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Mithras

The War God


History

Before Time

During the Great Darkness, when all seemed lost without the Sun Mithras led the Crusade to avenge his father. He countered the Berserk Battle Fury of the Trolls by discipline, training and drill so that his troops could fight effectively in the everlasting night. He founded several regiments all with different weapons and practices but all with the same dedication to discipline in combat.Mithras was one of the few deities who could claim victories in general actions in the fields and became recognised as the Premier War God, beating Zorak-Zoran himself in one action, unfortunately, the Troll Death/War God managed to fight his way free by brute savagery and afterward swore to be avenged upon the young upstart.

Since Time

The mercenary companies founded during the Troll and Chaos wars have persisted in several forms to the present day and many are the men who have made fighting in the ranks a career. Most soldiers are lay members of the cult, the Initiates and better forming the N.C.O's. The mercenaries are much needed by the nobles and princes for forming the core of their armies. Mithras is worshipped by almost all career soldiers.

Life After Death

Death is an occupational hazard to a serving mercenary, Mithras teaches that all cultists who die in battle or elsewhere will have a place in the ranks of his legions in the final holocaust, and after they have achieved victory, they will be allowed to rest in his gardens, being tended by the women of his harem. Mithras is interested in War not Death and allows resurrection so as not to deplete the regiments on earth.

Runic Associations

Mithras inherited his fathers powers of heat but not light and the concept of heat without light is provided in the idea of the heat of battle. Mithras takes his father's heat powers and welds them, together with the man rune, to the order rune.The cult often marries the three runes into one and represents them as a shielded man carrying a spear and every cultist is held to be a physical embodiment of the cult's runes.

Nature of the Cult

The cult exists to train mercenary line soldiers for use in war. Large numbers of mercenaries, war and bored noblemen are self propagating and there is always a demand for soldiers which in turn increases the soldier God's power and creates more opportunities for conflict. Mercenaries are regarded as a necessity in war and a liability in peacetime. Unemployed mercenaries turn to adventuring, outlawry, and terrorising the civilian population who they despise for their lack of discipline.

Particular Likes and Dislikes

Mithras dislikes Darkness and the trolls, especially Zorak Zoran, the Undead associated with them are hated as they, unlike their master, fight with total discipline; Mithras views this as an outrage. Helios is favoured of course, as the source of heat and a War God. Humakt is also noted for his military skills though his lack of regimental (as opposed to personal) discipline is despised.

Organisation

Individuals form into regiments and companies which are then hired by nobles and princes. Alternatively, cultists can hire themselves out on an individual basis to regiments already in service. Each regiment is composed of lay members and low ranking initiates as line troops and high raking initiates and runelevels as the junior and senior N.C.O's respectively. Some Runelords are appointed captains of regiments and may even be created generals by their employers. There is always at least one runepriest per regiment who servers as a chaplain. Regiments have a portable shrine to Mithras, there are also small temples in most Garrison towns. The cult has power wherever mercenaries gather in large numbers. Mithras has no political ambitions however, though it has been known to use its influence to secure better conditions for the soldiers, popular generals, etc. There are no known holy places of significance, though the cult can view any old battlefield which cultists are known to have taken part as sanctified particularly in the case of defeat due to the number of the dead.

Holy Days and High Holy Days

There is a seasonal holy day on Fireday, Harmony week. The cult always offers worship just before a battle, no matter which day this falls on. The High Holy Day is at years end.

Lay Membership

Almost all mercenaries become lay members due to social pressure from their companions in arms and access to weapons training and spell teaching. Lay members will be taught the basic spells for their regimental type for free and receive basic weapons training. When considered ready by their unit commanders, they will be given a complete set of regimental weapons and some armour if necessary. In return for these benefits, lay members are expected to serve the regiment for at least 1 year. Most sign on for longer and receive further training and can buy some spells. Lay members are always trained in spells and skills to suit their function in war. Lay members are called recruits until they have served in a regiment for 1 year, when they become soldiers of the line.

