Wednesday, February 26, 2025

Mages, Minions, and Money

This wordy beast is the result of chewing on some nuts-and-bolts of the Mage Knight world.  I had thought I already posted it, but it seems not, so here you go.


So.  Basically, I've been looking over and picking apart background details for the Mage Knight setting.  Since most of the time the warband I run and scribble about the most is a pack of mercenaries, I peek through that sort of lens.  This go around, I focused on what mercenaries fight for: the moolah. What's the going rate for a hired gun?  How do they get paid?  Who made the money they get paid with? Do they have trouble spending it?  Little world-building details that live in my brain and smack on the walls at times.


This wound up in the realm of numismatics.  Put simply, numismatics is the study of money, especially coins.  How they're made, who makes them, where they circulate, and so on.  In this case, I'm dealing with a fictional world with an emphasis on combat and chaos, with little attention to things like economies and logistics.  This is not a criticism; Mage Knight is a war game, the essential conceit is to grab your fantasy dudes and smite the other guy's fantasy dudes.  Minutia like this needs to stay in the realm of background lore.  Even so, sometimes you get somebody that wants to pick at things (like me.)


There are some obstacles here.  Facts are few and hard between, so I have to resort to inference and conjecture to make the pieces fit.  In any case, here we go.


All we really know is that gold, silver, and copper coins exist in Mage Knight.  Their provenance is fuzzy; we've got lots of polities, large and small, plus defunct nations and an underworld so full of loot-laden complexes that the Land is basically a giant anthill.  So let's start with the obvious.   Atlantis most certainly has a mint and it's cranking out gold coins; shiny new gold coins were paid to an orc shaman to betray Raydan Marz while they were hiding out in the city.  Between this and the designers explicitly comparing the Empire to the last days of the Eastern Roman (AKA Byzantine) Empire it's a fair bet that silver and copper/bronze pieces are also being minted.  It can also be inferred that the Empire controls mints in other major trade centers like Venetia, Xandressa, and Caero.  What denominations and exchange rates (gold:silver:copper) exist is debatable at best.  Is it reliant on decimalization (1gp:10sp:100sp) or one of the many 'quirky' systems used in history? Probably quirky.  Who else has a mint?  Khamsin is both a nation unto itself and a major trade center; they almost certainly have a mint to pay all those newly-respectable mercenaries the place is famous for.  They likely copy the Atlantean standard out of pragmatism and swapped out the gears for guns and beards.  The Northlands probably a have a small one at Enos-Joppa.  The Empire and Revolution's mints are probably really close to modern ones with steam presses and milling techniques.  But who else?  The Elementals probably don't bother, which is ironic since the most famously money-hungry character in the setting is the one and only Byrch, a Crystal Bladesman.  Necropolis might be cranking out some coins, but more likely they pay their legal tender is blood and bitches while using whatever coins come their way when they raise or turn people.  The orcs don't make any coins, but they'll happily take them off you with everything else.   They might even have an internal economy where they spend their ill-gotten coins for tent parts or elf legs from the tribe next door.  Shyft flat-out don't bother.  The Solonavi might actually have a mint or two under their direct control to keep the plebs and more materalistic Oathsworn happy.  The Draconum almost certainly don't bother with a mint, but since their whole schtick is "wandering Elder Scrolls player character" they certainly use coins and have a very good grasp on what a given coin is actually worth beyond face value.  The next question is if any of the 'petty kings' or vassal states out there have their own little mints, which is possible especially give the Land's current state of being a political quagmire. They may or may not have permission from the big people's table, and most likely crank out just enough to suit their own needs.  Finally, we have coins that aren't being made but are recognized, like the ubiquitous gold Heroes dig up and the pre-Kosian silver coins mentioned in the Scrying Pool.


So, where does this leave the average mercenary?  Khamsin Fuser Jimbob and his buddy Utem Dave fight for pay, but how does that pay work?  They probably see at least a few gold pieces a month, where they come from and how much actual gold is in the things dependent on how close their band is to Big Important Cities.  If they're hanging out near an important fort they probably get at least a decent chunk of gold and better silver pieces, which the local tavern happily accepts for plenty of ale and roast chocobo legs.  Out in the sticks, they wind up with a bizarre stew of banged-up coppers, old silver lifted from some skeletons that jumped them, and debased gold cranked out by King Ivanhoe the Incontinent.  Maybe a pouch of hacksilver they got working for a Scythian nutball that though flexing at your enemies was a viable tactic in the face of lightning guns.  Some worn but still good gold grudgingly paid by a sneering Magus after securing an old Magestone pit.  Now they get to have a grand time dickering withe local hucksters for a new-ish canteen and a couple bowls of gamey mutton stew.  If they had a good haul, they might have the fortune of finding a banker or money-changer that won't fleece them and take off.


