Unofficial Game Accessory

The Heldannic Order

JTR, Colin Wilson, and Honorary Lead Designer

Referee’s Manual Introduction...... 2 History as the Immortals Know It...... 3 Geography ...... 9 The City of Freiburg...... 14 The Peoples and Fauna of the Territories ...... 16 The Heldannic Order...... 20 Secrets of the Warbirds...... 24 The Star of Vanya ...... 29 The Secret Societies...... 31 Personalities...... 33 Adventures...... 38

Player’s Manual Heldannic Teachings and the Sagas ...... 1 Society ...... 3 Joining the Heldannic Order ...... 7 Creating Heldannic Characters...... 13 Clerics, Experten, and Champions of Vanya ...... 16 A Heldannic Glossary...... 19 What People Say About the Heldannic Order ...... 20 Credits: Design: JTR and Colin Wilson DUNGEONS & DRAGONS and D&D are registered trademarks owned by , a subsidiary of Hasbro, Inc. Honorary Lead Design: Bruce Heard Editing: JTR This book is a work of fan contributions and does not possess official Content Contributors: John Hare, John recognition by Wizards of the Coast. The editor and contributors make no Ruhland, Jeff Daley, Geoff Gander, Sune representations to imply otherwise.

Kloppenborg Jeppesen, Yellowdingo This work may not be sold commercially in the United States of America or Cover Illustrator: JTR abroad. It may be electronically replicated (“downloaded”) in its entirety for Interior Artist: Rafael Ramos Santos personal use. Cartography: JTR, Geoff Gander The contributors retain copyright to their individual contributions with a Typography: JTR fair-use understanding of citation in subsequent works. The artist and cartographer retain all rights to their works as typically construed for art. © 2007 JTR The editor retains all rights to the product “The Heldannic Order.”

INTRODUCTION

Foreword and an Historic their ideas as time passed on. Campaigning in the Overview of Heldann This then was the genesis that led to the Territories product you now hold. Welcome to the Heldannic Territories, Heldannic campaigns can vary wildly home of the Glorious Order of Vanya! depending upon the thematic emphasis. This gazetteer is the seventh in the Gaz F The Freeholds Opportunities for monster-bashing series of fan-created gazetteers. It was Until fifty years ago, these lands were abound in almost all regions of Heldann. written using information pulled from the known as the Heldann Freeholds, a near- They are not as strong for traditional Message Boards and the Vaults anarchic land whose families resembled treasure quests, but characters could of Pandius, as well as some new concepts the early settlers of Iceland in the real- always try to uncover the secrets of the by the lead designers. world. Spirits, dragon-like creatures, Order. The area formerly known as the trolls, southern horsemen and sea-borne Geopolitical campaigns can range from Heldann Freeholds appeared on the raiders made life difficult for this semi- the traditional Ethengar-Heldanner earliest maps of the Known World – barbarous people. The cold land was no conflict, to ’s persecution of courtesy of X1 by ally, and the Heldanners eked out their clerics, to clashes with the Alphatian or Monte Cook and Tom Moldvay – but it lives in desperate isolation. Thyatian Empires or their proxies such as always remained just outside the focus of Norwold. For more wide-ranging affairs, products released under the BECMI line. The characters attached to the Order can Possible military units were given brief Fifty years ago, Knights from the land travel the globe and beyond seeking new War Machine statistics in X10 Red of Hattias took the Freeholds by force, allies and new lands to conquer. Arrow/Black Shield (Michael S. Dobson), claiming it as a promised land from their Mythic campaigns center on the fusion and the southern Freeholds served as an patron, Vanya. Conflicts with the natives of Vanya with the pre-existing Northman adventure location for the Vestland- have flared in times past and present, but faith of the Freeholds and ancient terrors. oriented X13 Crown of Ancient Glory the Knights have held their Territories Finally, campaigns of faith and mercy (Stephen Bourne). Bourne’s previous firmly. go straight to the paradox of the Knights. work, X11 Saga of the Shadow Lord, also The Heldannic Knights are inspired by Are they a force for good or for evil? provided topographic information. several orders that arose in Europe and Order or instability? There is a battle Finally, Gaz12 The Golden Khan of the Middle East as a consequence of the within the Order that outstrips anything Ethengar (Jim Bambra) informed us of Crusades. The Knights Templar began as on the field of war – a battle for the soul the long running conflicts between the guards for pilgrims to the Holy Land. of the Knights themselves. Will Ethengar and the Heldanners. Over time they became the most characters feel the plight of the native Despite all this, little more was known powerful banking system in the medieval Heldanners? Will they be seduced by the about Heldann beyond its original world, only to be destroyed throughout lures of plunder and conquest? Three Icelandic inspiration. Then in 1990 Europe on a single day (Black Sunday) powers struggle to control the Order and Bruce Heard’s “The Voyage of the by agents of the Roman Catholic Church set its destiny: the Immortal who created Princess Ark” appeared in Dragon, and and various courts. The fictional legacy them, the allure of death and destruction, the Heldannic Knights were born. of the Knights Templar continues today and finally an exotic artifact whose plans Instead of a land of herders and in novels, film, and video games, might prove even more dangerous. fishermen, the Heldanners – or rather particularly where they intersect the foreign Knights appropriating the name – freemasons and other extra-religious Kudos and Corrections ruled a powerful, far-flung empire that organizations. First and foremost, the lead designers kept its true nature secret as it prepared The Hospitalers also cared for wish to thank Bruce Heard. By dint of for conquest. The Heldannic Knights’ pilgrimages in Palestine, establishing his numerous postings and articles, Bruce star continued to rise during the Wrath of numerous resting sanctuaries. They “wrote” the gazetteer prototype. It has the Immortals (Aaron Allston) and the cared for the sick and wounded. been modified to fit within the Gaz F subsequent Almanacs. Finally, the Teutonic Knights were version of Mystara, but I believe we have The demise of the Mystara product line originally a religious and military order retained the spirit of his work. In scuttled any hope of an official gazetteer founded in the Middle East that soon recognition of his substantial detailing the Heldannic Knights and their became a political institution controlling contribution, Bruce has been listed as customs, yet all was not lost. Over the much of modern Germany and Poland. Honorary Lead Designer. following years, Bruce Heard posted a They maintained their ecclesiastical state The 1004 AC Wrath 24mph map was sizeable amount of information on the for some time, before finally releasing the assumed to be principally correct, subject Mystaran Message List and Board – so territory to national powers. The to 8mph maps for surrounding regions. much information that it more than filled Teutonic Knights still exist today as a The Territories’ border has been dropped a standard gazetteer. Other members of charitable organization within the Roman down to the Altenwald, allowing for the Mystaran community also contributed Catholic Church. character participation in any conquests.

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HISTORY AS THE IMMORTALS KNOW IT

The Heldannic Territories. The Heldann their authority. They drove the rival little communication between them. Freeholds. Nordurland. Vanitaheim. Valoin people north and their fellow Occasional leaders would succeed in Neathar south. Other human groups were unifying a few neighboring communities Numerous names have graced the similarly displaced. The Antalians even but the harsh landscape and the resistance coastal land north of the Ethengar smashed the giant clans in an epic of the tribes to authority doomed all of Steppes, reflecting the succession of conflict over Norwold’s coast. these efforts. powers that the inhabitants have endured. The south became increasingly Over the centuries, the land acquired a As the Immortals know, the Heldannic important in driving the Antalian culture. new name – Nordurland. Knights are but the most recent invader As the need for expansion and conflict since the glacial ice released this ancient dwindled, craftwork, magic, and The Nithian Era and its land. agriculture grew. The Vanitar tribe was Aftermath especially important in this respect. It Far to the south of Nordurland, the was from this group that the Immortals The Land of Ice and Fire Nithian Empire was reaching its zenith Frey and Freyja hailed. The Vanitar The modern Heldannic Territories were both culturally and militarily. Priests and eventually travelled to modern Wendar, once a region buried beneath hundreds of magi explored much of the Known World where they assisted the newly arrived feet, perhaps thousands, of ice. Only the including the humanoid capital Oenkmar Genalleth elves in surviving the massif known as the Altar of Vanya and the western Ethengar Steppes. hardships of the region. crested above the blue-white landscape. It was only a matter of time before the

Ancient dragons and giants occasioned Nithians captured the Northern Reaches the area during the infancy of man, but The Antalian Collapse and Nordurland. Local tribes fled as best their presence was never large. When the By 1725 BC, the Antalians had they could (e.g. the Renatic people of forgotten civilization was established a culture that stretched from Wendar). Others, such as the Hattic nearing its technological zenith, the Heldann to the Great Bay in Norwold. clans, were enslaved and transported to region’s dragons disappeared altogether. Though still able-bodied, the lack of outposts on the Isle of Dawn or Davania. This state of affairs might have competition and the softening Vanitar Those who remained in western persisted were it not for the world- cultural legacies left the Antalians Nordurland soon found themselves shattering Great Rain of Fire. unprepared for what was to come. fending off annual attacks by humanoids The Rain unleashed a torrent of From the west came the Great Horde of or the wizard Khazad, while those along destruction upon Mystara and produced a King Loark. Countless legions of the mountains had to contend with gnolls. realignment of the planetary axis. The humanoids poured into Norwold, and in a Coastal dwellers survived this period dominant human culture, deprived of its few short years, the Horde destroyed the relatively well, until the Immortals technology, was thrown into a new stone Antalian culture. Vanitaheim was the destroyed the Nithian culture in 500 BC. age. Groups fought one another as they last Antalian outpost to fall. Without the protection of their Nithian struggled to re-master ancient techniques Though the damage to the Antalian overlords, the coastal residents were such as working with bronze, hunting, culture would last for centuries, Loark’s again terrorized by giantish clans, pirates, and agriculture. occupation was short-lived. Betrayed at and trolls. Another consequence of the Rain was Chongor upon the Ethengarian Steppes, the migration of the glaciers that his forces retreated into the Broken Lands Hattian Pride composed the polar ice caps. The eastern or scattered elsewhere. Meanwhile, the slaves that had been ice flowed over Heldann enroute to the This reprieve disappeared in an instant transported to Davania quickly revolted Norwold coast. as additional calamites fell upon the and made their new home alongside the Different groups of dwarves and Antalians. The Glantrian Cataclysm sent native Hinterland tribes. In 600 BC, the humans made appearances in the region, poisonous clouds over western and Davanian tribes were threatened by a new as did the giantish clans from the south. central Heldann. Just as the people were expanding empire, the Milenians. The most important population was the recovering from that even, successive Under mounting pressure, three of the Antalians. waves of hill gnolls, trolls, and giants former slave tribes took to the sea. The The Antalians were an ethnic tribe that migrated southward through the land. escape was secured by the delaying first appeared on Norwold’s coast in Human survivors were left in isolated actions of a Kerendan warrior-princess 2550 BC subsisting on fishing and family groups. named Vanya. reindeer hunting. They were one of This pattern of events came to The Thyatian, Kerendan, and Hattian many groups that belonged to the characterize the region. Each time the people ultimately landed on the eastern Northern Neathar stock of man, but their people were poised for a recovery, giants, coast of modern , where they success with bronze gave them a or Ethengarian raiders, or warring elves defeated and absorbed the local technological edge over their interrupted. The old Antalian nation had populations. The horse-riding Kerendans competitors. dissolved into a patchwork of claimed the western lowlands, the For 800 years, the Antalians expanded independent tribes and villages often with

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HISTORY AS THE IMMORTALS KNOW IT nautical Thyatians the eastern coast, and nearly 500 years long – interrupted For three years, Heldann’s unified the Hattians the southern peninsula. briefly in 100 AC by the short-lived nation rebuffed and corralled the The Thyatians’ burgeoning piracy threat of Muhuli Khan. Nordurland burgeoning troll nation. The trolls were brought unwanted attention from the culture evolved, and larger settlements defeated finally at the Battle of Feuerhals Alphatian Empire, and the wizardly such as Haldisvall took hold. Dwarves, near the headwaters of the Isar. nation quickly conquered the three tribes. , and gnomes all established Sadly, the young nation did not last In 2 BC, the tribes revolted, and the small communities in Haldisvall as their long past the victory. At the celebration Hattian footmen were instrumental in races journeyed into Norwold. at Haldisvall, jealous clanheads poisoned many battles. The revolt sparked similar In 300 AC, a strange new cult appeared Heldann the Brave. He was unmarried actions throughout the Alphatians’ in southern Nordurland and northern and had no heirs to legitimize the holdings. Two years later, Alphatia had Vestland. The Cult of Darga worshipped kingdom. The nation dissolved into the sued for peace, and General Zendrolion a being who was represented as a bearded sometimes bloody anarchy known as the crowned himself Emperor of Thyatis, man with feathered wings. The Heldann Freeholds. The Freeholds Ochalea, and the Pearl Islands. Darganites raided, kidnapped and remained in this tenuous state for the next Although the three mainland peoples introduced suttee practices and a few two hundred years. were theoretically equal, the Hattians other barbarous acts to region, but their Ethnic conflicts in the Glantri valleys came to resent the Thyatian dominance of historical importance was in marking the occasionally spilled over into Heldann, as their fledgling empire. A little over 300 start of a new era of chaos. the region was now called, as did the years after the crowning of the first In the following centuries, the Flaems brief Orcwars. The Saga of Lokena, a Thyatian Emperor, they rebelled, arrived in Glantri, Ostland piracy hit the multi-talented, Heldannic woman exiled declaring Hattias to be an independent coast, lycanthropy touched the Known from Glantri as an illegal noble, state. After six years of fighting, World, and dragons laid waste to many transpired during this interim. The Emperor Alexian II finally suppressed parts of the mountains. Unlike Vestland northern Cult of Gylgarid asserted the rebellion and ordered all non-imperial or Soderfjord, Nordurland was never control over the Red Fangs region, and, defenses torn down on Hattias. colonized by the Sons of Cnute and could finally, Toktai Khan led the Ethengar The Hattians were made to feel second- not call upon their heroes for aid. Horde into repeated attacks against class citizens, and the growing bitterness By the time another round of Heldann and the Kamminer Bay, led many to undermine the Empire. Ethengarian expansion shook the region, destroying Hayavik. Agents provocateur and ordinary yet another cult appeared – that of criminals ultimately found themselves Forsetta. The Forsettians were a force for The Early Church of Vanya shipped to penal colonies on the Ierendi good and stood in opposition to the At the start of the 9th Century, a leprous Isles. Against the backdrop of malaria Darganites. The monks at Ruthin woman, Ledeia, began to preach the word infection and back-breaking labor, the shrewdly supported Vestlandic of Vanya in Hattias. Their Davanian Hattian prisoners refused to be cowed, independence from Ostland. By prehistory was now lost to the Thyatians, and from this group came the nucleus for century’s end, the Ruthinians and and none recalled the warrior-woman the Soldiers of the Storm, a secret society Vestlanders defeated the last of the who had given the tribes their chance to dedicated to escaping from Ierendi and Darganites. flee the Milenians. destroying Thyatis. Ledeia’s message of justice and defense When Mad Creeg led the prisoner Heldann the Brave of the weak through arms resonated with uprising, the Hattians gleefully joined in. With the Darganites removed from the people. The Cult of Vanya quickly The Ierendi revolt proved successful, and power and the Ethengars at a periodic grew, but when some began to use it as in its aftermath, many Hattians – nadir, the Nordurland tribes were finally justification to attack wealthy including the Soldiers of the Storm – coming to the end of their latest dark age. landowners, the sect was outlawed. changed their identities and slowly A local chieftain called Heldann the The period was not a stable one for the trickled back to their homeland. Great had succeeded in uniting many of Empire when the Cult appeared. Its The joy of homecoming bled away the the coastal villages and river Ylaruam colonies were slipping away, ex-prisoners anger, and the “Great communities under the Haldisvall first to the Alphatians and then the Storm” that would wipe away the clanhold. Within a few years, he even Alasiyan, Al-Kalim. Internal matters Thyatians never materialized. The Storm cajoled many of the western settlements threatened civil war, and the people were Soldiers faded from view, eventually into joining him. thoroughly demoralized. becoming a little-known cult. The gathering troll menace was an In 835, a Vanyan cultist was consigned impetus to this union. Trolls from both to death by gladiatorial combat. The The Darganitic Age the Trollheim Hills of Vestland and from valiant warrior dispatched a dozen As the tribulations of the Hattians Nordurland’s northern foothills were champions before finally succumbing to unfolded in the south, the Nordulanders acting with unprecedented cooperation his injuries, and all the while he invoked had finally experienced a peaceful era and coordination. the Grey Lady’s name. Word of the

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HISTORY AS THE IMMORTALS KNOW IT inspiring performance rapidly spread In 950 AC, with permission from the The Knights discovered the Star in the among the Thyatians, and Vanya- Emperor, the Order invaded the building process, and its telekinetic fascination became entangled with the Freeholds. Haldisvall was the first to powers facilitated the Citadel’s collective conscious of the citizens. fall, and the ruling Haldis clan was construction. The Knights also At the behest of her Imperial Consort, massacred. The Knights renamed the developed the first Heldannic Warbirds – Rudolfus, Empress Olivia legalized the capital Freiburg, while the Order of flying ships whose propulsion originated Cult. By the time Olivia’s grandson, Vanya became the Heldannic Order. from the Star. Gabrionus III, inherited the throne, It was a decade before the Heldannic The early warbirds explored the Vanya had been incorporated into the Knights subjugated the Freeholds and southern continent and other regions of pantheon of the Church of Thyatis and established the Territories. They Mystara, but their existence was kept a adopted as an ancestor to the imperial conquered first the coastal communities secret from the Known World, even line. and then Altendorf. Fighting for through the Alphatian Spike. The Soldiers of the Storm had long Torgsdal and Skolgrim, modern After the Spike (when Alphatia nearly vanished from the concerns of Hattians Hockstein and Grauenberg, respectively, conquered Thyatis), the Knights began to and had been kept alive solely by a small was exceptionally brutal. At the close of explore the airless void beyond the line of drunken cranks and minor thugs. the invasion, Haldis partisans and Skyshield. They encountered the hidden As the Vanyan Cult grew and became independent settlements still controlled moon of Patera with its Myoshiman adopted by the wider Empire, the the Altenwald and parts north. The rakasta and entered the Hollow World, Soldiers were suddenly inspired and barbarians of the central Sudbergen establishing a presence at Stonehaven and radicalized. The group rededicated itself remained scattered and also independent Oostdok. to Hattian nationalism and committing of the Knights. The secret of the Heldannic flight crimes and acts of terror against other program was nearly blown when the groups. Though the historical Vanya was Space: Above and Beyond Alphatian noble and scoundrel, Haldemar Kerendan, the Soldiers also spoke of As the Order secured its hold over of Haaken, stumbled upon Vanya’s Rest Vanya as a Hattian patron. Heldann, the quest for Vanya’s Rest and the warbirds in orbit beyond the The Cult formalized into a Church concluded successfully. Argo Skyshield. Sundsvall was incompletely shortly after the murder of Ledeia. Tannengrub had discovered Vanya’s informed of events before Haldemar Increasing numbers of current and former body in a coastal cave along Davania’s disappeared into the Hollow World and Soldiers of the Storm filled the Church southeastern shores. The miraculously subsequently vanished. Unable to defend pews. Their influences were countered preserved body was actually a himself, the Alphatian prince became the by orders such as the Brotherhood of the simulacrum created by Vanya and placed first of many diplomatic imbroglios Grey Lady, which already had been upon the artifact that would later be between the Empire and the Order. The securing goodwill in the capital. known as the Star of Vanya. Word Order maintained a standing capture-or- Gabrionus IV was a strong adherent of reached the Grand Master, and soon the kill order against Haldemar, but after a Vanya, and he led the Empire into its Order constructed a citadel about the decade of no sightings, he and his crew greatest period of expansion since its grave. were presumed destroyed. founding. The Thyatian presence was felt as far away as the Savage Coast and the lands west of Norwold. In 913, Emperor Gabrionus IV died and was succeeded by his bookish son. Realizing this signaled the end of imperial conquest, the Church of Vanya formed the Order of Vanya, a holy military society governed by the Church.

The Heldannic Order The second Grand Master of the Order, or Hochmeister, was Klaus Stamhoffer. Not long after his elevation, Stamhoffer received two dreams which he ascribed to Vanya. The first inspired a decade-long quest by Knights of the Order to find the grave of Vanya. The second brought the Order to Heldann, the true home of the Vanyan faithful.

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HISTORY AS THE IMMORTALS KNOW IT

The Partisans Heldannic Timeline 1700 BC: The Glantrian Cataclysm Partisan activity ebbed and flowed for poisoned the western Heldannic decades, bolstered by the coming-of-age 7000 BC: Expansion of the boreal ice region. Over the next century, of Halvard of the Haldis clan and foreign sheet covered Heldann. successive waves of hill gnolls, trolls, aid by Wendarians and Helskans. and giants journeyed south to the Halvard’s Rangers of the Altenwald 3135 BC: Dragons disappeared from the Reaches. disrupted the Knights’ operations and Norwold coastline. destroyed many facilities, including the 1500 BC: Primitive giantish clans held Cathedral in Freiburg. 3000 BC: The Great Rain of Fire. sway over coastal Heldann. Nithian The 978 Rebellion nearly succeeded in culture began its rise to greatness ousting the Knights. Rangers, southern 2800 BC: Rain-poisoned dwarves clung during its Middle Kingdom period. barbarians, and unaffiliated Freeholders to the Altar of Vanya. penned the Knights behind town walls for 1440-1400 BC: Chibai Khan raided a year, but the Order eventually put down 2700 BC: Carnuilh tribes temporarily settlements in Heldann and the Streel the insurrection in bloody fashion. inhabited the Heldann region. Plain. Warbirds saw their first use in Heldann during the counter-insurgency. In 2600 BC: Northern Neathar tribes 1300-1200 BC: War of the Dark and response to the Knights’ actions, Rangers replaced the Carnuilh. Glaciers Light Elves spilled over into Heldann. assassinated the Grand Master. retreated from coastline. Stamhoffer’s death opened the way for 1000 BC: Nithians invaded Heldann. Wulf von Klagendorf to take control of 2550 BC: True Antalians appeared in Some Nordurlanders fled, while the Order and institute several needed Norwold. others were shipped as slaves to reforms. The new Grand Master laid Davania. Humanoid raids from the traps for the Rangers and imported lupin 2400 BC: Bronze-Age Antalian tribes Broken Lands became an annual trackers while adjusting the way the flourished along the Norwold coast. springtime occurrence. Order conducted itself. Halvard was forced into Norwold, and 2300 BC: Antalian-Giant War. 800 BC: Gnolls entered the Menguls. the Knights attempted to follow him there. This incursion provoked Alphatia, 2200 BC: White dragons and beastmen 600 BC: The Kerendan warrior-princess, and the Knights withdrew. Many struggled with elves in Glantri. Pre- Vanya, held off the Milenians, while wizards lent their aid to Halvard in his Ethengar held Heldann below the the three Thyatian tribes took to the final campaign, but the Haldis heir was Elber; Vanitar Antalians held the sea. Nithians imported experiments finally captured and executed. lands above. and beasts from the Savage Coast. The resistance bled away after his demise. The Altenwald was pacified, and 2050 BC: Vanitar Antalians aided the 500 BC: Obliteration of the Nithian the southern barbarians were pushed on Genalleth elves. Empire. Giantish clans and Thyatian to the Ethengar Steppes. In a campaign pirates terrorized coastal residents. known as the Heldanntai, the Uighar tribe 2000 BC: The Vanitar pressed south of and its allies wrought a merciless reprisal the eastern Elber. 300 BC: Trolls threatened southern against the barbarians and southern Heldann. Heldanners until they were finally 1900 BC: The Vanitar of Wendar dissuaded by the Knights. disappeared into the west. 200 BC: Thouls entered the Mengul Mountains. Today 1750 BC: More Antalians added to 2 BC: Hattian footmen participated in the The Heldannic Territories effectively Heldann and the Reaches. war for Thyatian independence. control all but a few areas between the

Altenwald and the Steppes. Independent 1722-20 BC: The Great Horde of King 0 AC: Crowning of First Thyatian Freeholders still exist in the hinterlands, Loark destroyed the Antalian culture. Emperor. but there is no figure to unite them against the Knights. Meanwhile, the 1715 BC: Loark’s humanoids occupied 100 AC: Muhuli Khan of Ethengar drove Order is poised to be a major geopolitical southern Heldann and northern out the Makistanis, and raided player on Mystara. It already maintains Ethengar. surrounding nations. outposts or agents on the Savage Coast,

Davania, the Known World, and the 1709 BC: Following their defeated at 200 AC: Small dwarvish, gnomish, and Hollow World. Chongor in Ethengar, Loark humanoids dispersed from Heldann. communities thrived at

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HISTORY AS THE IMMORTALS KNOW IT

Haldisvall. spilled over into western Heldann. 900 AC: Revitalized Thyatian expansion. Individual Heldanners joined the 300 AC: Darganites appeared in southern chaos of that region. 913 AC: The Church of Vanya sponsored Heldann and northern Vestland. the armed Order of Vanya. 765 AC: The Haldis clan unified the 313-318 AC: The Hattians rebelled Haldisvall region. 914 AC: Toktai Khan invaded Heldann, against Emperor Alexian II. was repulsed at Hayavik. 784 AC: War erupted in Glantri. 400 AC: Ostland raiders hit Heldann. 919 AC: The Ethengar Horde was again 800 AC: Orcwars. Humanoids plagued repulsed at Hayavik. 410 AC: Modern lycanthropy was spread Known World travel lanes, including by Minrothad traders. those in Heldann. 926 AC: The Ethengars destroyed Hayavik, but withdrew following the 478 AC: Rise of King Cnute of Ostland. 808 AC Ledeia, a Hattian leper, began to death of Toktai Khan. preach the word of Vanya. 495 AC: Dragons destroyed many 941-951 AC: Quest for the grave of western Nordurlander settlements. 818 AC Ledeia defeated a bandit leader, Vanya. and his troop became her followers 571 AC: The Soldiers of the Storm dedicated to defending the weak and 945 AC Klaus Stamhoffer planned the formed among Hattians incarcerated rooting out corruption through force invasion of the Heldann Freeholds. on Ierendi prison isles. of arms. 948 AC: The Emperor granted the Order 585 AC: Ethengar raiders bothered 829 AC: Vanya Cultists attacked wealthy of Vanya the right to emigrate for western Heldann and the Flaemish. Thyatians. The sect was outlawed. purposes of conquest.

600 AC: Ierendi prisoner revolt. Some 835 AC: After a spectacular gladiatorial 950 AC: The Order invaded Heldann and ex-prisoners returned to their homes. bout, Vanya fascination infected the massacred the ruling Haldis clan. The Empire and revitalized the nation. capital was renamed Freiburg. 604 -14 AC: Ottar the Just won Vestland The Cult of Vanya was legalized. Halvard, last male of the Haldis clan independence. was born in the Altenwald. 841 AC: The Landquist Prior burned 617 AC: Ottar was coronated with the down. 952 AC: The Order captured the town of Sorona at the Stones of Sky. Ynvarhöfn (Altendorf). The Order of 849 AC: A Thyatian landowner killed Vanya was recast as the Heldannic 645 AC: Another Great Khan threatened Ledeia. The Brotherhood of the Grey Order. The Heldannic fleet fortified Nordurlanders and Vestlanders. Lady spread in Thyatis City. the area around Vanya’s grave.

700 AC: Clan warfare decimated the 853 AC: Creation of the Church of 953 AC: Vanya's telekinetic artifact was Sudorn region of Vestland. The last Vanya. discovered beneath her grave. of the Darganites were run out. 859 AC: Illegal nobles were expelled 954 AC: The first Heldannic warbird 707 AC: Heldann the Great unified the from Glantri. The polymathic Lokena flew to Freiburg. Nordurland tribes into a single nation. returned to Heldann. 956-957 AC: The Knights captured 710 AC Heldann the Great broke the 875 AC: Soldiers of the Storm Torgsdal (Hockstein) despite brutal back of the troll nation at Feuerhals. radicalized. Creation of the Gylgarid winter and Wendarian support. He was later poisoned, leaving no Cult in Heldann. heirs. The kingdom collapsed into 958 AC: Completion of the Holy Citadel quarrelling anarchy – the Freeholds 881 AC: Soldiers of the Storm rioted in of Vanya’s Rest. A warbird survived era. the capital, but they were dispersed by flying through a Skyshield breach. the Brotherhood of the Grey Lady. 716 AC: The Landquist godar 959 AC: Skolgrim (Grauenberg) was commissioned a permanent keeper of 892 AC: The Church of Vanya harbored taken by subterfuge, and the town fell the Stones of Sky in Vestland. an increasing number of current or amid appalling butchery. ex-Stormers. 730 AC: Glantri frictions occasionally 960 AC: The Altenwald marked the

7

HISTORY AS THE IMMORTALS KNOW IT

limits of Knightly and Partisan Knights within their strongholds. The attacks into Ethengarian territory. control. Knights in Hattias joined in revolt was brutally put down, and the fight against the Alphatian Spike. many were deported or slain. 999 AC: The Order established ties with Eusdria and Texeiras on the Savage 961 AC: The Knights began to explore 980 AC: A Ranger killed Hochmeister Coast. space in specially equipped warbirds. Stamhoffer, who was replaced by the They discovered the polar entrances reform-minded Wulf von Klagendorf. 1000 AC: Time of the Gazetteers. and established a Hollow World In Vestland, the wife of High King Haldemar reappears and tangles with beachhead at Stonehaven. Harald Gudmundson died in labor. warbirds in the Savage Coast. Alphatian-Heldannic relations chill. 962 AC: Heldannic Knights seized the 981 AC: A border build-up compelled Gizur becomes the new Keeper of the floating island of Oostdok. Vestland to sign a treaty of goodwill Stones in Vestland. with the Order. 963 AC: The Knights encountered the Possible Future History Myoshiman rakasta. 983 AC: Darokin and Minrothad recognized the Heldannic Territories. 1001-1003 AC: The Order, and then the 964 AC: Myoshima expelled the Knights Other nations followed, although Empire permit pilgrimages to Vanya's for seizing Pateran land. The great Alphatia, Glantri and Wendar Rest to embark from Southpoint. The fortress of Freiburg was completed. remained distant. The Rangers Territories expand around the survived an ambush at Altendorf. Altenwald. 965 AC: Haldemar, the Alphatian pirate, discovered the Knights’ secrets, but 984 AC: The Order hired a troop of 1003-1004 AC: An outbreak of he vanished before informing Renardois lupins. vampirism wracks Freiburg. Alphatia. The Order launched a formal protest over piracy and assault. 986 AC: The second Cathedral of Vanya 1004 AC: The Order begins banking was completed in Freiburg. operations for pilgrims. 967 AC: At 17, Halvard took over the Haldis partisans, now the Rangers of 988 AC: Halvard retreated to Norwold. 1004-1009 AC: . Altenwald. Southern barbarians The Heldannic Order is embroiled in remained independent. 989 AC: Wendar and the Heldannic a global war against Alphatia and Order formally recognized one other enemies. [See Adventures] 968 AC: The Adler landed on the visible another. moon of Matera. Sea raiders pillaged 1005 AC: Southern barbarians raid Heldann’s coastal communities. 990 AC: The Order launched an Vestland. ineffective raid against Halvard’s 969 AC: The Order began construction Norwold camp. 1010-1019 AC: The Almanac era. The of its wet-navy. Order invades coastal Norwold, loses 991 AC: Fredek Halvardson was born. its Hollow World holdings, and 971 AC: Renatic and elven sympathizers The Rangers hit Altendorf. leverages its banking interests to from Wendar joined the Rangers. control regions of Thyatis. The Order 992-993 AC: Alphatian wizards aided confronts the death-rot within its 972 AC: The Rangers and southern Halvard’s last campaign, but he was ranks as external foes press forth. barbarians pillaged several Heldannic captured and executed. The southern abbeys. Altenwald was finally pacified. 1020 AC: All-out war between humans Southern barbarians were pushed into and . Heldannic banking is 974 AC: Partisans burned down the Ethengar. Axemines became high recognized throughout the Known newly completed Cathedral. priest of Gylgarid at Erid. World as reliable and safe.

