A marshal is responsible for training new troops. The lack of new troops mean that the company will not be able to train their own replacements (and will suffer a -1 penalty on Readiness rolls). The marshal may apply their Proficiency Bonus to recruitment, replacement, and training rolls. On campaign a marshal and his assistants "commands" the excess troops that serves as replacements for any casualties. These excess troops do not participate in the battle, so if a company consisted of 140 light infantry, 20 of those light infantry would stay behind to guard the baggage train and camp followers under the Marshal. If there was no Marshal they would suffer a -1 penalty to Morale and Command throws were they to be attacked.</li>
</ul>
<br />
If an officer or non-commissioned officer has an expertise associated with one of these specialities then they may negate the penalty for not having a specialist, but they will be too busy performing their own duties to provide the normal Proficiency Bonus (however they may use their Proficiency Bonus when hiring the appropriate specialist). Similarly, if their home domain has these specialities as part of the Domain (for example the noble that raised the Company has an armourer), they do not suffer any of the associated penalties until a month after they have left the Domain or until after their first battle, whichever comes first.<br />
<br />
A company will usually be accompanied (even on campaign) by camp followers, many of which will perform services like laundry and cooking for the troops. And well, servicing the troops. However the presence of camp followers will slow an company down considerably.<br />
<br />
A Company counts as a Military Domain of the appropriate Level. Raising a Company depends on the milieu of the campaign. Mercenary companies make good mobile Domains. Note that in most cases nobles (or others) will only hire mercenary companies, rather than independent mercenaries, and pay the captain. And the loyalty of mercenary troops is usually to their paymaster. Mercenaries prefer escort, guard, and similar missions where the possibility of combat is minimised. They do not look eagerly on taking part in battles. However reputation is vital, both personal and as a unit.<br />
<h3>
Company Deployments</h3>
When a company deploys on the battlefield they do so as a single unit, with the captain leading from front and centre, with the lieutenants leading from the front on each wing (mainly being responsible for relaying orders from the captain and ensuring the wing manoeuvres appropriately), and with the sergeants marching behind (to ensure that nobody suddenly sees sweet reason on their first battle and decides discretion is the only part of valour).<br />
<br />
Outside the battlefield they may deploy as various sub-units. However while independent commands, these cannot generally perform independent operations during war.<br />
<br />
<br />
<ul>
<li>A <b>platoon</b> is generally composed of 30 soldiers, under the command of a lieutenant and accompanied by two sergeants. They may be sent to scout or patrol, to secure a location, or to escort a VIP. In peacetime they are capable of reasonably independent operation.<br /></li>
<li>A <b>troop</b> (if cavalry) or <b>section</b> (if infantry) of 15 soldiers, usually under the command of a lieutenant or sergeant. They are generally limited to watch and guard operations where they are not generally expected to encounter enemy troops without the rest of the company being available for backup. One particularly important duty of a section may be that of the captain's personal bodyguard, which is usually personally lead by the sergeant major.<br /></li>
<li>As mentioned previously a <b>file</b> or <b>maniple</b> is primarily a logistical unit of between 5 to 10 soldiers who do <i>everything</i> together. For ease of vertical integration with the sub-units mentioned above, we will consider a standard file to be five soldiers (a corporal, two other veterans and the remainder being trained recruits; green units will have less veterans and experienced units more veterans, but there is usually at least one newbie per maniple - a casualty replacement if nothing else). Note that these recruits are considered to be 2HD soldiers if they are Regulars, like the other members of their file - they are just unbloodied (and usually too enthusiastic at this stage of their careers, not having seen The Beast up close).</li>
</ul>
<br />
One should also mention that double-strength companies can often be found, especially amongst cavalry units (to bring the number of soldiers in the company up to the magical number of 120). For example in a late period Roman Legion (an <b>Army</b> [to be covered later]) the attached unit of Roman Cavalry (the <i>equites legionis</i>) was 120 men strong, and that the four companies of the first cohort (a <b>Regiment</b> [see later]) were also double-strength). The best way of handling these is to consider them to be the <b>Battalions</b> [see later] that they are in reality. Including the ability to deploy as two separate Company-sized units.<br />
<br />
