Monday, December 12, 2016

Sky Burials and Arpadian Funeral Rites


In the old days, when ancestor worship was still wide spread, the sky burial was an important part of the grieving process. The letting go of loved ones and giving them up to ride the Eternal Steppes. The sky burial full of symbolism and while it has been forbidden by the Morjanite priests, it is still practiced in secret whenever old charnel grounds are found.

A sky burial is a funeral practice where body of deceased is placed out in the open, often on a hill or high place, to decompose or to be eaten by scavenging birds.

While the body was seen as an empty vessel after death, this was meant to represent the giving up of body to the earth and the soul to the sky beyond. It was even held in folk lore that the birds were physical incarnations of the Honored Dead, coming to take the Rider to his rest.

Traditionally, the body is cut up or, at the very least, 'opened' by slitting corpse from groin to chin, breaking open the sternum, and prying open the rib cage, though this fell out of practice as ceremonies had to be tourniqueted due to persecution, meaning that often the body would just be left on the altar whole.

The left over bones are often ground up into a paste and mixed with milk and barley which is given to the horses. It is considered an ill omen for any part of the meat to be left over when the birds fly away and so they are often coaxed to eat by ritual dance and the burning of Steppe grass.

As the worship of Morjanos spread, sky burials were largely abandoned in favor of cremations. In holy texts Morjanos forbids the Arpadians from practicing sky burials as it is a direct offering to the Ancestors. In addition to the burials being seen as disrespectful to the bodies, which Morjanites saw as more then just an empty vessel, a change from traditional Arpadian views, cremation was favored as the smoke went directly to the Father of Sky, instead of passing through lesser gawds.

Still, even with the persecution, you may find the lone hill on which an Arpadian has offered his body to his ancestors.

Sunday, November 20, 2016

Even More Knightly Orders


The Blue Order
     Andals have a love-hate relationship with magic and nowhere is that more clear then the Blue Knights, knights sworn to not only protect and watch over Hastigi's Children, but to kill and hunt them.
    This duel purpose is shown in their training where they study magic and its uses, spells and their incantations, and how to break and disarm enchantments. They also study the effects of Spearmetal tattoos on the mind and the signs of descending insanity that often comes on Druids.
    But to assume that the Blue Order's only training is academic is to be sadly mistake because when a Druid goes rogue the only solution is a shift and timely death and as such a Blue Knight receives practical training in fighting techniques to disable spellcasters.
    Blue Knights are rather respected as they gain their honor through tracking down people that the common folk really wasn't okay with. Main are recruited to live with Barons and Dukes to watch over the local hedge mage and so live a live of luxury, even though their lives tend to be short and brutal most of the time. They're also capable fighters on their own simply because of their quick, on their feet thinking style.
    The Order of Blue favors no weapons in particular but most prefer a smaller, quicker weapon, like a shortsword. The more benevolent ones train in hand to hand combat to disarm, rather then kill, Druids, but its uncommon. Their training, however, sees that they sacrifice some of the other 'knightly' skills for those more adapted to their Order, such as Arcane Lore.

Order of the Ant (a.k.a. Sappers)
     Ant Knights are rough, uncouth warriors that specialize in siege warfare, including the building of siege engines, erecting a proper encampment, and logistics.
     They tend to be mercenary about their allegiances and its rare to find one in the employ of the noble, though several have hired on with the crown. Indeed, Sappers seem to care little for the court politics that others knights choose to play. As such, other Orders tend to dismiss them until they need a catapult built or a town torn down but with the added benefit of not having to worry about soft noble skills, like Diplomacy or Persuasion.
     Because of their ability to direct and control large groups of men, its not uncommon for an Ant to find temporary employment with merchants wish to move and shift cargo as well, giving them work during the Spring and Fall seasons.
     The Order doesn't favor any weapon, concentrating instead on skill work and creative thinking, however they are one of the only knightly orders to adopt the crossbow almost exclusively, which may have something to do with their military training that espouses group ambush tactics and a love of the mechanical.

Order of the Viper (a.k.a. the Myrmidons)
     Hailing from the Gayim Basin, the Order of the Viper was founded by the Myrmidous Exiles, a group that fled the city of Xajat during the Mazadarani Conquest of their homeland. Traveling north across the mountain passes of the Xesperian Mountains, they found a new home in the lowlands of Wesswern. There they sold their swords to their new rulers in return for their freedom and a place to live.
      Centuries have past and little is left of the tribe except a few darker skinned Andals and their exceptionally aggressive fighting techniques. Where other fighters would choose to have a quicker, lighter weapon in their off-hand for parrying, the Order of the Viper sees this as silly, Strike fast and hard and you won't have to worry about parrying anything. As such the Myrmidons specialize in fighting with two weapons of the same size and attacking with both.
       To say that this order is a rough band of thugs would be unfair. They're proud of their graceful dance of death, the whirling of the blades and the sing of iron. But while they see beauty in their foreign fighting style, others see a whirl of blades and unkempt aggression, inviting, perhaps unfairly, a comparison between them and the Swans and Stags.
       This is perhaps added to the fact that Vipers tend to be cavalier in their loyalty and often make their fame as champions, much like the Rose, who they seem to be in direct competition with.
       The Order of the Viper prefer larger weapons, the most common being the scimitar, for its balance between the Long and Short swords. Myrmidons focus on Attack and Damage more then anything though there are some that choose to focus on Attack and Speed. Still, they are rather Falcon in their desire to make a strong first blow more then they are the Dragon.

Order of Winter
        Perhaps the most selective with their recruitment process the Order of Winter is unique among the Orders as Knights do not pick their squires. Those that enter the Order are chosen by the Daughters of Winter for a specific purpose or geas that binds the knight to their service. Sometimes
its temporary but more often then not it is a role they fulfill til their death.
        White Knights are called to protect a person, place, or thing most commonly but some are called on quests to retrieve items or preform a specific task. These can be holy relics or a common person with a divine fate. In one notable example, a White Knight was called to watch a certain hill. He later died of old age with an uneventful life because nothing happened. Nobody is sure if it was a cruel joke but most don't bother asking the motivations of witches.
         The training of the Winter Order is secret and sacred, with the person called spirited away, it is told, to training with the spirits of the heroes of ages past until they are ready to fulfill their charge. Knights of Winter don't seem to have any particular theme in their weapons of choice or in their
fighting styles but they are all known to be capable warriors. Some even have the ability to elicit divine aid in combat.
          All that is known about this training is that it causes the Knight to be struck mute, unable to speak and only able to communicate through hand gestures and expressive eye movement. This vow of silence may be a token of their divine mandate but who knows?

Order of the Stag
          True to their name, the Knights of the Stag love one thing: charging and pushing people around. This Order controls the battlefield by getting their enemies to move and keeping them off balance.
          It is not simply enough to do damage to your enemy because, as anyone that's tried that tactic on a Swan will tell you, simply doing the most damage won't win the battle. It is better to throw off your opponent and then keep them stumbling over their own feet. This is the reason that Stags favor heavier weapons and charges. It is also why they use aggressive attacks: not to hit but to move their enemy where they will.
          Knowing this about how they approach battle should make the comparison to Swans and Vipers unfair as Stags carefully think about why and how they do battle where the other two apparently don't.
          Stags favor large weapons, most often the two handed warhammer but many also choose to use longswords for their versatility, often coming in with two handed attacks and then transitioning to sword and board. It is not uncommon for them to also be proficient in a sidearm, such as a shortsword to press their advantage when they've backed their opponent up against a wall.
          They also tend to favor a balance between the heavier and light armors, often training hard so that they have keep their speed and agility while encumbered.
          In terms of specializations, the Stag run the gambit, with those believing in hitting and hitting hard while others believe in speed and defense. As such, Stags tend to win their battles by pure skill in attacking, defense, speed, or damage, but more in the ability to use the terrain to their advantage. Because of their training, when a Stag Knight scores a knock-back, he may always roll for which direction his target gets moved. If this doesn't seem like a huge benefit just remember that you may spend Honor on any dice you roll.