975-977 AC: The Vampire War. The 994 AC: Heldanntai. The encroachment actions of the hunter Erik Helsing into Uighar territory brought a brought Boldavian vampirism to merciless reprisal along the border. Grauenberg. 996 AC: Fortifications of Stonehaven 978-979 AC: The partisans and completed. barbarians instigated a major revolt in the Territories that trapped the 997-998 AC: Knights launched punitive

8

GEOGRAPHY

The Land fear of the local trolls and Boldavian Mountains The Heldannic Territories are situated undead, respectively. The Altar of Vanya is a staggering rock on the Western Sea of Dawn, due north formation on the coast of Heldann. Its of the Ethengar Steppes. Long an Hills stones reach upwards of 8,000 feet, but afterthought of the Known World, the The hilly territory that characterizes they do not form a single peak. Rather, Heldannic topography mirrors the unique Heldann’s southern half is collectively the massif forms a roughly level structure isolation of its natives. The cold rocky termed the Heldannic Shield by in the interior. Little vegetation covers hills that dominate Heldann are not part geologists. The Shield is a singular, the Altar’s slick surface. Even at lower of the Northern Reaches’ High Coastal massive rocky formation of granite that elevations, there is only moss, lichen, and Plain, nor are they simply foothills to the connects the Sea of Dawn with the a few weeds. Unlike the lower western mountains. Neither are the mountains at the western end of the Ostbergen, the Altar is predominantly lowlands an extension of Norwold’s nation. hornblende. Coastal Plain. The coastal strips drop to sea level or The native Heldanners saw no need to end in seaside cliffs (100-250 feet), but settle the rocky formation, which they Plains inlands the hills begin at 1,000 feet and refer to as Hymirsheim. The Knights There are three zones of relatively flat quickly double that altitude. This also do not live here, but the Altar serves terrain found in Heldann. Of these, two measure continues to increase in the as a navigational beacon for their are contiguous, but varying weather south and west, rising to between 3,000 warbirds and naval vessels. Part of the patterns and historical conventions have and 4,100 feet. formation continues under the coastal kept them as distinct regions. The Sudbergen account for over half of waters, and rock slides are not unheard The Low Coastal Plain (Heldannic the Shield’s area. The topsoil is very thin of. The coastal facing is sheer in many Littoral Plain) is a pair of annular swaths throughout the region. Agriculture is a places. The western slope is gentler, but about the Freiburg Hills and the backbreaking labor, yet Heldanners have tapered. Unbeknownst to either the Ostbergen. Altendorf is at the Plain’s been doing this for centuries. Sheep and Knights or the native Heldanners, western extent. It supports minimal pig farming are the most fruitful carvings in several ancient scripts adorn a agriculture but is adequate for long-term endeavors, yet even that is at a section of the northern face. grazing. The weather is wet and chilly, subsistence level. Soil nutrients dry up Freysfjall is a small granite mountain particularly south of the Ostbergen. The quickly, and freeholders are forced to west of Freiburg. Several minor ridge Plain continues into the north beyond the move about every 15 years. lines divert spring water and snow melt current borders before ending at the Tree coverage increases towards the to the Isar and Blauchen. The mountain Skaufskogr Hills near Landfall. This east, leading to the well-treed holds religious significance to native latter sub-region is well-irrigated, with a Schoenbergen. These hills are part of an Heldanners, and the funerary pyre of rich, bountiful soil. excellent river basin – the Blauchen – Heldann the Brave was held on its peak. West of Altendorf is the High Fluvial that empties into the Sea of Dawn. The Red Fangs are a pair of ancient Plain and the waters of the Elber, Isar, It should be noted that, outside of the volcanic extrusions piercing the skyline and Pflanis. The soil here is deep and mountains, the steepest climb in Heldann of the central Sudbergen. The ancient loamy, and cottage farming is possible. is achieved going from the shores south magma chambers that produced these Tree stands can be seen along the river of Blauendorf over 4,000 feet up to the mountains are no longer active. Glaciers banks. Altitude begins at 400 feet in the Ethengar Steppes. [Treat passage in this still cling to the eastern Fang, and ice east and climbs as one approaches the direction as mountainous, but as hilly melt feeds a small river leading to Lake hills. The highest point on the Plain is parallel to the trail – Ed.] Erid. The Knife Ridge is a trail leading 2,000 feet, just east of Pflazen. The Freiburg Hills are a small cluster of up the eastern Fang. Heldanners view the Finally, the Skolvik Plain is a flat rocky hills similar in composition to the Fangs with trepidation, knowing that stretch in the middle of the Sudbergen. It Sudbergen. They only rise to a paltry between them are things even worse than is 2,300 feet above sea level along the 1,200 feet, and cliffs are only seen along the Heldannic Knights. For their part, the Isar-Pflenzen Hills and averages 2,600 the Elber. Knights remain ignorant of the true feet. The Skolvik reaches 3,000 feet in The coastal Freiburg Hills and goings-on at Erid. the southwest before yielding to the Ostbergen were originally an extension The Territories’ western border is Schwarzberg Hills, which are part of the of the Shield, but ancient tectonic and shaped by the imposing mountains of the Wendarian foothills. The soil is thicker weathering processes allowed the Final Range. The local Heldannic here, too, and there are breaks in the insertion of the Low Coastal Plain. population long considered the western underlying rock that reach a deep water The Mengul Foothills are not as mountains as the end of the world. What table. Wells are small, enough for a elevated as the Sudbergen. Southwest of lay beyond was the dominion of elves or household or two. Isolated freeholds are the Elber, hills are at 2,500 feet, while the giants and other fell beasts. rare in the north and extreme west, for northern run averages only 1,500 feet. Archivists and cartographers for the Heldannic Knights know that different

9

GEOGRAPHY names have graced various segments of Mengul foothills. The Heldannic Order the river as it cuts through the mountains. the range. Reluctantly, the Knights have has claimed the Altenwald and the In that stretch, the river is a hazardous adopted the elvish term “Mengul” for the northern plains, but this is belied by the series of rapids and cataracts that would mountains southwest of the Elber. These independent freeholds and partisans who destroy even the smallest raft or canoe. mountains form a confusing labyrinth of actually control the forest and plains. Nor can the narrow, winding river bank peaks, deep glacial ravines, and twisting These residents are reclusive and prefer be traversed. Cliffs are over 1,000 feet ridges. to remain in their hidden villages and along its course, and rocks, ice, and mist The Westbergen, or Kithor Mountains, hamlets. In 993 AC, the Knights ended constantly drop down. Those foolishly account for the Menguls north of the the Halvard threat and then levied several seeking to enter Denagoth must adopt an river. The peaks and ridges are found in southern hamlets. The Knights annually alpine approach and cross the Kithor a more linear arrangement than their make taxing tours, but without permanent Mountains or journey through Wendar. southern counterparts. Passage across the military postings, the Altenwald Stretches of the Elber often ice over mountains is difficult even without continues much as it always has. during winter. having to contend with numerous hostile Surviving partisans have grown old, The Elber River is fed by the Isar and humanoids. The Westbergen average bitter, and disunited. Outside the Pflarvis. The former carries water from 9,000 feet in altitude, but this estimate villages, the forest is filled with many the northern Sudbergen, and the latter nearly doubles not far beyond the wild creatures that attack travelers collects mountain runoff from the Heldannic border. without warning. There are rumors of a Mengul Mountains. At the extreme western limit of the community of werebears – and worse – A succession of three lakes begins the country, the mountains belong to yet but these have never been confirmed. Pflarvis. They are collectively known as another formation. The basalt Wendarian the Lorelei. The upper Lorelei is a Range continues into the west, separating Waterways and the Ocean crescent-shaped crater lake on the the Realm of Wendar from the Heldann is a coastal nation along the mountain slopes just above the foothills. Principalities of Glantri. The mountains Western Sea of Dawn and its Kamminer It retains most of the runoff, but a 90-foot average 11,300 feet, and experts continue Bay. The waters turn deep quickly, waterfall (212 feet wide) takes the excess to dispute the highest peak (Mt. Lea, going beyond 2,000 feet in less than 100 to a series of rapids before entering the 16,550 feet, or Mt. Amador at 15,550 miles. Sailors must be careful, though. middle and lower Lorelei. feet). Forty miles past the Heldann- There are reefs, jetties, and rock Lake Erid is a landlocked lake sixteen Glantri border, are the Three Fires outcroppings near the Altar of Vanya that miles from the Red Fangs. It is fed by Volcanoes, an active trio but of which can destroy a vessel in the blink of an glacial runoff from the eastern Fang. A there is presently little fear of eruption. eye. Strong tides add to this peril. strange cult has survived on the lake’s Coastal residents look to the sea to lone island for centuries even into the Forests provide sustenance. Tuna are abundant, Heldannic Occupation. The northern Timber is a precious commodity in as are shrimp, crabs, lobsters, and squid. lake waters are warmed up hot springs Heldann. Stands and small woods dot the Sperm whales, bottlenose porpoises, and (58° F) but the rest of the lake is frigid waterways of the High Fluvial Plain, but other cetaceans are known to thrive in the year-round (38° F), and swimmers risk trees are noticeably absent from much of waters, but whaling is not a part of hypothermia. the rest of the country. Heldannic culture. Mussels are taken up The Schoenwald is one of the few large around Kaltstein, Freiburg, and Kammin. Neighboring Lands tracts of forest outside of the Elber Basin. Far out to sea is the island stronghold of Directly to the north of Heldann is The forest occupies a small hilly valley in the pirate Garald the Blue. Garald avoids Norwold. The Knights have taken to the east. The soil here is similar to the Freiburg, but the other coastal settlements calling the southernmost portion high plains, which allowed the early are seen as fair game. The Knights have Heldland, and there is little doubt that it forest to take hold. There are no yet to properly locate the isle. will be the next target of expansion. waterways larger than a creek (the Another island of note is Narvendul – To the northwest is the Realm of Blauchen). All moisture comes from the traveling isle of the Seawitch, Ala. Wendar. Wendar is a nation of elves and storms that roll off of the Sea of Dawn. Though Narvendul predominantly stays men that absorbed many refugees during Because of the shallower grade of the off Ostland’s coast, the island does the conquest of Heldann. Also to the Schoenwald, it has been the Ethengars’ occasion into Heldann’s southern waters. northwest are the strange lands of the preferred route of attack against Freiburg The island never inhabits waters Denagothian Plateau. A mysterious and other coastal settlements. exceeding 110 feet in depth. figure called the Shadow Lord rules On the other side of Heldann’s northern The Elber is a large river that drains the much of the Plateau, and according to the borders is the Altenwald. Dark and Menguls and the Denagothian Plateau. Wendarians, his is a dangerous and foul forbidding, the Altenwald is one of the Denagothians know this river as the nation. wildest regions of the Kamminer Bay. It Naga. Within the borders of Heldann, The Boldavian Principality of Glantri is a huge pine forest that carpets over the the river is navigable. This is not true of adjoins Heldann in the west. The region

10

GEOGRAPHY has been a problem source of undead for Cities and Towns led the native Heldanners and the Knights decades. Given the Principalities’ ban on Freiburg: The capital of the to work together in the interest of clerics and other proselytizers, relations Heldannic Territories is the city of protecting the town. with the Order are cool. Freiburg. It occupies what was once the The Experten, both the Order’s To the south are the Ethengar Steppes, town of Haldisvall. Freiburg and its specialist vampire hunters and home to the Heldanners’ ancestral outlying communities are covered in freelancers, are based in Grauenberg. enemies. Many communities and greater detail in the next section. Despite their best efforts, vampire settlements have been destroyed by the Altendorf: Altendorf was originally activity continues in the town and nomadic Ethengars during their periodic the Heldannic town of Ynvarhöfn, and it countryside. The town has limited bouts of aggression. Even the Heldannic was the first major settlement in the industrial capacity, but it does operate Order has been unable to deter these Territories to fall after Freiburg. some nearby mines (including salt). raids. Altendorf was only lightly damaged in its Grauenberg is also becoming an Finally, the Kingdoms of Vestland and capture and remained a classic northern important trade hub that connects to Ostland rest to the southeast. The town with wooden palisade walls and Wendar, Glantri, Darokin (via the inhabitants of these kingdoms are closely winding streets until the Revolt of 978. Overland Trade Route) and the Ethengar related to the Heldanners, and their As a consequence of the rebellion, the – when they are peaceful. languages are very similar. Heldannic populace of Altendorf was Hockstein: The Heldannic town of accused of sheltering many of the Torgsdal fell in one of the bloodiest Climate and seditious participants. Those who could campaigns of the conquest. Surviving Environmental Notes fled into the hills or the Altenwald, but Heldanners were corralled into ghetto slums, while the Knights claimed the The Heldannic Territories lie between many others were forcibly relocated to nicer areas and remade the town in their 45° and 51° North Latitude on the eastern other areas within the Territories. More own image. Unlike neighboring seaboard of Brun. Cold arctic winds than a few were deported to locations far Grauenberg, Hockstein is a deeply blow down from Norwold during the removed from the Known World. divided town. Despite the passage of winter months. During the other three A new population of Hattian settlers time, the relationship between the two months, strong easterly winds roll off the was brought in and they rebuilt the town. ethnic groups is still sour, resulting in Western Sea of Dawn, bringing with The wooden walls were retained, but they daily examples of prejudice, violence and them squalls and thunderstorms. remodeled the streets and houses to fit hatred. The Freiburg region has winter-time with Hattian architecture. Today, The center of the town (4,300) temperatures that average 10°-25° F (-12° Altendorf (4,800, inc. 960 military and resembles a fortified Hattian encampment to -4° C). Small lakes and rivers, 240 priests) has the lowest proportion of and contains a large military contingent including the Isar, ice over in middle to native Heldanners of any town in the from the Order (860 military, 215 late winter, but they are rarely capable of region. priests). The outskirts, especially the supporting human weight. Snowfall Altendorf is the provincial seat for all northeastern corner, contain traditional averages only 2.5 inches per month, more territory north of the Elber. Its primary wood and thatch houses, but they are in a near the mountains. Infrequently, the industry is logging, but the local timber very poor state. Wendarian weather system pushes over has rapidly thinned. Loggers now The town acts as a collection point for the Menguls. These instances usually journey to the Altenwald where they can the local farm produce, but the poor result in additional snow being pulled off harvest trees without having to relations between the various factions the peaks. continually shift location. Also, a fair have led most other industries to desert Spring is wet, with daily lows and highs amount of crop and animal farming takes the area. Hockstein is the worst example around 25° and 35° F, respectively (-4° to place around the town. of the Order’s conquest, and it would 2° C). It rains once every other day, on Grauenberg: Once known as take a very strong leader on either side to average and produces 4 inches per month Skolgrim, the dark town of Grauenberg heal the wounds. in the worst areas. (3,800, inc. 760 mil., 190 priests) guards Grunturm is a major Summer time is mildly warm and the southwestern border of the Grunturm: humid, 50° to 60° F (10° to 16° C). Low Territories. Even before the coming of keep in the Schoenbergen’s Bläuchen altitude, south-easterly winds scour the the Knights, the town was used to River Valley. The force stationed here land before expending their energies on invasions by the Ethengar Horde or the (450 soldiers, 75 priests) is tasked with the Menguls. dark creatures that escaped the wilds of defeating or delaying Ethengar raiders Fall has one of the few regular dry Glantri. Grauenberg is designed for who might hit the coastal settlements. periods, right before the cool winds turn defense, with low stone buildings The garrison and priesthood are cold. Temperatures average 30° to 40° F surrounded by a large wall. supported by 125 civilians. (-1° to 5° C). The ethnic barriers are at their weakest Eisenturm: The Eisenturm is an in Grauenberg. The external dangers have exact replica of the Grunturm. Eisenturm (300 military, 100 priests) monitors the

11

GEOGRAPHY

Boldavian and Kaerut tribe situations. Kammin: Kammin is a small (200, included 25 military personnel and ten An additional 350 civilians directly including 50military, 5 priests) fishing priests. support the keep, herd sheep, or prepare village that has suddenly experienced a Strondborg: Strondborg is a coastal for the construction of the future road to rise in importance. When the Order fishing village of 225 that lies in the un- Schwarzberg. finally seeks to annex Heldland, the annexed Heldland. Klagen: Klagen is a small (375) forces will be coordinated from here. Tormannvik: Nestled in a hidden fishing village on the cliffs of the Nordenham: This forest-edge village spot within the Altenwald, Tormannvik Freiburg Hills. It has suffered greatly is a part of the Province of Altendorf. was the headquarters of the Partisans and from piracy, and most consider the During the rebellions’ heyday, later the Rangers. It still houses 240 Order’s presence to be insufficient (25 Nordenham was a conduit for passing aging warriors and their families who are military, 15 priests). messages from Halvard to agents in the left in cruel reminiscence. Kaltstein: Kaltstein (750) is the fifth south. This network was later Eikervik: Eikervik is a small largest settlement in the Territories. Ten compromised by the Order. Little such settlement on the far side of the percent of its population is affiliated with activity occurs today, though the Altenwald. Gnolls, trolls, and hill giants the military, and there is a strong priestly suspicion remains. The 295 people give the residents a headache. Today, presence (40). Pirates and raiders have recently avoided Kaltstein, but it once was a favorite beachhead for those seeking an extended pillage. It was also an early target when Ethengar Hordes came down to the coast. Blauendorf: Blauendorf is a small coastal village (325, including 50 military and 30 priests) near the Vestland border. The village is isolated and difficult to reach by land. It is therefore, a prime target of sea raiders. Thurgau: The tiny village of Thurgau (165 with 15 military, and 5 priests) is along the upper creeks that feed the Isar. It is notable as the likely site for the Battle of Feuerhals where Heldann defeated the troll nation. Most of the residents descend from the troll-born southern barbarians. Schwarzberg: Schwarzberg is a new satellite village of Grauenberg. It sits at the current end of a trail/road that will lead to Eisenturm and then to Boldavia. Like Grauenberg, the village is a haven for Experten. The village has 625 individuals, almost entirely Hattian. This number includes 100 soldiers and 100 priests. Pflenzen: Pflenzen is a small Heldanner village on the banks of the third Lorelei. 465 civilians fish out of the rivers, collect herbs in the hills and hunt wild mountain goats. Trolls are a rare, but very real, threat to the Pflenzeners, and they rely on 25 soldiers and 10 priests to see them to safety. The village has never shown any outward hostility towards the Order, but druids and traditional Heldanner priests pass through here regularly.

12

GEOGRAPHY

Eikervik (200) is the home of Fredek troll-born population. Erid is removed chapel sits the Star of Vanya. This Halvardson. from the Order’s positions, and the artifact is the literal source of the Order’s Theriður: 130 people live in this Eridians are careful not to draw the power. village in the northern Heldland. The Knights’ attention to their activities. The surrounding land is very barren and local woods are plentiful in game, for The Bösenwald: Within the hills under-populated. Tribal humans once which hill giants occasionally raid. and forests of the Altenwald is a region lived near the coast, but they were Isoður: Isoður is so far north, that its of great darkness, the Bösenwald. Those displaced inland by the Knights. These villagers consider themselves who approach it invariably fall to curses humans occasionally raid the Order’s Nordurlanders not Heldanners. The or fatal accidents. The immediate locals interests. community is small (145), and it is often know to avoid this area, but they are At the present time (1000 AC), the troubled by local trolls. unaware that the innermost grove of trees Heldannic Order is unaware that these There are another five villages of is the prison to an ancient evil. The humans are being armed by a race of notable size (75 with 5 soldiers and 5 Teufel of Bösenwald predates every lion-headed creatures called the Simbasta priests) scattered throughout the extant culture in the Known World, (not unlike the Rakasta). Territories. Additionally, there are 68 trapped here by the fey and Immortals. Stonehaven: When the Knights commandaries (posthouses) maintained arrived in the Hollow World they landed by the Order. These posts are manned by Other Territories on one of the islands of the Anathy 31 soldiers and knights. The Heldannic Order is a power with Archipelago. This barren rock was The Heldannic Territories and the global reach. While most Known World riddled with tunnels. The Knights used Heldland region contain upwards of characters will restrict themselves to the these hidden, defensible locations as a 250,000 people. Only 15% of the lands of the old Freeholds, some daring base for operations in this exotic lost population reside in the previously souls might wish to embark on journeys world. mentioned communities. The remaining to the very ends (and insides) of the The surface of the island itself is rocky 85% live in individual Freeholds. world. What follows are the major and covered with scrubland. The wide holdings of the Heldannic Order. main entrance into the Knights’ cave Point of Interest complex permits the launch and landing Hayavik: Hayavik was once a very Southport Mission: Fort Southport of warbirds. Many thousand Knights prosperous Heldannic village on the trade is at the tip of Hattias in Thyatis. It is a reside within the cave’s small city. They route between Ethengar and Wendar. It naval and army post for the Thyatian maintain temples, mushroom farms and was also an important redoubt during the Empire. The Heldannic Order runs a warbird docks. The Knights have not hellacious years of the Orcwars. mission office there which will soon explored the cave system fully, and they However in 914 AC, Toktai Khan handle pilgrimages to Vanya’s Rest. are therefore unaware that one tunnel spurred the hordes of Ethengar to invade Vanya’s Rest: While Freiburg is the leads all the way back to the surface. western Heldann. Hayavik was besieged administrative capital of the Empire, its Oostdok: The floating island of by successive waves. The defenders true heart is the Holy Citadel of Vanya’s Valoin-Flaemaker was formed when two rebuffed the Khan, until finally, Hayavik Rest. This fortress lies on the eastern islands, each inhabited by gnomes, was razed in 926. The Ethengar turned shore of the continent of Davania and collided in 778 AC. A new gnomish the town into a wasteland of char and marks the place where the miraculously civilization that used dirigibles arose rubble. The Great Khan was killed soon incorruptible body of Vanya was found. from the mix of cultures, and it thrived after in another conflict, and the hordes The Citadel is a huge structure for many years. When the Knights returned south. containing barracks and courtyards along entered the Hollow World, they soon Since that time, the area has become with many stone buildings that house the added Oostdok to the Order’s overgrown, but the ruins are still clearly priests of the Order and those members possessions. visible. The trade route has remained and who have come to stay and pray at Physically it is a flying rock 50 miles Hayavik is still used as a stopping point Vanya’s side. A replica of the central long by 30 miles wide. It is about a mile for the caravans crossing the steppes, but tower of the Fortress of Freiburg has and half from top to bottom. A series of the area belongs to Ethengar in all but been erected at Vanya’s Rest. small mountains and plateaus form the name. The ruins themselves have been Vanya’s body rests in the central upper surface. The capital, Schaerbeek, is inhabited by dark creatures from Glantri. portion of the Citadel. It appears to be a a large and populous town. Gyl Erid: Gyl Erid is a small keep on young warrior princess, dressed in armor Oostdok is currently covered in warbird Lake Erid’s sole island. It is home to the and lying on a velvet-covered bier. A few and dirigible docks and makes a fearsome Eridians, a cult that worships the priests are attendant in the chamber at all launching point for Heldannic attacks. minotaurid figure, Gylgarid. The cult has times, praying or watching over the body. The gnomes are a deeply oppressed only one to two dozen members, but the This hall is annexed to the larger people but a resistance movement is Priests of the Rock strike fear in the local congregation chapel. Underneath the beginning to make its presence felt.

13

THE CITY OF FREIBURG

“Behold the heart of Freiburg. Witness surrounding countryside and satellite remainder manufacture items like her majesty and her grace. None save villages which hug the walls of the city clothing, jewelry, and porcelain. the Grey Lady deserves such a proper. These peripheral communities Freiburg is not directly on the Sea of Cathedral, and none shall ever have contain an additional 10,000 people. Dawn; it rests eight miles upriver on the one.” The city walls are massive and sport Elber. The river is deep enough and wide - Landmeisterin Utha Scharnheim several siege weapons. The walls extend enough to accommodate most naval from beyond the Elber’s banks up to the vessels, but most ships berth at Althaven. Freiburg is both the seat for the southern hills. Military barracks are built The eastern edge of the town is taken up Province of Freiburg and capital for the directly into the stone structure. Freiburg with docks and jetties, half of them Heldannic Territories. The city of 15,000 is easily one of the most stoutly defended reserved for military use. was once called Haldisvall, a rambling cities on the continent. The Dockside District: This area town of wooden shacks and tiny, winding Most of the urban inhabitants are either lies along the waterfront north and east of streets. When the Order of Vanya took members of the Order (5,000 knights and the Fortress. It is all that remains of the the town, it destroyed much of the soldiers, plus 750 priests) or are original Haldisvall. The buildings are original infrastructure. descendants of those who immigrated to noticeably smaller and of lesser quality, Now Freiburg is a stone-walled city the Territories after the conquest. A fair home to those native Heldanners who with wide streets radiating from a central portion of both the native and foreign remained in the capital. There is a higher plaza. Many of the wooden houses were civilian populations is involved with incident of crime here among “Frey’s replaced with low, stone structures and fisheries, either as fishermen or workers Forgotten,” but it is still less in the population was displaced into the preparing salted or smoked fish. The comparison to other Known World cities.

14

THE CITY OF FREIBURG

The Foreign District: The defenses. Behind the crenulations on its Althaven from the capital. It is the embassies of foreign nations and exterior lurk deployable siege weapons. headquarters for the Order’s navy, and supporting businesses populated the The cathedral’s most famous element is most ocean-going vessels berth here, with northwestern corner of Freiburg. The the Rose Window – an enchanted, round, cargo being hauled to Freiburg along the Knights keep a close watch on this stained-glass window depicting 132 Old Road. Like the capital, Althaven quarter, and many of its residents venture scenes from the mythic life of Vanya and was damaged seven years ago during the out to Westberg for a less intrusive time. the history of the Order. The cycle Partisans’ final spasm of defiance. Two The Warehouse District: The begins with Vanya’s birth and ends with miles south in the foothills rests the Holy eastern riverfront is filled with several the completion of the Cathedral, the Memorial Ground, which was dedicated large warehouses used by the Order and picture changes at midday. to those who fell to the Partisans and merchant interests. An open air fish and Westberg: Westberg is a satellite Alphatians. Around the clock, an honor produce market is conducted in the west settlement of 850 that sprung up along guard oversees this graveyard, which is near the commercial section. the road paralleling the Elber. It is a thought to be haunted by the local The Commercial District: East of provisioning center for travel in-country Heldanners. the plaza, the Commercial District sits and provides many basic amenities The Church of the Protector is a red- astride the east-bound avenue. Most normally prohibited by the tenets of the bricked church on a small hill at the end structures are geared towards industry. Order. Foreign visitors often congregate of the Old Road. The structure was Vayburg: Vayburg is the home of the here, and Westberg’s two lodges can damaged in 993, and restoration lower and middle-class followers of room 30 individuals each. continues slowly. The church’s central Vanya. It encompasses everything that Within 10 miles there are 10 smaller feature is a soaring tower from which one lies between the Fortress and the outer hamlets further west, and 5 others along can see to the walls of Freiburg and to the wall. Numerous small shops mix with the trade road curling to the south. These sea on the horizon. the tenements and houses. settlements normally hold 100 residents The Althaven Garrison’s 350 soldiers Freiburg’s Pride: The city’s more and remain native farming or fishing are charged with the protection of the affluent or powerful individuals live east communities. Naval Station. They occupy the of the Cathedral and the southern Graudenz: The hamlet of Graudenz Althaven Citadel, a riverside fort capable Commercial District. Shops and markets holds the pass leading up into the of housing 2000 soldiers and the civilian that cater to this class are also found here. Freiburg Hills. 200 civilians handle population up to six months. Stamhoffer Plaza: The Plaza is routine provisioning and farming while The town’s main square opens out to the convergence point for Freiburg’s supporting an important garrison chapter. the river and contains the local market. avenues. At the north end of the plaza Few ordinary travelers pass through Farmers and herders enter every Moldain squats the Fortress of Freiburg. This Graudenz. The hill country is considered during the growing season, while the stone building is the heart of the a training ground for the Order, and the local fishermen sell their catch each Heldannic Order and is almost a city in Knights preserve their secrets in its morning. its own right. The Fortress contains forlorn hills. Throughout this area are Althaven has several notable towers, courtyards, and covered tucked away several chapter houses and businesses. The Holy Hammer walkways, all defended by large siege thirty-five shepherding and horse- and manufactures mallets and hammers for weapons. Inside are training and parade cattle-raising hamlets of 50 people each. civilian and military purposes, while the grounds, administrative buildings, Zehlendorf: Directly opposite Gilded Sword provides over 50 rooms for stables, smithies and a warbird docking Freiburg proper is the village of rent. On a dark riverside alley, the station. The top three floors of the central Zehlendorf (1800), which maintains Knights find one of the few places in the tower comprise the Grand Master’s contact between the capital and the Territories where they can purchase personal residence and office, from northern Territories. Three ferries shuttle drink. The Drunken Rat Tavern is a which one can survey the entire city. people and goods across the Elber. favorite haunt for sailors on shore-leave. At the south end of the plaza, facing the Unlike the other near-city communities, Finally, far removed from the Order’s entrance to the Fortress is the Cathedral Zehlendorf remains predominantly Naval Station, the Minrothaddan Factory of Vanya. With little subtlety, this vast native. Twenty-odd hamlets ranging in is a warehouse and Consul for the sea- gothic structure glorifies Vanya’s name size from 25 to 75 individuals line the trading nation. and demonstrate her – and the Order’s – northern shore in either direction in The northern banks of the river are power to the Heldanners. At its north quarter-mile intervals. An equal number swampland avoided by natives and end, two massive doors lead into a central lie scattered to the north. All of these foreigners alike. A lone tower pierces the space covering nearly six acres of settlements fall under the authority of skyline. It previously belonged to a ground. Light streams in from windows Zehlendorf’s Chapters. wizard who died fighting the Knights’ high in the walls and falls on columns Althaven: Althaven lies seven miles invasion. and mosaics set into the floor. down river from Freiburg at the mouth of The Cathedral is not without its own the Elber. Only 10 hamlets separate

15

THE PEOPLES AND FAUNA OF THE TERRITORIES

“A nail that sticks out deserves to be pounded back in.” - Sigmund Stahlfaust

The Players’ Handbook presents an accurate representation of the human and demihuman population in Heldann. This section further details those populations and gives information about the humanoid, giant, and other non-standard populations.

The People The native Heldanners, more accurately called Freeholders, are descendants of the southernmost Antalian tribes before the time of Loark. Some Carnuilh, Ethengar, and even Nithian traces still linger in the population – a testament to the early migratory importance of the region. The Vanitar, from which rose Frey and Freyja, once occupied territory in both Heldann and Wendar’s Genalleth Valley. Later, the coastal lands and southern hills were home to the Hattics, progenitors of the Hattian people. These tribal links eroded over the centuries, and even clan groupings were subordinated to the importance of the individual family. Once these extended ties had dissolved, the people began referring to themselves as the Nordurlanders. Those people north of the Altenwald never joined with Heldann and still think of themselves as Nordurlanders. They are every bit as independent as their southern brethren and number 65,000. The barbarians in the southern hills dropped all larger affiliations all together. They were nearly destroyed by the treated with great reverence. Freyja is these people are priests or military Heldannic Invasion. Today 5,000 the paradoxical Immortal of the personnel; the bulk are lay people. In all barbarians still live in the wild. They are Heldanners – given her due to keep the other respects, they are identical to the hemmed in by the Knights and the fields fertile but hardly “respected.” people found in other Known World Ethengarian horsemen, and are threatened [This is an important contrast with her towns. internally by the Cult of Gylgarid. The treatment in Eusdria, where none of the “troll-born” barbarians claim descent fertility taints carried over – Ed.] Frigg Lupins from the giant Hymir. While this is false, (Ordana) is another Vanir Immortal, Sixteen years ago, the Order brought the barbarians do stand tall (6’4” imported from the previous Carnuilh lupins to the Territories to help root out average) and are muscular. population. The Spuming Nooga the Rangers. Many remained after the The Freeholders, Nordurlanders, and (Protius) is considered either a Jotun or war, some joining the urbanized troll-born barbarians are only vaguely an Aesir (Odin, Thor, etc). communities, some taking up a pastoral religious. As with other Antalian- The Hattians and other foreigners life, and yet others disappearing into the descended groups, they share the general affiliated with the Order total 45,000. Bay area. Northman faith, but emphasis is placed They are limited to the urbanized areas of In the Gaz F continuity, lupin sub- on the so-called Vanir and Jotun the Territories or the numerous species either reflect only cultural or Immortals. Horses represent Frey and are commanderies and abbeys. Not all of

16

THE PEOPLES AND FAUNA OF THE TERRITORIES class distinctions or are ignored outright. The last group of trolls, the 140 Plag their actions, but clothing gifts have no While some individual variation of Rith, is north of Isoður in Heldland. The effect. Mandrakes also visit the region, appearance is expected, all lupins follow three western groups speak a common, but they do not travel with Hildur. the standard lupin build. Further, their unnamed dialect. Traditionally allied races (e.g. presence in the Known World is centaurs), are noticeably absent here. A curtailed. Other Humanoids few dryads populate the Altenwald, but The troops hired by the Heldannic Most of the other humanoids in the there are no treants. A river and lake Order included trackers (Das Hund), Territories are semi-nomadic, traveling in version of the dryad does exist, however. guards (Doggerman), and standard both family-sized groups and raiding They are called the drowned maidens, soldiers (basic lupin, Renardois Folk). bands of up to 100. Humanoids are and more worldly travelers might mistake Many of the guards have since been rarely encountered in mixed groups, but them for nixies. Instead of being drawn reassigned to Hattias. Those who retired those in the south speak a common blend into a tree, victims become a part of the to the pastoral life are called Heldann of Ethengarian and Heldannic. Assume water. Drowned maidens are very Shepherds. 60% compatibility with either human jealous of the nixies and are notably cruel Ye Great Dogge – the Ostland Stövare tongue. In total, there are 750 orcs, 320 – or at least mercurial – in comparison to – is a single individual of great prowess bugbears, 100 thouls, 50 ogres, and 130 their tree sisters. who was hired by the Ostmann clan hobgoblins here. The ogres are exclusive Gremlins were unknown to Heldann following his escape from Garald the to the Red Fangs region. before the arrival of the warbirds. Their Blue. Another 60 hobgoblins of similar stock high-jinx is thus far limited to Freiburg. The Norwold White Foxfolk, Glantri live west of Eisenturm. They are joined Mountaineer, and Hound of Klantyre are by 400 orcs and 600 bugbears that belong Giants, Dragons, and unrelated to the Heldannic lupins. to the Wendarian Range meta-group. Sphinxes The Fighting Fennec of Ylaruam is a These latter groups speak a language On more than one occasion, giants were true sub-species/new race. Its ancestors, unrelated to either Heldannic or lords and masters of the region, yet today along with the Rambler’s, were brought Ethengarian. they are regarded as ancient history or to Nithia during the closing days of the The gnolls most familiar to Heldanners even legend. Only the storm and sea Empire. Fennecs number only a few 100, are the Memphic Howlers (500) near the giants of the Sea of Dawn are seen, and while Ramblers are extinct or nearly so – Altenwald. Their language has preserved they with only fleeting glimpses. Yet the clinging to Nithia’s forgotten shadows. many Nithian elements. They viciously other true giants still exist. 100 mountain

defend their territory, but nearby giants and 200 frost giants make their Trolls settlements go unmolested. Very rarely – homes in the western mountains, and To the Freeholders, nothing is more perhaps once a decade – small packs of deep within the Altar of Vanya, 120 fire terrifying than the prospect of trolls once gnolls from the Naga Hills cross the giants toil away to nefarious ends. more organizing. Several groups of trolls Menguls into Heldann to trade or war. 85 hill giants of the Thorn-Kogr Clan can be found at the Territories’ edges. The true repositors of Nithian relics are form a dangerous and aggressive enemy Those from Vestland’s Trollheim Hills the mountain thouls. Scrolls, pottery, and for those living in Heldland. Twenty- occasionally range as far west as other items litter their hovels, their value some odd stone giants also inhabit the Grunturm and as far north as Kaltstein. long forgotten. These creatures are still foothills in the Heldland area. There is no rhythm to trollish excursions, primitive, even by thoulish standards. Most mentions of dragons in Heldannic and travelers to Vestland must take care. Perhaps 1000 live in the mountains from lore were actually easily-confused The Frug Hak trolls control the foothills Hawknar to the Final Range, but there are monsters such as sea serpents, north of Grauenberg. These trolls have no discernable areas of concentration. tannystrophei, and wyverns. True been pushing outward with increasing dragons have made their home in regularity. Darokinian merchants The Fey and Gremlins Heldann, however, and can be seen flying traveling to Wendar have complained, Heldann and other locations along the over the plains or roosting on the cliffs of but nothing has been done. The Frug Norwold coast host the faerie court of the Altar of Vanya. Heldann’s dragons Haken also have been seen near Pflanzen. Queen Hildur, a nixie. The arrival of her are semi-migratory, a legacy of the land’s There may be as many as 250 trolls. court is always preceded by poor resources. These creatures number The Gagur Hak trolls dominate the hill thunderstorms that leave the land soaked. 20 whites and five reds, almost all small country north of the Elber. From there, The Heldanners know the fairy races as individuals of animal intelligence. Scale they sporadically attack the residents of the Hidden People. Those common to color is more muted and grayed. the Altenwald and settlements west of the Territories are the sidhe, nixies, There is one small red, Feuer-surtr, and Altendorf. They would pose a greater pixies, and sprites. Sprites play much the three small whites capable of speaking risk, but conflicts with nearby giants, same role as brownies elsewhere. They and casting spells. The white dragons are gnolls, and thouls have distracted the befriend and befuddle humans based on Nith-ogg, and Helaga, and Gorbric. trolls. The Gagur Haken are 300 strong.

