The Five Alignments of Panzoasia

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All Creatures of Panzoasia adhere to one of five different Alignments – Lawful, Chaotic, Good, Evil, or Neutral. For animals and unintelligent creatures, Alignment indicates their behavioral predisposition. For sentient beings, however, Alignment indicates both one’s predominant morality, and which Divine Powers they honor and support. A person chooses their Alignment, which thereafter informs their actions. The Alignments of Panzoasia are not simply descriptive labels – they are objectively real forces engaged in a cosmic conflict for control of Reality itself. Thus, each Alignment of Panzoasia is also its own religion. All more-or-less agree on basic cosmology, but each disagrees on ethics and morality. Each Alignment has its own traditions of worship, its own clergy, and its own scriptures. People can and do change Alignment, and in the case of important (or high-Level) individuals, the result can be an open battle among the spiritual powers for possession of their soul.

A person of any Alignment could be either charming or off-putting; have either a good or bad sense of humor; and be either aggressive or timid in their demeanor. People are individuals, and most fail to live up to the pure tenants of their Alignment – even Clerics. Lawful people sometimes makes exceptions to the law for their friends, Chaotic people will keep traditional obligations to their family and loved ones, Good people frequently act out of anger and hate. Evil people can behave tenderly and generously towards those who they think deserve it, and Neutral people often take more than they need from their environment. Those who perfectly embody their Alignment, however, are called Paragons – and are usually on the difficult path to Immortality.

 

LAWFUL

Motto: “Do your duty, at all costs.”
Divine Patrons: The Lord and Lady of Destiny. The Archons of the Cosmic Spheres.
Religion of the Ultimate West: The Assembly of Destiny

A non-sentient animal or creature of Lawful Alignment follows a strict pattern of behavior from which it never wavers, and cannot abide any alteration to its routine. Their behavior is completely predictable. Truly Lawful animals and creatures are rare.

A Lawful person believes that the Cosmos has a single definite purpose, and all things must be made as predictable as possible. Society must be ordered so that all people know their place. Those who stand outside the Law must be brought into it. Those who will not follow the Law must be punished until they do. Lawful people know that there is an immutable Destiny ordained for them, which they should not only accept, but actively embrace.

Typical Attitudes of Lawful People Towards the Other Alignments:

    • The Chaotic Alignment must be destroyed because Chance threatens the predictability of Reality itself. The other Alignment all have their place in the plan of Destiny, but Chaotics are a threat that cannot be tolerated.
    • The Good Alignment is mistaken because showing mercy to lawbreakers undermines the concept of justice, which must be applied absolutely. We must show Good people that it is only a through the total rule of Law that people be made safe and happy.
    • The Evil Alignment is dangerous because indulging in limitless ambition is essentially denying one’s sacred duty and appointed Destiny. The Powers of Destiny created Evil only to punish lawbreakers and rebels.
    • The Neutral Alignment is illegitimate because their insistence on harmonious balance only allows dangerous Chaos to thrive. We must show them that the harmony of Nature is a function of the Laws under which it operates.

 

CHAOTIC

Motto: “Do what you will.”
Divine Patrons: The Lord and Lady of Chance. The Daimons of Limbo.
Religion of the Ultimate West: The Friends of Chance, also known as The Free Brethren

A non-sentient animal or creature of Chaotic Alignment acts without any apparent purpose or comprehensible motive. It is impossible to predict their behavior. Truly Chaotic animals and creatures are rare.

A Chaotic person believes that nothing exists for any necessary purpose – nor should it. Society and its needs are less important than the desires of the individual. Whatever so-called Destiny has been decided for one can – and should – be resisted by the exercise of Free Will. The Divine Powers themselves must be defied if they interfere with your autonomy. Whether an individual chooses to help another or not is their choice alone.

Typical Attitudes of Chaotic People Towards the Other Alignments:

    • The Lawful Alignment is utterly idiotic because Destinies are obviously neither necessary or unavoidable, if they require Archons to administer them. We can get along with every other Alignment, but we have to stop the Lawfuls from making the Cosmos into a joyless prison not worth living in.
    • The Good Alignment is ridiculous because they would constrain freedom – without which there can be no happiness – in the name of so-called benevolence. Also, those aligned with Good like to talk about how their Immortal Heroes liberated Panzoasia, when it was actually our Berserkers that first put the Bogeymen on the defensive. At least Good people will help us fight the worst examples of tyranny, however.
    • The Evil Alignment is funny because freedom is the natural state of all beings, but Evil people think only they should be free. On the other hand, at least honestly Evil folk don’t preach at us about what we should or shouldn’t do – unlike the so-called “Good” people!
    • The Neutral Alignment is a joke because they fail to appreciate the the Cosmos for what it is – an expression of raw, unconstrained power. At least Neutral people don’t usually interfere with our freedom, however.

 

GOOD

Motto: “Do to others as you would have them do to you.”
Divine Patrons: The Lord and Lady of Light. The Angels of Heaven.
Religion of the Ultimate West: The Church of Light

A non-sentient animal or creature of Good Alignment never attacks unless attacked first, and will even try to be of service to others. Truly Good animals and creatures are rare.

A Good person believes that that the Cosmos should be improved for the benefit of all sentient beings. All suffering should eliminated or minimized. Society should be ordered so that people can be as happy and healthy as possible. Righteousness must be balanced with Mercy, and justice tempered with compassion. Good people generally want all possible steps taken to end injustice and Evil wherever it occurs.

Typical Attitudes of Good People Towards the Other Alignments:

    • The Lawful Alignment is mistaken because laws exist for the benefit of society, not society for the benefit of laws. Also, Lawful people will kill many creatures they deem to be “Monsters” merely because the beings are supposedly affronts to so-called “natural law” – whether or not those “Monsters” are actually threats to innocent people. However, we can help Lawful people create legal regimes that actually make society function better.
    • The Chaotic Alignment is wrong because completely unfettered freedom results only in the strongest and most vicious creatures dominating everything else. However, we can help Chaotic people when they struggle against slavery, tyranny, and cruel traditions.
    • The Evil Alignment must be opposed because Evil tries to dominate and ruin everything around it. Evil must be eliminated form the world, of course, but Evil people should also be given the opportunity to repent and change their Alignment.
    • The Neutral Alignment is wrong because not taking positive steps to eliminate Evil simply allows Evil to flourish. However, we can help Neutral people preserve the beauty of Nature and defend it against the depredations of Evil.

 

EVIL

Motto: “Do whatever demonstrates your strength and skill – and if the weak must suffer, so be it!”
Divine Patrons: The Lord and Lady of Darkness. The Infernals (Devils and Demons) of Hell.
Religion of the Ultimate West: The Antichurch of Darkness

A non-sentient animal or creature of Evil Alignment always tries to kill or harm others, without provocation. They always repay kindness with aggression, and are unnecessarily cruel. Truly Evil animals and creatures are rare.

An Evil person believes that the Cosmos is inherently a battle for dominance, and that only the strongest and most skillful deserve to survive. One is either a predator, or prey. Society is something to be exploited by those powerful enough to do so. The weak deserve nothing, and exist only to serve the strong. Others have only the rights they can take and defend. A person’s behavior is ultimately limited only by their power. If you are not yourself strong or skillful, your value is to support those who are. Evil people believe that most apparent virtue is either just an excuse for weakness, or else a lie. Some Evil people do actually follow personal codes of honor, to show that they are so strong and skillful that they can crush their enemies even without taking every advantage. Other Evil people deliberately break oaths and commit random acts of senseless violence.

Typical Attitudes of Evil People Towards the Other Alignments:

    • The Lawful Alignment is stupid because legal systems are simply the opinions of the strong, and the fetters of the weak. Law can be a useful tool, however, to keep the inferior and undeserving in line.
    • The Chaotic Alignment is mistaken because it would allow freedom to all, not just the deserving. Chaos can be a useful tool, however, because the strong will always triumph when they are free to do so.
    • The Good Alignment must be annihilated because it allows the weak and undeserving to flourish. So-called “Good” wants to dominate the Cosmos the same as every other Alignment, but hypocritically claims to be acting for everyone’s benefit. All the other Alignments can be useful tools, but Good is fit only to be destroyed.
    • The Neutral Alignment is foolish because there is no harmony in Nature – the natural order is survival of the fittest, and dominance by the strong. Neutrality can be a useful tool, however, because we can easily convince Neutral people that we are necessary to their laughable notion of “Cosmic Harmony”.

 

NEUTRAL

Motto: “Do to others what they do to you.”
Divine Patrons: The Lord and Lady of Life. The Fairy Folk of the Summerland.
Religion of the Ultimate West: The Congregation of Life

A non-sentient animal or creature of Neutral Alignment simply follows its instincts for survival, without any discernible tendency towards capriciousness, benevolence, or maliciousness. Most animals and creatures are Neutral.

A Neutral person believes that the Cosmos is a harmony of different forces, and trying to make everything perfect will only make it unbalanced. Society exists for the benefit of its members, but it is impossible to create one where everyone will be happy. It is important to obey reasonable laws and traditions, but sometimes one must follow one’s own heart too. A person owes honestly and loyalty to their beloved family and friends, but cannot be expected to treat strangers the same way. Sometimes, you must protect yourself and those like yourself by violent means. Repay kindness with kindness, and aggression with aggression. Nobody wants Evil to go unchecked, but it is foolish to believe that you can impose a better way of life on others, like the Good people would try to do

Typical Attitudes of Neutral People Towards the Other Alignments:

    • The Lawful Alignment is unbalanced because absolute predictability would be the death of creativity. Nonetheless, Law is a necessary part of the Cosmos, as reflected in the cycles of the seasons.
    • The Chaotic Alignment is unbalanced because the ordered rhythms of nature – such as the rising and setting of the sun – are obviously necessary for the continuance of life. Nonetheless, Chaos is a necessary part of the Cosmos, without which life would lack variation and wonder.
    • The Good Alignment is unbalanced because, in their desire to protect the weak and end suffering, Good people often take ill-considered actions that ironically create even more suffering. Nonetheless, Good is a necessary part of the Cosmos, without which life would simply be a loveless and brutal struggle for existence.
    • The Evil Alignment is unbalanced because Evil people try to upset the harmony of the Cosmos by disregarding the needs of other living beings, and exalting themselves above all others. Nonetheless, Evil is a necessary part of the Cosmos, because without destruction there can be no new creation. Evil people think that they are so clever that they have fooled us into accepting them, but really they are so blinded by their own desires that they can’t see how they are simply playing their small parts in the eternal drama of Life.

The B/X Dwarf Reimagined

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This is the first in a series reimagining classic “B/X” (and “BECMI”) character Classes for my evolving Panzoasia setting.

In rebuilding the Classes I’ve utilized the same “Five Special Abilities + Two Weaknesses” conceptualization as the character classes in “Ghastly Affair“. In general, my reminagined Classes are slightly more powerful and versatile than the original versions they replace.

By swapping out some Special Abilities and Weaknesses, each basic Class can also be hacked to create some unique characters – such as a Human raised by Elves, or a Dwarven Paladin. Such Variant Classes use the same Advancement Tables as their base Classes, and otherwise shares most other characteristics with them – rolling Abilities in the same manner, and having identical Hit Dice, Base Saving Throws, Experience Point requirements, Attack Roll Bonuses, Saving Throw Bonuses, and Alignment requirements.


Distinctive Features of the Panzoasian Character Classes

Five Alignments (Lawful, Chaotic, Good, Evil, and Neutral) are assumed, rather than three.

• The Panzoasian Character Classes can determine Abilities differently – sometimes with the standard 3d6 roll, but sometimes with formulas such as 1d8+10, 1d6+12, or 1d10+8

• Panzoasian Classes have no Prime Requisites, and PCs do not get XP bonuses for high Ability scores.

Every Panzoasian Class has 14 Experience Levels, and all PCs receive special benefits at both 9th and 14th Level.

Spells (which might also be called Songs, Miracles, Routines or Tricks) go up to 7th Level.

• Most spell-casting Classes do not need to prepare spells ahead of time – only the Gnomish Tinkerer does.

• Magic Users and Elven Warrior-Wizards do not need “spellbooks” – but most Magic Users do require a “Magical Implement”.

• Those Classes which are limited in their choice of armor and weapons will have that debility explained under “Restrictions and Weakness”. Otherwise, it is assumed that any adventurer can use any weapon or armor.


DWARVEN DUNGEONEER

Abilities: Str: 1d8+10 | Int: 3d6 | Wis: 3d6 | Dex: 3d6 | Con: 1d8+10 | Cha: 3d6
Special Abilities: Armor and Weapon Familiarity, Infravision, Resist Magic, Resist Poison, Subterranean Skills.
Restrictions and Weaknesses: Can Only Wear Dwarven Armor, Short Legs.
Hit Dice: d8 per Level, until 9th. Add 3 Hit Points per Level thereafter.
Alignment: Any. Most frequently Lawful or Neutral, but Chaotic Dwarves are often the ones forced to leave their communities and become adventurers.
Starting Age: 20+d6. (Panzoasian Dwarves mature at the same rate as Humans.)
Starting Language(s): Western Dwarven, Western Common.