Wednesday, November 2, 2016

Better Barbarians


Sadly, the barbarian class is not seen much play as its been upstaged by fighters and rangers, which is sad because barbarians are awesome. That's partly the reason why I did a whole post on customizing your barbarians (FIND IT HERE).

To boost the power of our barbarous friends, the following deviations apply to the Barbarian class:

Natural vs Fantastical Beasts
In the book barbarians gain certain bonuses against 'natural' creatures from their homeland. How they define this is any creature found in our world. It excludes Owlbeast but then later defines fantastical beasts as "one that demonstrates any power that is unnatural to include, for example, the undead, those capable of wingless flight, or any being able to utilize magical powers."

Owlbeasts would not fall under any of those things but still count as fantastical. We're expanding the meaning of 'natural' to include any creature that could survive, unaltered in our world. So, Owlbeasts, despite being odd, could reasonably survive in our world. Hippogriffs would also count because despite having a wingspan that wouldn't be able to hoist them in the air, don't gain their flight through magical means.

Basilisks couldn't because their main attack is a look that turns people to stone. Dragons couldn't because they cast spells. Rocs would be considered natural because they're just large birds. Dinosaurs would also count because, if Jurassic Park taught us anything, they could survive on earth.

Skill vs Talent
The Barbarian's life is a brutal struggle for survival. When they're not fighting the weather, they're fighting each other. Their ability to fight the weather is represented in their skills and their ability to fight each other is sort of represented in the number of proficiencies they have.

Sure, they don't have the time to devote to hone their skills in the same way a fighter does but constant warfare does teach you things that training simply doesn't. Barbarians learn tricks that can apply to any weapon the pick up.

As such, Barbarians get the following Proficiencies/Talents for half cost:

Glersee 

Advanced Sighting 
Blind Fight 
Blind Shooting 
Deceptive Defender 
Improved Reach 
Charm Resistant 
Dodge
Fast Healer
Hit Point Bonus 
Illusion Resistant
Improved Awareness 
Less Sleep
Pain Tolerant
Poison Resistant
Resolute
Tough As Nails
Tough Hide

Improved Defense 
Fleet-Footed
Opportunist (Either)
Acrobat
True Grit
Ancestor Spirit
Arpadian Shoot
Elven Windage
Brutal

GO FORTH AND PILLAGE

Sunday, October 16, 2016

Pyromancy

Fire is the breath of life, it gives comfort and the ability to transform, but it's also a dangerous and destructive tool with a will of its own.

It's perhaps for this reason that Hobgoblins and their kin are drawn to its inherently untamable nature. Perhaps the fire illuminates their own lust for power.

The study of Pyromancy is first an arcane discipline and uses the base Magic-User class, however, it draws from a completely different spell list. They can additionally receive either Divine Lore or Blacksmithing at first level. They can choose to gain a free purchase in either of these skills at level up instead of the free purchase of Arcane Lore.

Pyromancy is seen as a divine art, and its practitioners are akin to clerics. Pyromancers are most common among the Hobgoblin tribes of the Ban-Skald and their Half-Hoblingoblin children. The study of fire channeling can found among other races, with Grel and the Arran'aki being the next most common, but its not even close to the numbers that the Hobgoblins produce.

CASTING AS A PYROMANCER
The fact that pyromancers draw their spells from the divine spell list but still use Spell Points may seem confusing, but there is an easy way to figure out your spell costs. It's identical to figuring out the spell point cost of regular magic user spells (spell level x 20 + 80 or spell level x 10 + 40 for memorized spells.). You treat divine spells just like regular arcane spells, and while you can't expend additional spell points to buff them you will still need to memorize them to get the reduced spell cost.

Spells that are marked with the asterisk are special, these are spells of pure fire that draw on the most primal power of pyromancy. These spells are fueled by the fire in a Pyromancers heart, and always have the benefits of a memorized spell. They come with the added bonus of being usable even if a pyromancer has lost his spell book, and are automatically learned during a level up.

Spell List Key:
MU = Arcane Spell List
ZG = Zealot's Guide followed by guide #.
PHB = Player's Handbook clerical spell list


A
Amplify Illumination (MUA)
Feat of Strength (MUA)
*Fire Finger (MUA)
Jolt (MUA)
Repair (MUA)
Springing (MUA)

J
Candlelight (MUJ)
Sense Magic Aura (MUJ)
Extend Fuel (PHB)
Moderate Personal Climate (PHB)
Sense Divine Magic (PHB)

1
Pepper Spray (MU1)
*Scorch (MU1)
Flash Bang (ZG4)
Aggravate Pain (PHB)
Moderate Elemental Damage (PHB)
Sterilize (PHB)
*Searing Metal (PHB)

2
Shocking Touch (MU2)
Smoke Screen (MU2)
Torchlight (MU2)
*Fire Breathing 1 (ZG3)
Detect Poison (PHB)
Endure Heat (PHB)
Illumination: Torch (PHB)

3
Bedazzle (MU3)
*Flaming Missiles (MU3)
Pyrotechnic Display (MU3)
Veil of Darkness (MU3)
White Hot Metal (MU3)
Withstand Fire (MU3)
Alleviate Trauma (PHB)
Endure Cold (PHB)
Rejuvenate (PHB)

4
Enfeeble (MU4)
Fracture Object (MU4)
*Skipping Betty Fireball (MU4)
Strength of the Boar (ZG2)
Illusionary Fire (ZG4)
*Flaming Weapon (PHB)
Re-energize (PHB)

5
Entrancing Lightshow (MU5)
Heat Seeking Fist of Thunder (MU5)
Massive Smoke Screen (MU5)
Munz's Bolt of Acid (MU5)
Illumination: Lateran (PHB)
Therapeutic Touch (PHB)

6
Boost Strength (MU6)
*Flame Ball (MU6)
Stink Bomb (MU6)
*Fire Breathing 2 (ZG3)
Bless Weapon (PHB)

7
Low Light Vision (MU7)
Strength of the Stag (ZG2)
Smoke on the Water (ZG3)
Extreme! (ZG3)
Invigorate (PHB)

8
Exploding Script (MU8)
Force Grenade (MU8)
Illumination (MU8)
*Fire Breathing 3 (ZG3)
Extinguish (PHB)

9
Infravision (MU9)
Lightning Bolt (MU9)
Resist Fire (MU9)
Alleviate Fatigue (PHB)
*Fiery Furnace (PHB)

10
*Fireball (MU10)
Power Attacks (ZG2)
Sunburst 1 (ZG6)
Bless Weaponry (PHB)

11
Chlorine Gas Cloud (MU11)
Claymore (MU11)
Dense Fog (MU11)
*Fire Breathing 4 (ZG3)

12
Strength of the Bear (ZG2)
Hex, Arcane Spellcaster (ZG2)
EXTREME!! (ZG3)
Shill o' the Wisp (ZG4)
Analgesic (PHB)
Resist Acid or Caustic (PHB)

13
*Firewall (MU13)
Mist of Corralling (MU13)
Toxic Web (MU13)
Daylight (ZG6)
Blessed Warmth (PHB)
*Pillar of Fire (PHB)

14
*Fireball Volley (MU14)
*Fire Breathing 5 (ZG3)
Mortal Combat (ZG3)
Sunburst 2 (ZG6)

15
Phosgene Gas Cloud (MU15)
Strength of the Bison (ZG2)
Solar Bludgeon (ZG6)
Antitoxin (PHB)
White Energy Shroud (PHB)

16
Night Fighters (MU16)
Light Beam (ZG6)
Bless Weapons (PHB)
Enervating Blast (PHB)

17
EXTREME!!! (ZG3)
*Molotov (ZG3)
*Hail to Fire (PHB)

18
*Torrential Fireball (MU18)
Wall of Bronze (MU18)
Action Hero (ZG3)

19
Strength of the Oliphant (ZG2)
Sunburst 3 (ZG6)
White Energy Shield (PHB)

20
Nerve Gas Cloud (MU20)
Dragonspeak (ZG2)
*Fire Strike (PHB)

Tuesday, October 11, 2016

the Thrashers

Tensions have always been high between the Andals and their Arpadian neighbors, especially in Wesswern, which is a border land between the two clashing cultures.

