Geography
Heldann AC1018 Heldlands AC1015
Vanya's rest Polakatsikes
The Army.
Artillery  Cavalry Garrisons 
Navy Uniforms and ID  Warbirds
Warbird propulsion.
The Waffenadler-Class (Light) Warbird.
The Sturmkondor-Class (Heavy) Warbird.
The Uhuboot Class Warbird..
The specials weapons.
Blight Belchers
War Talons
Skygems.
Politics.
The Priesthood
The Military
Ranks and form of adress
Joining the Order
Code of Conduct
Amendments to the code of Conduct
Later reforms to the Law
Bias & prejudice
Demographics. Religion.
Sects and Factions
The Anvil of Blood
The Fist of Hattias
Company of the Orb
The Fallen
The Eyes
The Pathfinders
The Partisans
Storm Soldiers
Paladins of Vanya
Short stories. Glossary.
Economy. Vanya's artifact.
Synn and Wulf von Klagendorf. History of the HK by Geoff Gander.
What everybody knows about Heldann. Some funny words about and by the Heldannic Knights.

 

 

What everybody knows about Heldann.

As reported by Sir Hendrik Gultzer, servant of the Glorious Lady Vanya.

The Land

The lands of the Heldannic people is harsh and unforgiving. Our winters are noted for its cold winds that pierce right done to your bones, and the summer is not much warmer. Cold waters from the northern regions of the Alphatian Sea splash upon our shores, keeping the warm months cooler than most other nations of the Old World.  The land is as beautiful as it comes, with many renown painters travelling to Heldann just to paint portraits of the landscape. Pines and spruce are everywhere, and mountain runoffs create numerous small, crystal-clear lakes.
Although covered in pines, the land is rocky and not very adequate for agriculture. Despite this, hardy Heldanners work the lowlands, producing enough food for the people to survive. Further from shore, tall rough-edged mountains dominate the land, effectively marking our border with Wendar and Denagoth.

The People

While our land is definitely picturesque, it is the people of the Heldann Freeholds that are the true heart of our nation. They are hardy and resourceful, never giving up on any task they set to heart.The fact that they manage to grow crops and even thrive in this harsh land is proof enough of this fact.Heldanner commoners are a tall, light-skinned people most likely related to the men of the Northern Reaches. They toil the fields and are at peace with themselves and the world. The more worthy and brave among them join the ranks of the Heldannic Knights.The majestic Heldannic Knights were once majority Hattians (from Thyatis, but now they are equally represented between Thyatians and Heldanners. They preach of conquest and glory, and as has been proven in the land of Norwold, these are not empty words. One day, as foretold by Vanya, the Heldanners and Hattians will rule the world in Vanya's name. You, the readers, may scoff at this idea, but do not say we have not warned you. Join us now and become a crusader in the armies of Vanya. Victory and glory are assured.

Recent History

Heldann has had a remarkable growth period recently. The Heldannic Knights have converted the people of lands all the way up to Oceansend to the beliefs of Vanya and the glory of the Heldannic Knights. In fact, the land under our control was so great, we had to divide it into several territories [Notably, Heldann, Heldland, and Vanya's Rest. Ed] which, together, form the Heldannic Empire.Admittedly, a few stubbornly resisted our rulership, but our armies crushed these lawless bands who were known to trouble the other inhabitants anyway. Many have thanked us for our remarkable control on crime and punishment of all criminals.

You have probably heard about the troubles the Heldannic Knights have had within their own lands.Maybe you even heard the rumour that the priests of Vanya lost their spells. This is simply untrue! The Heldannic Knights merely chose to no longer use their spells for a period of time just to show the world that they can conquer lands without magic. And we have! On our own, we are a formidable army, yet we also have the blessing of the Lady Vanya. Do you still doubt our glory and destiny to rule the world?

Yes, there was a rebellion in our land lead by Sir Geoffrey of Gertrum (there is a 100,000 Geldar reward for his head), but it has been squashed without any problems for the Knights. This rebellion is simply an event blow out of proportion. There is no truth to the rumours that we mistreat the peasants, hence causing the revolt. In fact, the Oberherr himself solved the problem by placing a new leader in the rebellious land - one of the rebels themselves. If this is not proof that we take care of our people and listen to their pleas, then what is?

Don't Miss

Freiburg, the capital of Heldann, was once a filthy and tightly-packed town. But the Heldannic Knights destroyed most of it, rebuilding it with spacious streets (so a parade of Knights on horseback could easily get through town) and sturdy buildings. At the centre of town lies the majestic Star Chamber, a temple and barrack dedicated to the Lady.From this magnificent chamber Her Wulf von Klagendorf rules the land and the will of Vanya is interpreted by the high priests.Freiburg also has the most impressive city walls on Mystara. The Knights claim that nothing can or ever will breach the walls. Many architects and siege engineers agree with them.

 

 

The Story of the Heldannic Knights (by Geoff Gander).



Here's my take on the thing, and this is how it is IMC:

I think it makes for a better story if we say that certain Hattian worshippers of Vanya (promising fighters and clerics) received dream messages from their Immortal. She told them to secure their birthright (Heldann - their ancestral home, but the Northern Reaches in general, though this works as far as Vanya's concerned, and Heldann/Norwold could also be considered to be part of the "Greater Northern Reaches", but I digress), but before this could be done, they had to secure her sanctified place from infidels. I take it that this was around 925-930 AC.

This sanctified place of course lay in Davania, on the coast of the Gulf of Mar. The boldest and most pious, eager to prove their worth to Vanya, and to show respect for her mortal remains, made a great pilgrimage to that region, as foretold in a dream. They landed after weeks of sailing, and as one force, they stormed the shores, only to find a small settlement, populated by indigenous human tribespeople descended from the Milenians. These people were driven out, their village destroyed, and the entire region was searched until the remains of Vanya were found. The tribespeople would become the Meghaddara, a nomadic people wandering the Meghales Amosses Desert in search of a new home - plaguing Milenian city-states along the way, and also the sworn enemies of the Heldannic Knights

The remains were then reverently placed under a stone cairn, upon which was built the great fortress that Haldemar would later encounter - Vanya's Rest. This fortress is great in size (it must have taken years to build), and once complete, Vanya visited her faithful and told them they had done well, and secured her rest from unbelievers. She then told them that they had to marshal their forces, and return to Hattias, there to bring all who were true to Vanya's Path to the ultimate victory, a home of their own. The fort was probably completed around AC 930-940.

So the Heldannic Knights (as they began to call themselves) returned to Hattias, leaving a battalion to guard the fort. They scoured Hattias, taking every brave man (and woman) along with them on their Great Crusade. Around AC 940-947 their effort paid off, and enough people had been recruited and trained to make an invasion viable (and of course enough ships were built in secrecy to accommodate them).

Finally the invasion was launched, and Heldann was conquered by AC 952, and they publicly declared themselves the Heldannic Knights.


The Simbasta Overseer

Following their major defeat at the hands of the Davanian Simbasta, a race of lion-like humanoids, the knights of the Order have had to yield and swear allegiance to the Simbasta on Vanya's grave. As a result, the Order must obey these regal overseers for all affairs taking place within the Simbasta kingdom. Furthermore, they cannot use their holy artifact and the warbirds for evil deeds, such as oppressing the weak and the innocent. The Simbasta consider native Heldann freeholders as a conquered people, which is acceptable, but do not tolerate undue brutality and injustice from their masters. The conqueror's law, in this case Heldannic Law, must be applied impartially to everyone. Outside of Davania, the Order otherwise remains a sovereign power. Finally, the Order must pay tribute to the Simbasta, in the amount of one tenth of its total earnings.

Having Simbasta as overseers presents problems for the Heldannic Knights. The Order honours wars and conquests, presuming it does the conquering. Aside from healing internal conflicts within the Order, profound soul-searching was needed to cope with the situation, both in terms of personal pride and religious significance. The event is crucial in the history of the Order since it is the one putting the knights back on the track to become morally acceptable to the rest of the Known World community.

The other issue concerns the present bias against non-human races. In this case, the knights are forced to respect a people whom they consider inferior savages. Despite their spectacular victory against the Order, many of the knights still haven't gained
the wisdom to recognise the Simbasta as worthwhile beings but also as the bearers of a divine message. Conquerors must learn
to respect a foe and never underestimate it. Provided its lessons sink in, the defeat may yet make of this Order one that is more powerful and wiser so it may better serve Vanya.

Simbasta may be present among the knights, outside of Davania. These warriors have come to test their bravery and learn the ways of the knights. It also helps verifying that the Order honours its oath. The Heart of Vanya(*) has accepted their presence with some conditions. Simbasta are subject to Heldannic Laws as long as they remain with the Order, and are equivalent to brother knights (without horses). Simbasta must obey the orders of their commander. Simbasta shamans and other spellcasters are not allowed in the Order. Simbasta aren't officially part of the Order since they have no defined terms of service (they aren't
paid like other lay brethren) and have not taken an Oath of Service (**). The knights have assumed that no Simbasta would be willing to take this oath, and therefore could not earn official ranks. The situation has not occurred and hasn't been officially addressed by the Voice of Vanya (***) precisely because of the prevailing bias and the fear of provoking another schism.

Simbasta living among the knights are called Companions of the Order, or "Sir Companion". These Simbasta are few enough that they normally are organised in small detachments (a Simbasta war-party of ten to twelve members). Simbasta remain under
the authority of a Knight Bachelor commanding an infantry company, with one such detachment for roughly forty or fifty such companies. One of the Simbasta among the war- party is a chieftain responsible for executing the Knight Bachelor's orders. So far, Companions of the Order have proven both reliable and outstanding warriors.

(*) & (***) Various branches of the Heldannic priesthood that run the Order, as opposed to secular knights who form the military branch.

(**) Knights and priests take this oath, swearing allegiance to the Order and obedience to Heldannic Law. The Oath of Service implies service for life (without pay).


Of the Simbasta nation and the Heldannic Knights.


Now, what if these brave Simbasta, after having secured the Heldannic artifact, effectively took control of the warbirds? (Just for the sake of creating another upheaval). They decide to fly them back to Davania and use them to defend themselves against a possible Heldannic crusade to recover the artifact. I'm beginning to feel sorry for the Heldannic Knights' cruel reversal of fortunes.

The Heldanners throw in all that they've got since now, this is a religious matter as well as one of military survival in the Known World. Months later, the two armies face off for the mother-of-all-battles, somewhere in the Davanian savannah. Much violence and death is expected, especially on the side of the Heldannic Order.

The Simbasta, being paladin-like at heart, dislike this decidedly one-sided battle. They see no honour in such a massacre. After all, their culture is one where victory and glory lie in their foe bowing before the regal creatures, yielding before their might. This is all the Simbasta truly seek.

The battle begins as a Heldannic warhorse fatefully bolts ahead. The battle begins and soon the Heldannic are encircled and reeling before the fury of the Simbasta. The majestic leader of the Simbasta orders combat to halt. His warriors obey at once. He allows surviving Heldannic Knights to regroup, and sends them a messenger.

He tells the Heldannic Grand Master that the knights may regain their artifact and their warbirds. But they must first yield before the Simbasta, and accept them as their overlords in Davania. They must also swear that they may not use the power of the artifact for evil deeds. Only then could the Simbasta regain their artifact and the use of their fortress. While in Davania, the Heldannic Order becomes a vassal of the Simbasta and must honour them in all ways. Outside of Davania, they are free to act as they please, provided the artifact's power isn't used to support evil acts. As proof of their word, the Grand Master and his lords must swear on the artifact itself upon which their word and their souls are bound to the holy object. The Knights accept. The Simbasta make their entry into Known World politics, although one that is far away... Meanwhile, the knights begin to change their behaviour.


And more about Simbasta and the Knights

Simbasta may be present among the knights, outside of Davania. These warriors have come to test their bravery and learn the ways of the knights. It also helps verifying that the Order honours its oath. The Heart of Vanya(*) has accepted their presence with some conditions. Simbasta are subject to Heldannic Laws as long as they remain with the Order, and are equivalent to brother knights (without horses). Simbasta must obey the orders of their commander. Simbasta shamans and other spellcasters are not allowed in the Order. Simbasta aren't officially part of the Order since they have no defined terms of service (they aren't paid like other lay brethren) and have not taken an Oath of Service (**). The knights have assumed that no Simbasta would be willing to take this oath, and therefore could not earn official ranks. The situation has not occurred and hasn't been officially addressed by the Voice of Vanya (***) precisely because of the prevailing bias and the fear of provoking another schism.

Simbasta living among the knights are called Companions of the Order, or "Sir Companion". These Simbasta are few enough that they normally are organised in small detachments (a Simbasta war-party of ten to twelve members). Simbasta remain under the authority of a Knight Bachelor commanding an infantry company, with one such detachment for roughly forty or fifty such companies. One of the Simbasta among the war- party is a chieftain responsible for executing the Knight Bachelor's orders. So far, Companions of the Order have proven both reliable and outstanding warriors.

(*) & (***) Various branches of the Heldannic priesthood that run the Order, as opposed to secular knights who form the military branch.

(**) Knights and priests take this oath, swearing allegiance to the Order and obedience to Heldannic Law. The Oath of Service implies service for life (without pay).

 


Geography

HELDANN (Territory of) 1018

Location: North of Ethengar and Rockhome, east of Wendar. OW

Area: 25,000 sq. mi. (64,750 sq. km.).

Population: 285,000. The bulk of this increase over last year was derived from the Hattian migration to Heldann. Final census has yet to be tallied.

Languages: Thyatian (Hattian dialect), Heldannic. Thyatian is the official language of the nation.

Coinage: Heldannic Standard: groschen (5 gp), gelder (gp), erzer (ep), markschen (sp), fenneg (cp).

Taxes: 15% income tax collected four times a year. 10% tithe to the Heldannic Knights collected once a year. 1 gelder head tax collected once a year from all those not in military service. There is also a 5% sales tax on all items but food and clothing.

Government Type: Military theocracy, member of the Heldannic Empire.

Industries: Agriculture (wheat, barley, and potatoes), mining (iron), sheep herding and fishing.

Important Figures: Wulf von Klagendorf (Oberherr), Geoffrey of Grunturm (Rebel Leader), Heinrich Straßenburger (Would-be Usurper).

Flora and Fauna: One can commonly encounter sheep and elk herds, bears, boars, wolves and yetis. Rarer, but more deadly, are the snow apes, hill and stone giants, gnolls and lycanthropes. Occasionally a dragon will be spotted, but the Heldannic Knights hunt them down as soon as possible.

Further Reading: Previous almanacs. Also, several articles of the Princess Ark series can be useful.

Description by Freiherr Hendrik von Gultzer.

It is with pride and honour that I write to you about the magnificent Heldannic Territories and the glory of Vanya. I hope that this entry into the Mystaran Almanac will help refute all disparaging remarks made about the Heldannic Knights and show the world the true valour behind our ideals and way of life.

I now give you a description of Heldann, the Gateway to Norwold.

The Land

The lands of the Heldannic people are harsh and unforgiving. Our winters are noted for their cold winds that pierce right down to your bones, and the summer is not much warmer. Cold waters from the northern regions of the Alphatian Sea splash upon our shores, keeping the warm months cooler than most other nations of the Old World.

The land is as beautiful as it comes, with many renowned painters travelling to Heldann just to paint portraits of the landscape. Pines and spruce are everywhere, and mountain runoffs create numerous small, crystal-clear lakes.

Although covered in pines, the land is rocky and not very adequate for agriculture. Despite this, hardy Heldanners work the lowlands, producing enough food for the people to survive. Further from shore, tall rough-edged mountains dominate the land, effectively marking our border with Wendar and Denagoth.

The People

While our land is definitely picturesque, it is the people of the Heldannic Territories that are the true heart of our nation. They are hardy and resourceful, never giving up on any task they set to heart. The fact that they manage to grow crops and even thrive in this harsh land is proof enough of this fact.

Heldanner commoners are a tall, light-skinned people most likely related to the men of the Northern Reaches. They toil the fields and are at peace with themselves and the world. The more worthy and brave among them join the ranks of the Heldannic Knights.

The majestic Heldannic Knights were once majority Hattians (from Thyatis), but now they are equally represented between Thyatians and Heldanners. They preach of conquest and glory, and as has been proven in the land of Norwold, these are not empty words. One day, as foretold by Vanya, the Heldanners and Hattians will rule the world in Vanya's name. You, the readers, may scoff at this idea, but do not say we have not warned you. Join us now and become a crusader in the armies of Vanya.

Victory and glory are assured.

Recent History

Heldann has had a remarkable growth period recently. The Heldannic Knights have converted the people of lands all the way up to Oceansend to the beliefs of Vanya and the glory of the Heldannic Knights. In fact, the land under our control was so great, we had to divide it into several territories [notably, Heldann, Heldland, and Vanya's Rest. Ed] which, together, form the Heldannic Empire. More recently, our glorious armies secured a new dominion, the Davanian city-state of Polakatsikes, which is now enjoying the fruits of Heldannic suzerainty. Admittedly, a few vagabonds throughout our lands have stubbornly resisted our rulership, but our armies crushed these lawless bands, who were known to trouble the other inhabitants. Many have thanked us for our remarkable control on crime and punishment of all criminals.

