Savage Worlds - Beasts & Barbarians - Tattered Banners - Bandit Lords and Mercenary Captains
Savage Worlds - Beasts & Barbarians - Tattered Banners - Bandit Lords and Mercenary Captains
By Umberto Pignatelli
Tattered Banners
Bandit Lords and Mercenary Captains
By Umberto Pignatelli
A Sword and Sorcery Savage Worlds sourcebook for Beasts & Barbarians
Some of them are dirty, their weapons rusty, their bellies rumbling with hunger, but more deadly than
snakes. Others are splendid in their shimmering bronze armor, their swords impressive, and are looking
for glory and a reign for themselves.
They are mercenaries and bandits, the scum and outcasts of the civilized lands, come to pillage the rich
cities of the Dominions and to trample ancient thrones under their dusty sandaled feet...
By Umberto Pignatelli
Credits
Author: Umberto Pignatelli
Editing: Andy Slack
Cover Art: Tomek Tworek
Interior Art: Marta Poludnikiewicz, Magdalena Rudzińska, Toby
Gregory, Anthony Cournoyer, Tomek Tworek, Tamas Baranya, Peter
Temesi, Peter Szabo Gabor, Storn Cook, some images copyright Erisian
Entertainment and Louis Porter, Jr. Design, used with permission.
Special Thanks to: Marta Castellano (my wife) queen of all the Amazons,
Massimo Campolucci (my uncle), for being the first, real Dhaar, Simone Ronco and
Polliotti Yoshi (my friends) for fighting alone against the Valk demons. And from
Piotr to Marysia, Agnieszka, Kasia, Jerzy, Marcel Koryś and Irish team: Maciek
Kursa with Paulina Nahajowska + Waldek Tkacz – for helping a friend in need.
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at
www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment
Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or
suitability for purpose of this product.
©2012 Gramel Justyna Koryś, Beasts and Barbarians, Dread Star Dominions and all related marks and logos are
trademarks of Gramel Justyna Koryś. All Rights Reserved.
Produced under license by Studio 2 Publishing, Inc. The Studio 2 logo is a trademark of Studio 2 Publishing, Inc.
All rights reserved.
Contents
Player’s Guide
The Book of Lore ���������������������������������������������������������������������������10
Mercenary Histories��������������������������������������������������������������10
Bandits’ Tales ������������������������������������������������������������������������14
Organization��������������������������������������������������������������������������17
Band Creation�����������������������������������������������������������������������������������20
Creating a Band ��������������������������������������������������������������������20
Band Stats �����������������������������������������������������������������������������������������20
Personalities ��������������������������������������������������������������������������23
Band Edges and Hindrances��������������������������������������������������29
Advancement ������������������������������������������������������������������������38
Additional Mass Battle Rules ��������������������������������������������������40
Battle Value and Battle Tokens ���������������������������������������������40
Battle Benny Pool �����������������������������������������������������������������42
Battle Initiative and Battle Events�����������������������������������������43
Battle Called Shots ���������������������������������������������������������������44
Battle Token Soaking������������������������������������������������������������44
Many-Sided Battles ��������������������������������������������������������������44
Fortifications��������������������������������������������������������������������������45
Applying Casualties ��������������������������������������������������������������45
Managing Bands ������������������������������������������������������������������������������46
Day to Day Management: The Law of Loot��������������������������46
Recruitment and Replacement�����������������������������������������������47
Setting Rules �����������������������������������������������������������������������������������48
After The Adventure Band Events�����������������������������������������48
Introduction
Welcome back to the Dominions! This supplement focuses on one
of the staples of Sword and Sorcery, mercenary companies and
bandit bands. These assorted groups of fighters, scoundrels and
rebels have more than once held in their blood-stained hands the
history of the Dominions, and their dust-covered banners have
shaped today’s kingdoms.
9
The Book of Lore
10
Mercenary Histories
The Syranthian Blood of restoring to him and his men the lands
taken from the Empire.
Writ
In truth the real history of mercenary According to legend, the writ restoring
companies officially begins just a couple the lands was written and signed with the
of years later. In 1530 AF, Danaios, a Syr- blood of Ganymedes, hence the saying
anthian noble dispossessed of his lands by that you can trust a mercenary or a demon
the Iron Confederation, escaped south of only if he seals a contract with blood.
the border with some fellow nobles who
had many reasons to hate the Faberterran Nevertheless, Danaios and his men didn’t
conquerors. enjoy their lands for long. By order of the
Imperial Council, the Syranthian Riders
That assorted group of rebels sought the joined a daring attempt to recapture As-
protection of the mightiest enemy of Fab- caia, the Amazons’ Island, which ended
erterra in that era, the Autarch of Kyros. in the total annihilation of the mercenary
company. Needless to say, the lands re-
Ganymedes I was more than glad to ac- stored to the Syranthian Riders reverted
cept these men under his protection, and back to the Empire after the demise of
used them to create a small elite fighting their owners.
unit, the Syranthian Riders, which quickly
became the pride of the Kyrosian army
and a constant threat to the Iron Confed- The Amazon Companies
eration troops patrolling the Syranthian
borders. In the years after the consolidation of the
Empire, the presence of Ascaia and the
Then the Second Faberterran-Kyrosian Amazons became a more or less accepted
War started, with half of Kyros siding with reality. Gradually, the rigid isolationism
Karistos, a minor brother of the Autarch which followed the first years of the Re-
and pretender to the throne, supported by bellion relaxed; meanwhile, the Amazon’s
the Iron Confederacy. reputation as fierce warriors increased.
11
The Book of Lore
Even today the Amazon mercenary com- In fact, a mercenary captain hired by an
panies, although rare and costly, are famed independent city has often decided to
as the most faithful soldiers money can snatch the opportunity offered, taking
hire. control of the city with his own troops.
This was the case of the celebrated Hruss
Horn Beard, a former Borderlands raider
who, in 2420, was hired with his men by
the Queen of Teyerana to protect the city
from the incursions of the Caldeian cor-
sairs; he subsequently forced the queen
to marry him and ruled over the city for
twelve years before drinking a cup of poi-
soned wine.
12
Mercenary Histories
Heroes’ Journal:
Mercenaries’ Code of (Dis)Honor
Mercenaries follow a specific code of conduct, a sort of unwritten set of rules, some of which
are summarized below. Parts of them are public and deemed as honorable; these are the
ones they usually brag to lure potential customers. Others, marked with a (D), are kept very
private and, although usually deemed dishonorable, represent the moral reality of hired
swords. Players creating a mercenary hero can take inspiration from them when defining
their character (choosing 3-4 from this list is enough to detail the Code of Honor Hindrance).
In the same manner, the Game Master can either pick selectively from them or roll randomly
using a d20 to add some flavor to mercenary bands of his own creation. In the case of ran-
dom rolls, be aware that some points are in conflict with each other and if rolled, the result
should be rerolled.
11 In the mercenary company every man is equal and his past is forgotten.
13 Looting, raping and slave hunting are the most important part of the contract (D).
13
The Book of Lore
from his pillaging, because after his death as simple robbers who take taxes without
they could not be found. providing anything in exchange.
Despite these poor examples of trustwor- It is no surprise then that in many ru-
thy mercenaries, the Independent Cit- ral areas locals tend to hide, protect and
ies are bustling with mercenary bands, generally tolerate bandits, so long as they
known locally by the romantic name of concentrate their rapacious instincts on
Free Companies. These bands usually ac- foreigners and representatives of author-
cept men regardless of race or past deeds ity. These types of outlaws are considered
among their ranks, as long as they know friends of the locals and, in certain cases,
the right way to hold a sword. even champions of the poorest classes.
14
Bandits’ Tales
rage only against the Empire and its rep- important Faberterran family. His father,
resentatives. despite leaving all the family riches to his
older brother, bought Justaios the rank of
The Wolf Lord persona has existed since commander in the Imperial Phalanxes, to
first appearing in 2200 AF during the secure his younger son an opportunity to
height of the Empire, when he assaulted make a name for himself.
a heavily protected caravan bringing the
taxes of the Northlander tribes to Faber- Justaios made the most of this opportu-
terra. He has been captured and executed nity. An elegant, educated man, he also
at least three times, and his Band has been showed great tactical and military acumen
wiped out on many occasions. Somehow and, with his habit of always leading from
he always returns and even today, in the the front rank, he earned the respect of
Borderlands, he leaves a trail of bodies and his soldiers and the consideration of his
blood. superiors. So, when the riotous moun-
tain tribes of the Iron Mountains became
It is likely someone takes on his identity a problem, Faberterra sent him and his
periodically and uses his legend to gather men to subjugate them and to secure the
men, but this doesn’t explain the great re- mountain passes, considered vital for the
semblance the various Wolf Lords share commerce between the Empire and Jali-
among them, or their uncanny ability to zar.
tame wolves. There are stories that the
Wolf Lord is in truth a shape-changer,
the son of a famous tribal chief of the
past, an immortal being whose only
goal is to take revenge on the Imperi-
als for murdering his wife hundreds of
year ago.