Initiate Membership

Mithras Gifts
2D6GiftGeases
2Take no damage from fire of all types3
3+1 on Non-Raiseable per 3 geases3 Each
4+2 pts of Bladesharp2
5Free cavalry horse and +10% Riding2
6+10% on cult weapon attack and parry1
7+d4 on charisma1
8+10% on cult skill1
9Free reuseable runespell - Fireguard2
10+1 on raiseable characteristic per geas1 Each
11Mastery of cult weapon3
12Mastery of cult skill3

A prospective initiate must have been a lay member for at least five years to show his dedication to the military way of life. A soldier can apply to his local temple to be initiated, no matter what his regiment or whether he is heavy, medium or light infantry or light cavalry; Mithras is a God of the common soldier, officers will rarely join unless they have come-up through the ranks. The candidate must pass a test of (POW+CHA)×72, and take one gift and the concomitant geases. He is still called a soldier but is now regarded as front rank. He is expected to make his career in either the heavy or medium infantry, as the light cavalry is dominated by Typhon and the tribal cults and the light infantry are only skirmishers who do not require the rank and file discipline of shock infantry.

All Mithras initiates get a free Pilum which buckles on impact to prevent it being thrown back, these can be straightened with weapon making or repair. Initiates are taught ignite for free and may learn Bladesharp, Parry and Dispel magic at half price, All Darkness magics are prohibited. Initiates may purchase half price training in the cult weapon skills of any spear, javelin, one handed sword and any shield. Cultists may also purchase full price training in any other weapon skill save clubs, maces and hammers; these are taught for double cost. Cultists may also be trained in non-weapon skills, the following at half price, weapon-making, armouring, shield-making, leatherworking, spot ambush, first aid and oratory.

All initiates can get free weapons and spell training provided they serve one season per 5% of skill or point of spell learnt. Skills and spells can only be those gained from their regiment and may, or may not, be cult weapons.

When an initiate has at least 75% in a cult melee weapon attack and parry or in melee weapon attack and shield parry, then he will be requested to join a heavy or medium infantry regiment of his choice (if he does not already serve one) as a Corporal. He may not refuse and must take another Gift and concomitant geases. Corporals can gain one use Runemagics from their chaplains at one point per season (provided they roll POW+CHA×52). They also get free board and a place for their blanket at any temple barracks or regimental camp. They must be respectful to senior N.C.O's and look after their men, ensuring they have lodgings, food etc and watches have been set. They must maintain a complete set of cult weapons, armour and equipment at all times. Their duties in battle are to lead their file and ensure their men dress ranks, stay in formation and do not shame the regiment through lack of discipline. A corporal on campaign or in service is responsible for the conduct of his men at all times. No corporal should actively seek more responsibility than he already has before becoming a Runelevel first.

Mithras Geas Table
1D100Geas1D100Geas
01Favoured by Mithras, no geas61-65Double power sacrifice at cult ceremonies
02Never eat meat of birds66-68Triple power sacrifice at cult ceremonies
03-05Drink only alcoholic beverages69-70Never parry save with shield3
06-10Never drink water71-73Never use non-cult weapons
11-15Never drink milk74-83Always wear tattoos on forearms and chest4
16-25Distrust all civilians84-85Always challenge Zorak Zoran worshippers on sight
26-35Distrust all officers and nobles86Always attack on sight all Darkness creatures save trolls
36-45Distrust trolls87-91Never Bathe
46-48Always release captured cultist without accepting ransom192-94Always be celibate on campaign
49Always accept an opponents offer of surrender95-97Always be promiscuous in a town5
50Always obey, to the letter, any order save suicide from a higher ranking cultist298-99Roll twice
51-60Always treat civilians with contempt00Roll thrice
    Notes:
  1. All cultists must accept the surrender of a fellow cultist.
  2. The order can be tantamount to suicide thus fight that dragon by yourself could be considered unreasonable, but lead these men against the dragon is ok as the leader may survive.
  3. Does not obstruct Runelord candidacy.
  4. These can be of any design but must promote the Strength and Masculinity of the wearer. If rolled twice tattoos are all over.
  5. At least 1 woman per night, if necessary rape must be resorted to!