On our own, we are a formidable army, yet we also have the blessing of the Lady Vanya. Admittedly, there was a rebellion in our land led by Sir Geoffrey of Grunturm (there is a 100,000 gelder reward for his head), but it has been squashed without any problems by the knights. This rebellion is simply an event blown out of proportion. There is no truth to the rumours that we mistreated the peasants, hence causing the revolt. In fact, the oberherr himself solved the problem by placing a new leader in the rebellious land-one of the rebels themselves. If this is not proof that we take care of our people and listen to their pleas, then what is?

Similarly, the tales of threats to our Davanian territories are fallacious; we have successfully repulsed the assaults mounted by the savage Meghaddara and the uncouth Mivosians, with little loss of life. Thus proving again our unity and strength in the face of adversity.

The existing situation changed markedly towards the end of AC 1015 and afterwards, however. During the now-famous Crown War in Thyatis, domestic political unrest rose to an unprecedented level, much to the detriment of the hard-working denizens of Hattias. The unspeakable cruelties of the Storm Soldiers, as well as the retribution meted out by Eusebius, forced many honest Hattians to seek a new home, unwilling as they were to live in a war zone, or to see their once-fair land reduced to ruin. In the spirit of eternal brotherhood, and by the grace of mighty Vanya, we generously opened our borders to these people, and arranged for tracts of land to be allocated to them, should they decide to stay in Heldann. Much to our surprise, every one of the refugees from Hattias decided to stay-a miraculous testament to the integrity of the Heldannic Order, and the inherent goodness of Vanya's principles.

The Heldannic Knights have continued with their tradition of conquest in AC 1016, conquering large swaths of lands in the north up to Oceansend, expanding their dominions in the southern continent of Davania, and proving their mettle through the temporary seizure of Helskir, which we then surrendered in good faith. Since then, a number of malcontents, led by a traitor named Heinrich Straßenburger, have complained about the path the order is taking in its quest to propagate the faith of Vanya. Rest assured that they will be dealt with in an expeditious manner.

Don't Miss

Freiburg, the capital of Heldann, was once a filthy and tightly-packed town. But the Heldannic Knights destroyed most of it, rebuilding it with spacious streets (so a parade of knights on horseback could easily get through town) and sturdy buildings.

At the centre of town lies the majestic Star Chamber, a temple and barracks dedicated to the Lady. From this magnificent chamber Oberherr Wulf von Klagendorf rules the land and the will of Vanya is interpreted by the high priests. Freiburg also has the most impressive city walls on Mystara. The knights claim that nothing can or ever will breach the walls. Many architects and siege engineers agree with them.

Visitors are also encouraged to visit the small, but pleasant, port town of Kammin. Far cleaner than its northern counterpart, the disgusting town of Landfall, Kammin is a place where local sea traders may sell their wares-such as whale oil, walrus tusks, and cold-water fish, though even the more exotic goods of the south sometimes find their way here-and relax between journeys. Compared to the bustle of Freiburg, Kammin presents to the visitor an air of calmness.

Do Miss

Although Heldann is a safe, orderly realm, one should always exercise caution when venturing near the borders with Ethengar and Denagoth. Of the former, little need be said, as the reputation of those barbarians is well known to civilised folk, but Denagoth is less known. It is a dark, forbidding land-certainly no place for righteous followers of Vanya, or any other wholesome Immortal, I will admit-whose humanoid inhabitants are under the sway of the foul Shadow Lord. Little is known of him-and the less said, the better-or his legions, but the aura of decay emanating from that evil place carries over the Mengul Mountains themselves. It is more pronounced in Heldland, where the land itself becomes blighted as one approaches Denagoth, but even in fair Heldann the air is colder, the forests are darker, and even the sun is seemingly dimmer, as one traverses the eastern foothills of those brooding mountains. Suffice it to say you have been warned.


Heldland (New Heldannic Territory of) 1015 

Location: South-eastern portion of Norwold; south of Oceansend and North of the Heldannic Territories.
Area: 150,000 sq. mi. are claimed.
Population: 25,000 (10,000 in Landfall, 5,000 in Forton).
Languages: Heldannic, Thyatian Common (Hattian dialect), Alphatian Common (Alpha dialect). Thyatian is the official language.
Coinage: Groschen (5 gp), gelder (gp), erzer (ep), markschen (sp), fenneg (cp).
Taxes: 15% income tax collected 4 times a year. 10% tithe to the Heldannic Knights, collected once a year. Poll tax of 1 gp per year on those who refuse military service. Taxes are waived for the first 2 years for new immigrants.
There is also a 5% sales tax on all items but food and clothing (these taxes are not waived).
Government Type: Military theocracy.
Industries: Hunting, mining, lumber.
Important Figures: Governor-General Helga Schonberg (human, female, P12 of Vanya).
Flora and Fauna: One can commonly encounter animal herds such as sheep and moose, bears, giants (mountain, hill, stone, and the rare frost), goblinoids, lycanthropes, sasquatches, and wolves. Dragons also venture into the territory from the northern mountains.
Further Reading: CM1 - Test of the Warlords, Dawn of the Emperors boxes set, AC1010 - Poor Wizard's Almanac to AC 1012 - Poor Wizard's Almanac 3, Joshuan's Almanac.

Description: by Sir Hendrik Gultzer, servant of the Glorious Lady Vanya.

It is with pride and pleasure that I describe to the readers about the glory and valour of the people of Heldland, the New Heldannic Territory. I hope that this factual documentation will also prove to the readers that all the evil and tyrannical stories heard back in the Old World are nothing more than that: stories.

So learn about the wondrous life in Heldland. Perhaps you too will be one of the brave new colonist who will carve out a home in these wild lands. Be assured, all who do will be remembered always for their help in spreading the true Glory of Vanya.

The Land

The area of Heldland stretches from the northern borders of the righteous Heldannic Territories all the way up to the foothills of the Final Range in central Norwold. The western border is marked by the impenetrable Mengul Mountains, while the eastern borders fall within the Alphatian Sea.

The land is covered with forests ripe for wood cutting, and many mines have been discovered in the numerous hills and mountains dotting the land. Although many beasts still inhabit the sparsely human populated areas, the brave Heldannic Knights constantly patrol the area, slaying any foul monster they see in the name of Vanya.

To date, only two towns can be found within Heldland. The first is Landfall, also known as the City of Thieves by the inhabitants of Norwold. Let me be the first to say that this is no longer the case; we, the Heldannic Knights, have captured and slain all thieves in the land, enforcing true laws and stability. This has only been accomplished by the divine guidance of Vanya. So those fearing this "City of Thieves" title should considered it nothing but evil rumours spread by those jealous of Vanya's happiness. [Still, plenty of other correspondents inform us that corruption in the government is still present, and that thievery is very active in Landfall. The truth is probably somewhere in between. Ed.]

The second city is our wonderful capital known as Forton, the City of Knights. A map of the fortress and town can be found in Joshuan's Almanac [p.122, Ed.], and as you can see, there is plenty of room for the hardworking farmers. City walls are been built as you read this, and soon no army will be able to defeat the Knights stationed there. Forton has already reached a population of 5000 in its first year, and we expect it to continue to prosperous into the economical power of the region.

Six other towns are planned for the region, and their construction is expected to start in the next couple of year. If you speak to
official before construction begins, they may even be able to make modifications to the plan to suit your needs. All in all, Heldland is a place that is build for the people, as Vanya truly cares for her worshipers.

The People

Heldland is currently expanding, as we wish to see this proud nation become as glorious as it truly deserves. Hence, all new immigrants are given a tax break for the first couple of years.

All cultures are welcome in Heldland, although we do expect immigrants to have the courtesy to learn to speak, read, and write
Thyatian. Heldannic is also a common among the farmers and peasants, so learning it would be handy as well. Also, known criminals are advised not to apply for citizenship. We deal harshly with lawbreakers. The Heldannic Territories does not, nor will it ever accept or permit any crimes within their borders.

Most people here in Heldland are the simple farmers who are glad to have the Heldannic Knights to protect them from wandering monsters and roving goblinoids. Their everyday lives are without stress and completely carefree as they know in their hearts that Vanya watches over them with her champion Knights [Somehow, I doubt this. Ed.].

Of course, other religious beliefs are permitted, but we ask that you be respectful to those who follow Vanya and keep your own beliefs within your own household.

Recent History

Heldland was founded last year (AC 1014) when Oberherr Wulf von Klagendorf determined that the nation was to large to rule for just one man. Hence, the Heldannic Territories were truly divided into several territories. The heart of the nation in the Old World, with the capital of Freiburg, is now the Heldannic Territory of Heldann. The area in Norwold was entitled the New Heldannic Territory of Heldland. Another territory under the beneficial rulership of the Knights on Davania is call the Heldannic Territory of Vanya's Rest.

Before our arrival, the land was barely populated with farmers fearful of the wilderness around them. But we brought them civilisation and protection, and now they are prospering. Yet we desire for Heldland to continue to grow, so we again invite all brave souls ready to carve out their own land to seek permission to establish themselves here in the territories.

Of course, last year we had a few setbacks. Due to a few minor problems within the ranks of the Heldannic Knights [Ed's Note: they call the lost of all their priestly spells a minor problem.], several renegades and villains inspired revolts and rebellions,
causing Heldland to lose over half it's territory. But there is no need to worry about such events again. The Heldannic Knights have solved their internal strife and are now ready to reclaim their lands. Let all those false kings such of Yarrvikson [of Oceansend. Ed.] beware.

Don't Miss

An impressive sight to see is Castle Forton, located within the capital. Here, the Heldannic Knights proudly parade and march each day before spreading out into the countryside to protect and serve the weak. It is from this constant parading that Forton has earned the nick-name City of Knights.

Castle Forton itself is also a sight to see. The resplendent black lion can be seen almost everywhere, indicating clearly that the place is blessed by Vanya. In fact, the high priests claim she even walks the parapets herself every night just to witness the splendid fortress blessed in her name. And it is truly blessed. Forton has been equipped with all the latest artillery and anti-siege
fortifications produced by the best gadgeteers and engineers of the Old World. I cannot describe any more for fear of revealing
too much to potential enemies, but Forton is guaranteed to withstand any siege conceivable by mortals. Only Vanya herself could breach these walls, and she is on our side.


 

Population Demographics


The Poor Wizard's Almanac places the population of the Heldannic Territories in AC 1010 at
250,000 people, 15,000 of whom living in Freiburg. Although I may live to regret taking this number for granted, I'll still move ahead with demographic calculations (that's what spreadsheets are for).

In general I've made a few assumptions that will affect all the following results. For example, in
AC1010, the Order was operating at full capacity - that is financially and farming-wise, with a small margin for economic mishaps. For example, I've assumed 85% of the population to be rural, with the remainder essentially living in the towns. The rural population of 212,500 can naturally feed itself, but also generate enough surplus to support another 55,900 population. This is enough to feed the 37,500 urban population and another 18,400 people. The land forces are part of the urban population. The navy and troops in Vanya's Rest are not counted in the population, so their supplies should come from the 18,400, leaving a surplus for 9,921 people which is either stored in granaries or exported. Here is the breakdown:

Total Population: 250,000
Rural: (85%) 212,500
Urban: (15%) 37,500

Freiburg: 15,000 people
(5,000 military, 750 priesthood, 9,250 townspeople)
Altendorf: 4,800 people
(960 military, 240 priesthood, 3,600 townspeople)
Hockstein: 4,300 people
(860 military, 215 priesthood, 3,225 townspeople)
Grauenberg: 3,800 people
(760 military, 190 priesthood, 2,850 townspeople)
Other*: 9,600 people
(3,168, military, 480 priesthood, 5,952 townspeople)

By "Other" I mean all the villages and commanderies that dot the land. This breaks down into:

1. 20 villages with an average 298 villagers, 24 priests, and 53 local military
2. 68 small commanderies with 31 military (as described in earlier material) which would be spread out in the rural areas, near the borders, coasts, along the roads and rivers, and near strategically important areas.


This puts the total military figures at:


10,748 for the town garrisons
4,961 for Vanya's Rest
3,518 for the Navy and Luftflotte
for a total of 19,227 military or close to 8% of the total population

The priesthood is either counted as part of the urban population or the rural population. Considering the role of the priesthood in the rural areas is to develop and exploit the land precisely to support the military, they can be counted entirely as a productive part of the farming community. In general, the priesthood breaks down as follows:

Urban: 1,875
Rural: 15,938
Total: 17,815

The average abbey houses 220 people, so it is safe to say the Order operates 72 abbeys in the rural areas.

The makeup of the priesthood (not including priests serving in the military) comes to:

3 primates
178 abbots and bishops (1% of the total)
1,603 priors and chaplains (9% of the total)
16,028 serving brethren (90% of the total)

In general, the Voice includes 20% of the non-military priesthood numbers (3,563), the Heart 35% (6,234), and the Hammer 45% (8,016).

The military breaks down into three corps: the Army, the Navy, and the Luftflotte (the warbirds), as follows:

Luftflotte: 25 light warbirds and 2 heavy warbirds
545 knights
688 squires
276 priests

Navy: 41 ships (either galleys or sailing ships). The average crew per ship includes:

4 knights
11 marines (lt. Inf.)
6 archers/crossbowmen
3 marine sergeants
20 sailors
4 squires
1 chaplain

Rowers, who are essentially condemned criminals and prisoners of war, are not included above.Any additional troops are usually drawn from the army.

Navy personnel adds up to:

164 knights
451 marines
246 archers/crossbowmen
123 marine sergeants
820 sailors
164 squires
41 chaplains

The army represents the bulk of the Order's military forces.

1,310 knights
1,141 sergeants
2,410 men-at-arms
4,210 lt. Infantry (pikemen)
4,017 archers/crossbowmen
1,310 squires
1,229 chaplains
81 serving brethren (artillery)

All troops added together, the totals come as follow:

2,019 knights
1,264 sergeants
2,410 men-at-arms
4,661 lt. Infantry (pikemen)
4,263 archers/crossbowmen
2,162 squires
1,546 chaplains
81 serving brethren (artillery)

It's interesting to see that the entire Order can only field a grand total of about two thousand knights. If one also counts the chaplains of the Hammer and the chaplains serving in the military, this amounts to roughly 2% compared to the civilian population. The entire Order itself amounts to roughly 37,000 people. The chaplains and the knights are the only reliable portion of the population can be relied upon for law enforcement inside the Order and among the civilian population. With an ethnic population that is potentially hostile and where both able-bodied males and females would be likely to take arms, a general revolt could involve as much as a quarter of the civilian population, or a whopping 52,000 insurgents. Indentured soldiers are likely to stick with the Order (but not necessarily), therefore the critical need to keep the civilian population both unarmed and unwilling to fight.

Among the knights (including the army, navy, and luftflotte), is the following proportion of officers:

13 Grand Knights (incl. four Landmeisters, an admiral, and other upper echelon commanders)
112 Knights Banneret, incl. 69 ship/warbird captains
409 Knights Bachelor, incl. 68 Hauskomturen
1,485 Brother Knights


Taxation and Budget



For the sake of simplicity, I’ve (ever so conveniently) exempted all rural population from cash taxes.Rural population does, however, provides the food and raw materials the Order needs. Likewise, neither the military nor the priesthood are taxable. This leaves the 24,877 townspeople, most of whom producing no food (*), to pay taxes in currency. The Freiburg poll tax comes to an average 8 sp per month per inhabitant, 5 sp for the other towns, and 2 sp for villages, which is higher than customary. The total monthly tax income of the Order amounts to:

Freiburg: 7,400 gp
Towns: 4,838 gp
Villages: 1,190 gp

(*) A fair portion of the civilian population in the vicinity of Freiburg is involved with fisheries, either as fishermen or workers preparing salted or smoked fish.

Add to this income the Order’s direct exploitation of natural resources, including salt mines, newly discovered amber mines, timber, and production surplus from farming and fisheries, for a total of 3,000 gp per month.
Additional income comes from tolls collected at city gates and bridges, and port fees, for a total of 1,343 gp per month.

One of the most important sources of cash comes from the Church of Vanya in Hattias. Estimated numbers for the followers of Vanya in Hattias come to 500,000. At the average rate of 5 cp per faithful, more or less if this includes donations from the wealthier followers, this comes to 25,000 gp per month. This is a major portion of the Church of Vanya’s income. Although theoretically independent from the Order, the Church pays the Heldannic Knights to support Vanya’s Cause. The Order is heavily dependent upon its Church’s generosity as without it much of its armed operations in the north would have been and still be nearly impossible.

The total cash income of the Order adds up to 42,771 gp per month. Okay Jim, you should be
happy now, I hope!? By this time, the Order conducts banking operations, but much of its wealth remains tied with assets. By AC 1010 Heldannic assets could be worth somewhere between 100,000-200,000 gp. Available cash belonging to the pilgrims would average in the 10,000-20,000 gp.

The Ordensland’s Monthly Budget



New Constructions: 6,416 gp (for ships, commanderies, abbeys, roads, bridges, fortifications,
etc.)
Upkeep: 10,693 gp (maintenance of the above assets)
Military Costs: 19,247 gp (mostly appropriation of materials for weapons, equipment, and horses, and the indentured soldiers’ pay*)
Operational Expenses: 4,277 gp (basically petty cash)
Treasury Allocation: 2,139 gp (which are added to the Order’s treasury – presently at 51,325
gp).

(*) The pay of indentured soldiers averages out at 1 sp/mo.

The proportions of this budget are complete guesses on my part. Please feel free to comment,
tweak, redo as more substantial info on national medieval budgeting comes to light!

 

 


                    The Military organisation


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, armoured 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 centre, 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 armoured 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.