Justaios’ Rebellion
Not all bandits are poor desperate farmers
turning to robbery out of hunger and des-
peration. Justaios is the second son of an
15
The Book of Lore
Justaios fought the mountaineers for three Justaios was declared a rebel by the Em-
long, dangerous years in a war of attrition peror, but so far no army has been sent to
that seemed to bear no fruit; the rebels capture him. The Imperial generals are
knew the terrain too well and the war aware that digging him out of his nest
quickly became an endless series of am- would require more manpower and re-
bushes, chases in the mountains and dirty sources than the Empire can currently af-
fights among the narrow valleys. One ford.
night after a particularly brutal ambush,
Justaios suddenly understood he could If Justaios fears retribution from anyone,
not win this war and that he had been it is from the Merchant Houses of Jalizar,
sent on this mission to die; the generals whose caravans are continuously robbed
of the Empire wanted him dead because by the bandit lord and who have the fund-
they feared his popularity at home. Re- ing to hire their own mercenary army…
turning to camp that night, Justaios spoke
with Joggra’Lek’Gran, a mountaineer war
chief he had captured in the ambush, and The Zakharites
forged a pact.
Zakharius Swift-Hands was one of the
A week later, Justaios’ Phalanx, battered best thieves of Jalizar. A Whitemouse, an
and wounded, arrived at the Fist, the independent working outside the Thieves
massive fortress of Iron Guard Pass, the Guild, he ended his career in the dreaded
largest and strongest stronghold in the Justice Tower. While he awaited judgment
Empire. The defenders, suspecting no from the Magistrate, he swore to himself
treason, allowed them to enter. The battle that, in the event he was allowed to live, he
was quick but bloody. In less than an hour, would change his life.
Justaios’ men captured the fortress and
then the mountain clans, hidden nearby, Luckily for him, since the crime for which
arrived to help them defeat the last of the he was jailed was only a verbal offense
opposition. against a noble, he merely had all his teeth
smashed with an iron mace.
Seven months have passed from that day,
and now Justaios, who married the daugh- So, Zakharius the Toothless wandered far
ter of Joggra’Lek’Gran, controls all of the from Jalizar, eventually ending in Ekul.
northern Iron Mountains. No merchant There he learned of the Jademen philoso-
dares to cross the mountains unless he phy, becoming first a Chela, a disciple of
gives a share of his goods to Justaios’ “toll- a monk, and finally a monk himself. He
men”. Refusing is not an option, and a re- meditated frequently, especially on the
bellious merchant can easily find himself concept of wealth and its negative in-
robbed and killed. fluence on a man’s advancement on the
Path of Enlightenment. He reached the
In addition, when merchant traffic is conclusion than any possession above
sparse, the former Phalanx soldiers and self-sustainment is only a burden and a
the mountaineers raid the hills on both distraction, weighing down the individual
sides of the mountains, pillaging what and diverting him from his philosophical
they want and then quickly taking shelter progression.
under the walls of the Fist.
16
Organization
Promoting such a worthy and interesting that a much darker and sinister force is
concept, Zakharius started attracting a currently leading the monk bandits.
number of followers, in great part young
monks, but also humble common people. Another mystery about the Zakharites is
But Zakharius decided that proselytizing what happened to the enormous wealth
about his philosophy wasn’t enough: peo- they have stolen over the years. Not a
ple needed to be freed from riches, to fly single coin was spent or ever seen again.
high on the wings of the spirit. And so he Someone think that the loot was destroyed
and his followers enthusiastically started so as to not be a temptation, but there are
their crusade against the wealthy, robbing whispers of a secret hideout, concealed in
rich people of all their belongings. a place beyond suspicion, where all the
riches stolen by the Zakharites are held.
Utilizing his old thieving skills and the
incredible capabilities of his disciples, in
a few months the Zakharites had robbed
a myriad of rich merchants and haughty
nobles, gaining the silent support of the
Organization
general population. This chapter gives a more detailed insight
into the organization of mercenary com-
The Zakharites are pacifists and don’t panies and bandit bands; some details are
usually kill, but nevertheless they have no also applicable to the regular armies of the
remorse in using non-lethal force, treach- Dominions.
ery and lies to free a man of his personal
burdens of trinkets and gold. Today, six
years have passed since the first Zakhar- Structure and
ite “liberations” and they don’t seem to be
nearing an end; no rich lady is secure in Chain of Command
the safety of her jewels and no Valk lord Mercenary companies and bandit bands
can trust the safety of his herd of horses if are organized in a pyramidal structure. At
the pious bandits are nearby. the top there is a single leader, usually the
strongest or most charismatic member or
Although they can seem odd and harm- the band. Below him there are a limited
less to strangers, the Zakharites are a se- number of officers. Unlike regular armies,
rious problem. The Valk, when they dis- where the officers tend to be quite numer-
cover one, simply tie him behind a horse ous, among mercenaries and bandits they
and drag him to his death. are far less so. The few there are tend to be
very capable; indeed, they must be strong
Even King Eku himself complained to commanders to maintain control over such
the senior hierarchy of the monks about single-minded, individualistic cutthroats.
the problems caused by these riotous chil- The nature of command itself in bands and
dren, but despite all efforts no solution companies is very different from regular
was found. The Zakharites grow increas- armies; mercenary and bandit leaders tend
ingly more numerous and more organized to lead from the front rank, sharing the
every day and their leader has not been same risks, if not greater ones, as their un-
seen in public in quite some time. Some derlings. A leader hiding in the rear ranks
suspect that Zakharius is long dead and quickly loses the respect of his troops, often
ending his career with a dagger in the back.
17
The Book of Lore
Composition and
Recruitment Another important factor in defining
Companies and bands, especially smaller companies and bands is recruitment. De-
ones, tend to be specialized in a single spite conventional wisdom, bands and
role; for example, they are all spearmen, companies are rather picky. Many bands,
archers or cavalrymen. In this manner especially smaller ones, are formed only
mercenaries can maximize their utility by members of the same race, clan or, as
on the battlefield and this specialization happens for Amazons, gender. Practically
enhances their ability to command high- this holds true for reasons of trust: merce-
er wages. Larger companies tend to be naries often are strangers in a strange land
broader in scope, often with two comple- and outlaw bandits must be very careful
mentary specializations; for example, light to avoid spies among their numbers; thus
cavalry with archers for support. Only these groups tend trust only people simi-
very large companies are organized like lar to themselves.
regular armies, including all three divi-
sions: infantry, missile troops and cavalry. Larger bands and companies are usually
more open, and have fewer restrictions on
recruitment.
Equipment
No general description can be given
which encompasses all bands and com-
panies: equipment is extremely variable,
depending on the composition of the in-
dividual unit. What is common among all
mercenary units is the fact that equipment
is often considered a personal responsibil-
ity and usually isn’t provided. This is the
reason why bandits and mercenaries tend
to be quite poorly equipped and inhomo-
geneous in their weaponry compared to
their regular counterparts.
18
Organization
ing their initial wages or shares of loot to certain bands may derive minimal revenue
repay these costs. from extorting levy on lands they control
in exchange for protection, similar to le-
gitimate lords. In certain cases, especially
Subsistence and for rebel or outlaw bands, bandits receive
free food, lodging and protection from
Payment locals, but they are expected to fight for
Don’t let be fooled, despite their boasts of their protection and occasionally share
fighting for freedom or just causes, ban- part of the loot with their supporters.
dits and sell-swords fight for a single rea-
son: loot. Looting is a very delicate matter for both
mercenaries and bandits. There are usually
Mercenaries are hired through a personal strict rules which govern the gathering
deal between their captain and the patron, and organization of loot so that an equi-
and usually the payment includes three table distribution is made. Being caught
things: food and lodging, wages and the embezzling loot from the communal haul
promise of loot. Mercenaries can some- is an offense usually paid for with one’s
times accept to be hired for very little life.
money, if the prospective loot is very good;
the patron, however, should be aware that, In rare cases, commanders may declare a
if the loot cannot be found or is too risky day of “free loot” when the rule above isn’t
to acquire, the mercenaries may choose to enforced, and anybody can keep for him-
exert their predatory instincts on the pos- self what he finds. It usually has a prodi-
sessions of the patron. gious effect on morale, but it is also very
dangerous because a band can lose a great
For bandits, the situation is a little differ- number of men in the fights which inevi-
ent and more complex: they live mainly tably erupts over possession of loot.
off acquiring loot, although in some cases
19
Band Creation
Band Creation
This chapter deals with how to create, The character has managed to create a
manage and use mercenary companies Band around him and is mechanically
and bandit bands during the game, in a detailed as follows. A starting Band is
Fast, Furious and Fun way. For simplicity, usually of Small Size (200 Battle Value),
from this point on both types of groups has Average Discipline and no starting
are referred to as “Bands”. Personalities. A Band also has one Band
Edge and can take up to two Minor and
The same rules are generic enough to al- one Major Band Hindrances.
low you, with slight modifications, to cre-
ate regular armies, ships’ crews and so on.
