Friday, June 28, 2024

Friday Encounter: Fool's Missive

This encounter is probably best suited for when the party is traveling on a road, but a location further out in the wilderness can work as well.

On the side of the road, the PCs find the dead body of a messenger laying face down in a ditch. The man appears to have been dead for about a day, and arrows are jutting out of his back. There is nothing of value on the dead man except for a scroll clutched in his outstretched right hand. Inspecting the scroll reveals that it is a message written by the man, Wilfrid Kranz, to his liege, Lord Volkmar.

The letter details that Wilfrid has apprehended intelligence that a gang of bandits heading toward a spot somewhere to the southeast where they believe treasure is buried, and he intends to warn the Lord of their movements as soon as possible. In Wilfrid's words, they must make haste to send the Lord's forces to apprehend the bandits. Wilfrid also notes that such treasure would be a boon to the fief's riches, and that they may as well get to it first. Lastly, Wilfrid includes a map to a narrow canyon where the treasure is supposed to be buried beneath a boulder, with directions from Volkmar's manor. The site where Wilfrid was found dead appears to be halfway between the manor and the canyon.

Most players will likely see this as a cue to either warn Volkmar in his dead messenger's stead, or attempt to seek out the canyon themselves in search of the treasure. However, this is a trap. A DC 20 Investigation check will note that the ink on the scroll still seems fairly fresh - as though it was only written hours ago, even though Wilfrid has obviously been dead for longer than that. This is because the bandits killed Wilfrid and apprehended his message before replacing it with a decoy, then dumped the body on the side of the road in the hopes that someone would report it back to Volkmar. In fact, the map will actually lead pursuers right into a bandit ambush!

If the PCs decide to follow the trail to Volkmar's manor and present him with the message, he will be alarmed by the news of Wilfrid's death, and insist that they heed his warning. If the PCs agree to go to the canyon, he will reward them each with 150 GP from his treasury upon their return, and promises them a cut of any treasure discovered. He will also send three guards to accompany them.

Click to enlarge

The canyon has the following terrain features:

A. Rocky walls, 60 feet high (High Ground, Impassible, Ledge, Sheer)

B. Slopes (High Ground, Steep)

C. Bushes (Concealing)

D. Boulder (Climbable, Concealing, Total Cover, High Ground, Ledge)

When the PCs arrive, two bandits will be hiding in the bushes atop each cliff, while another four, plus a bandit captain, are hiding in the bushes around the boulder below. Roll Stealth against the PCs' passive Perception to see if the bandits hide successfully; remember that they have Advantage thanks to the Concealing bushes. As soon as the PCs approach the boulder, the bandits on the cliffs will open fire on them, while the others will engage them in melee.

Each group of bandits will fight until they drop to half strength; after that, they start making morale checks each turn. This is in regards to each group, not altogether - for example, if one of the two bandits on the north cliff dies but no one on the ground dies, the remaining bandit on the north cliff starts making morale checks, but the ones on the ground will be unaffected. If the bandit captain is alive, all bandits will have Advantage on their morale checks.

If the PCs search under the boulder, they will find nothing there. However, they may still be able to get information from any bandits that surrender. They will explain they belong to a gang called the Bloody Blades, working for a woman named Matilda the Red. She is now in possession of the real letter from Wilfrid, with the real map to the treasure. Now, the PCs might need to go after her to find the treasure's whereabouts...assuming she hasn't already gotten to it!

Tuesday, June 25, 2024

The Eighteen Cantons

Due to the nature of the Freikantons, every canton functions essentially as its own independent state, with its own government, laws, and standing army. The latter of which is typically, but not always, organized around a company of Swordbrothers. Really, it's more accurate to say that all of those things tend to be organized around a company of Swordbrothers. Though bound to a couple of tenets, such as being obligated to send forces in defense of the other cantons if one is attacked, the cantons largely keep to themselves. Because of this, coupled with the mountainous terrain of the Halvards limiting travel, each canton has developed its own unique culture and traditions, and the locals often identify more closely with their canton than with the Freikantons as a whole - or, indeed, with Vardessy.

City Cantons:

These cantons concentrate their power in urban centers. Some of them function as free cities, while others also include villages and homesteads the city has authority over. Generally, the City Cantons elect officials to handle governance and make decisions, either by a popular vote or by the deliberation of a town council of influential figures.

Delbent: This city sits in a narrow valley, the Delbental. Although small and isolated, the valley is fertile, allowing it to produce enough crops so as to be self-sufficient. It is run by the Brotherhood of the Iron Helmet, a band of Swordbrothers who specialize in defensive warfare; they man a castle that guards a narrow pass in the mountains, allowing the entrance to the valley to be cut off in times of invasion.

Frisenburg: Although the Canton of Frisenburg is ruled from the city of the same name - the largest city in the Freikantons - its influence spreads over several villages in the vicinity, all of which send delegates to the city council. This has grown to be a matter of contention for some of the larger towns under its banner, who feel as though their say is being curtailed by central authority - exactly the situation the Swordbrothers vowed to prevent. It is run by the Thirteen Hundred Hammers, a band of Swordbrothers who are known to send their men on individual quests to gather renown as journeymen before joining the company for larger military operations.