 

Details of the Army.

A few sundry details for number-lovers among us!

The Garrison of Freiburg
Knights.......417
Sergeants.....363
Hv. Inf.......767
Lt. Inf......1,340
Arch/Xbow....1,279
Squires........417
Chaplains......391
S. Brethren.....26
Total....... 5,000

Horses: 2,422
Spare Horses: 802
Total: 3,224

Ballistae: 25
Hv Catapults: 12
Lt Belchers: 12
Hv Belchers: 6
Total: 55

I had to change some of the figures about siege weaponry, adding some that are permanently assigned to the four main garrisons (Freiburg, Altendorf, etc...) They are included above and their crews are drawn from the garrisons' military personnel.

Primates: 2
Bishop: 1
Abbots: 8
Priors & Chaplains: 68
Serving Brethren: 672
Total: 750

Sorry for the misaligned items.

Equipment kept in stores (in addition to equipment currently in use) -- FYI Freiburg has a quarter of all stockpiled equipment. The latter is roughly equal to a quarter of all equipment currently used.That's a lot of daggers! You can figure the rest.

Plate Armour: 334
Plate Mail: 230
Leather: 693
Shields: 625
Horse Barding: 334
Horse Tack
& Harnesses: 334

Dagger 1,257
Short Sword 558
Bastard Sword 333
2H Sword 84
Battleaxe 115
Horseman Mace 84
Warhammer 84
Pike 291
Lance 334

Long Bow 133
Crossbow 133

Figure stores also include about 100 arrows and 100 quarrels per archer/crossbowman, or 13,300 each. Phew...

Tabards & Robes: 4,000+

Not to forget a good portion of the Ordensland's treasury which could be anywhere from
20,000-40,000 gp.

Artillery Trains

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).

Cavalry.


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:

Battle Command (Vaward and Reaward not included)
Grand Knight: 1
Sergeant-at-Arms: 6
Squires: 7
Chaplain: 1

Cavalry Chapter (1)
Knight Banneret: 1
Knights Bachelor: 10
Brother Knights: 100
Squires: 111
Chaplains: 10

Infantry Chapters (3)
Knights Banneret: 3
Knights Bachelor: 30
Sergeants: 130
Men-at-Arms: 300
Pikemen: 500
Archers/Crossbowmen: 250 each
Squires: 33
Chaplains: 130

Artillery Trains (4)
Ballistae: 12
Blight Belchers: 4
Knights Bachelor: 4
Chaplains: 4
Brother Knights: 8
Serving Brethren: 8
Squires: 12
Sergeants Artillerist: 12
Pikemen: 24

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.

The Garrisons



There are two types of garrisons, the commanderies which hold a military function, and the abbeys which fulfil 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 endeavour 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.

A Quick Overview of the Navy

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 harbouring 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.

Uniforms and Identification.

Equipment

Archer/Crossbowman: leather armour, dagger, short sword, long bow or heavy crossbow, hatchet.
Pikeman: leather armour, buckler, short sword, dagger, 12ft pike.
Man-at-Arms: plate mail, battle axe or bastard sword, dagger.
Sergeant: plate mail, battle axe or bastard sword, dagger, one medium war horse, unarmoured.
Squire: leather armour, shield, bastard sword, dagger, 12ft pike, one light war horse, unarmoured.
Knights and Priests: plate armour; shield, lance, and depending on skills, horseman's mace, war
hammer, bastard or two-handed sword, dagger. Knights and priests always have three heavy war horses and a set of plate barding.
Simbasta: Simbasta are entitled to their ancestral weapons (spears or javelins, cowhide shield).

Clothing and Identification

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 colours 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 honour 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.

    Heldannic Warbirds

One could say "a warbird is a warbird" but it is not so. There are as many types of warbirds as it is needed to scare the hell out of your players.Here comes some links to follow to go to the different types of Warbirds or to some special aspects of those mighty birds.And remember that " birds of a feather flock together ".


Propulsion for the Warbirds.

The power that sustains warbirds in the air and allows them to move comes from Vanya's artifact.The artifact has two modes of operation, the Winds of War and the Holy Grasp.

The Winds of War: allows up to 5,000 tons of material to be moved telekinetically. The person
holding the artifact can directly apply this force to anything in sight. The Heldannic Knights found another use to the artifact's power. They found that part of its power could be summoned and controlled remotely through a consecrated chapel and altar. The power could then be summoned from any distance or plane to move the chapel itself (since it would be part of ship, the entire ship would be moved as well). Once the power is enacted, the ship's movement can be controlled through the helm which is linked to the altar. The helm is considered to be a sacred item. Sails are then used to augment speed, especially when a strong breeze or stronger winds are blowing.

The Holy Grasp: Part of the force lifting the warbird can be redirected from the ship's altar toward other smaller objects. The force being redirected is subtracted from the force lifting the warbird and requires a priest of Vanya standing by the helm. The priest needs to succeed a Wisdom Check with a penalties reflecting the weight of the object to be affected, as follows:

None for anything 100 pounds of less,
-1 up to 300 pounds
-2 up to 900 pounds
-3 up to a tons
-4 up to three tons
-5 up to nine tons, etc.

Furthermore, the Wisdom Check also suffers penalties for the distance at which the force is being redirected, as follows:

None for anything with 100 yards
-1 up to 300 yards
-2 up to 600 yards
-3 up to a mile
-4 up to three miles
-5 up to nine miles, etc.

Finally, each separate object requires its own Wisdom Check, plus another -1 penalty for each
additional object. The Wisdom Check is required at least once. If it fails, the cleric must wait until the next day to try again. If successful, the cleric must make another ability check each time any one of the above conditions worsens. Control can otherwise last for a number of hours equal to the cleric's Constitution score minus 1d6 after which the cleric collapses. The cleric will need to rest for twice as long before being to pray and cast spells again.

Waffenadler-Class (Light) Warbird


Tonnage: 125 tons
Hull Points: 90
Armor Class: 8
Lift Capacity: 175 tons
Cargo Capacity: 10 tons
Air Speed: 360' (120')
Mov. Factor: 1/2
Length: 175' (incl. tail)
Beam: 225' (incl. wings)
Depth: 40'
Hull: canvas/leather over wood frame
Crew: 60 (1 Knight Bachelor, 1 Abbot, 18 brother knights, 24 brother squires, 9 brother chaplains.)

Weaponry: Blight Belchers (one heavy, three light), three ballistae, catapults (one light, one heavy).
Defenses: none.

Description: The Waffenadler looks like a large eagle made of canvas, leather, and wood. The deck lies on its back with a tower and the ship's single mast rising in its middle. The deck starts behind the eagle figurehead and extends half-way down the wings and tail. Two more levels lie beneath the main deck. The spread-out wings and tail are made of canvas while the eagle figurehead is made of painted leather. The mast holds the sail that may be used if a breeze is blowing. The siege weaponry is positioned in the tower, at the edges of the decking and inside the eagle's beak. Two ornamental leather and wood claws stretch out underneath the ship's hull, facing forward. The legs can be used as a landing gear is a docking berth is unavailable, but they are fragile, unstable, and may need repair afterward. The lower decks and the tower are made of wood.

Sturmkondor-Class (Heavy) Warbird


Tonnage: 200 tons
Hull Points: 120
Armor Class: 6
Lift Capacity: 300 tons
Cargo Capacity: 20 tons
Air Speed: 360' (120')
Mov. Factor: 1/2
Length: 240' (incl. tail)
Beam: 300' (incl. wings)
Depth: 55'
Hull: canvas/leather/wood over wood frame
Crew: 91 (1 Knight Banneret, three Sergeants at Arms, 1 Abbot, 30 brother knights, 44 brother squires, 12 brother chaplains)
Weaponry: Blight Belchers (one heavy, six light), three ballistae, catapults (one light, one heavy),War Talons (two).
Defenses: Protection from normal missiles (once a day for 12 Turns) activated from the helm.

Description: The Sturmkondor maintains the same general build as the Waffenadler except it is larger and is made to look more like a condor than an eagle. The biggest difference is that it has two masts, more siege weaponry, and its metal talons.

Uhuboot-Class Warbird


Tonnage: 64 tons
Hull Points: 45 Hull; 6 Sail
Armor Class: 7
Lift Capacity: 70 tons
Cargo Capacity: 5 tons
Air Speed: 360' (120')
Mov. Factor: 1/2
Length: 60' (incl. tail)
Beam: 90' (incl. wings)
Depth: 20'
Hull: mostly wood (wings/tail made of canvas over a wooden frame)
Crew: 20 (1 Knight Bachelor, 1 Prior, 3 brother knights, 10 brother squires, 1 brother chaplain.)
Weaponry: One blight belcher (light), two ballistae.
Defenses: Darkness.

Description: The Uhuboot (owl ship, night owl) is a dedicated night- fighter. It is built to look like a flying owl, and painted in dark grey or black colours. Much simpler than the larger warbirds, it includes triangular outer deck (60' base, 30' deep forming the back and shoulders of the "owl"), a hull with one lower deck (40' long, and 20' wide and deep, giving the "owl" its body), and the bridge located inside the large owl head at the ship's bow (20' diameter). A single mast with a square sail stands in the middle of the upper deck. The tips of the wings and the tail are made of canvas stretched over a light wooden frame as ornaments.

One ballista is located at the port and starboard tips of the upper deck. A blight belcher is kept on the lower deck, underneath the bridge, or can be moved to a porthole facing aft underneath the owl's tail. Crew quarters are on the lower deck, while cargo remains secured on the upper deck, underneath a heavy canvas canopy stretching from the back of the owl's head to the aft edge of the upper deck. The ship's chapel is part of the bridge and includes the helm as well, inside the owl's head. The ship is light enough to be able to land on its legs, the tail frame acting as a landing keel.

The Uhuboot has the ability to conceal itself inside a sphere of darkness once per day. The spell is broken when a physical object or magical attack crosses through the sphere. It is a "one-way" darkness that does not affect vision aboard the owl. Infravision ability is otherwise available from the bridge, with a range of 300 yards. The owl's combat tactic is to ambush other ships at night and escape after its attack. Its ballistae normally fire javelins with both strike and silence spells. Some have been used with delayed blast flamestrike. Owls are recent additions to the Heldannic fleet (AC1016 or later), and are otherwise used as long range recon and spy ships. They sometimes act in owl packs when a specific target needs to be dispatched rapidly.

Blight 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. (Need to check the description of the disintegrate spell for some tweaks).

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 flakes away 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 greyish darkness materialises 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.

The light belcher has two different modes of operation depending on the cleric's prayer. The first is called the "Holy Glaive" and the other the "Shield of Death". As their names imply, they have specific uses on a battlefield.

The glaive enables the belcher's magic to shoot forth as far as 120' away; no attack roll is needed.The grey aura is no more than a foot wide and tapers off at its end. The cleric must define this target in the prayer used to discharge the belcher. The cleric needs to have a clear line of sight to this target. The glaive inflicts 8d6 points of withering damage. The victim gets a saving throw vs. spells for half-damage (Dex. bonuses apply). If the saving throw succeeds, the aura causes no further damage. If the save fails, one part of the victim's body is severely scarred or withers away entirely.
Roll 2d6 -- 2: head (scars halve Charisma), 3-6: an arm/shoulder or a wing (destroyed), 7-11: a leg (destroyed), 12: chest (scars; internal damage halves Constitution). Specific withering damages requires a heal spell for the chest or the head, or a regeneration spell for a destroyed limb. Rolling a critical failure (a 1 on a d20) on the save means the victim dies as the aura consumes an essential portion of its body. Note that no one else but the target is affected when using the Holy Glaive.

The Shield of Death instead covers a cone-shaped area of effect, 60' long and 30' wide at its further point. All creatures in the cone automatically suffer 4d6 points of damage from the aura. A saving throw vs. spell halves the damage; failure does not cause any other specific damage.

In either attack form, organic material gets a saving throw vs. spells. If 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.

Since there are different types of blight belchers, I would assume that one out of four belchers is a heavy, disintegrating version.


War Talons


War Talons are located under the heavy warbird. Their role is to rip the sails or the decks of enemy ships. War Talons are huge grappling hooks that seem to be part of the warbird's decorative legs sculpted underneath its hull. The articulated steel talons themselves can be catapulted downward in front of the warbird. When winched back with chains, the talons close up and rip apart whatever they locked on. It takes a full turn to winch the talons back and rearm their catapults.Roll 1d6 for each talon.On a 1 or 2, the talon misses or fails to cause any damage. On a 3-4, the talon rips through one sail and its rigging. On a 5, it breaks a mast or any other above-deck structure (treat as a 6 if not applicable). On a 6, it tears through the deck, causing 3d8 points of Hull damage.

Other Siege Weapons

Ballistae and catapults remains of the traditional non-magic type. Occasionally, the chaplains may have cast magic on projectiles, especially ballista javelins (strike, light, silence, or darkness) which goes off on impact Special delaying spells are needed to enchant projectiles. Catapults are often not used in air combat since stones are too heavy (and dangerous considering the fragility of the warbird) to carry in flight. Instead, they are used as part of a besieging force where the warbird can land and use local material as projectiles.

 

Skygems



The artifact’s power is received through a gem that is located inside the ship’s altar. It is called a Skygem. The amount of lift that can be derived from the artifact depends on the size of the Skygem. The original crystal receives powerful blessings at the Holy Citadel of the Heldannic Knights before it can function. A priest of Vanya is needed to activate the Skygem when it is placed inside the altar. The Skygem also needs to be reactivated if pulled out of the altar. The size of the Skygem governs what priest level is needed to activate it (100 carats per experience level). The activation itself only requires a bless spell.

The Skygem is consumed by the power it channels at the rate of one carat per day and per ten tons of lift. For example, the Sturmkondor requires up to 300 tons of lift --it would require a 30-carat Skygem to function for a day, or a 2,520-carat Skygem for three months (a huge gemstone weighing about a pound). Therefore a 26th level priest is needed to activate this large a Skygem. New Skygems generally allow for three months of continuous use. Atmospheric navigation is expensive since it requires continuous lift, while space travel can be much more economical since constant speed can be maintained once it is achieved. For security reasons, very few warbirds have a spare Skygem, for fear of the warbird falling to enemy hands. When the Skygems is reaching the end of its usefulness, it begins to turn into a common lump of crystal.

The ship’s chapel is generally well guarded since the removal of the Skygem switches off the
telekinetic force supporting the ship. If this happens, the ship descends toward the surface at an
increasing speed. If the power was switched off at up to 300’ altitude the ship lands with minor
damage, its wings and tail offering some lift and control. Between 301’ and 3,000’, the ship is likely to take serious damage and casualties among the crew, but remains repairable. Between 3,001’ and the planet’s Skyshield, the warbird’s wings are ripped off and the ship plummets to the ground; it and its crew are all doomed. In space, the warbird may still use its sails (provided Mystara space is breathable or "Solar Winds" are blowing). Depending on how strong these winds are, Mystara’s gravitational pull may yet doom the warbird if it can’t pull free.


Politics.


Goals and Overview.

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 worshipping Vanya, an Immortal Patron whose primary interest is war and conquests. They created an order of knights and clerics with some degree of organisation. 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 organised 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 Norwold, 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.

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The Priesthood

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 behaviour, 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 behaviour 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 Southern Star 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 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, armoured 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 centre, 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 armoured 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.

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Ranks & Forms of Address

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".

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Joining the Order

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 neighbouring 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 labour through their daily chores, Chaplains begin their indoctrination and the evaluation of their skills. The most fortunate are the ones with useful labour 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 behaviour 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.

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Code of Conduct

Heldannic Discipline

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.

1. Devotion: A brother must honour Our Lady Vanya and none other than Our Most Gracious Guide, and in every way support Her Purpose. Brother knights and brother priests must display Her Symbol at all times, clearly and unequivocally.
2. Order: A brother must abjure and shun all portents and cohorts of Chaos, and cleanse the Order from its baneful corruption.
3 Obedience: A brother must obey Commanders of the Order immediately and without question so long as the Devotion to Our Lady Vanya and the Order are preserved.
4. Loyalty: A brother must hold fidelity to the Order above and beyond his own life and well-being. A brother must never permit harm to come directly or indirectly to a fellow brother and the Order.
5. Discipline: A brother must never break rank or abandon a post, or cause harm to the Brotherhood through lack of attention or dereliction of duty.
6. Bravery: A brother must endeavour to show courage and boldness in combat, so long as Obedience and Discipline are preserved.
7. Respect: A brother must show all due reference to commanders, to companions, and to The Law, in words and behaviour, and shun any and all profanity.
8. Self-sacrifice: A brother must entrust his life and well-being to Our Most Gracious Guide to protect the Order, a fellow brother, and the honour of Our Lady Vanya's name.
9. Humility: A brother must show humbleness in words and behaviour to all in the Order, for no mortal is fully worthy in the eyes of Our Lady Vanya.
10. Virtue: A brother must never envy, cheat, lie to, or steal from a fellow brother, wager, play games of chance, or pursue frivolous goals.
11. Cleanness: A brother must endeavour to remain clean, in body, in, clothing, and in arms so as not to soil or damage the Order's property and symbols.
12. Achievement: A brother must never offer or accept material goods or services in order to gain or entitle another brother to a greater standing in the Order.
13. Poverty: A brother must neither seek nor conceal from the Order any material wealth. Temporal goods must be conferred to the Order for the benefit of all.
14. Abstinence: A brother must steer clear of the tyranny of hard beverages and unhealthy substances corrupting the body and the mind.
15. Frugality: A brother must shun gluttony and all excesses so body and mind remain healthy, robust, and alert as shown by Our Most Gracious Guide.
16. Hardwork: A brother must labour at all times for the benefit of all, for it is through one's hardship that spring forth power and prosperity.
17. Chastity: A brother knight or a brother priest must resist the temptation of mortal flesh for it engenders Chaos and peril to the Order.
18. Celibacy: A brother must devote his time, thoughts, and efforts on this mortal world to Our Lady of Vanya, and shun matrimony and affairs of the heart.
19. Restraint: A brother must not act in anger, or in revenge, or in provocation for therein lie the seeds of Chaos and Destruction.
20. Duty to the People: A brother must protect any and all subjects of the Heldannic Territories in danger of falling before Spawns of Chaos.

