Tuesday, December 18, 2018

[Setting] Wylde


Wylde
"My world is one of contrasts. In the heart of the world lies the Kingdom of Wylde ruled by Gavraine the VIII. In the dark forests lies the deadly and cunning beastmen. In the wastes on our frontiers, the savage ork tribes. Every man, woman, and child is taught to fight and are expected to hold a spear in a formation by the time they have survived twelve winters. Then there are the nobles, like my mother, and the knights, like my father, who are trained and given the best armour and equipment and taught to ride on horseback. We war on Wylde and then during the Choosing, a momentous occasion for the planet, the best of us go on to serve the Emperor in his far away wars." -Anais Adeline, Inquisitorial Acolyte.

Name: Wylde
Segmentum: Ultima
Sector: Manifestum
System:Wyldian
Population: 2,344,000,000
Affiliation: Imperium
Class: Feudal World
Tithe Grade: Decuma Particular
Planetary Governor: Gavraine Raluyet VIII

Wylde's Place in the Imperium


  • Wylde is a feudal world found in the Segmentum Ultima. It is loyal to the Imperium. Wyld is found at the end of less well-navigated warp routes thus is visited periodically per decade to obtain a tithe of rough riders. Due to its somewhat isolated nature, it does not receive many blessings of the Omnissiah, leading it to have a technological level similar to the 1300s of ancient Terra.

Wylde as a Planet
  • It is a land of grand castles, stone cities, wooden villages, and of knights that fight against the constant enemy of the feral greenskins and the vile beastmen. Great fields, rolling hills, tall snow-capped mountains, grand dangerous forests, badlands, and several great lakes (not large enough to be considered oceans) lie on its surface.
Wylde's Society


  • Wylde's feudal society is somewhat different from ancient Terra's. While the bonds between liege and subject remain in a feudalistic social contract, it has differences in culture and inheritance from those kingdoms of old. The feudal system begins with the high-regent. They give land and people for aristocrats to rule over in return for loyalty and defense of the kingdom's lands. Underneath the aristocrats are the knights, professional warriors sworn to their liege lords that are to serve as strong, well-equipped, and well-trained defenders of the people. All citizens are required to fight and be given at least minimal arms and armor. This includes men and women, and even lower peasants are trained to fight. This is necessary due to the constant threat of beastmen and greenskins rising from their forests and badlands to wreak havoc upon the Wyldian kingdom. All citizens work the fields, fight wars, and pursue different crafts. The population needs to be ready to war and to rebuild once the fiends are driven back. The general population serves as the anvil and the knights serve as the hammer.


Wyldian Inheritance, Class, and Marriage
  • Wyldian society works upon a matrilineal inheritance. The social strata of the mother will be the social strata her children occupy. Wealth and lands are passed from mother to their heirs. Social advancement is rare and difficult. A partner in a personal union of a lower class is to be submissive to the partner of a higher class. They are not to take the name of the higher class partner but combine theirs. For example, in the case grand dame and lady Maria Adeline and her husband, the knight Lansrick Chaucer, Sir Chaucer may present his name as Sir Chaucer or Sir Adeline-Chaucer but not as Sir Adeline. A partner may raise their heirs to their class if that partner higher-born. Wyldian society does not discriminate upon sex or gender. High queens and high kings have occupied the Wyldian throne in the past and the houses that rule the lands are about equal in lords and ladies as rulers. Same-sex unions also are not frowned upon, and many an orphaned child either of local wars on Wyld or drawn into the Imperial guard has been fostered by these unions. Along with many braves knights and warriors. All are needed to fight. All are needed to build.
    Chivalry
  • Wyldian society strongly believes in the ideal of chivalry. The principles of this ideal have been taught since a time forgotten. Courage, honor, courtesy, justice, and a readiness to help the weak. Rather than being purely a Knightly ideal, those ideas and a culture of militant vigilance and defense affects every part of Wyldian society. Wyldian peasants are to hold the line until help arrives in defense of their homes. They are to show utmost respect to their betters. Knights are to be a rallying and inspiring force that comes to the aid of their lessers. Nobility are to put away petty rivalries and greed to rule and protect the kingdom. They are to treat the knights and peasants beneath them with consideration as thy are showed in kind. Bolstered by the teachings of the local Imperial cult, this culture raises steadfast armies and fervent believers instilled with a sense of duty to their masters and the Emperor of Man.

