Tuesday, December 23, 2014

Weapons: Flail

     The flail is a surprisingly brutal weapon that evolved from an agricultural tool of the same name. While it's use was never truly wide spread like other more iconic weapons, it did seem popular use in a number of peasant rebels through the ages.

     The flail itself comes in two varieties, a longer two handed version and a shorter one handed version that was developed later to be used on horse back. Both consist of a weighted end attached to a handle. Variations within that are based on whether it was a converted tool or actually forged as a weapon. Often times the weighted end would include nasty spikes and the leather that connected it to the shaft would be replaced by a chain.

     The weapon's really advantage was it's ability to get around or entirely ignore the opponent's shield. When fighting an enemy who is using a flail you loose any bonuses you would get from your shield and you defend with a d20p.

     Hirudeans make extensive use of the flail in combat to break up shield formations and the flail in Hackmaster is closer to their flail then it is to a real world one. The main difference is that they've further modified it to have a shorter shaft that still gives them the benefit of reach while still allowing them to use it one handed.
     Because of landscape, Hirudean cavalry are almost none existent, as such the horsemen's flail is not available to them.

     In the Free Cities flails are used by freed Sashai auxiliary units as cheap ways of equipping an army. The Hexen flail is closer to the tool having a longer reach (+2 to reach) and requiring two hands (+3 damage but there is a penalty to speed). It's also less effective in narrow spaces as it doesn't work like a normal pole-arm and needs to be swung either up and down or left and right to be able to used effectively. It doesn't see much use because of these limiting factors.
    The rest of the Free Companies see flails as a peasant weapon and so it has not been widely adopted by for their horsemen though it's not unheard of. Horsemen's flails cost double for Hexens.

    Raiders don't use the base flail as most everyone has a better weapon. When it is used it has the same statistics as the Hexen flailp. They also have little to know cavalry force so the horsemen's flail is unheard of. Both cost double it purchased.

     While Andals don't field infantry that are trained with the flail, many conscripted levies quickly outfit themselves with things laying around the farm and so the flail is the unsung weapon of choice for many Andals going off to war. The Andalish flail is has the same penalties and bonuses as the Hexen flail.
     Andals from the low countries have embraced the horsemen's flail for it's unique properties and ability to break shield formations and it is considered one of the weapons knights are allowed to train in.

Saturday, December 20, 2014

Weapons: Dagger

     Well, we all think of the classic fantasy dagger when we hear the word, the Hackmaster dagger is more akin to a vicious ice pick that will mess you up. It's normally about 12 inchs but they have been known to get up to 20 inchs of steel tapering to a needle point that would murder you.
      I don't think you understand how vicious these this are. Go Google "Rondel dagger" and then return to this blog post. I'll wait.
     I know right? It's like they boiled down the ultimate essence of what it means to be a murderhobo and what was left was the dagger. It have the base minimum of a guard because it apparently assumes that they only time you'd be using it was ambushing your victim with 20 of your closest friends in a dark alley. I mean, holy crap.

     Interestingly, the evolution of the dagger mirrors the rise of the use of full plate. It was also likely the side arm used by the soldiers in the Battle of Agincourt. Do you know how they used them? They pulled the french knights from their steeds and while he was held down in the mud, his enemies took the daggers to his armpits and groin. Repeatedly. In the groin. That is horrify. Seriously, this weapon will mess you up.
     After it was done murdering everyone you ever loved, the Rondel dagger became the side arm of merchants, tradesmen, and the middle class, no doubt to get close to their families so it could murder them in their sleep.

     In my world, the Rondel dagger was originally a Hirudean ice pick turned to war. It's usage became wide spread during the collapse of the Hexen empire. The Hirudean forces were at such a shortage to arm their men that they began equipping them with all random farm and work tools. The ice pick was quickly modified and adopted as a personal favorite.
     It's commonly called a "Rondel" after Lord Rondel, a mercenary fighting for the Hexen forces, who was stabbed in the face 19 times for offering a Hirudean commander unsatisfying surrender terms.
     It's use has remained common in Hirudia but has also spread to other cultures. In the Free Cities, they are completely outlawed and only used by escaped slaves. The Young Kingdoms see them as tools, ironically for self defense. Most are used as side arms for merchants, though lowland knights tend to keep them as well. Southern Raiders don't use them at all, not because the dagger isn't good at it's job (which is killing), but because it's a little too brutal for them and it's not considered sporting.