Hagen: One of the most settled cantons, Hagen claims to be the cultural center of the Freikantons, as the man regarded as the first Swordbrother, Adelbrecht von Bergschafen, came from here, and is regarded as a local hero; the Fellows of Adelbrecht claim to be the oldest Swordbrother company, tracing their lineage back to his forces. It has a long-standing rivalry with Frisenburg over the title of the most influential canton, but due to the charter of the Freikantons enforcing peace between its members, this is largely voiced through friendly competition in tournaments.

Meschiendorf: This canton is under heavy influence from the Monastery of the Golden Eagle, a Voltanite monastery sworn to uphold the law - to rather exacting and punishing standards. Its Swordbrother company, the Sworn Holy Swordsmen, work closely with the monks, catching criminals and bringing them to the monastery for the monks to hold court. Many people live in fear of them, some even accusing them of making up laws in order to exert their authority.

Oschebad: The domain of the renegade noble-turned-bandit-turned-noble Cedric the Bull. Though separated from the other cantons geographically, it is still bound by the same defense pact - a fact Cedric exploits to prevent his rivals from encroaching on him. See here.

Rahmskent: One of the more elitist cantons, many of the higher-ranking authorities in Rahmskent hold noble rank. They guard the Wolf's Maw Pass, a strategic chokepoint between Vardessy and Alcasse, and because of this, they are given considerable leeway by Vardessian authorities to govern as they see fit - the Empire deems it worth keeping their hands off if they can ensure the Swordbrothers are watching the border. It is run by the Brothers of the Bear, a Swordbrother company led by Brom the Bear, a mighty skin-changer who can assume the form of a bear on the battlefield.

St. Cadmus: This canton grew out of the Marsean abbey of the same name, and even though authority has been taken over by the town that grew around it, the Abbot still plays an important role on the town council. Because the monks are pacifists, they rely on the local Swordbrother company, the Guild of the Oak Leaves, to provide protection - and in some cases, to do the dirty work the monks aren't themselves willing to do.

Thuriengau: Though classified as a City Canton due to the fact it consists solely of a single town, Thuriengau has no burgomaster and no town council; the people collectively decide on laws through the same sort of assembly seen in Rural Cantons. Its resident Swordbrother company is the Crimson Quarrels, known for their heavy use of crossbowmen compared to other companies.

Werseid: An island in the middle of Vardessian fiefs separated from the Freikantons proper, this city declared its independence as a member of the Freikantons. It is both a center of trade and a seedy criminal hotbed - it obeys a policy of neutrality, refusing to extradite criminals from other territories, and as such, many wanted outlaws have fled here. It is said that anything can be bought here for those who know where to look - not in the least mercenary services - and its resident Swordbrother company, the Wolfsheads, is made up largely of hardened ex-criminals.

Rural Cantons:

Rural Cantons have no effective capital the way City Cantons do. Their populations are decentralized across a handful of villages, and the laws are voted on by the public in a Cantonal Assembly.

Alsental: This canton was carved out from a noble fief that sided with the Swordbrothers during the Swordbrother Revolt, and as such, the local nobility were allowed to hold onto much of their authority. Its Swordbrother company, the Bannermen of Lord Markus, is named in honor of the lord who defected to the Swordbrother cause - but the Swordbrothers regard their current liege with suspicion and disdain, feeling that he does not live up to his ancestor's standards.

Baadental: This canton sits on the shore of a large mountain lake, one that the locals regard with suspicion for a legend that a demon was imprisoned beneath it long ago. Monsters occasionally crawl out of its waters, said to be spawned from the demon's flesh. The local Swordbrother company, the League of the Blue Hounds, are renowned as expert monster hunters, largely out of necessity when attacks by monsters are a regular occurence.

Elgenheim: Though the people of most cantons regard the resident Swordbrothers with gratitude and awe, the people of Elgenheim have many whispered rumors about the Guild of Scarlet Blades, a reclusive company that swear themselves to secrecy about their traditions, meetings, and customs. Some believe them to be necromancers, vampires, cannibals, or any combination of the above. One of the Scarlet Blades' most closely-kept secrets is their gruesome initiation ritual - in order for aspirants to join, they must disguise themselves as bandits and successfully raid one of the villages.

Galenwald: This canton sits among extensive woodlands, with a substantial part of its population spread across small homesteads of hunters and foresters. As such, the local Swordbrother company, the Company of Merry Elks, recruits the civilian populace as spies or skirmishers in times of war, performing ambush and reconnaissance that would be ill-suited for the rather conspicuous Swordbrothers.

Himmlen: A forested canton on the outskirts of the confederation, Himmlen's population is sparse, but its Swordbrothers, the League of the Roughshod, are largely itinerant, wandering from place to place and taking jobs along the road. They have no one guild hall and usually meet at inns or at the houses of members, recognizing one another by their badges.

Simmenswald: Although scarcely populated, Simmenswald is prosperous, with the people relying on the irrigation of the Simmen River and cultivating the abundant fruit trees in the region for produce. Its largest village, Berdorf, is the site of a major marketplace - as well as the headquarters of the Society of Wineskins, the local Swordbrother company. As their name suggests, they are more of a social club than anything else, and spend more time drinking together in their guild hall than taking on assignments.

Skalden: Of all the cantons, Skalden has the highest population of dwarves, and they are largely integrated into the population thanks to a long-standing pact between the people and the dwarven citadel of Senglalilom, which has looked over the valley even before the foundation of the Swordbrothers. Some even regard the fortress as an unofficial canton. Its resident Swordbrothers, the Band of the Iron Ring, make use of dwarven mithril for their swords and armor.