<i><b>Note [4]:</b> And yes, my dear pedants, I am quite aware that a Roman Century (or centuriae) was traditionally 80 men and a traditional cohort consisted of six centuries. But that doesn't fit into my classification schema anywhere near as well as having a traditional cohort consist of four companies of 120 men does. I have, in a word, taken liberties. So there.</i><br />
<br />
Whilst the commander of such a unit may use the traditional rank of "captain," they are effectively a <b>Major</b> <i>[Level 7 Military]</i> (if cavalry) or <b>Senior Captain</b> <i>[Level 6 Military]</i> (if infantry). Similarly their two "lieutenants" are considered either a <b>Senior Captain</b> <i>[Level 6 Military]</i> (if cavalry) or <b>Junior Captain</b> <i>[Level 5 Military]</i> (if infantry). Each "lieutenant" will be assisted by two <b>Ensigns</b> or <b>Sub-Lieutenants</b> <i>[Level 4 Military]</i> who normally perform the duties of a <b>Lieutenant</b> <i>[Level 4 Military]</i>.<br />
<br />
<i><b>Note [5]:</b> One of the things I really wanted to do was model the historical chaos where any commander was a "captain" and the troops under their command a "company" regardless of their size. However I suspect that for the purposes of building a rule set stricter definitions are probably better. </i><br />
<h3>
Acknowledgements</h3>
<br />
I'd like to thank ACKS's <i>Domains of War</i> for the push to bring my system up to using 120 men companies rather than my previous 100 man companies. And for their size/human-equivalent definitions (although I did add to them). Also for their use of morale for having an insufficiency of warrant officers. It is an excellent and highly recommended system that I did contemplate using myself. But didn't.Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com0tag:blogger.com,1999:blog-2693193697680249777.post-67164899478058241002017-01-01T22:13:00.000-08:002017-01-01T22:13:20.635-08:00King of All He Surveys<h2>
Kingdoms</h2>
<i>A short discussion of what I am referring to when I later start talking seriously about Kingdoms, Principalities, and Duchies. And I apologise in advance to any historians for the many assumptions an inaccuracies in the examples I am using to illustrate these terms.</i><br />
<br />
The Kingdom is the basic polity of this game (regardless of whether or not it is actually ruled by a monarch or by some other method). It represents a specific people (a collection of tribes), and their sovereign ruler (however that sovereign might be selected).<br />
<br />
The ruler of a Kingdom is a King (12th Level Noble).<br />
<br />
<a href="https://2.bp.blogspot.com/-OIMdhdOjjSk/WGnd9kNmO0I/AAAAAAAAEXs/dV3mmyfKky8JUFNTSyG3dtVb64hhNt1vQCLcB/s1600/Kingdoms_Small.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://2.bp.blogspot.com/-OIMdhdOjjSk/WGnd9kNmO0I/AAAAAAAAEXs/dV3mmyfKky8JUFNTSyG3dtVb64hhNt1vQCLcB/s1600/Kingdoms_Small.png" /></a>The physical extent of a Kingdom is probably much less than you expect. The map of the British Isles shows a rough approximation of the Kingdoms that were historically located in the island. Note that boundaries were fluid through time as kingdoms warred against each other and conquered territory (this snap-shot is about 600-700AD), although at this time Northumbria has occupied the eastern half of Strathclyde (and will eventually occupy Lindsey, prior to the Danish invasion that reduces it to a shadow of it's former self). Similarly Mercia and Wessex have been shown to have swallowed the technically Minor Kingdoms of The Twicce, Middlesex, Sussex, and Kent (as they would eventually do). In Roman times Lindsey and East Anglia would have been considered part of Mercia (or Flavia Cesariensis as the province was actually called). In fact East Anglia's prominence here is probably as a result of the later Danish invasion (which aslso swallowed Essex).<br />
<br />
Ignoring Ireland for the moment, the important Kingdoms here are <b>Wessex</b> (Saxon), <b>Mercia</b> (Angle), <b>Northumbria</b> (Angle), and <b>Alba</b> (Pict [later Gael]), and which should be considered exemplars of what it is to be a Kingdom.<br />
<h3>
Lesser Kingdoms and Grand Duchies</h3>
If a people do not have a sovereign then they might be considered a Lesser Kingdom. This is the case of <b>Wales</b>, inhabited by the Welsh people, who may respond as a group when invaded from outside, but in reality are composed of a number of Minor Kingdoms led by sovereigns who are effectively Warlords/Dukes (10th level Nobles). In the case of Wales the Minor Kingdoms are Gwynned, Powys, Seisyllwg, Brycheiniog, Gwent, and Dyfed.<br />
<br />
Alternatively if the sovereign rules little more than a City State they might be considered a Prince (11th Level Noble) ruling a Principality (which is considered the equivalent of a Lesser Kingdom). This is the case with <b>Lindsey</b>, which is centred around the old Roman city of Lincoln.<br />
<br />
A Duchy is considered the smallest sovereign polity. The ruler of a Duchy is generally considered a Warlord/Duke (10th Level Noble), and may be tribal in nature. <b>Cornwall</b> is just such a Duchy, and home of the Dumnonia tribe from Roman/Celtic times.<br />
<br />
<b>Sunderland</b> (and the Out Isles) is considered to be the home of Norse immigrants, but generally lacks any overall sovereignty (most of the settlements are effectively autonomous and therefore under the control of a Baron (7th Level Noble) at most. <b>Caithness</b> would as a result be considered a Norse Minor Kingdom (equivalent of a Duchy).<br />