Typical Starting Equipment:
• Plate Mail Armor (the cuirass and other plates sculpted with muscles).
• Helmet sculpted to resemble a bear’s head.
• Battle Axe or Warhammer.
• Tumbled stone pendant on a chain, inscribed with the bind-rune of the Dwarf’s Clan.
• Wolf fur cape.
• Goatskin or snakeskin boots.
• Haversack of snakeskin.
• 50 feet of goat hair rope.
• 6 iron spikes.
• Small hammer.
• Pole, 8’.
• Wineskin (filled with Dwarven Bitter Ale).
• Wool bedroll.
• Sharpening stone.
• Small bags of ochre, white chalk, charcoal, and animal fat, to make body paint.
• Stone smoking pipe.
• 4 ounces of tobacco.
• 1 week of rations (smoked lizard jerky and Dwarf Bread lichen).
• Glass globe filled with fresh Gloamtree Fungus jelly (illuminating a 15’ radius, and lasting a month).
• 1d10 gp.


Your character is a young Dwarf who has left their home in search of adventure. Perhaps they feel duty-bound to join the battle against the remaining Monsters of Panzoasia. Maybe they are rebelling against the sometimes stifling conventions of Dwarven culture. Are they simply curious about the wider world? Or, perhaps they want nothing more than to recover enough treasure to establish their own Clan among their people. Whatever the reason, their fellow adventurers will doubtless come to depend on their skill at arms, resistance to poison and magic, and deep knowledge of the subterranean world.

Does your character come from a “traditional” Dwarven community of dolmens, painted caverns, and chambers hewn from the rock of high mountains – or did their parents live in a town among the other Peoples? Do they dress in the traditional Dwarven manner – covering their skin with body paint; putting ochre in their hair; adorning themselves with natural uncut stones; and wearing leather, furs, reptile skin, goat hair cloth, and wool? Perhaps your character has adopted more of the Human-influenced culture of the nation where they were born, wearing plant-fiber cloths like cotton and linen – such as no traditionalist Dwarf would do. Either way, they have acquired the skills to survive in the dark places that other people dread.

As a Dwarf, your character probably stands about four-and-a-half feet high. Compared to typical Human proportions, they are squat and powerfully built, with relatively short legs. All Dwarves tend to have heavy brows, extremely bushy eyebrows, and distinctively prognathous faces. Male Dwarves tend to have full beards, while high-status Dwarven women make beard-like designs with their face-paint. Is you character an albino? About 20% of Dwarves are – a result of their traditionally subterranean lifestyle. Otherwise, underneath their body paint your character probably has the same skin and hair color as the local Humans. Your character might have been born with eyes of any color from blue to orange – like the gemstones Dwarves are famed for mining.

Dwarves are as diverse as Humans in their occupations and skills. As a Dwarven Dungeoneer your character has the skills most typical of those who leave their communities to explore the rest of Panzoasia.

Special Abilities of Dwarven Dungeoneers

Armor and Weapon Familiarity: Not only does your character know how to properly employ all common types of armor and weapons, but you can also roll an Intelligence Check for them to:
• Identify the materials from which armor or weapons are made, and know what special properties the item may have as a result.
• Appraise the quality and value of armor or weapons.
• Know whether a weapon is Enchanted (but not the quality of the enchantment).
• Identify strange or exotic armor and weapons.

Infravision: In conditions of total darkness, your character can see the temperature of creatures and objects to a distance of 60’. Warm surfaces appear red, orange, or yellow; while cooler ones look green, blue, or violet. Faces can only be discerned within 10’ or less.

Resist Magic: Exposure to the strange radiations of the subterranean world has made your character resistant to magic.
• You always get a Saving Throw against Spells to to avoid their full effect (typically taking half damage), even if one is not ordinarily allowed.
• You always get a Saving Throw to avoid the ill effect of any Cursed Magic Item. If you Save, you will know the object is Cursed, and be able to drop it.
• If a character has this Special Ability but is not a Dungeoneer, their Savings Throws against Spells are made with a +2 Bonus on the roll.

Resist Poison: Not only are Dwarven people naturally hardy, but exposure to toxic vapors in poorly ventilated underground tunnels (and eating what passes for food among Dwarves) has further toughened your character’s system.
• If a poison or venom (such as Giant Centipede venom) requires an extended period of time for recovery, your character recovers in one quarter the normal time.
• Your character can also also make a Saving Throw against Breath Weapons of a poisonous nature (such as Green Dragon breath) using their Death Ray and Poison value .
• If a character has this Special Ability but is not a Dungeoneer, their Savings Throws against Poisons are made with a +2 Bonus on the roll.

Subterranean Skills: With a successful Wisdom Check, your character can do any of the following:
• Know their approximate depth underground.
• Know the direction they are moving underground.
Identify stones and minerals.
• Detect new, strange or unusual constructions underground (including slopes or sliding walls)
• Identify traps worked into stone.
• Know the direction of the nearest water (within 300 feet).
• Identify typical subterranean animals and fungi.
• Identify subterranean monsters.

Restrictions and Weaknesses of Dwarven Dungeoneers

Can Only Wear Dwarven Armor: Because of their unique frame (much shorter than a typical Human, with arms that are long in proportion to their body, and a very stocky build overall), your character can only wear armor that has been specially made for Dwarves. Luckily, the Dwarven People are the best armorers in Panzoasia!
• Note that despite their short stature, your character’s Strength, low center of gravity, and broad shoulders means that they can still employ two-handed weapons designed for use by Humans.

Short Legs: Your character’s base Speed is 90′, rather than 120′.

Destiny at 9th Level

At 9th Level, one of the following will happen:
• If your character builds a subterranean stronghold, they will attract 10+d20 1st level Dwarven Warriors, with a 6th Level Dwarven Commander. All will share your character’s Alignment. If your character’s stronghold is within the surface boundaries of an existing nation, the sovereign authorities will expect your character to swear fealty to the Lord or Lady who is the recognized cultural leader of that nation’s Dwarves.
• If your character decides to create a new Dwarven settlement, they will attract 50+d100 Dwarves of their Alignment. They will be considered the founder of a new Clan, and will be accorded the title of “Boss” or “Chieftain”. Naturally, they will be expected to swear loyalty to the Lord or Lady of Dwarves in their nation (or the bordering nation, if their settlement is outside of any national boundary.)
• If your character does not wish to establish their own stronghold or settlement, they will invited by a reigning Dwarven Lord or Lady to take command of their army. This offer will be extended even if your character is known to be Chaotic in Alignment.

Destiny at 14th Level

At 14th Level, the King of All Dwarves in your character’s Region (in the Ultimate West this King is the also the sovereign of Auddisland) will appoint them the Protector of Dwarfkind.
• Your character will be offered the opportunity to marry a Dwarven Princess or Prince, and join the Royal family.
• Whether or not they formally accept their title and go to live at the Dwarven Court, other Dwarves will treat your character as one of the greatest living heroes (or heroines) of the Dwarven people, and expect them to come to their People’s aid in time of trouble.

Dwarven Dungeoneer Advancement Table

Exp. Points (Hours played)

Experience Level

Level Title

Hit Points

THAC0 [Attack Roll Bonus]

0

1

Dwarven Warrior

1d8

18 [+1 ]

2,250 (12 hours)

2

Veteran Dwarf

2d8

18 [+1]

5,000 (24 hours)

3

Deep Delver

3d8

17 [+2]

9,000 (36 hours)

4

Dwarven Hero / Heroine

4d8

17 [+2]

16,000 (48 hours)

5

Dwarven Cave Master / Dwarven Cave Mistress

5d8

16 [+3]

30,000 (60 hours)

6

Dwarven Commander

6d8

16 [+3]

60,000 (72 hours)

7

Dwarven Champion

7d8

15 [+4]

120,000 (84 hours)

8

Dwarven Captain

8d8

15 [+4]

220,000 (96 hours)

9

Dwarven Warlord

9d8

14 [+5]

300,000 (108 hours)

10

Dwarven Warlord

9d8+3

14 [+5]

420,000 (120 hours)

11

Dwarven Warlord

9d8+6

13 [+6]

540,000 (132 hours)

12

Dwarven Warlord

9d8+9

13 [+6]

660,000 (144 hours)

13

Dwarven Warlord

9d8+12

12 [+7]

780,000 (156 hours)

14

Protector of Dwarfkind

9d8+15

12 [+7]

The Number listed under “Exp. Points” is the minimum number of Experience Points (or XP) your character needs to accumulate to advance to an indicated Level. If your GM awards Experience Points by Game Hours played (rather than calculating them for treasure recovered and monsters defeated), the number of hours of active play after which your character should advance to a particular Level is indicated in parenthesis.

THACO [Attack Roll Bonus]” follows the format of the Old School Essentials rulebooks. The first number is the d20 roll needed for your character To Hit Armor Class 0, if the GM uses descending AC values. The number within brackets is added to your d20 roll if the GM uses ascending AC values.

Dwarven Dungeoneer Saving Throws

Level

Poison

Death Ray

Disease

Wands

Psionics

Paralysis

Petrification

Dragon Breath

Explosives

Firearms

Spell

Staff

Rod

1

10

13

14

16

13

2, 3

9

12

13

15

12

4, 5

8

11

12

14

11

6, 7

7

10

11

13

10

8, 9

6

9

10

12

9

10, 11

5

8

9

11

8

12, 13

4

7

8

10

7

14

3

6

7

9

6

Permutations and Variations of the Dwarven Dungeoneer

GNOMISH DUNGEONEER
A Gnome who has dwelt long with Dwarves, and adopted much of their culture.
Special Abilities: Infravision, Friend of Burrowing Critters (as per Gnomish Tinkerer), Mechanical Affinity (as per Gnomish Tinkerer), Resist Poison, Subterranean Skills.
Restrictions and Weaknesses: Short Legs, Small Stature (as per Gnomish Tinkerer)
Destiny at 9th Level: As Dwarven Dungeoneer. (Dwarves will accept proven Gnomes as Warlords.)
Destiny at 14th Level: As Dwarven Dungeoneer. (The Prince or Princess who you can marry will not be one in the direct line of succession to the throne, however.)
Special: Your character’s primary language is Dwarven, and they speak both Gnomish and Common with a Dwarven accent.

HALFLING DUNGEONEER
A Halfling (usually Dwarf-kin) who has fully embraced subterranean life.
Special Abilities: Armor and Weapon Familiarity, Nightvision (as per Halfling Rover), Resist Poison, Small Target (as per Halfling Rover), Subterranean Skills.
Restrictions and Weaknesses: Gourmand (as per Halfling Rover), Short Stature (as per Halfling Rover)
Destiny at 9th Level: As Halfling Rover.
Destiny at 14th Level: As Halfling Rover.

HUMAN DUNGEONEER
A Human adventurer has either been raised in Dwarven culture, or who has chosen to adopt it.
Special Abilities: Armor and Weapon Familiarity, Nightvision (as per Halfing Rover, acquired by spending much time underground), Subterranean Skills.
Restrictions and Weaknesses: None.
Destiny at 9th Level: As Human Fighter (Dwarves never accept Humans as cultural leaders, no matter how assimilated they are into Dwarven society.)
Destiny at 14th Level: As Human Fighter.
Special: Your character speaks Dwarven, possibly as your primary language. Note that the Human Dungeoneer lacks the Special Abilities “Resist Magic” and “Resist Poison”.

(Special Abilities and Weaknesses not here defined will be detailed in future posts.)


Typical Names for Dwarven Men of the Ultimate West

1. Hurst
2. Vulf
3. Glauz
4. Aerik
5. Larz
6. Alarik
7. Staven
8. Kazbar
9. Faranz
10. Zagfrid

Typical Names for Dwarven Women of the Ultimate West

1. Ilze
2. Yenel
3. Dagmer
4. Berit
5. Gerzdin
6. Fraeda
7. Olka
8. Rikil
9. Ulrika
10. Karle

A Dwarven male forms their surname by adding the suffix “-zun” to their father’s name. A Dwarven woman, on the other hand, adds “-stader” to their mother’s name. In formal situations, a Dwarf giving their full name will also add the phrase “of Clan [X]” So, a Dwarven man named Alarik, whose father was named “Staven”, and who belongs to the clan Karrig, will give his complete name as “Alarik Stavenzun, of Clan Karrig”.

Mass Combat in Ghastly Affair Part III – Artillery Units

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Dos de mayo, por Joaquín Sorolla

See also:
Mass Combat in Ghastly Affair Part I – Infantry Units
Mass Combat in Ghastly Affair Part II – Cavalry Units

Some Notes About 18th Century and Napoleonic Artillery Units

Eighteenth century people were obsessed with hierarchies and social status, and this obsession extended to the battlefield. Of the three types of army units (Artillery Infantry, and Cavalry) Artillery was definitely the least respected. Before Napoleon (who began his own career as an Artillery officer) demonstrated the full capacity of properly utilized Artillery to determine the outcome of battles, Infantry and Cavalry officers tended to regard Artillery as just a tool for breaking down fortifications and degrading enemy forces before the “real” and honorable fighting occurred. Because Artillery Officers needed to have actual mathematical ability to accurately calculate distances and trajectories, they tended to hail from the education-minded middle class – unlike than the Infantry and Cavalry officers of most 18th century armies, who usually had aristocratic origins, and simply purchased their commissions.

There were three types of Field Artillery pieces used in the 18th century and Napoleonic era – Cannons, Mortars, and Howitzers.

    • Cannons were guns intended primarily for firing more or less directly at the target, at angles less than 45 degrees.
    • Mortars were guns intended for firing at angles steeper than 45 degrees.
    • Howitzers were guns capable of being fired at both shallow and steep angles.

Cannons and Howitzers were mounted on wheels, and hauled into place by a team of draft horses (typically about six, but as many as twelve) with the aid of two-wheeled carts called “limbars”. Mortars did not have wheels, but were loaded onto separate carts to be transported. A typical crew for each piece was six soldiers, with several additional engineers and support troops. In addition to its artillery pieces, an Artillery Unit would have additional horses, carts, and wagons transporting ordinance, bags of gunpowder, tools, and supplies for the crew.

