Originaly posted on the TSR online message board (www.tsr.com) by Bruce Heard. (July 1998)
The Heldannic Knight was created to further the ambitions of unruly and head-strong Hattian knights who did not get along with their Thyatian overseers. Little more than a band of armed hooligans, they flocked around an obscure clerical sect worshiping Vanya, an Immortal Patron whose primary interest is war and conquests. They created an order of knights and clerics with some degree of organization. They grew out of hand very quickly and presented a threat to Thyatis's imperial control of Hattias. To avoid a pointless fight against the imperial legions, the order set sail to the nearest spot they thought they could invade. They took over the Heldann Freeholds and began calling themselves the Heldannic Knights. After a few generations, their order has grown into a highly organized and experienced military machine capable of threatening other nations, and a financial powerhouse. Lands that fall under their control are called the Heldannic Territories. At first, other nations' rulers, including the emperor of Thyatis, considered the knights as outlaws, but with their growing power they have been forced to deal with them. In the mean time, ethnic tension with native Freeholders remains an everlasting thorn in the side of the Order.
The goal of the Order before its clash with the Davanian simbasta was essentially to conquer anything conquerable. The order preyed on weak nations, unclaimed communities unable to repeal a major invasion, and wilderness territories. So far, their gains include coastal lands of Norworld, from Landfall to Oceansend. Outposts in faraway places were created and lost over the years.
Goals of the Order after the war of invasion from Myoshima were redefined to heal a dangerous schism that split the Order apart. Now, the Heldannic Knights' target is what they call Spawns of Chaos threatening the established order in their area of the world. These are in particular creatures from the Abyss, undead, and other powers of darkness. Ironically, the Order also considers "outlaw" nations as Spawns of Chaos. The Order is making it known to other rulers that its knights may be able to help against aggressions from Chaos, in exchange for some territory which would be donated ad eternam to the Order, or for the liberty to conduct legal, non-covert banking operations on their lands. The lawful character of the Order stands as credible warranty that financial transactions are secure and legitimate. A goal of the Order is to develop banking operations enough to influence international politics. Another is to rely on this income to finance the needs of its growing military apparatus, war and conquest remaining the ultimate quest. Fortunately, this arrangement protects many of the nations in the Known World from potential Heldannic aggression.
A growing and mutual enmity separates the Order and the Principalities of Glantri. With good cause, the Order perceives Glantri as a harbinger of chaos, while the Glantrian wizards resent the looming threat of a clerical hegemony in the region. The Heldannic Knights concern themselves with concepts of Law - but not those of Good or Bad, although improvements are forthcoming in this area, at least for the sake of diplomatic relations with the rest of the Known World.
The Heldannic Order breaks down into four main branches: one military branch which is the tool of Heldannic territorial expansion, and three clerical branches. They are the Voice of Vanya handling general administration, the Hammer of Vanya responsible for enforcing the Order's laws and ensuring orthodoxy among the military, and the Heart of Vanya whose role is to create and interpret the Order's laws.
Voice of Vanya: The Grand Master also heads this branch. It handles the administration of the Order, which includes especially finances, acquisitions and management of property, diplomacy with foreign powers, and overall decision-making for the Order. The Voice of Vanya runs substantial banking operations under assumed names in Thyatis, Darokin and in the Isle of Dawn which funds the Order's activities. It also manages these funds and any taxes collected from occupied lands. The Voice of Vanya resides mostly in Freiburg. Several members of this branch are also present at the main garrison (Oceansend, Landfall, the Holy Citadel, etc.) All important garrison commanders and a great many of the high-ranking commanders in the military branch come from the Voice of Vanya. These garrisons remain under a Grand Knight's direct authority, including any ships based there. Overall, the influence of this branch among the entire Order is considerable.
Heart of Vanya: This branch is responsible for the communion with Vanya, which includes religious services at the temples, studying holy scriptures and other sources of knowledge, interpreting the will of Vanya through omens and meditation, defining what constitutes heretical behavior, creating and maintaining the Order's internal laws and the laws of the land, and providing magistrates to settle internal and external issues. Priests of this branch are the scholars of the Order and also provide battlefield healers. The Heart of Vanya is based at the Holy Citadel, but the branch maintains an important presence at Freiburg. Priest of the Heart are also assigned to major garrisons. The Voice of Vanya does not control activities at the Heart of Vanya but may veto new laws it may come up with. If so, a council is called upon to resolve deadlocks, which requires the participation of all available Grand Knights and Abbots in the Order. Everyone has one vote, with a simple majority deciding the council's outcome.