Thurstental: Though small, this canton is heavily mountainous, and the Swordbrothers control several mines in the area, an enterprise that has helped generate wealth to sustain their operations. The local company is the Steelsworn League, which notably employs fighters from all over the world, many of whom have encountered the Swordbrothers in foreign wars and expeditions and were inspired to join. As such, their ranks are quite cosmopolitan, even including orcs, dwarves, elves, and even some genasi from Quel'Ahma.

The White League: Strictly speaking, the White League is not actually a canton. It is, rather, a collection of independent, largely self-sufficient villages associated with the Freikantons, relying on them for protection against marauding orcs and other threats. It does not have its own Swordbrother company; rather, each canton provides Swordbrothers for its defense, and it is not mandated to provide men-at-arms in return for it not having a vote in the Confederation Council. The villagers are mostly rural folk who rarely leave their hometowns; however, it would be a mistake to believe them foolish or defenseless, and they will not hesitate to rise in defense of their homes or lives if threatened.

Friday, June 21, 2024

Friday Encounter: The Devil's Bridge

This encounter takes cues from a particular theme that has seen many variations in folklore across Europe. There are many bridges in many countries with similar legends attached to them - but perhaps the most famous is that of Schollenen Gorge in the St. Gotthard Pass, a name familiar to anyone familiar with Switzerland and its history. Naturally, that makes it well-timed for our focus on the Freikantons. But there are many examples (France alone has 49!), so the encounter can fit into any setting; feel free to adjust names and details accordingly.

The Devil's Bridge

Background

The village of Issental sits high in the mountains, and in such rugged and difficult terrain, travel is difficult. The people have been facing a famine as of late, but to descend the mountain to travel to the nearest marketplace is a long, circuitous, and dangerous journey. It would be far easier if one could cross a massive canyon that separates Issental from the road leading to a larger town - but to do that, one would have to build a bridge. And a bridge of that magnitude could never be completed in a timely fashion.

That is, without help. While leading his goats through a mountain pass, a herdsman from Issental, Anselm Rademacher, came upon Dalmamoth, a demon. Dalmamoth heard of the village's plight, and offered to construct the bridge in just one night - a promise Anselm, starving and desperate, agreed to. Sure enough, Dalmamoth delivered on his promise. But, as happens all too often when dealing with demons, Anselm didn't read the fine print. When Dalmamoth appeared in the village to announce his work was complete, he declared further that the soul of the first being to cross the bridge would belong to him. Now, the villagers are at an impasse. What can be done about that?

The Encounter

The PCs might pass through Issental while traveling, but given that the backstory hinges on the fact the village is difficult to access, it may make more sense to plant the encounter as a rumor from NPCs they encounter at another location - certainly, a bridge that just appeared suddenly overnight would garner plenty of talk. Alternatively, they may discover the bridge themselves when traveling.

If arriving in Issental, the PCs will find the villagers harried by desperation - their crops are failing, they need food fast, and now they owe a debt to a demon. The villagers will explain the situation; they will note that no one has crossed the bridge yet, as they are gods-fearing people who want no further business with demonic powers. Some people are conspiring to trick the demon, while others have resigned to their fate and suppose it inevitable that someone will have to forfeit their soul - but no one is ready to draw straws for that yet. Perhaps the PCs may have the answer they seek, though.

If the PCs arrive at the bridge first, Dalmamoth will be present. He takes the form of a burly man with a thick beard and a mason's apron - characters with 15 passive perception or higher will also notice a thin, pointed tail protruding from beneath his apron. Dalmamoth will warn them that the bridge is cursed and the first person to cross will damn their soul to Hell, but denies any involvement in it himself - he finds it far more entertaining to starve out the people of Issental and see how long they will go before they succumb to their urges, so he doesn't want his fun ruined just yet. If questioned on his tail, he will insist that he is merely a tiefling and that his proximity to a demonic bridge is strictly coincidental. He will try to talk circuitously to avoid giving away his true identity, but if it seems inevitable that the PCs will make him come clean, he will admit to being a demon, and the cause of the bridge's curse.

There are a number of ways that this encounter might be resolved. Traditionally in these sorts of stories, the townspeople would send an animal (usually a dog) across the bridge first, but I've ran enough games to know that most parties will balk at the idea of putting animals at risk. Still, it's a valid option. Alternatively, a PC might themselves offer to cross the bridge, or perhaps they may even force an enemy to cross the bridge. Finally, there is always the possibility that one will try to break the demon's control over the bridge by force by besting him in combat. That's probably the least interesting solution, but it does show up in a fair amount of legends. I leave the solution to this encounter vague on purpose. Your players will probably come up with their own solution, and that sort of creative thinking should be encouraged. Use your judgment as to how the demon would react.

If attacked, Dalmamoth will reveal his true form. He has the stats of a barbed devil, but can cast darkness or hold person as an action, using Charisma as his spellcasting ability. He will attempt to use these spells to disengage from the party and flee, knowing that his ruse has been discovered - but if challenged to a duel over the souls of the villagers, he will oblige to stay and fight.

Further Developments

If Dalmamoth is defeated or somehow tricked, anyone may cross the bridge from then on safely. The people of Issental will be thankful - they don't have much to give the party in return, but will gladly allow them to stay in town whenever they are in the area.