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 harbour, 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 labour 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 offence.

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 supersede faithfulness to the Order and obedience to its commanders.

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Amendments to the Code of Conduct

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 endeavour 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.

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Later Reforms to the Law

This is an update to the original Code of Conduct

Later Reforms

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 our 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 honour of their spouse, and bear responsibility for the acts of said spouse. All progeny of the couple must be raised honouring 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 fulfil 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.


Bias & Prejudice

The Heldannic Knights do not favour 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 harbour 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.


Religion

Sects and factions.


The Anvil of Blood   (the hammer).

It is the sanctum sanctorum of the Order, a sect of priests from The Hammer guarding Vanya's
artifact at the Holy Citadel in Davania. The sect is legitimate among the Order and known of most priests of The Hammer and the upper ranks of the other two branches. It includes only those priests who have at some point in their life guarded the artifact. These guards cannot reveal to anyone their function as present or past guardians of the artifact. The sect itself chooses who they want to join their ranks. The choice is communicated to the recipient through an anonymous message slid under one's door in the middle of the night, which the recipient may decline by not responding. Else, the recipient is to come to pray or confess at a specific time and place (most likely a chapel or a confessional expected to be empty at the time). Further instructions are left there for the recipient.
A special antechamber at the Holy Citadel leads to various chapels and priories under the fortress.Only one person may enter the antechamber at a time, and not until its previous occupant has exited. Inside the antechamber are several doors leading out. One of them requires a special mechanism to unlock. It leads to the area of the citadel that only the Anvil of Blood may access. The guardian must then put on a special uniform left on the other side of the door. It consists of red-enamelled armour and face-concealing helm, as well as a crimson tabard. Members of the sect come and go at different times to avoid meeting at the door. Few of the members know each other as a result, other than the handful controlling the sect. They are known simply as the Guides. The rest is part of a well choreographed series of actions to rotate and replace the guardians so the artifact always has at least twelve guardians at all times.
The members of the sect are sworn to defend the artifact with their life, and leave on a quest to retrieve it should it be stolen. A swift death awaits those who would reveal their function or anything about the artifact. If found lacking in any way, the guardian will find the door's intricate mechanism has changed, which is a clear sign one must depart. Members of the sect are considered the cream of the crop among priests of The Hammer, and all have in common that they had been awarded the cord.


Fist of Hattias (the)

It is an outlawed sect that includes only the most hateful and brutal Hattians in the Order, especially in the military. Their goal is to promote Hattian influence and dominance among the Order. They are certainly capable to driving away new recruits that they don't like. They'd rather have no brotherhood at all, no Order, and no Laws, rather than share what they see as exclusive Heldannic rights and privileges with conquered underlings, slaves to the Order. They see the old tales of the early Hattian knights storming the Heldann Freehold and ruling as they pleased, as the true glorious destiny of the Hattians. To make things worse, a number of chaplains from The Hammer serving in the military fancy this thinking and support the sect with tacit help and a certain lack of zeal when it comes to fighting intolerance, making the sect's detection even harder. This sect entertains links with Hattian nobility in Thyatis. They know of the Partisans (q.v.) whom they consider they primary target. Some of these Hattians also belong to the Company of the Orb (q.v.). There may be a plot to eliminate or kidnap either or the Grand Master of the Order and the Primate of the Heart. Members of the Fist of Hattias have remained impervious to the influence of the Star of Vanya (q.v.), so thick is their hatred.


Company of the Orb

This sect includes in general abbots and commanding knights who have served on Heldannic warbirds. They call themselves Fellows of the Orb. The more illustrious members, known as The Witnesses, are those who have actually served in outer space, following the belief that they came closer to the divine realm of their Immortal Patron. A cheerful and boisterous ceremony awaits those who return from their first assignment in space. Their names are engraved on a metal plate, and hung on the Wall of Fame, inside the sect's main rallying hall in Freiburg.

The purpose of the sect is to gather, organise, study, develop, and protect all knowledge about outer space. The sect administrates a highly- restricted and well-hidden library and a workshop available to Witnesses. Witnesses are also required to give a complete account of what they found and observed while in service outside Mystara's Skyshield. Although membership is not an obligation, warbird commanders send into space are chosen from Fellows of the Orb or Witnesses.

The Company of the Orb is a legitimate sect that is governed by The Heart, since outer space is viewed as a sort of holy land. It is believed by most to be a stuffy, high-brow military club for warbird officers. Activities related to outer space, the library, and the workshop are, however, known only of the Witnesses and the three Primates. The sect has full jurisdiction to immediately pursue and at their entire discretion, eliminate thieves and those who learned too much. The sect commands at least one warbird and an experienced crew, and has authority to commandeer others if an important discovery is at hand, provided warbirds are not put at risk in doing so.


The Fallen

These are knights & priest who for whatever reason have been exiled from the Order. Most of these had cause, but a few may have been wrongly accused and forced out. Needless to say these are bitter and vengeful individuals. As exiles continue they are slowly banding together and plan on forcing themselves back into the Order by A) Showing that they are worthy or B) By showing that they are strong (sounds like a STNG episode "We are strong!")
Of course this is a forbidden sect and stomped harshly where ever it is found. It is thought that this sect has found a home in the northern territories such as those controlled by Siegfried Meinhard in Landfall.


The Eyes

This sect is a legal part of The Voice. It is known of most inside and outside the Order, although its activities and its members remain secret. The Eyes includes a relatively small number of knights and priests whose role is hire and control native mercenary spies in the various territories under Heldannic control, or others the knights covet. Most of the spies are paid foreigners, unless operations are conducted inside the Order itself. The Eyes' responsibility is to provide information to The Voice needed to better administrate the land and its people and conduct successful diplomacy abroad. Military commanders receive useful information directly from The Voice before battles or to support major campaigns. During conflicts, spies of The Eyes are often assigned directly to military commanders for practical reasons. Information is also provided to The Hammer especially in regards to tracking down outlawed sects and enemy organisations such as the Wolves of Heldann.Occasionally, The Eyes may be used to watch over the activities of The Hammer especially if leaders of The Voice suspect foul play there. As can be expected, leaders of The Eyes spend a great deal of effort trying to keep out members of The Partisans, and The Fist of Hattias for obvious reasons, not to mention spies from other kingdoms. Occasionally, a few bad apples have been known to slip in. In the recent years of Heldannic history, some of the best and most loyal spies working for The Eyes have been allowed to take the Oath of Service and become permanent members of the Order - much to the rage of the Fist of Hattias. These "foreigners" are generally more open to the ideals of The Partisans than those of The Fist, but their integrity and loyalty to The Eyes has remained unquestionable so far.


The Pathfinders

The Pathfinders: Created in AC 1015, this fellowship is affiliated to The Voice. It regroups the knights whose faith proves the most exalted. Pathfinders for the most part are paladins whose role is to expand Vanya's faith and values, based upon the original writings of Ledeia (see timeline AC 829). It is an informal and benevolent fellowship requiring Pathfinders to preach by example.
Another one of their roles is specifically to watch for abuses of power and acts of wanton brutality against the weak and the poor. In particular, they watch for manifestations of Immortal power from Entropy (Thanatos) that may corrupt the land, its people, and the Order . For the most part, they are largely autonomous troubleshooters in the Order who operate individually. Pathfinders remain a good example of Knights Errant. Whenever a problem is encountered, their mission is to show the way to solve a conflict. They are called the Pathfinders because it is thought that they will lead the Order to golden age. The fellowship is legitimate, and its members known to the public.


The Partisans

This is an illegal sect among the Heldannic Order. It secretly harbours many indentured sergeants, priests, and knights. These are people who most likely have been victimised, presumably by members of the Fist of Hattias (q.v.). They have regrouped among this secret sect as a means to defend themselves against abuse in general, and the threat from the Hattian sect. It is generally a peaceful sect that tries to avoid fanning the fires of hatred among the Order whenever possible.
Partisans have extensive links with Heldann and Norwold civilians such as tavern owners, shop keepers, farmers, fishermen, or trappers who can hide those of them whose lives are in danger.Some disenchanted members of the Order are using the Partisans' outside connections to leakpotentially damaging information to various rebellious groups, such as the Wolves of Heldann. Some Partisans have infiltrated the Fist of Hattias or are also members of the Company of the Orb (q.v.).


Storm Soldiers -- Consistency Errata

I checked in the origins of the Heldannic Knights, finally. There is one nasty bit of inconsistency in the Dawn of the Emperors (DotE) boxed set. In the DM's Sourcebook, Thanatos is the main instigator behind the Hattian Storm Soldiers, while in the player's book, they are worshipers of Vanya.
Harumpf...

Sorry for that clunker, folks. Let's see if I can come up with a patch for this one.

Thanatos indeed was the instigator of the Hattian Storm Soldiers. He passed himself off as Heinrich Oesterhaus and controlled the Storm Soldiers through magic and suggestions. This smacked of direct intervention and eventually Thanatos had to retire, staging his "death" around AC1004.

Meanwhile, Vanya noticed his subterfuge. She started a small church following in Hattias in AC 940, and later sent dreams to some of the more influent Storm Soldiers to join this new warriors' church. Clerics of Vanya knew to dispel any charm or mind-control spells that may have been cast upon visiting Storm Soldiers. Most remained with the church. It wasn't long before the Storm Soldiers split into two groups, the ones under Thanatos's influence, and the others actually worshipping Vanya.

Around AC 945 the Church of Vanya becomes entirely separate from the Storm Soldiers. It had enough following on its own and ceased targeting the Storm Soldiers. In AC 950, Vanya's clerics leave Hattias to conquer the Heldann Freeholds. They leave nothing behind in Hattias, as a sign to all that there is no turning back.

After Thanatos's departure Hansel Oesterhaus, the son of the late Heinrich and Thanatos's mortal minion, remains as the Hattian clique's top dog to perpetrate even more crimes against the Thyatis Empire. Some ties remains between the Storm Soldiers and the Heldannic Knights, especially among the sect called Fist of Hattias. It isn't rare when a Storm Soldier in trouble with the Imperial Law leaves to join the Heldannic Knights.

 

 

Paladins of Vanya.

 


I believe I read in one of the HK posts that though they started out as a rather nasty lot, they'll likely start evolving into a more "heroic" order in the 11th century, and it was mentioned that perhaps, but not quite, Paladins might start showing up in their ranks.

While traditional (AD&D) Paladins might remain "beyond the pale," some kind of "Vanya specific" Paladins may be possible. (IMO, D&D Paladins might be possible, with some suitable modifications similar to the below). Some 2nd edition products show how Paladins can be adapted to other roles (I.E. Horus has some CG Paladins, as does Cuiraecen from the Birthright setting.) I haven't been able to get the notion out of my head, so I thought I'd post a brief outline here. Of course, those more familiar with Vanya's faith, and the HKs specifically, could fill in the details and point out where I'm wrong.



Paladins of Vanya.

Requirements: Str 12, Con 9, Wis 13, Cha 17
Prime Req: Strength, Charisma
Alignment: Lawful Neutral
Weapons: Any
Spell Spheres: Combat, Divination, Healing.
Magic Items: As paladin
Power over undead: Turn = no, Command = no
Powers: As paladin, except no Turn Undead, cannot detect evil, no access to the Protection sphere. Can specialise in one type
of sword. Unlike generic paladin, cannot be Turned by evil priests.

The Paladin is bound by the Code of Conduct. Paladins of Vanya are dedicated to the order's strictures. Knowingly and willingly committing a chaotic act (violation of the CoC) results in the permanent loss of paladinhood immediately and irrevocably. If a PoV knowingly and willingly commits an evil act, he must seek a high level (7th or more) Priest of Vanya, confess his sin, and do penance as prescribed by the cleric (this cleric cannot be the character of another player).

Violations while under compulsion (magical or otherwise) require atonement as per the generic Paladin. Paladins of Vanya may only have henchmen who are devout followers of Vanya. Normal holy swords do not provide special benefits to a Paladin of Vanya, but no doubt Vanya's priests will work on enchanting suitable weapons for their champions when the time comes.

Paladins of Vanya donate wealth and "surplus" magic items to Vanya's church as per regular Paladins, and unless otherwise specified must observe the same restrictions that apply to them.

Alternate name might be "Champions of Vanya", Champions for short, to distinguish from the normal paladin class .Whether this class is restricted only to the Heldannic Knights, or if they start appearing in other orders dedicated to Vanya as well (such as the Brotherhood of the Grey Lady) is a question for others to answer.


At any rate, the above is a very rough outline, subject to suggestions, modifications, debate, etc.

Paladins of Vanya- D&D

For D&D Paladins, I think they fit as-is, with the following possible modifications:


#1: as-is, with the modification that the service aid the cause of Vanya, not "the powers of Good."

#2: Unchanged.

#4: They do not receive this benefit.

#5: This one is void. A Paladin of Vanya is a born leader, and may have as many followers as he can acquire (they should be devoted to Vanya if possible).

#6: This one is also void, with the proviso that the Paladin must aid known followers of Vanya if they ask for help.

#7: The Paladin must donate wealth to the Order, retaining for himself only what is required for legitimate living expenses.



The idea of the LN paladin for the HK is valid if nothing else was available to the Order. I did however introduce the Pathfinders (see toward the end of the HK timeline). Pathfinders are pretty much standard LG paladins. I had posted the description of their fellowship a couple weeks back I think. One of the reasons why I prefer the LG paladins is that I wanted to
bring into the HK some of that goodness that was otherwise conspicuously absent. Their arrival late in the history of the Order represents an important milestone in the knights' struggle against the evil (and chaotic) influence of Thanatos, which had plagued
the Order since its creation. Another reason for LG paladins is that AD&D paladins *are* lawful good by definition, at least they ought to be from my point of view. Else, they should be called "knights-with-magical-powers" or anything else you like ("Champions" works), but not paladins. Let us not mix the precious silk with dirty rags! (I'm just teasing you here).

Spell Spheres: without looking further into this issue, your choice of Combat, Divination, Healing makes sense. Is Combat the major sphere and the others minor? On the other hand, because of the effect of Vanya's Artifact, you have to add a second major involving spells related to Law (is there such a sphere in the AD&D game? I think there is.)

Powers: I agree that these paladins don't need Turn Undead -- their job is to fight undead with good, old-fashion steel (even if enchanted). On the other hand I don't understand why you crossed off detect evil. Why not allow detect Chaos instead? Why disallow the Protection sphere? I can see why evil priest cannot turn LN "Champions", but of course this would not apply to true paladins such as the Pathfinders - - they would be vulnerable to powerful evil priests.

Pathfinder paladins or Champions do not have "henchmen" so to speak. According to Heldannic Law (at least in the version I gave), they are allowed one squire. If they are commanders, they are also allowed up to six sergeants-at-arms (who are knights
of lesser ranks, mostly brother knights), who themselves have their own squires. So for example, a Grand Knight might have one Knight Banneret acting as his/her seneschal, another five brother knights acting as lieutenants, and a total of seven squires, 21 heavy war horses, and seven riding horses for the squires (etc.) But no henchmen. Squires have taken the Oath of Service, which makes them active worshippers of Vanya.

Surplus magic items: According to the CoC I suggested, all HK knights are required to make a full disclosure to their commanders of what they have acquired. Their commanders then decide whether to reward the knights and allow them to keep
all, some, or none of their gains. Of course, for PCs this has to be balanced so players does not feel cheated. But the knights' commanders very much have final say on this issue. Likewise, when a knight accomplishes a mission without necessarily bringing back booty or magical items, the Order can still reward the knights with magical items (taken from those items other knights weren't allowed to keep). This system isn't perfect, but its a system and it works to prevent monty-haulistic munchkinism among the Order (how's that for an oxymoron?). :o)

Naturally, Pathfinders should be able to use holy swords to their full effect, contrary to Champions.

Please don't get me wrong here -- I did like the idea of beefed-up LN Champions of Vanya. You could conceivably have both Champions and Pathfinders among the Order -- perhaps a new interoffice rivalry in the making? What if the Champions where in fact the members of the Anvil of Blood sect -- the guardians of the Vanya's artifact? This would make more sense.


Synn and Wulf von Klagendorf.

 

In the Princess Ark series, Herr Rolf was slain by Synn, but then we discover that he is back and in command of the Heldannic Knights under the name of Wulf von Klangendorf (Rolf was his adventuring id, so to speak). Now, if a Night Dragon kills an individual, it has the power to claim its soul and inhabit its body with its spirit (correct me if I'm wrong), so can it be that this von Klangedorf is another puppet of Synn (or Synn herself)?