Runelord Membership

Runelords of Mithras are called Centurions and command sub-units of regiments. They hold all the senior N.C.O. positions in most armies and defer only to the Chaplains. Centurions may aspire to commissioned rank and sometimes become regimental captains and colonels; such men are dearly loved by their men for they know what it is to fight in the ranks, unlike most officers who are of noble origin.

To be a Runelord, an applicant is required to have 15+ Power, 90% in Spear or Javelin attack, 90% in one handed sword attack, 90% shield parry and 90% in a parry of their primary weapon. They must also have 90% in any three of the following skills; Oratory, First Aid, Spot Ambush, Weapon Making, Armouring, Shield Making, Leatherworking. He must also pass a test of (POW+CHA)×52%.

Centurions are not officers and are expected to be able to maintain their own weapons and equipment, they take great pride in fulfilling all their professional duties and displaying high standards of personal appearance, (there are some exceptions). Centurions have the same responsibilities to their cohorts as corporals do to their lesser units. Centurions are always in demand in any place that require standing armies using shock infantry, they can command high wages.

Mithras Runelevels always place their allied spirits in either helmet or breastplate. A new Runelord will gain a complete set of iron weapons and an iron helm of his choice, further items he will have to obtain for himself. Centurions bent on achieving higher rank will have to become Runepriests of Mithras first and achieve mastery of oratory at least. Centurions will receive reserved places in the regimental tents and their own rooms in a temple barracks. Runelords not actively serving are required to spend at least one season per year in temple service in training initiates etc. Centurions must take another Gift (and geases).

Runepriesthood

Mithras Runepriests are called Chaplains or Padres and are responsible for the spiritual welfare of their men, conducting the services for the dead, before battles and on holy days; and for tending the wounded during a battle. When drawn up for battle or on ceremonial occasions, the Chaplains will be formed in a group in the middle of the regiment along with the musicians, colours and luciferan healers, etc.

Runepriests are required to have 18+ power, 75% first aid and 75% in all cult weapons skills required for Runelord and have the dexterity to maintain them if they are not Runelords already. Centurions can become Runepriests automatically, but corporals must pass a test of (INT+DEX)×52%. Centurions aiming at commissioned rank must become Runepriests and achieve a good level of literacy. Chaplains are in high demand by all armies employing lay or initiate level Mithraites, the men will not be happy without them! They do not command wages much in excess of corporals but can serve as senior N.C.O's after the Centurions and are frequently found as musicians and standard bearers.

Because of the arduous physical nature of their duties, Chaplains on campaign can train their characteristics at normal cost, 1pt per season. They may also train DEX skills up to DEX×5% whilst on campaign as initiates. They do not get free spell teaching whilst on campaign. When in the temple either out of season or as the retired reserves, they can learn oratory and read/write manspeech at half price. They get all the normal benefits of their status, though the cult will not have weapons to give them, (POW×1% gains one iron weapon of their choice). Runepriests must take one more Gift and geases; One point of Divine Intervention allows the new Chaplain to choose his gift. Chaplains place their Allied Spirits in an Iron helm of their choice. Runepriests that are already Runelords may opt to place their ally in a suitable animal as a familiar and Regimental mascot.

