Thursday, 26 June 2025

Introducing Ermine

 I’m going to start using this space to document my design process of various things. Starting with Ermine makes sense, as it’s my “biggest” design at the moment. 

In 2024, my upcoming game Men of Iron Volume VII: Ermine was put onto the GMT p500, and reached its number relatively quickly. For those who don’t know, Men of Iron, created by Richard Berg is a hex and counter series of games focussed on medieval battles at the grand tactical scale. 




Ermine covers a handful of smaller battles from the early stages of the Hundred Years' War. You’ve probably never heard of most of them - they’re all rather obscure and tend to be overshadowed by the likes of Poitiers, Crécy, and Agincourt. But they’re surprisingly varied and interesting in their own right.


These battles span the full range of classic Hundred Years' War encounters: from Morlaix, where a small English force of longbowmen in a defensive position managed to hold off -and arguably defeat - a much larger cavalry army; to a daring night attack at La Roche-Derrien, where a small, plucky group of mounted men-at-arms broke a siege, captured the enemy commander, and snatched victory; to the full-on pitched battle of Auray, which was a close-run thing and could have gone either way.


It’s been a really interesting process to design these battles as their own, independent scenarios, and I want to write a post detailing each of them individually. In the meantime though, here's a bit of a historical summary of the period, to give the subsequent posts a bit of context:


The War of the Breton Succession (1341–1364) was a dynastic conflict rooted in competing claims to the Duchy of Brittany following the death of Duke John III without issue. His half-brother, John de Montfort, asserted his right to the duchy against Joan of Penthièvre, supported by her husband Charles of Blois and the French crown. Hostilities opened with Montfort’s seizure of Champtoceaux in September 1341, but he was soon captured following a siege by royal forces. His wife, Joanna of Flanders, continued the resistance, rallying support from England. The arrival of English reinforcements led to the Battle of Morlaix (30 September 1342), where Anglo-Breton forces successfully repelled a larger Franco-Breton army through the use of field entrenchments and longbow fire, marking the conflict’s transformation into a broader Anglo-French proxy war.


Throughout the 1340s and 1350s, the war was punctuated by sieges and intermittent field engagements, with no side able to secure a decisive advantage. A turning point came at the Battle of La Roche-Derrien in 1347, where Charles of Blois was captured by English and Montfortist forces during a failed assault on the town, severely weakening his faction until his ransom in 1356. Meanwhile, the Battle of Mauron (14 August 1352) reinforced Montfortist momentum: English-led forces annihilated a larger Franco-Breton army, inflicting heavy casualties on the French nobility. Yet the conflict dragged on, and in 1364 French momentum revived after Bertrand du Guesclin’s victory at the Battle of Cocherel (16 May), where he defeated Navarrese-English forces in Normandy, allowing the French crown to refocus efforts on Brittany and emboldening Charles of Blois for a final push.


The war culminated in the decisive Battle of Auray on 29 September 1364. John de Montfort, now returned from English exile, laid siege to Auray, prompting Charles of Blois and Du Guesclin to attempt a relief. The Montfortist forces, well-positioned on high ground along the River L’och and reinforced by English contingents under John Chandos, repulsed the Franco-Breton attack. Charles of Blois was killed, and Du Guesclin taken prisoner. The defeat ended the Blois claim to the duchy, and the Treaty of Guérande (April 1365) recognised Montfort’s son as Duke John IV. Though the war resolved the immediate succession, it left Brittany politically fractured and firmly enmeshed in the wider struggles of the Hundred Years War.


Check out the game here if you’re interested: https://www.gmtgames.com/p-1153-ermine-men-of-iron-volume-vii.aspx





Sunday, 22 August 2021

Astomi Class for OSE

Here is yet another monstrous race-as-class for OSE. This one covers the mythical Astomi – a race of monstrous humans who were physically imposing and had no mouth. It is said that they would feed themselves on odours alone, and could only be killed by a particularly pungent smell.

 

I like the challenge of making this sort of creature into a class, as it provides a set of very clear drawbacks to try to play around, and I as a designer need to figure out what would make it “worth it” to play the class without making it overpowered or just plain crap. This time, I’ve given the Astomi some natural AC, which whilst rarely as good as Plate mail, has the double benefit of not taking up room in the inventory.