Band Stats
Creating a Band Bands during the game are detailed by a
number of numerical and descriptive stats,
There are basically two ways for player as detailed in the table below. The table is
characters to be involved in a Band. The read in this manner: a Very Small Band,
first way is by narrative: the Game Mas- for example, has a starting Battle Value of
ter creates an adventure where the party, 200, has 0/4 Personalities and needs one
for a reason or another, joins a Band and Support Token.
eventually achieves important positions or
even leadership.
Name
The second way is a method based on A Band’s Name is one of the defining traits
Savage Worlds game mechanics: one of the of a Band and maybe the most important;
characters takes the Edge detailed below. some Bands are named after their leader, for
Note that including a Band in a campaign instance Girtos’ Crows, while others have
can drastically change the focus of the self-imposed nicknames or titles earned for
game, so the Edge can be taken only with their deeds, such as the Grim Company or
the approval of the Game Master. the Defenders of Kenaton. Whatever the
origin of a name, it is intended to impress
potential patrons and frighten enemies.
Band Commander
(Leadership Edge) Commander
Requirements: Legendary, Command, Bands, except in rare cases, are led by a
Smarts d6+ single individual. You can assign him arbi-
20
Band Stats
21
Band Creation
22
Personalities
Force Composition
(Optional)
The actual numbers of men, mounts, siege
engines and so on comprising the army.
This is purely optional and can be easily
calculated from the Battle Value using the
Actual Size of Armies sidebar on page 42.
Personalities
Personalities are special characters (usu-
ally NPCs) filling an important role in a
Band. Usually they don’t need full stats;
the rules below detail their skill in the
Band’s structure and during Mass Bat-
tles. If necessary some personality can be
added rolling by on the Allies Personality
Table in the Savage Worlds core rules.
23
Band Creation
24
Personalities
Lotusmaster
Requirements: Lo-
tusmastery d8+, Smarts
d6+, at least one Power
Edge
25
Band Creation
26
Personalities
Sorcerer
Requirements: Sorcery d8+, at least two
Power Edges
27
Band Creation
Standard Bearer/Musician
Requirements: Charisma 1+, Persuasion
d6+, Spirit d6+
28
Band Edges and Hindrances
Band Edges
and Hindrances
Like characters, Bands have both Hin-
drances and Edges. A Band normally
starts with a single Band Edge, but an ad-
ditional one can be taken (see Edges and
Hindrances under the Creating a Band
section on page 20). Band Edges aren’t
exclusive to bandit bands and mercenary
companies and can also be used by armies,
navies and other similar fighting groups.
Band Hindrances
Breaking Point (Minor)
Any army has a breaking point, a mo-
ment when the men, even the toughest
ones, can suddenly decide to throw away
their weapons and flee. This Band has an
even lower threshold than most: any time Cumbersome (Major)
it is reduced to half or less of its starting Maybe these troops wear very heavy
number of Battle Tokens, the Command- armor which hinders their mobil-
er must make an immediate Morale roll; ity in combat, or maybe they fight in
on a failure, the Band routs. very rigid formations making them slow
to move. Whatever the reason, they can-
not fully exploit the advantage of num-
Costly (Major) bers. The Band reduces the Battle bonus
The soldiers of the Band are real vultures derived from having more Battle Tokens
and they consume loot with the voracity than its opponents by one (modifier can-
of a pack of wolves. The Support Token not drop below zero).
requirement of the Band is raised by one.
Example: The Defenders of Kenaton (10
Tokens) attack a savage Pict war-party
Courage in Numbers (Minor) (7 Tokens). Normally, the mercenar-
The Band fights well when the odds are ies will have +3 to Battle rolls due the
on their side, but when they are outnum- difference in Token numbers. Since they
bered (start the battle with less Battle are wearing very heavy armor they can-
Tokens than the opponent) they suffer an not take full advantage of their mobility
additional -1 to Morale rolls. This works (they have the Cumbersome Hindrance)
only when they start the battle outnum- so their bonus is only +2.
bered – not when they are outnumbered
during it.
29
Band Creation
30
Band Edgesand Hindrances
troops who fight only because they fear roll, regardless of the Wild Die, the army
their Commander more than the enemy, retreats from battle.
or maybe they are braggarts who piss their
pants when the boasting ends and swords
are drawn. Reluctant fighters suffer -1 to
Traitor (Minor)
any Morale roll and the army routs with a A rotten apple, someone who holds a
result of 1-2 on the Morale roll, not only grudge against the Commander, the
on a 1. Personalities, or even against the whole
Band, hides himself among the men. He
is only waiting for the right moment to
Slow Marchers (Minor) seize command or secretly wants to sell
The Band takes a long time to move from his comrades out to their enemies. Trai-
a location to another. Maybe there are a tors are masters of dissimulation and are
great number of camp followers slowing very patient. At the beginning of every
them, or the troops insist on doing par- session the Game Master draws a card
ticular religious rituals before any long from the Action Deck and secretly looks
march and so on. Whenever reaching a at it: if it is a Club, the Traitor will strike
particular place in a short time becomes during this session if he spots an open-
vital, the Commander must make a Spirit ing. Traitors can be found and rooted out;
(-2) roll. On a failure, the Band arrives late; in this case, either a new Hindrance may
if a battle is involved, this can have very be selected to replace this one, the Com-
dire consequences and the Band suffers a mander may spend an Advance to buy off
penalty of up to -4 on Battle rolls (GM the Hindrance, or another sneaky Traitor
discretion). In addition, if you are using will soon appear…
the Forced March rules (see page 75), the
Commander rolls suffer a -2 penalty.
Undisciplined (Major)
The Band is made up of undisciplined in-
Slow Reactions (Major) dividuals who aren’t able to fight as a co-
The Band’s chain of command is some- hesive unit. Their Discipline level is low-
what ineffective, so orders are often con- ered by one step.
fused or executed late, or the Band consists
of mindless drones or very dumb soldiers.
Whatever the reason, during the Battle In-
Wanted (Minor or Major)
itiative phase, the Commander draws two The Band’s members are considered out-
cards from the Action Deck and uses the laws and criminals and likely stay together
worse of the two (GM discretion). only for self-protection. With the Minor
version of the Hindrance, all Band mem-
bers suffer -2 to Charisma; with the Ma-
Superstitious (Major) jor version, the penalty increases to -4.
The Band members have great fear of the
supernatural. Whenever they have to fight
against a supernatural opponent they must Band Edges
pass a Morale roll before the battle starts.
On a failure, they suffer -2 to all Battle What follows is a list of available Edges
and Morale rolls during the battle. If a 1 for a Band. Some require a certain Dis-
is rolled on the Spirit die for the Morale cipline level or a Commander with a cer-
31
Band Creation
tain skill level. If the requirements are no Artillery also takes time to be properly
longer met (for example, Discipline loss positioned and prepared; it cannot be used
resulting in a value below the required if the Band is surprised or in similar con-
level or removal of the Commander), the ditions (GM discretion).
Band retains the Edge but cannot use it
until the requirements are met again.
Improved Artillery
Like character Edges, Band Edges also Requirements: Seasoned
have a Rank requirement (see Band Ad-
vancement on page 38). The Band has one or more powerful siege
engines, such as a trebuchet or the deadly
Hulian’s Scorpions, the infamous ballistae
Animosity of the Iron Phalanxes, loaded with dozens
Requirements: Novice of vicious darts. The Battle bonus derived
from the Artillery Edge is doubled (so be-
The Band has a deep hatred for a race, a comes +2).
group or a culture (which must be chosen
when this Edge is acquired). When fight- Given the great amount of effort required
ing against that type of opponent, Battle to move, supply and man these powerful
and Morale rolls are made with a +1 bonus. siege machines, this Edge increases the
Support Token requirement of the Band
by one.
Hate
Requirements: Seasoned, Animosity
Bane
As Animosity above, but the bonus to Requirements: Novice, Average Disci-
Battle and Morale rolls is +2. pline
32
Band Edgesand Hindrances
The Band’s Base is something stronger As Battle Hardened above, but the bonus
and more elaborate: a castle, a complex is +4.
of caverns, even an entire village. A Band
with an Improved Base can automatically
raise its Battle Value by 10% each month
Courageous
or acquire a new Personality (up to the Requirements: Novice, High Discipline
maximum allowed) and can reroll twice
(or once per two different tokens) dur- When normal soldiers tremble, a Coura-
ing the Aftermath sequence to recover a geous Band continues to fight! They gain
lost Battle Token. The defenses of an Im- +2 to Morale rolls.
proved Base are improved and they grant
+2 to the Band’s Morale rolls and enemies
suffer -2 to Battle rolls. A structure of this
Creature
size has its costs, raising the Support To- Requirements: Novice.
ken requirement of the Band by one.
The Band hosts one or more terrible
Creatures among the ranks. They can be
Mobile Base elephants, terrible demons summoned by
Requirements: Base sorcerers or even worse. If a Band with the
Creature Edge receives more than two Bat-
The Band’s Base isn’t a stationary structure, tle Tokens at the start of the combat, one
like a castle, but instead can be moved. For of them must be of a different color than
example, it can be a ship, a caravan, or even the others. This is the Creature Token. It
an excellent encampment, like those the works exactly as other Battle Tokens, but,
Iron Phalanx utilize and whose soldiers while the Creature Token is present, the
33
Band Creation
A Creature Token can be eliminated from The Band attracts heroes and famous
the attacker’s forces with a Battle Called people. Increase the maximum number of
Shot (see page 44). Personalities the Band can have by three.