Anyway, while going further would actually be a fun exercise in worldbuilding, it would also become pure speculation at this point.  Thanks for reading.



Tuesday, January 21, 2025

Scenario - Hour of The Horde

 Hello, once again!

It took a bit, but here I am, cranking out an idea.  The core concept is simple:  A player, or better, a group of players with relatively small armies try to stave off a growing horde of Mage Spawn under the control of another player.  The challenge here is to keep things somewhat balanced and keeping things to stuff in a Mage Knight player's toolbox (sticking to d6s and standard terrain types) so the scenario rules themselves will be bare-bones.

Mage Knight Scenario:
Hour of the Horde

So this may be it.  The Commander sent our squad out here to help out the locals with a small Spawn problem.  But the problem is not so small after all.  The bad news is that we smacked a hornet nest and they're pissed and swarming.  The good news is that another squad came to back us up, and the rest of the Raiders are coming.  We're to hold our ground, and hope to live long enough to collect our pay...

Rules:  Mage Knight Vintage, Kill Points see Special Rules.
Army Size: 300+, see Special Rules
Actions: 3 actions per turn except for the Hordemaster, see Special Rules
Time Limit: 90 minutes.

Special Rules:

Hordemaster: One player is designated the Hordemaster.   The Hordemaster's army is limited to Mage Spawn figures, and the Hordemaster's starting army may not contain a figure with a point value above 50 points.  (NOTE: this is so we can have a horde of all sorts of nasty little gribblies to start off, instead of a souped-up unique Spawn with some ablative meat.)  The Hordemaster has 4 actions per turn, plus 1 action for each regular player after the first 2.  

All players except the Hordemaster are friendly to each other, and Hordemaster is opposed to all other players for the purposes of abilities and effects (Healing, Defend, etc.)  The Necromancy special ability may return a figure from a friendly player to the field, but it will be under the original player's control.

Each non-Hordemaster player has a army size of 300 points, while the Hordemaster has 500 points to build their starting army; for every non-Hordemaster player after the first 2, the Hordemaster may add 100 points to his starting build total (for example, if there are 3 regular players the Hordemaster has a starting total of 600 points.)    No army may contain Titans, castle pieces, or mutiple-dial figures.

Reinforcement Pool:  Create a pool of Mage Spawn figures.   There is no limit on the point value of the pool or on individual figures in the pool, but the pool is limited to Mage Spawn figures.  At the beginning of the Hordemaster's command phase, the Hordemaster may roll a six-figured die and multiply the result by five.  The Hordemaster adds figures of the result's value in points to his army, the added figures start in the Hordemaster's starting area or in base contact with any of the Hordemaster's figures but not within 6 inches of an opposing figure.  The Hordemaster's eliminated figures are returned to the pool.  Any of the Hordemaster's figures with the Summon special ability may summon figures from the pool.

Heroic Surge:  When a regular player's army eliminates 100 points of the Hordemaster's figures, they may heal one of their figures back to their starting marker.  This repeats every time that player eliminates 100 points of the Hordemaster's figures (i.e. at 200 points, 300 points, etc.).

Escalation:  After each player has had five (5) complete turns, the Hordemaster rolls two six-sided dice instead of one, still multiplying the result by five, and adds figures from the reinforcement pool per the result/ (NOTE: it's Boss time!)

Victory Conditions:  Each player counts victory points equaling the point value of each figure in their army that survived the whole game, plus victory points equaling the points of each opposing figure that player eliminated.  If the allied players' victory points combine exceed the total victory points of the Hordemaster, they win.  If the Hordemaster's victory points exceed the total combined points of the allied players, the Hordemaster wins.  If the allied players' armies are all eliminated, the Hordemaster wins. 



Thursday, July 25, 2024

Vengeance Rising Scenario 4 -- Thriller

 One final push.  This is the grand finale of the Vengeance Rising scenario set.  Time for really big armies and big guns with spooky Draconum as a garnish!

Vengence Rising
Scenario 4:  Thriller

My Lord:

This is a total mess.  That goblin-fondler Amotep-Ra has managed to wake up every dead Drakona minion in the place.  A bunch of 'em are tearing around, but whatever witchery he cooked up to bind them is working at least some and they've decided he's the boss.  The good news is that 'Zak managed to convince some of the stragglers that following Ra is totally bogus and now we have our own little creepy band  In any case, the daft wizard won't let mere proles like us disrupt his schedule and make him late for tea, so we're in for it.  I've grabbed everybody so it's gonna be one helluva shindig.

Regards,
Commander Wulfe Luer


Rules:  Conquest, Vintage
Army Size: 2500+ points  (see below)
(NOTE:  Trying for 3000 points could be more fun if you're using a lot of 2.0 figures, but I've noticed a lot of players aren't really confortable going that big.)