Runespell Compatibility

Chaplains gain access to Dismiss Elemental, Divine Intervention, Extension I and II, Matrix Creation, Multispell, Reflection, Shield, Spell Teaching and Warding as standard Runemagics. Warding is often sacrificed for early to improve the security of the camps and temples. Small and medium salamanders form the cult's elementals; the other cult special runemagic is as follows

One Point Spells

Deep Heat Range: Self; Duration: 15 mins, Non-Stackable; Reuseable
This spell has two functions. First, once sacrificed for, it protects the recipient from all effects of climatic cold enabling the soldier to march and stand watch in the most inclement weather. Second, when the soldier's total hits fall below 1 then, at that moment the spell automatically activates and a deep, inner, healing warmth pervades the body of the soldier, restoring his total hit points to 2D3 for the duration of the spell. Only total hits are affected and only for the duration of the spell, during which time he must be healed. Only one use of this spell may be carried at a time.

Fire Guard Range: 160m; Duration 15 mins; Non-Stackable; Reuseable
Cast upon any shield, causes it to protect the bearer completely from any fire or darkness based attack, even an elemental, provided that it is kept between the bearer and the offensive object. It causes all non-runemetal weapons to suffer 1pt of damage through heat upon striking its surface from a successful parry. Long wooden hafted weapons (such as maul and poleaxe) take 2pts. Any shield so treated is immediately recognizable by the way its metal parts glow red-hot.

Sergeant Major Range: Self; Duration: Permanent; Non-Stackable, Non-Reuseable
Causes the runelevel sacrificing for this spell to have a fine, upstanding appearance. He will radiate a commanding presence, dirt and such will not cling to his uniform and he will always appear immaculate. He gains a d6 charisma and his voice will carry so as to be clearly audible to all the men under his command. If he should fail to maintain his equipment and see to his men's welfare as his first priorities after a battle, the spell will be broken and he will have to sacrifice for it again. Note the runelevel must assure that after every battle he looks to his men's welfare and then repairs and cleans his weapons and armour.

Warmvision Range: 160m; Duration: 12 hours; Stackable; Reuseable
When cast, it causes the recipient to detect objects by the difference in warmth between them and their background up to a 160m range. Warm-blooded creatures will stand out clearly against most backdrops. This spell will work at night but can be foiled by cold blooded creatures, camp fires which dazzle the sentry and blanket any creature within 5-10 yards, depending upon the size of the fire and the creature hiding. Very useful for sentries on night watch. Each point stacked doubles the duration.

Two Point Spells

Mass Cremation Range: 160m; Duration: 15 mins; Non-Stackable; Reuseable
This spell can be cast upon any number of piled dead bodies, causing them to burn to unrecognizable ashes over the duration of the spell. Used to cremate cultists to prevent them being raised as undead and as a conventional form of final farewell to runelevels in peacetime.

Searpoint Range: Touch; Duration: 15 mins; Non-Stackable; Reuseable
Causes a spear to inflict extra damage equal to the weapon's of fire upon hitting. This cannot be regenerated by any means, only healed. Also confers +10% attack and parry. A spear so treated appears to glow red hot at the tip. Can be cast upon javelins.

Warmheart Range: Special; Duration: 1 day or 1 battle; Non-Stackable; Reuseable
Cast upon a regiment of Mithras worshippers before a battle, causes them to be immune to all morale attacking spells and effects (eg Demoralise, shades etc.). But does not cause them to become fanatic in any way. Such a regiment will not break as long as its N.C.O's and chaplains stand their ground.

Three Point Spells

Yomp Range: Special; Duration: 12 hours; Non-Stackable; Reuseable
Cast by a runelevel, causes all cultists in a regiment, lay members and up to have STR and CON equal to racial maximum for the purposes of encumberance and endurance. This allows normally slow moving extra heavy infantry regiments to move with amazing rapidity over difficult terrain.