As a drawback, be-
cause command is so
focused on his per-
son, if the Com-
mander falls, the
Band must make
an immediate group
Spirit (using lowest
Spirit value in case
of different Spirit
values) roll or im-
mediately rout.
34
Band Edgesand Hindrances
In addition, any time an opposing Com- The Personalities are the real engine of the
mander scores 1 on his Battle roll, he must Band and their deeds on the battlefield
immediately make another Morale check. inspire the rest of the men. For every two
Personalities in the Band, the Commander
Fear isn’t long-lasting on the battlefield, is granted +1 to Battle or Morale rolls (the
however. If a Band scores a raise on the choice must be made at the beginning of the
Morale roll against a Frightening effect, it battle round, after Action Cards are dealt).
is immune from the effect for the rest of
the battle.
Mindless Army
Requirements: Novice
Frugal
Requirements: Novice The Band is formed mainly of mindless in-
dividuals, such as undead, Lotus slaves or
Perhaps the soldiers of this Band aren’t similar types. They don’t know the meaning
that attached to loot, or maybe the com- of the word retreat, gaining +4 to Morale
pany is mainly made of hunters and for- rolls. On the other hand, they are so dumb
agers who manage to live off the land. as to be impossible to command properly.
Whatever the reason, reduce the Support The Commander of a Mindless Army must
Token requirement of the Band by one. spend two Bennies from the Battle Benny
Pool each time he wants to reroll dice.
35
Band Creation
Pillagers
Requirements: Novice
Popular
Requirements: Novice, Commander’s
Charisma 2+
36
Band Edgesand Hindrances
The Resource, if accessible, grants an extra is possible for the attackers to enter the
Support Token every month. Resources enemy fortress (ignore any Fortification
are linked to a particular location; if the bonus and give +4 to the attacker’s next
Band leaves them for some reason, not Battle roll).
only does the Resource not produce Sup-
port any more, but every month a card Sappers work better if led by an Engineer
must be drawn from the Action Deck: if it Personality.
is a Club the Resource has fallen under the
control of someone else (the Edge is lost).
Shoulder to Shoulder
Requirements: Seasoned, Average Disci-
Sappers pline or better
Requirements: Novice
The soldiers of the Band are accustomed
The Band includes several persons expert to fighting when being outnumbered;
in stonemasonry, woodworking, sapping they simply raise their shields, close ranks
and all the other crafts necessary to build and bite the bullet. The opponent reduces
fortifications and defenses. If enough re- any bonus for having more Battle Tokens
sources are available (wood, stone and than the Band by one (minimum zero).
so on, in the form of Support Tokens), a
Band with Sappers can repair a broken
fortification; it takes one week for each
Skirmishers
class of Size of a settlement (see page 60). Requirements: Novice, Small or Very
Small Band Size, Mobility
In addition, with a successful group Smarts
roll (usually they have Smarts d6), if they The Band is especially good at hit-and-
have at least two days of time they can run guerrilla tactics. They never engage
build an impromptu fortification (moats, enemies in direct confrontations and usu-
chevaux de frise, ramparts or palisades are ally move away very quickly before be-
the most common ones). For each suc- ing hit. If the Skirmishers’ Commander
cess and raise, they halve the time needed is dealt an Action Card higher than his
to construct the impromptu fortification opponent, he can decide, after making his
(minimum 12 hours). An impromptu for- Battle roll, to retreat immediately, pre-
tification lasts for a single battle and gives venting the adversary from responding
a defending army one point of Fortifica- and ending the battle; this represents the
tion modifier (see page 45). Skirmishers’ ability to launch sudden at-
tacks and then disappear.
During sieges they can also dig tunnels
under the enemy fortifications to either In addition, retreat being part of the Skir-
make them collapse or to open a breach in misher’s tactics, they are quick to reform
them. For each week of digging, the Sap- their ranks; regardless of whether they
pers make a group Vigor (-2) roll (they won or lost the battle, they recover Battle
have Vigor d6). With a success, the For- Tokens in the Aftermath phase with a 2-6
tification modifier of the fortress drops on the d6.
by one point, two with a raise. With two
raises, they don’t damage the fortification Note that the Skirmishers Edge is negat-
but create an opening through which it ed whenever the Band doesn’t have space
37
Band Creation
to retreat (GM discretion). For example, The Band has some piece of outstanding
when they are trapped in a fortification or equipment; it can be iron weapons and
there is terrain of some kind seriously hin- armor, Valk bows and ponies or some-
dering them (such as a rushing river or a thing similar. When facing another army
crevasse), the Band does not benefit from without the same Edge, the Knowledge
this Edge. (Battle) die of the Commander of an
army with this Edge is raised by one die
Only Small or Very Small Band can be step. Superior equipment is more costly,
Skirmishers. Larger bands simply lose however, so these units generally are less
this Edge. numerous; reduce by 5% any Battle Value
increase due to Reinforcements.
Specialist Troop
Requirements: Novice
Specialist Troops are costly; a Band with The fact that the Band members aren’t al-
this Edge requires one more Support To- ways the same (there are deaths, replace-
kens than usual. ments, and desertions) doesn’t matter;
newcomers are usually taught the “rules of
the Band” very quickly by more seasoned
Superior Equipment veterans.
Requirements: Novice
38
Additional Mass Battle Rules
Additional Mass
Battle Rules
This chapter presents some additions to • Compare the Battle Values of the two
the standard Savage Worlds Mass Battle armies.
rules. They are purely optional and you
can decide to include some or all of them • The army with the higher Battle Value
in your game. receives 10 Battle Tokens
40
Battle Value and Battle Tokens
41
Additional Mass Battle Rules
Actual Size
Battle Benny
of Armies Pool
The system presented in this supplement
is intentionally generic and abstract to During a Mass Battle no character can
keep the game Fast, Furious and Fun. use his personal Bennies for Battle, Mo-
If you want to know more accurately rale or Battle Token Soaking (see below)
how many people are in an army you rolls. Instead, before a battle begins, the
can estimate the number by dividing Commander and any Wild Card acting as
the Battle Value by the Individual a Personality in the Band can decide to
Battle Value of the men composing it. put one or more of his Bennies in a com-
Add 20% to the number if the Band is
munal pool, called the Battle Benny Pool.
mainly composed of cavalry (mounts
must eat too).
The Personalities are limited to contribut-
ing a maximum of one Benny each, while
You can also reverse engineer the Battle the Commander can put in as many as he
Value; if you know the actual composi- wants.
tion of an army, you can calculate its
Battle Value by summing up the values
Any character leading the army in the
of the individual soldiers.
current round (i.e. making the Battle
Individual
roll) can only use Bennies from the Bat-
Troop Type Battle tle Benny Pool to reroll Battle or Morale
Value
Irregular 0.5
Light Infantry/Short
1
Range Missile Troop
Medium Infantry/
Long Range Missile 2
Troop
Heavy Infantry 3
Light Cavalry 5
Medium Cavalry 7
Chariot 10
Elephant 50
Monster 50+
42
Battle Initiative and Battle Events
Reinforcements! Fresh
Any battle’s outcome is uncertain and troops arrive on the bat-
many conflicts which seem lost from the tlefield or perhaps units
beginning turn into unexpected victories that were deployed out of
for the losing side. The opposite is also Hearts range finally manage to
true. reach the proper position.
The army immediately
Before each battle round, the respective receives one additional
Commanders of the armies each draw a Battle Token.
card from the Action Deck. As happens
Complication! Something
in standard combat, the cards are used for hinders the army’s effec-
initiative. The Commanders must declare tiveness, such as a weather
their tactic when their card is dealt (stay- effect, like rain hindering
ing on Hold in a Mass Battle isn’t pos- the archers, a misunder-
sible). stood order or whatever
the Game Master decides.
Spades
In addition, if a face card or a Joker is During this round the
dealt, it means something unusual hap- Commander suffers -2 to
pened, depending on the suit. Red cards Battle rolls. If a King or an
usually mean a positive event while black Ace is dealt, in addition a
random Personality is hit,
ones represent a sudden worsening of the
as per the Battle Called
situation. The exact nature of the event is Shot rule.
left to the Game Master.
43
Additional Mass Battle Rules
Card
Suit Effect Battle Token
Impetus! The army’s Mo-
rale is surges and increases
Soaking
the desire to win! In the Sword and Sorcery fiction often tells sto-
Red Joker current round the Com-
ries where small, outnumbered armies, led
mander receives +2 to any
roll, Battle and Morale by naked barbarian heroes, defeat great-
roll included. er forces through the strength of their
swords and determination.
Doom and Gloom! A bad
omen, a unique event or The following rule allows you to add a
maybe an inexplicable loss similar flavor to your battles.
of Morale strikes the army.