Setting the scene:  Each player may contribute two extra terrain feature to the terrain pool and place one more terrain piece.  Water terrain may be placed.  If available, use the Haunted Graveyard Domain card.  No other domain cards are allowed.

If played after Scenario 3, the winner of the previous scenario may add up to 400 points of figures from the following list to their army:  Whelp Zombie, Whelp Skeleton, Vengeful Ghost, Scalesworn Specter.  (Note: if you don't have enough of these available, use appropriately macabre non-unique Mage Spawn like Skeletons, Shades, Tormented Souls, etc.)  The loser of the previous scenario may add up to 200 points of figures from the same list.  Figures with these names count as mercenaries and may make formations per the Mercenary rules.

Victory: As per Conquest rules.  If using victory points instead of objectives, figures from the special list above that survive are worth double their normal value.

And there you have it.  Try it out, and get to conquering!



Tuesday, July 9, 2024

Vengeance Rising Scenario 3 - Monster Mash

 Been a few weeks, hasn't it?  Suffice to say, life happened and I wasn't really able to do much besides focus on work and hide in Witcher 3 for a while.  But I'm back, with the third part of the Vengeance Rising scenario set.  

For those just tuning in, the high concept is a 'typical' Mage Knight escalating scenario set, with the twist of adding in a neglected element; in this case the 'undead' Drakona mooks and minions from Dragon's Gate.  While we would see the Drakona themselves were here to stay, and even get the DG big uniques get 'reprinted' in Nexus, we never saw the small fry ever again.  This set is essentially a vehicle to set them loose.  I'm using 'generic' ideas, but players are free to bring their own twist to things.  A warband led by Draconum come to gather up their ancient servants or a Spirit Lord comes to rip them from their resting place for a twisted mirror of their hated Draconum foes?  It''s all up to you!

Vengeance Rising 
Scenario 3: Monster Mash

Lord Stygian:

I report that our project still proceeds.  The ritual you unearthed to raise and bind the ancient undead that haunt this ruin is delivering some returns for us, and we shall have fresh (for a certain meaning) subjects and warriors for your glorious designs.  Unfortunately, there has been difficulties; those meddling elves sent our old friend Luer and his pack of yahoos to bother us, and his Draconum has somehow managed to steal away some of our conscripts in the middle of things.  I humbly ask for some reinforcements so that we renew our efforts and complete the task you set, and see off that mendacious mercenary while we're here.
  

Demi-Magus Shishkebab

Ruleset:  Mage Knight 2.0, Conquest
Army Size: 1200 + (see special rules)

Special Rules:  Each player may bring up to 2 Domain cards and put them into play.  Alternatively, run the Smoke and Fog and Haunted Graveyard Domains.  

Each player may add up to 2 more pieces of terrain to the terrain pool and place one more terrain piece when setting the scene (build up, try some crazy combinations), shallow water may be placed, but deep water may not.

If played after Scenario 2, the winner of the previous scenario may add up to 300 points of figures from the following list to their army:  Whelp Zombie, Whelp Skeleton, Vengeful Ghost, Scalesworn Specter.  (Note: if you don't have enough of these available, use appropriately macabre non-unique Mage Spawn like Skeletons, Shades, Tormented Souls, etc.)  The loser of the previous scenario may add up 150 points of figures from the same list.  Figures with these names count as mercenaries and may make formations per the Mercenary rules.

Victory Conditions: as per the 2.0 Conquest Rules.

And there you have it.  Now get out there and get to conquering!  

Tuesday, June 18, 2024

Vengeance Rising Scenario 2 -- Ghosts in the Mist

Hello again!  Time for the second scenario for the Vengeance Rising mini-campaign.  This is a little more dangerous for everybody; things are waking up, and they're pretty cranky.

Vengeance Rising, Scenario 2
Ghosts in the Mist

Lord General:  

You weren't joking.  Amotep-Ra has gone daft, and has decided to stir up the local monsters to bolster his forces.  If the Scorned hear about this there'll be hell to pay.  We managed to jump him and make a fight of it, but the ancient dead are waking up.  The only bright side is that they seem to have hell's own hangover.  I aim to give the loonies a few lessons in ballistics, but if you have anybody that knows how to calm the angry dead, send them along.  And some more cash.

Commander W. Luer.


Rules:  Mage Knight 2.0, Vintage
Build Total: 400 points+ (see special rules)

Special Rules:  Use the Smoke and Fog Domain and the Haunted Graveyard Domain.  If played after Scenario 1, the winner of the previous scenario may add up to 60 points of figures from the following list: Whelp Zombie, Whelp Skeleton, Vengeful Ghost, Scalesworn Specter, while the loser may add 30 points from the same list.  (Designer's Note:  If the figures are unavailable, feel free to substitute suitably spooky Mage Spawn like Skeletons, Specters, Shades, Tormented Souls, etc.)