     Hexens don't carry daggers, but Rohuans may have the right pull but can only get their hands on them at thrice the cost.
     Hirudean can get their hands on them because their practical killing machines.
     The Young Kingdoms have no penalties or bonuses.
     Finally, Southern Raiders lose 1 Honor whenever they use a Rondel dagger in combat if there are other Raiders around.

Friday, December 19, 2014

Weapons: Hand Axe

     This article will be short as most of the information on axes was handled in the battle-axe post found here.

     The hand axe is more culturally ubiquitous then it's cousin and is found almost universally among the peasant classes.

      The Free Cities hand axe is an adopted weapon that is only used by those living on the edges of society and those out in farms. It's closer to your average lumber axe having a wider head and sturdier shaft.
      Hexens that have a hand axe on them don't have to pay extra to have it but lose 1 Honor whenever they enter any city for the shame of using such a dishonorable weapons when others are available.

      Hirudeans treat the hand axe like they treat most other weapons: if it kills then use it. Their axes mainly evolved from those used by captured Hexen slaves, as such it's very similar. It's use is rare and so hasn't had the time to develope significant differences. The major difference is the large crescent shaped head. This makes the axe a little more unwieldy but it packs a punch.
      They pay double the price for hand axes.

      The Young Kingdoms love their axes. They tend to use lighter weight axes with small elongated heads that are more effective in punching holes in their opponent's armor. These are often have a longer bottom spike on the head that act like a weapon catcher and the ability to catch opponents on the back swing.

      Raiders against prefer their hand axes lighter and use ones similar to the Andals only without the bottom tooth.

      Sihks only use them if their base culture has them as their background. They pay double.

Wednesday, December 10, 2014

Weapons: Battle Axe

     The battle axe is pretty ubiquitous weapon on the battlefield for ages past and come in a variety sizes, shapes, and deviations. Because of this, some clarification is an order: the term "battle axe" is a catch-all phrase for anything that is vaguely axe shaped (meaning a long haft and curved blade at one end) that is re-purposed for war. Hackmaster has two types of axes, the battle axe and the hand axe. We'll be talking about a brief overview of axes as a whole in this blog post, but mainly focusing on the battle axe, which in my game has been changed to reflect a heavier type of war weapon, similar to the danish axe.

     Axes have been around since the beginning of human culture and, like many weapons, were used as a symbol of status during the early stages of human cultural development. This is personified no better in the double headed axe, which while extremely metal, is an impractical weapon. Why is it then pictured so often? because it was a symbol of power wielded by the king and represented his divine right to rule. To the Greeks it represented Zeus's thunder bolts, and this symbolism is also had by the Celtics.
     War Axes and those meant for cutting down trees have become divorced from your average lumber axe as time went on, so don't think you can go chomping down every tree in the forest just because your character wields an axe. An axe constructed for war has a smaller, more curved blade. This is allows for a smaller striking surface so that the majority of force is delivered to one spot giving axe it's infamous ability to punch holes in armor. You see a similar design in Greek curved swords and khopeshes.
     The axes main difficulty is it's center of balance, which is located in the weapon's head. This means the weapon is a little slower and can't parry as effectively as a sword. If it were weighted like the sword it would also been an extreme pain to fight with over a long period of time (like the warhammer) but battle axes tend to be built lighter to counterbalance that.

     So let's talk about battle axes in my world: The first battle axes were wielded by dwarves during their war with the elves. They were more as a symbol of terror more then anything else and many dwarven families and houses adopted axes into their crests to symbolize their ability to cut down the elves' forests.
     After the dwarves retreated underground, they mainly abandoned the use of axes in favor of polearms, which were much more effective in the tunnels. The battleaxe was then picked up by the humans to be used against humans, and from there they further specialized it into the two handed axe, the hand axe, and the throwing axe.

     The main users of battle axes are Andals and Southern Raiders, who both use it as a symbol of landownership. The Free Cities have discarded the use, seeing it as a filthy outlander weapon, while Hirudeans use anything they can get their hands on. Sikhs train with it only if they were original Andal or Southern Raider.

      The Andalish battle axe is closer to a Dane Axe, being some 3 to 4 ft in length. Andals use a heavy haft, which gives a better striking blow but slows the weapon down. They also have adapted a striking point on the back, similar to a warhammer.
     It is mainly favored by men from the Giant Downs and Umbria and the poorer highland countries in the Young Kingdoms. Andals still use the battle axe as a symbol of freedom and slaves are forbidden to have them. Also, it is seen as a symbol of power of nature and some priest and radaghasts will burn or break axes in rituals to turn back the more malign forces of nature.