Centuries of Arpadian families raiding across the Severn River have made the lowlanders especially bitter to the red haired horse lords and this bitterness has only festered with the highlander invasion and the founding of the Kingdom of Durlin. In fact, this devesting of power seems to have only made the lowlander's more intent to revenge their spilled blood.

While bigotry is not uncommon, there is a radical section calling themselves the Thrashers, who are determined to push their agenda. These zealots, marked with the symbol of the whip, push to massacre Arpadians and mix-blood mules that live within Durlin.

They're ruthless and vicious, committing what in our world would be considered war crimes against those they dislike. This marginalizing behavior has made them larger unpopular in the past but with the resent wars and some mysterious backers, their ranks seem to be quickly swelling. This is especially true in the city of Krew, originally built as a gateway between Durlin and Ehikia, which has seen a flood of Arpadian merchants lately.

Tensions in the city are high as it is rumored that the Duke has taken an Arpadian woman as his mistress, only giving more reason for the common lowlander to hate his highlander oppressor. Several riots have broken out with a spree of spontaneous lynchings in their wake but the Thrashers seem to gone underground for now after a raid by the Duke on one of their safe houses.

Who controls this movement is unknown and it seems to be preached by priests of Sigmar and the Morrigan, a dire combination not lost on their Arpadian targets, who see both gawds as a symbol of hell.

Wednesday, September 21, 2016

Andalish Magic

During the War of Giants, the gawds sat in council and viewed the battlefield.

Their weapons of stone were weak against the iron and spells of their foes and only through force of will had they prevailed thus far but every day the Giants got closer to victory.

Something must be down, the four concluded, they would have to steal the Riddle of Iron from their enemies. So they turned to cunning Cassandra, who was as willy as she was beautiful.

Cassandra went out and came to the giant smith Hastigi robed in wild winter. She seduced him and learned his secrets, learned the secrets of metal.

The Lady lead Hastigi back to Indavoll where he was bound with imprisoned with his own iron and magic to serve as their smith and servant till the end of time. 

But Cassandra has a secret for from the union came a child, who bears no name. She head him on Andalis where he took his father's trade and taught it to the first Druids.

Andalish magic is forever linked with the outcast, the mule, and the half-breed. As such, the wild lands of the Young Kingdoms is dotted with hedge-mages living away from society but desperately needed by it, a love-hate relationship that has endured for ages.

While it has become divorced some from metal-working, the link between the two has never really disappeared in the minds of most of the Young Kingdoms and many Druids still practice ancient blacksmithing techniques to enchant blades with runes and secret blessing.

The process to become a Druid is a dangerous one and most don't make it. Children born under a certain moon and star position are taken to the local Druid to be put through the Trail of Marks, a horrible ritual in which the child receives his first tattoo: the Eye of the Chained One, two concentric circles on the forehead.

Most don't survive and die screaming, choking on their own blood.

Unwanted children, children born out of wedlock and bastards, as well as half-breeds, are also put through this ritual. Andalish custom puts more weight on the magical ability of such mules and it is a good way to get rid of the inconvenient child.

If the child lives through the Trail of Marks, he is apprenticed to the Druid, where his life becomes devoted to the study of Spearmetal. Most Druids are men.

Druids are the only Andals to worship the Chained One, the giant Hastigi, who taught them their trade. He is feared by the common Andal, being an enemy to their gawds since time immortal. His rites and rituals known only to his followers.

Tuesday, September 20, 2016

The Honored Dead

It should be unsurprising when you consider the sheer amount of excess necromatic energy on the
Shield that undead are a problem that crosses cultural and clan lines. Non-intelligent undead seem to pop up at random but, luckily, intelligent undead seem to be uncommon to rare.

Or at least in some cases they are.

A tribe's honor is a palpable thing that effects not only the here-and-now of its member's but also their afterlives. This can be a problem for those enjoying a paradisaical retirement in the Underworld when they're booted from their gawd's good graces because their children have become dishonorable brigands.

 This has lead to the not uncommon occurrence of the return of these Honor Dead to the Shield to try and protest their decedents' actions. While it never leads to bloodshed (after all, they are kin) this can lead to a heavy curse lead upon the member's of the tribe until its dealt with, though that only happens in the most extreme causes.

No, in most cases, the Honored Dead, angered at not only having their afterlife altered but also that they had to return to the land of the living to do something about it, will make a general nuisance of themselves. They'll break things, spend all night at the foot of your bed screaming, or bad mouth you to your visitors. Little things that will make the tribe member's lives a living hell.

Continue to ignore their warnings and they'll up their game, changing luck to be against you, making the livestock sick and cursing the harvest yields to be weak.

Generally, they don't want to hurt their kin but it's not unknown.

It should be warned that the Honored Dead are very traditional in their view of the world and many times their presence is because of something that may seem extremely petty, like the dropping of the tradition of not eating beans at Midwinter.

Or they could wish you to back down on a new alliance with an age old enemy. Something that would be beneficial to the tribe but is still not how it was done in their day. You cannot reason with the Honored Dead because their not reasonable unpersons.

As hinted at before though, the only time the Honored Dead really stir themselves in when the tribe takes a huge hit its Honor, falling one or more Honor categories for a single action and even then it is only fairly likely.

Still, a tribe must be aware at all times how their actions will effect those that have gone beyond and so if they're making a decision that will probably attract their dead's attention, they'll commonly make sacrifices to try and placate them. It doesn't always work but it's worth the risk.

Thursday, September 8, 2016

Build your own Barbarian


Build Your Own Barbarian

     This is an article I came across on the KenzerCo forums about ideas how to not only customize your barbarian character but also flesh out their culture and tribe.

     Since the vast majority of the world are from tribes and would be considered barbarians, I thought this would be a handy tool to help you, though their is a note or two.

     First is that you'll probably have two things already picked out when you're drawing up your barbarian. First is his Clan, whether he's Free Andal, Arpadian, Ikeni, Stone, or what have you, this will effect a lot about their culture. You should read over their page first and any other page you deem relevant.

     Below this there could be a larger tribe structure. Arpadians have their seven families and there are the major tribes listed in the GoogleShield. Now you can side step this by being from a small tribe, but there cultural influences. Also, at the time of me writing this, none of the major tribes are fleshed out so you might jump on that and write flavor to your favor.


     Now onto the notes on the article:

     Step 4: Political Organization
     Barbarians are chaotic but barbarians do not make up the whole society. Even then, Chaotic society may emphasize individual freedoms but you have to remember that tribes tend to live on the edge. They are constantly in fear of dying out for any number of reasons. For that reason, tribes tend to have the mentality that if you're not interested in helping the group survive, you are out.
     "Leaders are chosen... not by dogmatic succession practices" is completely false as a tribe's main concern is stability and the cost of stability is dogmatic succession practices but these are labeled as tradition.