There were four main types of projectiles fired by Field Artillery – Cannonballs (also called “round shot”), Grapeshot (many small iron balls enclosed in a bag), Canister (many large bullets packed in a metal can, like a giant shotgun shell), and Explosive Shells (hollow, gunpowder-filled iron balls with fuses).

    • A typical battlefield Cannonball was made of cast iron. It had a range of up to 4,500 feet when fired in an arc, and 1,500 feet when fired directly. Cannonballs could be fired over the heads of friendly Units to hit distant targets. They can also be put in a furnace to produced Heated Shot.
    • Grapeshot was effective up to 2,000 feet, but must be fired directly at the target. It cannot be fired over the heads of friendly units without hitting them.
    • Canister was effective up to 1,000 feet, and is usually loaded when Artillery Units are about to be directly engaged by Infantry or Cavalry. Like Grapeshot, it could only be fired straight ahead, and could not be arced over the heads of friendly units. A Canister-like shot could be improvised by loading the cannon with things like nails, forks, knives, and broken metal plates – this was called “Scrapshot”.
    • Explosive Shells (or “Bombs”) could be fired in arcs at targets between 500 and 4,500 feet distant. In many ways, they combined the best features of Cannonballs and Grapeshot. Unfortunately, they were also dangerously unreliable. Explosive Shells are usually shot from Howitzers and Mortars.

By the late 18th century it was typical for the bag of powder that propelled a projectile to be affixed to it in a pre-made “cartridge”, making cannons much easier to operate than they had been in previous centuries.

Cannons were historically rated according to the weight of the Cannonballs they fired. The typical field Cannons of the 18th Century and Napoleonic Age were therefore referred to to as “8 Pound” or “9 Pound” guns, but both lighter and heavier ones were used. Mortars and Howitzers, on the other hand, were usually classified by their caliber – an 8 pound cannon corresponded to a 4 inch howitzer or mortar. Because it needed to be transportable, Field Artillery tended to be much smaller than the Naval Artillery mounted aboard ships.

As with Infantry units, there was always be a Drummer attached to an Artillery unit – to communicate orders, and maintain morale.

William Simpson, A Hot Night in the Batteries

ARTILLERY BATTERY

8 to 12 guns, manned by 80 to 120 soldiers, and firing as a unit.

Creature Class: Antagonist
Number Appearing: 1 – 6
Initial Impression: Approximately eight large artillery pieces, manned by about a hundred soldiers. Sixty or more horses are nearby, along with various carts. The sound of drums can be heard.
Size: Large (100’ x 100’ square)

Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Captain) Intelligence: 11 Wisdom: 9
Strength: 5,400 Dexterity: 9 Constitution: 9
Speed: 9 hauled, 3 maneuvering on the battlefield

Armor Class: None
Hit Dice: 50
Attacks: 1 (cannon barrage for 4d6+50 damage)
Special Abilities: Attack with Intelligence, Break Unit Formations, Dissolve Into Squads, Ignore Personal Armor, Multiple Targets, Point-blank Canister Shot, Target Structures
Weaknesses: Cannon Smoke, Explosive Shell Misfire, Ten Round Reload
Possible Assets (+3 Bonus): Brilliant Commander, Seasoned Troops.
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished.
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit)

Level: 10

The Battery is the basic tactical unit of Field Artillery, and is commanded by a Captain. It will usually fire all of its guns in a simultaneous “barrage”.

An Artillery Battery reduced to 0 Hit Points breaks up into 2 Artillery Squads of 2 guns each. If the Battery was broken by an enemy Artillery Unit (or such things as Fireballs, Lightning Bolts, or a Dragon’s breath) the remaining guns are destroyed. If the Artillery Battery had been broken by an Infantry or Cavalry unit, then the abandoned guns (numbering from four to eight) can be captured.

Artillery Battery Special Abilities

Attack with Intelligence: Because accurately aiming Field Artillery is a matter of applied mathematics, an Artillery Units makes Attack Checks using Intelligence rather than Dexterity.

Break Unit Formations: A successful attack with Grapeshot, Canister, or Explosive Shell by an Artillery Battery forces a targeted Military Unit to immediately Check Morale. Failure means the unit immediately stops any forward movement, and devolves into a Skirmish Line (if not in that formation already).

Dissolve Into Squads: An Artillery Battery can be broken up into 4 to 6 Artillery Squads with two guns apiece. This could be done to more effectively place the guns, or for the pieces to fire in a staggered manner (rather than as a simultaneous barrage).

Heated Shot: Heated Shot consists of Cannonballs heated in a portable furnace until red hot. A successful attack does normal damage, but any inflammable structure (such as a palisade wall or sailing ship) struck is also set on fire. It takes 2 Turns (20 minutes) to prepare a barrage of Heated Shot.

Ignore Armor: An Artillery Battery can ignore any Armor Class a target enjoys due to wearing personal armor such as a breastplate or helmet – or from having tough skin or scales.

    • For example, a unit of heavy Cuirasseur cavalry in the open are AC 0 (None) when targeted by an Artillery Battery.
    • Similarly, a Dragon targeted by an Artillery Battery is AC 0 (none), rather than 10. Hence the extreme rarity of Dragons after the Middle Ages!
    • Note that an Artillery Battery can target just the defenders within (or behind) a structure using Grapeshot, Canister, or arced Cannonballs, without attempting to destroy the structure itself.

Multiple Targets: The Battery can attack multiple targets or units instead of firing one massive barrage at single enemy. The Battery makes a normal Check for each attack, but its total Damage Bonus is divided among its targets. For example:

Targets

Damage per attack

1

4d6 + 50

2

4d6 + 25

3

4d6 + 17

4

4d6 + 13

5

4d6 + 10

6

4d6 +8

Point-blank Canister Shot: If an Artillery Battery fires Canister at a target within 300 feet directly in front of it and not obscured by Cover (such trees or walls), then the Battery will automatically inflict full damage (4d6+50) without needing to make an Attack Check. Additionally, any surviving target that fails a Morale Check will flee in disorder.

Target Structures: When firing Cannonballs, Heated Shot, or Explosive Shells an Artillery Battery can inflict full hit point damage against structures of stone, wood and brick not usually affected by lead bullets or normal hand-to-hand weapons (such as sabers). If Heated Shot or Explosive Shells are used, inflammable structures are also set on fire.

If an attack against a structure succeeds, the Artillery Battery then rolls another Attack Check for each target inside (or behind) the structure. The Check is made with Penalty equal to the Cover granted by the structure. If the Check(s) succeed(s), each target suffers the same hit point damage as the structure.

Note that an Artillery Battery can use Grapeshot or Canister to target just the defenders within (or behind) a structure, without attempting to destroy the structure itself with Cannonballs, Heated Shot or Explosive Shells.

Artillery Battery Weaknesses

Cannon Smoke: After firing its first barrage, an Artillery Battery suffers a -2 Penalty on further attacks, but also enjoys a +2 on its Armor Class. This is due to a large cloud of smoke enveloping the Unit and obscuring sight. This Cannon Smoke will last until the Battery spends a full Turn not firing its guns, or moves 50’ from its current position.

Explosive Shell Misfire: For every barrage with Explosive Shells there is 1 in 20 chance of an explosive misfire, inflicting 6d6 damage on the Unit and destroying the gun.

Ten Round Reload: Field Artillery takes 10 Rounds to reload and sight, during which time the Artillery Battery has no effective attack.

13Vendémiaire

ARTILLERY SQUAD

2 guns, manned by 16 to 20 soldiers.

Creature Class: Antagonist
Number Appearing: 1 – 4
Initial Impression: A pair of large artillery pieces, manned by well over a dozen soldiers. A dozen or more horses are nearby, along with various carts. The sound of drums can be heard.
Size: Large (20’ x 20’ square)

Perversity: 13
Disposition: Aggressive
Charisma: 11 Intelligence: 11 Wisdom: 9
Strength: 1,080 Dexterity: 11 Constitution: 9
Speed: 9 hauled, 3 maneuvering on the battlefield

Armor Class: None
Hit Dice: 12
Attacks: 1 (cannon barrage for 4d6+12 damage)
Special Abilities: Attack with Intelligence, Break Unit Formations, Ignore Personal Armor, Point-blank Canister Shot, Target Structures
Weaknesses: Cannon Smoke, Explosive Shell Misfire, Ten Round Reload
Possible Assets (+3 Bonus): Brilliant Commander, Seasoned Troops.
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished.

Level: 10

The Squad is the smallest unit of Field Artillery, and is commanded by a Lieutenant. Both guns will usually fire in a simultaneous “barrage”.

An Artillery Squad reduced to 0 Hit Points becomes a single cannon, a crew of 6 to 8 soldiers, and a team of 4 to 6 draft horses.

Artillery Squad Special Abilities

Attack with Intelligence: Because accurately aiming Field Artillery is a matter of applied mathematics, an Artillery Units makes Attack Checks using Intelligence rather than Dexterity.

Break Unit Formations: A successful attack with Grapeshot, Canister, or Explosive Shell by an Artillery Squad forces a targeted Military Unit to immediately Check Morale. Failure means the unit immediately stops any forward movement, and devolves into a Skirmish Line (if not in that formation already).

Heated Shot: Heated Shot consists of Cannonballs heated in a portable furnace until red hot. A successful attack does normal damage, but any inflammable structure (such as a palisade wall or sailing ship) struck is also set on fire. It takes 2 Turns (20 minutes) to prepare a barrage of Heated Shot.

Ignore Armor: An Artillery Squad can ignore any Armor Class a target enjoys due to wearing personal armor such as a breastplate or helmet – or from having tough skin or scales.

    • Note that an Artillery Squad can target just the defenders within (or behind) a structure using Grapeshot, Canister, or arced Cannonballs, without attempting to destroy the structure itself.

Point-blank Canister Shot: If an Artillery Squad fires Canister at a target within 300 feet directly in front of it and not obscured by Cover (such trees or walls), then the Squad will automatically inflict full damage (4d6+50) without needing to make an Attack Check. Additionally, any surviving target that fails a Morale Check will flee in disorder.

Target Structures: When firing Cannonballs, Heated Shot, or Explosive Shells an Artillery Squad can inflict full hit point damage against structures of stone, wood and brick not usually affected by lead bullets or normal hand-to-hand weapons (such as sabers). If Heated Shot or Explosive Shells are used, inflammable structures are also set on fire.

If an attack against a structure succeeds, the Artillery Squad then rolls another Attack Check for each target inside (or behind) the structure. The Check is made with Penalty equal to the Cover granted by the structure. If the Check(s) succeed(s), each target suffers the same hit point damage as the structure.

Note that an Artillery Squad can use Grapeshot or Canister to target just the defenders within (or behind) a structure, without attempting to destroy the structure itself with Cannonballs, Heated Shot or Explosive Shells.

Artillery Squad Weaknesses

Cannon Smoke: After firing its first barrage, an Artillery Squad suffers a -2 Penalty on further attacks, but also enjoys a +2 on its Armor Class. This is due to a large cloud of smoke enveloping the Unit and obscuring sight. This Cannon Smoke will last until the Squad spends a full Turn not firing its guns, or moves 50’ from its current position.

Explosive Shell Misfire: For every barrage with Explosive Shells there is 1 in 20 chance of an explosive misfire, inflicting 6d6 damage on the Unit and destroying the gun.

Ten Round Reload: Field Artillery takes 10 Rounds to reload and sight, during which time the Artillery Squad has no effective attack.

Goya-Guerra (07)

SPECIALIZED ARTILLERY

Light Artillery: These units use 4 and 6 Pound guns that do less damage (3d6+Damage Bonus), but can be maneuvered into position more quickly (Speed 5 rather than 3 on the battlefield).

Heavy Artillery: These units use 12 pound guns that do more damage (5d6 + Damage Bonus), but are are even slower to maneuver on the battlefield (Speed 2 rather than 3 on the battlefield).

Horse Artillery: These units use more horses (twelve or more per piece) and lighter guns that are specially destined for rapid deployment. Horse Artillery inflicts 2d6+Damage Bonus on a successful Attack. It moves at Speed 9 (both while being hauled and on the battlefield). Horse Artillery is naturally much more expensive to operate than ordinary Field Artillery.

Siege Artillery: These units use massive 24 to 36 pound guns that inflict 10d6+Damage Bonus. Siege Artillery is extremely slow and unwieldy, however, moving at Speed 6 when being hauled, and Speed 1 when maneuvering on the battlefield. Such large guns are seldom encountered on 18th century and Napoleonic battlefields, by that time being used mostly on ships and for coastal defense.

Rockets: These cutting-edge weapons were adapted by the British from examples used by the forces of Tipu Sultan in India. A barrage of Rockets is similar to one of Exploding Shells – inflicting 4d6+Damage Bonus to a target, and setting fire to inflammable structures. They can also be used to Break Unit Formations. Rockets have a long range of 10,000 feet, and a barrage can be fired once every other Round. Unfortunately, they are inaccurate (-2 on Attack Checks), and there is also a 1 in 20 chance per barrage that one of the rockets will explode before liftoff, inflicting 6d6 damage to its Unit.