    The Threats Without and the Blessing of Assumption
  • Discipline and fervor are both needed for the flare-ups of the beastmen and greenskins that plague the forests and badlands of Wyld's surface. The knights and warriors of Wylde are able to hone their skills on the battlefield against truly barbaric and insidious foes. This makes them prime candidates for use in the Imperial Guard. With coming of the munitorum ships to Wyld comes great relief. For when the ships come, they bring the Omnissiah's terrible swift fire to blast back the hordes. To the Wyldians, they see this as a manifestation of the Emperor's power. This bolsters their loyalty to Emperor and Imperium.
    • As a side note, there is a general prohibition of modern tech on Wyld for most but the High Regent and their guards. The fear is that the feral orks or beastmen will capture these weapons and be able to overwhelm the Wyldian kingdom, thus the local tech of the Wyldian kingdom is much preferred. The other issue being that there is a dearth of techpriests to maintain said tech. Similarly, the forests and badlands are not scarred through continuous pounding by the munitorum due to fear of destroying the beautiful fertile land of Wyld. Also to keep a steady supply of trained rough riders for the Guard. Thus the wars continue.

Tales of Heroes and Saints

  • Wyld gives rise to skalds, troubadours, and other performers and storytellers through the lands. Poetry, prose, music, and plays can be found in many places. Wyld is a land that gives almost grave respect to its stories and heroes. From the oratory of parish priests and bishops to the bawdy songs of taverns to the playhouses of the cities there is an appreciation for performance and storytelling.
Mythologies


  • Mythologies have been passed down in tome and in word and tavern song in Wylde. Some new, some centuries old, and some that have been filtered down through history that came with the first settlers of the planet. Tales of deviles, faeries, elfs, dwarfs, mermaids, and the like. Those tales possibly from those ancient settlers escaping planets consumed by a psyker's outburst and destruction during the Age of Strife, running from eldar enslavement during the height of the Aeldari Empire, meeting with squats, pelagors, and other abhumans whose true designations were lost with time.
The Sisters


  • A tiny convent of the Adepta Sororitas lies on the planet. They live in a convent called St. Valyana's Hope named after a patron saint of Feudal Worlds a few kilometers outside of castle Grechteburg where house Adeline has ruled for centuries.
The Tithe


  • Wylde's tithe to the Imperium is the Wyldian Sentinels rough rider regiment. They use the knightly tactics of their homeworld in grand charges augmented in imperial guard training. On foot, they work as bunker raiders, trench clearers, and shock troopers. They are taught how to cooperate with other regiments they supplement. They mainly take to the field on strong Wyldian equine stock but are known to take to mechanical equine beasts or other mounts unorthodox to them when their preferred vehicles are not available.
Artillery
  • Wyldians have more strength than strong hearts and barded mounts. They also employ ballistae, catapults, scorpions, and more dangerous simple machine spirits. With the blessing of flame given to them by tiny glimpses of the Omnissiah's omniscient wisdom, Wyldians have built simple cannons they use upon the hordes of savage orks and braying beastmen that beset their kingdom. They fire balls that smash and bounce through the masses of mutants and xenos breaking bone and disrupting groups. These iron beasts use gunpowder mined from the High-Regent's own exclusive mines that are prohibited to be entered by anyone but his trusted subjects. Indeed, the capital of Wylde contains an artillery academy that is controlled by the High-Regent exclusively. Any noble that would have need of cannon or trebuchet has to entreat the king for such things. As such, their use is of great omen as they are only put into place for the greater hordes and monsters the enemies of Wylde can muster.

The Beastmen of the Fell Woods
  • Within the reaches of the Kingdom lie giant forests of colossal trees. There are multiple forests within the bounds of the kingdom including the Ebonwood, the Salted Grove, the Whispering Dark, and the Clawing Reach among others. Brave loggers and scouts ply the outsides of these woods and fell the giant things that hold enough lumber to create hundreds of tools, bows, spear shafts, arrows, and edifices. However, living in these communities comes the knowledge of great peril should those faithful to the Emperor venture too far into the shadow of the trees. Cunning and brutal hordes of beastmen, not those abhumans of the Dark Age of Technology but humans of the earliest histories of Wylde that succumbed to unspeakable powers within the woods. These mutants breed hatred and spite for the human kingdom seeing it as blasphemy to their masters. They take the visage of many animals, some xenos, many of the ancient beasts of Terra. There are half-goatmen with brutal human trunks but beastly heads and feet that break upon the defenders of the kingdom. Those of snake and rat visages that skulk about and kill silently. Gigantic mutants fed their own kind and the bodies of humans changed by sorceries. Then there are the sorcerers, those that hold terrible power and are blessed by a being known as Kharaduhr. These serve as the ringleaders of the hordes and amass the fell beasts in great hordes to break upon blasphemous man. Kharaduhr seem to be a many-faced god by the few investigations in the matter. It sometimes takes shape of a snake, a crow, a hound, or an eagle. These forms seen tend to affect the manner that the beastmen act in becoming either more blatant and taunting or more pestilent and mutated or more aggressive and destructive or more guiled and sneaky. Whatever form, those of Wylde have the armour of hate fastened about them for these abominations.