     Step 8: Barbarian STP Mix
     When you think of the stereotypical barbarian you probably think of a viking. So, the idea that "they will have similar focuses on light armor and shields" is also false because the viking's favorite armor was chain mail, a very heavy armor.
     Also, the idea that barbarians use mobility to win is fine but that's literally every non-empire culture. Vikings (as well as most European cultures) employed the shield wall, a notoriously immobile fighting formations for thousands of years. Iron discipline was needed to hold the shield wall intact.
     It is a mistake to think of barbarians use lighter armor because that's how they fight. They used lighter armor because it was the only thing they could make. On a personal level, your barbarian may prefer to use lighter armor because that's what they're used to and they don't care to get used to a new set, but generally (and I say this because I know of no exceptions but I'm sure there is at least one) that a culture will upgrade to heavy armor as soon as they possibly can, not because they lack the skill or because of their lifeway. If a tribe is not adopting heavy armor it is because they don't have consistent access to the tools to make it or couldn't afford it

     Hand axes shouldn't be used for wood working. That's all I'll say.

     Again, I have no idea why boating is considered a universal skill. It should be botany.

     Step 9: Getting GM Approval
     I'll say this: the player that comes to me with a well thought out tribe with a culture that fits within his clan but at the same time, adds something new to its outlook on the world will find that I will be extremely lenient with what they can get away with. You may find that I'll pass on an imbalanced skill list or that they'll have a major draw back of their class eased. Food for thought.

     If you'd like inspiration, you can check out the Young Kingdoms and the Free Peoples post under the Andals section in the Social Atlas and then further you can read the post on Mertagia, which is all about the different tribes of Free Peoples in one section of the Young Kingdoms.

     On a side note, I know the above picture didn't really fit but I find that pictures in general break up the post visually and that makes it easier to read. Also, I like the banner at the begins of post and I wish I could do it more often.

Wednesday, September 7, 2016

More Knightly Orders



Order of the Swan
     Like the vengeful avians they take their name from, you can usually spot these knights by the wide berth that others give them. That's because this order is known for one thing: their total recklessness in combat. It's even rumored that these warriors will take psychedelic drugs to increase their pain tolerance.
     The Order of the Swan is very selective about who they recruit. It is rumored that their entrance test is knights of the Order beating the initiate with clubs. Those that don't pass out after an hour pass are in.
     These knights favor hard-hitting weapons and heavy armors. Their specialty is wading into the thickest part of the melee and hitting anything that moves.

Order of the Cat
     The best way to beat your enemy is to defeat him before you engage him physically. That's the philosophy of the Order of the Cat, a group of knights that believes that if you are not certain of victory before you draw your weapon, you've already lost.
     It is perhaps because of this that this Order focuses on skills and lateral thinking. This shifty attitude has earned them the ire of other knights because, for some reason, knights don't like being caught in snares and then beaten with a stick like a metal pinata.
     Knights of the Order of the Cat don't really have a favored weapon though they prefer light armors, often sticking with chain mail, though they discard this at the nearest chance. Unsurprisingly, they're probably the least honorable Order with members trading honor for effectiveness.

Order of the Lance
     Masters of the horse, these mounted combatants have gained some prestige on the plains of Wesswern. There the horse is king. They take their role as fighters very serious, or at least, they take mounted fighting very serious. They tend to be rather helpless once you pull them from the saddle, or so the rumor goes.
     Lancers have rule that, after anointing, they can bear their Order's crest until they are unhorsed, at which point they must swap the sigil of the lance for a broken lance. Understandable, it is a common misconception that the Order's actual crest is the broken lance.
     Knights of the Lance are the tanks of the ancient world, wearing the heaviest armor available and commonly wearing the great two-handed swords if not wielding the their namesake weapon.

Order of Gold
     Held in derision by their follow knights for being soft, Golden Knights knows that this is only the mocking of lesser men, for you are not accepted into the Order, you are born into it. The Order of Gold are composed of noble sons. These knights tend to make up officers, with the tendency to serve under or with or in competition Knights of the Broken Sword.
     While they may never be the greatest fighters on the field, Knights of Gold tend to not only have the best equipment, the best range of training, and, most importantly, the best opportunities. A knight of Gold has contacts and they always seem to know a guy. They can also get in places and get away with things that no other knightly order can.
     The Order of Gold prefers the long sword as a symbol of the nobility.

Order of the Ferret
     Wily and spray like their name-sake, the Knights of the Ferret are exemplars of speed and defense married for one purpose: fighting more then one opponent at a time. This specialization has hurt them somewhat but their ability and tactics serve as valuable insights for others. This has caused many to form short term truces with them, just long enough to get the basics, and then drop they drop the Ferret Knights. This can make your average Ferret Knight rather wary of others, after all, it doesn't feel great to have others trivialize what you've dedicated your life to mastering.
     The Order trains its members to be fleet of foot, speedy with the blade, and to never let your guard down. Generally, these knights either specialize in a smaller weapon for the speed or go for a weapon with longer reach to keep their enemies at bay.

Order of the Horse
     To be an effective knight, the warrior has to become one with his horse. They must not just communicate through words but through spirit as well. This is the idea behind the Knights of the Horse, though not necessarily applicable to the horse and rider. No, this Order focuses on fighting as a unit, together either in tandem with other or in a larger group. Generally well liked because they know how to follow orders, Knights of the Horse are highly sought after body guards.
     The Knights of the Horse don't favor any weapon, armor, or shield as their training is more about mixed unit tactics. This had led to some non-traditional training techniques, like staring into each other's eyes or going on long walks together. Not really but it's not far from the truth and these training regiments are effective and come with a very special bonus. Knights of the Horse can spend their own personal Honor on those they share this special bond with as long as their within threat range of each other (5+ their weapon's reach). Ideally, two bonded Horse Knights will spend their Honor on each other but they can bond with someone whose not a member of the Order but those that're not members can't spend Honor on their bonded knight.

Order of the Sparrow
     While other knights earn their fame for triumphs on the battle-field, Sparrow Knights tend to earn their fame from being chased out of noble women's bedrooms. That's because while others sharpen blades, they sharpen their quills. Practicing the 'courtly skills' of persuasion, diplomacy, poetry, music, and, of course, slow speed seduction and high speed running and climbing.
     The Order of the Sparrow is about the romantic vision of the knight. That a warrior should be not only be a fighter but also a gentlemen, rough when needed and soft when not. Sadly, this is often forgotten by its members as they are widely mocked as spineless pansy who put flowers in their hair and powder their noses, but those smiles turn to frowns when they have to chase the wayward Sparrow away from their wives.
     Knights of the Sparrow tend towards the short sword and buckler, side-arms that are unobtrusive and are usually allowed in any court or place.

The Cambrian Order
     Hailing from the Camber Peaks, a spur of the Mountains of Mourne, this Order is the descendant of an ancient brotherhood of Sigmar, the Wartooths. While the Faithful of Sigmar are clerics, Wartooths are warriors that have sworn themselves to the way of war, often pledging themselves to a certain cause, most commonly revenge.
     To this end, the Cambrian Order shapes its members for one purpose: prepping them for their own personal conflict. This has sometimes labelled them as the 'revenge society' as the only way to gain entrance to their Order is dependent on the supplicant having a personal war. Many are even turned away at that the proverbial door if their inner fire isn't bright enough.
     A word to the wise, if you see a Cambrian Knight coming down the road, cross to the other side, as he is on a mission and will not hesitate to shed blood to accomplish it.