Molly Pitcher at the Battle of Monmouth. June 1778. Copy of engraving by J. C. Armytage after Alonzo Chappel., 1931 - 19 - NARA - 532935

TARGETING BONUSES AND PENALTIES FOR ARTILLERY UNITS

Target is moving: -2

Target is Military Unit in Line or Wedge formation: +2

Target is in Military Unit in Skirmish Line: -2

La defensa de Zaragoza, por David Wilkie

OPTIONAL ENVIRONMENTAL MODIFIERS

Environment

Speed Modifier

Artillery Attacks into area

Cavalry Attacks into area

Infantry Attacks into area

Prevented Formations and Movements

Dead Cavalry

½ Speed

No Modifier

No Modifier

No Modifier

Line, Column, Wedge. Area cannot be Charged through.
Dead Infantry

-2

No Modifier

No Modifier

No Modifier

None
Fog, Heavy

-2

-4

-4

-4

All formations except Skirmish Line.
Fog, Light

None

-2

-2

-2

None
Forest, Heavy

-4

-4

-4

-2

All formations except Skirmish line. Area cannot be Charged through.
Forest, Light

-3

-2

-2

None

Line, Wedge.
Gun Smoke

None

-2

-2

-2

None
High Ground (Attacking)

-2

No Modifier

-2

-2

None
High Ground (Defending)

+2

No Modifier

None

+2

None
High Heat

No Modifier

No Modifier

-2

-2

None
High Wind

-2

-2

-2

-2

None
Muddy Ground

-2

-2

-2

-2

None
Rain

None

-2

-2

-2

None
Rocky Ground

-2

No Modifier

-2

No Modifier

Area cannot be Charged through.
Snow, Deep

-2

No Modifier

-2

-2

Area cannot be Charged through.
Snow, Trace

No Modifier

No Modifier

No Modifier

No Modifier

None
Swamp

-4

No Modifier

-4

-4

All except Skirmish Line. Artillery cannot be placed in a Swamp, but can attack other units in Swamps.
Wreckage and Rubble

-2

-2

-2

-2

Line, Wedge. Area cannot be Charged through.

Remember, all modifiers in Ghastly Affair “stack”, so it is very possible to get into a situation where it’s nearly impossible for a military unit to fight effectively at all. For example, a company of ordinary infantry trying to attack hand-to-hand uphill, on muddy ground, in the rain, with high winds, suffers a total Penalty to their Attack Check of -8. The have to roll under a 3 to inflict any significant damage on the defending unit occupying the high ground.


HIT POINTS AND COVER OF TYPICAL STRUCTURES AND FORMATIONS

Structure Type

Cover (AC Bonus to people within or behind while still intact)

Hit Points (0 = collapse into Wreckage and Rubble)

Notes:

Brick Wall, Single Wythe 9 if taller than a person,

5 if half height.

75 per 10’ section Only damaged by Pickaxes, Grenades, and Field Artillery.
Brick Wall, Double Wythe 9 if taller than a person,

5 if half height.

150 per 10’ section Only damaged by Pickaxes, Grenades, and Field Artillery.
Brick Wall, Triple Wythe 9 if taller than a person,

5 if half height.

300 per 10’ section Only damaged by Pickaxes, Grenades, and Field Artillery.
Brick Cottage 9 150 Only damaged by Pickaxes, Grenades, and Field Artillery.
Carriage, Enclosed 6 30 Inflammable.
Carriage, Open 2 20 Inflammable.
Castle Tower (Stone) 19 800 Only damaged by Pickaxes, Grenades, and Field Artillery.
Column, Stone 19 50 Only damaged by Pickaxes, Grenades, and Field Artillery.
Door, Fortified 9 30 Inflammable. Can be damaged by Axes and Bullets.
Earthen Embankment, Sloped, 5’ thick 19 5,00 per 10’ section Only damaged by Pickaxes, Shovels, Grenades, and Field Artillery.
Earthen Embankment, Sloped, 10’ thick 19 1,000 per 10’ section Only damaged by Pickaxes, Shovels, Grenades, and Field Artillery.
Half-Timber Cottage 9 100 Inflammable. Can be damaged by Axes and Bullets.
Ship, Frigate 7 500 Inflammable. Can be damaged by Axes.
Ship, Merchant 7 300 Inflammable. Can be damaged by Axes.
Ship of the Line 7 1,500 Inflammable. Can be damaged by Axes.
Small Hillock (20’ x 10’) 19 3,000 Only damaged by Pickaxes, Shovels, Grenades, and Field Artillery.
Statue, Marble 5 15 Damaged by all metal weapons.
Stone Boulder, 3’ x 3’ x 3’ 9 500 Only damaged by Pickaxes, Grenades, and Field Artillery.
Stone Boulder, 10’ x 10’ x 10’ 9 2,000 Only damaged by Pickaxes, Grenades, and Field Artillery.
Stone Wall, 2’ Thick: 19 if taller than a person,

9 if half height.

500 per 10’ section Only damaged by Pickaxes, Grenades, and Field Artillery.
Stone Wall, 5’ Thick: 19 if taller than a person,

9 if half height.

1,000 per 10’ section Only damaged by Pickaxes, Grenades, and Field Artillery.
Stone Wall, 10’ Thick: 19 if taller than a person,

9 if half height.

2,000 per 10’ section Only damaged by Pickaxes, Grenades, and Field Artillery.
Stone Cottage 19 400 Only damaged by Pickaxes, Grenades, and Field Artillery.
Tree, Large 5 20 Inflammable.
Wagon 3 20 Can be damaged by Axes and Bullets.
Wall of Ice (Preternatural) 9 40 per square foot Damaged by all metal weapons.
Wall of Iron (Preternatural) 19 50 per square foot Only damaged by steel Pickaxes, Grenades, and Field Artillery.
Wall of Stone (Preternatural) 19 50 per square foot Only damaged by Pickaxes, Grenades, and Field Artillery.
Wall of Thorns (Preternatural) 7 5 hp per square foot Inflammable. Damaged by all metal weapons.
Wooden Palisade 9 100 per 10’ section Inflammable. Can be damaged by Axes.
Wooden Fort Tower, 20’ tall x 10’ wide 9 200 Inflammable. Can be damaged by Axes.

Structures grant full cover as long as they have half or more of their hit points. After that they grant only ½ their usual cover. Completely destroyed structures count as “Wreckage and Rubble”, and grant only a +2 to AC.

Mass Combat in Ghastly Affair Part II – Cavalry Units

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Meissonier - 1814, Campagne de France

See also: Mass Combat in Ghastly Affair Part I – Infantry Units

Some Notes on 18th Century and Napoleonic Cavalry

The typical Cavalry of the 18th Century and Napoleonic era were called either “Dragoons” or “Carabiniers”. In earlier centuries the term “Dragoon” had referred to Infantry units that rode into battle but dismounted to fight, but had come to designate general-purpose or (“Line”) Cavalry capable of fighting both in open and close formations. The term “Carabinier” on the other hand, made reference to the short-barreled musket (carbine) that was the main artillery weapon of most Cavalry units. Other, more specialized types of Cavalry included “Hussars” (light raiding units that wore Hungarian-inspired uniforms and mustaches), “Lancers” (which carried long lances that made their charges especially formidable) and Cuirassiers (heavy units who wore steel breastplates and helmets). Whatever his designation and primary weapon, every cavalryman also carried a pistol, and some kind of sword or saber for hand-to-hand combat

Serving in (or officering) a cavalry unit was considered much more prestigious (and romantic) than service in an infantry (or artillery) unit. Because they frequently had to provide their own horses and pay for their own training, cavalry tended to be drawn from higher up the social scale than the infantry. Cavalry officers had an especial reputation for arrogance and imperiousness, which was particularly notable among “Hussar” units. Besides the overall unit commander, every Cavalry unit had a Bugler or Trumpeter, who communicated orders and help maintain morale by playing their horn. A minor officer called a “Cornet” (comparable to the Ensign of an Infantry unit) carried the flag or banner of the unit. Often, the Cornet also assumed the duties of the Trumpeter.

Not only would the soldiers in a unit wear a distinctive uniform, but it was also common for all the horses in a Cavalry unit to be the same breed – and often, the same color.

ScotsGreys

CAVALRY COMPANY

60 to 120 soldiers mounted on horses and acting as a unit.

Creature Class: Antagonist
Number Appearing: 1 – 3
Initial Impression: About a hundred mounted soldiers in uniform, accompanied by occasional blasts from a bugle.

Size: Large (150’ x 20’ in Line, 60’ x 60’ in Wedge, 150’ x 100’ in Skirmish Line)
Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Captain) Intelligence: 9 Wisdom: 9
Strength: 7,200 Dexterity: 11 Constitution: 9
Speed: 12

Armor Class: None
Hit Dice: 30
Attacks: 1 (carbines and pistols; or sabers, lances, pistols, and trampling) [½ Damage when in Wedge or Skirmish Line]
Special Abilities: Dissolve into Troops, Charge, Form Line, Form Wedge, Form Skirmish Line, Immune to Single Target Magic, Multiple Attacks, Trample Infantry.
Weaknesses: Gun Smoke, Pistol and Carbine Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical.
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished.
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit)

Level: 10

An 18th Century Cavalry Company is approximately 100 mounted men commanded by a Captain. Two Companies joined together form a Cavalry Squadron.

A Cavalry Company reduced to 0 Hit Points becomes two Cavalry Troops in Skirmish Line formation. A 300’ diameter area around the center point where the Company broke will be filled with dead horses, slain men, and scattered equipment. All movement through that area is at half Speed, it cannot be Charged through, and any other Military Units within that area (other than Infantry in Square) are forced into Skirmish Line formation.

Cavalry Company Special Abilities.

Charge: If a Cavalry Company in Line or Wedge formation gallops at full speed towards a target or unit for at least one full Round, the Company does double damage (1d6 +Damage Bonus, times 2) on its first Round of hand-to-hand combat (except against an Infantry unit in Square formation). The Company can make no attacks during the Round(s) spent galloping towards its target, however.

Dissolve into Troops. A Company can be broken up into 4 or 5 independent Cavalry Troops.

Form Line: A Line is a wide formation of horses in two rows, nearly shoulder to shoulder. A Company in a Line inflicts full 1d6+30 damage on each attack. It takes 10 Rounds to Form a Line.

Form Wedge: A Wedge is a triangular formation of horses attacking with its apex pointed at its opponent. A Cavalry unit in Wedge formation does only half damage on a successful attack, but any defending Infantry Units in Line or Column must immediately check Morale or involuntarily devolve into a Skirmish Line (and allow the Cavalry to ride through them it if wants). It takes 10 Rounds to form a Wedge.

Form Skirmish Line: A Skirmish Line is an irregular and open formation that allows horses maximum freedom of movement, and makes the unit harder to target with cannons. A unit in Skirmish Line can also occupy the same area as an opponent. However, a Company in a Skirmish Line only inflicts half damage on a successful attack. It takes 3 Rounds to deliberately Form a Skirmish Line from any other formation.

Immune to Single Target Magic: Because a Cavalry Company is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Company can attack multiple targets or units instead of concentrating on a single one. The Company makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

 

Targets

Damage Bonus per attack

1

+30

2

+15

3

+10

4

+8

5

+6

Trample Infantry: A Cavalry Company does double damage (1d6 + Damage Bonus, times 2) when engaged in hand-to-hand combat against Infantry units (except those in Square formation).

Cavalry Company Weaknesses

Gun Smoke: After its first volley of pistol or carbine fire, a Company in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Company spends a full Turn not firing its guns, or moves 50’ from its current position.

Pistol and Carbine Inaccuracy: Almost all Cavalry units are –2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore pistols and carbines. Furthermore, smooth-bore pistols are completely inaccurate past 225 feet, and carbines past 350 feet.

August Querfurt - Schlachtenmotiv

CAVALRY PATROL

10 to 20 soldiers mounted on horses and acting as a unit.

Creature Class: Antagonist
Number Appearing: 1
Initial Impression: About a dozen mounted soldiers in uniform, accompanied by occasional blasts from a bugle.
Size: Large (20’ x 20’ in Line, 20’ x 20’ in Wedge, 50’ x 30’ in Skirmish Line)

Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Sergeant) Intelligence: 9 Wisdom: 9
Strength: 1,200 Dexterity: 11 Constitution: 9
Speed: 12

Armor Class: None
Hit Dice: 6
Attacks: 1 (carbines and pistols; or sabers, lances, pistols, and trampling) [½ Damage when in Wedge or Skirmish Line]
Special Abilities: Dissolve into Troops, Charge, Form Line, Form Skirmish Line, Multiple Attacks, Trample Infantry.
Weaknesses: Gun Smoke, Pistol and Carbine Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical.
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished.
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit).

Level: 6

A Cavalry Patrol is the smallest unit of Cavalry, typically encountered while performing reconnaissance for a larger unit. Typically it consists of about a dozen cavalrymen commanded by either a junior Lieutenant, or a Sergeant.

A Cavalry Patrol reduced to 0 Hit Points breaks up into 5 or 6 mounted individuals. A 40’ diameter area around the center point where the Patrol broke will be filled with dead horses, slain men, and scattered equipment. All movement through that area is at half Speed, it cannot be Charged through, and any other Military Units within that area (other than Infantry in Square) are forced into Skirmish Line formation.

Cavalry Patrol Special Abilities.

Charge: If a Cavalry Patrol in Line or Wedge formation gallops at full speed towards a target or unit for at least one full Round, the Patrol does double damage (1d6 +Damage Bonus, times 2) on its first Round of hand-to-hand combat (except against an Infantry unit in Square formation). The Patrol can make no attacks during the Round(s) spent galloping towards its target, however.

Dissolve Unit: A Patrol can be broken up into individual cavalrymen and horses.

Form Line: A Line is a wide formation of horses in two rows, nearly shoulder to shoulder. A Patrol in a Line inflicts full 1d6+6 damage on each attack. It takes 10 Rounds to Form a Line.