Hammer of Vanya: It is this branch that gets the work done. An autonomous branch of the Order, it works with the Heart of Vanya from which it receives said laws and whose decisions it applies. The Hammer primarily enforces Heldannic Laws. Religious indoctrination among common soldiers in the military branch comes from the Hammer which also watches for unorthodox thinking in the Order. It is directly involved with rooting out heretical behavior and directs the conversion of non-believers to the ways of the Order's Immortal Patron.
The Hammer controls the screening and recruitment of new soldiers among native population, either volunteers desiring to join the Order, or natives called upon to serve under the Heldannic banner. In the latter case, all households settled in Heldannic Territories and with more than one child, must provide one adult person, male or female, capable of bearing arms. Indentured service is mandatory and lasts ten years. The Hammer also reserves the right to elevate lay brethren to the rank of knight and accept acolytes among the clerical branches. Indentured soldiers cannot rise among the Order until they make an Oath of Service. Joining the Order is a life-long affair ending either with the knight's death in the service of Vanya or a banishment from the Order following a disgrace.
The Hammer maintains an important presence among the military, as each fighting unit has at least one Chaplain. In addition to the above duties, the Chaplain provides clerical magic during battles. A priest of the Hammer is present in each Company or Lance, in addition to secular troops. In general, priests of the Hammer of Vanya are experienced with combat and well equipped. They normally fight with a war hammer, a symbol that they use generously to expound the concepts and benefits of their faith. They are physically fit for warfare and often display a natural fire and brimstone leadership style. When serving a high-ranking priest, Sergeant-at-Arms may be chosen among Chaplains of the Hammer. Together with the Heart of Vanya, priests of the Hammer can balance out the power of the Voice during times of crisis. The sect of the Anvil of Blood that guards Vanya's mortal remains at the Holy Citadel and her artifact, the Star of Vanya, is composed solely of priests of the Hammer.
It is possible for priests to transfer from one branch to another, depending on their experience and abilities. Priests of the Hammer who are too old to bear arms generally join the Heart of Vanya. Secular knights may become priests later in their career and join any of the three clerical branches, depending on their abilities.
The Military: The Grand Master of the Order is the supreme commander of the military apparatus. Either he or one of the two clerical Primates can lead an army. The main subdivisions of an army on a battlefield or in a major garrison require a Grand Knight. The Grand Master of the Order, the Primates, and Grand Knights are entitled a retinue of body guards, called Sergeants-at-Arms whose responsibilities include the safety of their commander and to see that orders are carried through. Sergeants-at-Arms are mounted, armored knights.
Any land force fielded by the Order breaks down into one Vaward, one Main Battle, and one Rearward. Before combat the Vaward normally holds the left wing, the Main Battle the center, and the Rearward the right flank. These three main combat units break down into Chapters of about 100 to 500 similar troops under the command of a Knight Banneret.
Chapters break down into infantry Companies and cavalry Lances, usually ten to a Chapter. A company includes either 20-30 men-at-arms, or 40-60 archers, crossbowmen, or pikemen. A Lance includes about ten armored knights. A Knight Bachelor commands individual Companies and Lances. All knights of the order are entitled to a squire attending to their needs and safety. A sergeant usually helps command infantry troops and provides combat training, usually one for every ten soldier in a company.
A number of combat units are predefined before a battle as being part of a rear guard. These are experienced troops whose responsibility is to cover the army's retreat from a battlefield (a rear guard is not necessarily part of the Rearward).
All member of the Order below the rank of knight (except novice priests) are referred to as lay brethren. They receive a small monthly pay which is normally sent directly to their families and serve a ten year term. All other members of the Order receive no pay and serve for life. Generally-speaking, the proportion between knights and lay brethren is about ten for every single knight.