Tuesday, August 30, 2016

Magic Items and Runes

     Metal is magic but it is so much more then that. In a world where wizards receive their arcane power through tattooing bits of special metal into their skin, metal represents the holy meeting of the immortal and mortal. The earthy incantations connecting with divine invocations.

     Because of this, magic items, how they are acquired and how they are treated, will be different then your average fantasy game.

     The first thing you must realize is the scarcity of metal in the world. Despite being in a period called the Bronze or Iron Age, metal is still relatively uncommon and the secrets of working the material is a sacred art, with blacksmiths being seen as closer to priests then tradesman.
     Because of this each weapon (and piece of armor) is seen as inherently magically. In fact, your character probably didn't purchase anything made out of metal. It was handed down to him from his father and his father before him, a blade or pendent that symbolized the bond of kin and family.
     Your weapon should be an extension of your character's history and unlike in other games where your first sword will be casually tossed to the wayside when you find a newer, better model, your equipment will grow with you.

     That means that the dinky sword you start out the game with could end up being a legendary +5 sword of ass-kicking by the time you retire your character. However, for this to happen, some investment has to be poured into it.

     To start to qualify for this bonus you must have 3 basic things:
     First, your weapon has to have a name.
     Second is that it needs to be dedicated to a gawd. Blades anointed to the divine change when a new wielder takes them so this is a choice your character must have personally taken when they took ownership of the heirloom.
     Third should be a backstory to the weapon. I recommend this being some event that will hint at the special properties of the weapon.

     After this point, the growth of the weapon is linked to your character. Heroic actions and traits will rub off special properties over the course of the adventure though there is two things you should note.

     Really heroic deeds beget heroic weapons. If you just sit back and let others take the risk, expect that not only will your equipment because more magical more slowly then your compatriots but that they won't gain additional cool bonuses besides simply getting a +1 to attack and damage.
     Crowley's longbow, for example, might start giving him increased range in addition to pluses to hit, or Damien's sword giving its wielder a greater chance to detect lies or see illusions.

     You should also be aware that these abilities will sometimes overlap with your character's abilities and not stack. For instance, I may decide to have Damien's sword's detect lie ability not augment his own.
     What this means is that when that character passes on his weapon or armor, his proteges will reap the benefit. While Damien will get some use out of the sword because it'll give him a plus to attack and damage, Marian, his apprentice, will gain the real benefit, netting both the pluses and the detect lies, which may not be her class feature. 

     Ultimately, you will not have the final say in how your items gain magical power but there are things you can do to influence them. So far we've talked about naming your weapon and its backstory, both things will contribute how your weapon shapes up, and obviously, what your character does will have a huge impact on it as well, but your weapon will also be shaped by the gawd its dedicated to, so choose carefully.

     There is one last thing you can do to direct your weapon's latent magical properties and that's through Runes. Runes are sacred symbols and letters that are scribed into an object. These tend to be one or two simply words, such as accuracy, defense, speed, and so on but they can also be complex, such as sight, or wisdom.
     You may choose to use Runes or not but they should be kept to one word per weapon, shield, or armor piece.

Gaining Other Magical Items

     One final note: while I have been pretty much exclusively talking about weapons gaining magical properties it is only because I didn't want to have to type out all the things that can gain powers as you gain legend.
     Anything with metal in it can gain magical properties, whether that's a set of lock picks, crampons, a shield, a brush, a mirror, or even a rope with metal strands threaded into it. Additionally, armor pieces can gain individual powers or they can come together as a set and give even better bonuses.
     You may also have a weapon that gains a magical property that doesn't benefit you in combat at all or a ring that gives you some heroic warrior ability.

     These items don't play by different rules and so don't feel like you've gotten the shaft because you're playing a rogue and don't need a magical dagger, though they don't necessarily need a name or a backstory, they do need metal and a gawd that they're dedicated to. That will give him a heads up on which items you want to gain special properties. 

Treating Magical Weapons and Armor

     There is a draw back to the way magical weapons and armor are treated. It is in extremely poor taste to loot a weapon from a fallen opponent. If he was an honorable warrior, it is expected that you return his weapon to his family if possible or bury it with him. If it wasn't, it's expected that you destroy the weapon and allow the metal to return to the Shield and be purified before being forged again.
     The exception to this is truly legendary equipment, like Stormcaller or Grudge, which have no family to own it and the last wielder has been dead for some time. Weapons with no owners are free game, which means that it's perfectly okay for your hero to raid ancient tombs in search of a +5 Holy Avenger and not be violating his alignment.
     Shields and armor are on a case by case basis but for the most part you'll be okay looting it. though anything marked with a clan or tribe insignia should be buried or destroyed.

Saturday, August 27, 2016

Lithic and Obsidian Weapons


   While the Age of Bronze is giving way to the Age of Iron, some clans and cultures refuse these new ways of life in favor of more traditional and primitive means of crafting. That's not to say that weapons crafted of stone and wood are uncommon, even in these new ages. In fact, metal of any kind can be quiet scarce and expensive to repair and maintain. In these cases, the poor may find that a flint dagger is better then none.

     These are the rules laid out in the GM about lithic weapons, or weapons crafted of stone:

     As said, lithic weapons are limited to the following weapons: arrows, hand axes, javelins, melee knives, short spears, slingstones, spears, throwing axes, and warhammers.

     Stone weapons are more likely to break then their metal cousin. They're also less effective against armor.

     When wielding a lithic weapon you receive a -1 penalty to damage when the defender is wielding medium armor and -3 against heavy armor.
     Additionally, on any attack roll that nets lower then 2 while using these types of weapons results in the weapon chipping. Again, this is a net roll. If you also roll a natural 1, you also gain any of the penalties for fumbling.
     This chipping gives the weapon a cumulative -1 penalty to Attack and Damage. 4 such chips result in the weapon becoming useless.

     On the flip side, lithic weapons tend to be chip because it takes very little to craft them and materials are plentiful. In fact, no skill is needed to make these weapons and Crafting (Lithic Weapons) is considered a universal skill. Not that your weapons will probably come out great unless you invest some BPs in the skill but in a pinch, it'll do.
     If you really feel the need to purchase lithic weapons, or if you wish to buy a fine quality stone warhammer, lithic weapons are a 10% of the price.

Obsidian Weapons

     Obsidian is a unique material. Unusually brittle and deadly sharp, obsidian is the weapon of choice for the Stone Clan Nimetu.
     These weapons tend to be a bit harder to work with and are less effective against armor.

     Obsidian weapons receive -2 damage against defenders in light armor, -4 against medium armor, and -6 against heavy armor.
     It chips about the same as other stone weapons, however, when it does, it takes a -2 penalty Attack and Damage. Again, 4 such chips result in the weapon breaking and becoming useless.

     Obsidian has 2 things to be said about it. The first is that against unarmored enemies, obsidian gains a bonus of +3 damage. That means a +5 Obsidian knife nets a +8 to damage when slicing through unprotected flesh.

     This has probably informed classical Nimetu fighting style of trying to attack your target when he's got his trousers around his ankles and only attacking people you absolutely have to. After all, it's a pain to keep replacing your weapon.

     Because of the skill required in crafting these weapons, these weapons cost only 30% of the weapon's price. If you wish you craft your own, you'll find it generally cheaper, as you only have to by the raw materials but these raw materials are fairly rare outside of volcanically active areas.
   