Black Joker
During the current round Whenever an army suffers the loss of one
the Commander receives
or more Battle Tokens, the Commander
-2 to any roll, Battle and
Morale rolls included. can make a Spirit (-2) roll to Soak them.
It works exactly like Soaking character
wounds, with two important differences:
44
Fortifications
Fortifications
Guard towers, walls and similar de-
fenses can greatly change the outcome
of a battle. Fortifications are consid-
ered Terrain, inflicting penalties to the
attacker’s Battle rolls, as shown in the
table below.
Applying
Casualties
Casualties are handled as per the stand-
ard Savage Worlds rules: the army which
started with 10 Tokens loses 10% of his
force for each Token lost, while the other
army loses a proportionate percentage de-
pending on how many Tokens it had at
the beginning of the battle.
45
Managing Bands
Managing Bands
A compelling dimension of a game where A Band requires a minimum number of
a Band is involved consists of managing it. Support Tokens each month, depending
Seeing your own army grow and become on its Size, as detailed in the Bands Stats
more powerful every day can be as excit- Table (see page 21). Support Tokens in-
ing for the players as the personal growth clude the maintenance costs of mounts,
of their characters. But the wise Com- war machines and support personnel (such
mander must also know that the merce- as cooks, servants, harlots and so on).
nary and bandit life could mean being
ready to face sudden annihilation, because At the end of the month, if the minimum
even the most powerful mercenary com- number of Support Tokens is met the
pany can be wiped out by a strong enemy men are satisfied and nothing happens.
or undermined from within by pretenders
and envious interlopers… If the number of Support Tokens isn’t
met, the Band loses a Discipline level, be-
cause the men grumble.
46
Recruitment and Replacement
47
Setting Rules
Setting Rules
In a Band-focused Campaign, the Band
After The is treated as if it was a character, so a card
is dealt to it and the effects are checked
Adventure Band on the After The Adventure Band Events
Table detailed below.
Events Many things, both positive and negative,
Like player characters, Bands in the can happen during these intervals and
Sword and Sorcery genre suffer the effects they can furnish the Game Master with
of fate during downtime. great hooks for future adventures.
Card Effect
Pestilence. Pox hits the Band! This causes an immediate loss of
10% of Battle Value. At the beginning of each week, draw a card
from the Action Deck. If a face card is drawn, the pestilence ends;
otherwise, it continues and another 10% is lost. If the Band con-
tains Healer Personalities, they can be helpful and may make a co-
2 operative Healing (-4) roll. For each success and raise, an additional
card is drawn and only the best one is considered. There is also a
slim chance that the pestilence hits the player characters. They must
make a Vigor (+2) roll each week or be affected by an illness (a
Long Term Chronic, Major Debilitating malady as per the Savage
Worlds core rules).
48
After The Adventure Band Events
Card Effect
Nothing in Particular. Life in the Band is normal, without any-
4-6 thing worthy of notice apart from the usual fist-fights among the
men and other assorted things.
Songs and Mockery. Soldiers are noisy people. They love to quar-
rel, complain and, during long marches, to sing. Their ballads usu-
ally aren’t very polite and the subjects of their tales revolve around
their own Commanders and their deeds. When this card is drawn it
means that the Commander or one of the Personalities of the Band
10 is the subject of a song. If the subject takes it with good spirit, his
reputation in the Band is increased; if he gets angry the soldiers will
react accordingly. The chosen character must make a Spirit roll, at
-4 if he has the Mean or Bloodthirsty Hindrance. On a success, he
reacts well and permanently gains +2 Charisma towards the Band’s
members; on a failure, he suffers a permanent -2 Charisma towards
his comrades.
49
Setting Rules
Card Effect
New Man in the Band. A new Personality asks to join the Band, up
to the maximum number. The exact nature of the character and his
stats are decided by the Game Master. The Commander must decide
J admission and can choose to demote an existing Personality to make
space for the new one. Then, the Game Master secretly draws another
card. If it is red, the Personality is a worthwhile and faithful addition to
the Band; if it is black, something bad comes with her (perhaps she has
a powerful enemy, an unknown Major Hindrance or even is a traitor!).
A If the card drawn is black, and the Band already has the Base Edge,
it means that for some reason the refuge is lost; perhaps the bandits’
hideout is discovered, a fortress is captured by enemies, the Refuge
is destroyed by an earthquake or other similar disastrous event. The
Band loses the Base, Improved Base or Mobile Base Edges (players’
choice). If no Refuge is present, the situation is even worse as the
Band is forced to quickly move away from its current position. Dur-
ing the current month, no Recruitment can be done.
50
After The Adventure Band Events
Card Effect
Relic. The Band has somehow managed to acquire a powerful Rel-
ic! If the card drawn is red, it is an item useful for the entire Band,
not only a single character. The exact nature of the Relic is decided
Joker by the Game Master but as a rule of thumb it grants +1 to Battle,
Morale or Recruitment rolls or bestows a useful Band Edge. If the
card drawn is black, the Relic is cursed and inflicts a Major Hin-
drance on the whole Band until they get rid of it.
51
Game Master’s
Guide
Running the Game
This chapter gives some useful hints and On the other hand, by joining a Band
insights on how to introduce Bands to they acquire the capacity to really make
your Beasts and Barbarians game and how a difference in the Dominions! Will they
to manage them during a campaign. be freedom-bringers to oppressed people,
ruthless pillagers or merciless conquerors?
This is a question only they (and you, the
GM) can answer.
A Change of
Perspective Involve All the Party
The most important fact a GM must be The most important preparation you must
aware of when introducing a Band into make before introducing a Band to the
his game is that this will change the na- game is to accurately plan how to involve
ture of the play greatly. The characters, all the players in it.
which before were probably independent
adventurers and scoundrels ready to em- Consider the Band an additional shared
bark on great adventures and to squan- character in the party; the players should
der their enormous riches on women and think of themselves as an important part
wine, must change their attitude upon of the Band and each must have reason-
joining the Band. able control over it.
If they are simple soldiers (a rarity, but Ideally, one of the heroes should take the
possible), they now they have captains to role of the Commander, while the others
obey and respond to; if they are Personali- should be Personalities. Even if a character
ties, or even Commanders, they have a re- doesn’t perfectly fit in one of the Personal-
sponsibility to look after their men, which ity roles, try to find a place for her. For ex-
can rob even the most diehard barbarian ample, a Damsel in Distress heroine could
of sleep. be the general’s woman or a poet could be
the company’s chronicler and so on.
Yes, in taking the path of the Band, the
characters must learn the meaning of the Whatever accommodation you reach, each
word “responsibility”. player character should have a motivation
to stay in the Band and to care about it;
54
Introducing a Band
otherwise, sooner or later someone will the group doesn’t reach an agreement on
become dissatisfied and leave the game. some point (such as army composition or
the Edges and Hindrances of the Band),
This doesn’t mean the characters must be the Commander has the last word; after
forced to cooperate; a certain internal all, he is the man in charge.
friction, such as characters competing for
a certain position or even the command, This process can be a lot of fun, and
can result in excellent role-play. watching it may give the GM insight into
the dynamics of the group during future
adventures.
Introducing
a Band
Having decided to involve a Band in the
Campaign, a way to introduce it must be
found. It is a trickier thing than adding a
new hero to the party. Several suggestions
on how to do it are listed below.
55
Running the Game
56
Adventure Themes
57
Running the Game
ing its strengths for their own ends. They Management Adventures
are usually full of intrigue and deceit,
and are always very personal because the Bands are made of men, and usually mer-
high ranking Band members (usually the cenaries and bandits aren’t saints. They
heroes) are involved in politics, not the not only need to be kept happy but also
grunts. disciplined enough to fight effectively. In
addition, there are many things that can
They can also be full of action. For ex- go astray if they are not watched; provi-
ample, imagine two warring rival cities sions can “mysteriously” disappear, priests
which are both trying to hire the heroes’ can try to convert the men and make them
mercenary Band. The player characters leave the Band and desertions, especially
must move from one city to the other as when a tough battle is incoming, can deci-
they try to obtain the best price. Then, mate your army more than a horde or rag-
when one of the two cities understands ing barbarians.
the other has made a deal, they’ll try to
capture the party, in a desperate attempt These types of problems can seem quite
to weaken or blackmail their Band. mundane and small with respect to battles
and political intrigues but can be a good
In the same way, the heroes could be the way to make the party gain the trust of
envoys from a Band of raiders to a Mer- their Commander and increase the ranks
chant House of Jalizar, extorting a huge of the Band.
sum as “protection money” to spare the
House’s caravans. Are the Merchants sin- In addition, never forget the greatest trope
cere or will they try to discover the secret of a management adventure: usurpers and
hideout of the Band and send an army to traitors (see sidebar).
wipe them out?
Putting it all
together…
GM’s Tip: The three types of scenarios descripted
Usurpers and above aren’t mutually exclusive. Mixing
Traitors the various ingredients, military action,
politics and management you can create
One of the clichés of a certain type of
fiction is that, wherever there is a great
a truly great and varied adventure where
leader, an envious, traitorous man is characters of different types can shine.
ready to backstab him and seize power.