If Dalmamoth is tricked, however, he will be enraged that he was denied a mortal soul, and will seek vengeance. He will go up into the mountains to find a boulder, attempting to use it to smash the bridge. This could create further trouble for Issental, and might make for a climactic encounter - can the party stop him in time?

If a PC agrees to forfeit their soul to Dalmamoth, this could lead to some very interesting developments. The demon will realize that the soul of a powerful and renowned hero could be quite valuable indeed - and it would bring even more chaos if such a person could be corrupted into doing evil. He'll try to bring that about. If a PC sells their soul, Dalmamoth will become something of a patron to them. He may appear to give them advice or aid, and may even teach them spells. However, his ultimate goal is to convince his quarry into spreading evil through the land, and whatever guidance he provides should ultimately lead to that purpose, even if it doesn't seem like it at first. Freeing the PC from Dalmamoth's control may be a quest in its own right.

Thursday, June 20, 2024

Karnoffel

Back when I was in college, one of my classmates of a similar persuasion regarding history introduced me to Karnoffel - Europe's oldest surviving card game, tracing back to 1426 and probably beyond. Those who have been with this blog for a while might remember the earlier post I made on Hazard, and much along the same vein, I've used Karnoffel as a minigame in my D&D sessions.

There have been attempts to make card games that might exist in a D&D world, like Three-Dragon Ante and Prophet's Gambit, but none of them have really hit the mark for me. They're clearly based off of modern principles of game design - too streamlined and too complicated at the same time, with mechanics more in keeping with Magic: the Gathering than a traditional card game. In a preindustrial society, card games shouldn't be so refined; they would usually have rules that can fit in a simple document (so rarely will single cards drastically change the rules of the game in a unique way), making them easy to transmit orally, and with enough inconsistency to make it clear that they were created by ordinary people as a diversion, not by professional game designers doing this sort of thing for a living. Karnoffel scratches that itch, and has the added benefit of being relatively simple to play - plus, you don't need any special equipment; just a standard playing card deck.

As an added bonus, Karnoffel has a long history of association with the Landsknechts, the model for the Swordbrothers of the Lunar Lands. Which means that it fits right into our ongoing tour of the Freikantons.

How to Play

You'll need a standard 52-card playing card deck, with the aces and jokers removed. For flavor purposes, cards in the Lunar Lands use the suits of the minor arcana (swords, staves, cups, and coins), but any deck will work.

Karnoffel is what's known as a trick-taking card game - that is, players take turns playing cards over a number of rounds, or tricks, with a winner for each trick. At the start of a game, a dealer deals five cards to each player, one of which is face up. Of the face-up cards, the suit of the one with the lowest number becomes the trump suit for that game; in the case of a tie, the card that was dealt first determines the trump suit. Certain cards of the trump suit have higher value than cards of other suits - see below.

Each player plays one card from their hand per trick, starting with the player to the left of the dealer and continuing clockwise. The value of the cards is as follows, in descending order:

Jack of Trump Suit: The Karnoffel.

7 of Trump Suit: The Devil. This one has some unique rules. It must be the first card played in the trick, and may not be played on the first trick of a game. In all other circumstances, it automatically loses the trick. 

6 of Trump Suit: The Matriarch (in real-life Karnoffel, the Pope).

2 of Trump Suit: The Emperor. 

King of Any Suit

3 of Trump Suit: The Oberstecher.

Queen of Any Suit

4 of Trump Suit: The Unterstecher or Duke.

Jack of Any Non-Trump Suit 

5 of Trump Suit: The Knight.

10 of Any Suit

9 of Any Suit

8 of Any Suit

7 of Any Non-Trump Suit

6 of Any Non-Trump Suit

5 of Any Non-Trump Suit

4 of Any Non-Trump Suit

3 of Any Non-Trump Suit

2 of Any Non-Trump Suit

7 of Trump Suit when not played as the first card of the trick or when played on the first trick of a game. 

From personal experience, I recommend having the list of card values on hand when playing Karnoffel, as players may struggle to keep track of them if unfamiliar with the game.

Once all players have played a card, the trick ends, and the player who played the highest-valued card wins the trick. The next trick begins with the player who won the last trick and continues clockwise. The first player (or team; see below) to win three tricks wins the game. Whoever was to the dealer's left becomes the dealer for the next game.

Note that Karnoffel was traditionally played with either two players, or with two teams of players. If teams are used, players on the same team are allowed to look at each others' cards and consult with one another on their moves. Theoretically, it could be played with more than two players or teams, but this might lead to running out of cards before a trick is won, so the number of cards in each players' hand might need to be adjusted accordingly.

An Example of Play

Two Swordbrothers - Marius and Hilmar - are playing a game of Karnoffel back at their camp. Marius is the dealer, and deals Hilmar the following cards:

6 of Cups (face-up), Jack of Cups, 4 of Coins, 8 of Cups, Jack of Swords

Whereas he deals himself the following cards:

8 of Swords (face-up), 5 of Cups, 9 of Coins, 4 of Swords, 7 of Coins

The numbers of the face-up cards are a 6 and an 8. Since 6 is lower, the trump suit for this game is Cups. Hilmar, feeling quite smug but wanting to hold onto his Karnoffel just in case, plays the 6 of Cups - the Matriarch. Marius knows none of his cards can beat it, and decides to play his 4 of Swords to get rid of it. Hilmar wins the trick.