17

THE PEOPLES AND FAUNA OF THE TERRITORIES

Mithaximenes, a large amber dragon, is creatures are discussed in depth in the Coastal Plain: Sheep, cow, pig, a relative newcomer to Heldann. He is next section. osprey, rat, giant rat, sea hag, wererat, the only known gemstone dragon in the More mundane animals include several wereshark, wereseal, mandrake, troll Onyx Ring of Denagoth (see Gaz F2). breeds of puffins, auks, guillemots, (south only), pirate, poltergeist, ghost, Despite his size, Mithax is a weak kittiwakes, and fulmars on the coast. vapor ghoul, kal-maru, skoffín, specimen who relies on subterfuge. His White ravens are held to be bad omens. skuggabaldur goals do not directly affect Heldann, but encounters are possible (see the Western Sea of Dawn: Pliosaur, Mengul Mountains: Carrion upcoming Gaz F8 The Streets of Landfall Tanystropheus, Ichthyosaur, giant crab, crawler, giant scorpion, blast spore, lava for more on Mithax). jellyfish marauder, weed eel, electric eel, ooze, slime worm, fyrsnaca, red worm, Deep within the Menguls’ glaciers, giant sturgeon, osprey, giant octopus, pit viper, hypnosnake, rhagoddesa, crab there is a huge white dragon, ancient medium squid (6HD), dolphin (porpoise), spider, steam weevil, mountain goat, beyond measure. Thelucidr was old sperm whale, great white shark wolf, eagle, rat, giant rat, white and red when the elves came to Glantri, and she (summer), devilfish (night only), sea hag, dragon, wyvern, frost giant, mountain can speak of the great dragon hunter wereshark, wereseal, lesser sea serpent, giant, thoul, gnoll, mummy Balthac and his nemesis Calor. Thelucidr nixie, sea giant, storm giant, kna, pirate, has given her heart to the land, and when ghost, vapor ghoul, kal-maru, merman Westbergen: carrion crawler, roused from her centuries-slumber, she (gafr/gafa), strambr, pirate mountain lion, mountain goat, dire wolf, will defend it with all her might. She last wolf, eagle, rat, giant rat, crone of chaos, awoke 500 years ago when rampaging Schoenbergen: spotted lion, shadow, white, red, and amber dragon, dragons destroyed many of the Ethengar Steppe boar, owl, rat, , manscorpion, frost giant, mountain giant, Nordurlander settlements. bugbear, brigand, barbarian, Ethengarian hill giant, stone giant, gnoll, thoul, Heldann also has its own native species skeleton of dragon, the river wyrm – or skrimsl. Sudbergen: Lochnar (Erid), carrion They are related to sea dragons but are crawler (Erid), hypnosnake, spitting Altenwald: giant elk, giant centipede, accustomed to the relatively shallow cobra (summer only), normal scorpion, robber fly, tiger beetle, giant timber waters of the Elber and Isar. River spotted lion, sheep, Ethengar Steppe rattler, hypnosnake, shroud spider, giant wyrms are very thin with stubby hind boar, rat, shadow, sphinx, wychglow, hunting spider, black bear, lynx, normal legs, and they have lost their wings. elemental drake, orc, hobgoblin, bugbear, boar, wolf, stirge, owl, giant owl, eagle, These wormish creatures are not active thoul, ogre, brigand, barbarian, wild turkey, deer, rat, giant rat, bat, hunters, preferring to lie on the riverbed poltergeist, ghost, mummy, revenant, werebear, mandrake, redcap, dryad, troll, with their mouths open to the current and Ethengar spirit, Ethengarian brigand, lupin snapping up eels, fish, and amphibians. River wyrms do attack Tanystrophei, Eisenturm: normal scorpion, black Ostbergen: fyrsnaca, red worm, sea their rival for dominant predator of the bear, Ethengar Steppe boar, stirge, rat, hag, white dragon, mandrake, colddrake, waters. The middle Lorelei is their giant rat, bat, giant bat, vampire bat, elemental drake, lupin, poltergeist, spawning site, and the current Heldannic werebat, shadow, orc, hobgoblin, mummy, sphinx, wraith, nightshade (all population is likely over 50. bugbear, vampire, nosferatu, skeleton, types, only when pulled out), aerial Sphinxes have been spotted in the wraith, , vampire rose, archer servant, invisible stalker, fire giant, fire Sudbergen and Ostbergen, but they are bush, grab grass elemental, hell hound not believed to lair there. They have shown no aggression to either the High Plain: robber beetle, cow, goat, Towns: carrion crawler (Freiburg), Heldanners or the Knights and fly away eagle, giant bat, rat, wychglow, white and dog, mandrake, colddrake (Freiburg), , when approached. The commander at red dragon, wyvern, mandrake, troll, dwarf, gnome, Halfling, lupin, Grunturm thinks they are searching for poltergeist, ghost, vampire, nosferatu poltergeist, ghost, vampire, nosferatu, something, but he has no clue what it gargoyle, skoffín might be. High Fluvial Plain: Tanystropheus

(Elber), tiger beetle, caecilian, cow, goat, Heldland: giant elk, giant moose, Fauna Distribution normal boar, giant bass (Lorelei), eagle, carrion crawler, robber fly, tiger beetle, Even with the presence of the Knights, swan, goose, rat, giant rat, water weird, lynx, black bear, rat, giant rat, bat, giant Heldann can be a dangerous place to mandrake, nixie, troll, poltergeist, ghost, bat, crone of chaos, pegataur, stone giant, travel. Aside from the river wyrm and vision, drowned maiden, river wyrm, eel hill giant, mountain giant, frost giant, drowned maiden, other unique life troll, skoffín, skuggabaldur include the skoffín (half-fox, half-cat), cock-wyrms (half-worm, half-dragon), and skuggarbaldurs (cat-like). These

18

THE PEOPLES AND FAUNA OF THE TERRITORIES

Skrimsl Fiendish Cat Cock-Wyrm AC 2 Skuggabaldur Skoffín AC 7 HD 7* AC 0 5 HD 1d4* Move 60 (20) HD 7* 4** Move 10 (3) Swim 240 (80) Move 150 (50) 150 (50) Fly 90 (30) Attacks 2 claws/ 1 bite or 1 bite/ 1 bite or Attacks 1 bite Attacks 1 special 2 claws 1 gaze Damage 1 + special Damage 1d4+1(x2)/2d10 or 1d6/ 1d4 or No. Appearing 2d4 (2d10) Damage Special 1d4x2 death Save As F1 No. Appearing 0 (1d2) No. Morale 6 0 (1) 1 (1) Save As F7 Appearing Intelligence 2 Morale 8 Save As D7 E4 Alignment Chaotic Intelligence 7 Morale 11 10 XP 6 Alignment Chaotic Intelligence 5 9 XP 850 Alignment Chaotic Chaotic The cock-wyrm is a small (1 foot long) XP 850 175 creature that resembles a cross between a The skrimsl, or river wyrm, is a type of segmented worm and a dragon. The worm-like dragon that inhabits the rivers Two types of vicious cats are found in worm-like body sports draconic wings of Heldann. It lacks wings, and the rear Heldann’s wild regions. Legend claims and fore- and hind-limbs capable of legs are weak. The tail is 10 feet long, that both types are the offspring of cats grasping or running, but not attacking. the main body 5 feet, and the neck 10 with dogs or foxes. They have distinct The cock-wyrm is purportedly the result feet. The skrimsl spends most of its time dietary practices and magical abilities. of an old cock rooster laying an egg. In submerged, but it is capable of leaving The Skuggabaldur is a breed of ancient, truth, it is a parasitic organism that takes the water and pursuing prey over land. massive tomcats that prey upon sheep over the eggs of hens and other fowl. A For game purposes, the basic statistics and goats. The skuggabaldur (Shadow pregnant cock-wyrm uses a hypodermic are those of the black dragon. The Baldur) is massive, perhaps 150 pounds. needle-like barb on its tail to lance the skrimsl does not have the ability to attack It can pounce at 20 feet, and should it hit host egg and inject its own young. with a wing or kick; however, it can with both foreclaws, the back claws can Newborn cock-wyrms feast on the hen- perform a crush against opponents on the rake for 1d8x2. The skuggabaldur cannot mother and its fellow broodlings. shore (2d10) by leaping from the water (a be struck by normal missiles, and The creatures operate during the twilight charging attack). The creature can also magical ones strike at -4 to hit. Further hours, and are often confused with bats, ram ships for 1d6 hull points. On land it when attacked by missile-like spells their natural predator. They attack warm- may whip its tail at rearward targets (10 (magic missile, fireball, lightning bolt, blooded organisms and attach themselves feet behind body). etc.), the creature may save against death to their victim, much like a leech might. The skrimsl’s normal tactic during open ray to avoid all damage. As the outer mouth holds on to the prey, combat is to grab opponents and drag The skoffín, also called a trencher cat, an inner mouth extends to consume bits them into the water to drown them. The consumes the bodies of the dead. It will of flesh. bite is used to threaten away other burrow into the ground to find corpses, The cock-wyrm attaches on a successful potential combatants. To grab an and they will often rest atop burial hit of 20, otherwise only a passing bite is opponent, either both claws must hit mounds. The creature’s evil gaze can achieved. Once it is attached, the cock- (minimal damage inflicted), or a foe is cause death (3 uses per day). Whoever is wyrm automatically inflicts 1 point per bitten and held fast on a natural 19. If a in its sight (cone range 60 feet, 15 feet round of biting and another 1 point per victim is drug into the water, use the wide) must save against spells or die. round of acid. The creature is sated after standard rules for drowning. Note that the victim need not look into 5 points consumed. When feeding on a The acid attack cannot be projected. It the skoffín’s eyes (cf. basilisk or fresh carcass, assume cock-wyrms can is only used against a victim held in the medusa). Those looking at directly at the extract 4 points per pound of prey. teeth. [A bite against a held opponent is creature suffer a -4 to the save. To remove a feeding cock-wyrm, it must automatic – Ed.] Finally, the skrimsl can The skoffín can only be hit by magical be hit with fire, cold, or acid (half thrash in the water, causing 1d2 to all weapons or silver weapons inscribed with damage to the host). It will release and within 15 feet. holy symbols and blessed by a cleric. flee. If the animal is killed during There are no records of river wyrms feeding (say with a dagger), it will drip being spellcasters. Legend places a huge out the remaining acid (up to 5 points, 1 skrimsl, the Lorefljótsskrímslið, in the pt/rd). The mouth must then be cut away third Lorelei. from the flesh (2 pts damage).

19

THE HELDANNIC ORDER

“Rejoice brave warrior, if you live and The Economy and pilgrimage operations begin, each conquer in Our Lady's Name, but rejoice As stated elsewhere, the Order mints initially will generate about 5,000 gp still more and give thanks if you die and coins in all five precious metals. Gold, annually. go to join Her. silver, copper, and electrum occur From these funds, the Knights must This life can be fruitful and victory is naturally in Heldann, though half of all construct naval vessels and warships, glorious yet a holy death for raw ore is imported. The platinum comes outfit, train, and maintain soldiers, and righteousness is worth more. Certainly from mines near Vanya’s Rest on hire out specialists such as spies. ‘blessed are they who die in Our Lady’ Davania. Warbird construction and maintenance but how much more so are those who die The Heldannic Order supports its is budgeted 100,000 gp. 50,000 gp is set for Her.” activities in three ways. It levies taxation aside for naval maintenance or hiring out - Bernhardt von Klarwald on the urbanized population of Heldann, privateers. 50,000 gp is also reserved for Scriptores Rerum Heldanicarum it takes agricultural and other products civil projects such as the burgeoning road from rural areas, and it is subsidized by system. 5,000gp is spent on weapons and Introduction the Church of Vanya in Thyatis. Military personal equipment replacements, while The creation of the Order of Vanya – and priestly personnel are exempt from 15,000gp goes to siege weapons. The the predecessor of the Heldannic Order – personal taxes. feeding and clothing of knights, squires, sought to rectify two emerging problems. The Freiburg poll tax (including the serving brethren, and clerics amounts to The first was the weakening of Thyatian nearby settlements) comes to an average 50,000 gp, while 100,000gp is needed to resolve. The Church had been 8 sp per month per inhabitant with 5 sp pay the wages of indentured soldiers. legitimized – even adopted – by the for the other towns and 2 sp for villages. Imperial family. Its rise was tied to a The total monthly tax income of the Governance restored Imperial pride and the Order amounts to: The government of the Heldannic expansionist policies of Gabrionus IV, Territories is divided among the Order’s but the crowning of the non-Vanyan Freiburg: 15,400 gp military and three clerical branches. This Gabrionus V signaled a turning point in Towns: 4,838 gp control is most evident within the large the Church’s fortunes. If conquest was to Villages: 700 gp urban centers of the Territories. Beyond continue, it would have to be done under the major towns, the Order’s authority is the banner of Vanya herself. Add to this income the Order's direct maintained by a network of abbeys and The second issue was the increasing exploitation of natural resources, commanderies. influence of the Soldiers of the Storm including metal and salt mines, newly Matters of great importance are within the Church. By forming the discovered amber mines, timber, and addressed in the Synod of Freiburg. The Order, those Storm Soldiers formally production surplus from farming and Synod is the ruling council for the within the Church could have their fisheries, for a total of 3,000 gp per Heldannic Order, and it is composed of destructive natures channeled away from month. There is also additional income the Grand Master, the Primates, all Grand domestic strife, and, at the fore of battle, from tolls collected at city gates and Knights, and all Abbots. Unofficial they could be bled out of the ranks. bridges as well as port fees totaling 1,350 synods are held in Hockstein, Altendorf, After the conquest of Haldisvall, the gp per month. and Grauenberg, but none inspires the Order of Vanya recast itself as the The Church of Vanya continues to awe – and terror – that Freiburg’s does. Heldannic Order. This, too, served a dual support the work of the Heldannic All households settled in Heldannic purpose. It implied indivisibility between Knights. Estimated numbers for the Territories and with more than one child the Order and the land of Heldann, and it followers of Vanya in Hattias and the must provide one adult person, male or signaled an independence from the Old Thyatian mainland come to 500,000. female, capable of bearing arms. This World. The name change did not sit well With an average rate of 5 cp per faithful, indentured service is mandatory and lasts with the Church of Vanya back in 25,000 gp enters the Church coffers. Of ten years during which the soldier cannot Thyatis, but no actions or bulls have been that total, the Order receives 10,000 gp. rise in rank unless they join the Order made to reverse this. Without this generosity much of its itself. The Order has become a highly armed operations in the north would be Despite the steely command of the organized military and governance impossible. Order, there remain many areas in the machine capable of threatening other The economic value of the Hollow west and south that sit outside the nations. The goal of the Order is to World holdings is negligible in network of commanderies and abbeys. expand the spiritual and temporal comparison to their operational costs, but These regions are no longer seen as authority of Vanya to the wider world, pride has prevented the Knights from hotbeds of sedition and are left alone save with an emphasis on hinterland or border cutting their losses. for the odd patrol route. Traditional areas. In so doing, the Order is The total monthly income of the Order chieftains still hold sway, but they are positioning itself to check all of adds up to roughly 35,300 gp per month careful not to draw the Knights’ wrathful Mystara’s major powers. or 423,450 gp per year. Once banking attention.

20

THE HELDANNIC ORDER

“Never do they idle or wander where Vanya. Commander of the entire military, and fancy takes them. If not campaigning -- a Squire (1st-3rd): Squires are equal in Commander of the Warbird Fleet. The rare occurrence -- instead of enjoying a standing with sergeants, and they have position is for life. A new Grand Master well-earned reward these warriors are taking the Oath of Service to the Order. must be selected by the Synod at busy repairing their weapons and Squires rarely have command duties; Freiburg from its existing membership. clothes, patching up rents or refurbishing rather they attend to a as his valet Sergeant-at-Arms: Sergeants-at-Arms old ones and making good any and page. Squires normally sit out of are knights, not sergeants. They form the shortcomings before doing whatever else large-scale combat situations until the bodyguard for high level officers, and the the Master and the Community may end of their time in apprenticeship. ranking member is usually authorized to command.” Knight (3rd+): Knights of the conduct affairs as a seneschal in the Heldannic Order have proven themselves commander’s absence. Bernhardt von Klarwald in service, either as squires or sergeants. De Laude Novae Militiae, AC 979 Heldannic Knights are entitled to the Military Units services of a squire, and no command The basic unit of the Heldannic Army is The Heldannic Order maintains duties accompany the position. Knights the Chapter. A Chapter is intended to be traditional land and naval services as well must have taken the Oath of Service. a tight-knit company whose spiritual as the iconoclastic warbird air fleet. The They are addressed as Herr or Fräulein well-being is tended to by a chaplain army and warbird fleet maintain a Knight (Sir or Madam). th th from the Hammer. common rank structure, but the wet-navy (4 -6 ): Knights Heavy Cavalry: (Good, BR 138) plate personnel continue to use common naval Bachelor form the bulk of the Heldannic mail, two-handed sword, lance. 1 Knight designations for intra-service uses. Order’s officer corps. Typical Bachelor (F5), 9 Knights (F3), 1 Members of the armed forces can be commands, known as Chapters, are a 10 Chaplain (C4), 10 Squires (F1) either fighters or clerics. Clerics assume to 20-man cavalry unit or a 30-man Medium Cavalry: (Good, BR 109) military rank as appropriate to their roles, infantry unit. Knights Bachelor also chain mail, shield, lance, normal sword. but most serve as chaplains. Individuals command artillery trains. th 1 Knight Bachelor (F4), 9 Knights (F3), with more secretive or arcane talents are Knight Banneret (6 +): Knights 10 Sergeants (F2), 10 Squires (F1), 1 used in capacities outside the normal Banneret are the regimental captains in Chaplain (C4) command structure. the Order. At least three years as a Heavy Infantry: (Good, BR 91) plate Bachelor is expected, but that is not mail, two-handed sword, dagger. 1 The recognized Heldannic ranks, and required. Each village in the Territories Knight Bachelor (F5), 9 Knights (F3), 10 their approximate levels, are listed below. is overseen by a Knight Banneret. The Sergeants (F2), 10 Squires (F1), 1 Knight Banneret is regarded as equal to a Chaplain (C5) Trainee (NM-1st): Those who sign up clerical Abbot in rank. th th Light Infantry: (Average, BR with the military, or are conscripted, Grand Knight (9 +, most 12 +): A 82/74/90) leather armor and either undergo a grueling six month training Grand Knight is a senior member of the sword/heavy crossbow, short sword/pike period. All training occurs in Freiburg Order's military and a member of the or dagger/longbow. 1 Knight Bachelor between late spring and late fall. As they Synod of Freiburg. Each Landmeister is (F4), 3 Sergeants (F2), 26 Soldiers (F1), progress, trainees rotate into patrols in a Grand Knight by position. Other Grand 1 Chaplain (C3), 1 Squire (F1) the capital and surrounding communities. Knights command major garrisons or st nd Chaplain Chapter: (Good, BR 145) Soldier (1 -2 ): After training, army divisions or have provided great mounted, plate mail, mace, sword, 1 soldiers are billeted at various posts service to the Order. The navy’s ranking Senior Chaplain (C6), 9 Chaplains (C2), throughout the Territories. Rotations Full Admiral is also a Grand Knight. 10 Serving Brothers (NM) commonly happen in early spring, and Ordinarily Grand Knights are drawn from those entering their tenth year normally the ranks of Knights Banneret, but a few Army Divisions return to Freiburg. A soldier must have were abbots. An unwritten expectation is The statistics below show the state of one year in service before being posted to that those elevated to the status of Grand the military in AC1000, a time when the Hattias or other Known World location. Knight have earned the Hilt. As with Heldannic Order is technically at peace. It takes three years to qualify for service other senior officials, Grand Knights are The information here has been modified at Vanya’s Rest. Soldiers receive a escorted by a retinue of knights. from that found in the Poor Wizards monthly payment. Grand Master of the Order: The nd rd Almanacs to take into account the use of Sergeant (2 -3 ): A sergeant Grand Master is the overall leader of the Chapters. The PWA statistics are commands nine other regular soldiers. Heldannic Order, a position also known compatible with these and show the state To be conferred the rank, a character as the Hochmeister. The Grand Master is of the Heldannic Military in AC1010, must have been in service for a minimum addressed as “Mein Herr” (or “Meine after a long and difficult war when much of two years. He or she also must be a Dame”). The duties of the office include of the population has been drafted into professed member of the Church of serving as the Primate of the Voice, High the army and many of the original

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THE HELDANNIC ORDER soldiers have been killed. rotate in with enough frequency to Fleet Chief Petty Officer (Kb): The Order is capable of mustering up to maintain training cohesion. aide to the Full Admiral, in charge of 20 regular army divisions in the event of The 7th Glory of Vanya is the training personnel issues for those below the rank attack or for invasion. To hide the division at Freiburg. The 8th and 9th of Knight Bachelor. Order’s true strength from Thyatian and Glories are headquartered at Grunturm Armada Executive Officer (Kb, Alphatian spies, ten of these divisions, or and Eisenturm, respectively, but a KB): aide to Admiral, but handling both Glories of Vanya, are headquartered at majority of reportable Chapters are in logistic and personnel issues. th Vanya’s Rest. independent Commanderies. The 10 Mate (First-Third) (Kb): a ship’s Chapter assignments to divisions can be Glory is the most fragmented, serving supporting command. a fluid thing in the Heldannic Order, and mainly as a rallying division for Ship’s Chaplain: senior-most this is reflected in the under-performance misplaced Chapters and foreign clergy aboard a vessel, provides sermons of the military at the Division level. detachments (such as in Hattias). and counseling Each Army Division is composed of At Vanya’s Rest, the 11th-16th Glories th th four regiments, two mounted and two use the Higher BR, while the 17 -20 use The Fleet is broken down into four infantry. Each regiment is made up of the lower. Armadas. The Full Admiral is carried several Chapters and a command lance. upon the Niemals Kapitulation, a war Hollow World Divisions galley that is outside the standard Order st th Glory of Vanya (1 -20 ) There are five army divisions that are of Battle. He is assisted and protected by BR 83/110 stationed within the Hollow World. The 14 Sergeants-at-Arms, one of whom is Personnel: 969 Whip Division is based at Oostdok, while designated as the Fleet Executive Officer st th Non-Combat: 220 the 1 -4 Swords of Vanya are housed at and another who is the Chief Petty Troop Class: Fair/Good Stonehaven. These divisions do not Officer of the Fleet. The remainder are Grand Knight (F/C12) [+2 Wis] maintain cavalry units because of elite marine guards. None participate in Senior Chaplain (C9) transport and deployment difficulties. As battle unless repelling boarders. 3 Sergeants-at-Arms (F9) such, Regiments 1 and 4 are replaced The 1st and 2nd Armadas are galley with the following: forces based around Heldann. Each Regiment 1: Armada is commanded by an experienced 1 Knight Banneret (F7) Regiment 1: 5 Heavy Infantry Chapters (F/C12) Knight Banneret, assisted by a 3 Sergeants-at-Arms (F5) Sergeant-at-Arms (F/C9) Armada 2 Chaplains (C5) Regiment 4: 6 Light Infantry (sword, Executive Officer and two (F14) Marine 9 Heavy Cavalry Chapters crossbow) Chapters, 2 Chaplain Chapters Sergeants-at-Arms. 1 Chaplain Chapter (mounted) The 3rd and 4th Armadas are equipped Navy Divisions for the open waters, replacing galleys Regiment 2: The Heldannic Order is not a dominant with sailing vessels. The 3rd is 1 Knight Banneret (F6) naval power, but it does muster a fleet, responsible for travel between the Known 8 Sergeants-at-Arms (F4) the Fighting Sea-Lions, capable of World and Vanya’s Rest, while the 4th is 2 Chaplains (C4) defending the coastline and transporting permanently stationed at Vanya’s Rest. 10 Light Infantry (sword/crossbow) the Knights to distant conflicts. The Order’s naval personnel still use Below are the Tables of Equipment and Regiment 3: as Regiment 2, but with common nautical terms for various War Machine Statistics for the Sea-Lions. short swords and pikes. positions. Ships are listed along with their type and Full Admiral (GK): overall levels of their captain and mates. Thus a Regiment 4: commander of the Heldannic Navy. “flag ship (large galley, C7, 3F5)” is a th 1 Knight Banneret (F6) Admiral (KB, GK): Armada galley captained by a 7 level cleric, and th 5 Sergeants-at-Arms (F3) commanding officer. whose mates are 5 level fighters. 2 Chaplains (C4) Commodore (KB): the senior Generally speaking, officers at all levels 9 Medium Cavalry Chapters captain in charge of a four-ship escort- may be either fighters or clerics. 1 Chaplain Chapter (mounted) transport detachment. Two entries are found under BR and

Captain: commanding officer of a Troop Class. The first is for Sea Permanent garrison divisions have the vessel. Transports and small escorts: Machine use, while the second is for the higher troop class and BR. They include Knight Bachelor or higher. Larger fleet marines on land. the 1st, 4th, and 5th in Freiburg, the 2nd at vessels: Knight Banneret or higher Altendorf, the 3rd at Grauenberg and Fleet Executive Officer (KB): Elite Marines: chain, pike, two-handed Schwarzberg, and the 6th at Hockstein. aide to the Full Admiral, in charge of sword Not all Chapters reporting to these most logistics Marines: leather, normal sword, heavy divisions are necessarily on site, but they crossbow

22

THE HELDANNIC ORDER

Fleet Command Luftflotte Divisions The Military and BR 126/99 The Luftflotte, or Eyes of Vanya, is the Your Campaign Class: Good/Good Order’s warbird fleet. The quality of Given the nature of the Heldannic Order, Leadership: C12, 3C8 crew is typically higher than what is seen it is quite likely that your campaign will Rowers: 300 with the army, and the ratio of fighter-to- at times be military-centric. Before this Sailors: 30 cleric is much closer to 1:1. happens, however, there are some Elite Marines (76): 1 Senior Chaplain C5 As of 1000 AC, there are three warbird considerations that should be kept in 60 Sergeants F3 divisions, with two more planned over mind. 6 Knights F4 the next decade. The first two defend 1. Characters working as indentured 6 Squires F1 Vanya’s Rest and Heldann, while the soldiers are expected to perform a 10- 3 Chaplains C3 third is an orbital/Hollow World fleet. year hitch, while squires and knights are Cargo: 80,000 cn This last division is known as the Lion in the Order for life. Clerics and Serving One war galley (C12, 3C8) Rampant or The Winged Lion. Brethren are likewise tied down to Each division is a six-ship wing under st nd working under the Order’s auspices. If 1 or 2 Armada the command of an abbot (C12); the players tire of Heldann and want to Leadership: C12 however, the warbirds ordinarily operate move on to other nations, there should be XO/Guards: C9/ F10, F7, F6 independently or in pairs. campaign ramifications for their BR: 100/80 If used as an instant field artillery base, desertion. Class: Good/Average each ship contributes a BR equal to their 2. If you permit, volunteer soldiers could Rowers: 600 siege weapon complement. If used for have smaller enlistment periods, but it Sailors: 160 harassment in flight, each warbird adds should still be no less than three years. Marines: 522 F1, 58 F2 Sergeants, under ballistae bonuses only, plus +4 for 3. Thieves and magic-users have no place the F10 Sergeant-at-Arms telekinetic feats. Assaulting warbirds within the standard military structure. Cargo: 2,680,000 cn double the ballistae bonuses, add +6 for PCs of these classes are used as specialist Each Armada is broken down into four telekinetic feats, and negate most siege retainers. If they join the military, the detachments. defense bonuses. must start over as 1st level fighters (or 1. The flag ship (large galley, C7, 3F5) A person must be at least a squire to set whatever your house-rules are for split 2. The vanguard ship (as above) foot aboard a warbird, and most of the classing, etc.). 3. Two escort-transport pairs (small artillery specialists and the helmsman are 4. Coordination between military galleys each with C5/6, 3F3; and clerics. personnel and unaffiliated party members transports, C4, 3F3) Any Landmeister may commandeer a can be difficult if the characters’ 4. Two escort-transport pairs (as above). warbird if necessary, as may Fellows of campaign commitments are respected. the Orb. rd th Possible outs include using the non-Order 3 or 4 Armada The warbird divisions are discussed in members as hired specialists or detaching Leadership: C12 greater detail in the next section. the military PCs for select missions. XO/Guards: C9/ F10, F7, F6 5. As the referee, you should keep in BR: 86/80 Freeholder Units mind the campaign flavor that your Class: Good/Average The people of Heldann and Heldland players want before directing military Sailors: 220 can field three remarkably cohesive units. characters into the different branches. Marines: 540 F1, 60 F2 Catalogued in X10 Red Arrow/ Black Being a marine on a pilgrim escort is Cargo: 3,400,000 cn Shield as the 1st-3rd Free Divisions, these different from being at the forefront of armies are independent of one another. the army during war, which is again Marines aboard the flag and vanguard The 1st is the southern barbarian horde different from serving aboard a warbird ships of each Armada are elite, heavy around the Fangs and Lake Erid. The 2nd and taking part on numerous “away marines. is better known as the Partisans or missions.” Naval traditions are notoriously hard to Rangers of the Altenwald, while the 3rd is break, and even with the threat of being a unit composed of the freeholders north chastised, many indentured sailors entreat of the Altenwald. the Spuming Nooga (Protius) for safety. 1st-3rd Free Divisions BR: 102 Class: Good Personnel: 882

23

SECRETS OF THE WARBIRDS

“...such are they whom Vanya chooses through a consecrated chapel and altar. to cumulative penalties for weight and for herself and gathers from the furthest The centerpiece of the altar is the distance. ends of this world, servants from among Skygem. These gems have received the bravest in Hattias to guard watchfully special blessings at the Holy Citadel, and Penalty Weight Distance and faithfully her Sepulchre and the may only be installed by a priest. None Up to 100 lbs Up to 100 yds Temple of Our Lady, sword in hand, Removal of a Skygem terminates the -1 Up to 300 lbs Up to 300 yds ready for battle.” blessing. A cleric can activate a Skygem -2 Up to 900 lbs Up to 600 yds Bernhardt von Klarwald equal to 100 carats per experience level. -3 Up to 1 ton Up to 1 mile Historiae Heldanicae Scriptores Exteria The size of the Skygem determines the -4 Up to 3 tons Up to 3 miles amount of lift that may be derived from -5 Up to 9 tons Up to 9 miles Introduction the Star. Carats are consumed at the rate The key to the Heldannic Order’s of 1 carat per day per 10 tons of lift. For every 3 tons over 9 tons, or for global success lies in the warbirds. These Example, a Skygem meant to support a every 3 miles over 9 miles, increase the Sturmkondor (300 tons) for three months penalty by -1. If multiple objects are flying ships, shaped like birds of prey, act th as troop transports, warships and symbols is 2,520 carats and requires a 26 level manipulated in this manner (not counting of power. As of 1000 AC, the warbirds cleric to activate. the warbird), a separate Wisdom check is have been a closely guarded secret, Three months-use is the standard for required for each item, with a further -1 particularly kept away from Alphatia’s new Skygems. Note that orbital rotation penalty per additional object. prying eyes. Their public unveiling is outside of the Skyshield requires no use If the check fails, the cleric must until only a matter of time, however. of the Skygem. Exhausted Skygems turn the next day to try again. The referee Heldannic warbirds draw their motive into a common clump of crystal. may also impose additional consequences power from the Star of Vanya, a magical The power moves the chapel itself and of the failure (e.g. dropped wall segment) artifact located in the Holy Citadel. It can anything rigidly attached (as is the as appropriate. lift and move up to 5,000 tons of objects warbird frame). There is apparently no In the case of success, a new check is simultaneously anywhere on, in or above range limitation on the Star’s telekinetic required should either distance or weight Mystara. The air fleet traditionally reach; warbirds have successfully worsen. Control lasts for a number of numbers 28 light warbirds and two larger reached the moons of Mystara. hours equal to the cleric’s Constitution vessels, but experimentation on External sails are used to augment less 1d6, after which the cleric collapses. additional ship designs is ongoing. A speed, especially when a strong wind is The cleric must then rest for a duration new generation of light and heavy blowing. The wings provide a limited twice as long before spells can be cast warbirds is slowly entering the Ships of glide capacity over short distances. In again. the Line. the event of disaster, the warbird can A Wisdom Check is also used to Warbird personnel must all have taken drop up to 300 feet in altitude with only perform piloting maneuvers. This their Oath of Service before being minor damage. Up to 3000 feet, serious includes takeoffs and landings and allowed onboard. Common crew are damage and casualties are likely, but the combat tactics. For guides on when such squires trained to work on warbirds. warbird can be repaired. For drops over checks are necessary, use the aerial Otherwise officers are knights with an 3000 feet, the wings are ripped away and combat rules in either PC2 Top Ballista!, Abbot (any branch) or Knight Banneret the warbird plummets. The ship and all Dawn of the Emperors, or Champions of acting as ship Captain. All other clerical crew are lost. Mystara. crew aboard are drawn from the Hammer. Gliding and using the sails for Clerical personnel serve as helm officers additional speed are matters of traditional Warbird Construction and or man the blight belchers. piloting. The check is made against the captain’s skill, modified for crew Repair During normal operations, one warbird Propulsion and Grabbing competence and condition of the warbird. For every troop class above (below) may be under construction at the Holy The power that sustains warbirds in the Average, add (subtract) 1 to the skill. In Citadel and another at Freiburg. air and permits them to move comes from space, the warbird also may use its sail Warbirds take 1 day and 200 gp per ton the Star of Vanya. This telekinetic effect on “Solar Winds.” to complete. Rushed jobs may be done in has two modes of operation. The Holy Grasp is a secondary force half that time, but obvious flaws of The Winds of War allows up to 5,000 that can be redirected from the ship's altar craftsmanship plague the vessel. tons of material to be moved toward other, smaller objects. The force Damaged warbirds may be repaired in a telekinetically by a person holding the being redirected is subtracted from the fraction of days commensurate to the artifact and applying the force to force lifting the warbird and requires a damage, plus 28 days. Thus a badly anything in sight. The Heldannic Knights priest of Vanya standing by the helm. damaged (50%) 160-ton Eagle needs also found that part of this power could The use of Holy Grasp requires a 80+28 = 108 days for repair. be summoned and controlled remotely Wisdom Check by the helmsman, subject

24

SECRETS OF THE WARBIRDS

Adler Waffenadler Eagle Sturmkondor Uhuboote Warbird Class (Light) (Light) (Medium) (Heavy) (Night) Tonnage 125 tons 125 tons 160 tons 200 tons 64 tons Hull Points 90 90 105 120 45 Hull, 6 Sail Armor Class 8 8 7 6 7 Lift Capacity 175 tons 175 tons 200 tons 300 tons 70 tons Cargo Capacity 10 tons 9 tons 10 tons 20 tons 5 tons Air Speed 360’ (120’) 360’ (120’) 360’ (120’) 360’ (120’) 360’ (120’) Move Factor ½ ½ ½ ½ ½ Length (inc. tail) 175’ 175’ 200’ 240’ 60’ Beam (inc. wings) 225’ 225’ 275’ 300’ 90’ Depth 40’ 40’ 45’ 55’ 20’ Crew Captain 1 Captain Captain 1 Captain 1 Captain 1 Abbot 1 Abbot 1 Abbot 1 Abbot 1 Prior 3 Commanders 3 Commanders 6 Commanders 6 Commanders 3 Knights 10 Knights 10 Knights 50 Knights 30 Knights 10 Squires 15 Squires 15 Squires 65 Squires 44 Squires 1 Chaplain 1 Chaplain 4 Chaplains 3 Chaplain 12 Chaplains 5 Sailors 9 Sailors 9 Sailors 20 Sailors 25 Sailors Weaponry 1 Blight Belcher 1 Blight Belcher 1 Heavy Belcher 1 Hvy Belcher 1 Lt Belcher 6 Ballistae 3 Lt Blight Belcher 6 Ballistae 6 Lt Blight Belcher 2 Ballistae 1 Lt Catapult 3 ballistae 2 Lt Catapult 3 Ballistae 1 Hvy Catapult 1 Lt Catapult 1 Hvy Catapult 1 Lt Catapult 1 Hvy Catapult 1 Hvy Catapult 2 War Talons Defense None None None Protect. From Normal Darkness Missiles, 1x/day, 12T Warbird Weaponry Traditional Belcher: The Captains may be drawn from either the traditional blight belcher consists of a Military or one of the clerical Branches Common Siege Weapons: large metal rod resting on a swivel to (Abbot). Knight Bachelors are typically Ballistae are typically located over each permit easy aiming. The rod is gold- skippers only of training or prototype “shoulder” and “neck” of the warbird’s plated and engraved with clerical runes vessels. If an Abbot is Captain, his or her flight deck. Another is housed in the on its surface. The belcher has a helmsman is a Prior. ornamental “mouth” (bridge deck), while permanent power that functions once per Commanders are the equivalents of two additional ballistae are on the scout day and is activated by an invocation to Mates and Lance Commanders. They decks. These weapons (AC4, hp9) do Vanya (bless). In game terms, the may either be Knights Bachelor or 1d10+6 points damage. Occasionally, belcher fires a disintegrate spell with a Chaplains. Some Commanders also the chaplains may have cast magic on range of 300’. The belcher is also used to serve as Sergeants-at-Arms for the ballista javelins (delayed versions of puncture the Skyshield and permit safe Captain. The specific listing of strike, light, silence, darkness). In the passage into outer space. Chaplains refers to those clerics in charge newest vessels (Waffenadler, Heavy Blight Belcher: The heavy of the Blighters and aides to the Sturmkondor classes), the bridge and belcher resembles the traditional model, Helmsman. They also perform the same scout deck ballistae are replaced with but a circular “magazine box” fits around roles as in commanderies. light blight belchers. the rod. The heavy belcher functions Crewmen serving in the medium and Light catapults (AC4, hp 18, 1d8+8) are identically to the traditional belcher, heavy classes of warbirds are often one typically in the forecastle. Heavy except that it may be used up to three level higher than their light-craft catapults (AC0, hp 27, 1d10+10) are on times per day. counterparts. the flight deck and are aimed rearward. Light Blight Belcher: The light Non-combat sailors can either be A warbird in flight makes a poor catapult belcher resembles a silver-plated version Squires or Serving Brethren. platform, and the weapons are typically of the belcher, but it has a different Warbird hulls are typically cloth and deployed only after landing. effect. The light belcher affects living leather over wood frames. The Eagle, Ammunition is cobbled from available tissue and organic material. When Sturmkondor and Uhuboote augment the debris. discharged a faint aura of grayish covering with wood. darkness extends from the front of the magical rod to the target. It causes anything within the aura to warp, wither,

