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[HRef] H4 Mighty Fortress and the Savage Coast?

Posted: Tue Aug 04, 2009 5:47 pm
by Havard
Someone over at Dragonsfoot mentioned the idea of combining the HR supplmenet Mighty Fortress with the Savage Coast. Does anyone who have the supplement have any thoughts on this? I am going to try to track it down if it could be useful...


Re: Mighty Fortress?

Posted: Tue Aug 04, 2009 6:12 pm
by night_druid
A Mighty Fortress can be combined with just about any campaign setting, I think. Its basically building, maintaining, and defending/attacking castles. Savage Coast, IIRC, is loosely based on the Spainish Main, so castles would no doubt be commonplace. You just need PCs who are sufficient level to build their own castles and possess enough land to support said castle.

Re: Mighty Fortress?

Posted: Wed Aug 05, 2009 8:47 am
by cab
A Mighty Fortress, HR4, campaign sourcebook for AD&D 2nd ed. Outlines details for a European campaign from 1550 to 1650. I wouldn't have said its THAT useful for Savage Coast, but there are ideas and bits of inspiration in there for any 'renaissance' style campaign; Savage Coast, Glantri, Darokin, etc.

Few specific rules in there I'd use. Would make an excellent addition to Klantyre/Averoigne though...

Re: Mighty Fortress?

Posted: Fri Aug 07, 2009 3:38 am
by OldDawg
Assuming the price is not too steep, I'd recommend adding A Mighty Fortress to your SC support. It's generally well done, and it is culturally and technologically appropriate for the region, especially: Hulean pirates (as Barbary pirates and others), the Savage Baronies (the M-Spanish and Portguese ones, not Cimarron or the M-Latin/SA nations), Bellayne (Elizabethan interpretation), and Reynardie (Richelieu-era close enough approximation to pre-Rev France). It is less useful for the City States, Eusdria, Robrenn, or Herath.

The important thing to remember is that as a HR guidebook, the idea was to present the game system in terms of a approximant of a RW-era (or more precisely, that era's self-regard and modern mythologizing). HR4 was the most modern of the HRs, and the fantastical is commensurately downplayed.

With regards to Cab's list, I would agree that HR4 would be useful for Darokin, but Averoigne is supposed to have a pre-Ren feel, so HR4 wouldn't be as suited, IMO.


Re: Mighty Fortress?

Posted: Fri Aug 07, 2009 5:29 am
by Cthulhudrew
I do own this, so let me give you my breakdown of its applicability:

Chapter 1: History

Not very useful at all; just a brief recap of the 16th century, from 1500 to 1650, along with lists of the rulers of various European nations. It could possibly be of some use in fleshing out the Savage Baronies, depending on how closely you want their histories to match with their RW counterparts, and how well you can/choose to mesh them with the histories as given in Red Steel and other SC sources. Of course, given that certain nations are depictions of the same RW countries as they stood in different time periods (For instance, Texeiras and Vilaverde, IIRC, are both Portugal at two different times- though both, IIRC, would fit in this time period, so maybe still workable).

Chapter 2: Daily Life

This section would be more useful than the previous. Gives some general info on gender roles in 16/17th century Europe; homes (including some maps); fashion; currency; religion; science; equipment lists. Again, all of varying usefulness, and all of course geared to a low- to no-magic world.

Chapter 3: Characters

Getting to more technical stuff now. Character kits, primarily. I'll break them down further:

Fighter Kits: Four are presented- the Gentleman Adventurer (the most common one, representing soldiers/mercenaries); the Forester (basically rangers or gamekeepers); Clansmen (highlanders, non-city types); and Sea Dogs (which would be especially suitable for Vilaverde/Texeiras).

Rogue Kits: Vagabond (general thief types); Picaro (wandering rascals); Courtier (swashbuckling dandys).

Cleric Kits: Preacher (ministers of a church, missionaries, etc.); Protector of the Faith (a sort of paladin-like cleric or Knights Templar figure). The cleric kits are curious in that the Preachers can only cast spells they receive as bonuses for high Wisdom, and with many restrictions (spells are weekly, etc.), whereas there seems to be no limit on the Protector of the Faith's spellcasting. The restricted spellcasting fits in well with the RW setting, but it seems incongruous that one kit has full casting, while the other does not. I've often wondered if this was an error that crept in during editing or not.

Wizard Kits: Scholarly Mage. These are the only types of wizards (besides Necromancers, who are only allowed as NPCs). Their spellcasting is much slower (all casting times are increased one increment; rounds to turns, etc.)

In the High Fantasy world of Mystara, some of the above kits would be more useful than others. In particular, the spellcasting kits would need to be modified to make them useful mechanically. The fluff of them all would still be useful, though.

The rest of the chapter consists of things like social standing and an honor system that would both work in a SC campaign.

Chapter 4: Military Life

This could be very useful. Info on typical military structure of the time period, as well as armor and weapons (including gunpowder weapons). All in 2E format, obviously. There is also information on Fighting schools (which could be used in conjunction with the Secret Passes rules (and upon which those were probably based).

Chapter 5: Four Wars

Fluff going more into detail on the major wars of the RW period in which the campaign book is set. Again, could be useful, might not be. It would require some degree of work to put into a Mystara-ized context.

Chapter 6: The New World

Brief overview of the new discoveries the Age of Exploration came across (Americas, Orient, Africa, etc.) Not really useful. Only one page.

Chapter 7: Folklore and Fantasy

Discussion of the fantastic tropes that have their basis in RW mythology, but which are standard in a High Fantasy setting like Mystara. Things that might be of use here:

[*]A listing of popular superstitions (for atmosphere or adventure hooks)
[*]Listing of some Monstrous Compendium monsters and where they might be found (ie, their RW origins)- could be used to place certain creatures in SC kingdoms more "organically".

Chapter 8: Sample Adventures

Not very useful. Three pages of overviews, one of which is tied to a historic RW location.

For further reading.

Re: Mighty Fortress?

Posted: Tue Aug 11, 2009 12:56 am
by Havard
Thanks for the input on this one guys! Thanks for a friendly soul over at Dragonsfoot, I now have a copy of the book :)


Re: Mighty Fortress?

Posted: Tue Aug 11, 2009 4:28 am
by metal
Dug around and lo and behold I've got a copy too. I'll have to give this one a look.