For example, imagine a plot where the he-
In an organization like a Band there roes are given command of a riotous Band
are lots of ways for the heroes to gain an
of mercenaries hired by a lord to root out
enemy: they can overshadow a former
lieutenant, rob a Personality of his
mysterious rebels in an uprising against
place, or be forced to take an unpopular his fiefdom. First, they have to gain the
decision that sly demagogues can use trust of the soldiers so they accept their
to make the Band rebel against their leadership and increase their numbers (a
former leader. management step where a Recruiter can
be very useful). Second, they’ll have to
fight the enemies (excellent for battle-ori-
58
Support Token Management
59
Running the Game
Mercenaries are costly and the costs of resents their skill in finding riches, ques-
maintaining a Band can quickly exhaust tioning and intimidating people to reveal
the resources of villages and cities. The where they hid their treasures and so on.
table below gives you an estimate of how
many Support Tokens Patrons can spend Draw a card from the Action Deck, plus
yearly to acquire Bands. When the Sup- one for each success and raise scored on
port furnished ends, the Patron will send the Notice roll, and check the table be-
the sell-swords away; having a group of low; sum up the numbers generated by the
angry warriors on his lands can turn ugly Action Cards and the total equates to the
very quickly… number of Support Tokens found.
60
Blood and Fire!
Settlement Time
Size/Card Required 2 3-5 6-10 J-Q K-A Joker
(days)
Small Village/
0.5 0 0 1 2 3 Special
Small Farm fields
Village/Farm
1.0 0 1 2 3 4 Special
fields
Town 1.5 1 2 3 4 5 Special
City 2.0 2 3 4 5 6 Special
Large City 2.5 3 4 5 6 7 Special
Metropolis 3.0 4 5 6 7 8 Special
Special: This means the Band found something very unusual. It can be a Relic, an im-
portant prisoner, control of a key location (the Band gains the Resource Band Edge) or
anything else the Game Master’s decides is appropriate.
61
Running the Game
Assassinations
Description: Even the strongest army can
tear itself apart if its leader is removed. For
this reason an assassination attempt is al-
62
Blood and Fire!
ways a very good way to get an edge be- Morale rolls. In certain cases the death of
fore a confrontation. However, this doesn’t a Commander can be kept secret (after all
mean it is an easy job to accomplish. a man in full armor and a helm can be eas-
ily impersonated); if the deception is suc-
Assassinations are an excellent opportuni- cessful the army suffers no penalty, but if
ties for creating a small adventure or side it is discovered the troops are even more
plot. The most difficult thing in an assas- shaken, suffering -6 to Morale rolls.
sination attempt is reaching the victim
(usually the opponent’s Commander).
There are basically two ways to achieve Champions’ Duels
this goal: deception and stealth.
Description: A habit of many armies is
Deception means that the party must find that before the real battle begins a cou-
a way to fool the security of the oppos- ple of champions fight in single combat in
ing army, using disguises, lies or a similar front of both armies. The outcome of the
stratagem. Stealth means the use of covert fight can seriously influence the Morale of
actions to accomplish the mission, often the troops involved.
best suited to killers, thieves and other
shady individuals. The two champions (ideally a PC and an
NPC) engage in standard combat, usually
Once they have located and reached the either on foot, mounted or in chariots;
target, the target should be eliminated in there are even stories of terrible duels of
the quietest way possible (the combat it- wizardry between dreaded sorcerers of the
self could be easy or difficult, but, if the past.
characters did their job well, they should
have the advantage of surprise on their To keep the duel fair, both opponents must
side). be of the same type (i.e., Extras, Hench-
men, Right Hands, or Wild Cards). Sim-
After dispatching the target, their mission ply promote the weaker opponent to the
isn’t over; unless it was a suicide mission stronger opponent’s type; for example, if
(which is best suited to NPCs), the he- an Extra duels against a Wild Card, he is
roes must get away safely, which can turn promoted to Wild Card status until the
out to be an even harder task than gaining end of the duel.
entry.
Usually champions are Personalities but
Note that an assassination scene could it is very rare that the Commander fills
also be played from the perspective of the this role, although not unheard of; it is too
party preventing someone on the heroes’ risky and no true leader will generally put
side (usually the Band’s Commander) be- his life at stake in this way.
ing the target of a murder attempt.
Champions’ duels are fought to the death.
Effect: An army which loses its Com-
mander, apart from the necessity of find- Effect: The loser’s side must immediately
ing a replacement, suffers -4 to any Morale give one of the Bennies from his Battle
rolls (the penalty decreases by one point Benny Pool to the opponent. In addition,
each day), and any opponent knowing of during the first round of battle only, the
the successful assassination receives +2 to
63
Running the Game
64
Relics
Effect: If the secondary force’s leader and when that happens the Eighteenth’s In-
manages to succeed in all Battle rolls for signia isn’t waving anymore…
the duration of the maneuver, then he can
catch his opponent off-guard, gaining
a great advantage. The battle becomes a Hold Until Relieved
many-sided battle (see page 44) with the
secondary force entering the battlefield as Description: In certain cases, an army
a new, separate army. The Commander of doesn’t have to win; they must only en-
the secondary force gains a bonus to his dure, waiting for reinforcements to arrive.
Battle rolls equal to the numbers of Bat-
tle Tokens multiplied by the number of Effect: A Commander giving this order
rounds he stayed out of the battle. The bo- to his army makes Battle rolls as normal,
nus lasts for a number of rounds equal to but instead of causing damage to the op-
the duration of the maneuver, after which position, any damage inflicted on his
the two armies rejoin again. Band by the opponent is reduced by one
Battle Token for each success and raise on
Example: During the Battle of Teralia, the the roll.
Golden Bull decides that the only way to
survive the day is to disengage part of the
Defenders of Kenaton’s infantry, move them
through the nearby woods, and then attack
the Eighteenth Phalanx on the flank. He
Relics
assigns the command of the force to his best Beasts and Barbarians is a set-
man, a one-eyed Cairnlander veteran called ting where magic is dark
Gruss Two Axes (Knowledge (Battle) d6). and rare, but is im-
The outmaneuvering attempt mensely powerful.
uses two Battle Tokens and For this reason,
requires three rounds. some Relics are
strong enough
The Defenders’ Battle to change
Tokens are reduced by the out-
two for three rounds come of a
(from seven to five) doomed bat-
while Gruss deftly moves tle. A list of
his men. The grizzled pre-made Relics suitable
Cairlander manages to suc- for Mass Battles is listed
cessfully pass all his Battle below. Some of them are real
rolls for three rounds; at magical items, others beasts
the beginning of the fourth or tools, and finally even
round, he attacks the Pha- some very strange troops that
lanx from the flank! He leads a Band could have among its ranks.
a separate attack with three
Battle Tokens and Knowledge If the GM desires to randomly determine
(Battle) d6, but with a mighty the Relic, he can simply roll a d10 and
+6 bonus! His attack continues for check the table on next page.
three rounds before the two chunks
of the Defenders of Kenaton rejoin,
65
Running the Game
66
Relics
that the Manticore caused an accident of nents, among them the pureed brains of
some sort, potentially wounding its users; past enemies. A soldier drinking Cairn-
they must make an Agility roll or suffer lander Spirit is affected by the Liquid
3d6 damage and it cannot be used again Courage and Berserk Edges for the dura-
for the remainder of the battle. tion of the battle, but must make a suc-
cessful Vigor roll at the end of the fight or
Gis Fire. This exotic Lotus concoction pass out for 1d6 hours. During Mass Bat-
is exclusively made by the Alchemists of tles, soldiers intoxicated with Cairnlander
Gis and is in the form of a viscous rock Spirit are considered immune to Fear and
oil which is ignited and launched by cata- receive +2 to Battle and Morale rolls. On
pults or fired as incendiary arrows. Un- the negative side, at the end of the battle,
like normal oil, Gis Fire is almost inex- during the Aftermath phase, they receive
tinguishable and burns even in water. On -1 to any roll to check for Battle Token
the battlefield it has devastating effects. recovery.
In tactical combat, any target hit by Gis
Fire rolls a d8 instead of a d6 to check if it Tricarnian Leeches. A barrel full of these
catches on fire. The Gis Fire if volatile and disgusting, hand sized, greyish leeches can
the target catches fire on any roll other be invaluable after any battle. Applied to
than a 1. On subsequent rounds, the fire is any wound, even the most serious, they
extinguished only on a roll of 1; any other suck away the bad blood and pus of in-
number results in the fire growing in in- fected wounds, saving the lives of many
tensity. During Mass Battles, Gis Fire is soldiers. A wounded character to whom
even more vicious. On the round it is used, one is applied receives +4 to natural heal-
attackers gain +1 to their Battle roll and, ing rolls for a week, while if they are used
in addition, they roll a d6 at the beginning en masse after a battle, they grant +2 to
of each subsequent battle round; on a re- Aftermath rolls to recover Battle Tokens.
sult of 1 the fire ends, with a 5-6 it spreads These leeches have a short life span and
among the enemy causing the loss of a usually die after one use. Each barrel con-
Battle Token, and with a 2-4 the terrible tains enough of these creatures to be used
effects of the Lotus concoction are con- for one battle.
tained by the defenders’ efforts. Gis Fire
is terrifying and, until it is extinguished, Syranthian Spyglass. This strange de-
the army suffering its effects receives -2 to vice made by a Syranthian Sage allows a
Morale rolls. Usually Gis Fire is stored in man to see far away. It gives +2 to Notice
sealed earthenware pots and must be kept rolls to spot distant details (the bonus also
away from fire. applies to detecting ambushes by the en-
emy’s armies) and it is invaluable in battle.
