Showing posts with label Classes. Show all posts
Showing posts with label Classes. Show all posts

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)

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.

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.

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.

Monday, August 24, 2015

Clerical Sects: An Example

     In reality, no god in our world has ever been a cut and dry figure. Even the most peaceful ways of thought have lead to blood conflicts in that god's name. In this way, clerics and priest of the same god have been able to take different sides of multiple issues, allowing for a deep conflict within the faith on some very fundamental levels.

     In order to reflect this I've stripped the alignments from the deities in my campaign and given them rough spheres of power. Usually, each gawd will have two: one that represents the good things about the gawd, and one that represents its wrath, allowing the gawd to use a carrot-and-stick method with its followers and heretics.
     For example: the healing badger, Mortitagus, primarily the gawd of healing and nature. His spheres include anything to do with those two things, including plagues, which he sends when he feels his Houses of Healing are not being frequented enough. This has lead to a more radical faction within his faith that jumps people in the streets, beats them to an inch of their life, and then takes them to get healed by their priest. Their thought is that beating up a few people in the street is worth not having a terrible plague ripe through the land so therefore it's an act of mercy.

    This conflicts somewhat with the Hackmaster system, which uses the Kingdoms of Kalamar pantheon on its basis for clerics. There is an easy fix to this.
    Each different cleric represents a way to worship your gawd of choice. The best way to show this is an example I feel.

    The Andalish gawdess the Morrigan has three major spheres: Sovereignty, Death, and Honorable Warfare.

    A player wanting to focus on the Morrigan's power over Sovereigns may choose the Courts of Justice, changing (with the permission of myself) his ornate god armor in constantly buying new crow-feather cloaks or ceremonial swords.
   Additionally, a different player may also want to focus on sovereignty, but not having a cleric of noble birth, he decides that instead, he'll focus on being a councilor to a ruler. He needs to be as wise as possible and to have a variety of skills that will benefit his king, so he picks the Order of Thought.

   Both players worship the same gawdess and are part of the same faith, both even revere the same power, but both approach their faith differently. One is LG and the other is LN.

   While some churches may make more sense and are easier to fit to a particular gawd and gawdess but it's only limited by your imagination on the matter and what you can make sense of theologically.
   You can also, with permission make minor changes to the church to make it fit better fluff-wise. Like having a cleric of Mortitagus using the Church of Everlasting Hope use a mace instead of staff as his preferred weapon, but only allowing him to casting his heal spells by bludgeoning his victims patients.

   Continuing on with the example:
   Another player wants to focus on the Morrigan's death aspect. She picks a cleric from the Congregation of the Dead, which is NE in alignment. She see's the gawdess role as a necessary one and that dead should be a glorify part of life. She could do that but she could also pick the Cathedral of Light, which is LG, and still focus on the Death aspect.

   Now remember that alignment is a meta-game concept. Even if she were to go NE, that would mean that she couldn't travel with a paladin of the Morrigan, or be shunned from society. Remember, at the end of the day, she still is a representative of her gawdess and deserves respect. Of course, she may have some theological disagreements with a Crow that uses the Cathedral of Light but that wouldn't always mean that they'd come to blows over it.
   That also wouldn't mean that they wouldn't come to blows (after all, the Catholics and Protestants burned each other at the stake). It would simply be on a case by case basis.