Form Skirmish Line: A Skirmish Line is an irregular and open formation that allows horses maximum freedom of movement, and makes the unit harder to target with cannons. A unit in Skirmish Line can also occupy the same area as an opponent. However, a Patrol in a Skirmish Line only inflicts half damage on a successful attack. It takes 3 Rounds to deliberately Form a Skirmish Line from any other formation.

Immune to Single Target Magic: Because a Cavalry Patrol is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Patrol can attack up to 4 targets or units instead of concentrating on a single one. The Patrol makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

Targets

Damage Bonus per attack

1

+6

2

+3

3 – 4

+2

Trample Infantry: A Cavalry Patrol does double damage (1d6 + Damage Bonus, times 2) when engaged in hand-to-hand combat against Infantry units (except those in Square formation).

Cavalry Patrol Weaknesses

Gun Smoke: After its first volley of pistol or carbine fire, a Patrol in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Patrol spends a full Turn not firing its guns, or moves 50’ from its current position.

Pistol and Carbine Inaccuracy: Almost all Cavalry units are -2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore pistols and carbines. Furthermore, smooth-bore pistols are completely inaccurate past 225 feet, and carbines past 350 feet.

Battle of Vauchamps by Reville

CAVALRY SQUADRON

120 to 240 soldiers mounted on horses and acting as a unit.

Creature Class: Antagonist
Number Appearing: 1 – 3
Initial Impression: About two hundred mounted soldiers in uniform, accompanied by occasional blasts from a bugle.
Size: Large (300’ x 20’ in Line, 80’ x 80’ in Wedge, 300’ x 100’ in Skirmish Line)

Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Lieutenant Colonel) Intelligence: 9 Wisdom: 9
Strength: 14,400 Dexterity: 11 Constitution: 9
Speed: 12

Armor Class: None
Hit Dice: 60
Attacks: 1 (carbines and pistols; or sabers, lances, pistols, and trampling) [½ Damage when in Wedge or Skirmish Line]
Special Abilities: Dissolve into Companies, Charge, Form Line, Form Wedge, Form Skirmish Line, Multiple Attacks, Trample Infantry.
Weaknesses: Gun Smoke, Pistol and Carbine Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical.
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished.
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit)

Level: 10

A Squadron of Cavalry is commanded by a Lieutenant Colonel, Major, or Chef d’Escadron. Two Squadrons make a full Cavalry Regiment, commanded by a Colonel.

A Cavalry Squadron reduced to 0 Hit Points becomes a Cavalry Company in Skirmish Line formation. A 500’ diameter area around the center point where the Squadron broke will be filled with dead horses, slain men, and scattered equipment. All movement through that area is at half Speed, it cannot be Charged through, and any other Military Units within that area (other than Infantry in Square) are forced into Skirmish Line formation.

Cavalry Squadron Special Abilities

Charge: If a Cavalry Squadron in Line or Wedge formation gallops at full speed towards a target or unit for at least one full Round, the Squadron does double damage (1d6 +Damage Bonus, times 2) on its first Round of hand-to-hand combat (except against an Infantry unit in Square formation). The Squadron can make no attacks during the Round(s) spent galloping towards its target, however.

Dissolve into Companies. A Squadron can be broken up into 2 independent Cavalry Companies.

Form Line: A Line is a wide formation of horses in two rows, nearly shoulder to shoulder. A Squadron in a Line inflicts full 1d6+60 damage on each attack. It takes 10 Rounds to Form a Line.

Form Wedge: A Wedge is a triangular formation of horses attacking with its apex pointed at its opponent. A Cavalry unit in Wedge formation does only half damage on a successful attack, but any defending Infantry Units in Line or Column must immediately check Morale or involuntarily devolve into a Skirmish Line (and allow the Cavalry to ride through them it if wants). It takes 10 Rounds to form a Wedge.

Form Skirmish Line: A Skirmish Line is an irregular and open formation that allows horses maximum freedom of movement, and makes the unit harder to target with cannons. A unit in Skirmish Line can also occupy the same area as an opponent. However, a Squadron in a Skirmish Line only inflicts half damage on a successful attack. It takes 3 Rounds to deliberately Form a Skirmish Line from any other formation.

Immune to Single Target Magic: Because a Cavalry Squadron is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Squadron can attack multiple targets or units instead of concentrating on a single one. The Squadron makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

Targets

Damage Bonus per attack

1

+60

2

+30

3

+20

4

+15

5

+12

6

+10

Trample Infantry: A Cavalry Squadron does double damage (1d6 + Damage Bonus, times 2) when engaged in hand-to-hand combat against Infantry units (except those in Square formation).

Cavalry Squadron Weaknesses

Gun Smoke: After its first volley of pistol or carbine fire, a Squadron in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Squadron spends a full Turn not firing its guns, or moves 50’ from its current position.

Pistol and Carbine Inaccuracy: Almost all Cavalry units are -2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore pistols and carbines. Furthermore, smooth-bore pistols are completely inaccurate past 225 feet, and carbines past 350 feet.

Peterloo Massacre

CAVALRY TROOP

20 to 40 soldiers mounted on horses and acting as a unit.

Creature Class: Antagonist
Number Appearing: 1 or 2
Initial Impression: Approximately thirty mounted soldiers in uniform, accompanied by occasional blasts from a bugle.
Size: Large (45’ x 20’ in Line, 30’ x 30’ in Wedge, 80’ x 40’ in Skirmish Line)

Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Lieutenant or Sergeant) Intelligence: 9 Wisdom: 9
Strength: 2,400 Dexterity: 11 Constitution: 9
Speed: 12

Armor Class: None
Hit Dice: 10
Attacks: 1 (carbines and pistols; or sabers, lances, pistols, and trampling) [½ Damage when in Wedge or Skirmish Line]
Special Abilities: Dissolve into Troops, Charge, Form Line, Form Wedge, Form Skirmish Line, Multiple Attacks, Trample Infantry.
Weaknesses: Gun Smoke, Pistol and Carbine Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical.
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished.
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit).

Level: 10

A Cavalry Troop is approximately 30 mounted men generally commanded by either a Lieutenant or a Sergeant.

A Cavalry Troop reduced to 0 Hit Points becomes a Cavalry Patrol in Skirmish Line formation. A 60’ diameter area around the center point where the Troop broke will be filled with dead horses, slain men, and scattered equipment. All movement through that area is at half Speed, it cannot be Charged through, and any other Military Units within that area (other than Infantry in Square) are forced into Skirmish Line formation.

Cavalry Troop Special Abilities

Charge: If a Cavalry Troop in Line or Wedge formation gallops at full speed towards a target or unit for at least one full Round, the Troop does double damage (1d6 +Damage Bonus, times 2) on its first Round of hand-to-hand combat (except against an Infantry unit in Square formation). The Troop can make no attacks during the Round(s) spent galloping towards its target, however.

Dissolve into Patrols. A Troop can be broken up into 3 independent Cavalry Patrols.

Form Line: A Line is a wide formation of horses in two rows, nearly shoulder to shoulder. A Troop in a Line inflicts full 1d6+10 damage on each attack. It takes 10 Rounds to Form a Line.

Form Wedge: A Wedge is a triangular formation of horses attacking with its apex pointed at its opponent. A Cavalry unit in Wedge formation does only half damage on a successful attack, but any defending Infantry Units in Line or Column must immediately check Morale or involuntarily devolve into a Skirmish Line (and allow the Cavalry to ride through them it if wants). It takes 10 Rounds to form a Wedge.

Form Skirmish Line: A Skirmish Line is an irregular and open formation that allows horses maximum freedom of movement, and makes the unit harder to target with cannons. A unit in Skirmish Line can also occupy the same area as an opponent. However, a Troop in a Skirmish Line only inflicts half damage on a successful attack. It takes 3 Rounds to deliberately Form a Skirmish Line from any other formation.

Immune to Single Target Magic: Because a Cavalry Troop is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Troop can attack up to 4 targets or units instead of concentrating on a single one. The Troop makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

 

Targets

Damage Bonus per attack

1

+10

2

+5

3

+3

4

+2

Trample Infantry: A Cavalry Troop does double damage (1d6 + Damage Bonus, times 2) when engaged in hand-to-hand combat against Infantry units (except those in Square formation).

Cavalry Troop Weaknesses

Gun Smoke: After its first volley of pistol or carbine fire, a Troop in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Troop spends a full Turn not firing its guns, or moves 50’ from its current position.

Pistol and Carbine Inaccuracy: Almost all Cavalry units are -2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore pistols and carbines. Furthermore, smooth-bore pistols are completely inaccurate past 225 feet, and carbines past 350 feet.

Grande Armée - 10th Regiment of Cuirassiers - Colonel

Specialized Cavalry Units

Cuirassiers: These heavy unit wear steel breastplates and helmets that give them Armor Class 5. However, they are slower than other units, moving at Speed 11, rather than 12.

Chasseurs: These light units are faster than others, moving at Speed 13. They are often used for reconnaissance, or to harry supply lines.

Cossacks: These Russian units are especially brave and hardy, having Constitution scores of 11 (rather than 9), and the Asset “High Morale”. However, they have the Weakness “Hard to Control”, so all attempts to issue battlefield orders to Cossacks incur a -3 Penalty on the Charisma Check.

Hussars: These elite units ride especially fast horses, wear faux Hungarian costumes, and sport long mustaches. They move at Speed 13, and have the Asset “High Morale”, conferring a +3 Bonus on all Morale Checks. The culture of Hussar units actually encourages them to plunder and commit atrocities against civilians, however, so they have Perversity 14 rather than 13.

Lancers / Ulans/ Uhlans: These units carry long lances, which are typically embellished with colorful pennants. For the first Round of Hand-to-hand fighting after a Charge, Lancers automatically win Initiative, and receive a +1 Bonus on their Attack Check. German Lancers are called “Ulans”, while the famous Polish lancers are “Uhlans” (with an “h”).

Mameluks: These Egyptian mercenaries are especially skilled with their sabers, enjoying a +1 Bonus when engaged in Hand-to-Hand fights.

Mass Combat in Ghastly Affair Part I – Infantry Units

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Battle of Waterloo 1815

The lack of Mass Combat rules in Ghastly Affair might seem glaring in light of its default setting, the era of the French Revolution and Napoleon. What follows is an attempt to rectify that omission. It makes possible scenarios such as a Company of British infantry cut off from its Regiment and facing down revenants in the Tabernas Desert during the Peninsular War, or a Troop of French cavalry from the Grande Armée attempting to flee Russia while threatened by werewolves and General Winter alike.

The tentative method of mass combat here presented is to treat whole military units (Battalions, Companies, etc.) as single beings (much as Ghastly Affair does with Angry Mobs). Fights involving military units therefore use exactly the same rules as those involving individual adversaries – including determining Initiative , and checking Morale at appropriate times. In general, units with more members should have higher Hit Points than those with fewer, but a relatively underpopulated unit might have high HP on account of its good health, or exceptionally thorough training.

There is, of course, a great deal of abstraction assumed in the presentation. The composition of military units could, of course, vary greatly from nation to nation – and even in the same nation across the assumed time period of 1765 to 1820. This is particularly true in the case of France, where the semi-private pre-Revolutionary army was very different from the fully nationalized military commanded by Napoleon. Therefore, the treatment of units that follows is fairly generic – good enough to figure out what happens when an Infantry Platoon faces off against a family of crazed cannibals, or a Battalion battles a dragon that has been slumbering for centuries, but admittedly inadequate for realistically recreating Waterloo. Doubtless, any experienced war-gamer could probably find innumerable faults with my presentation of 18th century military units and tactics as it relates to any specific historical military unit.

An Overview of 18th Century and Napoleonic Infantry

The ordinary rank and file infantry of the 18th Century were often called “Fusiliers”, especially in the French army of the late 18th century and Napoleonic era. They are typically armed with a smooth-bore musket, a bayonet, and possibly a straight-bladed sword (although in many units only officers carry swords). Each Infantryman carries his own bedroll; a canteen; and a supply of black powder, wadding, and bullets. Spare clothing and personal items (such as a shaving kit and playing cards) are carried in a backpack. The uniforms of ordinary Infantrymen are colorful because 18th century battlefields are blanketed with obscuring gun smoke, and drab clothing will inevitably result in friendly units firing on each other frequently. Before the French Revolution, most Infantry units wore tricorn hats. In the Napoleonic-era, this changed to the cylindrical “shako” hat, usually embellished with a plume.

Specialized infantry units include “Grenadiers” (prestigious heavy infantry armed with grenades), “Chasseurs” (light infantry who march ahead of other units), and “Sappers” (demolitions experts).

On the battlefield, it is usual for only half the members of an infantry unit to fire their muskets at a time. This allows the other half time to reload their single-shot guns.

Infantry officers are distinguished by their more elaborate uniforms (which they often have made for themselves at their own expense), and different headgear (often a bicorn hat rather than a tricorn or shako). Sergeants carry spontoons (wide-bladed spears), which they use for signaling, to correct the aim of line soldiers, and as a weapon in hand-to-hand combat. A minor officer called an “Ensign” is in charge of protecting the unit’s flag or standard. Besides the ordinary men and officers, units larger than a squad will also have a drummer and fifer (flute-player), who help to keep time in marches, convey orders on the battlefield, and keep up morale. The drummer may be a boy, but is usually just a young enlisted soldier.

It was common in the 18th century for Infantry (and Cavalry) units to be raised, trained, and equipped not by the national government, but by individual noblemen. The nobleman who raised the unit would then either command it himself, or give command to his son. It is very common for units to be comprised of foreigners and other people who first loyalty is to their commander and fellow soldiers, rather than the sovereign of the nation they nominally serve. Other units may be composed of forcibly conscripted or “impressed” men who would, if any real opportunity presented itself, either desert, or mutiny and become brigands. Such conscripted men are likely take out their frustration at their predicament by committing atrocities against civilian populations.