Military Ranks: Grand Master of the Order, Grand Knight, Knight Banneret, Knight Bachelor, the common knight, and the sergeant in decreasing order of importance. All soldiers beneath the rank of knight are addressed as "Brother" followed by their name. A common knight is called "Brother Knight" or "Brother" followed with the knight's name. When addressing any other knight, one uses the term "Sir", "Sire", "Herr", "Lady" or "Dame" as the case may be. When addressing the Grand Master, one uses the term "My Lord" or "Meinherr" (The Grand Master title pertains to both the military and clerical branches). Squire and Sergeant-at-Arms aren't military ranks but functions. One of the Sergeant-at-Arms should be a Grand Knight or a Knight Banneret who will act as the commander's seneschal. The seneschal replaces an army commander in his absence. A squire is equivalent to a common sergeant, but unlike the latter, squires have taken their Oath of Service to the Order.
Clerical Ranks: The head of each clerical branch has the title of Primate, which automatically confers the rank of Grand Knight. A Primate stands between a Grand Knight and the Grand Master of the Order as far as personal authority is concerned. Serving a Primate are Abbots, considered equivalent to Knights Banneret. Serving an Abbot (or Abbess) are Priors, equivalent to common knights. Under a Prior (or Prioress) toil Serving Brethren, standing between indentured soldiers and sergeants; they are addressed as "Brother" followed by their names. Among the Hammer of Vanya, Priors are called Chaplains. Priors and Abbots are referred to as "Reverend Father (or Mother)". The Primate of the Heart is called "Your Eminence", while the Primate of the Hammer is called "Your Grace".
One may wonder why would people willingly join the Heldannic Order. By far the largest number of volunteers comes from the humblest kind. Volunteers come from native Heldann families but also from neighboring countries. Another important source of priests and knights are the countless sergeants serving among the indentured soldiers, seeking to improve their condition. To outsiders, the Order offers a number of attractions ranging from food and shelter for the meekest, to adventures in faraway lands, or even anonymity and a new life for those on the run from debt or another land's law. All the Order requires at first is that recruits adopt a new name, thereby severing ties with their civilian life. Other than priests of other faiths, one may find all sorts of people from every walk of life among the Order, from runaway serfs to fallen nobility.
Serving Brethren: Those desiring to join the Order normally meet Chaplains of the Hammer whose responsibility is to carefully explain the conditions of life in the Order and its duties. Wealth and personal freedom become a thing of the past. Instead, the new brother is initiated to the hardships of the Order, its laws, discipline, and the sense of belonging to a brotherhood lying above one's own death. The newcomer is given the brown robe of the Serving Brother. For a year, the newcomer experiences in particular the austerity of his condition, handling all menial tasks for priests and knights alike. Serving Brethren may be sent to abbeys and other garrisons where their help may be needed, and report to the local Chaplain. As Serving Brethren labor through their daily chores, Chaplains begin their indoctrination and the evaluation of their skills. The most fortunate are the ones with useful labor skills acquired before they joined the Order. These include blacksmiths, scribes, cooks, carpenters, and so on.
Novices: If after a year the Chaplains feel a Serving Brother does not have what it takes to pursue life in the Order, they offer the newcomer to remain a Serving Brother permanently or to leave the Order. If the Brother's behavior is deemed unacceptable, expulsion occurs before the end of the year. If on the other hand, the Serving Brother proves worthwhile and willing to remain, the Chaplains hold the ceremony where one takes the Oath of Service. The Chaplains then allow the newcomer to become a squire or a novice priest. Noviciate goes on for an undetermined length of time, depending on the novice's abilities. A squire may be required to serve a brother knight for several years. In times of crisis, talented squires may become Brother Knights in just a few months. A novice priest may need several years as well to study theology and master other aspects of the future Prior's area of devotion. When complete, the new Brother Knight or the new Prior receive their proper attire and equipment, and are transferred to their first assignment, most likely a commanderie or an abbey. Priors join one of the three clerical branches, depending on their skills.
Discipline in the Order is notorious throughout the Mystara's Known World. It is based upon a code of conduct that applies to all members of the Order, including indentured soldiers. Articles of the code are listed in decreasing order of importance and priority.