Subservient Cults

Spirit of Reprisal

Initiates and better who offend the cult dictates by not accepting a surrender etc. will be snubbed by their comrades and hounded out of the regiment. They will be unable to obtain any of their normal benefits including work as a soldier until they have paid a wereguild to the cult the size of which the chaplain of the regiment will decide upon. More serious offences can incur penalties involving fires, servitude, flogging and hanging (for offences such as rebellion against senior N.C.O's, striking an officer, Desertion in the face of the Enemy etc.). A soldier who leaves the cult will suffer the contempt of all cultists. He may be subject to challenges from cult heroes and such. Runelevels who desert the cult also receive Mithras' curse whereby they shall be denied an honourable death as a soldier but shall instead expire within one year in a painful, disgusting and humiliating fashion. They can rejoin the cult before this takes effect and avoid the curse by rolling Pow×5%.

Associate Cults

Helios

The sun God regarded his son as hobnobbing with company beneath his station, but out of realization for the necessity of Heavy Infantry in support of chariots and love for his son, offers

Sunspear Range: Line of Sight; Duration: Instant; Non-Stackable; Non-Reuseable; 3 pts
Works only in areas on which the sun is shining. It causes a shaft of sunlight to hit the target doing 4d6 direct to his CON. Each point of Divine Intervention stacked with this spell increases the number of possible targets by one.

Humakt

The Warrior Death God holds Mithras to be an invaluable ally. He offers

Truesword Range: Touch; Duration: 15 mins; Non-Stackable; Reuseable; 1 pt
When cast upon a sword, doubles the damage done upon hitting up to the maximum for the weapon. Does not affect strength or magical bonuses.

Jack

The thief is allied to the soldiers through an obscure quest in Godtime.

Unlock Range: Touch; Duration: Instant; Non-Stackable; Reuseable; 1 pt
When cast, automatically unlocks, unbars or negates any fastening enabling the target object to be easily opened or removed. Glue spells are automatically negated. Very useful when looting!

Lucifer

The light healer disapproves of bloodshed but recognizes that Mithras, unlike Humakt, is not dedicated to killing for killing's sake and therefore teaches his fellow lightbringer First Aid at half cost so he can tend the wounded when no healers are present.

Madonna

Mithras originally taught the mistress of destiny how to use his weapons and she repaid him the same way as the Madonna cult continues to repay the soldiers worshippers today; and so all Mithras followers can get cheap rates in the Halls of Venus.

Rhadamanthus

The Law God gives his brother a spell which has proved useful in restraining captives taken in battle.

Shackles Range: Touch; Duration: 1 day; Stackable; Reuseable; 1 pt
Cast when fastening a set of manacles and,or hobbles to a captive, causing them to be totally unremovable for the duration of the spell. The shackles may still be broken but this is very difficult. Each extra point stacked doubles the duration of the spell.

Miscellaneous Notes

Battle Magics

Repair Focussed; Passive; Instant; Variable
This is the battlemagic spell which is used to repair inanimate objects. Each point repairs four points of damage. If the object was damaged for more than 2 pts in a single blow, Repair II is needed; If it lost ½ its current hit points in a single incident, Repair IV is needed; and if it was shattered (ie took damage = to all its current H.P's) Repair VI is required to mend it. This assumes that all the pieces are available. If these requirements are not met then the spell will appear to fix the item, but it will fall apart again after 2 minutes.

Mercenaries as Player Characters

Characters wishing to join the mercenaries will do so unless they cannot fulfil the STR and DEX requirements of any of the available regiments, or he fumbles a POW×5% roll. He may attempt each regiment once. At any time, there will be 1 light cavalry regiment, 1-2 heavy infantry regiments, 1-2 medium infantry regiments and 1-3 light infantry regiments available to join if the character is a townsman or a peasant. Nobles always join the heavy cavalry or become infantry officers in which case they use the cavalry tables. Only nobles may become heavy cavalry. Characters can become Helios members on a successful POW×1% roll.