For the next trick, Hilmar plays the Jack of Cups - the Karnoffel. No card in the deck can possibly beat it. Marius restrains the urge to gut Hilmar with his katzbalger and instead considers what card he wants to get rid of. His lowest-numbered card is the 5 of Cups, but that is the Knight, and still a trump card, so he decides to hang onto it just in case. Instead, he decides to relinquish his lowest-valued non-trump card, the 7 of Coins.

At the start of the third trick, Hilmar is in the lead by two, but is out of trump cards. He gets cocky and plays the 8 of Cups - but even though it's the trump suit, an 8 of the trump suit doesn't trump an 8 of any other suit. Marius decides to play his Knight here, and wins the trick. Even though the number is lower, the fact that it's a trump suit means it takes precedent.

For the fourth trick, each player has two cards left. Since Marius won the last trick, he goes first and plays the 9 of Coins. Hilmar, realizing that he needs to take things more seriously, plays the Jack of Swords. Even though it isn't of the trump suit, a Jack still beats a 9, so it wins. Hilmar wins the third trick, and the game.

Each player then returns their cards to the Marius, who shuffles them back into the deck and passes it to Hilmar. Now Hilmar is the dealer, as he was sitting to Marius's left, and he deals five cards to Marius and to himself.

Why "Karnoffel?"

As for why the game is called that? Well, the term "Karnoffel," in medieval German, meant either to beat someone, or an inguinal hernia. Both of these are weird things to name a card game, but apparently, the term was also used as a slang term for a Landsknecht. No clue as to which meaning was intended for the game.

Monday, June 17, 2024

Democracy in the Freikantons

Among the proudest values of the Swordbrothers is the importance they place on freedom and individualism, believing that the truest state of mankind is that in which they may choose their own destinies free of the oversight of noble masters. To this end, the Freikantons grant a considerable amount of power to their residents - perhaps even greater than that of the republican City-States or Valossa.

The methods through which direct rule by the people is implemented and carried out vary between the cantons - part of this ethos is, in fact, that each canton should be allowed to govern themselves as they see fit, and as such, different regions have developed different interpretations on the ideal. The Freikantons are divided into city cantons and rural cantons - city cantons are mostly indistinguishable from the imperial cities of Vardessy, with the people electing a burgomaster who presides over a council of officials, guildmasters, and other luminaries, and together they discuss what issues impact the people and make laws to address them.

Rural cantons, however, are different. These cantons tend to be quite decentralized, with their population spread between several small villages; often, it is only by virtue of limiting geographic factors (such as the tight valleys of the Halvards) or the presence of a powerful Swordbrother company that they have not been gobbled up by their neighbors. These cantons are characterized by the use of a cantonal assembly, in which the entire population of the canton gathers to vote on issues.

At certain times (depending on the canton, these assemblies may be held anywhere from once to four times a year), all who wish to participate in the cantonal assembly gather in a field - sometimes, a particular site or village is designated as the site for this; in other cantons, the location rotates from year to year. There, a magistrate calls out a number of issues facing the canton and the laws proposed to deal with them, and the people vote on each by a show of hands. Usually, it is obvious enough to see where the consensus falls; if not, the magistrate must either meticulously go through the crowd and count heads, or defer to their own judgment. As can be expected, these events can last several hours at a time - to make this easier on voters, these assemblies are often held during festivals, both to draw in more voters from throughout the canton to achieve a truly representative sample of the populace, and to give the people something to do other than standing around.

Not everyone in the canton attends such assemblies, of course. Beyond the logistical problems of getting everyone in the canton in the same place, slaves and serfs (there are some cantons where some level of nobility, however weak and vestigial, does exist) are traditionally barred from voting. Because these classes are not allowed to bear arms in much of Vardessy, most rural cantons require all attending the assembly to present the presiding officials with a sword to gain entrance. This isn't as much of a barrier as it may seem - due to the influence of the Swordbrothers, most freemen in the Freikantons carry a sword, if only for ceremonial purposes. The voters then hold their swords aloft when casting their vote, serving as a symbol of their freedom.

Every two years, one of the issues voted on is the nomination of two delegates from the populace of the canton to represent their people at the Confederation Council, an event held several times a year, rotating between the capital cities of each canton, in which representatives from each canton meet to discuss matters that impact the entire confederation. Although each individual canton has considerable autonomy, there is still the issue of matters that impact multiple cantons, and foreign relations beyond that. Each canton can govern themselves as they please, but matters that extend beyond their borders are decided on by consensus among these representatives. This, like the requirement for each canton to provide military support if one is attacked, is held to be one of the provisions the cantons must make to ensure the safety and longevity of their freedom.

The Swordbrothers hold that their form of governance is the only way to truly ensure that all men may live freely. By having issues decided upon by the people, they ensure no citizen has any more of a voice than another, and that people will promote their own interests rather than being subject to the whims of corrupt kings or doges. In practice, however, the Swordbrothers are influential forces in the political sphere. Not only are they the Freikantons' strongest military force, curtailing the possibility of resistance, they exert considerable soft power through their glamorous image and their reputation for bringing wealth, safety, and stability to their communities. Since votes are cast openly and all may see who votes for what, there is a good deal of pressure - conscious or unconscious - to vote in agreement with the Swordbrothers. As more than one observer has noted, often the interests of the Swordbrothers shape the future of the canton, for good or ill.