Military units more than a day’s march from a fort are almost always accompanied by numerous “camp followers” – private food merchants, cooks, entertainers, seamstresses, washerwomen, nurses, and prostitutes who provide much of the actual logistical support for the army. Among the camp followers will also be the wives and children of soldiers, who are (unless they are the commanding officer’s family) expected to help with cooking, washing, cleaning, and repairs. There can be as many camp followers as there as soldiers in the unit.


Napoleons retreat from moscow

INFANTRY BATTALION

360 to 720 soldiers on foot, acting as a unit.

Creature Class: Antagonist
Number Appearing: 1 – 4
Initial Impression: Several hundred armed and uniformed men, marching to the sounds of drums and flute.
Size: Large (500’ x 10’ in Line, 10’ x 500’ in Column, 60’ x 60’ in Square, 500’ x 50’ in Skirmish Line)
Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Lieutenant Colonel) Intelligence: 9 Wisdom: 9
Strength: 5,400 Dexterity: 11 Constitution: 9
Speed: 6 in Line, 9 in Column, 3 in Square, 9 in Skirmish Line
Armor Class: None (+2 if wreathed in Gun Smoke, +2 if in Skirmish Line)
Hit Dice: 150
Attacks: 1 (musket volley; or muskets, bayonets, and swords) [½ Damage when in Column, Square or Skirmish Line]
Special Abilities: Dissolve into Companies, Form Column, Form Line, Form Square, Form Skirmish Line, Immune to Single Target Magic, Multiple Attacks, Set Bayonets Against Charge.
Weaknesses: Gun Smoke, Musket Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit)
Level: 10

An 18th Century Infantry Battalion consists of 5 or 6 Companies of Soldiers, generally commanded by an officer with the title of Lieutenant Colonel, Chef de Batallion, or Major.

Two Infantry Battalions together form an Infantry Regiment commanded by a Colonel.

An Infantry Battalion reduced to 0 Hit Points devolves into three surviving Infantry Companies. The Presenter should assume that half the casualties suffered by the formerly intact Battalion are dead, and half are wounded to the point of incapacity.

Infantry Battalion Special Abilities

Dissolve into Companies: An Infantry Battalion can be dissolved into 5 or 6 Infantry Companies of 60 to 120 soldiers, each commanded by a Captain. This might be done in order to encircle an enemy, for example. It takes 10 Rounds to Dissolve into Companies.

Form Column: A Column is a narrow formation of soldiers in several files (usually about 5). A Battalion in a Column moves quickly at Speed 9, but it inflicts only half damage on a successful attack. Column form is therefore usually employed for marching, but seldom offensively. It takes 6 Rounds to Form a Column.

Form Line: A Line is a wide formation of soldiers in two rows, standing and firing shoulder to shoulder. This is the default formation for battle in the 18th century. A Battalion in a Line moves slowly at Speed 6, but inflicts full 1d6+150 damage on each attack. It takes 6 Rounds to Form a Line.

Form Square: A Square is a tight and compact formation just 60’ to a side. A Cavalry unit charging a Square loses all advantages (enjoying no bonus to the attack, and doing normal damage). A Battalion in a Square can only move at Speed 3, and inflicts half damage on a successful attack. It takes 10 Rounds to Form a Square.

Form Skirmish Line: A Skirmish Line is an open formation that allows soldiers to hide behind trees and walls, shoot from prone positions, and otherwise take advantage of available cover. A Battalion in a Skirmish Line enjoys a +2 AC, but only inflicts half damage on a successful attack. It takes 6 Rounds to Form a Skirmish Line.

Immune to Single Target Magic: Because an Infantry Battalion is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Battalion can attack multiple targets or units instead of concentrating on a single one. The Battalion makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

Targets

Damage Bonus per attack

1

+150

2

+75

3

+50

4

+38

5

+30

6

+25

Set Bayonets Against Charge: An Infantry Battalion that spends a full Round preparing to meet a charging Calvary unit will inflict double damage (1d6 + 150, times 2) on the first Round of Hand-to-Hand fighting against it. The Battalion cannot attack, move, or take any other action while preparing to meet the charging unit, however.

Infantry Battalion Weaknesses

Gun Smoke: After firing its first volley of musket fire, a Battalion in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks, but also enjoys a +2 on its Armor Class. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Battalion spends a full Turn not firing its muskets, or moves 50’ from its current position.

Musket Inaccuracy: Almost all Infantry Battalions are -2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore muskets. Furthermore, their muskets are completely inaccurate past 450 feet.


Butler Lady Quatre Bras 1815

INFANTRY COMPANY

60 to 120 soldiers on foot, acting as a unit.
Creature Class: Antagonist
Number Appearing: 1 – 4
Initial Impression: About a hundred armed and uniformed men, marching to the sounds of drums and flute.
Size: Large (100’ x 10’ in Line, 10’ x 100’ in Column, 15’ x 15’ in Square, 100 x 50’ in Skirmish Line)
Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Captain) Intelligence: 9 Wisdom: 9
Strength: 900 Dexterity: 11 Constitution: 9
Speed: 6 in Line, 9 in Column, 3 in Square, 9 in Skirmish Line
Armor Class: None (+2 if wreathed in Gun Smoke, +2 if in Skirmish Line)
Hit Dice: 30
Attacks: 1 (musket volley; or muskets, bayonets, and swords) [½ Damage when in Column, Square or Skirmish Line]
Special Abilities: Dissolve into Plattons, Form Column, Form Line, Form Square, Form Skirmish Line, Immune to Single Target Magic, Multiple Attacks, Set Bayonets Against Charge.
Weaknesses: Gun Smoke, Musket Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit)
Level: 10

An 18th Century Infantry Company consists of three Platoons of soldiers, and is typically commanded by an officer with the title of “Captain”. Five or six Companies typically form a Battalion.

An Infantry Company reduced to 0 Hit Points becomes two Infantry Platoons.

Infantry Company Special Abilities

Dissolve into Platoons: An Infantry Company can be dissolved into 3 Infantry Platoons of 20 to 40 soldiers, each commanded by a Lieutenant. This might be done in order to encircle an enemy, for example.

Form Column: A Column is a narrow formation of soldiers in three files. A Company in a Column moves quickly at Speed 9, but it inflicts only half damage on a successful attack. Column form is therefore usually employed for marching, but seldom offensively. It takes 4 Rounds to Form a Column.

Form Line: A Line is a wide formation of soldiers in two rows, standing and firing shoulder to shoulder. This is the default formation for battle in the 18th century. A Company in a Line moves slowly at Speed 6, but inflicts full 1d6+30 damage on each attack. It takes 4 Rounds to Form a Line.

Form Square: A Square is a tight and compact formation just 60’ to a side. A Cavalry unit charging a Square loses all advantages (enjoying no bonus to the attack, and doing normal damage). A Company in a Square can only move at Speed 3, and inflicts half damage on a successful attack. It takes 6 Rounds to Form a Square.

Form Skirmish Line: A Skirmish Line is an open formation that allows soldiers to hide behind trees and walls, shoot from prone positions, and otherwise take advantage of available cover. A Company in a Skirmish Line enjoys a +2 AC, but only inflicts half damage on a successful attack. It takes 4 Rounds to Form a Skirmish Line.

Immune to Single Target Magic: Because an Infantry Company is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Company can attack multiple targets or units instead of concentrating on a single one. The Company makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

Targets

Damage Bonus per attack

1

+30

2

+15

3

+10

4

+8

5

+6

6

+5

Set Bayonets Against Charge: An Infantry Company that spends a full Round preparing to meet a charging Calvary unit will inflict double damage (1d6 + Damage Bonus, times 2) on the first round of Hand-to-Hand fighting against it. The Company cannot attack, move, or take any other action while preparing to meet the charging unit, however.

Infantry Company Weaknesses

Gun Smoke: After firing its first volley of musket fire, a Company in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks, but also enjoys a +2 on its Armor Class. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Company spends a full Turn not firing its muskets, or moves 50’ from its current position.

Musket Inaccuracy: Almost all Infantry Companies are -2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore muskets. Furthermore, their muskets are completely inaccurate past 450 feet.


The Bloody Massacre

INFANTRY PLATOON

20 to 40 soldiers on foot, acting as a unit.
Creature Class: Antagonist
Number Appearing: 1 or 2
Initial Impression: Approximately thirty armed and uniformed men, marching to the sounds of drums and flute.
Size: Large (35’ x 10’ in Line, 5’ x 30’ in Column, 10’ x 10’ in Square.)
Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Lieutenant) Intelligence: 9 Wisdom: 9
Strength: 300 Dexterity: 11 Constitution: 9
Speed: 6 in Line, 9 in Column, 3 in Square, 9 in Skirmish Line
Armor Class: None (+2 if wreathed in Gun Smoke, +2 if in Skirmish Line)
Hit Dice: 10
Attacks: 1 (musket volley; or muskets, bayonets, and swords) [½ Damage when in Column, Square or Skirmish Line]
Special Abilities: Dissolve into Squads, Form Column, Form Line, Form Square, Form Skirmish Line, Immune to Single Target Magic, Multiple Attacks, Set Bayonets Against Charge.
Weaknesses: Gun Smoke, Musket Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit)
Level: 10

An 18th Century Infantry Platoon consists of twenty to forty soldiers trained to fire their muskets together in a single mass. A Platoon is typically commanded by a Lieutenant. Three Platoons form a Company.

An Infantry Platoon reduced to 0 Hit Points becomes an Infantry Squad.

Infantry Platoon Special Abilities

Dissolve into Squads: An Infantry Company can be dissolved into 2 Infantry Squads of 10 to 20 soldiers, each commanded by a Lieutenant. This might be done in order to encircle an enemy, for example.

Form Column: A Column is a narrow formation of soldiers in two files. A Platoon in a Column moves quickly at Speed 9, but it inflicts only half damage on a successful attack. Column form is therefore usually employed for marching, but seldom offensively. It takes 2 Rounds to Form a Column.

Form Line: A Line is a wide formation of soldiers in two rows, standing and firing shoulder to shoulder. This is the default formation for battle in the 18th century. A Platoon in a Line moves slowly at Speed 6, but inflicts full 1d6+10 damage on each attack. It takes 2 Rounds to Form a Line.

Form Square: A Square is a tight and compact formation just 60’ to a side. A Cavalry unit charging a Square loses all advantages (enjoying no bonus to the attack, and doing normal damage). A Platoon in a Square can only move at Speed 3, and inflicts half damage on a successful attack. It takes 3 Rounds to Form a Square.

Form Skirmish Line: A Skirmish Line is an open formation that allows soldiers to hide behind trees and walls, shoot from prone positions, and otherwise take advantage of available cover. A Platoon in a Skirmish Line enjoys a +2 AC, but only inflicts half damage on a successful attack. It takes 2 Rounds to Form a Skirmish Line.

Immune to Single Target Magic: Because an Infantry Platoon is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Platoon can attack up to four targets or units instead of concentrating on a single one. The Platoon makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

Targets

Damage Bonus per attack

1

+10

2

+5

3 – 4

+3

Set Bayonets Against Charge: An Infantry Platoon that spends a full Round preparing to meet a charging Calvary unit will inflict double damage (1d6 + Damage Bonus, times 2) on the first round of Hand-to-Hand fighting against it. The Platoon cannot attack, move, or take any other action while preparing to meet the charging unit, however.

Infantry Platoon Weaknesses

Gun Smoke: After firing its first volley of musket fire, a Platoon in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks, but also enjoys a +2 on its Armor Class. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Company spends a full Turn not firing its muskets, or moves 50’ from its current position.

Musket Inaccuracy: Almost all Infantry Platoon are -2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore muskets. Furthermore, their muskets are completely inaccurate past 450 feet.


Francisco de Goya - The Horrors of War- The Same - 1922.519 - Cleveland Museum of Art (cropped)

INFANTRY SQUAD

10 to 20 soldiers on foot, acting as a unit.
Creature Class: Antagonist
Number Appearing: 1
Initial Impression: Approximately a dozen armed and uniformed men.
Size: Large (15’ x 10’ in Line, 10’ x 20’ in Column, 8’ x 8’ in Square,)
Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Sergeant) Intelligence: 9 Wisdom: 9
Strength: 150 Dexterity: 11 Constitution: 9
Speed: 6 in Line, 9 in Column, 3 in Square, 9 in Skirmish Line
Armor Class: None (+2 if wreathed in Gun Smoke, +2 if in Skirmish Line)
Hit Dice: 6
Attacks: 1 (musket volley; or muskets, bayonets, and swords) [½ Damage when in Column, Square or Skirmish Line]
Special Abilities: Dissolve, Form Column, Form Line, Form Square, Form Skirmish Line, Immune to Single Target Magic, Multiple Attacks, Set Bayonets Against Charge.
Weaknesses: Gun Smoke, Musket Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit)
Level: 6

A Squad is half a platoon. On the battlefield, one Squad of a Platoon will typically fire a volley of musket fire while the other one reloads. A Squad will rarely be separated from its platoon, but in such a case it will typically be commanded by a Sub-lieutenant or Sergeant.

An Infantry Squad reduced to 0 Hit Points breaks up into 5 or 6 individual survivors.

Infantry Squad Special Abilities

Dissolve Unit: An Infantry Squad can be broken up into its individual soldiers. This might be done in order to encircle an enemy, for example.