Light Cavalry

Random Cavalry Regiment Table
d100 rollPrimary WeaponsSecondary Weapons
01-05Bow, Small Shield ParryJavelin, Shortsword
06-201-H SwordBow, Javelin
21-45Bow, Small Shield Parry1-H Sword
46-50Light Crossbow, Small Shield Parry1-H Sword
51-90Javelin or 1-H Sword Attack, Medium Shield Parry 
91-95Lance, Medium Shield Parry1-H Sword, 2-H Spear @half Lance
96-00Lance, Medium Shield ParryJavelin, Shortsword, 2-H Spear @half Lance

Note:
All mercenaries use their primary weapons at 50% plus bonuses, and their secondary weapons at 30% plus bonuses. Where a choice is indicated, the weapon not chosen as primary is considered a secondary weapon

Most light cavalry is provided by the barbarian mercenary tribesmen, but a few regiments are available to the starting character to join. An applicant must have at least a riding horse at his disposal or roll the average of his POW and riding skill. Roll for the weapons of the available cavalry regiment:

Those regiments that use a bow will use a self bow or composite bow. Long bow and great bow cannot be used from horseback.

Characters will leave with a cavalry horse, a set of wepons and one set of light cavalry armour.

Spells
Light cavalry gain Mobility, Speedart or Multimissile I and 2500s worth of the following spells: Detect Enemies, Detect Life, Demoralize, Healing, Protection, Farsee, Glue, Multimissile, Speedart, Xenohealing.

Skills
Light cavalry get riding at 70% plus bonuses, Spot Hidden and one of the following skills at 50% plus bonuses, and the remainder of the list at 30% plus bonuses: Spot Ambush, Tracking, Camouflage, Jumping, Map Making, Animal Husbandry, Leatherworking, Spot Trap.

Money
d100×INT shillings after five years.

Characteristics
Light cavalry have a normal set of rasie rolls

Heavy Infantry

Random Heavy Infantry Regiment Table
d100 RollPrimary WeaponsSecondary WeaponsEnc. Test
01-022-H SpearShortsword, Small Shield16
03-052-H Spear1-H Sword15
06-251-H Spear, Medium Shield1-H Sword17
26-401-H Spear, Large Shield1-H Sword18
41-432-H Sword1-H Sword14
44-452-H SwordShortsword, Medium Shield16
46-482-H Axe1-H Sword14
49-502-H AxeShortsword, Medium Shield16
51-53Maul1-H Axe16
54-55MaulShortsword, Medium Shield17
56-751-H Sword, Medium ShieldJavelin15
76-901-H Sword, Large ShieldJavelin16
91-001-H Battleaxe, Medium ShieldShortsword16

For the heavy infantry, the character must be able to use the required weapons and have a movement rate of at least 5 when carrying the stated encuberances. A heavy infantryman will pick up exceptionally heavy armour and may easily exceed the enc. values shown here, however these values relate to the simple tests the Old Hands will make the applicant perform.

A heavy infantryman will finish five years of service with one complete set of weapons, one set of heavy infantry armour and, if he makes a successful POW×1% roll, a riding horse indicating that he served as mounted infantry and may raise his riding by 15% or to 40% whichever is greater.

Spells
Heavy infantry gain Bladesharp II or Bludgeon II depending on their primary weapon, plus 3000s worth of the following spells: Bladesharp, Countermagic, Demoralize, Dispel Magic, Healing, Parry, Protection, Repair, Strength, Vigour.

Skills
Heavy infantry get two of the following skills at 50% plus bonuses and the remanider at 30% plus bonuses: Listen, Spot Hidden. Set/Disarm Trap, Weapon Making, Armouring, Shield Making, Leatherworking.

Money
d100×INT shillings after five years.

Characteristics
Heavy infantry have a normal set of raise rolls except they may raise their DEX by a maximum of one point, but gain an extra chance to raise either their STR or their CON.