<br />
Strathclyde is home to a polyglot of peoples from the Gaels to the West and the Britons to East, tahnks torepeated invasions from the North, West, and South. Technically Northumbria at this time extends through the western half of Strathclyde, having conquered the Minor Kingdom of Beornice, although the map shown limits Northumbria's Northern reach to Hadrian's Wall (after the Danish invasion the Kingdom retreats completely to the North as a Lesser Kingdom). That's the reason for the dotted line. This is the infamous Border region which really wasn't under the control of anyone for very long. So it's mostly squabbling Barons (7th level). Eventually, with greater order established over the region it is controlled on both sides by the March Wardens/Marquis (9th Level), drawing on troops of the respective High Kingdoms.<br />
<br />
An Empire will often consider Kingdoms to be the basis of their Provinces (which are ruled by a Governor). For example the Roman Empire considered Northumbria to the the province of <b>Maxima Cesariensis</b>, Mercia (along with East Anglia and Lindsey) to be the the province of <b>Flavia Cesariensis</b>, Wales to be <b>Britannia Secunda</b>, and Wessex to be <b>Britannia Prima</b> (give or take some real estate).<br />
<br />
<h3>
High Kingdoms</h3>
<div>
A Kingdom technically consists of a single People ruled by a single sovereign. A High Kingdom is formed when multiple Peoples (or Kingdoms) gather together in a single High Kingdom.</div>
<div>
<br /></div>
<div>
The ruler of a High Kingdom is a High King (13th Level Noble).</div>
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<a href="https://1.bp.blogspot.com/-sCgI_ZjpdZM/WGneCeK2cyI/AAAAAAAAEXw/fS44vRKM36crhacbdKggJkRsfIM2EoKOQCLcB/s1600/HighKingdoms_Small.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://1.bp.blogspot.com/-sCgI_ZjpdZM/WGneCeK2cyI/AAAAAAAAEXw/fS44vRKM36crhacbdKggJkRsfIM2EoKOQCLcB/s1600/HighKingdoms_Small.png" /></a>
When the King of Wessex reconquered the lands taken by the Danish invaders he became the High King of <b>England</b> (an Anglo-Saxon High Kingdom).<br />
<br />
When the King of Alba (or as it was originally known, Pictland) conquered the surrounding peoples (the Norse of Sunderland/Caithness and the Gaels and Britons of Strathclyde) he became the High King of <b>Scotland</b> (which, one must admit, was simply another name for Alba).<br />
<br />
In both of these cases the High King is the absolute monarch of the lands under their control.<br />
<br />
<b>Ireland</b> also has a High King (13th Level Noble), but is not a High Kingdom in and of itself. Instead one of the subject Kings is acknowledged High King and becomes suzerain over all of Ireland. He receives tribute from the other Kings, which explains his heightened precedence, but his <i>personal</i> authority and power is limited to his own Kingdom (plus the tribute). This is the smallest form of Empire, and thus a High King may also be referred to as a King of Kings.<br />
<h3>
Great Kingdoms</h3>
The Great Kingdom is the <i>largest</i> polity where a sovereign may exercise direct rule over the kingdom, although they only can do so with the creation of a full-fledged Royal Bureaucracy through which they delegate royal powers.<br />
<br />
The ruler of a Great Kingdom is a Great King (14th Level Noble).<br />
<br />
<a href="https://2.bp.blogspot.com/-1ON8MDS7Zmg/WGneHjvOqFI/AAAAAAAAEX0/QcrSj1My3-kYONgexn8r1ypXee5FSQLqgCLcB/s1600/GreatKingdoms_small.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://2.bp.blogspot.com/-1ON8MDS7Zmg/WGneHjvOqFI/AAAAAAAAEX0/QcrSj1My3-kYONgexn8r1ypXee5FSQLqgCLcB/s1600/GreatKingdoms_small.png" /></a>The <b>United Kingdom of Great Britain and Northern Ireland</b> is the classic example of a Great Kingdom (actually Great Britain alone is sufficient).<br />
<br />
I suspect that most of what people think of as independent kingdoms are actually Great Kingdoms - Burgundy, Occitan, Catalonia, Portugal, and Japan are all examples of Great Kingdoms.<br />
<br />
Great Kingdoms are very much an intermediate state between the idea of a Kingdom (with direct rule by the sovereign) and that of an Empire (with indirect rule by the sovereign). With an Empire the Royal Bureaucracy is converted into between 3 to 8 full-fledged Imperial Ministries that essentially run the Empire on the Emperor's behalf. Each Province/Kingdom is directly administered by a Governor (which tends to reduce the internal tensions - at least those arising from the populace - within the Empire).<br />
<h3>
Endnote</h3>
<div>
The term Kingdom is a term of art (as is King, Prince, and Duke). There are many Kingdoms in the game that are republics, meritocracies, theocracies, plutocracies, timocracies or even those whose sovereigns are women (and thus should properly be referred to Queen, Princess, and Duchess). But the idea of the basic Kingdom is that they are a single People (which may be composed of one or more Tribes that identify with a common cultural heritage), that is ruled over by some sovereign authority (King, Queen, President, Governor, etc).</div>
Reverance Pavanehttp://www.blogger.com/profile/01217657347160811310noreply@blogger.com0