Form Column: A Column is a narrow formation of soldiers in two files. A Squad in a Column moves quickly at Speed 9, but it inflicts only half damage on a successful attack. Column form is therefore usually employed for marching, but seldom offensively. It takes 1 Round to Form a Column.

Form Line: A Line is a wide formation of soldiers in two rows, standing and firing shoulder to shoulder. This is the default formation for battle in the 18th century. A Squad in a Line moves slowly at Speed 6, but inflicts full 1d6+6 damage on each attack. It takes 1 Round to Form a Line.

Form Square: A Square is a tight and compact formation just 60’ to a side. A Cavalry unit charging a Square loses all advantages (enjoying no bonus to the attack, and doing normal damage). A Squad in a Square can only move at Speed 3, and inflicts half damage on a successful attack. It takes 2 Rounds to Form a Square.

Form Skirmish Line: A Skirmish Line is an open formation that allows soldiers to hide behind trees and walls, shoot from prone positions, and otherwise take advantage of available cover. A Squad in a Skirmish Line enjoys a +2 to AC, but only inflicts half damage on a successful attack. It takes 1 Round to Form a Skirmish Line.

Immune to Single Target Magic: Because an Infantry Squad is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Squad can attack up to four targets or units instead of concentrating on a single one. The Platoon makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

Targets

Damage Bonus per attack

1

+6

2

+3

3 – 4

+2

Set Bayonets Against Charge: An Infantry Squad that spends a full Round preparing to meet a charging Calvary unit will inflict double damage (1d6 + Damage Bonus, times 2) on the first round of Hand-to-Hand fighting against it. The Squad cannot attack, move, or take any other action while preparing to meet the charging unit, however.

Infantry Squad Weaknesses

Gun Smoke: After firing its first volley of musket fire, a Squad in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks, but also enjoys a +2 on its Armor Class. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Squad spends a full Turn not firing its muskets, or moves 50’ from its current position.

Musket Inaccuracy: Almost all Infantry Squads are -2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore muskets. Furthermore, their muskets are completely inaccurate past 450 feet.


Grande Armée - Light Infantry Chasseurs

SPECIAL INFANTRY UNITS

Chasseurs : Light infantry that move at Speed 10 in Column and Skirmish Line. They can also Form Line (Speed 7), but cannot Form Square.

Grenadiers: Elite units comprised of the tallest and strongest soldiers, well-trained, and armed with grenades. Grenadier units have Dexterity 13 (rather than 11), and have the Asset “Intimidating”. Once per battle they can lob grenades for double damage at a target or unit 50’ – 60’ distant.

Mamluks: Egyptian mercenaries serving under Napoleon. They are skilled with their scimitars, and attack with a +1 Bonus in Hand-to-Hand fights.

Rangers / Jagers / Riflemen: Light infantry armed with rifles. They move at Speed 10, and do not suffer from the Weakness “Musket Inaccuracy”. They attack only in a Skirmish Line, however. Their guns are accurate to 750’.

Sappers: Units armed with axes, picks, and bombs to destroy obstructions and sabotage enemy fortifications. They have the Special Ability “Damage Structure”, which allows them to inflict full damage against things as reinforced doors, stone walls, buildings, and terrain features.

Skimishers / Voltigeurs: These units fight only in a Skirmish Line (like Rangers). They are specialized for rough terrain, and trained to use cover effectively. They have Dexterity 12 (rather than 11), and are AC 2.

Windbüchse Units: Elite Austrian units armed with cutting-edge Girondoni Air Rifles that use reservoirs of pressurized air rather than gunpowder, and can be reloaded in a second from a built-in 20 shot magazine. Their guns have the same range as muskets, but Windbüchse Units do not suffer the Weaknesses of “Musket Inaccuracy” or “Gun Smoke” (but don’t get the benefit of cover from the smoke either).


About Player Characters in Military Units

Player Characters serving as soldiers in military units are never killed or wounded in combat while part of the unit. If a unit is reduced to 0 Hit Point (and thus broken), any Player Characters are generally assumed to be part of a surviving sub-unit. For example, if a Infantry Battalion is reduced to 0 Hit Points, and thus reduced to three surviving Companies of soldiers, the PCs belong to one of those Companies (unless they indicate otherwise).

Player Characters offering a military unit in combat must make a successful Charisma Check for each command they issue. Failure means the command is either not heard, or ignored that Round. The choking gun smoke, incredible noise, and general panic of the troops makes it extremely difficult to control forces on an 18th century battlefield, and carefully laid strategies tend to break down quickly unless officers are exceptionally skilled. (One of the reasons Napoleon’s army was so effective was that his officers needed to actually demonstrate ability to get promoted – rather than just purchasing their commissions, as was the rule elsewhere in Europe.)

A Ghastly Companion to Gothic Icons – PDF Available Now!

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THEY’RE ALIVE! ALIVE!

Let history, literature, and folklore come alive with A Ghastly Companion to Gothic Icons !

Inside the virtual pages of this macabre PDF you will find such Terrors and Wonders as:

  • Ghastly Affair stats for Carmilla Karnstein (from Le Fanu’s “Carmilla”), Count Dracula (from Stoker’s “Dracula” and “Dracula’s Guest”), and Lord Ruthven (from Dr Polidori’s “The Vampyre).
  • The Clockwork Impostor (inspired by E.T.A. Hoffmann’s “The Sandman”), Victor Frankenstein (from Mary Shelley’s immortal classic “Frankenstein”), and a book-accurate rendition of Frankenstein’s Creature – in all his fast, agile, and literate glory!
  • The Amorous Revenant (inspired by Goethe’s “The Bride of Corinth”), the Reclaiming Revenant (inspired by the classic folktale “the Golden Arm”) and the Woman in White (inspired by folktales of ghosts such as La Llorona).
  • The Fire King (from the writings of Matthew Lewis and Walter Scott), the Hell Beast (a template for creating folkloric monsters such as Hell Hounds, Hell Horses, and Hell Cats), the Pact Devil (inspired by both medieval European and American Hoodoo lore), and the Seducer Devil (inspired by medieval demonology, and Lewis’s “The Monk”)
  • A writeup for Deacon Brodie (the real-life Dr Jekyll and Mr Hyde), Ghastly Affair stats for Heathcliff (from Emily Brontë’s “Wuthering Heights”), and stats for none other than the Marquis de Sade himself!
  • Ghastly Affair stats for three giants of early 19th century Gothic and Romantic literature – Lord Byron, Doctor Polidori, and Mary Shelley!
  • A complete system for randomly generating villages filled with strange inhabitants and dark secrets.
  • A fun set of table for randomly generating the baroque (and bizarre) titles of 18th century Gothic Romances.
  • A complete discussion of converting Ghastly Affair creatures for use with other OSR systems.

Plus, OSR-compatible stats for the Clockwork Impostor, Amorous Revenant, Reclaiming Revenant, Woman in White, Fire King, Hell Beast, Pact Devil, and Seducer Devil.

Guaranteed not to drag your soul down into awful and eternal torment. At least, probably not. Unless the man with that odd black book was misrepresenting the terms of our agreement.


A Ghastly Companion to Gothic Icons contains some material intended for mature readers.

The Five Peoples of Panzoasia, Part V: Humans

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About Humanity in Panzoasia

As Dwarves are known as the “People of the Caves”, Elves are the “People of the Forest”, Gnomes are the “People of the Hills”, and Halflings are the “People of the Fields”, so the Humans of Panzoasia are considered the “People of the Sea and Stars”. Before the Invasions, all the large city-states above ground were located on rivers or shorelines, and inhabited by Humans. During the Reign of the Monsters, the Humans who lived in those cities took to the seas in great arks, living there for two generations. Some Humans still live a nomadic, sea-based life. These “Sea Folk” are allied with the Saganic Undines of the ocean – and sometimes even intermarry with them!

Humans dominate the national governments of all but two realms of the Ultimate West – Bythebia and Auddisland. In Bythebia, the interests of the Human population are represented before the Senate of Gold Dragons by a popularly elected Tribune. In Auddisland, a semi-hereditary Voivode (elected by the resident Human nobility) advocates for the Human population before the Dwarven King, and governs the northeastern region (which is majority Human).

The Appearance of Panzoasian Humans

Humans native to the Ultimate West usually have pale to olive complexions. Their hair can be blond, brown, black, or red, and their eyes can be brown, blue, green, gray or hazel. In the Ultimate North, Humans tend to have pale complexions, with light hair and eyes. Humans of the Ultimate South usually have complexions ranging from very dark brown to tan, with eyes and hair that tend towards dark colors. In the Ultimate East, Humans tend to have complexions that range from pale amber to deep tan, also with a tendency to dark eyes and hair. Many in the Ultimate East have uncreased, almond-shaped eyes (especially in Amikura, Hian, and Xidu), as do some in the Ultimate South (especially in Tezaca). Because they are all one People and freely immigrate, however, Humans from any region of Panzoasia can actually have any possible skin tone, eye color, and hair color. There are dark-skinned Fjaldarheimers, as well as some Tezacans with blonde hair and blue eyes.

Distinctive Characteristics of Human Culture in Panzoasia

Because the Invasions killed off many male warriors and leaders, the Human societies of Panzoasia are more egalitarian and inclusive than similar societies were on our Earth. No human society of Panzoasia currently practices slavery, although many did before the Reign of the Monsters.

Humans tend to glorify Elves (despite the fact that Humans had actually achieved a much higher level of technological advancement before the Reign of the Monsters). Having an Elven lover or spouse is regarded as a status symbol. Adopting Elven clothing, make-up, jewelry, and manners is considered high class – or pretentious, depending on the social setting. Wealthy Human children are often taught to speak Elven – albeit in a manner that native Elven speakers find archaic and stilted. Elves, for their part, generally find Humans interesting and attractive – and are especially fascinated by the way Human men and women can look so different from each other. Most Humans have at least one Elf somewhere in their family tree – and most “pure” Elves have at least one Human in theirs!

In modern times, most Human cultures consider burial at sea (or on an island in the sea) to be the most desirable. Burial in the ground on the mainland is definitely less prestigious. In the Ultimate West, those of Good Alignment considered it an especial honor if the boat that carries their corpse to its final watery destination sets off from the Sacred Isle of Albelon. The corpses of wealthy and important people are often embalmed where they died, and then shipped to Albelon.

Every Human culture enjoys ball games, board games, dice games, and card games. Humans are also known for their especial love of gambling and betting. Every Human culture endows their games with spiritual and philosophical significance – but also employs them as means to gamble. In the Ultimate West, the most common ball games somewhat resemble Field Hockey and Gaelic Football from our Earth; the common board games are essentially Backgammon, Checkers (Draughts), and Chess (with many local variations); the most common dice game closely resembles Craps; and the most common card game uses a pack that is oddly similar to the Tarot.

Humans keep a wide range of animals as pets. The close relationship between Humans and dogs is particularly noteworthy, approaching the level of affection the exists between Gnomes and burrowing mammals. Most dogs (other than Elven Dogs) will seek out Humans for companionship, in preference to any of the other Peoples. Additionally, only Humans among all the Five Peoples keep fish (and other aquatic life) as pets.

Throughout Panzoasia, Humans completely dominate the maritime trades (including sailing and fishing) and every other trade that requires long-distance travel – especially the spice trade. They also do most construction above-ground, as well as most large-scale agriculture. Humans are the primary practitioners of astrology. Humans invented glass, and human-made glass is prized particularly by Elves (who often trade it in turn to the Saganic Sylphs) and Gnomes (who employ it for lenses).

Alignment and Religion Among Panzoasian Humans

Before the Monsters invaded the lands of the Five Peoples, those Human societies who did not build cities worshiped at the Stone Circles which still stand in many places. Most of these Stone Circles had been sacred to the Neutral Powers of Life. In modern times, however, adherence to other Alignments – and worship of the corresponding Divine Powers (especially those of Destiny and Light) – is prevalent. Most of the ancient Stone Circles now stand abandoned, with only a few still being active religious sites.

The original Depradators were all Human. The humanoid Bogeymen – Goblins, Orcs, Gnolls and the like – actually tended to be Neutral in Alignment before the Depradator evangelists spread the worship of Darkness to them. In fact, the Reign of the Monsters was also the reign of the Evil Human Depradators – a fact that the Dwarves, Elves, Gnomes, and Halflings do not forget.

While there is much social pressure in modern Human societies to profess allegiance to either Good or Law, in actuality the Good, Lawful, Chaotic, and Neutral Alignments are about equally represented among them. Unfortunately, a full 5% of Humans are Evil – the highest rate among any of the Five Peoples.

The Human Languages of Panzoasia

While all the Humans across a particular Region of Panzoasia (West, South, East, or North) may share a common language, each nation within that Region also has its own distinctive dialect (and accent). For example, the dialects of Human Common in both Corthis and Maeland are heavily influenced by Elven – and both the place and personal names in those countries are often Elven in origin. To a traveler from our Earth, the basic vocabulary of Western Common otherwise suggests a combination of Latin, Greek, Welsh, and German. Southern Common’s vocabulary seems to somewhat resemble a strange mix of Swahili and Nahuatl. The vocabulary of Eastern Common is oddly evocative of a mixture of Sanskrit and Mandarin Chinese. Northern Common’s vocabulary mildly suggests a mixture of Swedish and Russian words. The non-Human Peoples of Panzoasia also use the regional varieties of Human Common as trade languages.

Each of the four Common languages of Humanity uses a different writing system. Western Common is written in the same alphabet as Western Gnomish. Southern and Eastern Common shares pictograms with the corresponding varieties of Elven, and the runes of Northern Common are identical to those used by Northern Dwarves.