Medium Infantry

Random Medium Infantry Regiment Table
d100 RollPrimary WeaponsSecondary WeaponsEnc. Test
01-201-H Spear or 1-H Sword, Medium Shield 15
21-251-H Spear or 1-H Sword, Large Shield 16
26-401-H Axe, Medium ShieldJavelin14
41-452-H AxeJavelin, 1-H Sword13
46-502-H AxeJavelin, Shortsword, Medium Shield15
51-571-H Sword, Large ShieldHeavy Crossbow15
58-60Arbalest or Shortsword, Large Shield 16
61-671-H Sword, Medium ShieldComposite Bow14
68-701-H Sword, Small ShieldLong Bow13
71-001-H Sword, Medium ShieldJavelin13

Any character failing to enter the heavy infantry for whatever reason may apply to his local medium infantry regiments instead. Conditions are the same as for the heavy infantry but the weapons and required enc. are lighter.

A medium infantryman leaves with the same benefits as a heavy infantryman save that the armour is rolled on the medium infantry armour table. Medium infantry is never mounted.

Spells
Medium infantry gain Bladesharp II or Bludgeon II depending on their primary weapon, plus 3000s worth of the following spells: Bladesharp, Countermagic, Demoralize, Detect Enemies, Dispel Magic, Fanaticism, Healing, Mobility, Multimissile, Parry, Protection, Repair, Speedart.

Skills
Medium infantry get two of the following skills at 50% plus bonuses and the remanider at 30% plus bonuses: Listen, Spot Hidden, Tracking, Camouflage, Map Making, Leatherworking, Spot/Set Ambush and Shield Making, if appropriate.

Money
d100×INT shillings after five years.

Characteristics
Medium infantry have a normal set of raise rolls.

Light Infantry

Random Light Infantry Regimant Table
d100 RollPrimary WeaponsSecondary WeaponsEnc. Test
01-151-H Spear or Javelin, Medium Shield 10
16-20Bow or 1-H Sword 7
21-55Bow, Small ShieldShortsword8
56-65Sling, Small Shield Shortsword7
66-85Javelin, Small ShieldShortsword7
86-95Javelin, Medium ShieldShortsword8
96-97Light Crossbow, Medium ShieldShortsword9
98Light Crossbow or 1-H Sword 7
99Heavy Crossbow, Medium ShieldShortsword9
00Heavy Crossbow or 1-H Sword 7

Once again, entry requirements are the same as for heavy and medium infantry but the enc. requirements are much lower, as armour is virtually non-existent. Bows used will be self bows or composite bows, depending upon strength. Any character with the requisites may use a long bow if he succeeds on a POW×1% roll. Light infantry are skirmishers; primary weapons are usually missiles.

Light infantry never learn to ride and only gain light infantry armour - but they do get better skills.

Spells
Light infantry gain Mobility and Speedart or Multimissile I, plus 2500s worth of the following spells: Detect Detection, Detect Enemies, Detect Life, Detection Blank, Disruption, Farsee, Healing, Mindspeech, Multimissile, Shimmer, Speedart.

Skills
Light infantry get Hide in Cover and any two of the following skills at 50% plus bonuses and the remanider at 30% plus bonuses: Listen, Spot Hidden, Tracking, Spot/Set Ambush, Camouflage, Move Quietly, Climbing, Jumping, Map Making, Swimming, Leatherworking.

Money
d100×INT shillings after five years.

Characteristics
Light infantry have a normal set of raise rolls except they can only raise their STR by a maximum of one point, but gain two DEX raise rolls.

Nobles and Cavalry

Noble Weapons
d100 RollWeapons
01-25Heavy Lance, 1-Handed Sword, Medium Shield
26-30Heavy Lance, 1-Handed Sword, Javelin, Medium Shield
31-55Heavy Lance, 1 Handed Sword, Bow, Medium Shield
56-70Heavy Lance, 1-Handed Sword, War Pick, Bow
71-00Javelin, 1-Handed Sword, Medium Shield

Notes:

  1. Heavy lance can be used dismounted at half skill as a two handed long spear.
  2. Bow is always either self or composite.
  3. The character can choose which weapon is primary, but it may not be a missile weapon.
  4. Shield need not be the primary parry.