 

Astomi- Greek myth: a race of people that have no mouths, and have hairy  bodies. They do not eat or drink, but … | Greek and roman mythology,  Mythology, Greek myths 


Astomi Class

 

Very few Astomi exist, and those that do tend to shun civilised, urban centres, deeming them too pungent for their sensitive noses. Physically imposing, the Astomi stand over 7 feet tall and are covered head to toe with thick, porcupine like spines, providing them with a natural means of defending themselves. Astomi have no mouths, and as such sustain themselves by smelling things with nice odours – whatever they smell withers away and cannot be smelled again, but a particularly nice flower will sustain them for an entire day. A particularly pungent smell is likely to cause harm to the Astomi and causes damage to them if exposed to it for too long.

 

Requirement: Minimum CON 13

Prime Requisite: CON

Hit dice: d8

Maximum level: 9

Armour: None, Shields

Weapon: All weapons

Languages: Can understand but not speak Common, Alignment language

 

Combat

Astomi cannot wear armour, however their thick coat of spines provides a natural form of defence. Their AC bonus is equivalent to their CON modifier *2. For example, an Astomi with a CON of 13 would have a CON modifier of +1, giving them +2AC to a total of 12 AC. 

Astomi can wield any weapon, and because of their large physical size add +1 to their damage rolls.

 

I have no mouth, but I must breathe

Astomi have no mouths, and as such sustain themselves by smelling things with nice odours – whatever they smell withers away and cannot be smelled again. A particularly pungent smell is likely to cause harm to the Astomi and causes damage to them if exposed to it for too long. If the Astomi is in an enclosed area with a pungent, disgusting smell for more than one turn, they take 1d4 damage per turn.


Keen smell

However, their keen sense of smell can prove to be a powerful boon within a dungeon - giving them a 2-in-6 chance to smell things from up to 2 rooms away if they spend 10 minutes focussing on the odours of the dungeon.

 

Level

XP

HD

THAC0

D

W

P

B

S

1

2,000

1d8

19[0]

8

9

8

10

12

2

4,000

2d8

19[0]

8

9

8

10

12

3

8,000

3d8

19[0]

8

9

8

10

12

4

16,000

4d8

17[+2]

6

7

6

8

10

5

32,000

5d8

17[+2]

6

7

6

8

10

6

64,000

6d8

17[+2]

6

7

6

8

10

7

128,000

7d8

14[+5]

4

5

4

6

8

8

256,000

8d8

14[+5]

4

5

4

6

8

9

512,000

9d8

14[+4]

4

5

4

7

8

 

 

Sunday, 15 August 2021

Skiapod Class for OSE

 Skiapods, or Monopods are another humanoid creature I have come across from when reading ancient sources. Pliny the Elder, in his Natural History, calls them Monopods due to their single leg, and reports that they move with surprising agility. He goes on to explain that they are also called Skiapods (or sciapodes, depending on the translation), which translates to “Shadow-foot” because of their large feet and tendency to use them as a parasol during hot days. Now, I think that the name “shadow-foot” is badass for a creature and have made this class riffing off of my own interpretation of the strange, small humanoids. 

 



 

Skiapod Class

 

Skiapods, or Shadow-foots as they are known to some societies, are small humanoids with one leg and one large foot. Usually solitary, they tend to be spotted in the wilds, using their large foot as protection from the sun in hot regions, or using it to swing from tree branches in forested regions. They possess a great level of agility, being able to duck away from enemy blows and appear on the other side of the room in the blink of an eye. Whilst some resort to using weapons such as daggers and staves, most prefer to use their unnaturally large feet in combat.

 

Requirement: Minimum DEX 11

Prime Requisite: DEX

Hit dice: d6

Maximum level: 5

Armour: None

Weapon: Dagger, Staff, Spear, All ranged weapons

Languages: Common, Alignment language

 

Combat

Skiapods rely on their innate agility rather than armour to protect themselves. Moreover, their solitary and elusive nature means that armour specifically tailored to their bodies are hard to come by. 

If a Skiapod has moved this round, they receive +2 AC due to their agile, erratic and strange movement. The AC received by this raises by 1 every 2 levels hereafter.

 

Shadow-footed

Skiapods may attempt to hide in shadows when not moving with a 75% chance of success.


Their foot can also act as protection against intense heat.

 

 

Level

XP

HD

THAC0

D

W

P

B

S

AC due to MV

1

1,000

1d6

19 [0]

10

11

10

12

11

+2

2

2,000

2d6

19 [0]

10

11

10

12

11

 

3

3,000

3d6

19 [0]

10

11

10

12

11

+3

4

4,000

4d6

17 [+2]

8

9

8

10

9

 

5

5,000

5d6

17 [+2] 

8

9

8

10

9

+4

 

 

Introducing Ermine

  I’m going to start using this space to document my design process of various things. Starting with Ermine makes sense, as it’s my “biggest...