Wylde Mechanics
      Fellow blog author Tanta Formidda revealed to me that Wylde can technically count as three different types of worlds in terms of Dark Heresy. The first is a Feudal World due to its low technology and use of literal feudalism. The second is Cohort World from the expanded background options (https://darkheresychainsofmalice.blogspot.com/2019/06/dark-heresy-2e-extended-homeworld.html) due to the fact that its main purpose to the Imperium is to raise a rough rider regiment to use in its wars. The third and final is a Fortress World since its inhabitants are universally trained since birth to defend their home against continuous and vicious enemies in the form of beastmen and feral orks. So, when you choose a homeworld, you may choose of the three options for Wylde.

-Feudal World
-Cohort World
-Fortress World

Faith, Armour, and Chivalry
A Wyldian native gains a +30 bonus to the next action taken when inspired by an Inspiration test in place of the original bonus.

Dark Heresy 2E Feudal World Medieval Units
Wyldian Peasant
Skills Trade (Agri)
Submissive Wyldian peasants are taught their place in society from birth and would have it no other way. Those that present statuses of Wyldian or Imperial authority including priests of the Imperial Creed gain a +30 to Charm tests when interacting with Wyldian peasants.
Wyldian Archer
Skills Trade (Agri), Awareness
Talents Rapid Reload
Mass Fire Wyldian Archers are the first line militia of Wylde and are trained to work together to hold off threats for the levies and retinues of the lords to arrive. When at least five Wyldian archers are within 2 meters of each other forming a straight line, their weapons take on the Inaccurate quality.  Up to three archers choose each target available and then loose at the same time if they give up their turns to do so to fire on the turn of the last archer in the turn order. If there is not more than one target then they loose at the same one. The individual archers have to not be engaged or the special ability will be lost.

Wyldian Serjeant

Skills Command, Parry, Trade (Agri)
Talents Double Team
Gear Chainmail Armour, Chainmail Coif, Waterskin, Dark Colored Gambeson
Rally the Defenders Serjeants are the veterans and semi-professional warriors of Wylde that are also farmers and men of the land. They are trained to gather every able-bodied man, woman, and child into formation against the threats of the kingdom. With a Challenging (+0) Command test, the Serjeants can organize 2x2 blocks containing Serjeants and/or Peasants on the battlefield as a half action which causes four units to take adjacent positions to each other as one block of a spear wall. The individual units may immediately form up with their half move rate on a successful test to form the block. They gain +15 to Parry tests along with the member's turn orders becoming delayed to drop to the lowest member's turn order in order to act as a cohesive unit one after the other. A Serjeant can use Routine (+20) Command tests to have the block focus on one or two targets with the back of the blockable to thrust past the front.

Wyldian Artillery Crew Member

Skills Athletics +10, Awareness +10, Operate (Surface)
Gear Leather Jerkin, 20 Cannon Balls OR 20 Trebuchet Stones, Knife
Bounce The Cannonball that the Culverin fires hits not only the target of the attack but also 1d5 meters behind the target hitting every target behind the target in a straight line. On a fail, the Cannonball uses the Scatter Diagram and rolls 1d10 to see where it scatters and 1d5 meters to see how far it spreads.
The Cannon is Enormous (+20) and has an Integrity of 20
The Trebuchet is Massive (+30) and has and Integrity of 30
Alternate Weapons
Catapult 2d10+3 Impact Blast (1), Inaccurate, Platform Modification Range 100m Enormous (+20) Integrity of 20
Ballista 2d10+9 Impact Platform Modification Range 125m Enormous (+20) Integrity of 15
Scorpion 1d10+9 Rending Platform Modification Range 180m Hulking (+10) Integrity of 10


Wyldian Squire

Skills Athletics, Parry, Survival
Talents Mounted Warrior (1)
Gear Chain Armour, Tabard, House-Design Decorated Shield, Waterskin
Proving Moment A squire in the sight of a Foot Knight, Noble, or Sentinel gains +10 on all their stats which ends with the death of the witness. They also must take Willpower tests to resist doing "brave" suicidal acts such as charging a target on overwatch or taking a tough opponent on in a one-on-one fight.
Wyldian Foot Knight
Skills Athletics, Dodge, Parry +10, Survival +10
Talents Iron Jaw, Ambidextrous, Die Hard, Shield Wall, Swift Attack, Mounted Warrior (2)
Gear Feudal World Plate Armour, Colorful Tabard, House-Design Decorated Shield, Waterskin
Warden A footknight counts as having the Bodyguard talent for squires and nobles.