Nobles may elect to join Helios or Phoenix and use the character generation described there. Alternatively, all nobles start with 500+5d100 shillings, a riding horse and one weapon. They equip themselves with their money as they please. Should they join a cavalry regiment then they learn the weapons below:

At the end of their service, they will have gained a cavalry horse gained to minimum standards, skills of Riding at 80% plus bonuses and Oratory and Jumping at 50% plus bonuses and map Making, Spot Hidden, Listen, Hawking, Heraldry, Read/Write Mannic at 30% plus bonuses. He will have gained 20×2d100+5000 shillings and use this to purchase Xenohealing II and Mobility and then any additional spells he chooses.

Nobles receive one raise roll on each characteristic.

All nobles receive revenues from their estates every Last Harvest Day of 5d100 shillings. The noble must return to his estates to claim it. Every full week delay reduces the amount by 10%. He can have a noble sidearm (mace, rapier, rapier and dagger) at 30% plus bonuses.

Armour

Light cavalry gain double leather hauberk, cap, and sleeves plus
1d10 RollArmour
10Open Helm, Scale Hauberk, Cuirbouli Vambraces and Greaves, Double Leather Greaves
9Open Helm, Linen Hauberk, Cuirbouli Vambraces and Greaves, Double Leather Greaves
7-8Composite Helm, Linen Hauberk, Cuirbouli Vambraces and Greaves, Double Leather Greaves
6Open Helm, Cuirboulli Cuirass, Double Leather Trousers, Cuirbouli Vambraces and Greaves
3-5Composite Helm, Cuirbouli Cuirass, Double Leather Trousers, Cuibouli Vambraces and Greaves
1-2Composite Helm, Cuirbouli Cuirass, Double Leather Trousers
Heavy Infantry gain double leather hauberk, cap, sleeves, and greaves plus
1d10 RollArmour
10Full Helm, Plate Cuirass, Plate Faulds, Plate Vambraces and Greaves
9Closed Helm, Chain Hauberk, Plate Vambraces and Greaves
8Closed Helm, Chain Byrnie, Chain Trousers and Sleeves
6-7Closed Helm, Scale Hauberk, Plate Vambraces and Greaves
4-5Open Helm, Scale Hauberk, Cuirbouli Vambraces and Greaves
3Open Helm, Ring Mail Hauberk, Plate Vambraces and Greaves
1-2Open Helm, Ring Mail Hauberk, Cuirbouli Vambraces and Greaves

 

Medium infantry gain double leather hauberk, cap and sleeves, plus
1d10 RollArmour
9-10Open Helm, Scale Hauberk, Cuirbouli Vambraces and Greaves, Double Leather Greaves
8Open Helm, Ring Mail Hauberk, Cuirbouli Vambraces and Greaves, Double Leather Greaves
7Composite Helm, Ring Mail Hauberk, Cuirbouli Vambraces and Greaves, Double Leather Greaves
6Composite Helm, Linen Hauberk, Cuirbouli Vambraces and Greaves, Double Leather Greaves
5Composite Helm, Brigandine Cuirass, Double Leather Trousers, Cuirbouli Vambraces and Greaves
4Composite Helm, Cuibouli Cuirass, Double Leather Trousers, Cuirbouli Vambraces and Greaves
3Composite Helm, Linen Hauberk, Double Leather Greaves, Cuirbouli Vambraces and Greaves
1-2Composite Helm, Cuirbouli Cuirass, Double Leather Trousers
Light infantry gain a double leather hauberk, cap and sleeves plus
1d10 RollArmour
10Open Helm, Cuirbouli Cuirass, Double Leather Trousers, Cuirbouli Vambraces and Greaves
9Open Helm, Cuirbouli Cuirass, Double Leather Trousers
8Open Helm, Double Leather Greaves
2-7Composite Helm, Double Leather Greaves
1None