Thursday, June 13, 2024

Legojam: Cedric the Bull and the Canton of Ochsebad

As a certified Lego Enjoyer who was still collecting sets long after it was socially acceptable for me to do so, it shoudn't be a surprise that when Anne of DIY & Dragons announced her challenge to create a mini-setting based on a Lego set or sets, I was all over it. The only question was, what to do?

Rise Up Comus - one of my personal favorite blogs and one I've been following for a long while - put out an excellent hexcrawl based on classic Castle sets, one that somehow manages to marry the themes of Arthurian romance and the Fisher King cycle with Lego lore and the meta-narrative of how we as children play with toys, and does so fantastically. I didn't want my work to retread the same ideas. I thought about doing something with Rock Raiders - a personal childhood favorite of mine - but this blog is pretty strongly fantasy-focused at the moment, and even if I have taken jaunts into other genres, I felt that doing a full sci-fi hexcrawl would be harder to place in context with the rest of my work here on the blog, and would have less opportunity for interaction with the rest of my content.

And then it hit me.

When I was a kid in the early 2000s - around that same crucial point in my development where I was reading The Hobbit and The Odyssey and playing Dragon Quest III on the Game Boy - one of my favorite Lego themes was the then-current attempt to reboot Castle with Knights' Kingdom (not to be confused with the identically-named but otherwise unrelated later theme from 2004, which left me with many questions when one of my classmates was telling me about this cool new line called Knights' Kingdom on the playground one day). Among the cast of characters introduced was the central villain, Cedric the Bull.

Looking at the schedule for my ongoing Year of the Gazetteer series, I knew that my next spotlight would be on the Freikantons, a region inspired by Switzerland. Switzerland, famous for the Canton of Uri, of which the coat of arms looks like this.

Yep, it's time to play Historical Trivia or Pop Culture In-Joke again. And, as usual with me, the answer is both.

I realized I could kill two birds with one stone - participating in the game jam, and providing more detail to the Lunar Lands and the Freikantons in the process. Join me under the cut for a tour of the Canton of Ochsebad!

Friday, June 7, 2024

Friday Encounter: The Shrine of Strength

This encounter may be used in several locations - at a stop alongside the road, in a town, in the wilderness, or even in a dungeon (which itself may exist as an additional trial one must pass in order to get to the shrine). To make the most of the encounter, it is best to plant it as a rumor before the PCs come across it, and have NPCs mention the shrine or express their desire to partake in its challenge. This way, the PCs will want to attempt the shrine's challenge, or perhaps seek it out.

Some way or another, the party comes upon a shrine dedicated to Kord, the god of strength and victory. Yes, I basically just lifted him from Greyhawk, but unlike a lot of D&D-original gods, he feels like something out of ancient mythology, so I've always liked him. The center of the shrine holds a huge bolder festooned with many-colored ribbons, overseen by the shrine maiden, a stern and well-muscled woman named Lisbeth Brandle. The shrine maiden explains that, according to a local prophecy, anyone who has the strength to move the boulder will be a great champion of Kord and win his favor. Many have attempted to move the boulder (indeed, the PCs may see other visitors to the shrine attempt to put themselves up to the challenge, unsuccessfully, during their visit), but no one has managed to succeed.

Naturally, the PCs may wish to get themselves involved. To successfully move the boulder, one must make a DC 27 Athletics check (in other words, a very difficult task, but one that is possible for mortals to achieve). They may also attempt to push themselves while attempting to move the boulder - if so, they get Advantage on their attempt, but on a failed attempt, they pull a muscle and have Disadvantage on all STR rolls (both ability checks and attack rolls) for the next week. They can also clear this condition if they spend two days resting with no physical activity.

As the shrine maiden explains, Kord favors those who can perform such a great feat of strength by their own merits. Attempting the challenge with assistance from others, or magical enhancement (such as spell effects or magic items that give a bonus to Strength) is considered cheating. If PCs attempt to cheat, Kord will know this, and any benefit to their roll they might obtain through these means are nullified. If they fail the challenge despite cheating, Kord will strike them with a curse that gives them Disadvantage on all Strength-based checks and attack rolls, and halves all damage from attack rolls based on Strength (as a ray of enfeeblement spell) until they perform a quest or an act of penance to get back in the god's favor. If they cheat but make the check anyway, see below.

If the PC succeeds on the check, Lisbeth drops to her knees and supplicates herself before Kord's chosen champion, congratulating them on fulfilling the prophecy. The PC will be greeted as a hero whenever they return to the area. In addition, during the next long rest, the PC will be visited by Kord in a dream, who recognizes them as having the strength worthy of being his champion. He will then give them a quest worthy of such a great hero - ideally something requiring great feats of physical strength, such as diverting the course of a river or slaying a monster. Basically, think of something with the same vibes as the Labors of Hercules. If the PC cheated at the challenge but still passed, Kord will add a further caveat that they must fulfill to prove their worthiness - for instance, they may need to kill a great monster with their bare hands. If they succeed at his quest, Kord may grant them a further blessing or a magical weapon as a token of his favor - or he may even have further tasks for his new champion.

One possible avenue for this plotline to go is for Kord's task to see him using mortal proxies to further a feud between him and another god - for instance, he may task the PCs with stealing one of Torvald's sacred sheep. If so, things could escalate even further, with the Mortal Realm getting caught up in the midst of it...