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SECRETS OF THE WARBIRDS and possibly die. A raspy hiss rigging. On a 5, it breaks a mast or any Whereas its predecessor was meant as an accompanies the collapse of the aura. other above-deck structure (treat as a 6 if assault transport for sieges, the The “Holy Glaive” effect enables the not applicable). On a 6, it tears through Sturmkondor is an aerial battleship meant belcher's magic to shoot up to 120 feet. the deck, causing 3d8 points of Hull to go toe-to-toe with the Alphatian The grey aura is no more than a foot wide damage. skyships. It boasts a large suite of in- and tapers off at its end. It inflicts 8d6 flight weaponry, including war talons. points of withering damage (save for Warbird Classes The Sturmkondor also has a higher cargo half). The cleric must define this target Adler-Class: The Adler-class warbird capacity. Production of the two-mast in the prayer and must have a clear line of is the Heldannic Light Warbird vessel is expected to begin in the next sight to the target. If the victim failed his mentioned in and few years. save, one part of the victim's body is the Almanacs. The majority of ships Uhuboote-Class: The Uhuboote is severely scarred or withers away entirely. currently in service are of this type. It is a dedicated night-fighter and stealth- used for exploration, aerial combat, recon craft that ambushes opponents. 2d6 Effect escort duty, and some minor troop It is mocked up to resemble a flying 2 Head scarred, Cha halved transportation. The Adler is mocked up owl and is painted in dark grey or black 3-6 Arm/shoulder destroyed to resemble a large eagle with canvas colors. The design is much simpler than 7-11 Leg destroyed simulating spread-out wings and a tail. the larger warbirds. It includes a 12 Chest scarred, Con halved The eagle figurehead is painted leather. triangular outer deck (60’ base, 30’ deep The light warbird has a single sail. forming the back and shoulders of the A critical failure on the save (1) means The deck lies on its “back” with a tower “owl”) and a hull with one lower deck the victim dies. and the ship's single mast rising in its (40’ long, and 20’ wide and deep, giving The “Shield of Death” mode covers a middle. The deck starts behind the eagle the "owl" its body). A combined cone-shaped area of effect, 60' long and figurehead and extends half-way down bridge/chapel is located inside the large 30' wide at its further point. All creatures the wings and tail. Two more levels lie owl head at the ship's bow (20’ diameter). in the cone automatically suffer 4d6 (save beneath the main deck. A single mast with a square sail stands in for half). Two ornamental leather and wood the middle of the upper deck. The tips of Organic material, such as wood, is also claws stretch out underneath the ship’s the wings and the tail are ornamental vulnerable to this attack. Any item that hull, facing forward. The legs can be canvas stretched over a light wooden fails its saving throw warps and withers. used as landing gear if a docking berth is frame. Undead creatures are immune to the light unavailable, but they are fragile and may Ballistae are at the shoulders of the belcher. need repair afterward. flight deck. Strike, silence, or flamestrike Firing the light belcher requires a short Waffenadler-Class: The Waffenadler (1-3E spell) javelins are preferred. A prayer to activate (no spell necessary). is a new version of the original Adler- blight belcher is kept on the lower deck, The light belcher has a maximum of 12 Class design. Three of the ballistae underneath the bridge, but it can be charges and can be recharged. If all stations (beak, scout decks) have been moved to a porthole facing aft underneath twelve charges have been fired, the silver replaced with light belchers. Three the owl's tail. plating tarnishes, blisters, and flakes additional Chaplains are added to the Crew quarters are on the lower deck, away as the rod begins to rust. After a crew roster to man these weapons. while cargo remains secured on the upper few hours, the rod disintegrates into a Eagle-Class: The Eagle was the deck, underneath a heavy canvas canopy. pile of rust powder. traditional large warbird of the fleet but The ship is light enough to be able to War Talons: War Talons are located few were ever made. Eagles were assault land on its legs, the tail frame acting as a under the heavy warbird and are used to transports that carried a sizeable cadre of landing keel. rip the sails or the decks of enemy ships. marines, more than is assigned to the The Uhuboote has the ability to conceal They appear to be part of the warbird’s larger Sturmkondor. There are four itself inside a sphere of darkness once per decorative legs sculpted beneath the hull. Eagles currently in service: one per day (broken by contact). The sphere is In fact, they are articulated steel talons division, and a fourth awaiting “one-way,” so the crew can see out. The usable as huge grappling hooks that are decommission at Freiburg that is used for bridge provides infravision to its catapulted downward in front of the training purposes. [Note: the Eagle is occupants, up to 300 yards. warbird. When winched back with equivalent to the Great Heldannic At present, this is still an experimental chains, the talons close up and rip apart Warbird of the Almanacs – Ed.] design. A prototype, the Berchlesmitzer, whatever they locked on. Sturmkondor-Class: The has been in operation since 993, It takes a full turn to winch the talons Sturmkondor is the upcoming surveying and infiltrating Alphatia. The back and rearm their catapults. Roll 1d6 replacement for the Eagle. As its plans for this new vessel constitute one of for each talon. On a 1 or 2, the talon namesake implies, the ornamentation the Order’s most precious military misses or fails to cause any damage. On a resembles a condor more than an eagle. secrets. A sister vessel, the Nachtritter, 3-4, the talon rips through one sail and its was used for space exploration, but

26

SECRETS OF THE WARBIRDS disappeared last year. 992: Commissioned The Dracheklaue 992: Garrison of Altendorf Type: Eagle-Class Warbird Ships of the Line Notes: The Lupinbrau was the last Adler 992: Commissioned What follows is a partial listing of the warbird produced. It was named in 992: Galley Fire, Crew Injuries, Crashed warbirds currently maintained by the recognition of the service provided by Docking Luftflotte (Eye of Vanya) or expected to lupin mercenaries, but no lupins have 993: Flight Deck of 1000’ Imposed over be commissioned in the near future. ever served in the Fleet. Freiburg, helmsman safety straps When possible, a brief service jacket is 994: Training Vessel provided, including future notes. The Graudame III 1015: Defense of Freiburg Type: Waffenadler-class Karmesinfalke Coloration: Grey sail The Berchlesmitzer Captain: Otto von Gissur 955: Graudame Commissioned Captain: KB Detlef Richterdorf Type: Adler-class 965: Graudame Destroyed (Princess Ark) Type: Uhuboote-Class (prototype) Coloration: Crimson with Inlaid Stars on 966: Graudame II Commissioned Skygem: 537 carats (3 months) Prow (one per crash). 993: Graudame II Destroyed (fire) Coloration: Gray HP: 100 997: Graudame III Commissioned Modification: Belcher located under tail 954: Commissioned 1011: Graudame III Destroyed (dragons) 992: Commissioned 955: Exploration of Southern Brun 1011: Graudame IV Commissioned 992-996: Recon Mapping of Alphatia 970: Heldann Commandery Supply 1014: Crew perished against Simbasta 997-999: Recon and Special Ops. in 999: Escort duty for envoys to Eusdria 1016: Supply; Heldann and Sind Bettlyn and Randel; repeated 1000: Engaged the Princess Ark Notes: The Grey Lady is one of the most engagements with the schooner, Terrible 1001: Refit to Waffenadler-class prestigious ships in the fleet, and it will Swift Wind 1002: Pilgrim Escort (22 pirates dest.) not withdraw from a fight. [ML12] 1000: Modified for extended raiding, still 1008: Garrison of Vanya’s Rest Chaplain Wilhard von Grausberg is the chased by the Terrible Swift Wind 1009: Destroyed Alphatian Skyship sole crew survivor in 1014. 1010: Recon of Skothar 1014: Battle of Vanya’s Rest. Crew Notes: Brother Chaplain Patra Exemplary defense of the grounded Argo II Istbein, Prior Terchlfrach warbird. Captain: Hans Gruber 1015: Myoshiman Invasion of Freiburg Type: Eagle-class Nachtritter 1016: Refit for Simbasta Observation (-5 961: Argo Commissioned Captain: KB Zimmerman tons cargo, -5 total weight for special 961: Garrison of Vanya’s Rest Type: Uhuboote-Class materials) 973: Argo Destroyed (night dragons) Variations: Re-enforced struts made Notes: The Karnesinfalke was the sister- 976: Argo II Commissioned from rare Davanian wood, passive ship of the Adler and is the oldest extant 989: Destroyed Ochalean pirates camouflaging defenses appropriate to the ship of the line. The crew is adopted by 996: Engaged night dragon off Oceania void; traditional belcher. the Simbasta after their 1014 defense. Notes: The original Argo was an Adler- 993: Commissioned class vessel named for the knight who 994: Recon of Myoshima The Drang discovered Vanya’s Rest. 997: Engaged with Alphatian Skyship Type: Eagle-class 998: Refitted for Space Combat, 980: Commissioned Kriegwind (Warwind) Additional Provisions Cargo, Survey and 980: Garrison of Vanya’s Rest Captain: Gretchen von Strauss Communication Devices 988: Garrison of Freiburg Type: Adler-class 999: Lost Passing through Skyshield 990: Incursion into Norwold 987: Commissioned Notes: The Nachtritter was a specially 998: Envoy to Savage Coast 987: Garrison of Vanya’s Rest modified Uhuboote intended for 1003: Invasion of Lower Heldland 992: Crew-faulted Landing Crash exploration beyond the Skyshield. No 1010: Invasion of Upper Heldland 993: Modified, brass and silver fittings one knows exactly what happened to the 1011: Invasion of Oceansend 993: Assigned as Training Vessel Nichtritter. Notes: Captain, chaplain, and bosun are Schnellflieger constant. The rest are rotated so that the Sturzhahn II Type: Adler-class crew seasoning is in thirds. Rotations Captain: Friedhelm von Donnerschlag 993: Commissioned are every 3 months. Type: Waffenadler-class 993: Hollow World Shuttle 996: Sturzhahn Commissioned 1004: Orbital Picket 996: Garrison of Grauenberg Lupinbrau 1015: Sturzhahn Destroyed at Freiburg Type: Adler-class 1016: Sturzhahn II Commissioned 1016: Garrison of Grauenberg

27

SECRETS OF THE WARBIRDS

Notes: The Sturzhahn is often diverted to Table of Order (1000 AC) Heldann’s southeastern coast to deter Wolkengeist piracy. Common tactic of dive bombing Captain: Ilse Degensinger 1st Eye of Vanya with boulders. Type: Waffenadler-class Domain: Vanya’s Rest, Pilgrim Escort 1011: Commissioned Argo II (Eagle) Sturmkondor 1011: Garrison of Forton Karmesinfalke (Adler) Captain: Karl von Schnorkelmeister Immergrau (Adler) Type: Sturmkondor-Class Kampfgeier Stamhoffer (Waffenadler) 1003: Commissioned Captain: Heinz von Himmelswille Shepherd (Adler) 1004: Global Transport Type: Waffenadler-class Feuerfalke (Waffenadler) 1014: Mutiny 1012: Commissioned 1015: Destroyed the Blitzandler 1012: Garrison of Oceansend 2nd Eye of Vanya Note: Following the Mutiny, the Domain: Heldann and Savage Coast Sturmkondor is refit by Glantrians to fly Zackigpfeil II The Drang (Eagle) without a Skygem. It then serves the Captain: Gustav von Heldring Graudame III (Waffenadler) Wolves of Heldann. Type: Waffenadler-class Sturzhahn (Waffenadler) 1000: Zackigpfeil Commissioned Vanhild (Adler) Blitzandler 1000: Garrison of Oostdok Hattiastischer Macht (Adler) Type: Sturmkondor-Class 1012: Zackigpfeil destroyed in the Lupinbrau (Adler) 1004: Commissioned Hollow World 1005: Garrison of Freiburg 1013: Zackigpfeil II Commissioned Detached Units: Kriegwind (Adler, 1009: Engaged with Alphatian Skyships 1015: Refit training) 1010: Capture of Landfall 1016: Garrison of Hockstein Dracheklaue (Eagle, training) 1011: Capture of Oceansend Crew Notes: Chaplain Heinrich von The Berchlesmitzer (Uhuboote) 1015: Destroyed by Sturmkondor Schoenberg Notes: The Zack-2 was rushed into 3rd Eye of Vanya Jagdteufel service and is poorly made, necessitating Domain: Orbital, Hollow World Type: Waffenadler-class a refit after only two years. It is under Vanyasraum (Eagle) 1009: Jagdteufel Commissioned the control of the Fist, and its crew Weihe II (Adler) 1009: Garrison of Stonehaven purges the “undesirables” from their Schnellflieger (Adler) 1010: Defense of Stonehaven, loss of midst, usually by staging a battle with Nachtritter (Uhuboote, lost) gemstone in the Antalian Wastes renegades. It moves 330’/110’ and Zackigpfeil (Waffenadler) 1011: Rebuilt at Freiburg ballista ranges are halved. Kätschenkiller (Adler) 1012: Evacuation of HW forces The Rotensuhn (Adler) 1014: Crew Lost at Vanya’s Rest The Veraltet 1014: Jagdteufel II, pilgrim escort Captain: Volkan Veraltet Notable Future Production 1015: Relief of Freiburg, hit by dragons, Type: Uhuboote-class crew lost 1015: Commissioned 1003 Sturmkondor (S) Notes: The Jagdteufel is a possessed ship 1015: Recon; Myoshima 1004 Blitzandler (S) made from wood taken from the Note: The Veraltet was originally slated 1009 Jagdteufel (W) Bösewald. Those who come into contact to be The Sturmgeist, but it was changed 1010 Wirbelwind (W) with the ship are doomed. [The original to its captain’s surname at the last 1011 Jagdteufel II (W) name was to have been Jagdfalke – Ed.] moment. [The name translates to 1011 Wolkengeist (W) At times of danger, the fiend can cause “popinjay” – Ed.] 1011 Graudame IV (W) the ship to enter an entropic plane where 1012 Kampfgeier (W) the crew is harvested. It uses the ghosts The Sturmkrähe (Storm Crow) 1013 Zackigpfeil II (W) of crewmen to warn of dangerous actions. Captain: Dietmar Scholarse (Acting) 1015 Veraltet (U) The vessel can fly without a skygem. Type: Waffenadler-class 1015 Sturmkrähe (W)

1015: Commissioned 1016 Sturzhahn II (W) Wirbelwind 1015: Drydocked near Freiburg Captain: Georg Silbergrubb Notes: The Storm Crow is held in reserve Assume that for each year two new Type: Waffenadler-class as a replaced for other ships or warbirds, or three refits, are 1010: Commissioned emergencies. It is half-crewed but can commissioned. Post-Wrath (1010-1012) 1010: Garrison of Landfall nd draw on the local commandery. 2 and or other heavy-toll period, construction Crew Notes: First Officer Elke rd 3 Officers and the Abbot are filled. can double. Schwarznase

28

THE STAR OF VANYA

The Star of Vanya five levels or HD higher than normal. holy messages. The source of the warbirds’ flight is a The link between the character and the mysterious object housed beneath Star is terminated if their distance Origin of the Star Vanya’s Rest. To those aware of its exceeds the link range. This link does Unknown to even the most learned of existence, it is known as the Star of not extend into other planes (e.g. the the Order’s members, Vanya was not the Vanya. border Ethereal). After the first 24 hours, original maker of the artifact. The Physically, the Star is a foot-wide, four- the link range grows at a rate of one mile Immortal discovered the Star during her pointed star made of some clear crystal per hour. explorations and relocated the device to material. It was discovered by the Should the telepathic link be broken, its modern position. Vanya then placed a knights during construction of the the artifact’s alignment influence rejuvenated copy of her mortal remains Citadel. The knights soon mastered the diminishes at the same rate it manifested above the Star and transmitted prophetic telekinetic powers of the artifact, using it itself. Should the character subsequently dreams to draw in the Knights. first to speed the Citadel’s construction come within 100 feet of the Star, the link Vanya knows some of what is going on, and then to launch the Order’s warbirds. automatically reasserts itself with a range but she has been unable to communicate equal to the previous limit. with the Star. She suspects that the Other Powers of the Star Additional alignment shifts occur artifact is testing the spiritual progress of annually until it is Lawful Neutral. At A select few within the Order know that mortals and Immortals alike and fears that time, the shift is permanent, with all telekinesis is but one of the artifact’s that the wrong kind of spiritual attendant effects on character class, etc. powers. These knights have yet to fully development – which she has failed to Over the short-term, the Star has a more identify or understand all additional identify – could spark some sort of direct impact on those who fail their features, but they have grasped some. retribution. Thus she entrusted the device Wisdom Check. Those who fail suffer One of artifact’s verifiable effects is to to mere mortals, following the logic that unbearable pain caused by suspend the need for living creatures mortals are at a smaller scale of import incomprehensible telepathic prayers. within a 30' radius to eat, drink, breathe than Immortal beings. She also hopes to This mental assault induces blindness, or sleep. Living creatures don't age in its keep the Star hidden from other halves all ability scores, penalizes all presence either nor do items decay. This Immortals until she can find out more saving throws by 5, and prevents all power preserves the simulacrum of about it. spell-casting. These effects remain in Vanya’s body in the form of a hale, What Vanya does not realize is that the place for one hour after leaving the twenty-something warrior princess. Star has an agenda and mind of its own. activation range of 100 feet. The Star of Vanya also rewrites the It discreetly influences the thinking of the Once pilgrimages to the Holy Citadel ethical and moral alignment of mortals. Knights to favor Law as much as begin (AC 1003) the Star will affect large Mortals who spend a full, uninterrupted possible, subverting them from the ways numbers of people. Ritual preparations hour within 100 feet of the Star must of Vanya herself. The device is require pilgrims to spend long hours in make a Wisdom Check. Lawful (LG, positioning itself as the true object of the prayer to purify their souls before visiting LN, or LE) characters receive a +2 Order’s devotion. Affected priests are Vanya's sepulchre. The chapels that bonus, while those of a Chaotic or granted access to spells of Law (as serve this purpose are located just above ethically Neutral nature are penalized -4 appropriate to your game system). Were the artifact, within 100'. or -1, respectively. A natural 1 is an it necessary, the Star could call out to Those pilgrims who run in terror automatic failure. linked individuals and compel them to (having failed their Wisdom Check), Characters who succeed their Wisdom return to and serve the Star. blinded and in pain, are convinced that Check hear strange, haunting prayers in As a byproduct of this follower their affliction is because their souls are their thoughts. The artifact establishes a acquisition, the Star learns to duplicate insufficiently pure. Chapel visitations are link that extends up to 300 yards with the the Immortal's spell powers. Should it repeated over the following days, until character. While the link is maintained, ever obtain more than two thirds of the pilgrim finally “sees the light”. Those the individual acts in a more strictly Vanya's worshipers at any time, her who fare the best see what they believe Lawful manner. memories, powers, and very essence are dreams sent by Vanya and hear divine For role-playing and game mechanic would be absorbed into the Star. prayers or omens of the future. purposes, consider a one-step shift of Through this process, the Star Most pilgrims reside within the Holy behavior towards LN, adjusting ethics “reproduces” and generates an identical Citadel for over a month before before morality (i.e. CG becomes NG not artifact elsewhere on Mystara. Both the embarking or their return journey. By the CN). This alteration is not permanent. It “mother” and “daughter” devices would time they reach Brun, the link may is a gradual, subtle evolution over 24 then repeat the process with the followers already extend that far. All mortals who hours. of other Immortals. [For purposes of have heard the artifact’s haunting prayers Furthermore, linked characters within star-budding, treat all Stars as a collective remain changed people, even though they sight of the Star perform as if they were whole – Ed.]. This process is very slow, cannot clearly recall the contents of its on the order of decades or centuries, but

29

THE STAR OF VANYA it will accelerate inevitably as the artifact to Immortals’ normal reaction to was commonly believed that he was and its offspring expand their scope of sequester any new finds in the hopes of destroyed by the collective power of the control and ensnare additional Immortals. using it to augment their own power. other Immortals on the sands of the Any solutions will likely require the self- Alasiyan Basin (modern Ylaruam, see Immortal Adventures and sacrifice of one or more Immortals. Gaz 2). The fear always remained among the Chaos Star As for the mortals, they must discover the Immortals that Thanatos survived and where their power is truly coming from would return, and many prepared for that If your campaign style leans heavily on and be willing to give it up in order to eventuality (e.g. Kagyar as per Gaz 6). Immortal interaction, or if you are save themselves. Some small piece of Thanatos – his planning an Immortals campaign, then The number of offspring a Mother quintessence – did escape the Nithian the Star of Vanya is a good springboard. Artifact can maintain is proportional to annihilation and retreated into the nether Ancient Immortals, or perhaps the the number of worshipers to whom it has parts of the Prime and other Planes. mythic Old Ones, have created the Star as linked. If the pool of worshipers There in isolation, he slowly reformed a means of teaching the Immortals dwindles, the Mother Stars will have to and renewed. humility, cooperation, and self-sacrifice, dismiss their daughters, freeing absorbed Thanatos has not yet revealed his and give mortals a lesson of Wisdom - Immortals in the process. A Mother Star presence to his fellow Immortals. Many when to walk away from temporal power with no source of worship can be elements of his plan must still play out so as not to forsake their true destiny. destroyed directly through Immortal before he returns as the rightful Hierarch They will wipe out the entire Mystaran Magic. Mortals must suffice with a of Entropy and candidate for Old Being universe if both the Immortals and strategy of removal or avoidance. status. Examples include: Hulean control mortals fail to learn their lessons. They Immortals who have been freed through of the Gem of Thanatos (X10), the Blood also created a twin device: the Chaos the destruction of a Star are reduced one Brethren Trilogy (HWA1-3), the Wrath of Star. class in Immortal stature (i.e. Hierarchs the Immortals, the reconnection of Just as the Star of Vanya is become Celestials, etc. Initiates become Immortal Alphaks with the Alphatians programmed to promote the concepts of mortal). They also return with a glimpse and release of the Carnifex (M1-3), the Law, the Chaos Star sponsors the wild, of the truth of things. rediscovery of Nithian lore among the anarchic bedlam of true Chaos. To date, As an alternative campaign mortals, and the corruption of Hattian the location of the Chaos Star is background, the artifacts may have been culture. unknown. While it could be on Mystara, created accidentally by a mortal or The last agenda has offered up an it is equally plausible that the device is on Immortal who is unsure how to stop them unexpected boon in the form of the another planet on the Prime Plane. and unwilling to admit what they have Heldannic Knights. The violence and The Stars broadcast telepathic prayers done. They might even have already been hatred that began with the Soldiers of the to Immortals and mortals alike. absorbed during the Stars’ creation. Storm have tainted the Knights. If they Immortals do not suffer the penalties A third option is that an extra-planar could grow unchecked, the mortal and associated with mortal failure, but they power has created the artifacts as part of Immortal worlds would be devastated. are susceptible to “suggestions” such as a deliberate attack on the Mystaran Should the Order turn inward to remove relocating the Star. Vanya’s relocation of universe or in a bizarre test regarding the this cancerous spirit, that, too, has the Lawful Star was one such suggestion. power of Law and Chaos. Each option possibilities for Thanatos. These prayer emissions also act as a presents interesting hooks, so choose Thanatic followers are rarely aware that beacon for the Stars’ creator(s) to locate whichever best fits into your campaign they give homage to him. They are Mystara’s plane and dimension, relaying focus. seduced by mortal hate, or a depraved information about the spiritual progress fascination with bloodletting, or a sadistic of the local sentients. These “prayers” cruelty. These Knights think themselves are but fragments of various truths about Thanatos and faithful to Vanya, and by all accounts the universe. These concepts require the The Heldannic Order conduct themselves with piety, but their perception of more than five dimensions Thanatos is an Entropic Immortal of the hearts lie not with glory but with infamy. to fully grasp, and are thus beyond the highest order from the dawn of Mystara. All such evil – freely chosen – ken of mortals and Immortals. Like other primordial Immortals, he is resonates with Thanatos, and he accepts Eventually the Immortals will be wiped more a personification (here of death, them as his devotions. This is the key to out and the population of Mystara will destruction, and corruption) than an his methods: the world freely damns become two gigantic blocks of ascended mortal. itself. Thanatos merely presents the worshipers engaged in an eternal war that The Gaz F line has embraced the pre- opportunity to choose. spans the universe – perhaps the planes. Dawn of the Emperors interpretation of Even other Immortals are vulnerable. It What can be done? The Immortals Thanatos. Thanatos was responsible for was Vanya who brought the Star and must pool together to understand the the events that led to the obliteration of Alphaks to Mystara, but it was Thanatos nature of the artifacts. This runs counter the Nithian culture 1500 years ago, and it who orchestrated the lead-up situations.

30

THE SECRET SOCIETIES

“Rule them. Squeeze them. Pry the roots The Fist of Hattias The Priory of Vanya of all evils from their twisted, gnarled The Fist of Hattias is an outgrowth of The Priory of Vanya is a special prelate hands. It is for Vanya's greatest glory.” the old Storm Soldier movement within to the Grand Master of the Heldannic the Heldannic Order. It is an outlawed Order. Other members of the Synod of - Siegfried Meinhard group that includes only the most hateful Freiburg are unaware of the Priory’s and brutal Hattians in the Order, but it existence. The Players’ Handbook presented several has a strong impact that belies its size. Its members are charged with social organizations and groups with To preserve a Hattian identity for the preserving various secrets that could public identities. There are also Order, members seek to drive away prove destructive to the Order should organizations that are not so well known undesirable recruits. They would prefer they become publicly known. Suggested to the public, but which characters can to have no brotherhood, no Order, and no secrets include: discover as they progress. Laws, rather than share what they see as * The historical Vanya was Kerendan. The one unify theme to nearly all of these exclusive privileges with conquered * Vanya’s first followers were Alphatians secret groups is the use of architectural underlings. They see the old tales of the (homeworlders). design, riddles, and puzzles to early Hattian knights storming the * Vanya played a role in the ancient communicate. Heldann Freehold and ruling as they history of the Antalians. pleased, as the true glorious destiny of * Vanya had offspring that still survive in Anvil of Blood the Hattians. Davania. The Anvil of Blood is a secret sect of Many of the chaplains in the Hammer * The body at Vanya’s Rest is a fake. Knights and priests from the Hammer turn a blind eye to this sect, unwittingly Feel free to embellish or otherwise that guard the Star of Vanya at the Holy allowing Thanatic corruption to proceed. modify this list. Note also, that what the Citadel of Vanya’s Rest. At any given The Fist has penetrated the Company of Priory holds to be a secret truth need not time, twelve members guard the artifact the Orb, but it has no representation be factually accurate for your campaign. in its underground lair, each person on an within the Anvil of Blood, and its The Priory chooses its own members, unsynchronized schedule. members seem remarkably impervious to usually from the fatally inquisitive who Secrecy is of utmost importance. the Star’s influences. stumble on to the guarded secrets. Those Revelation of one’s membership in the The Fist has an on-going, back-alley who do not join are hunted down. Anvil of Blood or information about the war with the Free Builders, and its Star carries a death sentence. Even members also plot to eliminate the Grand The Company of the Orb warbird captains and helmsmen know Master and the Primate of the Heart. Its As mentioned in the Players’ only a little about the Star’s powers, and leader is Sigmund Stahlfaust, a senior Handbook, the Company of the Orb is a none know of its precise location. The priest in the Hammer. fellowship for those who have served Star is kept in a secure facility below the aboard a warbird that has crossed the Citadel that is accessible only through an The Free Builders Skyshield. The true purpose of the group intricate mechanical apparatus tucked The Free Builders are an illegal sect is to gather, organize, study, develop, and away in an antechamber. originally formed within the Heldannic protect all knowledge about outer space. After passing through the special Order as a means of self-defense by the The Company administers a well-hidden antechamber, members don red-enameled many indentured sergeants, priests, and library and a workshop available to the armor, face-concealing helms, and knights who had been victimized. Witnesses. Witnesses are also required to crimson tabards during their activities. Despite the loyalty of the Free Builders give a complete account of what they Their identities are unknown to the to Vanya and the Order, they are treated found and observed while in space. others, save the leading Cabal. as the Heldanner equivalent to the Fist of Although membership is not an Because of their continuous exposure to Hattias and outlawed. obligation, warbird commanders sent into the Star, members of the Anvil are The group has extensive links with the space are chosen from Fellows of the Orb extremely Lawful (Neutral) and pawns of natives of Heldann and southern or Witnesses. the Star at a global scale. Outside of the Norwold, but they are seen as turncoats Activities related to outer space, the Anvil, many are known as Champions of by those Partisans and Rangers loyal to library and the workshop are officially Vanya. old Haldis family. Some disenchanted known only to the Witnesses and the The Anvil chooses its candidates and members of the Order are using the Free three Primates. The Company has full communicates to them through cryptic Builders’ connections to leak potentially jurisdiction to immediately pursue and messages for designated prayer locations. damaging information to various eliminate thieves and those who learn too To be candidate eligible, a character must rebellious factions. Free Builders can be much. It commands at least one warbird have been awarded the Cord and found in the Company of the Orb, and and an experienced crew, and has previously served six months as a guard sympathetic Hattians have infiltrated the authority to commandeer others. to Vanya’s Rest. Fist to aid in that conflict.

31

THE SECRET SOCIETIES

The Eridians priest shared in the fate of many of the Erid,” which is Carnuilh, not Antalian, The Eridians are a small cult that warriors, but the Heldannic Order never in origin. torments many of the southern learned of the cult. The current high * The cult is a repository of lost Nithian barbarians. The cult is not native to priest, Aximenes, has done his best to artifacts and writings taken from troves Heldann, but it did precede the arrival of keep the cult beyond the Knights’ of the thouls. the Knights. They worship a minotaur- detection. The Eridians are also known * Despite affectations, the Eridians are like figure known as Gylgarid. as the Priests of the Rock – a reference to more closely allied to the Essurian According to the Eridian tales, Gylgarid their isle within Lake Erid. They are people of the Denagothian Plateau. once brutally terrorized the northern supported in their efforts by ogre * The activities of the Eridians play into barbarians (those beyond Heldland) of mercenaries. the plans of Thanatos. Norwold. This legend keeps the local The truth of Gylgarid will play out in * The Eridian cult is tied to the lost cult troll-born barbarians in check. These future Norwold products, but for of Darga that appeared centuries ago in barbarians had partaken of the final Heldann, the following points are key: coastal communities from Vestland to spasms of rebellion in 993 at the behest * The name “Gylgarid” was taken from Landfall. of the then Eridian high priest. That the existing island place name, “Gyl Rangers of the Altenwald Also known as the Partisans of Haldis, these warriors fought against the Knights whenever they could. Despite numerous moments of success, the Rangers failed to appeal to the region’s entire native population, most of whom never had loyalty to the Haldis regime. Today the Rangers are graying old men and women clinging to the backwoods and passing on their bitterness to their children and grandchildren. If rebellion were to rise once more, however, the Rangers could still muster a Free Division.

The Wolves of Heldann In the future, as the last of the Rangers pass away, a new group will pick up the mantle of a Knight-free Heldann. Unlike the Rangers, these Wolves of Heldann will be drawn from disaffected natives working for the Order under Sergeant Dalgaard Gustavsson after the Sturmkondor-Mutiny. The birth of the Wolves will be a direct response to the continuing brutality from the Fist of Hattias. When the time is right, Fredek Halvardson – heir to the Haldis throne – will be propped up as a useful figurehead for the Wolves. The Wolves could provide major complications for international affairs as they draw help from Wendarian sympathizers and anti- clerical mages in Glantri.

32

PERSONALITIES

The Leadership decay that the Order has wrought in the He was awarded the position for his acts Wulf von Klagendorf, Grand world. Konrad is the secret author of the of bravery during the Ranger attack of Master: C26 of Vanya, LN, Str16, moral decay that has slowly pervaded the 991. His predecessor, Georg Dex16, Wis17. Wulf is the Grand Heldannic Knights and their laws. Löwenstern, suffered a fatal stroke during Master, or Hochmeister, for the entire He plans to become Grand Master that event. Fritz is 27. Heldannic Order. He also serves as the himself and wishes to use the Order to Otto Morgenhammer: C10. Otto Primate of the Voice, one of the three unleash death upon a world unworthy of is Landmeister for the divided Hockstein clerical divisions within the Order. salvation. Konrad is not a member of the region. His predecessor, Wilhelm Wulf joined the invasion of Heldann at Fist of Hattias, but he directs many of its Hockstein, had fallen during the only 19 years of age. He subsequently actions through manipulation of its senior Rebellion of 978-979. Otto wishes to be adventured extensively under the name of figures. done with the native Heldanners all Rolf Schwartzen. By his mid-30's he was The Primate was born in 949 AC in together, but the Grand Master has held an itinerant problem-solver for the Order. Hattias. His family was among the initial him in check. His greatest test of faith came when he colonists who arrived after the taking of Helmut Totenfuss: C14. Helmut was abducted to another plane by an evil Freiburg. Konrad assumed the Primacy has been the Landmeister of Grauenberg dragon. There he learned a great deal after the death of Max Einaugen, the since 977. Helmut is worried about the about death, pain, and desperation. Wulf original Primate of the Hammer. Konrad regional vampirism and is oblivious to managed to escape and returned to stands 6’1” and has iron grey hair and the growing troll menace in the north. Mystara a changed man, ten years later. blue eyes. He has failing health. Born: 926. In AC 980 the second Grand Master was Maude Erstenlicht: C23, L(G), assassinated, and Wulf took his place. Str17. Maude is a devout follower of The Rising Stars Wulf von Klagendorf is an energetic, Vanya and the Primate of the Heart. She Anna von Hendriks: C11 of Vanya, astute, and methodical over-achiever with sincerely believes in the Order and knows N, Str17, Wis16. Anna is the young a can-do attitude. He is upright and it can be used as a force for good. She Landmeisterin of Stonehaven. Ludwig severe. Although a faithful and powerful wants the Knights to accept more foreign von Hendriks, the infamous Black Eagle cleric, he acts more like a military knight, members and to let go of the doctrines of of Karameikos, is her uncle. Anna was showing more interested in efficiency, hatred and resentment that the Soldiers of conceived illegitimately, and she and her good order, and boldness of the field than the Storm introduced. The Primate is mother, Elsa, were scorned by the von theological or philosophical matters. He currently unaware of the growing death- Hendriks family. dreams of uniting the Known World cult moving through the Order, but Anna has proven to be an indifferent under Heldannic hegemony, sincerely should that change, she would risk cleric and is more interested in showing believing the knights' law and order everything to destroy its influence. up the von Hendrikses of Thyatis than would benefit everyone. Wulf hates Maude is increasingly under the working towards the greater glory of Alphatia, a legacy of tangling with the influence of the Star of Vanya. As a Vanya. And yet she has risen quickly in pirate Haldemar. He otherwise has lawful character her personality has not the Order, enjoying the military life. The learned to better appreciate other changed noticeably, but in the coming 28 year-old became head of Stonehaven cultures, if only to defeat and assimilate years she will begin to see the Star as the four years ago despite numerous, older them more thoroughly. source of the Order’s power and will candidates. Anna has black hair and Wulf was born in 931 in Hattias. The organize worship of the Star as much as brown eyes. She stands robustly at 5’9”, 6’ Knight has blue eyes, grey, short hair Vanya herself. and she dresses in close-fitting, black and often wears a thick moustache. A Like others of her generation, the 69 garments. Anna is an expert in the use of black Heldannic Lion is tattooed on his year-old Primate hails from Hattias. Her two-handed swords. light brown hair is now touched with chest. Wulf rarely smiles; his gaze and Karl Hundkopf: C8, Str18, Int8, grey, and it falls in curling locks. Maude words often betray unusual intensity and Wis8. Karl was promoted to governor- has green eyes, and stands 5’10”. Her sheer strength of character. general of Oostdok last year. He is a skin is tanned by the Davanian sun, and Equipment: plate mail+2, shield+2, brutal and stupid man, whose rise in the she seems slightly plump. longsword+3 ranks is a function of his ability to C11, L. Utha is Konrad Blutfelden: C10, LE. As Utha Scharnheim: intimidate. He is ethnically Hattian but Primate of the Hammer, Konrad is an old the Landmeisterin of the Province of was born in the Territories. Karl is also a hand in the Military. Short and compact, Freiburg, a position she has held since the member of the Fist of Hattias. The 21 he appears to be a soldier in decline, but death of Grand Master Stamhoffer. She year-old is fanatically loyal to the Order. he is still a very capable fighter. is a strong of the current Grand He stands 6’6” – a block of muscle in a Although he maintains the appearance Master in the Synod. Born: 939 AC in tunic. Karl has brown hair and blue eyes. Hattias. of an extreme follower of Vanya, the Hermann Adalard: NM, LN. F7. Fritz is the Primate truly reveres only the death and Fritz Hauerfang: Adalard is a twelve year-old boy destined Landmeister of the Altendorf Province.