Mysterious Road Exits off the Uncanny Highway

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There are many unmarked exits off the Uncanny Highway of U.S. Route 28. Should anyone be curious (and foolish) enough to follow one, roll on the following table.

d100

This mysterious exit off the highway eventually leads to…

1 – 2

a volunteer firehouse.

3 – 4

a roller-rink.

5 – 6

a machine-gun firing range.

7 – 8

a brothel. (5% likely to actually be a part of a C.I.A. mind control experiment.)

9 – 10

the clubhouse of a motorcycle club (or gang).

11 – 12

a “gravity hill” (Place were objects appear to roll uphill.)

13 – 14

an abandoned hospital. (30% chance that all equipment was abandoned and left in place.)

15 – 16

an abandoned asylum. (30% chance that all equipment was abandoned and left in place.)

17 – 18

an abandoned drive-thru.

19 – 20

a Native American Reservation.

21 – 22

an abandoned house. (50% likely to be filled with Satanic graffiti.)

23 – 24

a strange house. (d8. The strange feature of the house is its: 1 = unusual architectural style. 2 = unusual materials. 3 = strangely colored windows. 4 = complete lack of windows. 5 = lack of any apparent door. 6 = holiday decorations kept up all year. 7 = obvious lack of electricity or telephone wires. 8 = odd paint-job.

25 – 26

a bizarre sculpture made of discarded items.

27 – 28

a working farm. (25% chance the farm is worked by a cult.)

29 – 30

an abandoned farm. (10% likely it is now a criminal hideout.)

31 – 32

a farm stand selling fresh produce. (Abandoned in winter.)

33 – 34

a lone, abandoned windmill.

35 – 36

a deserted town.

37 – 38

a mine.

39 – 40

an isolated, but functioning town. (25% chance the local “festival” is occurring)

41 – 42

a forgotten state (or national) park.

43 – 44

a factory. (10% chance all signage is in an unidentifiable language and alphabet, and it is impossible to figure out what the factory is producing).

45 – 46

an abandoned factory. (50% chance it is used teenagers for drinking and sex).

47 – 48

a well-maintained cemetery. (10% chance the tombstones are inscribed in a foreign, or unknown language.)

49 – 50

an overgrown, abandoned cemetery. (50% likely the deceased were members of an obscure religious cult.)

51 – 52

a natural cave. (30% likely to be a state park, or operated for profit.)

53 – 54

a pond or lake.

55 – 56

a field where a trailer or RV is parked.

57 – 58

a clearing where 1d4 unoccupied tents are pitched. (10% likely to find blood spattered inside the tents)

59 – 60

an active hobo camp.

61 – 62

an abandoned train depot.

63 – 64

an abandoned garage.

65 – 66

a utility complex. (Electric generator, sewage treatment plant, etc.)

67 – 68

a garbage dump.

69 – 70

a toxic (or radioactive) waste dump. (Save versus Constitution each Turn or become sickened.)

71 – 72

a bomb shelter.

73 – 74

an isolated church. (5% chance the religion practiced here isn’t Christianity at all.)

75 – 76

a Christian shrine. (25% chance the Saint honored is otherwise unknown.)

77 – 78

a pagan shrine.

79 – 80

a secret germ-warfare laboratory.

81 – 82

A C.I.A. (or K.G.B.) safehouse.

83 – 84

a solitary artist’s studio.

85 – 86

an active military base. (5% chance the soldiers are not American.)

87 – 88

an abandoned military base. (25% chance the evidence of a strange experiment is still here.)

89

a secret military base housing a U.F.O.

90 – 91

a dry well shaft. (5% chance a child is currently at the bottom.)

92 – 93

a serial killer’s dump site. (1d12 bodies)

94 – 95

an abandoned car (or truck). (Determine vehicle characteristics as you would for a car on the road.)

96

an abandoned plane (or helicopter).

97

literally Nowhere – it continues on infinitely.

98

Hell.

100

Heaven.

The Five Peoples of Panzoasia, Part IV: Halflings

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A Gnome-kin Halfling Woman of the Ultimate West.

About the Halflings (or “Humblekin”) of Panzoasia

Halflings (or “Humblekin”, as they call themselves) tend to have the same skin, eye, and hair colors as the majority of the local Human population. Whether they have dark or light skin, however, their complexions tend to be ruddy. A Halfling’s facial features are generally  proportioned very much like those of a young Human – with large eyes, a short face, and a high forehead. They tend to have dimples, and short, “button” noses. Most male Halflings can grow long sideburns, but no other facial hair. The noses of older males with pale complexions also tend to be distinctly reddish.

Halflings often dress in patchwork versions of the local costume – and may take pride in remembering how they obtained each individual scrap of their outfit. Once, Halflings made patchwork because of their poverty, but nowadays they wear their patches as a symbol of their People’s resourcefulness. Halflings of the Ultimate West are particularly fond of tartan and cheque patterns, and keep their pants and skirts up with suspenders, not belts. Halflings are also known for their distinctive hairstyles, with exaggeratedly large curls held in place with pomade. Some dye their hair pure hues of yellow, red, green, or blue. They often make jewelry out of old coins, or small objects discarded by Humans, Dwarves, Elves or Gnomes.

There are four Halflings “Kins”, each of which had associated with a different People before the Invasions. The Man-kins (or “Robins”) have a noted preference for patches (or patterns) in various shades of a single color, and always live in above-ground houses. The slender Elf-kins (or “Huldurfolk”) have pointed ears, prefer clothing of many colors, and traditionally live in the same manner as Elves. The dexterous Gnome-kins (or “Dobs”) have hairy feet, and traditionally live inside artificial earthen mounds. The stout Dwarf-kins (or “Knockers”) have attached earlobes, traditionally live in mines underground, and are the only Halfling Kin whose men can grow mustaches. Gnome-kins and Dwarf-kins do not commonly wear shoes, but Man-kins and Elf-kins do.

Halflings do not have their own languages, but speak the tongues of the other People associated with their Kin. Halfling dialects are full of unique slang, however, and may be nearly incomprehensible to the speakers of the regular language.

Halflings love to sing, often mocking the pretensions and failures of their enemies (and even friends) through improvised lyrics. These songs frequently include strings of nonsense words. Other songs are often sad laments for the oppression, disrespect, and tragedy that Halflings have historically suffered – covering such topics as being abducted and forced to work in a Orcish factory, having your husband-to-be run off with a Elf woman who will grow tired of him in just a week, or being stuck in a collapsed coal mine and realizing that your Dwarven employers only care about saving their own kind.

Halflings of every type traditionally use cairns as markers and memorials, but most of the ancient cairns were vandalized and destroyed during the Reign of the Monsters. Halflings prefer to bury their dead directly in the ground, with the grave marked only by a cairn. It is still traditional for newly married couples to build a cairn together on the day after their wedding. While ancient ones were made exclusively of stones, modern cairns can incorporate any items that are important the Halflings the build them (or the people they memorialize).

During the Reign of the Monsters, those Halflings who were separated from the Human, Elven, Gnomish, or Dwarven communities they once served survived by hiding in underbrush, lurking in ruins, and otherwise living at the margins. There the Halflings became adept at scavenging, and re-purposing objects discarded by others. Other Peoples notice that their Halfling friends never throw anything away. They will even incorporate found objects into the construction of their homes.

A male Man-kin Halfling of the Ultimate West.

Humans and Elves have a tendency to call all Halfling men “Bill”, and all Halfling women “Cutie” – regardless of their actual names. While these Humans and Elves may think they are being affectionate and endearing, most Halflings actually regard the practice as patronizing and insulting. Increasing, younger Halflings are standing and up and demanding that the “Bigs” refer to them by their real names.

Halfings ride ponies, and keep small cattle, sheep, and goats half the size of those raised by humans. Halflings love milk, cheese, and butter, and their dairy livestock are extremely important to them. Very small dogs are most popular pets among the Humblekin.

About half of the Humblekin are Good in Alignment, and they are among the most fervent devotees of the Lord and Lady of Light. Their worship is notable for its many choral hymns of praise. Many older Halflings are Lawful, but younger Halflings are increasingly embracing Chaos to rebel against their history of subservience to the other four Peoples. Chaotic Halflings often sport spiky hairstyles, or shave the sides of their head and stiffen the remaining strip of hair to stand on end. Less than 1% of Halflings are actually Evil; they often lurk near burial grounds, robbing graves and waylaying visitors.

Halfling communities of the Ultimate West are traditionally governed by a Sheriff or Headman, who is nowadays elected, but historically had been appointed by the leader of other People with whom the Halflings live. Despite being otherwise generally Good in nature, Halflings seem to express their resentment for their historical exploitation by electing Sheriffs and Headmen who make a point of being aggressively obnoxious towards non-Halflings.

In mixed communities, the predominant trades of Halflings will be weaving, herbalism, the growing of high-quality produce, distilling, beekeeping, and the making of candy. They take also pride in succeeding at hard and dirty jobs nobody else wants, such as cloth dying, cleaning, charcoal burning, and trash reclamation.

The Five Peoples of Panzoasia, Part III: Gnomes

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About the Gnomes of Panzoasia

Gnomes from every part of Panzoasia tend to have deeply tanned complexions, with blue, green, or gray eyes. Male Gnomes have gray or white hair from birth, while Gnomish women (or Gnomides) have the same range of hair colors possible for Humans. Gnomes of both sexes stand about 3 feet in height. Male Gnomes typically have pot bellies, while female Gnomes tend to be pleasingly zaftig. A Gnome’s face is generally roundish, with the eyes, ears, and nose much larger in proportion than those of a human. Their lips are full and expressive, while their eyes are wide and round.

A Gnome considers their hat to be the most important article of clothing. A Gnomish hat can range from fanciful to bizarre in design – and can be almost as tall as its wearer! It is common for a Gnome to place objects under, or in, their hat. Gnomish hats of a practical nature include the large pincushions and baskets worn as headgear by many female Gnomes at home, and the Lantern Hat often worn by Gnomish adventurers. Gnomes considers themselves “exposed” if their heads are uncovered – and removing one’s hat is an expression of the strongest emotion. Although stereotypically associated with Gnomes, pointed hats without brims haven’t been fashionable since before the Reign of the Monsters.

Beyond their outrageous hats, Gnomes tend to dress in the most colorful and whimsical version of the local clothing. As footwear they prefer clogs, which are often fancifully decorated. Gnomes are also noted for their love of striped patterns. Among Gnome of the Ultimate West, formal wear always includes tassels and small bells sewn into the garments.

The Gnomish sense of humor is legendary, and they tend to make jokes even on serious occasions – particularly funerals. Unfortunately, since Gnomes are also more prone to actual insanity than any other People, it can be hard to discern whether a Gnomes strange behavior should be cause for laughter, or genuine concern. Among Gnomes, it is said that one must sometimes act crazy, to avoid going crazy.

Before the Invasions, the Gnomish people built and lived inside artificial earth mounds called Hollow Hills, or Tumuli. After the Invasions, they survived by hiding their homes behind magical illusions. They burrowed deeper, and formed a close alliance with the Saganic Gnomes of the Chthon. Traditionalist Gnomes continue to live inside Hollow Hills, but in modern times those places are far more open to the larger world.

Despite the small stature of the inhabitants within, the burrows inside a Hollow Hill are always at least 6 feet to the ceiling. While Gnomes say that it is so even Humans feel welcome, the actual reason is to accommodate the tallest possible hats!

A respected Gnome is buried directly within the ground inside a barrow, without a coffin, and never with any valuable objects. A wicked Gnome, however, will be buried in an elaborate “dungeon” filled with tricks and puzzles intend to entertain their restless minds, and treasures to sate their undying greed. The tunnels will feature elaborate death-traps to keep out tomb robbers. When Gnomish engineers started to be employed by human wizards to create subterranean treasure vaults, they naturally relied upon such tombs as models.

About 60% of Gnomes are Good, and approximately 30% are Neutral. Lawful and Chaotic Gnomes represent just under 5% of the population each. Only about 1% of Gnomes are truly Evil.

Gnomes of the Ultimate West love fruitcake (which they sometimes call call “gemcake”) above all other foods. They regard it as the symbol of a life well-lived – enduring, very sweet, a little boozy, a little nutty, and filled with jewels! Western Gnomes will even bake fruitcakes in the shape of hats, periodically breaking off pieces for the occasional snack.

The favorite pastimes of Gnomes across Panzoasia are various forms of bowling, and other lawn sports.

Gnomes employ a special breed of four-horned sheep as their primary mounts and beasts of burden. Rabbits, ground squirrels, mice, badgers, and hedgehogs are the most popular animal companions among Gnomes, and such animals will roam freely within the burrows of every Hollow Hill. Cats, however, are generally hated and despised by Gnomes.

To a traveler from our Earth, the Western Gnomish language sounds vaguely like Dutch; Southern Gnomish seems to somewhat resemble ancient Aramaic; Eastern Gnomish is oddly evocative of Malay; and Northern Gnomish mildly suggests Finnish. Gnomes from one End of the Earth often have names typical of another, however. Each Gnomish language is written with its own alphabet.

Gnomish communities have always been governed democratically. A Traditional Hollow Hill is led by an elected Mayor, advised by a council of Elders. Traditionally, several Hollow Hills would be joined together in a “Commonwealth” headed by an elected Chancellor. Nowadays, in countries other than Auddisland, Chancellor is just a ceremonial position – and Hollow Hills function like any other communities within their respective nations.

Wherever they dwell with other Peoples, Gnomes predominate in the intellectual trades. They often become bureaucrats, sages, jewelers, bankers, engineers, local merchants, and toymakers. As everyone knows, the best gemcutters are Gnomish, but it is the hatter who holds a special place of honor among their tradesmen.

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