Wednesday, June 5, 2024

Brothers of the Sword

Art by ThaneBobo
Though often described as an organization, it would be just as accurate to call the Swordbrothers a philosophy, a movement, or even a fashion sense. There are a number of different mercenary companies - most based in the Freikantons, but some have established operations beyond there, some even beyond Vardessy - who define themselves as Swordbrothers, but not all are aligned with one another, and not all practice the same codes or traditions. There are, however, a number of common traits that help to define these warriors, and which all such organizations exhibit.

The Swordbrother way of life can be traced back to Adelbrecht von Bergschafen, a mercenary captain active in what is now the Canton of Hagen many centuries ago. He was known for his eccentric behavior, which he imparted to the men in his employ, and many other mercenaries began to follow his example, modeling themselves after him - whether in the hope of attracting attention, winning the same success he did, or merely being impressed with his swager. These sellswords, and their armies, were the first of what would become the Swordbrothers. Though a number of disagreements and divergences have broken out among the ranks over the years, some of them with corresponding armed conflicts, all Swordbrother companies to this day honor Adelbrecht von Bergschafen as their spiritual liege.

The most noticeable quality of the Swordbrothers is their outrageous fashion sense - by all regards, they dress more gaudily than even the most ostentatious of nobles, favoring big hats (often with large feathers), puffed-and-slashed sleeves and pantaloons, and elaborate codpieces. They are fond of using as many colors and patterns in their ensemble as possible, often leading to dazzling asymmetrical designs - and they wear these outfits into battle. The purpose of this is multifold. As dyes are expensive, the ability to wear so many vivid colors at once is a sign of a Swordbrother's wealth, and thus an advertisement of their success. In much of Vardessy, dyes are taxed; Swordbrothers have historically been exempt from this as their way of life ensured their lives would be short, and officials thus deemed them as not worth bothering with shaking down (the fact they carry zweihanders didn't make things any better, of course) - in turn, the Swordbrothers latched onto this exemption as a point of distinction and an assertion of their independence. The outfits are also a way for the Swordbrother to express themselves; owing to the individualistic spirit of the Swordbrothers, each chooses their own colors and patterns, and they are not bound by uniform or heraldry, using only badges to identify themselves as belonging to a specific company. Finally, to wear such conspicuous costumes into battle is a statement in and of itself - it is the means by which the Swordbrothers declare that they have enough faith in their sword arms to have no need for stealth, and no need to hide.

Art by drunkonishuten

The Swordbrothers are also well known for their weaponry. While their ranks make use of crossbowmen, spearmen, and halberdiers, their most iconic weapon - used as a symbol of their movement, borne by their members as a badge of office, and lending the group its name - is the zweihander (stats of a greatsword), an exceptionally long two-handed sword, long enough that it may be used as a polearm and carried over the shoulder as it is too long to fit in any scabbard. There are accounts of Swordbrothers using their swords to cut the tips off of enemy spears before they could get into range. Some are made with wavy blades to grant the swords an even more imposing appearance. As a sidearm, Swordbrothers also carry a katzbalger (stats of a longsword), a shorter sword that is traditionally worn hung from the belt by a single loop of cat skin, and with an open, S-shaped guard designed to catch and parry opposing blows.

Finally, the various Swordbrother companies are united by their fierce independence and love of freedom. The Freikantons were, after all, shaped by the Swordbrothers' desire to govern themselves free of Imperial oversight, and that is a value that has not been forgotten. Swordbrothers are taught to only hold loyalty to their masters, rather than to any kings or feudal overseers. In times of peace, they are expected to be loyal to their fellow Swordbrothers and drink, eat, and socialize with one another at their guild halls, but when on the job, they are to defer to their employers - and, should members of the same company be hired by opposing sides in a war (it happens more often than you'd think), Swordbrothers are usually expected to take up arms against one another. They do, however, maintain the right to revolt if they are not being paid. In keeping with this free spirit, the only requirement to become a Swordbrother is to submit onesself to a company for training, and they do not discriminate by race, societal class, or nationality. The majority are Vardessian, but many foreign swords have found themselves joining the ranks of the Swordbrothers, and some companies have even been started in other lands following the Vardessian example.

Swordbrothers form the elite class of the Freikantons. With no nobility and no knights, they are what serves as the ruling powers of these lands, with each canton being effectively controlled by a different company. Though the Freikantons are ostensibly democratic and every citizen has a voice, the Swordbrothers exert considerable authority by being both wealthy and heavily armed as well as forming the backbone of the region's defenses, leading many to rely on them against invasion. The voices of the Swordbrothers have weight that few would wish to contest.

Background: Swordbrother

Skill Proficiencies: Athletics, Intimidation

Tool Proficiencies: Karnoffel cards

Weapon Proficiencies: Martial weapons

Languages: Vardessian, one other language of your choice

Equipment: A set of ostentatious clothes (Disadvantage on Stealth checks when worn), a deck of Karnoffel cards, a zweihander, a katzbalger, a badge of your company, and a pouch containing 100 GP.

Feature: Swordbrother Training. You have all the benefits of the Great Weapon Master feat. In addition, you have a badge that marks you as belonging to a particular Swordbrother company; it is considered dishonorable to hide this badge. As long as you wear the badge, Swordbrothers of your company will recognize you as a fellow and will allow you to eat and sleep in their guild halls free of charge.

Swordbrother Traditions (d20)

Each Swordbrother company has its own rules and traditions. Roll 1d4 times on this table for whatever rules apply to this company.

1. Members must distribute all wealth won in battle (either as loot or payment by an employer) equally among all members.