     Southern Raiders prefer a lighter battle axe, one more adept at light skirmishes and raids. They use a slightly longer haft, 3.5 to 5.5 ft in length. As you might imagine, this caused some problems with the hafts breaking while trying to block a particularly vicious blow. To combat this, the Raiders reinforce the wood handle with iron and steel bands.
     The use of these axes is wide spread among the jarls and freemen of the Rift. In any give party, about 60-75% of the Raiders will use axes instead of swords.
      For the Raiders axes hold little holy power, but there's an important culture use for them: declaring war and bringing peace. As a declaration of war jarls will send axes to one another and when they make peace, they bury that axe. Often times, freemen will send axes to those they have grieves against, often times with their problem written on the axe.

      Other cultures must pay double for battle axes, except elves, who will not use them, and dwarves who purchase them at 150% the base cost, which has more to do with them allotting their meager weapon resources to create spears then their aversion to use them. Surface dwarves do not have this penalty.

Monday, November 3, 2014

Called Shots Secondary Effects

     The Called Shot section is a little dry. There may or may not be secondary effects that will be outlined in the GMG whenever that comes out, but for now, players that use Called Shots will be disappointed. To amend that until further rules come out, the following rules have been made:

     Called shots allow a character to apply secondary damage effects (the charts for which are found here) to their damage. Obviously, the location is based on where the character was aiming but the severity is based on the lesser of the two die with DR subtracted as deemed appropriate (Note: all suits of armor come with helmets but fingers may or may not be covered.). If the attack was greater then the defense roll by 5, then it's the larger of the two damage rolls and if greater then 10 then it's both damage die. This is further added to any penetration damage that should be rolled.
     Obviously, this only gives a broad overview. If the character is aiming for fingers and hits, use the Arm hit location for a general guide line of what happens. In this case, the enemy is more likely to drop what ever they're holding. A good guide line is to add the penalty to hit for the location to the effective severity (meaning that while the fingers are harder to hit, they're also fairly easy to sever once hit.)

A&8s Secondary Effects

     I love the extra combat damage effects that Aces&Eights uses to add a little more danger to their combats. Because of this I've adapted those charts to work in Hackmaster.

     Secondary effects come into play on a penetration and where they land is determined by the difference between the attacker's and defender's roll.
     1-5          Legs
     6-10        Arms
     11-15      Body
     16-20+    Header
   
     The severity of the secondary effect is based the damage from penetration die minus DR. The secondary effect is tacked on to the total wound damage and it doesn't go away until that wound is fully healed.
     The charts are found here:

Battle-Axes are Two-Handed Weapons

     The more research that I do, the more I see that traditional battle-axes are used with two hands, as opposed to what it says in the PHB. Additionally, there's already a one handed ax in the weapons section so it seems rather redundant to have another, obviously superior weapon. After to taking this all into consideration, I've decided to make battle-axes a two handed weapon with the following exceptions.

     Battle-axes don't receive the +3 to damage that one handed weapons used two handed get but that also don't suffer from the speed penalty that they also normally receive.
     If you are using one, you may also have the ability to use a buckler at the same time. This is the extent of the battle-axes shield use. You lose the buckler's shield bonus (and incur the -4 to defense) should you choose to attack aggressively with it.

Shields and the Wielder's Size

     The shield values make complete sense when applied to humans and human-sized creatures but not a whole lot of sense to larger and smaller races, so the following deviation is made to tailor fit the rules more properly.

     A shield's defense bonus and cover value is increased to the next shield size for each size category smaller then medium size that the wielder is. On the other hand, for each size category larger then medium a creature is the defense bonus and cover value shrink to the next smallest shield size.
     All other values (DR and breakage chance) remain the same.

     So a medium shield would be considered a large shield to a halfling or gnome but would be a small shield to a bugbear. A buckler would be a medium shield to a pixie fairy but would be worthless to a bugbear (except to eliminate the -4 non-shield penalty).

Tuesday, October 28, 2014

Andalish Cosmology

The earth (Andalis) and sky (Idavoll) have always been and always will be. Just like giants and gods always have been and always will be. Life will change but these always will be.The Andals were created during the war of the Giants when they fought the old gods. During that time, much of the land was changed as each side tried to kill the other. The Giants had driven back the old gods to the gates of Idavoll and we're beating down the doors. The chaos was so great that no one noticed the great cracks had begun to form in the earth. Only a very clever Eoten named Shor saw and he realized that if the Sky were to fall then it would crush the Giants.Acting quickly he braced his back against the heavens and strained with all his might to keep it from falling.
The battle raged on and the Giants took Idavoll and the old gods fled, but the damage was done and Shor was left to hold the sky until he died. The strain was so great that he sweat large drops that fell to the earth and became the first Andals, because they were from the earth. His bones still hold up the halls of Idavoll to this day.