I remember someone asking me this question some time ago (you're the same person, right?). Frankly I was puzzled by that one. It goes back years, so in order to answer to this accurately, I'd have to locate my original material and dig through that. Having moved, become a father, changed jobs (blah & blah), that requires time...
Yes, nag-nag-nag...

So, we're left with two possibilities. Either (A) I/we meant to do that! or (B) I/we goofed somewhere down the line.

A) I/we meant to do that! Okay cool, we come out of this one smelling like a rose, but then again I can't remember how I/we pulled this one off (or planned on doing so and never got around to revealing this little bit of data). So, that means we should think about applicable solutions.

B) Oops, ack, fumble... Okay, Murphy's Law strikes again, which means we should also think about applicable solutions to patch the problem up.

Which brings everyone back to the proverbial Square Numero Uno! Assuming I never get around to finding out what really happened, I shall therefore come up (contrive/concoct/conjure/and otherwise dream up) possible solutions.

Our little Wulfie could have been replaced with a clone at the time of his death. There are problems with that, but it's been done before. Herr Rolf (the original) remains a pawn of Synn, to be revealed at another time. As an alternate to this, there is the "ACME Herr Rolf look-alike" or a twin brother who had been imprisoned by the Heldannic Knights, and kept aside for just such an event. At the time the knights figure out their master is dead, they pull the rabbit out of the great helm, and... voila... the "master" is back. (You need to watch the Japanese movie "Kagemusha" to understand where I'm going with this). The knights resorted to this to avoid a possible schism within their ranks (the Good Knights vs the Bad Knights). Vanya thought of the subterfuge as being utterly entertaining and audacious and decided to go along with the charade for the time being...

Another solution is that Rolfie got lost while travelling limbo (I'm thinking about what I wrote about Mystara's limbo and the "pre-death" tribulations of a dying man's soul). I don't buy that one. Synn's way too powerful to allow a soul to run off in Limbo, unless of course someone more powerful than her was there also. That means probably someone like Vanya, or a herald of her's. After all, Wulfie is the big kahuna of the Heldnnic Knights, and thus a key pawn of Vanya on Mystara.

Whether the latter scenario occurred or not, Vanya could have otherwise "negotiated" the release of Rolfie's soul and its return to his body. That's likely to have been a pricy deal, which of course Wulfie needs to repay, in deeds I presume.

These two or three scenarii help explain what is otherwise an annoying inconsistency in the setting's timeline. We wouldn't want to have that, of course. 


History and stories.

Originally, the Simbasta requested tribute from the Knights on the grounds that their citadel was built on ancestral Simbasta lands. The Knights refusal prompted the Simbasta to attack and capture the Holy Citadel.

Now, what if these brave Simbasta, after having secured the Heldannic artifact, effectively took control of the warbirds? (Just for the sake of creating another upheaval). They decide to fly them back to Davania and use them to defend themselves against a possible Heldannic crusade to recover the artifact. I'm beginning to feel sorry for the Heldannic Knights' cruel reversal of fortunes.

The Heldanners throw in all that they've got since now, this is a religious matter as well as one of military survival in the Known World. Months later, the two armies face off for the
mother-of-all-battles, somewhere in the Davanian savannah. Much violence and death is expected, especially on the side of the Heldannic Order. The Simbasta, being paladin-like at heart, dislike this decidedly one-sided battle. They see no honour in such a massacre. After all, their culture is one where victory and glory lie in their foe bowing before the regal creatures, yielding before their might. This is all the Simbasta truly seek.

The battle begins as a Heldannic warhorse fatefully bolts ahead. The battle begins and soon the
Heldannic are encircled and reeling before the fury of the Simbasta. The majestic leader of the
Simbasta orders combat to halt. His warriors obey at once. He allows surviving Heldannic Knights to regroup, and sends them a messenger. He tells the Heldannic Grand Master that the knights may regain their artifact and their warbirds. But they must first yield before the Simbasta, and accept them as their overlords in Davania. They must also swear that they may not use the power of the artifact for evil deeds. Only then could the Simbasta regain their artifact and the use of their fortress. While in Davania, the Heldannic Order becomes a vassal of the Simbasta and must honour them in all ways. Outside of Davania, they are free to act as they please, provided the artifact's power isn't used to support evil acts. As proof of their word, the Grand Master and his lords must swear on the artifact itself upon which their word and their souls are bound to the holy object. The Knights accept. The Simbasta make their entry into Known World politics, although one that is far away...
Meanwhile, the knights begin to change their behaviour.

In the wake of their ignominious defeat at the hands of the leonine rakasta, leadership of the Knights feels the need to commune and atone. Perhaps with age and wisdom, Rolf von Klagendorf and his closest officers begin to feel a need to review their ways. A sentiment of failure seems to prevail among them. Bad moral among the Knights has begun weakening faith and discipline.

Herr Rolf summons his commanders. Following a ceremony of communion, it appears to them that they need to refocus their goal and redefine their philosophy. Up to now, the Heldannic Knights have been driven by the desire for colonial expansion and territorial conquest, regardless of the nature of their opponents, their right to the land, and the realm's legitimacy. Although they have expanded their military power, they have not strengthened the influence of their faith among the people of Mystara. In fact, they have accomplished quite the opposite. As it turns out, Vanya's ways have become increasingly alien to the ideals of the Heldannic Knights. The latter picture themselves as disciplined and rational. Their Immortal patron on the other hand has been more of a Chaotic Neutral influence.
This is becoming more evident to Herr Rolf and the Heldannic commanders, and everyone agrees that the Order is at risk of suffering a dangerous schism. On one side are the ones with doubts about Vanya and a sagging faith, on the other are those blinded with faith and loyalty to the Order. The word "reform" comes up often during the endless palaver among the Knights.

And Vanya listens, quietly, through an unknown avatar. She broods. Dark clouds gather above the Order Sanctum Sanctorum.

The Knights break up their talks for a day of meditation and prayers. Word of the malaise at the top slowly filters down to the troops. The warriors are restless. Over the ensuing days some unrest flares up, at first in the Citadel of Freiburg, slowly rippling toward the outposts. Commanders rally their troops, priests summon their disciples for a day of prayer at the temples, but already some defection takes place. Initially, a few isolated cases take place among garrisons. But then one of the warbirds involved in the great battle against the Simbasta, "Das Sturmkondor", breaks off contact with the Order. In all evidence, it has fallen victim to the unspeakable. The news of a mutiny hit Freiburg like a roll of thunder.

Herr Rolf summons his commanders once more. The talks begin anew. A decision must be made without delay for the sake of the entire Order. Tempers and threats flare up. Swords are drawn. Herr Rolf suddenly invokes a column of flames to strike the centre of hall. Everyone steps back, in awe and fear. The flames disappear as quickly as they came. Herr Rolf addresses his commanders.

"My Companions and Brothers, this dispute has gone far enough. The time for change has come. Our quarrel will serve only to destroy the Order. Put back your swords and your words of anger, for I know now what Our Path shall be."

A lightning flashes outside the citadel's great tower. A storm begins to blow in from the sea. Vanya is restless. She replays in her mind a meeting in Pandius, moments ago. Ixion had summoned her there, along with a few other Immortals. She remembers his words when she came in, "It would seem that your pawns are giving you grief, Vanya. Perhaps we should talk?" They had discussed about the chaos that a breakup of the Heldannic Order may cause in the Known World. Entropy would have a field day, and if nothing was done, Vanya would lose the Heldannic Knights anyway. So it was decided Vanya would still be the leader of the Knights in matters of war, but that other Immortals would help balance the Order. The goal is to set the knights as a counterweight to the chaotic schemes of Entropic Immortals in particular. Following the Great War between Alphatia, Thyatis, and Glantri, it had become clear that fiends were even more at work on Mystara than ever before. The Knights would make it their goal to seek them out and oppose their evil plans wherever possible. If this meant war, so be it...

Her Rolf, enlightened during his days of communion, reveals his plan to the Knights. The scribes rewrite the Order's charter. New laws are edicted almost overnight. What comes out of the reform is an order that is more clearly aligned toward Lawful-Neutrality (just plain lawful for basic D&D). Their patron is still Vanya -- but in name only. In fact their faith becomes a generic philosophy that answers to a pool of Immortals, including Vanya. What motivates the Knights is the destruction of chaos- spawning creatures (such as lycanthropes, undead, and assorted tanarri for example -- just plain fiends in basic D&D terms). What means they use for this remains irrelevant, which leaves it open for the Heldannic Knights to use fire against fire (these aren't exactly your paladin types). This may cause the Knights to start a war if they feel there is a good reason for such. For example, if a distant nation is thought to willingly harbour chaos worshippers of Entropy, it would validate a move to conquer its land and forcibly convert the local faith to that of the Order.

Meanwhile, Herr Rolf and several top commanders begin a great quest for atonement and to reforge their new faith in themselves and in their "new patrons". They and a retinue of a few veteran knights leave Freiburg on the illustrious "Blitzenadler", heading for the Savage Coast. They have had visions of an exceedingly evil creature, a dragon called Pyre. Their quest is to prove their worth and their mettle in destroying Pyre and bringing her possessions to Freiburg. For this, the Knights obtain Glantrian amulets to resist the effect of the Savage Coast's curse. Herr Rolf leaves behind a trusted and able caretaker whose mission is to purge the Order of its unstable elements, and recapture the runaway "Sturmkondor".

Its crew has landed the ship and hidden it, expecting its levitating powers to be cut off from its
artifact source (which happened a few days after it ceased to communicate with Freiburg). They have secured support from Glantrian wizards to enchant its hull so the Sturmkondor can fly independently from Vanya's artifact. Meanwhile, they search for those who left the Order, trying to enlist their services to oppose the Heldannic Order whenever they can. In their eyes, it is a soul-less and basically evil military organisation. Their mission is to create problems and divide the knights as much as possible. They begin making overtures to heads of states who have had problems with the Heldannic Knights in the past.

So Herr Rolf leaves aboard the Blitzenadler, westbound to the Savage Coast. He and his
companions have all been chosen for their visions of Pyre, an evil dragon, a notorious spawn of
chaos known to reside somewhere in a thick, ruddy forest. The Knights pieced their visions together and they now know enough to set sail toward Eusdria, a distant nation with whom the Knights have had prior contact.

At last they reach Othmar, the capital city of Eusdria. The Knights' clues allude to several possible locations where to seek Pyre. Leaving a token force on the Blitzenadler, the knights part ways, each investigating leads fanning out from Eusdria. Months go by.

Meanwhile, Otton Waldmarck, the caretaker of the Order in Freiburg pursues his mission with
growing zeal. At first, deserters are hunted down and punished. The poor fellows are branded on the forehead with a red-hot iron. Then they receive a life sentence of hard labour at the holy citadel in Davania to atone for their lack of faith. Then Herr Otton conducts further purges, rooting out those suspected of weak faith. Everyone is watched. Paranoia prevails where zeal doesn't.

Elsewhere, a new Order is born. Under their new leader, Dalgaard Gustavson, the Wolves of
Heldann swear to overthrow the Heldannic oppressor from the ancient Heldann Freeholds. Using untold treasures in the Sturmkondor's hold, they pay off Glantrian mages royally for a new enchantment of the warbird's hull. They lift anchor to seek out those the much hated Otton hasn't yet tormented or eliminated. Slowly, they weave a web of intrigue around the Knights.

In the Savage Coast, one by one, the Knights find their lead to the Pyre's lair. One at a time, the Knights fall before the dreaded wyrm. Herr Rolf finally arrives, as Pyre takes her time to gloat over the fate of a fallen Knight. As she prepares to strike the final blow, Rolf surprises here. He had been ready, poised to strike with magic and the finest steel that man can forge. He knows of Pyre's Ebon Eye and avoids gazing at Pyre's head. The dragon is badly wounded and escapes. Rolf summons the Blitzenadler at once to pursue the beast.

In Othmar, early that morning, another warbird had appeared over the city's hazy skies. The
Blitzenadler's crew noticed the arrival and flew the welcome pennant. Suddenly, foreign colours rose at the visitor's main mast. It was the Sturmkondor. It dove on the Heldannic warbird's berth. The crew had little time to react as the Sturmkondor's blightbelchers ravaged the Knight's ship. Eusdrian archers attempted as best as they could to shower the swooping aggressor with flaming arrows. Alas, the Blitzenadler was soon reduced to an unsalvageable wreck. None of the crew survived. The Wolves of Heldann left as quickly as they had appeared. It was only days later that three more warbirds appeared, tracking down the path of the rebel ship. They learned of the Blitzenadler's fate, and decided to return to Freiburg and report. There were no news of Herr Rolf and his companions in Eusdria since they had left.

Otton learns of the Wolves' attack in Othmar with great anger. Sputtering in his rage, he has the
crew of the three warbirds cast in iron to pay for their incompetence. He then orders a ceremony to pay homage to the fallen comrades... including Herr Rolf and his companions whom he assumes have perished in their quest. Soon thereafter, he contrives to become the new Grand Master of the Order.

Herr Rolf, meanwhile, gathers some of Pyre's treasures and hides the rest. He is intent on pursuing his quest, alone if necessary. So he moves on, without contacting the Knights. In his prayers he learns of Pyre's location. She has fled to the Wyrmsteeth Range. With his newly acquired wealth, he books passage on a gnomish flying city by the name of Serraine. He leaves the gnomes at the foothills of the Wyrmsteeth. While exploring the mountains, he unveils what seems to him like a city of gigantic proportions. Soon the truth dawns upon him that its citizens are dragons. He stays clear, knowing death would befall anyone entering. Instead, he quietly explores the outskirts for weeks, driven to the limits of human endurance by his quest. The weeks turn into months. His priestly magic allows him to survive the mountains' terrible hardship. Everything else, he steals from unoccupied lairs, including several items peculiar to dragons. He learns much the ways of the dragons while in these lands. He knows Pyre is nearby, but still can't find her.

In desperation, Rolf comes up with a scheme he hopes will force Pyre out of the Wyrmsteeth Range. He knows that a young dragon, Kindling, lives nearby. He also knows that this dragon is the son of a powerful dragon liege in these lands. Rolf had been observing the comings and goings of Kindling for some time. Following a hunch, he decides to stalk the young Kindling as it heads east, toward Norwold lowlands. Soon after reaching the foothills of the Wyrmsteeth Range, Kindling lands and assumes a human shape. Rolf decides to approach the dragon on the following day. He tricks Kindling in sharing food, which he had heavily laced with a powerful substance stolen from a lair. The substance caused Kindling to enter into a sleeping trance lasting several months. Rolf hides the body, returns to the Draconic City's outskirts, and leaves a note underneath a shiny trinket. Surely, a dragon would see this fairly soon.

The note said this: "I, the Grand Master of the Heldannic Order, Lord of Freiburg and the Holy
Citadel, accuse the dragon nation of the Wyrmsteeth Range to harbour and nurture a spawn of
Chaos by the name of Pyre. She has committed crimes against humankind and she must pay the price. People of the Wyrmsteeth, I command you to expel the one Pyre and submit her to the justice of those she so hideously wronged. I, Grand Master of the Order, speak in her victims' behalf. Should you refuse, be it known to all that I hold Kindling as a hostage. No harm will be done to this young dragon but he will be held until Pyre is delivered to Freiburg to receive her judgement."

Herr Rolf quickly leaves. Outside the Wyrmsteeth Range, he secures a mount, loads the
human-shaped body of Kindling, rolled in blankets on a mule, and begins his voyage back south to Freiburg.

Soon the dragons discover the note. Honour among their kind prevents them from complying with Rolf's note (provided they could even force Pyre at all). A large number of dragons take off at once for Freiburg, hoping to intimidate the Knights. The population of Freiburg, in terror at the sight of several hundred dragons, flees and all directions. The dragons seem to lay siege to Freiburg, as they land outside the city. Herr Otton, puzzled by the sudden arrival, summons all warbirds to the capital. Several warbirds already hold their position above the great citadel, blightbelchers ready for battle. Herr Otton sends out a messenger to inquire about the dragons' presence. He ends up speaking with younger dragons lurking close to Freiburg. The messenger returns with various sarcastic or nonsensical answers about "spawns of chaos" but nothing constructive. Believing this to be a test of the Immortals and the dragons minions of entropy, Rolf rallies the troops for a sortie. He orders the warbirds forward as the heavy cavalry thunders out the city gates toward the closest dragons. The knights charge, singing their battle hymn. A short but brutal battle follows as the warbirds badly wound several dragons with their opening shots. Their elders order them to retreat, fearing retribution against Kindling whom they believe to be imprisoned inside the citadel. The younger, hot-headed dragons at first ignore the commands of their elders and engage these upstart humans. The knights suffer many casualties before the dragons break off contact and pull back.

Meanwhile, faraway from the battlefield, a spy reports to his master. "Heldannic Knights are greatly weakened, Katayama San. The Order's numbers have dwindled in the past months. Simbasta tribes defeated the Knights in the southern continent. The knights have also started a war against the dragons." The rakasta lord, playing with his whiskers, seems to smile as he listen to the spy's account. "Perhaps is it time to reclaim the ancestral domain, for the greatest glory of Myoshima! First, the Knight must be destroyed, as their ships may threaten us."

***

Ito Kanakada, an experienced samurai and a veteran general is appointed to command the vanguard of the Myoshiman invasion. Enhanced magic enables his flying tigers to transport his warriors and their supplies to the surface of Mystara. General Kanakada knows that this is a one way trip. The flying tigers can easily slip through the Skyshield -- and back out, unlike the humans' airships. However, his honour and that of his warriors is at stake. They have all sworn to die rather than retreat. Reconquering the ancestral world is at stake as well as the eternal glory of Myoshima. 