Wednesday, August 24, 2016

Stormcaller

     It's a one of the subtle ironies that the technique to forge the immaterial into the material was honed to perfection by man to fight the giants, the one's that taught them. In the age when giants warred with the gawds, the race of man often found themselves on the short end of the stick as collateral damage during the skirmishes. Man, who had been on one side and then the other, decided that it was time to do something about it.
     One man in particular, a druid by the name of Rostislav, took it as his personal calling to forge a blade that would keep the giants at bay. To this end, he took the sea breeze and created Stormcaller.

     Stormcaller is a two handed sword. Almost the length of a man, it's surprisingly light, probably because of a series of holes along the blade, which appears to be made of some sort of cold iron.
     While it can used in the traditional swordish manner, Stormcaller's main use is to, surprisingly, summon storms. By swinging the blade above your head, the weapon begins to let out a howl and soon the wielder becomes the center of a whirling maelstorm.

     The sword was surprisingly effective against the giants. While it wasn't lethal per se, the storms did act as a barrier to keep the giants at bay but as the war wound down and peace settled, Stormcaller fell into misuse. Well, for a time. After all, man are eternally creative when it comes to the destruction of their own kind.
     Stormcaller was used by the kings of Balmorn to forge their kingdoms, using its power to scatter enemy forces and flood enemy camps.
     It is perhaps because of this over use that caused the weapon's downfall. As the Queen of Fallkirk's madness began to destroy her mind, many at court became worried by the fact that she held such raw power in her hands. A troubled young priest of the Morrigan, Jahn Wytcliffe, took a terrible risk that no one else would take.
     Stealing the sword at night, the priest fled to the highlands. He spent 5 years in exile before being captured and dragged before the queen for treason. When told to recant and reveal the location of the druidic blade, Jahn was heard to whisper "I will fight the world, but I will not fight my conscience."

     Jahn Wytcliffe was burned at the stake in the Plaza of Broken Spears.

     Stormcaller remains lost to this day but hope still lasts that it might still be found.

Friday, July 22, 2016

Knightly Orders in the Young Kingdoms

     In an age of new ideas, the classic chivalrous knight has little place. The idea of a noble training since birth to be an unstoppable killing machine is several generations away.
     Still, that doesn't mean that the Knight class from Hackmaster is suddenly out. It's just a matter of changing the flavor a bit. Over the next couple of posts, I'll be explaining how the Knight class fits into each distinct culture.

      Knights in the Young Kingdom are paramilitary forces formed into Orders. These Orders are closer to the Knightly Orders of the Crusades, the Knights Templar or the Knights Hospital. Each Order tends to specialize in a certain kind of fighting style and so young hopefuls often try and get sworn into the Order that favors their fighting technique. The Order he chooses also effects the quality of training he relieves, with the more honorable Orders being very picky on who they swear in.

     After they complete their training and are swore to a gawd, the knight becomes a Knight Errand, or a knight with no liege lord and no land. Ideally, a knight will hire his sword until he is offered a piece of fief by a lord at which point he'll settle down.

     Remember: the ideas of Chivalry are a long time coming and while LG (and even LN to some extent) knights tend to follow this ideal, it more out of a general sense of right and wrong, rather then codified law. Tourneys are not formalized affairs with huge prizes, the are like real little wars where the prize is gained by ransoming off other knight's horses and swords.

     Because plate mail is not really a thing in this era, knights only receive the 2 point penalty to Honor per level if they don't wear at least chain mail.

     While the number of Orders are astonishing, there are some major Orders, as well as some notable minor ones.

The Honorable Orders

Order of the Falcon
     Based out of the Durlinese city of Ilien, this Order rose to prominence shortly after the founding of the kingdom. Falcon knights are masters of striking, focusing on attack and getting a strong first strike that shatters your opponent. They even tend to practice techniques that increase the range of their blade to make sure their blow is the first and last.
      Knights of the Order of the Falcon prefer long and great swords, depending on the individual warrior's preference.



Order of the Dragon
      Founded on the slopes of the Tail of Arshalaku, this Order deals in damage and is heavily influenced by hob-goblin fighting styles. Brutal force is the best force, in their opinion. The Order of the Dragon is also renown as some of the best tournament fighters.
      Knights of this Order favor the two-handed sword or the military pick. Many of the high ups in the Order also switch out their horses for the giant lizards of the mountain.

Order of the Rose
      Focusing on speed and agility, this Order is known as superb duelists. While their name may be flowery, they are vicious fighters and it's generally known that the Knights of the Rose are among some of the dirtiest fighters in the Young Kingdoms, using techniques that are not generally considered honorable. Still, they maintain their prestigious status by offering their services to wealthy nobles as champions in Trials by Combat.
       Knights of the Rose favor short swords and daggers, often fighting with two weapons and training in dirty tactics that can increase their effective reach.

Order of the Bear
       Originally founded in the city of Koszalin, the Order was moved to the new city of Aralzyk after its sacking by House Polavich. More then any other Order, the Knights of the Bear seem to be very keen on politics, with its Grand Master ruling the city after a coup two decades ago.
       To the Knights of the Bear, the best offense is a good defense. The specialize in the sword and shield and taking damage like a champ when that fails.
       The Order of the Bear doesn't favor a weapon beyond 1 handed weapons. Instead they focus on shields and physical conditioning.

Order of Four Faces
      Sometimes refered to the Holy Order, these knights focus on the holy and being able to channel divine power. The Order of the Four Faces is seperated into the generaly clergy and the fighters, with the fighters acting more like your common knight.
      Unlike the other Orders, Knights of Holy Order are not fighters that become knights, but the Clerics of the Halls of the Valient from the 6th Zealot's Guide. With their clergy being normal Servants of the Swift Sword and the knights of the order being the Knights Templar.

The Minor Orders

Order of the Pike
      People have... mixed opinions about Knights of the Pike. They are generally Knight Errands, and viewed as little more then glorified bounty hunters by other Knightly Orders as they favor the bow and spear. You see, while knights are allowed to be proficient in these weapons, they are only allowed to use them against dishonorable oppenants, enemies that your average knight doesn't want to fight.
      But the reason why Knights of the Pike favor these weapons is because they don't seek out honorable fights. the Order of the Pike are avid monster and bandits hunters, targets where both weapons are an advantage.
      So, people and knights only really like to have these Knight Errands around when their a problem but tend to quietly shoo them away when not needed.

Order of the Griffin
      Your body is weapon. Knights of the Griffin take an unconventional look at the way two people fight, in terms of knightly combat. The idea is to close in quickly and throw, grab, and generally push your opponent around, keeping them off their balance. Ideally, Knights of the Griffin throw their heavily armored enemy to the ground and then keep them there.
      The Order of the Griffin favors 1 handed weapons, keeping their off-hand weapon free to preform unarmed maneuvers.

Order of the Giant
      Rare among the Orders of Knights are those that don't favor fighting. The Order of the Giant is amoung these. They are craftsmen first and fighters second, and their mantra is that a fighter is really only as good as his equipment. Some of the best smiths are found within their walls, producing the highest quality iron.
      The Order of the Giant favors the mace and flail, more for the symbolism then anything else.

Order of the Broken Sword
      The strength of knight is not in the individual knight but in the ability of a group of knights to come together and fight as a unit. The Order of the Broken Sword are commanders. They're seen as stuck up by the other Orders but that may be jealous of the fact that when a group of knights is hired, it is often a Knight of the Broken Sword that is placed as their captain and that tends to rub people the wrong way.
     Knights of the Broken sword favor the longsword and lance as status symbols.