Punishment: Different penalties apply depending on which rule was broken. They are listed below in decreasing order of severity. Magistrates from the Heart may at their discretion upgrade or downgrade penalties one level to reflect circumstances. For the sake of expediency, garrison commanders may apply sentences requiring Atonement and Hardship directly without the presence of a magistrate of the Heart.
Rules 1-4: Loss of the House - banishment from the Order and its lands; confiscation of arms and clothing bearing the mark of the Order or of Vanya; branding in the forehead. The Order and subjects of the Heldannic Territories may not harbor, help, or consort in any way with a branded criminal. The penalty may be upgraded to a death sentence in case of extreme and damaging cowardice, treachery, or heresy.
Rules 5-8: Loss of the Robe - the brother is permanently condemned to wear the brown robe of the Serving Brother; 1-10 years hard labor in an abbey of the Hammer, depending on the gravity of the damage to the Order
Rules 9-12: Temporary Loss of the Robe - the brother is condemned to wear the brown robe of the Serving Brother for one to three years; the brother must regain status and rank as a newcomer. Penalties for simony or murder of a brother are automatically upgraded.
Rules 13-20: Atonement and Hardship - 6-24 lashes; fasting and praying before the altar until collapse. The punishment may be downgraded to 1-6 weeks at an abbey of the Heart to pray, meditate, and repent, especially for elder, frail, or unhealthy brethren.
In case of multiple crimes, 6-24 lashes are sometimes added in addition to possible upgrading for the worst offense.
During the decades following the new Heldannic Code of Conduct, The Heart and the Voice have enacted amendments essentially to reflect practical issues.
1st Amendment - Devotion: Indentured brothers in arms of another faith than Vanya are tolerated, but must keep their faith discreet and to themselves.
2nd Amendment - Respect: A brother must take meals in silence as the Holy Scriptures are read by the brother chaplain.
3rd Amendment - Cleanness: A brother must endeavor to wear appropriate and complete attire at all times.
4th Amendment - Achievement: The Order may reward a returning brother with items of magic as appropriate to rank and achievement.
5th Amendment - Poverty: A brother is entitled to a stipend to cover minor personal costs when involved outside the Order.
6th Amendment - Celibacy: Indentured brothers in arms may take a spouse but must keep matrimonial life discreet and to themselves
7th Amendment - Restraint: A brother must forego undue cruelty to people and animals, and respect the property of Heldannic subjects and the Order.
Married Knights (AC 1016): One of the major changes among both the knighthood and priesthood was to allow married candidates in a first move, and in a later move existing members to take a spouse in or out of the Order. This naturally implies they may have legitimate progeny. These changes to Heldannic Law came at a time when the Order needed even more recruits and desired to relax some of the older laws to adapt to the challenges of the day. There are, however, conditions to the above.
There are no further restrictions on accepting new members married before seeking to join the Order, as long as the intent of the 6th Amendment is respected. Those members seeking marriage while serving the Order have to go through a trial to determine whether the law on Chastity was violated. If not, the wedding is approved. If not, the petitioner(s) may be sentenced for breaking Heldannic Law.
The spouse cannot be a spell-caster other than a priest of Vanya. Members of the Heldannic Order must vouch for the virtue and honor of their spouse, and bear responsibility for the acts of said spouse. All progeny of the couple must be raised honoring Vanya. Provided the couple has progeny capable of bearing arms, the couple must provide at least one offspring to join the Order. Offspring may include any legitimate or adopted sons or daughters (including of a prior marriage) with proper rearing in regards to Vanya's faith.
Land Grants (AC 1017): In order to make the Order a more attractive prospect to experienced warriors - essentially members of Heldann or foreign nobility - The Order began providing small dominions to certain knights and priests as a reward for exemplary services. This was aimed in particular at the younger members of large warrior families who expected to inherit very little. These warriors were needed because of their high education crucial for their eventual gain of a higher rank among the Order. Most of these high-born adventurers were married before they would join the Order, which explains why the reform of AC 1016 on matrimonial laws was needed before land grants could be considered. Naturally, the grant of property comes with several obligatory duties.