***

Herr Rolf, at last, reaches the mighty fortress of Freiburg. He finds the city deserted, save for the occasional looters who scamper off at his arrival. Signs of a battle are evident outside the city. Some scorched marks on the ground seem all to frequent in a desolate scene of broken trees, demolished cottages, and dead cattle. Rolf silently curses at himself for being so slow to return. He reaches the main gate.

"Sentry!", he hails. "In Vanya's Name, open the gate at once!"

"Eh? Who goes there?" answers a voice behind the battlements.

"I am Wulf von Klagendorf! Are you blind, soldier?"

A head appears behind an arrow slit and quickly withdraws. "Sure, and I am the Queen of
Dragons!" the voice says.

"Open the gate, I say! Or I'll open it myself and use your sorry self as ship ballast!" responds Rolf, angrily.

"Begone, vagrant! Or I'll have the watch throw you into the dungeons!" orders the voice. Herr Rolf, puzzled, wonders what is going wrong. He realises he looks nothing like a Knight, his tabard tattered and in shreds after the months spent in the wilderness. Long hair and a thick beard covering his face make him appear as a madman. He turns around and heads toward a tavern.

A few hours later, he returns to the fortress, this time clean-shaven and presentable... Moments later he is allowed into the fortress. Knights suddenly surround him, swords drawn. Their commander orders, "Stand still, stranger, or die!" In the back, Rolf sees Otton approaching. He observes Rolf carefully. Suddenly, Otton casts a spell. Surprised, Rolf fails to shake off its effects. He remains speachless as he tries to use his own magic. The area is silenced. A score of knights suddenly lunge forward, pull Rolf down to the ground, and tie him up in good order. As the Knights carry off Rolf and his sleeping captive, Otton says "Good work, sentry. This man is an impostor. Everyone knows the Great Brother died in the west. Lock them up. I will deal with them myself." Both are quickly thrown into a dark crypt, deep inside Freiburg's dungeons.

***

General Kanakada heads first for Davania, where he plans to rally the Simbasta to their pan-felidian cause. From there and with the help of the Simbasta, the Myoshimans expect to take the Heldannic Holy Citadel and ground the Knights' warbirds for good. Should they succeed, the main body of the Myoshiman invasion force will follow, striking directly at Freiburg -- the heart of the brotherhood. Lord Katayama, the invasion's overseer, otherwise opposes a massive invasion of Mystara, fearing the Knights' lethal warbirds. Should this be the case, he would favour a slower strategy of taking over the nomadic rakasta of the Savage Coast, and other communities elsewhere on Mystara. At last, the rakasta land among the Simbasta and request to speak with their leader at once. A Simbasta warrior approaches the Myoshiman messenger, and stares down at the puny felid. Undaunted, the messenger stares back, stiff and haughty.

***

"Cursed be this Otton!" mutters Rolf. "To think I entrusted him with the entire Order!"

His face rubbing against the muck on the crypt's floor, he twists and turns angrily, trying to slip out of his bonds, only to feel them tightening up further. He kicks off a large, fat rat sniffing at him. The rat squeaks, leaps up, and comes closer. It attempts to nibble at Rolf's ear. The Knight rolls over and furiously bites the plucky rodent. It squeaks and hisses angrily. Despite his feet tied together, Rolf leaps up and hops around, trying to stomp his mighty foe into submission. The two seem to dance around until soft chuckles rise from the back of the crypt.

"Oh come now, Meinherr Wulf. Surely you can do better than this," says the amused voice. "Feeling naked without your lance?"

The rat stops dead in its tracks, and promptly darts off in the opposite direction. Cringing, Rolf hops around to face the voice, expecting the worst. A long yawn comes from the dark, followed with the sound of ropes snapping off. A large, scaly hand sticks out of the dark, as its owner stretches its body from a long sleep. "Nice place you have, Meinherr Wulf. A bit small, but nice. Now, tell me why I shouldn't just tear you to pieces. I do feel a bit peckish." Rolf had not known how long the potion would affect his dragon captive. It seems fate was turning the tables around. Panting and sweating, he tries to find a solution to his hopeless situation. "Perhaps we should talk..." he ventures with some hesitation.

"Perhaps we should!" answers Kindling. Although a young dragon, Kindling easily stood three times Rolf's size. "What did you hope to accomplish with this escapade?

"Your kin harbour a creature of chaos among them," answers Rolf.

Kindling smirks, "Truly? Well, I suppose this wouldn't be the first time. I could think of many more, and probably worse ones too. But then, what does this have to do with me?"

Rolf continues, "Her name is Pyre. She has done great harm to humankind and other races. She
brings nothing good to dragonkind either."

"Well, you do have a point here, Meinherr Wulf," says Kindling in a long yawn.

"I have no choice. She must be destroyed! Vanya, my patron demands nothing less of me. I must not rest until the deed is done," declares Rolf.

"Oh, her again..." mutters Kindling, scratching his wingpit. "Well, we can't just hand her over to
humans, can't we? Provided we even could. She's a treacherous and powerful one, that Pyre."

Rolf bows his head, sombre. "Then it's war. Humans against dragons. The Order will perish for sure, but you know the conflict will spread. Many of your kin will die. No one but Entropy will win." Kindling then snaps his scaly fingers. "I've got an idea!"

***

"Prepare for battle!" orders General Kanakada. These magnificent warriors on their flying tigers had circled around the Heldannic Holy Citadel, preparing to dive down from the rising sun. As the rakasta adopt their standard assault pattern, Kanakada reviews in his mind the last events with the Simbasta, not quite understanding what had gone wrong. "Didn't it make sense that these primitives should accept Myoshiman leadership?" he thinks to himself. "Why wouldn't they join the glorious cause of the rakastan hegemony on Mystara? Well, at least we have the element of surprise. The Heldannic Knights will not measure up to Myoshiman superiority." Kanakada shrugs off these thoughts, dismissing the Simbasta as ignorant and pretentious savages. The time of the assault has come. Brandishing his ancestral katana, General Kanakada then declares to his troops, "Warriors of the Skies, raise the battle standards! Myoshima will prevail! The glory of victory will be ours alone!" Then pointing his sword down toward the holy citadel:


"Dive!"

***

"Hey, you! The impostor! Wake up!" says Otton, kicking Rolf in the ribs.

Rolf, sits up slowly and, gazing back at Otton, says, "I am not an impostor, Otton. It's me! For
Vanya's Sake, can't you tell?"

"Prove it!" snaps Otton.

"Look, I have no time to waste with such foolishness. Let me out. Now!" says Rolf.

"Or what? You don't scare me. I can tell a servant of chaos when I see one."

From the darkness of the crypt, Kindling hunches down over Otton, his scales glistening in the
torchlight, and asks, "Oh? Can you really?"

Otton stands there, with a gaping mouth, unable to move.

"Undo my friend's knots if you please," adds Kindling.

Trembling and shaking, the caretaker frees Rolf who grabs him by the scruff of the neck. "Now listen to me," begins Rolf. He proceeds to unveil a list of personal details about Otton's past life in the brotherhood, which only the Grand Master would have known, proving to him that he is Wulf. Otton falls to his knees and begs for forgiveness. The hardship of the work has mislead his thoughts and actions he claims.

Soon afterward, Kindling quietly takes his leave while the two knights return to the citadel's main court. Otton has the watch sound general quarters. The knights form impeccable lines in the court, readying themselves for an inspection. Otton then declares Rolf's safe return among the Order and transfers all his authority back to him. Rolf then orders the commanders to call out all their troops, individually. As the knights' names are called, they walk across the court, forming another line.

When everyone on the rosters has been called, Rolf then declares, "Those remaining, drop your
weapons and remove your equipment. We all know who you are! Step out through the front gate and fly back home. You will not find Kindling!" These remaining knights, cursing and grumbling, obey the order and one by one return to their true draconic form as they leave Freiburg.

***

"What are you doing here, little one?" The voice hisses and rumbles and the large female stares
down at Kindling. "You should know better than intruding upon another dragon's dwelling."

Kindling sits, coiling his tail around his paws as a sign of peace and also one of hesitation and worry. Pyre was indeed enormous and frightening. She kept her left eyelid down to cover the infamous Ebon Eye. It is an artifact that she had stolen from the druids of Robrenn. Ever since one of the druids destroyed her left eye, she had felt a deep hatred of humans in particular. She later placed the black wooden orb into her empty eye socket, using the artifact to turn her enemies into statues of ebony. The wound in her eye never really healed, causing it to fester around the orb.

Kindling, fearing for himself, bows his head, avoiding her gaze.

"I do hope you will pardon my visit Pyre, but there is something we should discuss. The urgency warrants my intrusion."

Bringing her foul-smelling muzzle close to Kindling's, Pyre rumbles "Speak up, little one." Kindling continues, "The Knights had captured me, hoping to force you out of the Wyrmsteeth Range. Their master has gotten it in his head that he has one of those quests the humans favour so much. His quest is to bring you harm. I'm sorry to point this point, but he and his knights will not stop until they reach their goal. Surely, he will die along with his knights. But this means all the humans will go to war against us. Many of us will suffer in this. I have a plan that could prevent such..."

Pyre hisses loudly. "And what makes you believe I care?"

Kindling answers cautiously, "Well, you are one of ours."

Pyre thunderous laughter echoes against the large cave's vault. Bats fly out in terror. "I am so close to mastering my entry to the world beyond, I couldn't care less about your petty little kingdom of worms! You are so bright and yet so naive, as are all the young golden ones. Too bad the knights failed to keep you. I will have to finish the job myself". With an earthshaking roar, Pyre lunges at Kindling.

*****

"Dive!"

The order is repeated as the Myoshiman warriors plunge toward the holy citadel in Davania. The rakasta warriors quickly land on the battlements and towers. Riding his flying tiger, General Kanada observes the assault. "Complacent humans!" he mutters to himself. "No sentries guard the walls They must all be sleeping inside their cosy fortress. Indeed, who would attack them so far from their lands?"

But the truth quickly emerges as a warrior reports. "The fortress is vacant, Kanakada San! The
humans fled just before sunrise and left everything behind. They must still be near." The general
returns his sword to its sheath. "So be it," he decides. "They shall be dealt with later, them and these treacherous Simbasta. Send searching parties into the fortress's vaults at once. There is an object that must be found."

*****

In a fit of rage, Pyre stumbles forward as she finds out she was speaking to an image of the young gold dragon. He had tricked her, the mighty Pyre. She rushes out of her lair, catching a golden glint in the sky as Kindling flies away. She immediately dives off the side of the sheer mountain cliff, slowly gaining the speed needed to support her towering body. Her powerful wings pushing hard against the icy cold air, she utters a spell to augment her speed.

Soon she catches up with Kindling who frantically begins to dive and roll to avoid her claws.
Surprisingly for a dragon this size, Pyre swoops near Kindling and catches one of his wings. Enraged by the young gold's earlier trick, she rips the skin of his wing, sending Kindling spiralling into a dark, narrow gorge. She hovers for instant and for a chance to gloat before diving and finishing off the helpless young gold, when she sees a pair of older white dragons flying nearby. They just noticed her presence and turn around to meet her.

"Greetings, Pyre. Hunting an early prey this morning?" asks one.

"I've been restless lately. This story about Eruptaar's son abducted by the humans. It just makes my blood boil!" answers Pyre.

"I agree. We should not pander to these humans requests, regardless of the price," says the other white. "It's an invitation for others to do the same."

Pyre considers his words and adds, "We should destroy these knights and especially their master. It's too bad for Kindling. I'm sure they will kill him, regardless of what we do. The humans must pay for this!"

The first white wonders, "All this talk of humans makes me hungry. So, what you got down 'ere?" he asks, peering down into the gorge below.

Pyre quickly answers, "Nothing. I just want to be alone now. Go away..."

The two big whites wheel away as one adds glancing back at Pyre over his wing, "There she goes again, keeping the all mountain goats for herself. Pfeh."

*****

The rakastan messenger comes running into the palace's main hall. He falls to his knees and bows his head before Lord Katayama. He hands him a message from General Kanakada.

"My lord, the Davanian citadel has been secured and the knights have fled. The magical item has been secured. The invasion can begin."

"At last," smiles Katayama. He walks out to a balcony overlooking the main courtyard. Hundreds of warriors stand there, their individual flags fluttering in the breeze, waiting for a word from their master. Thousands more wait outside the palace.

He finally announces, "Warriors of Myoshima! The time has come to reclaim the ancestral world. The House of Katayama will be the first to land. The honour is ours forever!" The warriors all hail the awaited news. Their commanders then shout the orders to ready their troops and prepare for the voyage to Mystara.

*****

Pyre glides over the gorge, searching for Kindling. She spots a large boulder spattered with blood amidst the rushing water of a mountain river. Large, icy boulders and cliffs line the sides of the river where it soon turns into a series of hazy, thundering cataracts. A sheen of ice covers everything near the waterfall. No other sign of Kindling. Pyre considers the waters below and the jagged rocks emerging, and decides Kindling fell to his death. If not, it would take him too long to interfere with her plan. She takes off.

*****

Several hundred knights are slowly walking across the savannah, as the sun rises higher into the sky. Vultures slowly fly overhead. During their failed campaign against their Simbasta liege, the knights have learned to lighten their armour and wear flowing white linen over their helms to lessen the Davanian sun's cruel bite. In the middle of their column, bearers pull a large, ornate chest mounted on wheels, under the watchful eyes of mounted guards.

Ahead of them, two tall, lanky figures quickly scout the path ahead. The two rakasta stand easily above the taller knights. One of them walks back to the knights and says, "So far, no sign of the Myoshiman invaders, sir." The commander of the knights answers, "Good thing. We're helpless in the open against a flying enemy. Good thing too you could run this far and this fast to warn us about their attack. We would have never been able to evacuate the artifact otherwise. I guess we now owe one to your Simbasta lords."

The rakasta smiles and adds, "Well, you do pay tribute regularly and you have sworn loyalty to
them. Why should the Simbasta not defend you? Besides, the Myoshimans proved too arrogant to get along at all with the Simbasta. You know what I mean..."

The knight laughed, "Yes, we all do. I just hope the Myoshimans don't discover our subterfuge too quickly."

*****

"So, you have a problem with the knights, do you?" says the old man. He sits across the table from the one called Dalgaard Gustavsson. He looks a bit like those Minaean pirates. Smells like one too. He wears an eye patch on his left eye. At times, an odd, slimy ooze seems to roll down from behind the patch, which the old man quickly wipes off his cheek with the back of his gnarled hand.

"I know just the medicine you need," he adds, pausing when an innkeeper serves two beverages. As he leaves, the innkeeper pulls a curtain behind him, closing off the booth.

"See, there be dragons from the mountains. Lot's of 'em. And they be ready to attack, see. But the knights be holding one of 'em in the dungeons below. The dragons, they won't attack to avoid risking the life of the prisoner, see. If we could just get in, and pour this Thyatian oil I have, I could set the whole dungeon ablaze."

Dalgaard carefully considers the old pirate. "I've heard the news of the dragons too. What do you have against them, old man? And what will the fire accomplish?"

Pointing at his eye patch, the old man says, "One of 'em did this to me. They killed my crew and sunk my ship. I want 'em to pay. I want to get in and do this before I be too old for revenge, see."

The old pirate lowers his voice and leans forward, "I be sure the captive is already dead. One of my partners inside told me so. You'd have to start the fire in the dungeons to rise up into the citadel's shafts and destroy it as well. Most of the beams and floors above be made of wood. If they see fire, the dragons will know the captive be dead, see. Then, they will attack."

Dalgaard scratches his beard for a moment and then asks, "Should be easy enough for dragons to get into the castle. What's stopping them from freeing the captive themselves?"

"Ay," agrees the old man. "But they be smarter lately, these knights. They be changing their ways since the clash with 'em dragons outside the city. Now there be magical wards betraying spies and intruders. And the entrance to the dungeons, it be locked with special magic, see."

Dalgaard empties his ale and declares with a grin, "Fine. It's your plan. Here's a way to get in..." Dalgaard draws a map on a piece of parchment, explaining how to get around guarded areas he knows of. There was a well-hidden escape tunnel.

Standing up, the old man finally says with a different voice, "Why, thank you, human. This will be very useful. Look up here, now."

Dalgaard stares in disgust at the ugly festering wound as the old man lifts his patch. Suddenly, the old warrior's eyes turn black, followed with his veins and his finger nails. He opens his mouth to cry out in pain. But he quickly stiffens on his chair as the rest of his body turns jet black. Soon afterward, he becomes a statue of ebony, his awareness and soul forever locked in a blind and deaf paralysis.

*****

One by one, the Myoshimans quietly slip through the Skyshield, watching carefully for signs of the dangerous vortice. They had spread out on several miles to facilitate entry into the Mystaran
atmosphere. Lord Katayama, chose an area above a large storm to mask their arrival to onlookers.

Already, they ride the storm toward Freiburg, as the living portents of a fate to come. Great balls of lightning rumble in the clouds beneath them, flashing eerie, bluish glows. Thousands of warriors sing their war songs and beat their drums to honour the Divine Winds that carry them toward their glorious destiny. It wouldn't be long now before they would reach the second objective of the invasion.