Order of Sable
     Often referred to as Black Knights, this Order doesn't focus on any specific, instead choosing to mostly generalize. They offer a wide variety of training, though they tend not to master any. Still, this breathe of knowledge allows them to adapt to any situation more easily, They tend to be considered wild cards as Knights of the Sable tend to either be great or poor, with very little in between.


       There are more Orders then this, specializing in almost every aspect of knighthood. Some also tend to stride two or three school styles. If you are planning on knighthood and none of the above schools appeal to your character's fighting style, let me know and we can work out an Order that fits.

Sunday, July 17, 2016

Mertagia


     Located on the north side of the Vos River, Mertagia (trans: Land by the Sea), it a wild and unkempt land of warring tribes and beautifully rugged scenery. It's population is made of Free Peoples but lately the greedy leaders and enterprising knights of it's neighbors have turned their eyes to its natural resources.
   
     Vos River
     Sometime's called the Free Sea because of how wide it is, the Vos River is fed on both sides by the rivers and streams that collect in the valley. The Vos River has become a natural border between the Free People and the expanding Kingdom of Rivil.
   
      The Inlands
      The land north of the Vos River before it empties out into Roskev Bay, the Inlands houses the more warlike tribes. Penned in on either side by the Rivilians, the Balmorans, and the Durlinese, these tribes have fought the encroachment of these larger powers and it's become a way of life, with the tribes along the waterways adopting ship building techinques to increase the range and effectiveness of their raids.


      The Fens
      While a relatively small area in Mertagia, the wetlands known as the Fens were some of the most influential traders. The Bogmen were masters of bog-smelting, the process by which iron ore is extracted from the peat moss. This was traded with the Free Peoples on either side of its central location on the delta and with the Kingdom of Rivil.
      Lately, however, the lesser tribes of Bogmen have been swallowed up by the war-leader commonly referred to as the She-Wolf of the Fens, a capable and brutal commander who has stopped the main trade of iron out of the swamp.

      The Vistulan Coast
      Emerald green shores giving way to the steel-blue sea, the Vistulan Coast (trans: the Eternal Coast) is home to the more peaceful tribes that have little interaction with the outside world. As such, the tribes are seeped in ancient Andalish tradition and their language is closer to the old tongue.
      The ragged coastline and unpredictable weather makes foreigners see the area as morose and gloomy and the simple life of its inhabitants are seen as quaint.


      The Sklavian Headlands
      The hilly land butted up against the Mountains of Mourn, the Sklvian Headlands are filled with tribes that are barbaric by even Inland standards.
      In fact, the only people that Sklavian Andals get along with appear to be the dwarves that sell them their iron.

      The Farlands
      While not technically part of Mertagia, the Farlands are what the Free People call the land on the south of the Vos River. Traditionally this is part of Mertagia, as outside of the Rivilian city states, the Farlands are just as wild and unsettled as the north lands. Lately though, Rivil as pushed its expansionist policies by founding fortress cities along the banks of the Vos River.
       Still, the Free Peoples of the Farlands don't recognize crown authority and continue to their life in much the same way as they always have, though many tribes have grown concerned about this encroachment.

Thursday, July 14, 2016

Kingsblood

How would Andals describe someone with "Kingsblood"? It may be easier to describe what it means by the three types of kings that Andals have.

King
     This is the most basic title. This means that the proof that you have Kingsblood is in the fact that your father or ancestor has Kingsblood and that your right to rule is hereditary.
     Andalish inheritance laws are gavelkind, meaning that when the parents die all of their stuff is divided equally between all children. Sometimes this is primogeniture, where the oldest child receives a double share but this is uncommon. In this way, kingdoms often dissolve within a generation and why the title "king" is often synopsis with chieftians in areas of Mertagia and the wilder parts of the Broken Spires.
     Not ever child receives the title. In the first generation all children receive the title but after that, only first born children of a King (or Queen) receive the title. Additionally, someone can gain the title through marriage in the normal fashion but this is more out of respect then anything and they often lose the title if they divorce or their spouse dies.
      King is not a permanent title and can be lost through lose of honor. As a King, you honor and judgement is always in question and Kings often find that they fall quickly from grace.
      The Kingdom of Durlin is ruled principally by Kings by succession.



Rorick
     This is an Old Andalish word for "Red King" and this title means that someone has proven that they have Kingsblood through conquest. This title is a step up in prestige from King and is often given to chieftains that have managed to conquer a significant number of independent tribes. In effect, a Rorick has proven his Kingsblood by shedding other peoples'.
     Unlike a King, a Rorick's children are not Roricks, they become Kings, unless, of course, they go out and earn the title for themselves with fire and iron.
      A real world example of this is Napoleon Bonaparte, who usurped the title of King of France despite having no royal blood. On the Shield, Rorick's found kingdoms for a single generation that dissolve into petty states and then dissolve further into small tribes ruled by Kings. Leaders of the Kingdom of Rivil use the title of Rorick as to be elected the King of Rivil is to conquer the other houses, either by words or swords.





Scarin
      The most ancient and most honorable of the titles, Scarins prove their Kingsblood by the Fire of Kings, a crucible of the gawds that proves that those that go through it have the right to rule through divine mandate.
      The Fire of Kings taps into the ancient process of a Quest, where a person reenacts of myth to the point where they mantle the gawd and are transported to a mythological realm of power. Quests are done for a variety of reasons: sometimes it's to gain the favor of the divine, to learn a secret unknown to man, or to gain a magical weapon. Quests are highly dangerous and even the greatest heroes only survive about half the time. They are high risk, high reward.
      The Fire of Kings is sacred and little is known about what goes on once the candidate and his captains pass into the gawdsrealm but few survive. Those that do, however, are given the King's Mark and are named Scarin, having proven their Kingsblood by trial of the gawds.
      Anyone can undertake this ritual though it does require a gawdspeaker to initiate it. Because of this, a heroes who have decided to become king but have no army to speak of often take this route to start to garner support as those named Scarin often find people flocking to their banner.
      But just because someone is named Scarin doesn't mean that they found kingdoms. More often then not, they're beaten on the field of battle by Chieftains and Roricks or they're killed by political intrigue. Most Scarin end up just founding their own tribe.
      Still, some of tribes of the Free People require their chieftains to undergo the Fire of Kings before they're given leadership and Kings who are in fear of falling out of favor may go through the process to gain enough prestige to keep them in power. Bastards, too, who wish to rule their father's tribe after the death of all legitimate heirs are required to prove their Kingsblood in this fashion, though there are exceptions in cases similar to William the Bastard who became William the Conquer (Who, on the Shield, would be called William Rorick as well.)

What Kingsblood is Not
     It is important to note that gaining your title does not mean you gain Kingsblood. Kingsblood is not something you gain, even through the Fire of Kings, it is something you have and are born with. Thus, gaining a title like Scarin or Rorick does not give you extraordinary abilities to lead men, which is why many Scarins end up dead in a ditch.
     What these give you is Honor and Fame, which in turn makes it easier to attract followers and henchmen to their cause. It is then left to your natural ability to keep them together and forge a crown fitting a king.

Wednesday, June 29, 2016

The Young Kingdoms and the Free Peoples

     "An Andal is a barbarian at heart; his civilization and manners, no more then flimsy mask that he soon discards at the chance to return to his savage roots.
     Indeed, his kingdoms, his crowns, are piles of kindling, waiting for the smallest fire to be burned to the ground."
-Brahman Aabharana Munner Kaapu, Sacred Scribe at the Leiphisium


     Seen as little more then tribal savages by their peers, the Andal Kingdoms have forged their place in the world with iron and blood, crafting a new civilization in the wilderness.