Use and occupation of the dominion is permanent so long as the family has a legitimate heir. Lawful inheritors includes all living sons or daughters with direct blood lines to the original grantee of the Heldannic dominion. Spouses of the grantee or of legitimate heirs are not considered legitimate heirs themselves, but their progeny is (unless adopted, illegitimate, or of a prior marriage). Spouses and illegitimate heirs may become eligible if they are active members of the Heldannic Order who have taken the Oath of Service, and are in good standing. Following the grantee's death, disability (either total or temporary), or disappearance, the Order will appoint an administrator from The Voice as Heldannic Regent if the legitimate heir is too young to take on the responsibilities of rulership, usually less than fifteen-years-old. Should the grantee pass out without acceptable inheritors, or repudiate the Order, the dominion immediately reverts to the Order's ownership. The land and its buildings cannot be sold as a whole or in part, or seized to fulfill debts.
The grantee or the later heir owes fealty to his/her liege, the Heldannic Order. The grantee cannot have other lieges and remains under the jurisdiction of Heldannic Law. Should a grantee or the lawful heir be tried for a crime and sentenced to Loss of the House, the dominion is immediately seized and the whole family is expelled from the land. Generally only the first four laws of the Heldannic Code of Conduct (Devotion, Order, Obedience, and Loyalty), apply to a later heir of a dominion, especially if not a member of the Order.
The grantee must pay a 20% tithe to the Order, or a set minimum determined when the land is granted. A specified number of good quality troops must be maintained on the grantee's dominion, who should be made available to the Order in times of war (treated as mercenaries or foreign volunteers). Although no one in the grantee's family may cast spells granted by other than Vanya, spell-casting retainers may be employed.
Customs: Following a battle, brother knights serving in the same Lance often seal their companionship by sharing their blood. They cut open their forearms and apply the wounds together. Although tolerated among the military, the practice is frowned upon among the priesthood as it is thought to conflict with some aspects rules 2 and 3. The fear is that fraternal loyalty may supercede faithfulness to the Order and obedience to its commanders.
There are five decorations that are awarded for exemplary service in the Order. They can be awarded either to military or members of the priesthood and can be worn with our without armor.
The Gorgerin: As the only decoration that can be awarded to an indentured soldier, it rewards bravery in combat. Any single chaplain or knight bachelor may request the award, which requires an approval process by the offices of The Voice. The Gorgerin looks like a crescent-shaped silver plate engraved with Heldannic motives, and with a silver chain. It is worn around the neck, with the plate resting on the chest. It symbolizes the armor of the warrior. Once a day, a gorgerin provides the effect of a bless spell to the owner.
The Garter: Three Abbots of The Heart may award this decoration for outstanding work supporting the faith of Vanya, usually achieving some great feat of faith and devotion. The garter is a discreet, black band worn on the right thigh, just above the knee, symbolizing humility in faith. The garter provides a +1 bonus to any Wisdom-based saving throws and ability checks.
The Cord: Three Abbots of The Hammer may award this decoration, usually for converting great numbers of followers to the ways of Vanya, or protecting the Order against manifestations of heresy and chaos. The cord is a simple, black and white braided rope worn as a belt. The black and white braid symbolizes law and order, and the cord's knot, the undying loyalty to the brotherhood. Some theorize it symbolizes a spiritual umbilical cord, the priest being the growing child and the Order the all-giving mother (presumably Vanya). Once awarded, the cord must always be worn The cord provides its owner a +1 to all saving throws against chaos magic (spells cast by chaotic wizards).
The Hilt: Three Abbots of The Voice or Knight Bachelors may reward with the hilt an act of great bravery in combat our outstanding leadership. The hilt involves the alteration of the recipient's weapon, including the addition of three lion head motives to its hilt. The three decorations symbolize strength of heart, body, and mind. They provide a +1 bonus to saving throws against fear and all mind-control spells when the weapon is in hand (or simply held in its scabbard).
The Eagle: It is the highest decoration awarded in the Order. In most cases, it awarded posthumously by two of the three Primates. So far, only a handful living members of the Order have received the Eagle. It is a marshal's baton made of obsidian surmounted with a small silver eagle spreading its wings. It symbolizes glory above all. When calling out Vanya's name, the baton turn into a semi-corporeal melee weapon, the type that the owner normally fights with. It is equivalent to a +1 magical weapon (to attacks and damage). Against chaotic opponents of at least tenth level or ten Hit Dice, however, it has additional effects equivalent to a light belcher's "Holy Glaive" (see Artillery section).