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PERSONALITIES to become an honorable Knight with Ludwig Hohenhaus: F3. 19 year Other Personalities experience both in the field and in the old Ludwig is a Knight with a good Rufin Amantius: NM. Starting in halls of power. Presumed an orphan, he working knowledge of Heldland. [In the 1005, Rufin joins the staff of the is currently a valet for the Grand Knight Almanacs, he becomes Landmeister of rd Thyatian ambassador at Freiburg. He in command of the 3 Glory of Vanya. the Heldland Provinz – Ed.] creates a diplomatic problem in 1013 Hermann is actually the offspring of an Manfred Himmelbrand: C17, L. when he shoots an admirer of his wife. illegal union between the Grand Knight Manfred is the abbot in charge of the Karl von Schnorkelmeister: F9, and native Heldanner. To protect his Order’s Experten. He himself is a Knight Banneret. Better known by his father’s name, Hermann has never witchfinder, and should the time ever crew as “Herr Kapitän”, Karl has been revealed the truth of his parentage. arise for an inquisition, he would be a destined for an uneven career in the Should the Heldannic Knights ever reasonable choice for Grand Inquisitor. Heldannic navy. Karl came from conquer Oceansend, Adalard would be an Eugen Pfefferlind: F1. Pfefferlind northern Hattias with few preconceived excellent candidate for its governor [As is a young squire but already corrupted to ideas about Heldanners and the Order and per PWA II – Ed.] Hermann has auburn the ways of the Fist. He is a future soon became involved with shipping, first hair, deep green eyes, a strong nose, and candidate for Landmeister of Freiburg as an officer and later as a naval captain. a light tan. Though he is only 5’ at (1014), but he could wind up on the He has distinguished himself at sea present, Hermann will likely top 5’11”. gallows along with Blutfelden for numerous times, but somehow his ships [1011 Statistics: F9, LN, F9, Str16, with simony. always seemed to sink or crash under his chain+2 and longsword+2.] Friedrich Feuergeist: F13. feet due to unfortunate factors beyond his Ingeborg Gottfried: C3 of Vanya, Friedrich is one of the few Champions of control. Str8, Dex17, Wis17. Inge is an orphan Vanya. The 28 year could one day Karl transferred into the warbird fleet a who joined the Order two years ago at the succeed Otto Morganhammer as few years ago and is slated to receive age of 16. She has shown herself to be Landmeister of Hockstein and restore command of one of the new heavy highly talented at Heldannic philosophies civility and respect within the divided transports (the Sturmkondor). Although and priestly tasks. She is already a population. the crew respects their captain, the naval Prioress and is expected to reach Abbot Sigmund Stahlfaust: C5/F10. As rumors of a jinx have followed him into by 25. Inge is stationed in Freiburg, and a senior priest in the Hammer, Sigmund the warbird fleet. At present, Karl she is making an impression on the personifies the diehard, intolerant, questions the navy policy that only those Grand Master – one that may even stir Hattian old guard. He covets the Primacy who took the Oath of Service should be Wulf to romantic yearnings in the future. of the Hammer and is convinced the he permitted aboard Heldannic warbirds. What none realize is that Ingeborg is an will one day lead the entire Order. He is [After the Sturmkondor Mutiny, his avatar of Vanya herself, created to suspicious of young Inge and thinks that tolerance will evaporate, and Karl will monitor the Knights and influence the her rise in station is indicative of support the actions of Sigmund coming Immortal storm. Neither mortal something going on between her and the Stahlfaust. – Ed.] Inge nor Immortal Vanya suspects the Grand Master. Karl was born in 963 AC in Hattias. influences that the dead Immortal, Sigmund is committed to protecting His short, black hair is bald near the top. Thanatos, and the Star have on the Order. Heldannic orthodoxy, and if things move He sports a small goatee and wears a She has no idea of Konrad Blutfelden’s to far astray, he would support an monocle. Karl’s eyes are blue, and he fall from grace. Inquisition. He is a driven, ruthless man possesses a medium build. Karl’s left Wulf's accidental infatuation with her who does not tolerate weakness or arm is a wooden, gnomish-built mortal form amuses Vanya. Though hesitancy – traits he sees in the softening prosthesis. The arm was lost five years Heldannic Law warns against the Grand Master. He is the leader of the ago. He received the prosthesis last year temptation of mortal flesh, she dismisses Fist of Hattias, but he is not a death- after a tour in Oostdok. It looks even Wulf's guilt in the matter. worshipper like his superior, Primate stiffer and clumsier than Karl himself, Inge appears as a devout, hard-working Konrad. but it can bend at the joints, and its priestess of Vanya, more concerned with Sigmund is 38 and hails from Hattias. leather-gloved hand can manipulate the health and success of the Order as a He is naturally bald with blue eyes. His simple objects with lurching, mechanical whole than personal glory. She stands light skin is sun-tanned and dried from movements. 5’9” with a lean and attractive frame. long years of service in the field and in Chaplain Thorn: C4. The 20 year- Her page-boy red hair and green eyes are Davania. Sigmund is tall (6’3”), old Thorn is a native Heldanner who was in stark contrast to her pale complexion, muscular and heavy set. He possesses born along the Ethengar border. He was and she speaks in a low but pleasant charismatic facial features and speaks taken as a squire by a sympathetic older voice. The young woman occasionally with a powerful voice. knight after his family was killed by reveals a surprising sense of humor and raiders. After serving for a time with the boldness. Order, he felt called to the priesthood, his

34

PERSONALITIES hatred for Ethengarians molded into foolish and easily lead, but this is only a When the time comes, Friedhelm will be passion to seek out and hunt the enemies superbly executed act. a candidate for captain of Sturzhahn II. of the Order. Chaplain Thorn is feared Elke Schwarznase: F3, Wis17. Elke Dietmar Scholarse: F3. Dietmar has by many within the Order, for he has is a Knight who has just entered the just entered the warbird fleet. He is a already cast down two corrupt abbots. warbird fleet. By the time the Order short, compact man with a very quiet Siegfried Meinhard: F4 LG. targets Landfall for invasion, she will be demeanor. His speech is very formal but Siegfried is an eager and devout Hattian First Officer aboard the Wirbelwind. assertive. Ultimately, Dietmar winds up recruit, but he is prone to greed and Elke is an astute observer and will catch as First Officer and Acting Captain of the personal advancement. He is 33 years of on to any corrupt dealings with Sturmkrähe (1015). Dietmar is a short age, and some fat is beginning to show Landfall’s new leadership. compact man whose quiet and calm on his frame. A scar distinguishes his Gustav von Heldring: F8, C. Gustav speaking sounds very formal but highly right jaw (a reminder of the 993 von Heldring is a brutal old knight, more assertive. He understands the value of rebellion). Siegfried is bald with black concerned with removing those unworthy drilling. eyes and stands 5’10”. to be in the Order than in keeping his Gretchen von Strauss: F8. Gretch [Editor’s Note: Siegfried will be in line ship, the Zackigpfeil II, in fighting form. von Strauss is captain of the training to govern Landfall in 1010, but that town Gustav is a member of the Fist of Hattias. vessel Kriegwind. She is an attractive will dissipate Meinhard’s honor. He will Ilse Degensinger: F7. Ilse is woman in her early thirties who institute a series of overlapping – and at currently the Second Officer for The previously served three years as the First times competing – networks of spies and Drang. She dreams of glory and great Officer aboard the Karmesinfalke. She is thieves. The new Landmeister will battles in the skies of Mystara, and wants a hard taskmaster and runs a very tight support Ingeborg Gottfried, hoping to to command a ship with history of the ship. She has been awarded the Gorgerin keep the rest of the Order off-balance as Karmesinfalke. [Fate will make her with one oak leaf, the Cord with two oak he lines his pockets.] captain of the Wolkengeist – Ed.] Ilse is leaves, and the Hilt. Her younger brother Herr Wilhiem: F7. Herr Wilhiem is a perfectionist and strict adherent to the was a Serving Brethren who died in the a Knight currently stationed at Altendorf. laws and regulations of the Order. Her Dracheklaue Accident. His story is one of redemption. Born 45 frequent white-glove treatments have years ago in Thyatis, Wilhiem was a earned her resentment among The Althaven Personalities prosperous businessman, but he had a Drang’s crew. To help release the Helmuth Grunberger: F7, LN, 43. weakness for alcohol. One night he pressures of her perfectionism, she has Knight Banneret Helmuth is the ranking accidentally set fire to his home, resulting developed a habit of rolling two marbles military officer for the army at Althaven. in the death of his wife and three inside her hand. Ilse is an able tactician He has held the post since 993, when his children. A broken Wilhiem joined the and skilled swordsman. predecessor was slain by Alphatian Order to forget his pain, and in due Heinz von Himmelswille: F8, N. mercenaries. Helmuth was instrumental course found a surrogate son in Chaplain Heinz is the commander of the in organizing the village’s reconstruction, Thorn. Graudame III, a vessel that never but he has occasionally run into conflicts Wilhiem worked his way up from a retreats. In the future battle for with the Admiralcy. volunteer soldier to Knighthood and lost Oceansend, the black dragon Lahar Rogan Aditer: T4, CG, 65. Rogan is his self-rage. He is a compassionate destroys the Graudame, which crashes the Minrothaddan Consul at Althaven. leader, willing to bend rules to make into the freezing ocean. Heinz survives Issues of importance are handled by the things easier for others or to question but is badly disfigured from acid. The embassy at Freiburg, so the retired trader unfit orders. He continues to taunt vengeance-minded captain is assigned to wiles away his time at the Drunken Rat himself of with a glass of whiskey at the new Kampfgeier, and he sets off to Tavern. Rogan is an important contact night. catch his black dragon with special for various smuggling operations. [Editor’s Note: After the successful barbed-lined harpoons added to his Magda Himmerstein: NW, LG, conquest of Oceansend, Wilhiem will be ballistae stock. 55. Magda runs The Gilded Sword, a named commander (Kb) of a small Friedhelm von Donnerschlag: tavern and inn in Althaven. Magda was a commandery in Norwold Territories Friedhelm comes from a humble maid in service to a well-to-do Hattian (1013).] background. Uncouth and barely literate, family that relocated to Heldann nearly Volkan Veraltet: F4, Cha18. Volkan he progressed through the ranks from 40 years ago. She parted ways 20 years is a Thyatian Knight who joins the order indentured soldier to Third Officer of the ago, and set up shop in Althaven. Magda 1007, receiving his name (“popinjay”) warbird Argo II. The Knight is cunning, keeps an ear out for useful information. from a mirthful scribe. The Fist of brave, and quick-thinking in combat. While she would not risk harboring an Hattias will fast track his rise in the Labor holds no shame for Friedhelm, and outlaw, it is within her nature to run warbird fleet, but unbeknownst to them, he joins the crew, often bare-chested. He interference for those being chased by the Volkan is an agent of the Eyes of Vanya is gruff with those of a refined Knights. sent to spy on the Fist. Volkan appears upbringing and dislikes intellectuals.

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PERSONALITIES

Helga Strand: C11, LN, 42. Abbess determined, professional warrior, and he While he opposes the Order, Geoffrey is Helga oversees the Church of the despises the injustices that he is not a Haldis partisan and would not Protector in Althaven. The Abbess was witnessing. Dalgaard is 30 years old, support the heir, Fredek. born in Freiburg and joined the Order at with black hair and brown eyes. He Equipment: mace +3, +5 vs undead, plate the age of 16. She lost many friends to stands 6’1”. He speaks the gritty +3, shield +3, scarab of protection. Alphatian wizards in 993 and spent a language of warriors in a hard, [Editor’s Note: Geoffrey has appeared in year in contemplation at Vanya’s Rest. unsophisticated voice. numerous CM/M modules and Almanacs. Helga is under the control of the Star [An embittered Dalgaard is destined to His CM1 statistics are used here as a even in Althaven, to which she was lead the mutiny aboard the Sturmkondor baseline for 1000 AC.] assigned three years ago. after the fall of Vanya’s Rest, after which Jan Hembeek: Gn3. Jan is a senior Vagn Kindelbaum: C8, LN, 61. he forms the Wolves of Heldann – Ed.] gnome in Oostdok who currently Vagn was a chaplain with the Hammer of Frederick von Holmstein: NM. represents the gnomes to Governor Vanya, but he lost his right leg in conflict Frederick is an 8-and-a-half year-old boy Hundkopf. He is widely regarded as a with the Ethengar near Hayavik. He who lives near Nordenham. He was born collaborator and idiot by his fellow retired to the port of Althaven and now Fredek Halvardson and is the last heir of gnomes, but Jan is secretly the leader of operates The Holy Hammer weapon- the Haldis clan. He has been raised since the gnomish resistance movement. He is smithy. infancy by a herdsman loyal to the old clever and dangerous and will do Kurt Grauwald: T4, LN, 35. Kurt is regime. The shy boy knows his identity, anything to remove or undermine the the civilian Havenmeister of Althaven. and he has an eerie, cold-blooded Knights. He dresses in garish clothes to Kurt is a faithful follower of Vanya, and presence. Legends of a Haldis heir have maintain his disguise as a fool. Jan was he spent his youth on board various a small following, but most consider it born in 966 AC. He has red hair and Heldannic and foreign trading vessels the wistful longing of a lost age. Most of brown eyes and stands 3’3”. before coming to Althaven. Most of his those who do serve Fredek live in Helga Grauenberg: C22, time is now occupied with mediating Vestland or Wendar where they await nosferatu. Reverend Mother Helga between the Admiralcy and KB Helmuth until he reaches majority. Fredek is Grauenberg was originally a senior cleric Grunberger. blond with green eyes, and his caretaker in the Order and tapped for the Primacy has begun training him in the martial arts. of the Heart. In 959, she led the clerics Troublemakers Geoffrey of Heldann: C15 of Frey, that took Skolgrim, which was later Georg Silbergrubb: F5, C. Georg is Con17. During his youth, Geoffrey renamed in her honor. Helga served as a thoroughly amoral man who maintains adventured in the vicinity of his home the town and region’s senior clerical a disciplined public imaged. He will near Grunturm and helped the poor and representative and governor until her crony to whoever receives the sick but found most of his efforts running untimely death in 977 AC. She was governorship of Landfall, running ill- afoul of the Heldannic Knights. Caught subsequently buried in the Crypt of gotten gains to stashing spots near between the Eridian Cult and Knightly Heroes beneath the Fortress in Freiburg. Helskir. overbearing without any support from Unbeknownst to the Order, however, Heinrich von Schuenbreg: C5, other Freeholders, the cleric retired to she had been made into a nosferatu by NE. Heinrich is the chaplain aboard the Norwold. one of the many vampires of northern Zackigpfeil II. He supports his captain’s Geoffrey fortifies the faith of Frey in his Glantri. The undead Helga ultimately “removal” of those unworthy to serve the adopted home and warns those who will managed to find an exit from her tomb Order. listen about the danger of Vanya’s and began discreetly feeding from the Knights. His adventuring also has led poor of Freiburg. She now controls a Anton Schwarznase: C2, LN, Cha8, him on to a path that may yield the coven of over a dozen vampires and Wis 8. Anton is a cleric with the Voice mystery of the Eridians and the dragons nosferatu, and the Order is just beginning of Vanya. He is being groomed to for west of Oceansend. Word of Geoffrey’s to notice that all is not well on the streets diplomatic service, but he has a unique works has reached the courts of Alpha, of the capital. talent for insulting people at inopportune and King Ericall of Norwold is likely to At 5’5”, Helga is pale and thin, moments. His older sister, Elke, is an offer the Heldanner a fief. resembling a feeble, grey-haired old officer of the Luftflotte. [His Geoffrey is a serious, intense man, woman but with a terrifying light in her spontaneous bad form leads to a fatal ferocious in combat, but capable of great equally grey eyes. reprisal in the Emirates – Ed.] kindness. He is 38, with long and Garald the Blue: F30, C. Garald the Dalgaard Gustavsson: F6. disheveled brown hair that is showing Blue is an infamous pirate and kidnapper Dalgaard is an indentured Heldanner touches of grey. Currently clean shaven, whose lair is an uncharted rocky isle due soldier with the Order. He has he has considered sporting a generous west of Heldann or north-northwest for entertained thoughts of joining the beard and moustache. Geoffrey is a tall Vestland. Garald has been careful to not Knights, but he is running afoul of the (6’1”), well-built, imposing man with lead the Knights back to his ocean castle, legendary Hattian intolerance. He is a blue eyes. but this might not last forever.

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PERSONALITIES

Erik Helsing: MU18, Dracology 3 Past, Present, and Future Otto Morgenhammer: 941-1015, (red dragon). Erik is the Master of the Below are lists of various important Second Lm. Hockstein (979) Onyx Tower of Serraine, but he was born individuals during the history and near Igor Gorevitch-Woszlany of Boldavia. future of the Heldannic Order. Utha Scharnheim: 939-1004, Second He has been on the run for from Prince Lm. Freiburg (980) Morphail for 25 years, when Erik led Landmeisters of the several of Morphail’s vampires into traps Maude Ersterlicht: 931-1014, First laid by the Heldannic Knights Experten. Heldannic Territories Primate of the Voice (980) On rare occasions, Erik returns to the Grauenberg area, but his Alphatian cover Freiburg: Klaus Stamhoffer 952-980 Max Einaugen: 938-998, First Primate rankles the Knights. He is 112 years old. Utha Scharnheim 980-present of the Hammer (980) Haldemar of Haaken: MU21. Prince Haldemar is an Amburese mage of Altendorf: Georg Löwenstern 952-991 Franz Eindecker: 924-966, pure Alphatian descent and has a knack Fritz Hauerfang 991-present Luftkapitän of the Weihe for finding trouble. Haldemar was granted command of a frigate during the Hockstein: Wilhelm Hockstein 958-978 Wulf von Klagendorf: 931-, Second Alphatian Spike and retired as Admiral in Otto Morgenhammer 979-pres Hochmeister (980) the aftermath. He came out of retirement in 964 to lead a world-spanning, skyship Grauenberg: Helga Grauenberg 960-977 Fritz Hauerfang: 973-, Second Lm. trek known as the “Voyages of the Helmut Totenfuss 977-present Altendorf (991) Princess Ark.” Early on, Haldemar ran afoul of the Heldannic Order and Oostdok: Johan Goldzig 962-999 Anna von Hendriks: 972-, Lm. discovered many of their secrets Karl Hundkopf 999-present Stonehaven (996) (Vanya’s Rest, warbirds, the Hollow World). He was declared a pirate before Stonehaven: Anna von Hendriks, 996- Konrad Blutfelden: 949-, 2nd Primate disappearing, and his actions sparked a present of the Hammer 998 series of diplomatic problems that have continued between the Order and the The Distinguished Dead Karl Hundkopf: 968-, 2nd Lm. Alphatian Empire. Upon his return to Oostdok (999) Mystara, the Prince will once more be a Stamhoffer, Klaus: 910-980, First thorn in the side of the Heldannic Hochmeister, First Landmeister of Eugen Pfefferlind: 970-, 3rd Lm. Knights. Freiburg (952) Freiburg (1004) Axemines: C10, C, Wis 18, Dex 17, rd Con 16. Axemines is the seventh high Tannengrub, Argo: 901-951, Knight Dora Riesenstein: 981-, 3 Lm. priest of Gylgarid. He leads 19 other Errant, Discoverer of Vanya’s Grave Grauenberg, 1008 clerics as they toil away uncovering more Essurian and Nithian lore. His security Löwenstern, Georg: 917-991, First Manfred Himmelbrand: 964-, High chief is Krin (C8). Landmeister of Altendorf, 952 Inquisitor (1013) Equipment: a glowing dagger which nd withers the hand of anyone else who Wilhelm Hockstein: 932-978, First Ingeborg Gottfried: 972-, 2 Primate wields the blade. Landmeister of Hockstein (958) of the Voice (1014) Oberack: MU24 (MU30 by 1010), C. rd Oberack is a pirate originally from Helga Grauenberg: 921-977, First Friedrich Feuergeist: 972-, 3 Lm. Ostland. What makes him unique is that Landmeister of Grauenberg (960) Hockstein, 1015 he travels in a flying longship pulled by st four white dragons: Grom-heart, Hilde- Johan Goldzig: 930-999, First Ludwig Hohenhaus: 981-, 1 Lm. wyrm, Wael-sweord, and Sigor-weard. Landmeister of Oostdok (962) Heldland (1010) Most of his activity is on the Norwold st coast, but at times of Knightly weakness, Helmut Totenfuss: 926-1008, Second Siegfried Meinhard: 967-, 1 Lm. he is not above raiding the Territories. Lm. Grauenberg (974) Landfall (1010) His second in command is the fighter st (F14) Kleng Bloodhand, and his crew Hermann Adalard: 988-, 1 Lm. numbers 15. Oceansend (1011)

37

ADVENTURES

Before taking your campaign to the Heldannic Territories, you should decide whether the Knights are ultimately a positive force on Mystara or villains to be vanquished. Overall the principal adventure path included in this section assumes the former, but some adventures do favor the latter.

The Knights vs. Heldanners The goodly Knights are plagued by barbarians and Partisans from the periphery. The native forces cling to outdated traditions, superstitions and Immortals who have held back the Freeholders over the centuries. The characters hunt rebel forces, confront the bloody legacies of the Northman pantheon and oddities such as Gylgarid and Darga, rescue victims of kidnap, and serve as a beacon for modernity.

Heldanners vs. the Knights The time has come to rid Heldann of the cruel Knights and their foreign patron. Characters are native Freeholders or sympathetic foreigners. They must unite the anarchic Heldanners for a new The World vs. the Knights with “Heim Sweet Heim” is for native uprising, seek out ancient, legendary The Heldannic Order is a clear and characters initially outside of the reach of artifacts and figures to gather strength, present danger to every nation of the the Order. Where this path leads into the and finally take the fight to the Knights. Known World. In just a few short other mini-campaigns, consider the roles But the cost of freedom is high, and for decades the Knights have established a reversed, as necessary. the sake of assistance, the rebels might world-spanning empire, and they are now just exchange one set of masters for poised to do unto other nations what they Training Days (1-3) another. have already done to the Freeholds. The The characters begin as squires,

characters work as part of burgeoning soldiers, or clerics with the Heldannic The Knights vs. the World international coalition to remove the Order at Freiburg. Their activities center While some momentous, dark storm greatest threat to peace in centuries. on events that characterize – or interrupt gathers, the rest of Mystara has – their training. But is the true cause of succumbed to their worst instincts: The Adventure Tree troubles the hidebound natives? Or is it Zzonga-riddled Alphatians, ethically- Shown above is the Heldannic something more foreign? bankrupt Thyatians, avaricious Adventure Tree. It illustrates suggested Parade Grounds: Basic training has Darokinians, barbaric Northmen, sequences of mini-campaigns to build a started for the Order’s newest military superstitious Traladarans, gluttonous larger Heldannic Campaign for your own and clerical recruits. Not everyone in hins, and anti-clerical Glantrians purposes. their cohort is a willing participant, and infiltrated by lycanthropes and undead. The leftmost track is considered the one or two is an agent provocateur intent The only ones capable of stepping into default campaign: the PCs are affiliated on sparking a cadre uprising, using the the breach are the Knights. The PCs, as with the Order, but frictions with the confusion to loot treasury and weapons agents of the Order, must bring order to natives are down-played in favor of caches with the aid of smugglers headed this madness before it is too late for mysteries. The second major path relies out to sea. It is up to the party to put everyone. heavily on Wrath-Almanac concepts, down the uprising before too many lives

while the third emphasizes problems with are lost and stop the theft of materials. the natives. The final path route, starting The Ghosts: Their basic training complete, the party is rotated out to the

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ADVENTURES port of Althaven. Rumors of the haunted join with Helsing and the Order’s available. Now Ethengar horsemen have graveyard (beneath which lies a secret Experten to deal with the menace. been spotted in the vicinity of Hayavik, warbird docking station) come to life as Isolation at Eisenturm: Lm. Totenfuss but as the characters investigate matters, skeletons, zombies, and other lesser is positive that the vampires originated they are slowly drawn into the affairs of undead suddenly appear. The party, from Boldavia, and he sends the party’s the Priests of the Rock and Nithia’s alone on guard duty, must face this threat Chapter to Eisenturm to inform the legacy to the region. and discover the person controlling them. garrison to be on the lookout. The Fist of Hayavik: Fearful that the Ethengar will The Wizard’s Tower: Helmuth Hattias has gotten to the keep first, take advantage of the Knights’ current Grunberger suspects that the root of the however, and convinced the leadership state, the characters are sent to investigate recent troubles can be found in the that the party are heretical agents of the cursed ruins. A tribal horde is indeed swamps across the river. The party must foreign powers – vengeance for its earlier organizing nearby, but more sinister navigate the swampland to find the rejection. Honor and survival are at stake activities await the PCs as bizarre and Wizard’s Tower and eliminate what lies when the party faces execution or an in- disturbing magic and undead forms are within. Whether it is native godar flight beat-down aboard a warbird revealed. (clerics), Thanatic agents, or Alphatian (referee’s choice). The Race to Thurgau: The horde has wizards that they face, successful PCs The Woman of the Mountains: made a bee-line for the isolated village of should earn the respect of the Order and Escaping from their previous Thurgau. The characters must pull out all likely the Pin and Gorgerin. They should predicament, the party receives a vision the stops to defeat 1,000 of Ethengar’s also have a greater appreciation for the of Vanya pointing to the distant Menguls. finest warriors. thematic problems in the campaign as There within the many mountain caves, Troll-born: The battle with the their training ends. the party must find an ancient lion’s skin horsemen, whatever the outcome, has draped upon the shoulders of a frost cost the Order and the characters’ All Quiet on the giantess. This shall be their token of commands. Replacements are Western Front (4-9) innocence when the PCs return to desperately needed, and eyes fall upon Grauenberg. Beasts and monsters of all the oft-ignored southern barbarians. The Now trained and blooded, the kinds lie in wait, and the troll menace characters must gather 120 men (3 characters are sent to Grauenberg for continues to gather. The party might even Chapter’s worth) for service. Obtaining their first official assignments. The discover the existence of the wyrm the men presents a moral dilemma for the Wendarians are concerned about the Thelucidr. [The true goal of the quest – characters: do they behave as the Order security of the caravans passing through Ed.] has done in the past, taking what they the hills, but suspicions are being raised Beneath the Surface: Returning from need? Or is there another way? And by the Fist of Hattias over the the mountains, the party encounters while the party deliberates, dark forces trustworthiness of the people of that Pflenzen. The small village and its plague the dispersed barbarians amid realm – even now entertaining an Alphan undersized garrison have twin problems: prophetic shouts that the Dead One has emissary. Their general rancor, however, trolls from beyond the hills and risen. might blind the Order to the real threats “disappearances” beneath the Lorelei. The Cult of Gylgarid: The barbarians until it is too late. The characters are called upon to stop cautiously point to the Priests of the Rock Half-Elf Scum: As Wendarian and both. The troll issue seems straight as the true source of their troubles. This Darokinian representatives discuss recent forward, but are the disappearances the cult is an abomination to both the Order caravan attacks, the Fist of Hattias tests result of nixies, drowned maidens, or the and the native faith, and it must be cast the characters in more ways than one. Skrimsl? down. [This a variant approach to the They entice party members to join or Troll Nation: The characters finally second part of X13 Crown of Ancient bully them as appropriate. They intend to return to Grauenberg with the lion skin, Glory -Ed.] ambush the Wendarian and Darokinian but they are hauled before the local The Ghost of Lion Castle: Amid the agents before they return to Hawknar. Synod. At the gathering, they present the records at Gyl Erid are many mentions to If they The Return of Helsing: skin, which transforms into a real lioness a great fortress that rested upon the saved the diplomats headed for Hawknar, and savagely kills any Fist members Ethengar Grasslands as a lion in repose. the party is graciously received by the present. She then chastises those who The castle is said to move across the Wendarians and given gifts and evidence remain while proclaiming the innocence grassland, attested to in Ethengar of the trolls (both of which must be given of the party. Their place restored, the legends. It holds great and terrible to their superiors). Occasional troll party must muster Grauenberg division secrets which cannot be allowed to fall sightings and attacks pepper the return and go to war with the trolls. into the wrong hands, but beware. Those trip, but Grauenberg has no time for who enter the Lion Castle, once home to trolls. The vampire hunter Erik Helsing Nithian Legacy (10-14) the Nithian mage Sargon, do not return. has returned to Grauenberg, as have the If any clerics survived the attack on Gyl creatures of the night. The party must Success has raised the stature of the party, and various leadership posts are Erid, they too will be here. [This a

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ADVENTURES higher-level variation of BSOLO The the Grey Lady. Gods’ War (27-32) Ghost of Lion Castle –Ed.] The Final Confession: Armed with the It has been a time of peace in the truth of the Order’s secret, the characters Territories, but that is about to end. The Secret Order (15-19) must confront the Grand Master, the Religious frictions take on an entirely The characters’ success elsewhere has Priory of Vanya, and those who seek to new dimension as the Immortals brought them awards and attention from use the information to destroy the Order. themselves become involved. It is a the Synod. While in Freiburg, a In a heavily role-played scenario, the tribulation that affects the whole of the seemingly random murder pulls the party party’s choices will have great impact on north. into the world of the Priory of Vanya and the future of the Heldannic Order. Vanya’s Hair: The trickster, Loki, its closely guarded secrets. embarrasses Vanya in a public way – A Death in the Cathedral: While the Fleet Command (20-26) jokingly known the Shearing of Vanya. party testifies on their recent adventures The characters have taken important Vanya’s chosen must restore the dignity before the Synod of Freiburg, a roles that either directly or indirectly of their patron and capture Loki’s agents supposedly minor priest is found dead in involve the Order’s Warbird Fleet. The for a humiliation of their own. the Cathedral, his body and other objects episodes are all stand-alone. Gotterdammerung (28-30): The Order strangely arranged and cryptic messages Gremlins: Franz Spielberg is a warbird declares war on the Northman faith. As scrawled in his blood. The party is helmsman who is beginning to see things Knights and godar battle from Soderfjord tasked by the Grand Master himself to that do not make sense, and it is slowly to Oceansend, the party must recover track down the killer(s) – a hunt that driving him mad. The party happens to three legendary artifacts with which to could well lead beyond the Territories. board the warbird on the day when Herr bring the Vanir to heel: the Orb of Fey The Reverend Mother’s Voice: The Spielberg breaks. Complicating matters, (formerly of Wendar), the White Horse of Synod considers the matter closed, but a terrible thunderstorm envelops the Frey (protected by the Ethengar), and the clues from the previous investigation warbird while the true culprits, gremlins, Necklace of Freyja (location unknown). suggest that an answer to the murdered work their mischief. The Sword of Sif: The Aesir and Jotun priest’s message might be found in the Warbird Down: Mayday! Mayday! Immortals counter Vanya’s gambit by Crypts. Unfortunately for those nosy Word has come that a warbird went down constructing a blade capable of slaying enough to look, the Crypts are now one in the Altenwald (or some other the former warrior-princess. Great of Helga Grauenberg’s many undead dangerous area). The party must mount a masses of berserkers hit the Heldannic nests in the capital. As the Order must rescue mission before the crew falls to positions as godar wield the weapon fight off this chaos in their midst, wise rebels or humanoids. against the Knights. The party must characters should keep in mind that the Broken Belcher: Another warbird has prevent the bringing the weapon to bear former Reverend Mother has had decades crashed in a remote, non-hostile area. upon the Cathedral, while discovering a to ponder the mysteries of the Crypts. Is The party is again sent to pick up the way to destroy the artifact. her survival worth the answers provided? crew, but they find most of the crew dead The Ruthinian Solution: The The Art of Vanya: The party realizes and the belchers and skygem stripped Ruthinian monks of Vestland come forth that the death scene of the priest and the out. A turncoat among the crew with a peace solution to the religious war. answers of Reverend Mother Helga sabotaged the ship, killed his colleagues Vanya the warrior-princess is to join the suggest a great secret being hidden from and now is racing to meet with smugglers Aesir and be “wed” to the Thunderer, the Order. In a whirlwind tour of out of Landfall. The party must catch Thor, while Heldann’s central region buildings, artwork, and holy sites across him if they can. reverts to the authority of the Vanir. In the world, the party must work alone to War of Conquest (23-25): The Order return, the Immortal Loki will be unravel the secret. But they are not makes a bid for coastal Norwold. See the imprisoned and Vanya given clear title to alone. Those who wish to keep the mini-campaign of the same for more the Norwold Strand from the peninsula to secrets unknown, and those who wish to details. south of Oceansend. Opinions in every discover them for more nefarious ends Flight to Purgatory: The party boards camp are split on the matter, and the shadow the PCs every move. the infamous Jagdteufel for what seems a Jotun faction opposes the loss of one of The Clockwork Sigil: The party stands routine shakedown flight, but an their own. The characters must decide before a strange symbol crafted into a Alphatian Skipper accosts the vessel. for themselves where they stand on the holy building (the Freiburg Cathedral, Severely damaged, the warbird jumps to theological and practical matters before Vanya’s Rest, or even Thyatis City). The its , where the party must deal them. Refusal pushes towards a sigil is actually a mechanical lock leading with the entropic creatures that populate genocidal conflict from which the Order to a great underground labyrinth, opened that world. [It is entirely plausible that will barely survive, but acceptance through the Art clues. The dungeon is the PCs will not make the connection that threatens to destroy everything upon filled with deadly traps and strange the jump was caused by the ship’s which it was based. creatures, meant both as an impediment resident spirit – Ed.] to delvers and a tutorial into the truth of

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The Chaos War (33-36) but once the war is underway, former up in Heldann, a deadly plague has struck The God’s War has left its mark upon foes may turn to allies, and resourceful the nation. The Hordes flee to the false Heldann and other coastal nations, and characters might seek to rouse the great safety of the steppes, while the party for a time, the region settles into a new wyrm, Thelucidr, or to beseech Queen must aid in the treatment of an epidemic normal. It is now time for Thanatos’s Hildur for aid. that could claim one seventh of the entire long-term plan to unfold: the release of The future of Heldann, the north, population of Heldann. Meanwhile, the primordial “Chaos Beast” and the perhaps all of Mystara and its Immortals, monsters secretly conjured by Alphatians removal of Vanya via the Star device. are in the hands of the characters, but in Glantri trickle into Heldann by this The campaign begins innocuously failure is a very real possibility. point, further disrupting the Order’s enough as scholars pore over the ancient Whatever the outcome, your campaign’s activities. documents recovered from Gyl Erid and next generation will have a new world in Battle of Tromso: The plague has the Lion Castle. Unaware of the true which to grow. finally run its course, and the Knights are implications, their findings lead the party ready to go on the offensive. The first to search the strange formation known as Grunturm and the order of business is the removal of the the Altar of Vanya (or Hymirsheim) for Southern Humanoids (4-6) Ethengar horsemen at Tromso in nearby Vestland. the ancient scripts, decipher them and Problems with Ethengar’s Land of Liberation of Darokin: An incredible follow their clues. If successful, they Black Sands have induced a series of massing of humanoids from all across the will have “relit the forge” and population disturbances that result in Known World has converged on Glantri unwittingly released the Chaos Beast. humanoid raids around Grunturm, where and Darokin. The Knights have to fight The Jotun and Draconic Immortals seek the characters have been assigned. their way from Vestland to Corunglain to prevent this, sending all manner of A Rude Awakening: The PCs' Chapter and relieve the Republic from this threat. giants and dragons to arrest this train is ambushed deep within the Alphatian Assault: The endgame of development. Loki is sprung from his Blauchen River Valley by orcs. After the Great War approaches, and the prison (possibly by a third party) and surviving the assault, the character’s first Alphatians are pushing in to defeat then rallies his followers world-wide to assignment is to rescue several kidnapped Glantri. To get at their ultimate enemy, war with the Heldannic Order and the women form a local village. the Alphatians assault Heldann seeking to followers of the Aesir and Vanir. Check: Orcs, hobgoblins, bugbears, create a beachhead and base in the If Vanya joined the Aesir, the Order and ogres are wandering the area with Known World. [This event did not occur and the Heldanners stand shoulder to increasing impunity. The party must in WOTI, but is included here as a logical shoulder against the threat; otherwise, scout the hordes for strengths, and steel progression of the war – Ed.] they face their dangers alone. themselves for the campaign to trap them