Warhorse




Veteran Wyldian Sentinel

Skills Athletics +10, Command +10, Dodge +10, Parry +20, Survival +20
Talents Ambidextrous, Counter-Attack, Die Hard, Devastating Assault, Iron Jaw, Iron Resolve, Mounted Warrior (3), Shield Wall, Swift Attack.
Gear Feudal World Plate Armour, Colorful Tabard, House-Design Decorated Shield, Waterskin
Lancer While mounted, a Sentinel acts as if they have the Crushing Blow and Hammer Blow talents.  

Wyldian Noble

Skills Athletics, Awareness +10, Charm +10, Command +20, Dodge, Linguistics (High Gothic) +10, Parry, Scrutiny +10, Survival +10, Scholastic Lore (Heraldry) +20, Common Lore (Wylde) +30,
Talents Keen Intuition, Halo of Command, Peer (Imperial Nobility)
Gear Jewelry, Fancy Furs, Patterned Doublet, Chain Armour
Masters of Battle and Oratory The Wyldian Noble gains the abilities to use a Challenging (+0) Command test to use the special abilities of the Serjeant and Archer, Mass Fire and Rally the Defenders, for units other than themselves along with gaining a +10 to the test to use the Inspire special use of the Command skill.

Wyldian Mutant Beastman

Skills Athletics, Acrobatics, Dodge, Intimidate, Stealth, Survival
Talents Die Hard, Frenzy
Traits Unnatural Agility (1) Unnatural Strength (2), Unnatural Toughness (2)
Gear Ragged Leathers, Ramshackle Armor, Trophies
Corruption 50
Blood Vengeance When a Mutant Beastman loses half its wounds, they gain the Hatred and Purity of Hatred talents against the character that did them the most damage for the rest of the encounter.

Wyldian Mutant Skulker
Skills Acrobatics, Dodge, Stealth +10, Survival
Talents Ambidextrous, Quick Draw, Swift Attack, Takedown, Two Weapon-Wielder
Traits Dark Sight
Gear 3 Poison Vials, Concealing Cloak, 10x Knives,
Mutations Death Sight
AlternatesRatman - A ratman's attacks gain the Vengeful (9) quality during Surprise Rounds and allow a Ratman to re-roll damage rolls that cause critical damage. The re-roll has to be committed to if chosen. The reroll does not apply to Righteous Fury rolls. Along with this, they count as Weedy in size.
Snakeman - The Snakeman gains a bite attack doing 1d10+5 R Damage and has the Toxic (2) quality. They have the ability to spread venom on weapons giving them the Toxic (1) quality. A snakeman needs an hour in between uses to use this ability on weapons.



Wyldian Beastman Sorcerer
Skills Acrobatics, Command +20, Dodge, Intimidate +20, Psyniscience +20, Stealth +10, Survival +10
Talents Jaded, Iron Jaw, Strong Minded, Step Aside, Warp Sense
Traits PR (5), Psyker, Unnatural Toughness (2), Fear (1)
Gear Psy Focus Totem Staff, Ragged Robes, Trophies, Rune-Inscribed Fetishes
Mutations Deathsight, Warp Gaze, Warp Regeneration
Corruption 70
Psyker Powers Dominate, Enfeeble, Foreboding, Inferno, Scrier's Gaze, Smite, Telekine Shield, Terrify.
Eye of Karaduhr Once per Session, at a sacrifice of 1d10 wounds and the loss of Pysker powers for 1d10 turns along with the lowering of Psychic Rating by 3 for double the amount of turns, the Sorcerer may redirect a result of Psychic Phenomena or Perils of the Warp to be centered upon a target of their choice.

Wyldian Beastman Gargantuan

Skills Athletics +30, Dodge, Intimidate +30
Talents Adamantium Faith, Devastating Assault, Swift Attack, Iron Resolve
Traits Dark-Sight, Fear (1), Sturdy, Unnatural Toughness (4), Massive (+20)
Horrid Grasp A Gargantuan that succeeds on an attack when engaged with a single target will cause an Opposed test to take place. A Gargantuan uses Strength opposed with the target using Agility. If the Gargantuan wins, the target is in its grasp and is Snared but does not have the Helpless condition. The target moves with the Gargantuan.
  • The Gargantuan as a free action may use a Strength test to crush the target in its grasp once every turn which is the equivalent of Damage Opponent on PG 221. 
  • A Gargantuan may take actions normally while holding a target. 
  • The target may use a Challenging (+0) Acrobatics, Agility, or Strength test to escape its grasp.
  • When the target dies, the Gargantuan may fling them using the Scatter Diagram on 230. If the body hits something in its path it takes 2d10 damage.




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