2. In order to join the company, prospective members must defeat an existing member in a duel.

3. Several members of the company are doppelsoldners - they are obligated to be paid twice as much as regular members in exchange for going on more dangerous missions or being placed on the front lines of combat. 

4. Members of the company are sworn to secrecy and may not discuss what happens at any meetings under the penalty of expulsion.

5. Members are obligated to never surrender in combat unless magically compelled to.

6. This company is made up of swordsisters; only women may join.

7. Each time the company holds a banquet, a different member is selected to hunt a suitable animal for the main course.

8. Members add a feather to their cap for every campaign won.

9. The company holds a regular tournament that all members must partake in.

10. The company silvers all their weapons.

11. Members are not allowed to take orders or assignments directly from nobles.

12. Members must give half the wealth won in battle (either as loot or payment by an employer) to the poor.

13. The company conducts its meetings dressed as monks to mock the clergy.

14. The company conducts its meetings dressed as cultists to cultivate the rumor that they have demonic powers. 

15. Members are forbidden from using magic or magic items other than enchanted weapons or armor.

16. The company maintains a trophy hall, where artifacts won in past campaigns around the world are displayed.

17. Members are forbidden from harming other members, even if on opposite sides of a battle.

18. Members of the company use exclusively flame-bladed swords.

19. Members may not refuse a duel if offered.

20. Members are not allowed to have homes of their own and must stay with fellow Swordbrothers.

Monday, June 3, 2024

Dominion of the Swordbrothers

Nominally, the Freikantons are a province of the Vardessian Empire, sitting astride the hills and valleys of the great Halvard Mountains that split the eastern reaches of that vast realm. But there are many corners of Vardessy that the hand of the Emperor does not reach - and it is here, perhaps, that his control is at its weakest.

Though treated as a single unit for official purposes, the Freikantons are really a confederation of a number of autonymous holdings, all of which largely govern themselves. Each individual canton would hold little power by itself - they are small, some of them consisting only of a single town or a valley of a few villages, and none boasting any great cities. The mountainous terrain limits transport and the flow of commerce, and arable land is a prized commodity, with farmsteads clinging to mountainside meadows. As such, the cantons produce little in the way of exports, and their people live an isolated existence tending to their fields and herds in the name of sustaining themselves.

The reason the Freikantons can sustain their independence in the face of imperial authority lies in the Swordbrothers, an organization of mercenary companies headquartered in the region. Through their distinctive - some might say eccentric - qualities, the Swordbrothers established a name for themselves that won fame throughout the known world, known for their flamboyant clothing, their massive swords, and their fierce belief in independence and self-governance. Establishing connections in multiple cities and kingdoms, the Swordbrothers were hired out to lend their services in many wars and expeditions, where they proved themselves to be great fighters - and their renown could only grow from there, as the stories of their great exploits and brave deeds spread. So too grew their wealth, bolstered by plunder from foreign ports and the pay of their masters - and their wealth would draw notice from Vardessian authorities.

Previously, the Empire paid little heed to the Swordbrothers. As mercenaries, they were viewed as disreputable rogues who were going to die anyway with their foolhardy and self-destructive ways, so it wouldn't matter if they started to grow opinions. However, when the nobles of Vardessy saw how successful the Swordbrothers were becoming and how much power their guilds commanded, they wished to bring them under their control. Envoys were sent to subject the Swordbrothers to heavy taxation on their winnings and to ensure their loyalty to the dukes and princes of the Empire, wishing to ensure that Vardessy could count on having such powerful warriors in their employ - and to keep them out of the hands of rivals.

In response, the Swordbrothers revolted. They were not so keen on having external authority tell them what to do.

It seemed unthinkable that the great armies of Vardessy could be quelled by mere sellswords, and yet, the Vardessians were unable to attain control over the valleys the Swordbrothers called their homes. Fiercely devoted to the cause, the mercenaries stood firm against domination by outsiders, and they were able to exploit the rugged terrain and harsh winters of the Halvards to isolate and pick off Imperial forces. Even if the Vardessians had superior numbers, they could still be ground into attrition. Although the Swordbrothers comprised multiple factions, sometimes with rivalries and competing agendas, they all pledged to stand in mutual defense against Vardessy. In the end, the Swordbrothers won the war, and the Vardessians suffered one of the most humiliating defeats in their history.

As a result of the Swordbrother Revolt, the Empire decided to raise their holdings to the level of a province, and the Freikantons were born. Though the Freikantons, governed by a collective council, pay tithes to the Emperor and accept their status as Vardessian vassals, they enjoy a high degree of autonomy and are scarcely curtailed by the machinations of noble courts. In fact, most decisions in the Freikantons are either the result of direct rule by the Swordbrothers, or decided by consensus of all the people of a given community. Each canton obeys its own laws and recognizes its own government, but by their charter, they are bound to mutual defense; if one is threatened or invaded, all cantons will pledge men to deal with it. For this reason, coupled with the impenetrable mountains and the wealth brought from foreign wars, the Freikantons have secured power in spite of their small size and scarce population, and they see no reason to believe that their freedoms will be curtailed.

To outsiders, the Freikantons are a land of greedy, foppish brutes who are only a step away from descending into barbarism without a noble hand to guide them. But to the Swordbrothers, the cantons are perhaps the only lands short of the battlefield that may truly be called free.

Saturday, June 1, 2024