Secrets of the Priory of Vanya are at waters of the Isar. leaked out to the common populace Mate: The humanoids are in disarray, Piracy (12-14) (possibly as a consequence of the PCs’ but the undead wandering from the Black In the aftermath of the Great War, the choices at the end of the Final Sands have finally reached the Blauchen. Heldannic Order is weakened and subject Confession), and military casualties In the finest tradition of both cultures, to the predation of raiders. These mount. A crisis of faith sweeps the Knight and Heldanner must face the challenges arise irregularly and are easily Church of Vanya, with some adherents lurching horror. inserted into other mini-campaigns after abandoning the Church, and others the war. desperately seeking pilgrimage to The Great War (7-11) Oberack’s Dragons: Oberack is an Vanya’s Rest, where they are converted infamous Norwold raider who travels Tensions between the magical nations to followers of the Star or attacked by through the air in a longship pulled by of Alphatia and Glantri have reached a night dragons. [As referee, you should four white dragons. He primarily hits fevered level and war is declared. The keep careful track of the numbers of interior areas, but any settlement is a Heldannic Order and the Empire of followers of Vanya and the Star.] valid target. Thyatis also declare war on Alphatia, and The Chaos Beast is an ancient, Garald the Blue: Garald begins hitting the events from Wrath of the Immortals Immortal-caliber creature from before the the coast in earnest. The party must begin. dawn of man which was entombed in the either track the pirate down to his hidden Ethengar Invasion: Alphatians have Altar of Vanya. As such, mortal PCs isle in the ocean or escape from capture. encouraged the Golden Khan to attack might not be able to physically destroy Outlaws: Outlaws, those with no place Heldann. The Hordes hit across the the creature, but they, like their patron in either Heldanner or Heldannic society, south, taking strategic junctures and before them, are now called upon for a find the time opportune to engage in besieging Freiburg and other towns. great final stand. The Chaos Beast shakedowns of outlying communities. Numerous side assignments can be given surrounds itself with all manner of to the characters as the war unfolds. monsters (dark Glantri and the Land of The Plague: As the bodies have piled Black Sands are also good labor sources),

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War of Conquest (15-17) from Hockstein that the characters are to Inquisition (13-17) The Order has righted its ship and return immediately. An armed rebellion Rumors of Freyja worship and dark intends to fill the void left by a defeated has swept the province from the Elber to magic begin spreading through the ranks (or destroyed) Alphatia. The most the Isar. The rebels are aided by godar, of the characters’ town. The Fist of important campaign is for Norwold, with wise women, and mages. The characters Hattias seeks to use the crisis as an the party in the thick of battle. If desired, must discharge their duties in the morally opportunity to eliminate opponents, while the adventures from “Fleet Command” murky campaign, as both sides hit the Freyja’s followers, wise women, and could easily be interspersed with those other’s civilian populations. Should the Alphatian or Glantrian agents cause no here. characters find a solution to Hockstein’s end of misery for the Knights. Taking Heldland: Coastal woes, they could be fast-tracked for Witch Hunters: Many civilians, both engagements present limited difficulties positions of administration. Hattian and Heldanner, begin for the Knights, but how deep in-country complaining of being under the effects of can they press their luck? Partisans and the “curses.” Witchfinders are summoned to Taking Landfall: Landfall is the first Altenwald (8-12) the town. The characters must aid these big-name prize for the Knights, but The incidents in the Hockstein Provinz Experten and locate the source of the taking it isn’t the hard part: keeping the have excited the old Haldis Partisans that troubles. Order’s integrity intact afterwards is. still live in the Altenwald. Their Fist of Hattias: While the Witchfinders Taking Oceansend: Oceansend is the stratagem is to present a “good” and a are still in town, the Fist implicates key to holding the entire Norwold coast “rebellious” front, using subterfuge to several members of the Order of the and to any further expansion inland. trap the Knights. Heldanner descent as being heretics and King Ericall of Alpha realizes this, and Grey Dawn: As the situation worsens, aiding the witches. The innocence of the he throws royal regiments, mercenaries, the characters’ Chapter is sent to accused hangs in the balance of the and even dragons into the mix to defend reinforce Nordenham. Attacks are characters’ actions. this independent city from the Knights. coming from the eastern forest, and the Simony: The Witchfinders have had party must enter the forbidding woods to enough of the counterproductive Fist. As Troubles at Hockstein defeat the raider camp. they struggle to root out the outlaws, the (4-7) Troll Hak: Heldanners from the party stumbles upon a greater threat to the Order: some in leadership have been The characters are sent to Chapters western Altenwald claim to desire peace selling pardons to the Fist. associated with the tension-filled town of and offer their loyalty in exchange for The Great Burning: The inquisition is Hockstein. There they witness first-hand assistance with the local trolls. It is a growing out of hand, those in charge the brutality perpetrated by both the trap, the trolls have been baited in large seeing witchery, heresy, and death Knights and the Heldanners. numbers, and the native Heldanners plan worship wherever they turn. As the A Disquiet in their Midst: The party to swing the trap shut and block any action spills out to neighboring arrives at Hockstein in the aftermath of a escape. settlements and provinces, the characters riot that has been put down. The Warbird Down and Broken Belcher: must navigate the chaos and right the instigator was a godar of Frey who has These two scenarios are detailed under situation. Adding to their problems, fled into the hillside. The party is tasked Fleet Command. Glantrian wizards – haters of clerical to retrieve him, dead or alive, but the Bounty Hunter Scum: A decision has inquisitions – give quiet aid to the godar has carefully laid a trap capable of been made to call in bounty hunters to persecuted. destroying an entire Chapter of Knights. capture the rebel leader (at Tormannvik). The Star Chamber: The madness of The Lion Rampant: The godar and his The PCs’ superiors find this an affront to the inquisition has been arrested for the accomplices lie dead upon the town walls the Order, and they are sent on an moment. The characters, instrumental in for all to see. Retaliations against the unsanctioned mission to beat the bounty stopping or diminishing it, have been native civilians quickly break out, and the hunters to the prize. The path is hauled before the Synod of Freiburg and party is faced with a moral test: do they dangerous, however. Rebel the Star Chamber. There they must allow the punishment to be meted out sympathizers, unscrupulous bounty defend their actions, or suffer the without justice, or do they risk being hunters, the evils of the Bösenwald, and consequences. branded traitors to put an end to the Alphatian wizards stand in the characters’ travesty? way. Beneath the Surface: This is the same In the aftermath of a successful capture, Trial of the Order (18-23) scenario from All Quiet on the Western the rebellion will die down, and the The Heldannic Order has failed to live Front. The party is sent to Pflanzen as Heldannic Order will move in to take up to its ideals in many ways, and a either reward or punishment from their active control of the southern Altenwald. divine reckoning is soon upon them. previous adventure. Failure sparks rebellious impulses across Signaled by a loss of clerical magic, the The Rebellion: Word comes quickly Heldann. Order is soon beset by foreign opponents.

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Rakastan Conflict: Skirmishes for the lost Ledeia’s Papers (ultimately Heldann. become increasingly common with the leading to the formation of the Rebellion Rakasta of Myoshima. A decision is Pathfinders). Fearful of the growing The former outlaws have made strong made to land an advance team on the power of a break-away Order, the Church allies with the partisan forces of the invisible moon to scout out the current plots a simultaneous assassination against Altenwald. The time has come for military situation. the Knightly leadership. rebellion against the hated Knights, with Simbasta at Vanya’s Rest: On the the characters at the fore. Adventures continent of Davania, the leonid War of the Worlds include: infiltration of the Order for humanoids known as the Simbasta mount In this mini-campaign, the characters espionage and sabotage, escaping the Star a campaign to take the Citadel and Star. are assigned to warbirds that confront the Chamber (if charged with heresy), The Sturmkondor Mutiny: Following Myoshiman rakastas and the Alphatians protecting the unnerving Haldis heir, the battle for Vanya’s Rest, Dalgaard in the Hollow World pre- and post- recruiting Alphatian mercenaries, and Gustavsson leads indentured soldiers to Wrath. Further they struggle with the finally taking the fight to the Knights. capture the warbird Sturmkondor. It is Milenian Empire and Oostdok’s refitted by Glantrians, and Dalgaard’s rebellion. Way of the Wizards band becomes the Wolves of Heldann. The native Heldanners have won their Wulf’s Quest: To redeem their honor, Heim Sweet Heim (1-5) independence and thrown out the the Grand Master and his champions are The characters begin as native Knights, but much of the success is owed charged with destroying or defeating the Heldanners in a hamlet just outside of the to Alphatian aid. In payment, Heldann is crimson dragon, Pyre, a great foe on the Knights’ reach. Their world slowly falls to be a kingdom of the Empire. Will Savage Coast region far to west. apart as the Order intrudes and the Fredek supplicate to the throne of Rakastan/Dragon Invasion: Wulf’s characters are sent on to an outlaw life. Sundsvall, or will the wizards find Quest has drawn a response from the Blood Feud: The characters are a rural another figurehead? And how does dragons of the Wyrmsteeth, while the people, fighting with the land to raise Glantri react to the presence of its rivals Rakastas prepare an invasion of the crops and herding livestock. Arguments upon its doorstep? Against this Orders various holdings, culminating in a with neighboring farmers arise over backdrop, the characters will be double assault against Freiburg by both grazing rights and stealing sheep. A instrumental in leading the Freeholds into dragons and rakasta. Will the Knights blood feud quickly ensues, while the true a golden age – or the damnable anarchy fall, or will it be their finest hour? culprit – a skuggarbaldur – runs wild in or tyranny of the past.

the hills. Thanatos Conspiracy Cat in the Hat: Many died as a result Ethengars The soul of the Order is at risk as the of the feud and the skuggarbaldur. A As the Heldanners struggled for their macabre death-worship spreads, and wise woman is carted into the hamlet to freedom and new future, the horsemen of Nithian legacies spread out into the world bring renewal, but she lets lose a skoffín the steppes watched and waited. Now the of man once more. Among the keys to who sits upon the graves of those who Great Khan has summoned his hordes to this mini-campaign, the characters must died. battle against their weakened, ancient foe. investigate bizarre magical or ritual Outlaw Nation: The price of the blood The struggle can play out as per the Great occurrences, witness the turning of friend feud is not so easily paid. Survivors of War, or it can expand into a larger against friend, and stop an assassination the other party or their kin call down the conflict that ends with a conflagration attempt on the Grand Master. If desired, Knights to the hamlet. These Knights that pulls in many surrounding nations. this theme can be expanded for an “X- embody the worst that the Order has, and Files” of the Heldannic Order type of they push the characters into actions that Relics Quest campaign. leave them outlaws to the Order and to It is a time for healing in Heldann. Years their own people. of wars have scarred the land, and The Schism Dragon’s Roost: The outlaws have religious struggles between the Order and After the past ordeals of the Knights, taken to hiding in the coastal mountains the Northmen-kin have drained the souls many feel that reform is greatly needed, of Hymirsheim. One of the seasonally of both people. A vision from Frigg but this is not universal. It is particularly roosting dragons snags someone of leads the party into a quest for relics of unwelcome by the Church in Thyatis. significance (either to the party or to a the polymathic Lokena, a native of Later to be known as the Schismatic local hamlet) Heldann. These items are scattered from Charter, the document offered by the Garald the Blue: While making their Glantri to Frosthaven, and perhaps into Star-influenced members recommends way along the coast, the party is the Nine Worlds beyond. recentering focus on an order-driven kidnapped by Garald the Blue. They philosophy with minimal reference to must survive his wrestling pits and then Vanya. The Grand Master orders a quest escape the isle to return to the freedom of

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ADVENTURES

Heldann and the Wrath reinforcements hit the Alphatian Lanquist: contraction of “Land As mentioned earlier, the Wrath of the Imperial Palace. Acquisition,” in reference to the Immortals (specifically, the adventure Ruthinian claiming the priory “The Immortals’ Fury”) presents a global 1012 AC: The Order captures the port of Peter: alternate choice for Annacks, here conflagration that pits Heldann, Glantri, Strondborg (Neuhafen), and solidifies the leader of the Forsettians and Thyatis against Alphatia. The its banking interests in Thyatis. Stephen: from “Stephen Karameikos”, a Order’s domestic forces are tied up with duke, here Gudwulf the Golden (Gaz7) Ethengar invaders. 1013-1017 AC: By leveraging Imperial debt, the Order gains control over Name Substitutions The Ethengar War: (1006 – 1008) Port Lucinius and sizeable portions of Gendar the Good: Ottar the Just Heldannic missionaries are slaughtered Hattias. Thendel: Thrand on the steppes, launching punitive raids Gregor: Gizur in 1004. Two years later the Golden 1013-1016 AC: The Trial of the Order. Kaden: Guthum Khan’s forces invade both the Territories Devlin: Hedin and Vestland, besieging Freiburg itself. 1014 AC: The Sturmkondor Mutiny. Van Cullen: Skapti the Skald, son of A deadly plague (20% national mortality) Ceowulf (Gaz7) breaks out during the siege (1007) and 1017 AC: Hereditary land grants Estine: the hold of Norrland the Ethengar withdraw. The war ends in awarded. Marriage permitted (1016). Brinforth: the hold of Fosterhead 1008 when recovered Knights relief the Vestlandic town of Tromso. 1018 AC: Fredek Halvardson joins the Other Notes The Milenian Campaign: (1004 – Wolves of Heldann. 1. Haymin was a young godar from the 1006) The Knights’ traditionally poor hamlet of Ruthin who participated in the diplomacy leads to the imprisonment of a 1020 AC: All-out war between humans Battle of Bridenfjord. warbird crew at Corisa, the capital of and orcs. Heldannic banking is 2. The Lanquist godar subsidized the Milenia. A Heldannic-born illness recognized throughout the Known Keepers of the Stones beginning on the sweeps the Empire (1005), prompting the World as reliable and safe. centenary of Ottar’s crowning (717). Knights to attack. They ally with various 3. The kin-slaying at Sudhorn was tied anti-imperial factions, but are unable to Adapting X13 for 1000 AC to the destruction of the Darganites. defeat the Milenians. X13 Crown of Ancient Glory was an 4. Gallma, Krenholme, Finhagen, The Great War: (1005 – 1009) This adventure where the king and presumed Vander Plett, and Darnen are potential is the conflict against Alphatia. sole heir of Vestland died during a period Trollheim settlements. Alphatian-conjured monsters unleashed of heightened difficulties with Heldannic 5. Glenfork is where the Overland on Glantri spill into Heldann. Experten barbarians and Ethengarian horsemen. Trade Route crosses the Landersfjord. battling undead disappear in Boldavia. The party’s twin tasks were to recover the 6. Ala the Seawitch is the sister of Hord Thyatis and the Heldannic Order craft a king’s crown (the Sorona) from the East Dark-Eye. Her lizardmen crew are formal alliance (1007). The Alphatian Fang and then use the crown to locate the remnants of a pre-Nithian enclave in the navy routes the Armada and threatens legitimate second heir. coastal cliffs. coastal Heldann, but the sudden sinking Despite the major campaign changes 7. The Sage Bensarian visited the of Alphatia ends the war. wrought by the Knights’ introduction, Stones of Sky around the time he was The Myoshiman Trap: (1006) The X13 can still be used at any time over the compiling his history of the elves. warbird fleet is drawn away from the next twenty game years. The barbarian 8. Harald Gudmundson is a widower, Great War by Myoshiman maneuvers. encroachment that leads to the death of and Thrand is his only public son. The The Darokin Relief: (1009) Vestland’s king is a consequence of various “children” mentioned in the Knights march across Rockhome to aid being pressured by the Knights, the Almanacs are cousins, nieces, and Darokin against humanoids from the Ethengar, and the Eridians. nephews the king doted upon. Thrand newly-formed Great Crater. Most names in the adventure are and Gizur were born in 980 AC. assumed to be the product of future 9. Using the Wrath timeline, the conflict with the barbarians can occur in Almanac Events Thyatian historians. Here are the suggested equivalences. 1005, when the Ethengar invade 1010 AC: The Knights invade the Heldann. The Horde takes advantage of Kamminer Bay region. In the Hollow Title Names the loss of leadership and attacks World, the Knights lose Oostdok. Maramet: a barbarian chief or king; here Vestland the next year, holding northern

meaning Harald Gudmundson. areas for two years before the Heldannic 1011 AC: Heldannic forces take Tenitar: a princeling unlikely to succeed, Knights throw them out. Vestlandic Oceansend. In the Hollow World, the here Gregor/Gizur. politics slowly fray, leading to the Order loses Stonehaven. Belated Annacks: any important tribal priest situation described by X13 in 1010 AC.

44

HELDANNIC TEACHINGS AND THE SAGAS

“Who wills not war, let war his portion The Knights invaded the river town worshippers are afflicted with vile be.” Haldisvall which they renamed Freiburg sadism. Be warned. These Knights have Popular Heldannic proverb – the city freed of its past. The ruling lost the light of Vanya and are considered clan was thought to have perished in heretics, though bringing charges is The Order’s clergy conducts some combat (the natives say executed), and rarely done. schooling in the urban areas of the numerous counter-attacks were repelled Heldannic Territories. What follows is a with ease. On Other Faiths representative sample of the information imparted during this education (usually On the Honor of Service “They prattle to stones and cart trollops ages 6 to 12). about to renew the fields. What more “...such are they whom Vanya chooses needs be said?” On the Time before for herself and gathers from the furthest the Knights ends of this world, servants from among Wilhelm Hockstein the bravest in Hattias to guard watchfully Veritas Heldanicas, Chapter 5 “The Heldannic Territories were once a and faithfully her Sepulchre and the barbarous land, its peoples plagued by Temple of Our Lady, sword in hand, Officially, native and foreign non- foul creatures and superstitious beliefs. ready for battle.” Vanya faiths are permitted to exist in the Kin, and yet not kin, to the men of Territories, but they are hassled except in Ostland and Vestland, they fought one Bernhardt von Klarwald Freiburg’s diplomatic quarter. The another as much as the threats around Historiae Heldanicae Scriptores Exteria practices of native Heldanners is them. considered offensive to the more “So petty were their jealousies, that they To be a Knight or priest of the Order is urbanized Knights, who do not murdered their greatest hero, Heldann, the highest calling one may have. It is comprehend the favor of so many fertility lest he be made king over them.” not the path for all of those faithful to patrons. Freyja stands alone as an Vanya, but those who aspire to glory in outlawed figured, and her wise women Petrus von Schlossburg the Territories would be well advised to are to be arrested on sight. Chronica Terra Heldannica, I, 2 consider joining. Comradiery, equipment, housing, and education are all On Matters Arcane The Freehold period was a time of available to those who join. anarchy. The Haldis clan controlled the “Though wondrous and horrid things I town of Haldisvall, but little else. Blood will see, I shall not veer from my faith. feuds were – and still remain in some On the Glory of Victory The Grey Lady shall guide me and quarters – very common. At any given and the Lure of Carnage protect me, and she shall lead me up to time, as much as a quarter of all males strike the conjurer of evil and smite the were living as outlaws. “To avoid confusing our warriors with wickedness of his works.” that soldiery which belongs to Death On the Establishment rather than Our Patron we will now Pslam of Rectitude of Freiburg speak briefly of the life these Knights of Magic use raises eyebrows among the Vanya lead on campaign or in the Order. If the arcane is approached as a “Seven hundred brethren from the Convent, what it is they prize, and why scientific, learned endeavor, the Knights Church of Vanya with the guidance of its soldiers of Vanya are so different from tolerate it and even retain the services of priests built a fort in the Heldann those of the world.” a few faithful mages in the large towns. Freeholds beside a sacred oak tree. Those who place their faith in wizardry “It is said at first they had to fight a vast Bernhardt von Klarwald as a substitute for piety (as do the horde of barbarians, beyond numbers, De Laude Novae Militiae, AC 979 Alphatians) are seen as the greatest but as time passed they dispatched their enemies to vanquish. foes so that none remained who would Soldiers fight for one of three things: not bow his neck in respect; this with the money, glory, or bloodlust. On paper, help of Our Lady of Vanya who is blessed the Knights are centered on glory as A Final Admonition for ever and ever. Selah.” measured by the expansion of the Order’s authority over the temporal world and the “Take this sword: its brightness stands Petrus von Schlossburg defeat of those who dwell in the chaos. for Faith, its point for Glory, its guard Chronica Terra Heldannica, III, 3 Unfortunately, a not insignificant for the Law. Use it wisely...” minority of Knights have fallen for the last motivation. The so-called death- Heldannic Rite of Profession

1

HELDANNIC TEACHINGS AND THE SAGAS

“Damn the knights and all who followed the weird and of the sithr, and he raised and his three sons, Gunnar, Gestur, and them. They shall all pay.” up a great crop truly as he said. By Eysteinn. The were joined by the spear autumn’s close, his promise was fulfilled, of Hrafn of Gef, the sword of Einar, Fredek Halvardson and he sought his wage. chieftain of Kammin, and the axe of Mad “Well have you served me these past Svanhildur, lone survivor of the village The native Heldanners have their own nine months,” said Flosi to his servant. of Begður. Also among these heroes of sources of common knowledge, “Show your nail and all that it holds shall the holdings was Haldis the Bold, principally a series of epic poems known be yours.” Heldann’s protector and friend. as the Heldannic Sagas. The classic With that, Ref seized the hand of Anna There in the shadow of Freysfjall, the sagas are from the period of time between and proclaimed, “Here is the nail of free men of the Holdings fought two the Rampage of the Dragons and the which I spoke!” revealing her fingernail. legions of the undying trolls. Heldann establishment of Haldis Rule over the Vigg protested the claim to his wife and knew the weakness of the trolls, and he lower Elber (495-765 AC); however, drew his sword, but his father staid his had long prepared this field. Arrows, earlier and later sagas are extant. The hand. Flosi refused this wage and offered spears, and swords were coated with oldest saga dates to the dawn of the gold and furs to his servant, but Ref pitch and set ablaze, as were the fields Darganitic Age (ca. 300 AC), while the would not be appeased. “Hold her themselves. last commonly held saga concerns the dearly, Vigg son of Flosi, for by the next For two days and a night, Heldann wondrous Lokena in the mid-to-late 9th moon she shall be mine. I shall appeal to fought with the trolls. Smoke choked the Century. Here are two of the more Ljot, Chieftain at Snorrsvall, and the air as man and fiend fell to fatigue and famous excerpts from the Sagas. althing shall support me for I am well their wounds. Heldann the Brave cleaved known there and of good standing.” the children of Hymir three at a time, yet “Anna and Ref” Ref spoke truthfully, and the althing still the monsters poured forth. From the Hallsagur and Ljot supported his case, for Anna had At noon of the second day, the great lived beneath Flosi’s roof and was thus troll Hak Magnus stood before Heldann Flosi Hallurson had left his father’s his to trade away. and his guards. Heldann was staggered home on the coast and settled a farmstead Armed men came to claim Anna, but by the fiend’s blow, and surely would beneath the shadow of Freysfjall. He Vigg’s brothers, Tryggvi and Hogni, have been laid low had not Haldis the took a wife, Bjarna, and she bore him ambushed them as the made their way. Bold splayed open the spine of Hak three sons named Vigg, Tryggvi, and Tryggvi Flosson slew that day Njall Magnus. Heldann recovered, and Hogni. Oddursen, the brother of Ref, Sámr the emptied his reserve of pitch upon the In time, Vigg, the eldest, was wed to Red, and Úlr Rannulfsen, and he fell to great troll’s wound. the daughter of a neighboring farmer. the blade of Thorgeir Ljotson, princeling It emitted a great scream as the pitch Anna came to live with him at the farm to Snorrsvall. Hogni the Younger was set ablaze, and the will of the trolls of Flosi and wove and potted. She was a claimed that day Skarp of Snorrsvall, was gone. One by one, the creatures beautiful woman, and she was well Thorgeir, who slew his kin, and finally turned to return from whence they came. thought of among the holds of the east. the magician, Ref Oddurson. 8,000 trolls fell at Feuerhals, 1,000 by The following spring, a young man, Ref As his life ebbed away, Ref cursed the the hand of Heldann himself, but the cost Odddursen, came and offered to work the son of Flosi. “No man shall house you, was steep. 12,000 men perished in the fields of Flosi. no cow shall suckle you. Alone you shall two days of fighting, including Illugi Flosi said to the stranger, “I have three wander, hunted, until the teeth of the Helgison and his three sons and the hero strapping sons to tend my flocks and till trolls gnaw your bones.” With that he Hrafn, who was slain on the battle’s first my soil. What need I a new boarder? died, and a great winged thing swooped day. None knew what became of Mad Surely, there is work elsewhere in the from the sky to claim his soul and magic. Svanhildur, for her body was never hills where you might ply your trade for In this way Hogni, grandson of Hallur, found. greater fee?” became an outlaw. Their holdings were free of the tyranny “No,” replied Ref. “I require no bit of of the trolls, and the survivors sang great gold nor grain nor coat. For but the price songs in the honor of Heldann the Brave. of a nail and all that it holds, I shall take “The Battle of Feuerhals” Yet many warriors, especially the your fields to harvest with greater From the Heldannsagur chieftains, looked upon the elevation of abundance than you have ever had.” And Heldann had gathered to him Heldann the Brave over all of Nordurland “And if your fail in this task? What 30,000 men at the creek beds southwest with great jealousy and fear. then?” of Freysfjall. They came from the coast, As victory festivities were held in the “Then I shall be your servant till the from the hills, and from the plains. There halls of Haldisvall, these fearful lords, end of my days,” replied Ref, and so the was Thrínn of Skolgrim, who had slain including Haldis the Bold, poisoned the deal was struck. three trolls at the battle of Britinsvall, and victor of Feuerhals. A great mourning Unknown to Flosi, Ref was a master of Illugi Helgison, chieftain of Torgsdal, arose, but weary of war, none protested.

2

SOCIETY

“Judge not from appearances. Observe, in heavy wool apparel and wolf furs, but and vile, respectively. Though they listen, seek the truth and what lies in they go bare-chested in the summer would deny it, the Knights have been one's heart, for without this you cannot months. perplexed by the Wendarian elves ever fairly judge.” The transplant Heldannic Knights are since they encountered their western Hermann Adalard composed of Hattians, Thyatians, and neighbors. For the Knights, the Kerendans, though the last two groups traditional model of the elf was the Races are marginal. As a cosmopolitan people, Vyalian forester whose devotion to the Thyatians, and to a lesser extent the Ilsundal generated an intrinsic reproach Those of the Heldannic Territories are Kerendans, no longer evidence a among the Vanya-faithful. But the neigh exclusively humans. The native common appearance. They can have any Wendarian elves were a people with a Heldanners are a hide-bound, skin tone or hair color. history of conquest, cooperation and independent lot descended from the In contrast, the Hattians have ever been competition with humans, and a ancient Antalian people of Norwold. more insular. They have a light olive decidedly non-Ilsundal philosophy – if Aside from the brief unification under the skin, and their hair runs light to dark any at all. The Realm absorbed many eponymous Heldann the Great, brown or black, with blue, grey or even refugees who fled the Knights during the cooperation among the people never rose brown eyes. Vestigial traces of the conquest. This slowed diplomatic greater than that of the local community. Storm’s embittered hatred remain among contacts, but formal relations between the The greater majority of people wish both the Knights. Xenophobic expression runs two powers were eventually reached. the Knights and the Haldis from a neutral indifference to aggression. Curiously, the Knights have had good would simply go away. The Knights’ initial poor treatment of rapport with the lupins of the Savage Heldanners are of average height and others created difficulty for subsequent Coast, particularly those disaffected with build, with fair skin, light hair (blond, diplomatic overtures that continues to the “civilized” Renardois culture. white, gray, or light brown), and blue or this day. Perhaps two hundred lupins now reside in gray eyes. A few sport red hair, and the Heldann. A group about half that size rare brunette is seen in the south – likely left Heldann to take up life around from Ethengar heritage. Heldanners Non-Humans Landfall. dress for the wet cold using a mix of furs Representatives of the demihuman and slickers. races do exist within the Heldannic The Heldanners are found throughout Territories. They face the same grating Language the region from the coast to the Hattian attitude that plagues native The humans of the Territories speak mountains. Those of the Altenwald and Heldanners. Heldannic law makes no either the Hattian accent of Thyatian or “Heldland” are also of Heldanner stock, distinction between the races, but Heldannic. The latter is considered by though most prefer to be called variance in treatment can be seen in the some to be very close to the ancestral Nordurlandic. courts of several judges. A few non- Antalian tongue, and it is not uncommon A small barbarian nation continues to humans have joined the Order, but they to see it (mistakenly) listed as such. The persist in the central Sudbergen. are the anomalous exception. language of the Northern Reaches, Tradition holds that they are troll-born, Dwarves, halflings, and gnomes have Northman, is 85% mutually intelligible children of Hymir, who came from the ghettoes in Freiburg. These communities with Heldannic. depths of the Ostbergen. It is true that predate the conquest. The halflings speak Heldannic is frowned upon by the the troll-born barbarians are large – they an odd mix of Heldannic and Lalor, the Knights, and they have banned formal average 6’4” – but to the Knights and ancient hin tongue. The Noostik gnomes instruction in the language. As yet, they other outsiders they are ethnically are descendants of those who fled the last have not also banned family instruction. indistinguishable from other Heldanners. gnomish outposts such as Torkyn Fall. Thyatian is the official language of the The troll-born have adopted a semi- The Kuldwarf dwarves are a Syrklist- Territories, and it is used in all formal nomadic existence in the rocky hills. derived clan that established a trading declarations, laws and speeches. They use loose rocks and shale to post in old Haldisvall during Rockhome’s A smattering of other languages – construct hovels and graze sheep and northern colonizations. Dwarvish, Elvish, Gnomish, Renardois, horses on the weak grass. Elves in Freiburg are likely Vyalian Alphatian, even Ethengarian – can be The barbarians historically pillaged visitors, but a handful of these Thyatian heard in some quarters of Freiburg. their fellow Heldanners and were a elves have joined the Order. The town of second fount of trouble for the Knights Grauenberg receives trade visits from Social Standing during the occupation. Earlier this Glantri’s Belcadiz and Erewan elves. All Ostensibly, there are only two social decade, many barbarians were driven into other elves encountered in Heldann are classes within the Territories: those in the Ethengar, where they were massacred. Genalleth elves of Wendar. Order and those outside of it. In practice, Thus far, those who remain have avoided A grudging respect is given to the these two groups have further gradations, irritating the Order. The troll-born dress tested dwarves, but elves, halflings, and and racial considerations can shift humanoids are held up as heretical, soft,

3

SOCIETY relative stations slightly. level of social inclusion to followers of Currency and the Haftdom (thralldom) – a traditional Vanya. This translates into better Characters’ Economy form of slavery practiced in the north – housing, finance and treatment. Note that The Heldannic Territories mint coins in was eliminated by the Order. Some joining the Church is not identical to all five standard precious metals. might reply that it was merely replaced joining the Order itself. Beginning with the copper, these coins with indentured soldiering, but the latter are: Pfenneg, Markschen, Erzer, Gelder, is a time-limited service that carries a Heldanner Beliefs and Groschen. stipend. Native faith traditions predate the Characters who reside in Freiburg must Land ownership is considered to be a arrival of the Order, and they still exist in pay a poll tax of 8 sp per month. For right of the Order not of individuals; Heldann. Open worship is discouraged – those in Altendorf, Hockstein, or however, people can claim and develop occasionally violently by less restrained Grauenberg the cost is 5 sp, while those land. They must pay taxes or goods on Knights – but it has not yet been in the 20 largest villages are charged 2 sp. the holding and house Knights when outlawed. The single exception to this is Characters living outside these urban demanded. Further, the Order may claim Freyja, whose worship is punishable by centers are not assessed a poll tax, but the land or building without burning at the stake as a witch. they are required to make goods or compensation. Traditional Heldannic faith is similar to services available to the Order. The Order has been wise in not abusing that found in the Northern Reaches. Clergy for non-Vanyan faiths are its eminent domain in Freiburg where Odin, Thor and Hel are less emphasized charged 12 gp annually, collected at the representatives of the major trading than are Frey, Freyja, and Loki. Also time of registration. powers now reside. This was not the recognized are Foresetta (the patron of Military and priestly personnel are case immediately after the conquest of justice and Vestland), Hymir (father of all exempt from the poll tax; however, Haldisvall, and abuses still persist in the giants, trolls and wisemen), Frigg (the whatever treasure is gained on missions west, particularly around Hockstein. golden mother of all), Baldur the belong to the Order, not the characters. Commoners have some legal protection Beautiful, and the Spuming Nooga. Most standard equipment is available for their persons and private possessions Lokena appears in the Sagas, but she has from merchants in the towns, but there under Heldannic Law and may go to no following to date. are some restrictions. Crossbows are court for redress. Those in more remote Freyja is often known locally by the prohibited to non-Order individuals. locations might appeal to a local Althing, title “Skialf-Horr.” The Heldannic Other weapons are sold, but purchases or assembly. The chieftains that once Knights have pejoratively corrupted this are assessed an extra 1gp for a security composed the assembly are no more, but name, and they refer to her as “the tax. Shields, chain mail, and heavy a shadow-class of nobles still exists in Whore.” Her priestesses [vulvas, wise armor are assessed a 10gp security tax, Heldannic society. women] generate mixed feelings among and order requests are relayed to the local Most commoners take only a single the natives with their rites, so the watch who will inquire into the need for spouse, but it is the traditional right of Knightly slang has entered their lexicon such defenses in the civilian population. men to take a second wife. This is a as well. Adventurers are permitted these items, source of great tragedy and comedy in the Two additional mythic beings figure in but the Order is taking precautions Heldannic Sagas. Divorce is acceptable, Heldannic lore: Darga the Winged Fury against arming rebels. Those making and it may be initiated by either the and Gylgarid. As they are not part of the bulk purchases will also receive this husband or wife. mainstream faith tradition, information treatment. Commoners from the more civilized about these two beings is speculative and parts of the Known World behave and act often contradictory. They are both Crime and Punishment as they would elsewhere. These regarded as forces of evil or torment – in The crimes in the Heldannic Territories commoners are concentrated in the short they are two of the local bogey are much the same as those found urbanized areas. men. elsewhere: murder, blackmail, theft and

Religion deception. A few laws, such as insulting Other Faiths the name of Vanya or the Order, are The Heldannic Territories are an Foreign faiths are not permitted to have unique to the Heldannic lands. ecclesiastical state formed under the large congregation halls, but they can The law in the Territories recognizes Heldannic Order. Religion and faith are conduct small meetings in private four different levels of accusation, based of great concern here. Temples to Vanya residences. Proselytization is forbidden, upon whether the plaintiff or the accused can be found in any urbanized area, and and clergy must register with the Voice is a member of the Order. Each level has every commandery has a small area of of Vanya. a different standard of evidence and worship consecrated to the Gray Lady. punishment scale. Any person is welcomed into the

Church of Vanya, and converts are common as the Order offers a greater

4

SOCIETY

Both Non-Members: When an plead a complaint to the magistrate. assignment in space. Their names are individual who is not a member of the There are a class of crimes that receive engraved on a metal plate and hung on Order accuses another such individual, a special procedures. These acts are known the Wall of Fame inside the group's Magistrate Priest acts as sole judge. as Crimes against the Order. This meeting hall in Freiburg. Credible evidence is required for broadly includes “Insults to the Name of Although membership is not an conviction. Crimes with a measurable Vanya,”, “Insults to the Name of the obligation of warbird officers, economic cost, like theft, normally incur Order,” “Disrupting Heldannic Interests,” commanders assigned to space missions a punishment equal to twice the value. and “Treason.” Freyja-worship is are drawn exclusively from the Fellows. The convicted must also pay an equal included in this class of crimes. Both Though a military fellowship, the group amount to the Order. members and non-members are subject to is under the auspices of the Heart. Convictions for rape or kidnapping these laws, and accusations by non- Requirements: Knight bachelor or prior result in a mandatory ten-year tour of members are accorded more deference by with warbird experience, admission by military service. The penalty for the Accusers’ Office than in normal sponsorship maiming is computed from a base value criminal proceedings. Cost: free (1 gp /mo for food) of 100gp, while murderers are hung. These crimes are tried in the Star Privileges: Selection for special missions, Both Members: Should one Chamber at the Fortress of Freiburg. The can commandeer a warbird member of the Order accuse another, a accused is taken to the capital and Responsibilities: Hall upkeep, trial is convened with three magistrates delivered to the dungeon. There the maintaining warbird secrets sitting. The standard of evidence required prisoner awaits twelve senior members of Hindrances: Rivalries from naval and is roughly the same as above but the the Order, four from each branch. Guilt land officers; high-value target for punishments are considerably harsher if is assumed and evidence is only accepted foreign agents guilt is proved. Base values are often from one of the twelve. When the weighted an additional 25%. Those defendant is found guilty they are hung The Ears of Vanya convicted of heinous crimes (rape, on the spot and the body destroyed by The Ears of Vanya is a small kidnapping) are banished rather than fire. intelligence gathering arm of the Voice. indentured to military service. Murderers Very occasionally (perhaps once every Its existence is known but not widely are hung. few years) someone is found innocent by disseminated. Most of the actual Members of the Order may dispute the the Star Chamber. They are immediately espionage is conducted by foreign findings of the panel and call for a Trial released onto the streets of Freiburg with mercenaries or Heldanner informants. by Combat. Such Trials are to a warning that speaking of their The information gathered by the Ears is submission, except in the case of murder. experiences is itself a Crime against the used administratively, militarily, or to Then it is to the death. The panel Order. hunt down outlaw groups. appoints the defender of its decision. Requirements: Knight or prior assigned Member vs. Non-Member: Social Organizations to the Voice; for spies, recruitment Should a member of the Order accuse a The most important organization in the Cost: none non-member, guilt is assumed unless Territories is the Order itself. The Privileges: Selection for special missions, proven otherwise. Evidence is only Heldannic Order is treated in depth in the opportunity for travel abroad; for spies a accepted if it is provided by another section. Other organizations and retainer of 5gp/mo plus 500+gp per member. Such cases are presided over by societies do exist, however. What mission or 100gp for unsolicited a single magistrate. Although this system follows is a sample of those groups information is manifestly unfair, malicious known to the general populace. Responsibilities: Integrity of the accusations are treated extremely Territories’ control, supervising the seriously by the Order in those rare The Company of the Orb mercenary spies occasions when they are uncovered. The Company of the Orb is a fraternal Hindrances: None; for spies, unfriendly Non-Member vs. Member: Those organization for abbots and commanding reaction from most Knights outside the Order cannot accuse directly knights who have served aboard the those within of crimes. Instead they must flying Heldannic warbirds. Most view The Experten petition a member to make the accusation the Company as a stuffy, high-brow The Experten are a group of twenty on their behalf. There are now enough military club for warbird officers. professional hunters of evil formed by the sympathetic members within the Order The more illustrious Fellows of the Orb Heart and based at Grauenberg. The that the Voice maintains a “Public are the Witnesses, those who have most common Experten are vampire Accuser” office to handle these actually served in outer space and thus hunters, yet there are individuals who complaints. The offices at Freiburg and have come closer to the divine realm of specialize in other types of opponents Grauenberg have done well in this regard, Vanya. (e.g. witchfinders and ghostbusters). but the Accusers at Altendorf are A cheerful and boisterous ceremony The Experten are summoned wherever indifferent, and those at Hockstein rarely awaits those who return from their first evidence of vampire (or other) activity is

5

SOCIETY found. The vampire hunters at persecution of clerics is infamous. Alpha: King Ericall is unworried Grauenberg have been successful in Nevertheless, trade is conducted between about the Knights, trusting in Alphatian reducing the levels of vampirism in their the nations. support to prevent any serious incursions. home town. However several members The Order, however, is examining the of the group are worried that they are Minrothad: Like Darokin, the Guilds logistics of invasion very carefully. merely displacing the vampires rather were one of the first to recognize the than destroying their source. For more Order and it continues to maintain good Helskir: Almost since the invasion of details on becoming an Expert, see the trade relations. Should the Order invade Freiburg, Helskir has believed that the section on Clerics. Norwold or the Isle of Dawn, it might Knights are plotting to conquer the Isle of make use of Minrothad transports to ferry Dawn nation. Helskir’s current Relations with troops. “independence” from the great empires Other Nations places it in a dangerous predicament. Ostland sees the Order as a As a political entity with a burgeoning Ostland: empire, the Heldannic Order has dealings threat to its piratical activities but Rockhome: Rockhome has no with many of the nations of the Known recognizes that it would not survive a formal recognition of the Territories, but World as well as ports of call elsewhere direct attack. They use their alliance with it does trade via the dwarven community on Mystara. Thyatis to keep the peace. in Freiburg.