Oak Leaves: Another form of decoration lies in the successive awards of the same decorations. For example, a priest may be awarded the cord three times. In this case, the priest would have one cord and two oak leaves. They are small oak leaves made of green enamel and gold which can be embedded in or attached to either the garter, the cord, or the hilt (the Eagle can only be awarded once in a lifetime). Each oak adds a +1 bonus to the effect of the original decoration, up to a maximum of +4.
The Heldannic Knights do not favor one gender over another as far as functions, ranks, and statuses are involved. Separate barracks are otherwise designated for different genders to avoid discipline problems. Members of the Heart are predominantly female. The main factor influencing this tendency is Vanya's past existence as a warrior princess. All members of the Order who have taken the Oath of Service must observe chastity, the others merely celibacy. Disgrace and banishment awaits knights and priests breaking this rule. Lesser members are severely punished but not released until the end of their term.
Over the decades of the Order's existence, its founders and those who were later permitted to take the Oath of Service often harbor a dislike of races other than human. Prejudice has more to do with the knights' own arrogance and ignorance of other peoples. The bias of the knights' unfortunately goes further, although it is not openly admitted. Discrimination has been directed toward any "brethren" unable to prove clear Heldannic lineage (referring to Hattian origins). Some among the Heart have alluded to the deplorable attitude as baseless and ill-serving the Ways of Vanya. The fear is that this on-going hypocrisy not only deprives the Order of useful skills, but may also encourage dangerous internal conflicts and threaten the whole Order's cohesion. A quiet struggle goes on behind the Order's curtains.
Lay brethren and novice priests normally wear a brown surcoat. Sergeant and squires also wear a patch sewn on the upper left of the chest displaying a white shield with a black lion rampant. Knights wear a white tabard with a large lion rampant; their mounts normally have matching trappings. Priests wear black robes or surcoats and, around their neck, a silver chain with a lion-shaped medallion. Etched inside the medallion is either a heart supporting a flame, a hammer, or a star indicating the priest's branch. Heldannic shields are white with the black lion rampant. Simbasta wear their normal ethnic clothing plus blankets or furs in the colder climes of the metropolitan Heldannic Territories.
Armor and weaponry appearance varies with the geographic location of the garrison. Troops always carry some markings to identify their original garrisons. For infantry, they consist of two or three ribbons tied on the soldier's sword-bearing arm. These inch-wide ribbons display two colors in a specific pattern. Cavalry markings appear on pennoncelles flying at the tip of the knights' lances.
Vaward, Main Battle, and Rearward always display a large standard, at least six foot square in size, which remains unfurled during the entire length of a campaign. A three-foot-square banner marks the position of a Chapter commander. Companies and lances follow a Knight Bachelor's pennon. A single tail pennon is generally attributed to a secular knight, while a priest would carry a double-tail pennon. Pennons are two feet long and a foot wide. It is a sign of honor for a soldier to carry a banner or a pennon. Only Sergeants-at-Arms normally carry army standards.
Troops of various types may constitute a garrison, however, they are generally reassigned to Chapters prior to a battle so they can be used more effectively. For example, retinues from several different garrisons each include cavalry, infantry, and archers. Cavalry may be regrouped in one single Chapter in the Main Battle, while the infantry and archers are regrouped into several Chapters in the Vaward and Rearward. The use of garrison markings and banners becomes crucial to control fighting units before and during battle.
As described earlier, an entire Cavalry Chapter would involve far more than just a hundred mounted knights. Here is an example of what forces may be involved in reality:
So, all knights involved amount to 163. Lay brethren number 1,639. The total number of troops reaches 1,955 including clerical personnel. Mounts of all types, not including spare horses, add up to 629 horses and 48 mules. The force may also include the odd Simbasta war party of twenty rakasta and their chieftain. Let us not forget the baggage train for supplies and tents, and non-fighting personnel. A baggage train could include as many as one large, four-wheel wagon pulled by two to four oxen for every fifty soldiers on the field. This would amount to forty wagons, probably another eighty Serving Brothers driving the oxen and acting as camp assistants. Add to this a mounted escort of ten brother knights, a Knight Bachelor, eleven squires, a score of healers (Priors from the Heart), and another thousand camp-followers (the usual civilian retinue following any army on the move). The total well exceeds three thousand people including the original hundred brother knights.