A messenger flies up to the general and shouts in the raging wind, "Katayama San, the dragons will not attack. Their leader, Eruptaar, fears for the life of his heir. The knights hold him in the dungeons. He said the dragons would support Myoshima if we could safely return the captive. They will stay in the hills until then."

Lord Katayama smiles. With the Heldannic Fleet pinned down and no one to help the knights out, it made no doubt that he could secure the fortress and strike a fatal blow to the knighthood.

Today Freiburg, tomorrow Thyatis!

*****

Slowly, painfully, the young dragon stirs himself back to consciousness. The deafening roar of the cataract overhead is almost dizzying. Overcoming the pain of his wounds, Kindling drags himself out of his cache, behind the main waterfall. He knows a small refuge nearby where he can heal his wounds and soothe his pain. An old draconic altar lies there. He had planned to make a stand against Pyre, the place being repulsive to the likes of her. He hadn't expected her to fly so fast. If he could just avoid slipping on the icy rocks. The numbingly cold water is slowing his every moves. Must move on... Just one more step...

*****

"Lady, we've got the mother of all messes on our hands!" shouts the fiery Immortal. "And you... You have plotted this out since the beginning! It was your idea, this silly quest against the dragon. I should have seen it coming! I don't know what prevents me from annihilating these knights right here, right now! The Hollow World, that's where they belong..."

The warrior princess, with a half-smile, responds, "Oh, come now! We're not to meddle with the mortals. You said so yourself."

Hammering his words, Ixion shouts, "We CAN'T have a war between the dragons, the humans, AND a whole world's worth of fanatic rakasta, all at once!" He sputters on, "The Entropics will have a field day!"

With a broad smile on her face, Vanya muses, "Oh, I don't know. I personally find this terribly
exciting. It all seems so glorious and extravagant! It's almost romantic!"

Sending spirals of flames across the room, Ixion snaps back, "You... You... Go fix this mess.
NOW!"

*****

Once again, the last sentry responds to the nightwatch call, and all is calm. His voice almost gets lost in the early morning's fog. The glow from the port's lighthouse tries in vain to pierce the thick and still air of the night. Sad and lonely, the distant complaint of a fog horn announces a coming storm.Thunder rolls over the sea.

Some of Freiburg's townspeople have returned since the last battle. Most have found their houses plundered and vandalised. But life goes on as the market folk already set up their booths and prepare their goods before sunrise.


Large spikes of steel and barbed hooks dominate the battlements of the Knights' fortress. Expecting attacks from the dragons, the Grand Master rushed the erection of such defences to maim, trap, or slow the large flying lizards attempting to land inside the fortress. Wide mantles of wood, painted in the Heldannic colours, have been mounted above the towers' ballistae and blight belchers.

The storm reaches Freiburg. It should have swung further north, missing the Heldannic city, but the winds had shifted. A sheet of rain now moves into the city as the storm grows more intense. Trying to protect himself from the downpour, a knight holds up a thick blanket over his head and continues to watch the west. His eyes wide open in sudden surprise, the sentry slumps forward. A long arrow shaft sticks out of his armour.

"Sound the Alarm!" another guard has time to shout. He raises his shield in a futile gesture as another arrow pierces the shield's metal and almost nails his head against the door behind him. Already, several horns are calling the Knights to the battlements. Troops come pouring out.

In the sky above the fortress, archers from the House of Katayama decimate their targets, one by one, with well aimed shots. Riding on the back of their flying tigers, the archers carefully aim their great Daikyu bows, seeking out Heldannic commanders. With their strength and the advantage of height, the long arrows seem to defeat the best-made armour. Not even the mantles protecting the ballistae seem able to stop the deadly shafts. But their first success proves short-lived. The pouring rain takes its toll on the tigers and the bows, and soon the elite archers withdraw to land inside the city. Immediately afterward, the Myoshiman warriors mass over the fortress and prepare to dive. Samurai, ronins, and house retainers all hail the House of Katayama and begin their assault against the Heldannic fortress.

At last, the Knights fight back. Quarrels and javelins, propelled by the ballistae, try to defeat the weight of the pounding rain and meet the diving warriors. Many find their mark. Suddenly, the unthinkable occurs. A lightning strikes one of the metal spikes protruding from a tower. Several Myoshiman warriors are caught it its blinding path and fall to their death. Knights standing near the spike suffer an equally deadly fate as the lightning arks out to their storm drenched swords and armour. The rocks and mortar sealing the base of the spike break apart. Loose stones and the heavy metal pole fall off the tower and comes crashing down into the fortress's courtyard, crushing several more Knights.

The blight belchers release their lethal breaths, cutting wide swaths among the ranks of the diving warriors. The rakasta try to avoid the large defences erected against the dragons. The nimble flying tigers avoid most of them. But it isn't long before several roaring beasts and their courageous warriors find themselves entangled among the barbed hooks or impaled upon the sharp poles.Deprived of their archers and forced down under the raging storm, the Myoshiman warriors land wherever they can to continue the battle on foot. Many land outside the fortress. A bloody melee spreads out to all battlements and the courtyard.

Behind the massed, fighting Knights, their clerical brethren take position and begin chanting holy
verses to glorify Vanya. Galvanised by these songs, younger Knights at the heart of the battle charge forward, blind to the dangers of the battle and often at insane odds. The priests' magic conveniently bolsters the Knights' valiant defence of the fortress. Where a gate is breached, whirling blades appear and block the enemy's advance. Where Myoshiman warriors concentrate and threaten to break through the Knights' positions, columns of flames descend from the sky to strike the rakasta. The searing flames hiss and steam in the rain. On the Myoshiman side Wu-Jens respond in kind, causing holes to form in the walls and casting their own lightning bolts. Magic clashes, steel meets steel, and the raging battle grows even more furious in the storm. The bloody struggle inside the fortress proves murderous to the Myoshiman warriors. In some areas of the fortress, the disciplined Knights unexpectedly retreat before the rakasta, leaving them exposed to hidden blight belchers. Many of these magical weapons, placed behind murder holes or slits in the main tower, guard strategic areas of the fortress. As soon as their lethal magic disperses the attacking warriors, the retreating Knights suddenly charge back forward to great effect.

From a distance, Lord Katayama observes the assault. He stands on the terrace of a mansion, near the fortress's imposing main gate. His messengers signal the warriors engaged in the battle with flags and direct them as required. Lord Katayama frowns. Losses are heavier than expected, much heavier. He curses the Knight's blight belchers. With great pain however, his warriors secure the main gate and the entrance's barbican. The gates slowly open, allowing the rest of his troops to charge in.

"These Knights fight well. They were well prepared," observes Katayama. "Something went wrong. Where is General Kanakada?" he wonders while scanning the stormy skies. "The Houses of Tomistu, Kojima, and Do should be arriving now. It will turn the tide of the battle."

"There!" he shouts, pointing toward the east. "Tomitsu and Kojima!" A messenger lands near
Katayama and reports. "Katayama-San, the army of the House of Do has been ambushed before reaching the Skyshield! Unidentified skyships forced them to regroup on Myoshima. The ships were not Heldannic Warbirds. Too many mages were on board and they could not be defeated. They retreated into a field of asteroids and contact was lost."

Annoyed, Katayama lets out a sigh of frustration. "Send the main body of Tomitsu against the
fortress at once. Resistance there must cease! Kojima remains in reserve in the city." The messenger bows and blurts out the traditional response, "Hai..."

The rakastan onslaught gains a sudden momentum with the arrival of the House of Tomitsu. Already the Heldannic lines buckle and step back toward the main tower. Many of the Knights are trapped on the battlements, regrouping around banners, ballistae, and priests. None surrender, for today they fight before their Immortal patron. Towers at the battlements' perimeter slowly fall in enemy hands. Whenever possible surviving Knights disable their blight belchers, as they fall before the blinding whirl of Myoshiman katanas.

"General Kanakada!" shouts Lord Katayama with relief. Fifteen majestic warbirds slowly descend through the clouds. But no. The clouds reveal proud sails bearing lions of sable over fields of argent. A great cry of relief mounts from the fortress as the Knights see their warbirds arriving at last. The General had failed to capture the warbirds. Realising the terrible truth, Katayama immediately orders the House of Kojima against the warbirds.

The warbirds adopt a box formation. Three layers of five ships protect each other from the fierce waves of Kojima attackers. Well-coordinated blight belchers aboard the warbirds cut through the Myoshimans swarms. It is a bloodbath for scores and soon hundreds of attackers. With horror, Lord Katayama observes the carnage among the assaulting waves. Nevertheless, the proud rakasta push on. Retreat is not an option. No sooner than Myoshimans set foot on the first warbirds, scores of Simbasta come roaring out from the decks below. The courageous assault turns into savage butchery aboard the ships, opposing Knights and their Simbasta allies against the rakasta and their tigers. In shock and disbelief, Lord Katayama falls to his knees, staring at the disaster in progress.

Already, the lower-flying warbirds land at the city's gates, unloading the Simbasta. The powerful Davanian rakasta quickly gather and move up the city streets. Brutal skirmishes oppose the Simbasta against Myoshiman archers hiding in the houses. One after the other, the Simbasta secure the nests of archers with fearsome roars and displays of blood lust. Despite their great skill, archers slowly fall back toward Katayama's vantage point. Hesitation and doubt overcomes the Myoshiman commander. His messengers stare at him, awaiting orders. He turns his attention toward the fortress.

Suddenly, thick smoke starts coming out of the main bastion's arrow slits. The blight belchers hidden inside the fortress finally mute their odious sound. A roar of joy echoes in the fortress, as the Myoshiman press on. Lord Katayama stands back up, shouting "Yes! The Immortals are with us!" Flames soon shoot out of the main tower's openings. Knights are in disarray. The bastion's garrison comes out in the open, surrounding their Grand Master. Rolf raises his sword and rallies his troops.
"My brethren and companions. The moment of truth has come. Follow me. Today we prevail or die!" Gathering their last energy, the Knights pursue their brutal combat against the Houses
Katayama and Tomitsu, shouting the name of Vanya.

Not far away, Eruptaar and his dragon subjects observe the battle. The main tower is now engulfed in flames. Pyre lands near the dragon king and says, "Well, your majesty, it would seem the humans destroyed their own fortress out of spite. Your son is inside, dying. What now? Will you just sit back and watch?"

Eruptaar suddenly takes off and roars, "Kill the humans!" Like a gigantic flock of birds, the dragons take flight. Moments later the bulk of the dragons, shrieking and roaring, plunge into the formation of Heldannic warbirds. Sails are torn, masts are broken, and many fires begin. The skyships quickly break formation, trying desperately to manoeuvre and avoid the fury of the dragons.

Nearby, Eruptaar swoops by an amazed Lord Katayama. Simbasta have already reached his
building. Archers and his personal elite guard of samurai bravely fight back the Simbasta. Eruptaar ignores the scene and continues on with his followers to the fortress. Without warning, the furious dragons rush into the main courtyard. The spikes of steel do their deed, cruelly wounding several dragons. Eruptaar and the others land inside, seeking out the Grand Master of the Knights. Combat stops, as the rakasta quickly retreat out of the way, and out of the fortress. Suddenly, the knights all shout the name of Vanya as their last hurrah, and charge forward, Rolf at their head. Immediately, spells go off and breaths are released. Eruptaar meets with the Knight's commander in a terrifying duel.

"Father! Wait!" The voice of the young gold fails to pierce the clamour of the battle. Kindling, just reaching Freiburg from his icy refuge of the Wyrmsteeth, circles above the fortress. He hesitates to approach its wicked defences. Beneath him, at the centre of the fortress's courtyard, Eruptaar and the Grand Master of the Order are locked in a combat to death, no longer paying attention to their surroundings.

"You! Again," hisses the cold, raucous voice of Pyre. The old dragon quickly catches up with
Kindling. "I should have known that you had crawled under a rock, like the worthless, little worm you are. Now, I shall crush you for good."

Kindling, smaller and more agile than Pyre, and now very much aware of Pyre's speed dodges her attacks as best he can. Several times he narrowly shakes off her magic. Not willing to leave the site of the battle, Kindling manipulates the huge dragon into a series of spiralling dives bringing them dangerously close to the fortress's metal poles. Alas, the young gold is unable to avoid a series of barbed hooks onto which he remains stuck. Pyre realises the danger, but too late. In her momentum she crashes into the side of the main tower. She roars horribly at the pain when she discovers a metal pole piercing straight through her shoulder and threatening to rip through the leather of her wing. Hanging precariously on the side of the tower, she tries to unhook herself while her tail whips through the air toward Kindling. Under Pyre's enormous weight and frantic efforts, large rocks fall off the blazing tower, crashing near Rolf and Eruptaar. The king of dragons glances up and discovers the scene.

Kindling calls out again, "Father, the Knights are not at fault. Pyre tried to kill me and have the
Knights blamed for it! She wants war between our people and the humans!"

Roaring from her pain and anger, Pyre realises her plan failed. She finally breaks free and falls into the courtyard under a shower of stones and mortar. She coils back to her feet and ends up face to face with Eruptaar. "Yes, stare into my eyes!" she hisses. She opens her purulent left eye. Surprised, Eruptaar glances at the ebon eye. The world seems to stop around them, as dragons and knights alike cease combat and observe the two huge beasts.

"Yield now or die!" rumbles Eruptaar, shrugging off the effects of the nefarious Ebon Eye. "Never!" she hisses. Suddenly, she disappears.

"Great dragon!" hails Rolf. "My quarrel is not with your kin but with Pyre alone. It was I who
abducted your son. Of this I am guilty, but never did I plan to hurt him." He throws his sword to the ground and says, "Do with me as you please, but spare my warriors. Enough blood was shed today."

Eruptaar considers Rolf's words and the scene of carnage and utter devastation. The smouldering ruins of the main tower finally collapse behind them in a thunder of falling debris and smoke. The dragon then answers, "You have paid your debt, human. You and your kind will now stay out of the Wyrmsteeth for good." Moments later, several dragons manage to bring down the squirming Kindling. The huge gold then announces, "It is time to end this senseless war. Knights of Heldann, ready your swords and follow me outside!"

At Eruptaar's signal, the dragons all rush out through the fortress's massive main gate, before the startled eyes of the rakasta waiting outside. On the dragons' heels follow a horde of screaming madmen, triumphantly brandishing sword and banner. With dragons apparently fleeing before the crazed knights, the astounded rakasta panic and turn around. Many take off on their flying tigers to seek cover in a nearby forest, while the others retreat back to Lord Katayama's mansion. There, the Simbasta and the Knights quickly surround the remnants of the Myoshiman forces.

The rain finally stops as Lord Katayama stares down at the two armies. Now silent, they gaze at each other, poised for the final assault. Katayama's aides hold his flying tiger and beg him to flee before it is too late. He angrily grunts back at them, ignoring the insulting offer, and instead pulls out his ancestral katana.

Rolf appears among his Knights, riding a warhorse. He hails Lord Katayama's warriors. "People of Myoshima! Put back your swords, take your wounded, and return to your homes! This land will never be yours. There is no dishonour in this, for you have fought well. We, Knights of the Heldannic Order, pay homage to your skill and to your courage! No harm will be done to your people as you leave here, with your weapons and your heads up high!"

Lord Katayama gazes silently at the Grand Master of the Order. He glances down at his
beleaguered troops, exhausted and wary. Slowly, he returns his sword to its sheath and gives an ever so brief bow of the head toward Rolf. The rakasta form their ranks and head out of Freiburg.

*****

The dashing wizard salutes the empress and announces, "Mission accomplished, Your Imperial
Majesty. The Myoshiman rear-guard was forced back to Myoshima, and the attack on Freiburg failed. The remainder of the rakastan army is now returning home. There are no Alphatian losses to report."

"Well done, Admiral" responds the empress. "Maintain watch over Myoshima. Their disturbing the order on the surface may eventually spill over to the Hollow World. We can't afford any such possibility."

"As you wish, your majesty." The wizard salutes the empress and takes his leave with his body
guard. On the way out, the wizard glances over to his feline follower and adds, "Yes I know,
Myojo. This is a very unfortunate affair. I am sorry to have dragged you into it."

The rakastan guard responds, "It was my duty to stand at your side, Haaken-San. There will be long days or mourning on Myoshima, but I know them all too well. They will return, some day."

*****

"What now, my lord?" asks an old Knight.

"The Order has prevailed," answers Rolf. He takes a tattered banner from the hands of the old
knight and climbs on top of the smoking ruins of the castle. There, on the highest pile, he plants the banner and declares, "Only the best of best remain. Our faith and strength have been forged anew, in blood and in fire. We are now a greater brotherhood and a finer knighthood. But first, let us heal our wounds and rebuild."

"Rebuild!" The old knight looks up at Rolf in disbelief. "Look around, my lord. Our fortress now lies in ruins and our fleet is in shambles. We don't have the finances to replace all this!"

Rolf leaps off his pile of debris and laughs at the knight. "You've won a battle against an army of the fiercest rakasta! You've fought another of dragons and lived to tell about it. And yet, you seem eager to give up! Come now. We haven't said our last prayer yet. I know just where to get the treasure that will pay for it all: an even greater fortress, a more glorious temple, a new fleet, with plenty of leftover to repay the good people of Freiburg for their own losses and hardship. The most precious part of Pyre's treasure lies hidden where even she would not find it. Onward, brave Knights! Cobble together what can be salvaged of our warbirds and let us sail to the Savage Coast at once. There is gold to be had."