Cairnlander Spirit. Armies of all the A Commander standing on the top of a
Dominions distribute free booze to their hill with it can instantly see what his men
soldiers before attacks, because only a are doing on the battlefield and counter
madman or a drunk will willingly assault the opposing general’s maneuvers; he in-
a castle or face a cavalry charge. The infa- creases any positive Battle roll modifiers
mous wine known as Cairnlander Spirit is he receives due to battle plans by one and
far worse than average ale. Distilled from his enemy reduces his own Battle roll
the acrid grapes growing over the Cairns, modifier by one.
its recipe is a secret known only by sha-
mans and includes many strange compo-
67
Running the Game
68
Conquest Points Campaigns
Conquest Points
Campaigns
Conquest Points Campaigns represents lands. Both can be satisfying. When you
an evolution of the concept of Plot Point decide the scope of a Conquest Points
Campaigns and are focused on military Campaign, choose a size you feel com-
themes. They allow you to create and man- fortable with and that you are sure you
age a whole set of adventures all centered can manage without being overwhelmed.
around a Band (or an army) and its deeds,
precisely aimed at a greater objective. Keep in mind one fundamental thing:
Usually in this type of Campaign the he- the greater the scale, the smaller will be
roes and their Band are going to conquer, the level of detail that you must provide
raze or defend a particular territory or to the players. Less detail isn’t automatically
kill, capture or protect a specific NPC. a bad thing; it is simply a matter of the
relative importance of things. If you are
The Campaign is built as a series of Sav- playing the conquest of Kyros, the battle
age Tales, connected to each other by a to take a single bridge will only be a small
particular location and a particular time- footnote in the report of a minor officer,
line. Winning or losing within each of while if you are playing on a smaller scale
these Savage Tales has an impact on the it could be the focal point of your Cam-
Campaign’s outcome and can result in de- paign.
finitive victory or defeat.
Large and small scale and scope are both
The following chapter explains how to de- good.
sign this type of Campaign.
70
Design and Preparation
Location, the Factions, the Goals, the ments, forts and other important places of
Roadmap, the Timeline, the Hook and the Location. You’ll need them later.
the Ending, all described below. This can
require some preparatory work, but after
this initial effort very little must be done The Factions
and you can freely improvise, following
the decisions of the heroes (or whoever is What part will the heroes and their Band
in charge of the Band). play in the region? Are they marauders
seeking to carve out a personal dominion?
Mercenaries under the orders of some no-
The Idea ble? This is a very important decision and
the Hook (see below) could help you a lot
The first point from which every Cam- in defining their role.
paign starts is obviously the Idea, the
main theme underlying the Campaign. If Identify the major Factions and forces of
you have absolutely no Ideas, the Adven- the region which will be the opponents,
ture Generator you find in Beasts and Bar- friends and allies of the Band in the Cam-
barians Golden Edition can give you some paign. We aren’t speaking of individuals,
hints. but of Factions and groups of powers, such
as villages, towns, guilds, cults and so on.
Keep It Simple. In a Conquest Points If possible, also define their strength (with
Campaign it is usually good to stick to a a Battle Value), their weaknesses and their
simple, linear base idea. For example, us- leader. You don’t need to fully detail all the
ing the heroes and their Band of bandits Commanders at this stage; you only need
in aiding a princess to recover her throne a general idea of them.
from an evil usurper is a very good idea for
such a Campaign.
The Goals
Don’t be worried if the base idea seems too
simple. A straightforward theme can be Conflicting Goals between the Factions
easily be understood and followed by the are what start and drive the Campaign.
players and you can add complexity in the Identifying the Goal of the player char-
various Savage Tales of which the Cam- acters should be quite easy (for example,
paign is composed. carving out a new realm or defeating a
particular Faction). Examining the Points
of Conquest (see below) can give you ex-
The Location tra ideas of what the goals of the heroes
could be.
Pulp narrative is greatly based on loca-
tions, and the Sword and Sorcery genre Among the other Factions, at least one
is no exception. Thus, you must decide on of them must have a goal opposing the
the area where the Conquest Points Cam- heroes, while the others can have various
paign occurs. Try to be as precise as you agendas, some of them in accord with the
can and choose a Location for its political, heroes (in this case they can become use-
geographical and economic value. Take ful allies) and others in opposition (where
some general notes on the various settle- they can become an extra nuisance).
71
Conquest Points Campaigns
72
Design and Preparation
deal with, so devote some attention to de- Another important factor to define when
signing them. designing Conquests is the rewards they
give when successfully completed. As hap-
Note that not all Conquests are made by pens in real life, events have consequences,
combat; they can require political acumen, and conquering a particular scrap of land
stealth, diplomacy or even magic. Try to or bringing an influential NPC to their
have a good mix of traditional tales where side should bring advantages of some type
the heroes are on their own and Mass to the heroes’ Band. In the same manner,
Battles where they lead their men. In this failing to make a Conquest should have
manner, all types of heroes will have their some consequences.
chance to shine in the Campaign.
73
Conquest Points Campaigns
74
Design and Preparation
75
Conquest Points Campaigns
Campaign Round. If the heroes accept the one of the Factions. If the card drawn is
truce and then break it, they lose a Benny black, it means that one of the Factions
and suffer -1 Charisma, as they are con- opposing the heroes’ side has discovered
sidered untrustworthy. this weakness and will soon try to exploit
it. If the card drawn is red, the heroes have
Six – Fog of War. Often in war, the the opportunity to discover the other Fac-
movements of the troops aren’t immedi- tion’s weakness and can make use of the
ately visible. If the card drawn is black, knowledge.
it means that one of the other Factions
managed to redeploy some of Eight – Reinforcements. Fresh
its troops in another place, troops are arriving! Maybe
unbeknownst to the heroes. some far-away ally finally
If the card drawn is red, it manages to enter the fray to
means that the heroes’ side support one of the Factions,
managed to achieve the effect there is a massive recruitment
instead. The Commander or a group of volunteers ar-
must make a Knowledge rives. If the card drawn
(Battle) roll; for each suc- is black, it means
cess and raise, he can the reinforce-
redeploy 20% of ments are for
his troops Bat- one of the Fac-
tle Value in an- tions opposing
other position the heroes. If the
on the map, as- card drawn is red, in-
suming there is a stead the new soldiers
suitable explanation are on the heroes’ side.
given as to how this occurs The exact quantity of
(for example he moves the reinforcements
them by night, finds some is left to the Game
barges and so on). Note Master to decide; as a
that this event doesn’t rule of thumb, consid-
allow breaking into er the percentage
clearly unreachable of Conquest
places (see Weakness Points the
Revealed for this). heroes have
managed to
Seven – Weakness accrue out of a
Revealed. There is total possible so
an unknown weakness in the defenses far in the Campaign and apply the same
of one of the Factions and this is going percentage to the battle value of the re-
to be exploited very soon. Note that the inforcements.
concept of weakness is very loose and can
be interpreted in various ways; it can be a Example: If a Band has 300 Battle
secret road leading past some enemy for- Value and managed to score 10 Conquest
tifications, the presence of a traitor among Points out of a possible to date 20 (50%),
the ranks or even a dangerous secret that, they receive 50% of their Battle Value of
if discovered, can be used to blackmail reinforcements (150 Battle Value).
76
Design and Preparation
Nine – Alliance. There is the chance for the card drawn is black, the new Faction is
the heroes to ally with another Faction. opposed to the heroes’ goals.