Siege weaponry generally consists of ballistae and blight belchers. The latter are heavy magical rods made of metal which can cause flesh and other organic materials to wither and die. Other siege weaponry is normally built on-site where needed.
A ballista crew consists of a sergeant skilled with artillery, and two pikemen to load and fire the javelins, guard the weapon, and handle the mules. The two crew, the javelins, spare parts, tools, and the ballista itself are carried on a wagon pulled by four mules. If necessary the ballista can be disassembled and carried on the mules along with supplies should the wagon need to be discarded (as may be the case with rough terrain).
The blight belcher crew consists of a Chaplain whose prayers are needed to fire the magical rod, two knights assigned to guard the weapon at all times, and two Serving Brethren help mount or dismount the five-foot-long, five-inch-diameter, metal rod. The weapon, its stand, and tools are transported inside a two-wheel case pulled by two horses. The Serving Brethren ride on the wooden case.
An artillery train is normally assigned to each Chapter, but may be repositioned elsewhere prior to a battle. An artillery train generally designates a unit of three ballista and one blight belcher, but it is sometimes reduced to a smaller detachment when some of the weapons remain behind with their original garrison. Knights Bachelor normally direct the fire from each artillery train, but otherwise take orders directly from the commander of the closest force (Vaward, Main Battle, or Rearward).
The Heldannic Order operates a traditional navy, and a force of flying ships called warbirds. On seafaring vessels common crew are equivalent to indentured infantry. Officers are knights, with a Knight Bachelor acting as ship Captain (Herr Kapitän). Seafaring ships are used to haul merchandise or military supplies, and patrol coastal waters in the Heldannic Territories. The head of the sea fleet is a Grand Knight with the title of Admiral (Herr Admiral). The Heldannic Knights are not a traditional seafaring people. Their navy is likely to remain limited in scope and ability. For combat, the Heldannic Knights rely on warbirds.
Warbird personnel is treated differently in that all crew must have taken their Oath of Service before being allowed onboard. Common crew are squires trained to work on warbirds. Otherwise officers are knights with an Abbot drawn from any of the three clerical branches, acting as ship Captain (Herr Luftkapitän). All other clerical crew aboard is drawn from the Hammer. The Commander-in-Chief of the warbird force is the Grand Master of the Order himself. Grand Knights in charge of garrisons harboring warbirds may commandeer these skyships.
Warbirds are used as emergency troop transports or as warships. Some patrol the skies above Heldannic Territories and link far-flung colonies to the capital city of Freiburg, others are a part of important garrisons (in particular Freiburg, the Holy Citadel, Oceansend, and Landfall).There is a fixed number of such vessels because they draw their flying power from a magical artifact located in the Holy Citadel. Its ability to lift and move objects tops out at 5,000 tons anywhere on Mystara and vicinity. The air fleet traditionally includes 28 light warbirds and two larger, heavy warbirds.
There are two types of garrisons, the commanderies which hold a military function, and the abbeys which fulfill all other functions.
Commanderies: They include anything from a fortified house to a large castle. They dot the lands of the Heldannic Territories, guarding borders, roads, and other strategic points against incursions and banditry. A small commanderie detachment typically includes a Commander (Knight Bachelor), two brother knights, three squires, two sergeants, six men-at-arms, twelve archers or crossbowmen, one ballista and its crew of three, one Chaplain, and four Serving Brethren to handle menial tasks inside the commanderie. Another twenty-five hired peasants who do not reside on site tend to some thirty acres of farmland and the commanderie's livestock of one bull, two oxen, four cows, twelve pigs, twenty goats and sheep, and scores of poultry and fowl (and so on).Other assets include two plows and two supply wagons including the one for the ballista unit. The House, as the knights call it, provides several dormitories, stables for the knights' eighteen horses and four mules, a mess hall, a chapel, a few individual rooms including the Commander's own quarters, and a kitchen which form the fortified dwelling. A barn and other wooden structures used for farming stand outside the commanderie.