*****

"Where is General Kanakada?" fumes Lord Katayama.

The samurai under the General's order are kneeling before their lord shogun, bowing their heads. Embarrassed, the older one reveals, "Sadly, General Kanakada has refused to return. The Simbasta ambushed our forces in a forest, using the humans and the true artifact as bait. Most of our forces were captured before we could send out news of our fate. General Kanakada was gravely wounded and unconscious. The remainder of our forces retreated to the Heldannic citadel, but several warbirds intercepted them. The great shaman of the Simbasta healed General Kanakada. When we were allowed to leave, the General requested the right to cleanse his family honour, which the Simbasta agreed to. His ashes have been returned to his family with his armour and sword."

Suddenly, a messenger runs into the palace hall. Out of breath and bearing a wound across the face, he drops to his knees and hands before the shogun, his forehead nearly touching the floor. "My lord, the Houses of Miyashika, Tokanawa, and Taikoku have rebelled. Several others are vacillating. The fortress of Kojima has fallen. The Houses of Do and Tomitsu are requesting reinforcements at once!"

The shogun walks quietly to the balcony and looks down at the palatial courtyard, now empty.
"How ironic," he observes. "We, who sought to bring war to Mystara now have to fight it on our own land. So be it. Again, war it is!"

*****

Aboard the Sturmkondor, the crew pays homage to their fallen leader. They built a box made of fine wood and painted with gold. Inside, wrapped in silk and velvet lies the ebon statue of Dalgaard Gustavson. Since no priest stands among them, the senior warrior of the Heldann Wolves reads an ancient Heldann saga. At the end, all aboard vow to find a way to return him to life or avenge his fate. The lone warbird sets sail toward the setting sun.

*****

"This was a close call, lady!" concludes Ixion. "Much too close. If this Pyre had had her way, she would now be one of us. The neighbourhood is bad enough as it is, we really don't need one more like her! What about this knight of yours?"

Vanya smiles and responds, "I've removed his quest against Pyre. He has proven to me his worth and his faith. They will be quieter now. This should erase the risks of another confrontation between the knights and Pyre. She now pursues other goals, but it will not be long before she resurfaces as an even greater peril on Mystara. Now, about these knights..."

Ixion sighs, "Oh well, fine. You can have them back. But! I don't want to hear from them for a long time. Am I making myself clear, dear lady?"

Vanya bows her head in gratitude and leaves. As the large doors of bronze slowly swing shut behind her, she closes her fist, pulls her elbow back, and whispers triumphantly,

"Yes!"

THE END


Vanya's Artifact


The most visible power of the Heldannic artifact, The Star of Vanya, is the immense telekinetic force that drives the knights' fleet of skyships. There is, however, more to know about the artifact itself.

The Star of Vanya looks like a foot-wide, four-pointed star made of some clear crystal. Vanya was not the original maker of the artifact, and to this day she still believes it was built by the Old Ones, entities that are as far beyond Immortals as Immortals are to the common mortals of Mystara. She did nevertheless discover its whereabouts and seize it for herself. Later on, when Hattian warriors decided to create their order of knights, she left the artifact at the site of her mortal remains in Davania. She then provided dreams and omens to Heldannic priests about her grave, leading the knights to mount an important expedition to southeastern Davania.

The knights acquired the artifact as they discovered Vanya's grave and began changing their Order around the power of the artifact itself. The artifact provided a crucial military advantage to the Knights in that it enabled them to build fairly cheaply an entire fleet of skyships that only Greater Alphatia could rival. Following the relocation of Greater Alphatia into the Hollow World, the Heldannic Knights have largely remained uncontested masters of Mystara's skies.

What is known to a select few among the Order's upper crust is that the artifact has other powers. The knights have remained unable so far to fully identify or understand them all, much less to use them. One of the verifiable effects is that all living organisms standing within a 30' radius of the Star do not require food, water, air to breathe, or sleep even. Organic life forms don't age in its presence either - for example, if someone were killed and left near the artifact, the body would not decay. Vanya picked up on this effect. She rebuilt her original mortal remains to look as if she were a twenty year old warrior princess. Her body lying near the artifact, it has remained untouched since then, as if she were merely sleeping.

The artifact apparently has a mind of its own, with which neither Vanya nor the knights have managed to communicate. It would seem that telepathic prayers of some sort can be heard, although uttered in a foreign language. Magic was unable to translate the language. Those in its presence, whether mortal or immortal, need to make a Wisdom check after spending a full day within 30' (a score of "1" is an automatic failure). Those who merely succeed the Wisdom Check simply begin to hear the strange prayers. Those who succeed their ability roll by at least 5 points also see some images and understand certain concepts, however, they are unable to copy them down using simple words. Furthermore, these images and concepts seem to fade from one's mind after leaving the artifact, like a wonderful dream that one becomes increasingly unable to recall. When succeeding by 5 points or more, a mortal recipient becomes unwilling to leave and desires to listen to more. While in this state, a mortal will feel the burning desire to defend the artifact against anyone trying to touch it or take it away; fighting and casting spells as if five experience levels (or HD) higher than their current experience level. Mortals and immortals who fail the Wisdom check, suffer unbearable pain from the incomprehensible telepathic prayers. The pain causes blindness, halves all six ability score, adds a 5 point penalty to all saving throws, and prevents spell-casting of any sort. Those in pain feel the need to leave the artifact immediately and never return (the effects cease an hour later).

In fact, the artifact does broadcast telepathic prayers to Immortals and mortals alike. It also acts as a beacon for Old Ones to locate Mystara's dimension (as far-flung as it is from the Old Ones) and assess the spiritual progress of sentient beings dwelling there. The artifact explains various truths about the universe, however, the concepts involved require the perception of dimensions beyond the 5th, which neither mortal nor immortal thought processes can handle. The prayers do elevate one's state
of comprehension temporarily, but it is too soon, even for immortals, to process further use what is taught by the Star.

Vanya knows some of what is going on and a few of the artifact's functions. She suspects that the artifact could reveal more about the Immortal's own spiritual progress to the Old Ones than she truly feels secure about. She believes that the wrong kind of spiritual development (which she has failed to identify) could spark direct retribution from the Old Ones, a thought that sends
chills down her Immortal spine. This is one of the reasons why she entrusted the artifact to mere mortals, following the logic that
mortals are behind Immortals in this regards. She also hopes this would keep the artifact away from other Immortals (none of whom know about Vanya's little secret) until she can find out more about it.

What Vanya does not know is that the artifact is both monitoring the general state of consciousness in the Mystara universe and
nearby planes, and also setting up a crisis situation for either mortals or immortals to deal with. If the situation is successfully addressed, then mortals and immortals go on until the next time the Old Ones feel a test is needed. If the situation is not addressed, the Old Ones may either change this universe to fit their purposes, or cleanse it altogether to start anew.

There are two artifacts - one weighted to promote concepts of Law and the other Chaos ideals. So far, the latter has not manifested itself on Mystara. The Star of Vanya fosters events and new thoughts supporting Law, as can be expected. The Star allowed Vanya to find it and skilfully implanted a suggestion into her mind that she leave it in the hands of her new Heldannic order. At this point, it began to discreetly influence the thinking of the knights to favour Law as much as possible, causing reforms there. It also began to provide Heldannic priests with spells related to the Law, which Vanya could never do, and various other powers such as the telekinetic fields supporting their skyships. The artifact made the Heldannic Order truly formidable. Effectively, the Star is slowly taking Vanya's place, positioning itself as the object of the knights' worship and the true source of their power. A time may come when the knights derive all their power from the artifact and devote their faith to it
entirely rather than Vanya.

The goal of the Star is to take over as much as possible of Vanya's worshipers in order to breed. The artifact can reproduce, which would cause another such Law-oriented artifact to appear somewhere in the universe, seeking yet more of Vanya's followers. Should these artifacts manage to acquire more than two thirds of Vanya's worshipers at any time, her essence, memories, and powers would all be absorbed into the Mother Artifact (Vanya's Star). She and her progeny would then turn on
another immortal and resume their quiet eradication process. Although this is a very slow process at first, taking possibly decades or centuries, it will inevitably accelerate as the two Mother Artifacts breed growing numbers of offspring and start pulling in Immortals even faster.

The Chaos artifact(s) would be starting the process elsewhere, fostering Chaos and becoming the parasites of other immortals. Theoretically, we'd end up with two gigantic blocks of worshipers in the universe, and very few or no Immortals at all. At this point, mortals would be pitched against each other in universe- and planar-spanning conflicts. Should one side gain the upper hand and threaten to win, all mortal population would then be absorbed as well, eradicating the entire universe's sentient population all at once. The Old Ones would then start anew, repopulating the unclaimed Mystaran expanse with other, newer sentient beings.

What can be done? The Immortals need to pool together their thoughts and understand what the artifacts are truly about. So far, the first reaction of Immortals finding new magic is to keep quiet and use it to augment their own power. If they realise soon
enough what is going on, they may be able to destroy the two Mother Artifacts, starting with any offspring. They can disintegrate one artifact by pooling their powers (PP's). This requires more power than any single immortal has, and in the end, there may not be enough of them left to destroy all of the artifacts. Not to mention that the two Mother Artifacts also possess the powers and knowledge of those hapless Immortals who were absorbed, which must also be defeated. More than one of the remaining Immortals may have to sacrifice themselves in the war against these artifacts, which is the key what Old Ones are looking for.

On the humans' side, worshipers of the Immortals must be able to discover where their power is truly coming from. They must be willing to give it up in order to save themselves. The number of offspring a Mother Artifact can maintain depends directly on the number of worshipers it possesses. The Mother Artifact will have to dismiss offspring as its pool of worship dwindles. In so doing, a Mother Artifact would also be forced to release some of the Immortals it absorbed. With no surviving offspring, a Mother Artifact cannot hold any Immortal at all. With no source of worship at all, the Mother Artifact can easily be destroyed with Immortal Magic; mortals could otherwise cause a helpless Mother Artifact to go dormant by taking it into the Hollow World, and encasing it inside a tomb of solid lead. (Better ideas anyone?)

All mortals who have heard the artifact's haunting prayers remain changed people, even though they cannot clearly recall the contents of its holy messages. They sense it is something totally beyond them, and that great events are about to change the universe. Some feel that an extraordinary visitation will soon occur, usually attributing it to their own Immortal Patron (Heldannic priests would think Vanya is about to descend among them). Others are convinced it is the end of the universe and everyone must repent before meeting their ultimate fate. The Star has the ability to call out to these people, wherever they may be, and make them travel back to the Star, should the artifact need their services.


End of the universe in a couple of centuries...it'll make Wrath look like a picnic :)

Umm... yes.

Now, don't jump to conclusions here. First off, not all Old Ones necessarily agree with "Plan A". Perhaps they have a "Plan B",
or at least, some may give a little secret help to whom may deserve it to make sure our favourite setting doesn't go kablooey altogether! :)

I'm picturing this as essentially background stuff for the clerics who discover/get involved with this plotline. It's something to keep in mind and scare those in the know.

I'm not sure I explained this very clearly in my updated description -- what is the final purpose of the Old Ones in all this? Here are my thoughts. The Old Ones want to teach the Immortals something about humility and especially, *self-sacrifice*. In so doing, some of those who deliberately sacrifice themselves to the cause of the Immortals may learn a few valuable things about the Old Ones as a result -- which is fine by the Old Ones, by all means.

For the mortals, Old Ones just want to teach them a lesson of Wisdom. The Old Ones want to get the point across that mortals
should recognise when to walk away from temporal power in order not to forsake their true destiny -- becoming Immortals, or in the eyes of the Old Ones, reaching beyond their normal selves rather than simply taking what is too easily given (the artifact's many powers). The Old Ones want the mortals to acquire the kind of spiritual discernment that makes them perceive what is true and what is not.

The Old Ones certainly don't want to wipe out the Mystaran universe, but they will if BOTH the Immortals and the mortals fail to learn their lessons. The least of the failures is that of the Immortals, because as long as there are mortals, there can be new Immortals, eventually. It's just a question of time, which Old Ones have plenty of. Actually, a premature success on the part of the Immortals remains highly undesirable from the point of view of the Old Ones, because it would not allow enough time for mortals to get the point addressed to them.

Total failure of the mortals is more of a problem, especially if they need to be wiped out in the end. A few surviving Immortals could conceivably create new races to replace the previous ones, but it would not be enough to make up for the overall failure of the Old Ones experiment, and they may ultimately just come over and personally finish off the last Immortals before giving the Mystaran universe a new purpose.


Heldannic Glossary


Anvil of Blood - sect of Heldannic priests guarding Vanya's artifact
Bachelor - a knight's rank equivalent to captain
Banneret - a knight's rank equivalent to lieutenant
Blight Belcher - magical weapon used as artillery
Chapter - a military unit of 100-500 troops
Chapter-General - council attended by all brethren
Church of Vanya - the religious entity to which the Heldannic Order is affiliated
Davania - the continent south of Hattias
Eyes of Vanya - a group specialised in gathering intelligence for the Order
Fra' - Frater, Brother
Gorget - a piece of armour protecting the throat
Great Fortress - The fortress of Freiburg
Grosskomtur - the Grand Master's seneschal
Hammer of Vanya - a branch of the Order in charge of law enforcement and religious orthodoxy
Hattias - a province of the Empire of Thyatis where the original following of Vanya grew
Hauskomtur - House commander
Heart of Vanya - a branch of the of the Order in charge of submitting new laws and interpreting religious dogma
Heldann Freeholds - the far northern nation prior to the knights' AC 950 invasion from Hattias
Heldannic Territories - the lands under the control of the Heldannic Order
Heldannsritter - Heldannic Knight
Hochmeister - Grand Master of the Order
House, the - general term used to refer to the membership to the Order and its benefits
Komtur - military commander
Komturei - commanderie
Lance - a cavalry unit of ten knights
Landkomtur - district commander
Landmeister - provincial commander
Lay Brethren - non-religious members of the Order below the rank of knight
Matera - the moon over Mystara
Myoshima - a nation of cat-headed humans living on Patera
Oath of Service - (or Heldannic Rite of Profession) an oath taken to become a priest or a knight.
Ordensland - the lands under Heldannic control
Ordensschaffer - (the Great Shepherd) the officer governing the Order's banking operations
Ordensmarschall - Marshal of the Order
Ordenstaat - the State of the Heldannic Order
Order of Vanya - the original Hattian order of knights that led to the creation of the Heldannic Order
Patera - an invisible second moon orbiting Mystara
Pathfinders - fellowship of paladins fighting influences of Thanatos and abuses of power among the Order
Primate - The religious leader of one of the three main branches of the priesthood
Robe, the - general term used to refer to the Heldannic uniform and the duties of the Order's members
Sergeant - senior man-at-arms
Sergeant-at-Arms - commander's body-guard and lieutenant
Simbasta - lion-like humanoids of Davania
Simony - a crime involving money or services in exchange for membership or promotion inside the Order
Skygem - crystal through which magic from Vanya's artifact is channelled, allowing a warbird to fly
Skyshield - the edge of the Mystaran atmosphere
Spittler - (or Hospitalier) the officer governing the pilgrimage operations
Storm Soldiers - Hattian activists Imperial Thyatis; notorious for their brutality and hate crimes
Thanatos - Immortal instigator of the Storm Soldiers, rival of Vanya, deadly foe of the Heldannic Order
Trapier - quartermaster general
Tressler - the Order's treasurer
Vanya - Immortal patron of the Heldannic Order
Vanya's Rest - the Davanian fortress housing Vanya's tomb and her artifact
Voice of Vanya: a branch of the Order in charge of general administration and diplomacy
Warbird - a flying ship built to resemble a bird of prey


Heldannic bloopers

Here are 15 fatally-flawed announcements found in otherwise well- intentioned notes posted on the doors of various Heldannic commanderies...

1) Don't let the plague kill you. Let the Heldannic Temple help.

2) Every New Moon - Potluck Supper. Prayer and medication to follow.

3) Remember in prayer the many who are sick of our Temple and community.

4) At dawn tomorrow there will be ceremonies in the south and north ends of the Temple. New brothers will be anointed at both ends.

5) Wednesday, the Ladies Cavalry Sisterhood will meet.Rev. Mother Gertrud will sing "Put Me In My Little Bed" accompanied by the chaplain.

6) The service will close with "Little Drops of Water." One of the ladies will start (quietly), and the rest of the congregation will join in.

7) Next Soledain a special collection will be taken to defray the cost of the new temple tapestry. All those wishing to do something on the new tapestry will come forward and get a piece of parchment.

8) The ladies of the Temple have cast off clothing of every kind, and they may be seen in the Temple basement at dusk.

9) At the evening service tonight, the sermon topic will be "What is the Abyss?" Come early and listen to our choir practice.

10) The AC 1014 Spring Council Retreat will be hell on Thaumont 20 and 21.

11) The Abbot has left to fight the war. Massages can be given to the Temple prior.

12) Eight new choir robes are currently needed, due to the addition of several new members and to the deterioration of some older ones.

13) The Knights' Choir invites any member of the congregation who enjoys sinning to join the choir.

14) The Men-at-Arms prayer group will gather at dusk. Pork, sauerkraut, and boiled potatoes will be served for a nominal feel.

15) The Treasurer of the Temple unveiled the Order's new tithing campaign slogan last week: "I Upped My Pledge - Up Yours."

Bruce Heard

(adapted from *ACTUAL* bulletins in RW churches)