Andalish worship is very foreign to the Free Cities and Raider ideology as it remains very tribal, even to this day. Where Raiders understand their polytheistic outlook on creation, they incorporate religious ceremony in almost every aspect of life, constantly pouring over tomes and trying to more closely emulate their deities, Andals almost take it for granted. They have an attitude of "yes, I know it's there, but it's not bothering me at the moment so why should should I care?". On top of that, they are seen as backward by Free Cities standards on account of their never really picking a side when it comes to matters of faith, as long as it's Andalish gods we're talking about.
This is only compounded by the fact that their gods don't happen to be the the most powerful beings out there, just one of the group and, at one point in their lore, were entirely replaced with an entirely new set.
That's not to say that Andals are not a religious people, they just don't see a point in making a big deal about it most of the time. As such while each god has multiple strands of belief, there doesn't seem to be much friction between competing clergy for total dominance.
Andals have few holy days but make time each week for devotions around a central meeting place, which varies by sect. Additional sacrifices above that are made to select gods on certain occasions. The most notable of which is when Andals go to war or on the eve or finish of a great battle where they sacrifice to each god in turn. To the Morrigan for a good death should it come, to Sigmar for victory, to Moritasgus for quick recovery with minimal pain, and finally to Cassandra so that she won't get involved either way.
In many cases clergy of one god will pay devotions to another Andalish god with no stigma.
Hero worship is fairly common, with relics having a central role, often having certain artifacts passed down from generation to generation until it becomes useless, in which case it's reforged. Most often of these are armor and weapons.
Mythical figures appear through Andalish legends and many serve a more central role in the stories than their gods, such as Black Agatha or Yaga Baba, which are consulted by heroes as often as the heroes seek divine aide.


The Andals remain a most pragmatic people at their heart and while they do not fear change, for that is the way of the world, they tend to shy away from it. Don’t fix something that isn’t broken could be considered a mantra of their culture.
They also take guest rites and duty to one’s family very seriously and it’s seen as any man’s foremost duty to see that those are observed. When a guest eats your salt and bread, it is seen as an unspoken god oath of protection between the two parties, and any man that breaks it is cursed. The same goes for kinslayers.


"The earth owes you nothing"
"The ant and crow councils with it's own kind"


Unlike other cultures, Andals take a more pan-theistic approach to worship, as such not many follow one god over the other, let alone one faction within that temple. Few outside the clergy are anointed. The factions are there for cleric players to develop as they see fit for roleplaying purposes.
 
The Crokyrka
Followers of the Morrigan (often referred to as Crows, because of their crow feather cloaks they wear when officiating) are generally split into two camps. The first is called the Crokyrka (literally translated; Crow church) which is more common in the more rural and eastern parts of the Young Kingdoms. The focus of this faction is that the Morrigan is one goddess with 3 distinct aspects. This is seen as the more traditional view of the goddess.
The Crokyrka is more tribal in its beliefs and remain adamant that the Morrigan's primary role is the oversight of life and death. As such they see dispensing justice as a secondary job for them. The first being making sure the dead stay dead.
While they get along fairly well with the priests of the tribunal, it tends to be a matter of keeping their distance from each other. The Crokyrka are viewed as country bumpkins and it wouldn't be far from the truth.


The Tribunal of the Morrigan
The second type of Crow that worships the Morrigan are called Wardens or Arbiters. They see the Morrigan as a triple goddess made of the goddesses Morrigan, Badb, and Anannis. Each has a distinctive role within the triad.
Worship of the one-in-three goddess is most popular with the more populated cities and amongst the ruling class.
Temples to the Tribunal are set up in close fashion to Raider temples, with a permanent structure and a full time staff of priests and priestesses, often a set of 3 priests or priestesses run the temple, with a myriad of acolytes underneath them.
These buildings serve as a center of law giving, with the local ruler at least being advised by the presiding triad if not just sitting in court in the temple (or having the tribunal do it for him)
The other Andalish faiths criticize the tribunal as departing from the traditional way so that it's worshipers can be more accepted by Free City and Raider culture.