     An Andal is an Andal whatever he calls himself but they generally divide themselves into Lowlanders, those originating in Mertagia and Wesswern, and Highlanders, those originating in the lands north of the Mountains of Mourn: the Sea of Stones, the Broken Spires, and the Camber Peaks.
     
     Lowlanders tend to be more xenophobic then their northern brothers. Years of being raided by Stone Clanners, Arpadians, Hobgoblins, Arran'aki, Oscians, and Grel have left them with a tainted view of others.
     Lowlanders stick to their ways and are seen as backwards and primative though they are accomplished rangers and survivalists.
     They are also the most populous of Andals and make up the bulk of the common folk in the Kingdom of Durlin and the entire Kingdom of Rivil.
     
     Highlanders reflect the land they come from: harsh and stoic. Early in their history, Highlanders learned to fight off their invaders by building hill forts and fortifying strong places. Because of this, Highland Andals have been able to set their own terms when dealing with others.
     Highlanders are not cosmopolitan in any sense of the word. In this sense they make good traders not because they have silver tongues, but because their know how to viciously control their market by sword and strength.
    Because of the rough terrain and poor weather conditions, Highlanders make up the ruling class of Durlin and the Kingdom of Balmorn.

The Danelaw

     Founded about 100 years ago by Raedwald the Thane, the Danelaw has become a powerhouse on the plains but suffers from a divided state, the Highlander nobility building their power on Lowlander backs.
     During his early youth, Raedwald attempted to usurp his lord's clan. Killing his king and marrying the queen, for Raedwald, it look liked everything was coming up daises. However, that wouldn't last, as the brother of the killed king, a petty leader himself from the next clan over, used his brother's murder to wage war and only a few years later, ousted Raedwald and his warriors.
     Traveling across the Shield as a mercenary for several years, Raedwald soon gathered together a band of loyal soldiers and traveled back to his homeland but instead of trying to take his clan back, Raedwald turned south and east to Wesswern, a stretch of river land between Ehikia and the Mountains of Mourn.
      Sailing down the Severn River, Raedwald used his considerable fortune to purchase a small area of land on which he founded his capital, Dangeld. Over the coming years Raewald and his kin spread their power the surrounding land, forging the Danelanw

      While all the citizens of the Danelaw are Andals, the divide between Highlander and Lowlander is no where more evident then in this kingdom. So much effort has been put into separating the two that have gone out of their way to change how they pronounce words and what they name their children. It's also agreed on by the Dukes that only a king with black hair and eyes can sit on the throne.
      Lately, there's been trouble for the kingdom. The Bastard's War has sundered the kingdom in two and now it lays a shadow of its former self. Still, its helmed by Charles the Hammer, of the House of Selwyn, a crafty and capable warrior and tactician and the kingdom may yet rise again.

Kingdom of Illien Reborn

     The Kingdom of Illien has its genesis centuries ago in a lowlander kingdom that was at constant war with the extinct kingdom of Umbria and the local Free Peoples.
     However, Illien today shares little in common with its ancestor. Its rulers are now the Avars: an Andalish sub-culture born from the blood and weapons of fire giants, who swept down from the Tail of Arshalaku and established themselves as conquerors.
     From there, Illien began to make its way north, spreading over the plains of Wesswern, only to come head to head with the young Danelaw. Over the coming century, the two powers would battle for supremacy.
     But in the end, the Danelaw proved to be the more formidable force.
     And thus Odo Plantier became Odo Avergnon, Duke of Illien.
     The Avers never forgot their defeat or their noble birthright, though near a century passed since Oswig the Bearded crushed their kingdom and it was only a matter of time before they took up their swords again.
     The Avergnon family flourish under Daneling rule, becoming as rich and power as the king. Now, they only needed a reason. And it came by the Bastard of Krew, the illegitimate son of Edmund Pentagen and his Arpadian mistress. After a riot left Duke Edmund dead, strung up by his genitals from the branches of the Sacred Yew, Krew was left in crisis.
     Duke Emeric Avergnon pressed the claim of his ward, Dyfad Pentagen, nephew of both Dukes, while King Charles of the Danelaw pressed the widow of Duke Edmund, Duchess Tsarmina's claim. Thus the Bastard's War began.
     The war tore the Kingdom of Durlin in two, but out of the ashes rose the Kingdom of Illien Reborn.

Kingdom of Balmorn

     Oldest of the kingdoms, Balmorians are rabble-rousing, booze-lovin' rebels without a cause. They respect strength and many deep clan alliances have started with both parties punching each other. It's said that the wet highlands breed fiery men.
     Balmorn is ruled by the Iron King who sits on the White Throne and is supported by a cadre of warrior Dukes. The first Iron King was Aed mac Cinaeda, who repelled a Grelish invasion by uniting a number of smaller clans.
     Mac Cinaeda King had a simply strategy for keeping his kingdom at peace: keep it at war. Known for constantly provoking anyone within spear reach, By this, his Dukes were too busy fighting others to bother fighting him. This tactic has proven effective ever since then.

     Balmorians are simple folk. They love their fighting, they love their booze, and they love their family. Balmorians don't desire conquest or to see new horizons, because they know that the most rewarding things in life are found within the home.

Kingdom of Rivil

     Despite only being founded 70 years ago, Rivil has become an economic powerhouse. Controlling the mouth of the Vos River and the entirety of Roskev Bay, Rivil has become a shipping center for the north seas.
     Starting with a blood-feud between the Houses of Lutkhovsky and Polavich, the two clans soon began to form a black hole that sucked all other nearby tribes into their ever increasing war. It looked like the only way it would end would be the death of everyone involved, however the feud seemed to be at a turning point when the leader of House Polavich died, leaving his uncle, Viktor the Blind, an exceedingly old man, to rule the house.
     Seeing the cracks in the foundation begin to occur, Lenon Lutkhovsky tried a direct attack on Vyskaya, the Polavich capital, committing his whole fleet to the assault, but Viktor the Blind was expecting this and trapped the fleet in the bay, winning a decisive victory at the Battle of Burnt Water.
     Shortly after, the Lutkhovsky capital was razed to the ground, the fields salted and the walls torn down. The feud had ended and in the ashes of the war, a new kingdom was born.

     The Kingdom of Rivil is a meritocracy with powerful Houses ruled by Princes. While most Houses formed from families, these families have little concept of traditional nobility, happily marrying their members to rich merchants and powerful reavers to gain their loyalty.
     Succession is decided by a King's Moot on the passing of the old High King and so Princes will vie for political power, scheming with plans within plans. Since it's founding, the Kingdom of Rivil has had 2 such Moots. The fortunes of the kingdom are still to be augured.

The Free Peoples

      The majority of Andal clan lands are still an untamed mess of warring factions who belong to no kingdom. In the wild places of Wesswern and Mertagia they still practice the ancient rites of manhood and the burning of kings.

       A Freeman is any Andal that belongs to one of these clans. The reason they haven't been incorporated into a nearby kingdom varies. Some that live next these powerhouses despite the idea of kneeling to another, while others treasure their independence. Still, the majority of Free Andals live so far away from crowns that they really have no opinion on them, the idea of a kingdom so out of their frame of reference it'd be like describing a space shuttle to an Amazon tribesmen.

      The Free People make up the bulk of the Andal population, being mostly Lowlanders but free Highland reavers that plunder the villages along the Broken Spires, but their fractured status means they wield very little politic power. Not that they care much as must don't desire empire or power but simply to make sure that they pass on to their children what was left to them by their fathers.



Naming Hints:
Durlin Nobility: Welsh and English
Durlin Commoner: Slavic
Balmorian: Scottich and Old Gaelic
Rivil: Polish and Russian
Free Andal: Anglo-Saxon