They can be the promoters of the alliance
or perhaps it proposed by the other side. Queen – Embassy. The heroes’ side re-
When this Event happens, the Game ceives an ambassador from another Fac-
Master must draw a card and secretly tion. They bring a proposal such as a dy-
check it. If the card drawn is red, the alli- nastic marriage, a truce, an exchange of
ance proposal is sincere. If the card drawn favors or of hostages, a non-aggression
is black, there is treachery afoot, possibly pact or perhaps it is simply a courtesy call
even a trap. between good neighbors. If the card drawn
is black, it means that perhaps the proposal
Ten – Power Vacuum. There is a sud- is not all it seems and may be an insidious
den power vacuum in the area where the trap or even that the ambassador is only a
Campaign takes place. It could be caused way to introduce a spy or assassin into the
by an accident, such as the unexpected heroes’ confidence. If the card drawn is red,
death of a noble, or by the clash of two the ambassador has no ulterior motive.
forces within the same power, such as two
factions of a senate unable to reach any King – The Game of Crowns. There is a
decision. Whatever the reason, there is an very delicate moment in every political
opportunity, if the heroes are bold enough struggle where old alliances break down
to exploit it. and new ones are created. Check the ac-
tual number of Conquest Points the he-
Jack – Foreign Interference. A new Fac- roes have. If they have more than 50% of
tion joins the Campaign! It could be a the Maximum Conquest Points, they are
foreign power on the border of the Cam- winning; if they have less than 50%, they
paign area that is troubled by the turmoil are losing. After determining the heroes’
happening, or perhaps simply a force that status, check the table below. Note that
until now has been sitting idle watching the following are only general indications
the events and suddenly decides to join of what could happen. Last but not the
the game. If the card drawn is red, the new least, the Game of Crowns is a danger-
Faction is favorable to the heroes’ side. If ous one and not all the offerings are what
they seem. If the Game Master wants to
77
Conquest Points Campaigns
The End
decide this randomly, draw another card
and secretly check it. If the card drawn is Compared to a standard Plot Point Cam-
black there is a trap hidden in the intent paign, a Conquest Points Campaign is
of the proposal. trickier to end.
78
Design and Preparation
The reason is that, as it is based on poli- ample, you could decide that the heroes
tics and battles, it is more difficult to find lose when they drop below zero Conquest
point of closure; even if the heroes con- Points or win when they accumulate fif-
quer all the land, there can always be a teen Conquest Points.
new opponent, and this can lead to an al-
most endless series of stories. When this happens, the Campaign ends
with a climactic event. For example, if the
Even if this might appear nice, avoid the party loses, their own army and the land
trap. Stories and RPG Campaigns should they control rebel against them and they
have an end; otherwise, sooner or later, are forced to abandon the area.
they collapse under their own weight and
die, leaving everybody, GM and players, On the other hand, if they reach the win-
discontent. ning threshold, the King leading the op-
position commits suicide or he is over-
You should define the Campaign end- thrown by his own hirelings who then
point when you are defining the Goals of offer the power to the heroes.
the various Factions at the start of the de-
sign process described above. Whatever you decide, you should end the
story with a dramatic scene.
The Campaign ends easily when the he-
roes’ forces are clearly annihilated (per- Ending a Conquest Points Campaign
haps an opposing Faction achieves its doesn’t automatically mean the end of the
Goal in such a definitive way that it can- adventurers. Even if the heroes are defeat-
not be averted anymore) or when the he- ed and must escape, this can be the start of
roes’ side achieves its own Goal. a new, very different story, with a different
scope and goal.
You can use the Conquest Points as a
Campaign meter. Decide two thresholds In the same manner, if they are victori-
(one upper and one lower) at which the ous, they now have to rule their land and a
party wins or loses, respectively. For ex- crown can be a very heavy burden.
79
Appendix: Bands of the Dominions
Appendix: Bands
of the Dominions
80
Design and Preparation
The Black Army is infamous for the ex- Description: The first time the Forest
tent of their pillaging and for reinforcing Brotherhood struck was a year ago in a
their ranks with captured prisoners which sudden hail of arrows coming from the
are enslaved by the evil Lotus of Salkaria. thick of the woods, killing all the guards
of a small caravan headed to Jalizar. A
The twins are labeled as bandits in Tri- group of black-cloaked ghosts emerged
carnia. The Black Army never enters the from the trees, quickly emptied the wag-
boundaries of its old country, but secretly ons of all their goods, and disappeared
hopes to gather enough troops and power into the wild again.
to be able to one day return and take re-
venge on the destroyers of their House. Since then, no caravan going to or from
the City of Thieves is safe. The Forest
Banner: A bloody fist on black back- Brotherhood preys on merchants along
ground. the Iron Route with the greed of falcons,
and it grows bolder each day. Its attacks
Band Composition: Monster (Royal seem to target the caravans of House
Shadow Bat), 200 Ragged Swordsmen Talum of Jalizar, and there are whispers
(Light Infantry), 100 Spike-Collared of an old grudge between the leader of
Macemen (Medium Infantry), 50 Black- the Forest Brotherhood, the highway-
Hooded Archers (Long Range Missile), man Belaxo of Xorala, and the Jalizaran
30 Eunuch Axemen (Heavy Infantry). Merchant House. Lord Talum isn’t a man
to take these robberies lying down; mili-
tary escorts were augmented and parties
Forest Brotherhood of soldiers were sent to hunt down the
bandits. However, the Forest Brother-
Experience: 5 XP (Novice) hood is extremely cunning and after any
incursion they retreat into the Forest of
Commander: Belaxo of Xorala (Knowl- Xorala, a labyrinth of vines, trees and even
edge (Battle) d6, Spirit d6, Luck Woods- worse things where no civilized men dare
man) to enter.
Size: Very Small Deep inside the forest its members wait
patiently in a secret hideout, while their
Discipline: Average spies - farmers, woodcutters and assorted
yokels living in the surrounding areas -
Battle Value: 100 keep an eye on the road, ready to signal
them about good prey or patrol parties
Support Tokens: 1 in exchange for a share of the loot, which
Belaxo, being a generous man, never fails
Personalities: Brother Taverios of the to give them.
Divine Couple (Priest), Dexter (Scout),
Wild-Eyed Rikon (Champion). The leader of the Forest Brotherhood
is also known for his courage. Often he
Hindrances: Traitor, Wanted (Minor) wanders on the road, disguised as a farm-
er, a minstrel or even stranger disguises,
Edges: Local Aid, Skirmishers, Terrain looking for a good opportunity and oc-
Familiarity (Forest). casionally giving a hand to the locals or
81
Appendix: Bands of the Dominions
recruiting some promising young men to pacifists, even if some of them are famous
the ranks of the Forest Brotherhood. So for their invectives against the Ivory Sa-
far he has always chosen reliable people, vannah Tribes, which have resulted in
but there are whispers that Lord Talum bloody wars.
promised five thousand Moons for the lo-
cation of the secret hideout of the Broth- Fagir Ramath was one of them, a peaceful
erhood, and that is a sum that will move and pleasant man, before being bitten by
even the most loyal man… a poisonous tarantula and experiencing a
religious vision. After a miraculously re-
Banner/Battle Cry: They wear brown covery from the poison, he was a differ-
cloaks. ent man. The kind Goddess Etu, Mother
of Everyone, had spoken him, announc-
Band Composition: 50 Bandits (Medi- ing that she was displeased that so many
um Infantry/Longbowmen). of her sons were starving while the lords
and rich merchants grew fat in their pal-
aces. She exhorted him to gather an army
Mouths of Etu among the poorest people and to drive
them wherever there was food, because
Experience: 15 XP (Novice) food is their right as sons of Etu.
Commander: The Voice of Etu (Knowl- And so he did. Ramath began preaching
edge (Battle) d4, Spirit d10, Charisma +3) and his words were flames on the savan-
nah. First dozens, then hundreds, of poor
Size: Large homeless people joined him, enchanted by
the eloquence of the Voice of Etu, as he
Discipline: Low was called. In the end, even other Fagiri,
despite the firm opposition of the official
Battle Value: 800 cult of Etu and of the Autarch himself,
joined the ranks of the Mouths of Etu, as
Support Tokens: 4 the rabble following Ramath is called.
Personalities: Voice of Etu (Priest), Jari- It is a true army now, kept together by
mas the Fagir (Priest), Xalanda the Meek the rebellious Fagiri and some chosen
(Priest/Recruiter), Captain Gurtaso, men, both mounted and infantry, acting
Guardian of the Voice (Knowledge (Bat- as a police force. Wherever they march,
tle) d6, Lieutenant). lords must open their granaries and feed
the masses and towns and villages must
Hindrances: Breaking Point, Inferior empty their markets to satiate the count-
Equipment, Strength in Numbers less mouths of the horde. If they don’t,
they are stormed, pillaged and destroyed,
Edges: Cult of Personality, Looters, Very because no one can keep a Hungry One
Popular. away from food.
Description: The Fagiri are a sort of Until now, the Autarch has more or less
agrarian wandering monk typical of Ky- tolerated the Mouths of Etu as he is busy
ros, responsible for deciding when it is with other internal problems, but sooner
time to plow, harvest and so on. They are or later the problem must be addressed
82
Design and Preparation
because any village, hamlet or town visited that the Silver Phalanx is one of the fa-
by the Mouths of Etu grants Ramath new mous Lost Phalanxes, which travelled to a
recruits and if they deny the horde is left remote place during the first Faberterran-
destroyed and razed. Kyrosian war and never came back. This
may be a true story even if, after almost
Banner/Battle Cry: “Food! Food!” a thousand years, it cannot be confirmed.
What is certain is that the Silver Phalanx
Band Composition: 1000 Mouths of Etu fights and behaves exactly like one of the
(Irregular), 40 Heralds of the Voice (Light Phalanxes of the old times, employing the
Cavalry), 100 Chosen of the Voice (Me- same tactics and even boasting an Insig-
dium Infantry). nia, the Silver Eagle, which is said to be
the original one.
83
Appendix: Bands of the Dominions
84