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.