Vestland was forced into Alphatia: The Empire regards the Vestland: Eusdria: This Savage Coast nation Order as a threat to its interests on the “good” relations with the Order at the shares many cultural similarities with the Isle of Dawn and Norwold, seeing them point of a sword. Heldann’s southern Knights but not their desire for conquest. as little more than a Thyatian invasion barbarians, fearful of the Knights, now Relations appear good but the Eusdrian force. Incidents at Vanya’s Rest with the range into northern Vestland. King would rather be rid of the Alphatian pirate Haldemar initiated the Heldanners if he could. The Knights view poor relations that magnified as Thyatis: Thyatis views the Territories Eusdria as their best option for numerous Alphatian wizards aided the much as it does Karameikos – a satellite establishing a bridgehead on the Savage rebel Halvard. Further complicating nation bought from the crown. The Coast. matters are the substitution of magic for Empire was grateful to be rid of large faith in upper Alphatian society, numbers of Hattian firebrands, and it Ochalea: Ochalea is one of the stops something warned against in the Psalm of assumes, perhaps incorrectly, that the between the Known World and Vanya’s Rectitude. Forthcoming revelations Territories will always be within the Rest. Surprisingly, the Knights are on about the warbird fleet and the Hollow Thyatian Sphere. their best behavior while in port. This World will likely worsen this has not earned them any hopes of relationship. Wendar: The human-elf nation of friendship with the Ochaleans, but it does Wendar is home to many ethnic keep their hosts from meddling in their Darokin: The Republic was one of Heldanners who escaped during the business. the first countries to recognize the initial invasion. Relations are polite and Territories as a nation and enjoys formal at the moment. Should common Hule: The great empire of Hule lies relatively good diplomatic relations. ground for conquest ever be found, the far to the west of the Known World. It Most overland trade for the Knights is two nations would prove a formidable threatens the Savage Coast nations, the conducted by Darokinian merchants. alliance. city-states such as Slagovich, and This permits passage of Heldannic goods potentially the Known World. Hule is a through Ethengar without overly riling Denagoth: While a few agents with mirror image of the Heldannic Order, and the horsemen. the Strands smuggling operation pass is a force of great chaos in the world. through Grauenberg, there is no formal Ethengar: The Ethengar are the recognition between the Territories and Ylaruam, Soderfjord, historic scourge of the Heldanners. The the Shadow Lord’s Kingdom. At the Atruaghin, Sind, the Five Shires, Knights’ presence has only delayed the moment, the Knights seem disinterested Alfheim, and Karameikos: The inevitable pulse of expansion from the in whatever transpires across the Order has no relations with any of these steppes. Menguls, but an ennobled Order would nations as of 1000 AC. be a perfect counter to the chaos of the Glantri: Glantri is viewed with Plateau. suspicion by most of the Order. The border region is a source for a variety of monsters, and the Principalities’

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JOINING THE HELDANNIC ORDER

“If your sword is as true as your faith, newcomer experiences the austerity of his Indentured Servitude your will as strong as your heart, and condition, handling all menial tasks for Not everyone working for the Order your mind as clear as your words, then, priests and Knights alike. Serving joins to start anew. Many foreign and only then will you be worthy of Brethren may be sent to abbeys and other soldiers join for pay and go straight to the Vanya, my son.” garrisons where their help may be training grounds at Freiburg. In addition, - Wulf von Klagendorf needed, and report to the local Chaplain. all households with more than one child As Serving Brethren labor through their must provide one adult, or either sex, The Heldannic Order breaks down into daily chores, Chaplains begin their capable of bearing arms. This service four main branches: one military branch indoctrination and the evaluation of their lasts ten years for both the mercenary and which is the tool of Heldannic territorial skills. The most fortunate are the ones the indentured citizen. expansion, and three clerical branches. with useful labor skills acquired before Without taking the Oath of Service, the They are: the Voice of Vanya handling they joined the Order. These include highest rank a common soldier can aspire general administration, the Hammer of blacksmiths, scribes, cooks, carpenters, to is sergeant. Conditions for being made Vanya responsible for enforcing the and so on. a sergeant include experience and time in Order's laws and ensuring orthodoxy If after a year the Chaplains feel a service, but the individual must be a among the military, and the Heart of Serving Brother does not have what it faithful member of the Church of Vanya. Vanya whose role is to create and takes to pursue life in the Order, they The sergeants are an important source interpret the Order's laws. offer the newcomer to remain a Serving for new priests and knights. They have When used in a military capacity, the Brother permanently or to leave. If the greater experience working the divide clerics are considered “Knights” in-game. Brother's behavior is deemed between the Order and the lay soldiery, Similarly, characters whose class is unacceptable, expulsion occurs before the and they possess an understanding of fighter could find themselves in the end of the year. what their future service requires. priesthood, albeit without the ability to If on the other hand, the Serving Sergeants must take the Oath of Service cast spells or turn undead. Brother proves worthwhile and is willing and then work as a squire until ready for to remain, the Chaplains hold a ceremony Knighthood. Given the experience of the where the candidate takes the Oath of Joining the candidate, this could be a short as a Service. This Oath is a life-time month. Heldannic Order commitment, and it should not be entered One may wonder why people would into lightly. The Chaplains then allow Starting Equipment willingly join the Heldannic Order, but the newcomer to become a squire or a Characters joining the ranks of the Order there are many reasons to do so. novice priest. [Characters would will have their first equipment list preset Volunteers mostly come from Hattian normally start their adventuring careers at to match their first assignment after and Heldanner families but also from this point – Ed.] training. neighboring countries. Novitiate goes on for an undetermined

To outsiders, the Order offers a number length of time, depending on the novice's Archer/Crossbowman: leather amour, of attractions ranging from food and abilities. A squire may be required to dagger, short sword, long bow or heavy shelter for the meekest, to adventures in serve a Brother Knight for several years crossbow, hatchet. faraway lands, or even anonymity and a but in times of crisis, talented squires Pikeman: leather amour, buckler, short new life. All the Order requires at first is may become Knights in just a few sword, dagger, 12ft pike. that recruits adopt a new name – a signal months. Man-at-Arms: plate mail, battle axe or that ties with one’s civilian life are When raised, the new Brother Knight bastard sword, dagger. severed. Save priests of other faiths, one receives his or her proper attire and Sergeant: plate mail, battle axe or may find people from every walk of life equipment, and is transferred to their first bastard sword, dagger, one medium war among the Order, from runaway serfs to assignment, most likely a commandery or horse, unarmored. fallen nobility. an abbey. A novice priest may also need Squire: leather amour, shield, bastard Those desiring to join the Order several years to study theology and sword, dagger, 12ft pike, one light war normally meet Chaplains of the Hammer master the various aspects of priestly horse, unarmored. whose responsibility is to carefully devotion. When raised these new Priors Knights and Priests: plate amour; explain the conditions of life in the Order join one of the three clerical branches, shield, lance, and depending on skills, and its duties. Wealth and personal depending on their skills, and receive horseman's mace, war hammer, bastard freedom become a thing of the past. their first assignment. or two-handed sword, dagger. Knights Instead, the new brother is initiated to the hardships of the Order, its laws and its and priests always have three heavy war discipline. horses and a set of plate barding. The newcomer is given the brown robe of the Serving Brother and, for a year, the

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JOINING THE HELDANNIC ORDER

“Whom shall I fear? Our Lady is the All important garrison commanders and and many exhibit a burning fire for protector of my life: Of whom shall I be a great many of the high-ranking combat that inspires others. afraid? ... If armies in camp should stand commanders in the military come from together against me, my heart shall not the Voice of Vanya making it the most Transferring Branches fear. My voice shall be as hers, and they powerful branch. While membership in the Order is a shall hear me taunt. If a battle should lifelong commitment, branch rise up against me, in this will I be The Heart of Vanya membership is not. Inter-branch transfers confident. Those who stand against me The Heart of Vanya is responsible for are possible, depending on individual shall be smote as if by a hammer from the communion with Vanya and the spiritual skills and circumstances. Priests of the sky.” well-being of the Heldannic Territories. Hammer who are too old to bear arms - Psalm 26, Vania illuminatio mea These duties include holding temple generally “retire” to the Heart, and those services, studying Holy Scriptures, and picked as bishops affiliate with the Clerical duties and overall control of interpreting the will of Vanya through Voice. Finally, secular knights may the Heldannic Order are divided among omens and meditation. The Heart also become priests later in their career. This the Voice, the Heart, and the Hammer. defines what constitutes heretical lateral move generally carries a demotion Each branch is lead by a senior priest of behavior, and creates, amends, and in rank (even to Serving Brethren), but a Vanya called a Primate. In the case of maintains the Order's secular and rare few have become priors or even the Voice, the Primate is also the sectarian laws. abbots. Hochmeister or Grand Master of the The Heart of Vanya is based at the Order. Holy Citadel at Vanya’s Rest, but its Clerical Ranks Below the Grand Master sit the two priors are widely dispersed throughout The Heldannic Order maintains the Primates of the Heart and Hammer, and the Territories serving as magistrates. following rankings among the clergy (in below them the Grand Knights of the Priests drawn to this branch are of a descending order): primate, bishop, Military branch, who are the most senior more scholarly bent, but even scholars of abbot, prior or chaplain, and serving warriors in the Order. At this point, the Vanya are expected to be of strong arm. brethren. clerical and military rank structures split. Primate: Primates are the official The current leaders of the Heldannic The Hammer of Vanya Order are Wulf von Klagendorf (Primate leaders of the three clerical divisions. The Hammer of Vanya is the executive of the Voice and Grand Master of the When vacancies arise, two candidates for branch of the priesthood, working to Order), Konrad Blutfelden (Primate of the Primacies of the Hammer and Heart enforce both religious and secular Law. the Hammer) and Maude Erstenlicht are selected internally by the College of The branch oversees indoctrination of (Primate of the Heart). Abbots. The Grand Master then elects on soldiers in the military branch and the candidates, subject to approval by a watches for unorthodox thinking in the majority of the Synod. For selection of a The Voice of Vanya Order. It is also involved with rooting out new Primate of the Voice, see the The Voice of Vanya handles the heretical behavior and the conversion of description of the Grand Master. administration of the Order, which non-believers to the ways of Vanya. Primates of the Heart and Hammer are includes finances, acquisitions, The Hammer maintains an important addressed as Your Eminence and Your management of property, diplomacy with presence among the military. Its Grace, respectively. foreign powers and overall decision- chaplains serve with both combat units Bishop: This rank is only in use making for the Order. The Grand Master and commanderies. They normally fight within the Voice. Bishops are the of the Order is the de facto Primate of the with their namesake, the war hammer. administrators for large population Voice. Chaplains also serve as the common centers and are more commonly referred The Voice runs substantial banking guard detail (Sergeants-at-Arms) for to as Landmeistern. They handle civil operations under assumed names in senior clerical officials. affairs as well as sectarian ones, and local Thyatis, Darokin and the Isle of Dawn. It Chaplains control the screening and clerics of all branches report to them. At manages these funds and any taxes recruitment of new soldiers. This present, there is a bishop for Freiburg, collected from occupied lands. includes both volunteers and those called Altendorf, Hockstein, and Grauenberg. The Voice may veto new laws proposed up to serve. Another bishop oversees Hattias and by the Heart. Such vetoes are then placed The Hammer reserves the right to serves as the Order’s representative to the before the Synod, which is composed of elevate lay brethren to the rank of knight Church of Vanya. Historically, a sixth all Grand Knights and Abbots. A simple and accept acolytes among the clerical bishop tended to both Oostdok and majority decides the outcome. branches. Stonehaven, but the latter recently The largest concentration of members The Hammer contains almost half of received its own bishop. Abbots of all of the Voice is in Freiburg although the Order’s clerics. Members of the branches, knights banneret, and Grand several members of this branch are also Hammer are expected to be physically fit, Knights are eligible to be nominated by present in the Holy Citadel.

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JOINING THE HELDANNIC ORDER the Grand Master for approval by the with the title of Admiral. However the brother knights, three squires, two Synod. Heldannic Knights are not a traditional sergeants, six men-at-arms, twelve Abbot: The abbots are the leadership seafaring people so their navy remains archers or crossbowmen, one ballista corps for the Order’s clerics. Each abbey limited in scope and ability. The real (and crew), one Chaplain, and four is under the care of an abbot or abbess, as power of the Military branch is contained Serving Brethren to handle menial tasks are seminaries. Abbots are also assigned in the Luftflotte, a specialist fleet of inside the commandery. Another twenty- to naval flagships, and division command flying ships, called warbirds. five hired peasants, who do not reside on lances. Finally, several senior abbots aid The senior ranks in the military are all site, tend to some thirty acres of farmland the primates and bishops in the execution Knights in the Order; however, the lower and the commandery's. The House, as the of their responsibilities. One abbot with ranks are mostly indentured soldiers. knights call it, provides several the Heart manages the Experten. These are conscripts taken from the dormitories, stables for the knights' Vacancies at the abbot level are native inhabitants of the Territories and horses and mules, a mess hall, a chapel, a handled internally by each branch. The cannot rise in rank unless they swear the few individual rooms including the primate selects a candidate from a short- Oath of Service and join the Order. Commander's own quarters, and a kitchen list prepared by a three-abbot panel. These lay soldiers receive a small which form the fortified dwelling. A barn Candidates should have a minimum of monthly pay which is normally sent and other wooden structures used for three years work as a prior. directly to their families. farming stand outside the commandery. Prior: Most day to day activity, The knightly stations are, in descending In settled and pacified lands abbeys including healing, training, and sermons, order, Grand Knight, Knight Banneret, endeavor to develop the region's are conducted by the priors. Priors and Knight Bachelor, and Knight. The basic agricultural potential in addition to the Abbots are given the title of Reverend Knighthood carries no command exploitation of their own estate. They Father or Reverend Mother. authority (save that over commoners), but provide religious services to common Chaplain: The Hammer’s priors are the others do. Relative to other armies, folk as well as medical, and educational known as chaplains. One chaplain the first three ranks are similar to services. They also collect taxes, handle accompanies each commandery, ship, or General, Captain, and Lieutenant. local recruitment, and conduct any police warbird to ensure that the Knights stay In the Heldannic Order, the Squire and duties in the absence of the military. true to the Order and bolster their faith in Sergeant-at-Arms designate functions Taxes are then shipped the closest main times of difficulties. Other chaplains are and not specific ranks. In fact, one of the garrison to be entrusted to the Voice. attached to seminaries, or form auxiliary Sergeants-at-Arms is either a Grand These abbeys also provide peaceful units for civil and military causes. Knight or a Knight Banneret who acts as retirement to elderly brothers who have Serving Brethren: The Serving an army commander's seneschal. A become incapable of handling their Brethren occupy the lowest position Squire is equivalent to a Sergeant, but duties. All three clerical branches reside within the Order’s hierarchy. They unlike the latter, squires have taken their in these abbeys, but the Heart often fulfill menial tasks, but as a rule, they are Oath of Service to the Order. directs daily business. not poorly treated by their superiors. Clerics (or knights who have become In recently acquired lands fortified priests) can also be part of the Military. abbeys have the crucial responsibility of [Editor’s Note: Clerical levels are not a They obey military officers as long as suppressing the desire and means for pre-requisite for advancement in the they are assigned to a military corps and armed resistance. They work to reduce Order’s hierarchy – vacancies, time in revert to one of the clerical branches as the influence of other faiths, slowly service, and demonstrated commitment soon as their military service ceases. converting local population to the cult of are. Thus, fighters, thieves, and even Consequently, most senior clerics in the Vanya. These abbeys follow a much magic-users can segue into the clerical Order have seen active military service. harsher lifestyle and discipline than any branches.] other garrison in the Order. They are Out and About often used as a place for unruly brethren The Military There are two types of garrisons, the to expiate crimes and learn the Ways of Vanya the hard way. The Hammer runs The Heldannic Military provides the commanderies, which hold a military all these outposts. Depending on the force by which the Order captures and function, and the abbeys which fulfill all need, a military detachment may be holds new territory. The bulk of the other functions. garrisoned at the abbey. An average Military is made up of a large infantry Commanderies include anything from a abbey includes an Abbot, up to twenty force (the Heldannic Army) and a fleet of fortified house to a large castle. They dot Priors or Chaplains, and up to two ships (the Heldannic Navy). Seafaring the lands of the Heldannic Territories, hundred Serving Brethren. The Order ships are used to haul merchandise or guarding borders, roads, and other operates around 70 abbeys in the rural military supplies, and patrol coastal strategic points against incursions and areas. waters in the Heldannic Territories. The banditry. A small commandery head of the sea fleet is a Grand Knight detachment typically includes a Commander (Knight Bachelor), two

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JOINING THE HELDANNIC ORDER

“True glory first comes from within for Humility: A brother must show Punishment and Penance without a soul or merit, conquest remains humbleness in words and behavior to all Members of the Order occasionally fail but a hollow deed.” in the Order, for no mortal is fully worthy in their duty, and different punishments - Inge Gottfried in the eyes of Our Lady Vanya. apply depending on which Article was Virtue: A brother must never envy, violated. They are listed below in The Heldannic Code cheat, lie to, or steal from a fellow decreasing order of severity. Discipline in the Order is notorious brother, wager, play games of chance, or Magistrates from the Heart may at their throughout the Known World. It is based pursue frivolous goals. discretion upgrade or downgrade upon a code of conduct developed at the Cleanliness: A brother must penalties to reflect circumstances. For the Order’s inception. The Code applies to endeavor to remain clean in body, in sake of expediency, garrison commanders all members, including indentured clothing and in arms so as not to soil or may apply sentences requiring soldiers. The Twenty Articles of the damage the Order's property and Atonement and Hardship directly without Code are listed in decreasing order of symbols. the presence of a magistrate of the Heart. importance and priority. Achievement: A brother must never offer or accept material goods or services Articles 1-4: Loss of the House – the Devotion: A brother must honor Our in order to gain or entitle another brother brother is banished from the Order and its Lady Vanya and none other than Our to a greater standing in the Order. lands; confiscation of arms and clothing Most Gracious Guide, and in every way Poverty: A brother must neither seek bearing the mark of the Order or of support Her Purpose. Brother Knights nor conceal from the Order any material Vanya; branding on the forehead. The and brother priests must display Her wealth. Temporal goods must be Order and subjects of the Heldannic Symbol at all times, clearly and conferred to the Order for the benefit of Territories may not harbor, help, or unequivocally. all. consort in any way with a branded Order: A brother must abjure and Abstinence: A brother must steer criminal. The penalty may be upgraded to shun all portents and cohorts of Chaos, clear of the tyranny of hard beverages a death sentence in case of extreme and and cleanse the Order from its baneful and unhealthy substances corrupting the damaging cowardice, treachery, or corruption. body and the mind. heresy. Obedience: A brother must obey Frugality: A brother must shun Commanders of the Order immediately gluttony and all excesses so body and Articles 5-8: Loss of the Robe – the and without question as long as the mind remain healthy, robust, and alert as brother is permanently condemned to Devotion to Our Lady Vanya and the shown by Our Most Gracious Guide. wear the brown robe of the Serving Order are preserved. Hard Work: A brother must labor at Brother; 1-10 years hard labor in an Loyalty: A brother must hold fidelity all times for the benefit of all, for it is abbey of the Hammer, depending on the to the Order above and beyond his own through one's hardship that spring forth gravity of the damage to the Order. life and well-being. A brother must never power and prosperity. permit harm to come directly or Chastity: A brother knight or a Articles 9-12: Temporary Loss of indirectly to a fellow brother and the brother priest must resist the temptation the Robe – the brother is condemned to Order. of mortal flesh for it engenders Chaos wear the brown robe of the Serving Discipline: A brother must never and peril to the Order. Brother for one to three years; the brother break rank or abandon a post, or cause Celibacy: A brother must devote his must regain status and rank as a harm to the Brotherhood through lack of time, thoughts, and efforts on this mortal newcomer. Penalties for simony (the attention or dereliction of duty. world to Our Lady of Vanya, and shun selling of pardons or indulgences) or Bravery: A brother must endeavor to matrimony and affairs of the heart. murder of a brother are automatically show courage and boldness in combat, so Restraint: A brother must not act in upgraded. long as Obedience and Discipline are anger, or in revenge, or in provocation for preserved. therein lie the seeds of Chaos and Articles 13-20: Atonement and Respect: A brother must show all Destruction. Hardship – 6-24 lashes; fasting and due deference to commanders, to Duty to the People: A brother praying before the altar until collapse. companions, and to The Law, in words must protect any and all subjects of the The punishment may be downgraded to and behavior, and shun any and all Heldannic Territories in danger of falling 1-6 weeks at an abbey of the Heart to profanity. before Spawns of Chaos. pray, meditate, and repent, especially for Self-sacrifice: A brother must elderly, frail, or unhealthy brethren. entrust his life and well-being to Our Most Gracious Guide to protect the Order, a fellow brother, and the honor of Our Lady Vanya's name.

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JOINING THE HELDANNIC ORDER

The Amendments Customs and Attitudes Clothing and After the election of Grand Master Despite, or possibly because of, the Identification Klagendorf in 980 AC, the Heart and the Order’s strictures, the Heldannic Knights Lay brethren and novice priests Voice have enacted several amendments have developed a number of strong and normally wear a brown surcoat. to the Code. These reflect practical issues often contradictory customs and attitudes. Sergeants and squires also wear a patch which the original Code failed to The Knights are often driven, sewn on the upper left of the chest adequately address. unyielding and difficult, believing their displaying a white shield with a black opinions divinely justified. The prejudice lion rampant. Knights wear a white First – Devotion: Indentured brothers against those who do not have clear tabard with a large lion rampant and their in arms of another faith than Vanya are “Heldannic” (meaning Hattian) heritage mounts normally have matching tolerated, but must keep their faith is one such maladaption. Some among trappings. discreet and to themselves. the Heart believe it to be against the Priests wear black robes or surcoats and Ways of Vanya and fear that this on- hang a silver chain with a lion-shaped Second – Respect: A brother must going hypocrisy not only deprives the medallion around their neck. Etched take meals in silence as the Holy Order of useful skills, but may also inside the medallion is either a heart Scriptures are read by the brother encourage dangerous internal conflicts supporting a flame, a hammer, or a star, chaplain. and threaten the Order's cohesion. indicating the priest's branch. Priests In other areas the Knights are more serving in the military (in functions other Third – Cleanness: A brother must reasoned. They do not favor one gender than the Hammer) wear Knightly attire. endeavor to wear appropriate and over another with regards to function, All shields used in the Order are white complete attire at all times. rank or status, although separate barracks with the black lion rampant. are employed to avoid discipline Soldiers wear markings to identify the Fourth – Achievement: The Order problems. Members of the Heart are location of their home garrisons. For may reward a returning brother with predominantly female, but the main infantry, this consists of a colored items of magic as appropriate to rank and factor influencing this tendency is armband on the soldier's weapon arm. achievement. Vanya's past as a warrior-princess. All The band color indicates the province. If members of the Order who have taken the the unit is from a settlement other than Fifth – Poverty: A brother is entitled Oath of Service must observe chastity, the province seat, three additional ribbons to a stipend to cover minor personal costs others merely celibacy. Disgrace and hang from the armband to specify the when involved outside the Order. banishment awaits knights and priests location. If the unit is from a rural breaking this rule. Lesser members are garrison, perhaps outside of the severely punished but not released until Sixth – Celibacy: Indentured brothers provinces, such as a remote commandery the end of their term. in arms may take a spouse but must keep or abbey in the Sudbergen, a metal token A recent, and rather worrying, matrimonial life discreet and to is fastened to the armband or the nearest development is that of Brother Knights themselves. province. Tokens traditionally show a serving in the same unit who seal their lion, a star (spur), an acorn, a clover, a companionship by sharing blood. They sun, a moon, a rose and a thistle, in order Seventh – Restraint: A brother must cut open their forearms and apply the forego undue cruelty to people and of importance or proximity to the closest wounds together. Although tolerated urban center. animals, and respect the property of among the military, the practice is Heldannic subjects and the Order. frowned upon by the priesthood as it is Province Colors thought to conflict with some aspects of Other amendments could arise as the Freiburg Black rules 2 and 3. The fear is that fraternal Vanya’s Rest White Order continue to evolve, perhaps loyalty may supersede faithfulness to the prompted by the actions or decisions of Altendorf Black and white Order and obedience to its commanders. Hockstein Red and white the players’ characters. Grauenberg Green and white Oostdok Orange Holidays Stonehaven Brown and yellow Vanya’s Dance (Felmont 6): The Heldland (1010) Blue and white knights don full armor and perform an Oceansend (1011) Purple and white ancient dance around bonfires. Vanya’s Day (Sviftmont 8): Cavalry markings appear instead on Commemorates the mythic victories of pennoncelles flying at the tip of the Vanya against various foes. Duels are knights' lances. Ribbons (if any) are permitted on this day. attached to the lances while tokens

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JOINING THE HELDANNIC ORDER become metal rings fastened to the lances Medals and Decorations The Hilt (lances are generally white). There are five decorations that are Awarded for: Great Bravery or Army units display a square standard, at awarded for exemplary service in the Outstanding Leadership in Combat least six foot large, which remains Order and three for common service. Requested by: Three abbots of the Voice unfurled for the duration of a campaign or Knight Bachelors or deployment. The main battle's The Gorgerin Appearance: This award involves the standard displays the black lion rampant Awarded for: Bravery in Combat. alteration of the recipient's weapon, over a white field. Requested by: One chaplain or knight including the addition of three lion head These standards are permanently bachelor (or higher) motives to its hilt. The three decorations blessed to bestow a +2 bonus to the Approval by: Offices of the Voice symbolize strength of heart, body, and morale ratings of Heldannic troops within Appearance: The Gorgerin looks like a mind. 100 yard radius. These standards are crescent-shaped silver plate with a silver Effect: While in hand, the Hilt provides a magically treated and are impervious to chain and is worn around the neck. +1 bonus to saves against fear and all darkness, continual darkness, as well as Symbolism: Warrior’s armor mind-control spells. normal and magical fires. Upon Effect: Once a day, a gorgerin provides command, a standard can radiate a the effect of a bless spell to its owner. The Eagle continual light (at will) and dispel fog Eligibility Note: The Gorgerin is Awarded for: Highest Duty and Service and smoke once a week within 100 yard currently the only military decoration that to the Order radius. can be awarded to an indentured soldier. Requested: two of the three Primates A three-foot, square banner marks the Appearance: The Eagle is a marshal's position of a Chapter commander. A The Garter baton made of obsidian surmounted with banner displays the usual black lion over Awarded for: Outstanding Support or a small silver eagle spreading its wings. a white field with its border indicating Demonstration of the Faith It symbolizes glory above all. the commander's province of origin (the Requested: three abbots of the Heart Effect: When invoking Vanya's name, the assigned garrison), along with any Approval: by abbots baton may be wielded as a semi- ribbons and tokens. These smaller Appearance: The garter is a discreet, corporeal melee weapon of any useable banners are blessed so that all Heldannic black band worn on the right thigh, just type. The weapon is +1 to hit and troops fighting within 30 yards do so above the knee, symbolizing humility in damage. Against chaotic opponents of with a +1 bonus to hit. faith. ten or greater levels/HD, the Eagle has Left Flanking Chapters add a black trim Symbolism: Humility in faith additional effects equivalent to a light to the border. The color scheme is Effect: The garter provides a +1 bonus to belcher's “Holy Glaive”. reversed for the right flank. any Wisdom-based saves and checks. Awarding Note: The Eagle is the highest Knight Bachelors carry a . A decoration awarded in the Order. Few single tail pennon is generally attributed The Cord have received it, and in most cases, the to a secular knight, while a commanding Awarded for: Advancement and Eagle was awarded posthumously. priest would carry a double-tail pennon. Protection of the Faith are two to three feet long and a Requested by: Three Abbots of The Oak Leaves foot wide. A pennon is either black or Hammer Awarded for: multiple attainment of an white (without the lion), and shows the Approved by: as above award commander's place of origin much like Appearance: The cord is a simple, black Appearance: The awards are small oak Chapter banners do. In a cavalry unit, it and white braided rope worn as a belt. leaves made of green enamel and gold is generally considered bad form for The black and white braid symbolizes which can be embedded in or attached to other knights not to join in their law and order, and the cord's knot, the the garter, the cord, or the hilt (the Eagle commander's prayer. The bonus remains undying loyalty to the brotherhood. can only be awarded once in a lifetime). until the end of the battle, or until the Symbolism: colors – law and order, knot Each oak leaf stacks a +1 bonus to the pennon is either destroyed or captured by – undying loyalty to the brotherhood effect of the original decoration, up to a enemy forces. Effect: The cord provides its owner a +1 maximum of +4. Typically, a banner or standard bearer to all saves against chaos magic (spells is a Sergeant-at-Arms, and it is consider a cast by chaotic wizards or priests). In addition to the major awards above, position of high honor. Benefit Note: Once awarded, the cord the military issues the following standard During engagements, units may be must always be worn. Should the cord be awards: moved out of their garrison Chapter and removed, the owner suffers a permanent - The Pin, for any combat engagement incorporated into a similar-arms unit. 1 to all saves (not merely against chaos The Ribbon, for any involvement in a magic). declared campaign The Button, for passage across the equator (naval tradition only)

12

CREATING HELDANNIC CHARACTERS

"Be compassionate, but be no fool. If the Select a hometown: You may elect For other demihumans, the Common knight yields, spare him. If not, strike him to choose where the character was raised; Tongue is Thyatian. Lupin characters with all your strength to crush his bones otherwise, it is determined randomly speak Thyatian and either Renardois or and cast his soul back to whence it below. Use the ethnicity modifiers above Lupin (two lupin languages from the came." with the following class/occupation Savage Coast). - Geoffrey of Heldann modifiers below. Though it is not available as an initial choice for non-halflings, Heldannic Available Cleric (Vanya) +15 Paladin** +0 Creole can be learned later. Cleric (Native) -15 Magic-User +10 Character Classes Cleric (Other) +25 Thief +20 Select skills: Initial skill choices All of the standard character classes are Druid -25 Ranger* -15 Fighter +0 Barbarian* -20 should reflect the character’s class and represented in the Heldannic Territories. Knight/Cavalier* +10 Sorcerer* -20 heritage. Below are suggested choices, Fighters and clerics are the most Avenger** -10 Experten -5 but the referee is free to adjust these lists. prevalent, but magic-users, thieves, and * Knight/Cavalier includes anyone involved with the Order’s military. Ranger, Barbarian, Sorcerer, demihumans can also play a part in a Fighters: two of Alertness, Bravery, Heldannic campaign. and Cavalier refer to those classes found in AD&D (1st and 2nd Editions) and 3.x D&D. Riding (Horse), Hunting, Weapon The introduction of low-level druids ** The modifiers for Avengers and Paladins apply Smithing, Armorer, Fletcher/Bower, or (primarily within the Altenwald), gnomes regardless of specific allegiances. Paladins include Code of the Order (required for those in Champions of Vanya and the future Pathfinders. (Freiburg), and lupins (Freiburg, service), Survival

Altendorf) are appropriate campaign Clerics (Vanya): Honor, Code of the This home settlement does not have to additions. Order, one of Administration, Finance, be the same as the character’s current Three new class options are presented Detect Deception, Masonry, or a Fighter residence at the start of the campaign for name-level use in Heldann (prestige Skill session. classes in 3.x language). The Experten is Clerics (Native): Honor, Heldannic a name-level option for clerics who fancy Sagas d00 Settlement themselves hunters of the undead and Thieves: three of Survival, Alertness, other spawns of chaos, while the 01-05 Freehold (Heldland) Riding, Hunting, Appraisal, Bargaining, Champions of Vanya and the Pathfinders 06-10 Village (Heldland) Detect Deception, Signaling are paladin variants tailored to the unique 11-20 Freehold (Altenwald) Magic-User: two of Astrology, moral and ethical setting of the Order. 21-25 Village (Altenwald) Astronomy, Alchemy, Alternate Magics, 26-35 Freehold (Sudbergen) Herbalism, Languages Creating a Character 36-40 Hockstein Dwarf: two of Appraisal, Bargaining, After rolling up a character’s ability 41-50 Freehold (elsewhere) Metalworking, and Barrelmaking scores and choosing a class, its time to 51-60 Village (elsewhere) Gnome: two of Appraisal, Bargaining, personalize the PC so that he or she 61-51 Altendorf History of the Gnomes, Gem-cutting properly reflects his background as an 71-80 Grauenberg Halfling or Elf: no requirements inhabitant of the Heldannic Territories. 81-00 Freiburg Lupin: Detect Deception, Tracking

All Hattian, Select a gender: Both cultures have Select Languages: Several new skills are presented at the Thyatian, and Kerendan characters begin a rough parity between men and women. end of this section with the Thyatian language as their Select an ethnicity: The particular common tongue. ethnicity has an effect on the character’s Select Starting Equipment: Most Native Heldanners must choose either home, if randomly determined. standard equipment is available for Thyatian or Heldannic as their common purchase in Heldann, but a security tax is tongue. Ethnicity Mod. imposed (see “Currency and Character Beyond this initial choice, the player is Human Economy”). Crossbows – the preferred free to choose bonus or skill languages as Heldanner +0 weapon of assassins – are illegal to the seems proper. Alphatian, Northman, Hattian +15 common populace. Glantrian, Darokinian, Minrothaddan, Thyatian/Kerendan +20 Characters that opt to serve the Order in Ethengarian, and Genalleth Elvish all Other +25 some capacity, such as indentured have important trade uses, while Elf soldiers, will be equipped as appropriate Traladaran (Boldavian) or a humanoid Vyalian +25 to their service. See the sections on the language might be an asset in various Genalleth, Other -20 Military and Clerics for further regards. Dwarf Any +25 explanation. Halflings’ first language is Heldannic Gnome Any +65 Halfling Any +65 Creole, a mix of Heldanner and Lalor.