Abbeys: In settled and pacified lands abbeys endeavor to develop the region's agricultural potential in addition to the exploitation of their own estate. They provide religious services to common folk in the area, medical, and educational services. They also collect taxes, handle local recruitment, and conduct any police duties in the absence of the military. Taxes are then shipped the closest main garrison to be entrusted to the Voice of Vanya. These abbeys also provide peaceful retirement to elderly brothers who have become incapable of handling their duties. All three clerical branches reside in these abbeys, but the Heart often directs daily business.
In recently acquired lands fortified abbeys have the crucial responsibility of suppressing desires and means for armed resistance. They work to reduce the influence of other faiths, slowly converting local population to the Ways of Vanya. These abbeys follow a much harsher lifestyle and discipline than any other garrison in the Order. They are often used as a place for unruly brethren to expiate crimes and learn the Ways of Vanya the hard way. The Hammer of Vanya runs all these outposts. Depending on the need, a military detachment such as the one described for a Commanderie, may be garrisoned at the abbey. An average abbey includes an Abbot, up to twenty Priors or Chaplains, and up to two hundred Serving Brethren.
Confusion surrounds the description and ability of the Heldannic blight belcher since it was originally mentioned in the Princess Ark stories. Originally, it was meant to be a magical weapon capable of withering and consuming living flesh and other organic matter (such as wood, leather, cloth, etc). On the other hand, the Champions of Mystara boxed set included a description of the Heldannic warbird, along with a note to treat the belcher as able to cast a disintegrate spell up to 300' away, once a day.
The issue is to preserve the original idea, yet without invalidating the later published material. One way of accomplish this is to assume there are two different belchers.
The Heavy Belcher: This is the one that is mentioned in Champions of Mystara. A belcher consists of a heavy metal rod resting on a swivel so the clerics can easily point them at a target. The rod is gold-plated and engraved with clerical runes on its surface. The heavy belcher has a permanent power that functions once per day (or once per period of 24 hours outside Mystara). In order to discharge the belcher's power, a priest of Vanya needs to utter a short prayer.
The Light Belcher: Although it looks a lot like its heavier version, it is silver plated and works very differently. As with the heavier version, the light belcher requires a short prayer to activate its power. It has a maximum of 12 charges which can be recharged, usually before leaving on a mission. If all twelve charges have been fired, the silver plating tarnishes, blisters, and cracks as the rod itself begins to rust. After a few hours, the rod disintegrates into a pile of rust powder.
The light belcher affects living tissue and organic material. When discharged a faint aura of grayish darkness materializes a few feet in front of the magical rod, extending to the target, causing anything within the aura to warp, wither, and possibly die. The aura vanishes almost as soon as it appears, except for an odious, raspy hiss that lingers on for a moment longer.
Depending on the prayer that was used, the belcher either has a range of 120' with a foot-wide aura extending straight ahead, or an area of effect shaped as a 40'-long, 30' wide cone. No attack roll is needed. In the case of the 120'-long aura, the target must be defined in the cleric's prayer (and the cleric needs to have a clear line of sight to the target).
Living creatures caught in the aura get a saving throw vs. spells. Merely failing a saving throw allows withering damage to affect the creature (d6+4 damage). Rolling a critical failure (a 1 on a d20) on the save means the entire creature dies as the aura consumes an essential portion of its body.
Organic material gets a saving throw vs. spells. It it fails, the portion of the material warps and withers, including the point of impact and all organic material within a foot of the aura. So a direct hit on a ship's hull would cause a three-foot-wide gap (or as much as 33' if a cone was used). The withering aura effectively goes through intervening obstacles, until it reaches the target defined in the prayer. If the target is beyond range, the aura extends to its maximum range and ends there.
Undead creatures are immune to the light belcher, as are non-organic materials -- essentially metals and minerals and all constructs made from these materials. So for example, an iron golem is immune, but not a flesh-golem. A shambling mound is at risk, but not an earth elemental. Light belchers cannot be used against a fortress's walls but could warp the wood in a drawbridge.
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