Thursday, June 29, 2023

Warmaster Academy

Art by Dean Spencer

One of my favorite characters ever wasn’t a Mythras character at all. It was a 4th Edition D&D character named Ghesh. Ghesh was a Dragonborn Bravura Warlord with an 8 wisdom, and the action economy was his plaything. So many combats I spent granting reactions and actions, causing rounds to duplicate, and so many other things with that character. 

I’ve been perpetually disappointed that the Warlord has not appeared in other editions of D&D in the same, or similar form. They’ve all been about granting very specific bonuses which, quite frankly, betrays the warlord’s flexibility. 

For Mythras, I decided to offer some of that flexibility back in the Academy of the Warmaster, a school where one learns to lead soldiers into battle, and they become stronger for their presence. Hopefully I’ve incorporated the pieces that give them this.

At the lowest rank, the Lokhagos learn some basic vocal techniques to inspire their troops. Similar to folk magic in effect, it differs in being entirely non-magical, though limited in use by Tenacity. I find that many “martial” abilities for non-magical archetypes work pretty well as folk magic spells. They are generally of pretty limited scope but can do things you don’t see normal people doing. It can give a good feel without shifting the power balance much.

Tagmartarkhes learn how to mess with initiative. This comes from the original meaning of initiative in D&D, which was military initiative. It gives them a feel that they can see what is happening on the battle field before others, and can warn them. The addition about Surprise hints at a rule I implement in my game – anyone who withdraws can force a reroll of initiative. This means a warmaster is going to be able to regain the upper hand if he can get a moment to think.

Syntagmatarkhes gain the real meat of the school – a group luck pool. An optional rule in Mythras, this provides a nice reason for it to be. It encourages keeping the warmaster around, working together, and gives the warmaster some much needed flexibility. Remember, luck points allow for rerolls, swapping dice, mitigating damage and wounds, or even getting extra actions. This should let them do nearly anything that the group might need to, but not so many times that they are going to abuse it. 

Taxiarches get the ability to use a trained cult skill in lieu of Perception or Insight in some situations. While this may not seem like a huge benefit, not having to train a skill, and getting the benefit at such a high rank (the Taxiarches could have this skill at 90%+ by this point) ensures that it will likely be successful. In addition, their ability to make quick decisions will allow them to use their Lore (Strategy and Tactics) while engaged in melee or to look over a battleplan and deploy before most would have time to react.

Strategos, having served their time, gain the benefits of a residence and soldiers who watch over him. They are often far behind lines, making plans and plotting the safety of their armies, but some use their residence as merely a place to rest and recover before their next campaign to conquer. 

Setting

Clearly, the naming implies that the Warmaster would fit well into an ancient world campaign, but it could easily fit just as well into a World War campaign. One can easily see Patton and Rommel cut from this cloth. No magic is required, and it has a relatively limited scope, so should work in just about anything that will allow for strategists overseeing hundreds or thousands of troops, whether grimdark futuristic sci fi or Wuxia inspired formations of tens of thousands clashing during the Yellow Turban Rebellion

Mythos and History

The Warmaster Academy was founded centuries ago by proclamation of the king as a reward to a general for his loyalty and success in a great war. The teachings of that general have been passed down and augmented by many others such that the curriculum at the Academy is second to none in the art of warfare.

Nature

The Academy is the largest and most well-known school of warfare in the kingdom. Being accepted there is considered a great privilege. New students attend full time, which includes leading small groups of men in the field and focuses as much on physical fitness as it does war studies.

Organization

Those who train at the Warmaster Academy can come from either the enlisted in the Army, buy their way in with Noble birth, or occasionally from the rare scholarship and sponsorship by a senior member. Newer members spend most of their time attending classes, studying battles and leadership, while more senior members are deployed to the field, either at the heads of armies or leading small strike teams to target particularly troublesome problems.

Membership

Standard. Ranks (with corresponding Mythras brotherhood rank) are Lokhagos (Associate), Tagmartarkhis (Apprentice), Syntagmatarkhis (Journeyman), Taxiarchos (Master), and Strategos (Grand Master).

Restrictions

Members must pay a yearly fee of 100sp per rank they hold in the Academy. Strategos are exempt from this.

Skills

Lore (Strategy & Tactics), Oratory, Influence, Athletics, Endurance

Magic

Members don’t practice magic, but some of their encouragements are almost magical in their effect. Lokhagos learn how to use effects like the folk magic spells Calm, Demoralize, Fanaticism, Vigor, and Voice. These are cast using the Oratory skill and use Tenacity points instead of magic points, but otherwise behave identically to the spells of the same name.

Gifts

Tagmartarkhes gain a bonus to their initiative equal to 1/10th their Lore (Strategy & Tactics). Higher rank warmasters who have communicated with their group (1 round or 5 seconds) can give this bonus to them as well. This bonus cannot be used if the warmaster is Surprised without forcing a reroll of initiative (i.e. from the Withdrawal action, etc.)

Syntagmatarkhes can work with a group of characters up to 1/10th his Oratory skill and create a Group Tactical Pool with a number of points equal to 1/20th of their Lore (Strategy & Tactics) over the course of a day. The tactical points in this pool can be used by anyone in the group while the warmaster is with them, and act identically to luck points. This pool refreshes when narratively appropriate (in the morning before adventuring, during a rousing speech before a major battle, etc.) at the Games Master’s discretion.

Taxiarches can make snap judgements about battles, allowing them to use their Strategy (Lore & Tactics) in place of their Perception skill when using the Assess Situation action or in detecting ambushes, or in place of Insight when detecting deception. Additionally, when making, assessing, or countering battle plans outside of combat, they may improve the time interval of their task by one step (hours to minutes, minutes to seconds, etc.

Strategos are gifted with a residence, similar to a Sanctuary (Mythras p202), save enemy cults are challenged by cult members if they cross the threshold.


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