13

CREATING HELDANNIC CHARACTERS

Names Hanna, Helga, Hildigunn, Hildur, Krimhilde, Krista, Lara, Lea, Luise, A character’s name should reflect his or Hjördís, Ingibjörg, Jóhanna, Jóna, Luitgard, Lydia, Lysanne, Magdalene, her background. Most characters in the Kristjana, Lára, Lilja, Margrét, Maria, Maja, Monika, Natalie, Nina, Nora, Olga, Territories are either native Heldanners or Pála, Ragnheiður, Ragnhildur, Sigrún, Regina, Renata, Romy, Roswitha, Ruth, Hattians, and examples are given for both Steingerðr, Svana, Svanhildur, Þórdís, Sandra, Sascha, Silke, Sonja, Suse, ethnic groups below. Unnur, Valdís, Vigdís Swanhild, Tanja, Theresa, Thora These lists are by no means exhaustive, (frowned upon), Trudi, Ursula, Viktoria, but they are representative of the Heldanner Surnames: The use of Wilma common feel of names. Heldanner and family names is absent from the Hattian names are inspired by Icelandic Heldanner culture. If necessary, they will Surnames, Hattian: Hattian and German names, respectively. generate a patri- or matrilineal construct surnames, like real-world German with –son/sen or –datter/dottir (e.g. surnames, can be formed in a variety of Linguistic Notes: Terminal –(u)r is a Halvardson, Jónasdatter). ways. They can be generated from given grammatical marker. So, Grim, Grimr, names (Gottfried, von Hendriks), and Grimur could all be used to identify Hattian Names, Male: Alban, occupations (Schmidt), animals and the same person. Albrecht, Alfons, Ansgar, Anton, Armin, objects (Löwe, Vogel, Hammer, Weide), “Д or “ð” is a letter called “eth,” and it Arndt, Arnold, Artur, Barnabas, place names (Grauenberg, Klagendorf), is pronounced as the “th-” in “then.” It is Benedikt, Bernd, Boris, Burkhard, Detlef, or expressive adjective-noun compounds sometimes rendered in English as simply Diederick, Dieter, Dietrich, Eberhard, (Erstenlicht, Blutfelden, Hundkopf, “d.” Eckhard, Edmund, Egon, Elias, Liebknecht, Schwarzenegger, Osterhaus, “Þ” or “þ” represents the letter “thorn.” Emmerich, Engel, Engelbert, Erich, or Stamhoffer). There are also novel It is pronounced as the “th-” in “thin,” Erwin, Ewald, Fabian, Franz, Frej surnames (Adler, Bismark, Bohr, Luger, and it is often rendered in English as (frowned upon), Friedemann, Friedhelm, Weill). simply “th.” Friedrich, Fritz, Georg, Gerhardt, Many newly Gottfried, Gregor, Gunther, Gustaff, Vanya-form Names: Hans, Harald, Hartmann, Hartwig, coined names that feature references to Heldanner Names, Male: Heinrich, Heinz, Helmut, Hermann, Vanya are beginning to appear in the Aðalsteinn, Agnar, Arnar, Asmud, Hilbert, Hildebert, Horst, Hubert, Hugo, registries for both ethnic groups. These Baldur, Bjarni, Björn, Bolli, Droplaug, Ingolf, Jakob, Jan, Johann, Jörg, Josef, names include: Vanrich, Vanyaburg, Eggert, Egill, Einar, Eiríkur, Eysteinn, Jürgen, Karl, Karlmann, Kaspar, Klaas, Vanyamund, Vanhold, Vanrad, Eyvindur, Flosi, Friðrik, Gestur, Gísla, Klaus, Konrad, Kurt, Lamprecht, Vanyabert, Vanhardt, Vangardt, and Glaumur, Grettir, Grimur, Guðmundur, Leonhard, Linus, Lothar, Ludger, Vanhilde. Gunnar, Gunnlaugr, Hákan, Hallbjörn, Ludwig, Luitger, Luitpold, Lukas, Lutz, Halldór, Hallfreðr, Hallgrím, Hallur, Manfred, Mattias, Maximilian, Norbert, Halvard, Hámundar, Hannes, Haraldur, New Skills Olaf, Oral, Ortwin, Oskar, Otto, Pankraz, Hedin, Héðinn, Helgi, Hinrik, Hjartar, Code of the Order: The character is Raimund, Rainer, Reinhold, Rolf, Hjörtur, Hogni, Höskuldur, Hrafn, familiar with the laws and strictures of Rüdigger, Rudolf, Severin, Siegbert, Hrafnkell, Hrappur, Hrútur, Illugi, the Heldannic Order. Siegmund, Silvester, Thomas, Thorsten Jóhann, Jóhannes, Jón, Jónas, Jónatan, Masonry: The character understands (frowned upon), Ulrich, Utz, Viktor, Kári, Ketil, Kjartan, Kristján, Kolskegg, engineering from a cryptic, religious or Walter, Wendel, Werner, Wolfgang, Kormákr, Kveldúlfr, Lárus, Ljot, Lúðvík, mystic view point. Wolfram Magnus, Mörður, Njall, Oddur, Heldannic Sagas: The character is

Ögmundar, Ólafur, Önundar, Óskar, familiar with the oral history of the Agnes, Alena, Ósvífur, Otkell, Páll, Pétur, Rannulf, Ref, Hattian, Female: region’s natives. Rogan, Sámr, Sigfúss, Sigurður, Sindri, Amalia, Andrea, Anna, Annelie, Ava, Read Runes: The character can read the Skallagrím, Skarp, Snorri, Starkaður, Barbara, Beatrix, Bertha, Brunhilde, Runic Script common to the north. Steingrímur, Sturla, Thjóstólfur, Þór, Caecilia, Clara, Dana, Dietlinde, Doris, Rímur Composition: The character can Thoraren, Thorbjörn, Thorgeir, Þórir, Dorothea, Ebba, Edith, Eleonora, compose or recite metrically ingenious Thorkell, Thorleik, Thórodd, Thórólfr, Elfriede, Elisa, Elsa, Emilie, Erika, narrative poetry based upon the sagas. Thorstein, Thórðar, Thrínn, Tryggvi, Úlr, Ermentraude, Eva, Felicie, Flora, Frauke, Warbird, Sailing: The character can use Valgar-eth, Vigg, Vilhjámur Freja (frowned upon), Frieda, Gerda, the sails and wings to maneuver a Gertud, Gitta, Greta, Gretchen, Gretel, warbird. Warbird experience is needed. Gudrun, Hanna, Hedwig, Hedy, Heidi, Heldanner Names, Female: Anna, Warbird, Piloting: The character can Helga, Helmine, Hertha, Hilda, Ásdís, Aðalbjörg, Bergthóra, Bjarna, helm the magical flight of a warbird. Hildegard, Ida, Ilsa, Inge, Ingrid, Jessika, Björk, Brynja, Eydís, Fríða, Fríðrika, Only clerics with warbird experience can Johanna, Jutta, Karin, Karla, Karoline, Guðlaug, Guðrún, Halldóra, Hallgerður, have this skill. Katarina, Katrina, Katja, Klara, Kora,

14

CLERICS, EXPERTEN, AND CHAMPIONS OF VANYA

“They are seen to be a strange and Speak with Monsters: Vanya’s Rage The Sword of Vanya takes any weapon bewildering breed, meeker than lambs, (new) wielded by one of Vanya’s faithful and fiercer than lions. I do not know whether Wizardry: Juggernaut (new) makes it +5 to hit and damage. Further, to call them monks or knights because one attack against the wielder is though both names are correct, one lacks Arm of Vanya automatically parried each round. the monk's gentleness, the other a Level: 3rd knight's pugnacity.” Range: touch Hammer of Vanya Duration: 6 turns Level: 5th - Bernhardt von Klarwald Effect: one creature Range: 240 feet De Laude Novae Militiae, AC 979 Duration: Instantaneous The target of this spell has strength 18 (if Effect: Explosion, 40 feet diameter Clerics of Vanya applicable) for the spell’s duration. In The Heldannic Order’s clerics are addition, the character or creature This spell produces a concussive-force instilled with a strong martial tradition. receives a magical +2 to hit and damage. version of the 3rd level magical spell The use of swords is a part of this fireball. The spell requires a throwing training. Dagger of Vanya hammer, which is destroyed upon The list of permissible weapons is: Level: 4th explosion. hand axe, club, throwing hammer, war Range: 150 feet hammer, mace, dagger, spear, short Duration: 1 round Esprit de Corps sword, normal sword, bastard sword, Effect: creates 1 or more arrows Level: 5th two-handed sword, lance or thrown rock. Range: 120 feet The cleric begins with three initial At 8th level, a cleric may throw two Duration: 2 rounds/ level weapon mastery slots, if that option is unerring, magical daggers. An additional Effect: Special used in your campaign. dagger is produced every 4 levels above To offset this slight edge, the Order’s 8th. Otherwise, the Dagger of Vanya is This spell is an advanced form of bless. clerics are slower to develop the ability to equivalent to magic missile. All of Vanya’s faithful within range have turn undead. Treat the cleric as one (1) a morale of 12, are immune to fear and level lower for turning purposes. First Detect Chaos and Heresy charm attacks, are +1 to hit and damage, level clerics turn skeletons on a 9 and Level: 4th and +2 on saves. zombies on an 11. [Note: this lag Range: special effectively disappears at the highest Duration: 1 round/ 2 levels Holy Symbol levels of play – Ed.] Effects: special Level: 6th Range: touch Clerical Spells Detect Chaos and Heresy has two Duration: permanent The clerical spells permitted to the Order simultaneous effects operating at Effect: creates one magical inscription differ slightly from the standard list. The different ranges. In the first mode, the following spells have substitutions. cleric senses the presence of Chaotic This spell is a lesser, clerical version of individuals, magic, etc. within 120 feet. symbol. The holy symbol, also known as Detect Evil: Analyze (as Magical spell) This sense measures the rough magnitude the Writ of Vanya, affects the faithful Protection from Evil: Detect Danger (as Chaos and the direction of its greatest who view the inscription (save Druid spell) concentration within the detection range. permitted). The effect lasts one hour. Snake Charm: Shield (as Magical spell) Within 10 feet of an individual or object, Mob: Those affected become a mob that Speak with Animal: Read Languages the secondary aspect of this power is attacks a specific class of target. (as Magical spell) available. The spell acts as know Examples include: magic-users, wise Growth of Animal: Arm of Vanya (new) alignment, but it also reveals heresy women, and clerics of another faith. Animate Dead: Dagger of Vanya (new) within the individual. This is broadly Persist: Those affected do not die from Protection from Evil 10 Feet: Detect construed to cover seeming minutia such disease, poison, or injury. Characters Chaos and Heresy (new) as taking Vanya’s name in vain, to that would otherwise perish drop into a Speak with Plants: Protection from working to subvert the Order, or even comatose state. Those not healed within Normal Missiles (as Magical Spell) being a Freyja-worshipper. the hour die. Sticks to Snakes: Sword of Vanya (new) Confess: Those affected run to the Dispel Evil: Hammer of Vanya (new) Sword of Vanya nearest cleric to confess their deeds and Insect Plague: Esprit de Corps (new) Level: 4th hearts. They will undertake any penance Aerial Servant: Holy Symbol (new) Range: touch handed to them (as quest). Create Normal Animals: Defiance Duration: 6 turns Chastise: This version affects non- (new) Effect: enchanted weapon believers as well as believers, and is cast

15

CLERICS, EXPERTEN, AND CHAMPIONS OF VANYA as a 7th level spell. Those who fail their Juggernaut 3. gains one lore skill level in a particular save writhe in agony, losing 0-3 (1d4-1) Level: 7th type of opponent (see below); hit points per turn. Spellcasting is Range: 5 feet 4. attacks this opponent at +1 at 9th; and impossible during the agony, and Duration: 20 minutes 5. gains the ability to research a case. afterwards the character performs at -4 to Effect: one individual all combat rolls, saves, and ability Thief skills and the attack bonus (up to checks. The character must subsequently This spell is identical to the magician +5) improve one step for every three save against fear whenever an icon or spell of the same name (see Gaz F5) but additional levels. Three of the additional representative of Vanya is present. may only be applied to one of Vanya’s weapon masteries are free; the rest are faithful. The cleric must be at least 26th counted against future mastery slots. The Defiance level (Master level). The target is so lore and research skills increase each Level: 6th convinced of his or her invulnerability level. Range: touch that he or she actually becomes an There are some drawbacks to being an Duration: until combat ceases unstoppable juggernaut. Missiles and Expert: Effect: one hero melee weapons bounce off the victim, as 1. Armor is limited to leather (actually a do most spells and environmental leather coat). Mobility is favored among A defiant hero, possibly the cleric hazards. The juggernaut is susceptible to the Experten, and the thieving skills himself, is placed in an unwinnable mental assaults. cannot be performed in anything heavier. position such as holding off a horde of 2. Spell progression is only at the rate of attackers while others escape. The Experten 2/3. Turning is unaffected. character’s hit points total are doubled, as The Experten are adventurers who 3. Experten are actively hunted by the are the number of attacks or parries. specialize in dealing with the Spawns of Spawns of Chaos. Once a season, the Combat rolls are +3, and the hero is Chaos. In Heldann this means primarily referee should check to see if the immune to fear. The spell effect lasts the undead, but it also covers witches, character is targeted by rolling 4d10+5. until either the hero is overcome (death or fiends, and lycanthropes. Historically, If this number is less than or equal to the capture) or all attackers are defeated. At the Experten came from all walks of life, character’s level, he or she has been that time, the character loses all bonus hit and many had no true “class” in the targeted. The nature and extent of this points, possibly resulting in death. traditional game-sense. Erik Helsing, the affair is left to the referee. vampire-hunter from Glantri, is perhaps Vanya’s Rage the best known Expert. Categories of Opponents th Level: 6 The Experten are investigators and Vampiric: vampire, nosferatu, velya, Range: cleric only researchers of the highest order. Direct wight Duration: 1 turn confrontation of an undead menace Ghostly: spectre, haunt, phantom, dark- Effect: improved attacks without studying its habits and history is hood, grey philosopher, wraith anathema to them. As such, they have Ghastly: skeleton, zombie, ghoul, agarat, A cleric who has accepted Vanya’s Rage acquired a reputation for bookishness. topi gains two additional attacks per round, The Heldannic Knights quickly realized Entropic: death leech, nightshade, night and attacks at +5 (treat as magic). Each the need for such individuals and created dragon attack inflicts double maximum damage a special group overseen by the Heart. Ancient: druj, mummy, lich, revenant (no roll necessary). The character suffers As most such troubles emanate from the Possessive: odic, sacrol, wyrd, a -3 penalty to AC. Each round, the west, the Experten are housed in possession, huptzeen character must inflict total damage equal Grauenberg, but their controlling abbot Sirenic: harpy, dryad, nixie to or greater than twice his level. If not, resides at Freiburg. Eldritch: wise woman, magic-user, the Rage consumes the cleric, and he or The Order’s Experten are clerics of 9th crone of chaos, hag she suffers the balance of damage. or higher level (cf paladins and avengers) Lycanthropic: all types th Example: a 15 level cleric of average who undergo a substantial training period Fiendish: fiends, other outer planar strength and armed with a mace faces (6 months) at Grauenberg. To qualify, creatures four gnolls. The cleric swings at three the character must have 13 or better in Manufactured: constructs gnolls, hitting two and causing 12 points intelligence and dexterity. Draconic: all types, including drakes of damage to each. The cleric suffers 6 After the training period, an Expert: points of unspent rage. The most common Experten in Heldann Note: if weapon mastery is used, the 1. gains basic proficiency in the whip, are vampire-hunters, witchfinders, and cleric gains one extra attack (minimum bola, crossbow, net, sling, and dagger (if ghostbusters. Should the Knightly 3), and damages either the amount given not already possessed); presence on the Savage Coast continue, by mastery or twice the standard amount, 2. gains thief special abilities as a first Red Curse Experten could appear in the whichever is greater. level thief (not including backstab); not-distant future.

16

CLERICS, EXPERTEN, AND CHAMPIONS OF VANYA

As the Expert gains in levels, she can Experten and Other Game Systems choose different opponent types or stack Other Classes The Heldannic Territories are fully her +1 attack on existing types. Mechanically, there is no reason that usable as a campaign setting for game

other classes, or even layfolk, could not systems other than OD&D. In all Research become Experten. The referee has two versions, half-orcs are non-existent in the During an investigation, Experten ready options: Territories. Guidelines for translation are consult tomes, examine locations and as follow. bodies, and interview people. From this 1. The Experten is a “prestige” class (ala For First Edition AD&D, all of the intelligence gathering, hopefully, they the 0e paladin) available to all standard classes are playable, though the can discern the nature of the menace, characters with Intelligence and paladin is exceedingly rare. Most of the probable periods and locations of Dexterity of 13+. native clerics are more akin to druids in activity, potential targets, the identity of 2. The Experten is a “split” class similar terms of abilities than traditional clerics. the menace, and its true lair. It can also to the Merchant of Darokin. The barbarian class from Unearthed be used to formulate a plan of attack. Arcana is acceptable for the troll-born To determine the result of research, the If the prestige option is chosen, the people of the south or for natives north of base chance of success is equal to a following modifications are suggested for the Altenwald. The cavalier is adaptable thief’s Hide in Shadows score (as a thief balance: with the following modification: the of the same level) plus 1 percentage per character’s station is not due to birth but appropriate lore skill, plus 1 percentage Fighter Experten: attack progression via his or her Oath of Service to the per day beyond three days of slowed to +1/4 levels. Heldannic Order. As such, this option is investigation. Magic-User Experten: spell progression only available to those seeking to become

slowed to 2/3. a Knight. Thief Experten: thief abilities progress Under Second Edition AD&D, the % Success = HinS +1/lore +1/day over 3 normally. following kits are particularly Demi-human Experten: for each attack appropriate: academician, adventurer, rank, thief abilities advance one level, to druidic advisor (outside the provinces The referee should roll against this hit against an opponent class improves only), astrologer, dwarven axe for hire score and consult the chart below. +1, and lore and research advance two* (Freiburg only), bandit, barbarian and levels. Save and damage bonuses are berserker (outside the provinces only), Difference delayed one attack rank. bilker (Freiburg only), bounty hunter, (score-roll) Effect [Note: Treekeeper-Experten, Master- myrmidon, cavalier, peasant hero, skald, -21 or worse One or more pieces of Experten, and Dwarf-Cleric-Experten loremaster, and witch. The paladin kits information are wrong. should be disallowed combinations–Ed.]. of chevalier, errant, inquisitor, medician, -20 to -1 No information gained and militarist should be adapted for use 0 to 25 One fact learned Under the split class option, the by the Order’s fighters and clerics, while 26 to 50 Two facts learned Experten only gains in lore and research the experten should be considered a new 51 to 75 Three facts learned abilities. Weapons, armor, and abilities kit. 76+ Four facts learned are set by the standard base class, but the If you use the optional rules for variant Expert is still subject to being a target priests, treat the clerical members of the If used to formulate a plan of attack, (use the Expert level for calculations). Order as having the good combat/poor consider a successful plan granting the There is also a modification to the XP sphere access combination and a reduced party +1 to initiative and to hit. progression. Expert status and training is ability in turning undead. A character can continue to research had for 100 XP. For further For campaigns under 3.x, the sorcerer is indefinitely, but incorrect conclusions progressions, divide the equivalent found within the native population, but it remain unless the player specifically asks fighter XP by 10. Thus, 4th level Expert is completely absent from the civilized to reevaluate what the character has is achieved at 800 XP. areas of the Territories. The Strength and learned. War Domains are best suited to the If your campaign is heavily geared Order’s clerics. The appropriateness of towards roleplaying (including such the various prestige and non-standard things as interviewing townfolk), the base classes are left at the discretion of referee is free to modify or discard the the referee. game mechanic of research given here.

17

CLERICS, EXPERTEN, AND CHAMPIONS OF VANYA

“And the faithful shall be beset by the gazetteers, the Champions are extant if chaos of the world and of their heart, and All Oaths are taken before priests of the small in number. they fear to be lost. But those of Voice. The Pathfinder has all of the To be a Champion of Vanya, a righteous bearing and untimorous hearts traditional bonus features of the paladin, character must: shall find the path that Vanya has set, with some modifications (see below). 1. Be a fighter of name level (9th+) and the faithful shall know and be lost no 2. Be rigidly lawful (neutral). Any more.” Pathfinder Spells chaotic act or violation of the Code of The spell selection of Pathfinders is Conduct results in an irrevocable loss of -The Lost Writings of Ledeia, Vol. 3, xiv similar to that of clerics of Vanya (see Champion status. Evil acts in the interest previous section), but Pathfinders retain of the Order must be confessed to an Pathfinders protection from evil, protection from evil abbot followed by some form of penance. The Pathfinders are an informal, 10’, and dispel evil over the new 3. Swear eternal allegiance to the Order benevolent fellowship within the substitutions. Additionally, the overall (the standard Oath of Service). Knighthood whose membership is known spell breadth of an OD&D paladin may 4. Swear a secondary Oath before the publicly. They are the most just be restricted as outlined below (from Gaz body of Vanya to be a force for order and exemplars of what the Order should be, F4 The Hidden Treasure of Ghyr). stability in the world. tempering the rule of law with mercy and Champions have the spell casting compassion and championing the good Optional Spell Rule: To limit the spell ability common to paladins, but cannot against the forces of chaos by steel and breadth of paladins, any of the following turn undead. Their choices are similar to blood. In short, the Pathfinders are the spells can be denied: Light* and Pathfinders, but they cannot affect evil. Heldannic Order’s true paladins. Continuous Light*, Find Traps, Hold As with other Knights, they can be As of the start of 1000 AC, the Person (reverse allowed), Silence 15’, accompanied by a squire. The Champion Pathfinders have not yet been organized, Snake Charm, Speak with must render aid to any member of the nor will they until cultural developments Animal/Dead/Plant/Monster, Growth of Order or follower of Vanya. Additional warrant their introduction. Your referee Animal, Locate Object, Animate Dead, abilities progressively appear in the Sticks to Snakes, Insect Plague, Quest character’s career. will inform you when this is the case. th Subject to the approval of your referee, (reverse acceptable), Aerial Servant, 9 : Compel the Faithful (3 times a day). it might be possible to create a proto- Animate Object, Barrier (reverse Any ordinary task will be performed up acceptable), create Normal Animals, and to, and including, engaging in combat. Pathfinder – that is, a character with the th paladin class but without the social Word of Recall 15 : Detect Chaos and Heresy (at will). st designation. Such a character presents an 21 : Telekinesis (1 time per day, as the Magical spell). interesting campaign challenge as he or Turning Undead th she runs against the failings and Paladins of Vanya are expected to meet 27 : Word of Vanya (1 time per day). imperfections of the Order. Further, the the threat of the undead with cold, if This functions as holy symbol, but its effect is instantaneous. successful paladin would likely become magical, steel. This affects game th the “model” for what a Pathfinder should mechanics in two ways. 36 : Force Field (1 time per day, as the be in your campaign. First, they turn undead as a cleric of Magical spell). The Champion must Beyond the normal paladin-class duties Vanya of one third their level. A 14th consciously maintain the barrier. such as seeking out manifestations of level Pathfinder thus turns as a 4th level Entropy, Pathfinders monitor the Order cleric of Vanya or a 3rd level standard Balancing Fighter Paths for abuses of power and wanton brutality. cleric. They are largely autonomous Second, the effect on the undead is Optional Rule 1: All fighters, troubleshooters outside the standard reduced one category. That is, treat D+ regardless of path, may use the advanced chain of command (as Knights Errant). as D and D as T. A normal turn result fighter options. holds the creature at bay but does not Optional Rule 2: Pathfinders and To become a Pathfinder, a character induce fear and fleeing. Champions suffer blight for three levels must if they break fealty. th 1. Be of name level (9 ). Champions of Vanya Optional Rule 3: If using weapon mastery, Pathfinders and Champions do 2. Be lawful (good) in alignment and not This group of knights is dedicated to not receive extra slots at levels 19, 27, transgressed against either the Order’s the Order’s interpretation of Vanya as a and 33. regulations or the nature of goodness. law-bringing conqueror. Like the Optional Rule 4: Heldannic Knights 3. Swear eternal allegiance to the Order Pathfinders, they are distinguished, (all variants) that swear upon their sacred (the standard Oath of Service). autonomous knights, but the sense of honor to undertake a quest should be 4. Swear to faithfully represent the mercy is noticeably absent from the treated as subject to the Quest spell. noblest traditions of the Pathfinders. Champions. At the time of the (Class item 1 in the Rules Cyclopedia).

18

A HELDANNIC GLOSSARY

"Glory lies under the shadow of swords." Hochmeister: Grand Master of the Soldiers of the Storm: (Aka Storm Order Soldiers) Hattian activists in Imperial Popular Heldannic proverb House, the: general term used to refer Thyatis; notorious for their brutality and to the membership to the Order and its hate crimes against non-Hattians Bachelor: a knight's rank equivalent to benefits Thanatos: The Thyatian name for lieutenant; abbrev. Kb Komtur: military commander death personified. Banneret: a knight's rank equivalent to Komturei: commandery Trapier: quartermaster general captain; abbrev. KB Lance: a cavalry unit of ten knights Tressler: the Order's treasurer Blight Belcher: magical weapon used Landkomtur: district commander Vanya: Immortal patron of the as artillery Landmeister: provincial commander Heldannic Order Chapter: a military unit of 10-30 Lay Brethren: non-religious members Vanya's Rest: the Davanian fortress troops; occasionally used to refer to of the Order below the rank of knight housing Vanya's tomb and her artifact larger garrisons (e.g. the Althaven Matera: the moon over Mystara Voice of Vanya: a branch of the Order Chapter) Myoshima: a nation of cat-headed in charge of general administration and Chapter-General: council attended humans living on Patera diplomacy by all brethren Oath of Service: (or Heldannic Rite Vulva: (Aka wise woman) a witch who Church of Vanya: the religious entity of Profession) an oath taken to become a supports Freyja to which the Heldannic Order is affiliated priest or a knight. Warbird: a flying ship built to resemble Davania: the large continent south of Ordensland: the lands under a bird of prey the Sea of Dread Heldannic control Whore, The: derogatory term for Ears of Vanya: a group specialized in Ordensschaffer: (the Great Freyja (Skialf-Horr) gathering intelligence for the Order Shepherd) the officer governing the Ewe, The: derogatory term for Vanya, Order's banking operations used by native Heldanners Ordensmarschall: Marshal of the “And thou hast girded me with strength Experten: clerics specially trained to Order unto battle: and hast subdued under me combat vampires or other spawns of Ordenstaat: the State of the them that rose up against me; and thou chaos Heldannic Order hast made my enemies turn their back Fra': Frater, Brother Order of Vanya: the original order of upon me; and thou hast destroyed them Gorget: a piece of amour protecting the knights that invaded Heldann that hated me. They cried but there was throat Patera: an invisible second moon none to save them ... And I shall beat Great Fortress: The fortress of orbiting Mystara them as small as the dust against the Freiburg Primate: The religious leader of one of wind: I shall bring them to naught, like Grosskomtur: the Grand Master's the three main branches of the priesthood the dirt in the streets.” seneschal Robe, the: general term used to refer Psalm 17, Diligam te, Vaniae Hammer of Vanya: a branch of the to the Heldannic uniform and the duties

Order in charge of law enforcement and of the Order's members religious orthodoxy Sergeant: senior man-at-arms Suggested Readings Hattias: a province of the Empire of Sergeant-at-Arms: commander's To capture a feel for the native Thyatis where the original following of body-guard and lieutenant Heldanner legendry, the book Hildur, Vanya grew Simbasta: lion-like humanoids of Queen of the Elves, and Other Icelandic Hauskomtur: House commander; Davania Legends (J.M Bedell with additional another name for the Knight Bachelor Simony: a crime involving money or translations by Terry Gunnell) was Heart of Vanya: a branch of the Order services in exchange for membership or crucial in this work’s research. in charge of submitting new laws and promotion inside the Order Magnusson and Morris’s Icelandic Sagas translations also were useful in this interpreting religious dogma Skygem: crystal through which magic regard. “Njal’s Saga” best captures the Heldann Freeholds: the far northern from Vanya's artifact is channeled, quarrelling blood-feuds among the native nation prior to the knights' AC 950 allowing a warbird to fly Heldanners. invasion from Hattias Skyshield: the edge of the Mystaran A variety of film, pop-fiction, and Heldanner: a person of native stock in atmosphere historical texts indirectly inspired some the Territories; (also as adjective); used (or Hospitaler) the officer Spittler: of the Order – particularly the adventure by foreigners to refer to the Knights governing the pilgrimage operations Heldannic Territories: the lands scenarios in the referee’s book – but the under the control of the Heldannic Order Knights presented here remain nearly Heldannsritter: Heldannic Knight identical to the original writings of Bruce Heard.

19

WHAT PEOPLE SAY ABOUT THE HELDANNIC ORDER

“You ask why we do not open our doors to clerics and “Yes, yes, I know the Knights have their rough edges priests and other rabble-rousing proselytizers? Look and can be a bit full of themselves in dealing with others, east to Heldann and its blood-soaked hills. That is the but you are forgetting the true good that they have done. true face of all who place faith in the unseen and untrue. “They fund orphanages and schools and care for the “See what they do in the name of their precious Vanya. sick. Why, I heard of one chap who went to the colorful Is there fraternité? Equalité? Liberté? lands of Sind – they have some good wares but take care with the curry – and put down one of their interminable “No! For all their pretensions to piety, those Knights are plagues. Jolly good sport, I say. merely zealous butchers whose great promise is found upon the tip of a sword and the drop of the gallows. “Best of all, the Heldannic Knights have stabilized trade They are even worse than the stench-ridden routes throughout the north. It was a rare sight to find a Ethengarians. Pfeh, tis good that they bleed one another merchant with a platinum lode large enough to willingly upon those lifeless rocks they call hills.” cross Glantri’s blighted Boldavian foothills or the windswept grasslands of Ethengar before the Order came Jean-Claude Sartr, Glantrian wizard and about. Now Wendar is a growing trade partner for the Aide-du-champ at Ylourgne, to a political studies Republic. I wouldn’t be surprised if routes to Landfall class at the Great School of Magic and Oceansend sprung up in the near future.

“Yes, those Knights are all right in my book, and anyone

who says otherwise doesn’t have a copper’s worth of a “Our people cry for justice and the freedom that is the head.” birthright of every Freeholder man, woman, and child. Yet here we hide. Dominique Chattingham, Darokinian Merchant “The boot of the Knight has been cushioned by the dust of our dead, and our possessions and gifts to Frey, Freyja, and Frigg illuminate the night in their accursed “Mind your tongue and mind your ways, and you’ll be bonfires. Yet here we hide. fine in Freiburg. Things can be a bit more rough in the hinterlands, but the Order seems well enough to ignore “Our sons and daughters fatten their army, our toils fill denwarfs and gnomes and the shire-wanderers. their coffers, and our sweat raises their stones. In return, our herds are thinned, our bellies run empty, and our “I remember the smoke and flame … When they first selves laid low. came, it was a right awful, bloody mess – not that those partisans helped matters. Most of them were a bunch of “Yet here we hide at Hollsvatn, or Kevar, or whatever outlaws long before the Knights came, and they just kept other town we have been cast into. Bereft of the pride on robbing and raiding afterwards. we won at Feuerhals, we cling to the skirts of others to shield us from the gaze of the Ewe. “Still, it is their home. Even the Wyrwarfs would rise up and fight if the Knights had decided to claim Dengar “No more shall I cow. I will chastise the Knights as they rather than Heldann. But they didn’t, and they don’t have chastised us. Ram-head shall sound, and they shall seem to have a problem with Kagyar, and he ain’t got a know that Ragnarok is at hand.” problem with them.

Arnulf Dalgaardsen, Heldanner exile in Wendar “Just don’t mention Freyja. The Knights seem to get a wee bit torqued about her.”

Bolin Barinwarf Axegrinder, Freiburg resident

20

VVAAUULLTTSS OOFF PPAANNDDIIUUSS

The Heldannic Order An Unofficial Game Accessory

This is the seventh installment in a series of unofficial Gazetteer gaming aids for enthusiasts of the world of Mystara. This work covers the Heldannic Territories, a region at the northern edge of the Known World that was once known as the Heldann Freeholds. Today it is the province of the Knights of the Heldannic Order, a religious military order once created by the Church of Vanya. For the native Heldanners, it is a bloody occupation of their home. For the Knights, it is a land granted to them by Vanya herself.

As the Faithful of Vanya struggle to contain the hidebound natives, sinister forces work their way unseen, and armies mount across the sea as the time for war approaches. Through it all, once question lingers: will the dawning empire of the Knights be a force for good on Mystara … or for ill?

From the depths of one’s soul to the reaches of space, this is the Heldannic Order.

Uncover the Mysteries. Uncover the Truth.

“The Heldannic Order” provides descriptions of the history, geography, society, fauna, military and personalities of a land occupied but not fully subdued. This product contains both a Referee and a Player Manual. It also has guidelines for two paladin variants, and rules for playing experten – a specialized group of clerics within the Order tasked with handling vampires, witches, and other spawns of chaos.