Daughters of Winter (Witches)
Cassandra is the goddess of winter, night and nature. Because of her spheres of control her cult is frowned on for the most part as being somewhat savage but that frown is quickly turned aside in times of strife as she is also primarily seen as a goddess of wisdom and fortune.
Her priesthood is only women and is very secretive about recruiting practices. In fact, witches are secretive about everything and rarely associate with outsiders. They are usually consulted as augers for natural disasters and ways to appease the gods.
Witch garb varies by coven but they are singularly visibly marked with a bat, which symbolizes the ability to navigate in the dark. The use of ceremonial mask is also fairly common with a strong tendency for moon symbolism to appear.
Daughters of Winter do not get along with other foreign religions and openly reject and fight against outlander influences. This has lead to an underground terrorist movements seeking to overthrow non-Andalish kings over Andalish states. While their targets try to root them out, no sensible Andal wants to fight against a goddess that can bring about eternal winter.


Sigmar's Faithful
Sigmar and Sigmar’s faith remains an interesting subject of discussion of those that have time to devote to such matters. Sigmar is believed to be the father of all warriors and heroes. He is also seen as the personification of all outside forces that mean destruction of the Andal nations, thus symbolized by his animal, the dragon, the ancient enemies of the giants.
Sigmar’s faithful take the surname of Heldenhammer and they’re often tattooed with some mark of their office, chosen by them during their anointing of blood, or birth into the clothe. The most common are a dragon on the heel, the twin comet of his order on their cheek, or a hammer across their chest, most often with the head protecting the heart.
As a god of war and vengeance, you can imagine that the Faithful are a more militant group of individuals and you would be right. While kings and lords make use of their ranks, the Faithful are notorious for jumping on any chance to fight and often lead small scale raids against other forces without the consent of any ruler. This has lead to some diplomatic tension, and while most Andals have come to accept this as a risk of everyday life, other cultures do not look too kindly on these vigilantes. As such the Faithful’s power and influence has waned in the recent centuries excepting in Bloodrun, where their power is as entangled as it ever has been.
Even so, way-shrines to Sigmar remain a popular places to visit when going to war or seeking the god’s vengeance for real or imagined slights.


The Walkers in the Night
An offshoot of the Faithful, a certain sect of religious extremists have taken the god’s vengeance into their own hands. Legendary in their ability, there is little to nothing know about this shadow organization but that it sometimes heed the prayers of vengeance.
There are many stories of their deeds and they are seen as the hand of Sigmar and accepted like a force of nature, much in the same way a bad stroke of fortune or a really bad storm is viewed.


Order of the Moritasgus (Moritasgian)
Going to a house of healing in any of the Young Kingdoms is like playing Russian Roulette with half the chambers loaded. That’s because the fanatics of Moritasgus have a very unique approach to their job. If they don’t know how to heal something, the most practical way to get the job done is to break the problem in a way you can fix it. Surprisingly, this has lead to some great discoveries in the fields of chiropractic medicine and the mending of bones and surgery of all kinds, much to the chagrin of the recipients.
And Divine healing is as much a gamble as the more zealous clerics will deliver the cure via the business end of their holy symbol, a mace, often spiked for effect.
Moritasgus is also seen as having some privileges over the earth and farmers often seek his favor at spring planting for a bounteous harvest. He is also the patron of the Radagasts, wood seers and shapeshifters.
While not a vengeful god, as Andalish gods go, he does have power over plagues and they are often seen as heralds of his displeasure, especially, it is told, if he thinks his houses of healings are not being visited with a much regularity as he thinks they should be.


Ruin
There is one Andalish god that is avoided at all costs: Ruin. Ruin represents that total destruction of Creation and all that is in it. He’s followers seek to further his dark will by bringing the end of all things.
While other gods may fight and bicker, each wanting the other’s to leave or die so they can reign supreme, they don’t want to destroy Creation and everything in it, which sets Ruin apart even from other gods that are considered classically ‘evil’ in their intentions.
Ruin was said to have been born from the corpse an old god, the last remaining aspect of what was. Some say he is an old god, changed and twisted in the madness of whatever happened to the rest of them. He is often depicted as a pillar of black smoke with many masks floating in the void that vomits dragons and snakes, or as a finely dressed nobleman with an oddly still face.
Followers of the Faceless Butcher keep themselves secret. They may even appear helpful and kind as generally they see their strategy as a long term one. They’re not interested in bringing down a single kingdom or race, they’re interested in destroying the Shor’s Bones.
The Master of Masks is sometimes related to the T’zolkin, the Free Cities’ calender-god, by the more xenophobic Andal as he is also see as the Lord of Dragons.
Ruin, in essence, represents everything that is not, or everything on either side of eternity. The Seeking Dark that was and will be.