Sepulchrave II
Legend
I'm in the process of developing a B/X campaign, maybe to PBEM at some point. I'm going for pure vanilla:
• High Medieval
• Low Magic
• Humanocentric
Most people are Normal Men ("0 Level;" "Normal Humans"), a relative few are Fighters. Thieves are rarer. Spellcasters are rarer still. There are no socially-adjusted demi-humans. Otherwise, I'm mostly adhering to RAW, logically extrapolating from the rules to generate the setting. I might introduce some subsystems in order to cover specific gaps in the B/X rules; if I do, I'll keep them simple.
For some economic guidelines I'm thinking of using A Magical Medieval Society, and for some flavor points I may look later to Pendragon and Birthright.
I guess I'm just sharing the process. Any feedback is appreciated.
Fighters
I'd like to begin by looking at the Fighter class, as this always seems a sensible starting point. I'm taking cues only from the Basic Set and Expert Set (including the modules) to place the Fighter in its social context: every occurrence of the Fighter I could find is accounted for. This is as much to gain an authentic baseline as anything; there is nothing revelatory in any of this. The rules naturally generate certain clichés.
Logical inferences to be later expanded upon and applied to the game world are in italics. The kingdom in which the main action will take place is mainly temperate in climate.
And perhaps
Maybe I've interpreted things rather too gloomily, but the brigandage really sticks and evokes the Anarchy of King Stephen's reign to me.
A king at war with his barons seems like a good place to start.
Looking at the responsibilities of higher level Fighters in the Basic and Expert sets:
2nd Level (Warrior)
3rd Level (Swordmaster)
4th level (Hero)
5th Level (Swashbuckler)
6th Level (Myrmidon)
7th Level (Champion)
8th Level (Superhero)
9th Level (Lord)
11th Level (Lord)
• High Medieval
• Low Magic
• Humanocentric
Most people are Normal Men ("0 Level;" "Normal Humans"), a relative few are Fighters. Thieves are rarer. Spellcasters are rarer still. There are no socially-adjusted demi-humans. Otherwise, I'm mostly adhering to RAW, logically extrapolating from the rules to generate the setting. I might introduce some subsystems in order to cover specific gaps in the B/X rules; if I do, I'll keep them simple.
For some economic guidelines I'm thinking of using A Magical Medieval Society, and for some flavor points I may look later to Pendragon and Birthright.
I guess I'm just sharing the process. Any feedback is appreciated.
Fighters
I'd like to begin by looking at the Fighter class, as this always seems a sensible starting point. I'm taking cues only from the Basic Set and Expert Set (including the modules) to place the Fighter in its social context: every occurrence of the Fighter I could find is accounted for. This is as much to gain an authentic baseline as anything; there is nothing revelatory in any of this. The rules naturally generate certain clichés.
Logical inferences to be later expanded upon and applied to the game world are in italics. The kingdom in which the main action will take place is mainly temperate in climate.
- Berserkers A formal faction of warriors exists, the members of which become deranged in battle. They gather in small, leaderless bands.
- Brigands Groups of unchartered mercenaries – archers and cavalrymen – prowl the land, taking what they will.
- Caravan Guards Caravans link towns across perilous countryside; they are well-armed to deter robbers. Danger and prestige are associated with this profession.
- Dervishes Warlike communes, led by fanatical holy men, are scattered south and west of civilized lands.
- Men-at-Arms Professional soldiers retained on a long-term basis by cities, the nobility, guilds and the king/state. They enforce the will of local magnates.
- Merchants This hazardous profession demands competent fighting skills.
- Mercenaries Who differ from men-at-arms in that they have no permanent employer, and from brigands in that they have not yet resorted to plunder.
- Nobles' Retainers Men-at-arms with noble patronage.
- Nomads Fierce raiders of the steppes. They threaten the kingdom's western borders.
- Pirates and buccaneers They infest the shallow seas of the south, disrupting commerce.
- Traders Traders band together for safety to ply their wares on the frontier.
- Tribal Warriors In less civilized societies, every man is a warrior.
- Veterans Soldiers may be met on the road responding to some call to arms, or returning from their duties. See Men-at-arms.
And perhaps
- Adventurers Unscrupulous freebooters who'll do anything for a few gold coins
Maybe I've interpreted things rather too gloomily, but the brigandage really sticks and evokes the Anarchy of King Stephen's reign to me.
A king at war with his barons seems like a good place to start.
Looking at the responsibilities of higher level Fighters in the Basic and Expert sets:
2nd Level (Warrior)
- The leader of a gang of 20 brigands
- An esquire to a knight
- A sergeant in a company of caravan guards
- An acomplished veteran
- The leader of a company of 25 nomads
- A corporal or sergeant in a company of men-at-arms
3rd Level (Swordmaster)
- A noble (knight)
- A grizzled veteran
- A lieutenant in a company of caravan guards
- The bailiff of a large castle
- The son of a tribal chief
- A captain of the guard or watch
4th level (Hero)
- A brigand chief, leading up to 40 men
- A leader among a nomadic tribe with up to 40 men
- A tribal war leader
- The leader of a gang of 40 pirates or buccaneers
5th Level (Swashbuckler)
- A pirate captain
- A great tribal war leader
- A caravan guard captain, leading as many as 80 men
- The lieutenant to a brigand lord, commanding 50 men
6th Level (Myrmidon)
- The castellan of a large borderlands fortress with a garrison of 200 men
7th Level (Champion)
- A buccaneer captain
- A tribal war chief
8th Level (Superhero)
- A nomadic clan chief
- A pirate fleet commander
9th Level (Lord)
- A buccaneer fleet commander
- A brigand lord, leading up to 300 men
- An adventurer who hews a barony from the wilderness
11th Level (Lord)
- A pirate lord
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