Setting the Scene:  Place terrain as per the normal rules, except each player places one more terrain piece on the battlefield.  Deep water terrain may not be used.

Victory Conditions:  As per Mage Knight 2.0 rules.

Thursday, June 13, 2024

Vengeance Rising Scenario 1: A Grave Matter

 Hello again, apparently this blog just will not die.  Anyway, have the first scenario of a set I've been banging on.  The core concept is simple; warlords are fighting it out over recently discovered Drakona ruin, and the ancient undead servants are stirring.  The idea to take glossed-over elements and ideas and build something around them, and if there was anything Mage Knight left lying around, it was all the cool monsters the Drakona had to deploy, but didn't, even when the stakes were at their very highest.

Vengeance Rising
Scenario 1: A Grave Matter

Commander:  

A most disturbing report has reached us.  It appears that the Magus known as the Stygian has found an ancient ruin of Drakona origins.  While his intentions are unclear, there seems to be more than simple tomb robbing going on.  We fear that he is planning to somehow awaken and bind the ancient Drakona creatures that rest and guard this place.  Merely stirring these undead could prove a great threat to the region.  You are hereby charged to make haste to this fell place with all the warriors you can muster, and drive the Stygian out.  Be wary, those who sleep here will not see you as friends, and they will be cunning and merciless.  I trust this message and your usual fee--half up front, of course--sees you well.  Please, do not delay.  

Regards.


Rules: Mage Knight 2.0, Vintage
Build Total:  300 points
Recommended Domains: Smoke and Fog or Darkness

Setting the Scene:  The field is dominated by the crumbling ruin.   When creating the terrain pool, add at least 2 more blocking and/or hindering terrain pieces to the pool.  Terrain pieces may be placed within 1 inch of each other, and each player may place one additional piece.  Shallow water may be placed, but deep water may not.  (Note: the idea is to have extra terrain cluttering up the field; if both players agree, feel free to cook up a nice built-up ruin instead of standard rules, just keep it fun and fair.)  Place objective tokens as normal.  

Victory conditions:  As per standard 2.0 rules.

And there you have it.  Fairly straightforward; extra terrain and reduced lines of sight should make for sneaky close-quarters encounters and ambushes.  Go forth and conquer!

Tuesday, October 11, 2022

I'm Still Here? Wow...

 Well over a year after my 'triumphant return' to blogging.  What a mess...

Anyway, it is time to return to my mad ramblings.  In recent times, I've been tearing my way through archives of old official Mage Knight scenarios and campaigns.   Some of them seem pretty fun, especially the older stuff where it was clear the developers and writers were doing things by the seat of their pants.  The lore especially can across as pretty whack, though there was an emphasis on mixed warbands and 'little guys' that I find very appealing.  A lot of the 2.0 scenarios, though, well, even accounting for players bringing in domains for their own spice, they're just bland.  They got better around the time of Nexus, and like Nexus itself, was really more a final blaze-of-glory push that came too late.  

This 'research' came about since I was mining for ideas for putting together a more serious campaign concept than the lolrandom Fort Nerdicus set.  My initial concept is an attempt to bring Mage Knight back to its roots, at least from my own perspective:  an emphasis on hodgepodge warbands made from whatever a player could slap together from a starter and some boosters instead of monofaction, finely-tuned juggernauts that just can't help but steamroll everything but other juggernauts.

The core conceit from a lore standpoint is one I've discussed before:  The Apocalypse Dragon and friends showed up, the Land got rekt, but the baddies were defeated at great cost instead of the spiteful end of things that officially happened.  Players represent minor warlords that are picking up the pieces.  From a rules perspective, I'm trying for very simple initial restrictions:  Campaign armies start at around 800 to 1000 points, but no more than 2 unique figures.  All sets are allowed, and the 'Vintage' ruleset I concocted would be run so that 1.0 figures would be relevant; it became very clear that at least in the lore, the old figures did not just up and vanish no matter what the official tournament rules said.

My big hangup is trying to find a way to include reinforcements in a way that doesn't enable a player to immediately slap down a pack of heavy-hitting uniques or something after just one or two games, but also doesn't add any more complexity to the army requirements.  The goal would be to build to such a point after time and have a glorious big Conquest battle where everybody pulls out all the stops in the late- and endgame.

I'm also running the idea of a campaign map as opposed to either a campaign tree or the four-scenario monthly sets that Wizkids ran.  No real hangups, just haven't really cooked up anything yet.  Since this is going to be a slow simmering work instead of cranking it out right off the bat, I'd be open to input on this part, plus any other suggestions.

Well, that's it for now.  Hopefully it won't be another year before I talk about this stuff again.  Now go forth and conquer!