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					Armies of the Young Kingdoms
Wargaming in the Age of Elric of Melnibonē By Declan McHenry

Cover is by Rodney Matthews

Contents
Introduction Acknowledgements Useful Resources Figures Background Countries Melnibone Pan Tang Dharijor Jharkor Tarkesh Purple Towns Shazaar Southern Barbarians The Org Ilmioria Vilmir Myrrhyn The Flame Bringers Chaos Nadsokar Oin and Yu The Kelmain Eastern Lands 6 7 8 8 9 9 9 10 10 11 11 12 12 13 14 14 15 15 Page 3 3 3 4 5

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Introduction
These lists are intended for use with the Hordes of the Things ruleset as published by the Wargames Research Group. The armies are based upon characters, creatures and cultures featured in a series of fictional works by the prolific British author Michael Moorcock. This volume focuses on the Young Kingdoms (future volumes will consider other series by Mr Moorcock), the world within which the last emperor of the Melnibonēans, Elric, seeks his fate. The Elric saga, originally published in the 1960s is available in a myriad of editions and has heavily influenced other fantasy writers as well as popular fantasy wargame rules. In compiling the lists, I have taken as many descriptions as possible at face value while maintaining some consistency with the cultural feel of the nation or culture in question. Where gaps in an army exist, I have added detail based on neighbours or simply included a few additional troops to add balance to a list, sometimes I have emphasised unusual troop types where they are noted. Additional information has also been taken from Stormbringer, the Chaosium role playing game. My conclusions may conflict with some Chaosium supplements that I have not accessed. The lists are designed to allow armies of 24AP. Many of the armies are quite small compared with historical analogues -such as the 6,000 strong force Yishana of Jharkor fields to resist Pan Tang and Dharijorian invasion. Some of the smaller states, cults and creature collections may not have been army sized but have been included to add variety.

Acknowledgments.
Special thanks must go to David Brown for providing the inspiration to this volume. If you have not already done so, check out his army lists on the Evil Gong Internet site ( www.evilgong.com ). These cover Tolkien, Howard, Carter and a range of other fantasy authors and, although aimed for larger scale games, provide an excellent resource for HOTT players. A name check to Dave Weale and other willing play testers at the Haverfordwest Armchair Tacticians and Strategists.

Useful Resources
For details of other WRG wargames rules, army lists and reference books, send a stamped addressed envelope or International Reply Coupons to: WARGAMES RESEARCH GROUP, The Keep, Le Marchant Barracks, London Rd, Devizes, Wilts SNl0 2ER. Tel: 01380 724558. E-mail: keepwrg@talk21.com There a number of web sites devoted to HOTT. The most comprehensive of these is “The Stronghold” maintained by Alan Saunders at www.btinternet.com/~alan.catherince/wargames/strong.htm Anyone trying to source rare or out of print fantasy novels should try www.amazon,com or www.abebooks.com. Versions of Michael Moorcock‟s work are generally in print but older editions can usually be found in charity or second-hand bookshops. The SOCIETY OF ANCIENTS is a long established world-wide society for all interested in ancient and medieval warfare. Its bi-monthly journal SLINGSHOT balances research of a very high standard with more specifically wargaming content - Contact: the Membership Secretary “Mabar,” Blackheath Lane, Wonersh, Guildford, GU5 0PN or www.soa.org.uk.

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WARGAMES DEVELOPMENTS is an association of wargames innovators centering around an annual "try it on the dog" conference, not to be missed. Contact: The Treasurer, 84 Eglinton Hill, Shooters Hill, London SEl8 3DY or www.wargamedevelopments.org.

Figures
Many companies do fantasy and historical miniatures that will serve perfectly well for most of the armies listed. During the 1980s Games Workshop produced a specific range of 28mm Elric miniatures featuring the main characters as well as Melnibonēan and Pan Tang warriors. The Melnibonēan figures were also marketed as High Elves.
2003 Copyright © Declan McHenry. 25 Bronwydd Road, Carmarthen, Wales, SA31 2AJ, UK. (M) 07811 375251 declan@celtsofthewest.com

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Background
The Young Kingdoms are the earth at a key stage in pre-history. The world of the Young Kingdoms, at the time of Elric, roughly parallels western Europe at the time of the collapse of Rome. An empire in decline, that of Melnibonē, is beset by barbarians from all sides. Most of the countries of the Young Kingdoms are similar to early feudal society but with some higher technological attainments such as in the areas of metal working and cloth making and some cultural attainments in the shape of books and mercantile trade. Magic features highly with an emphasis on the summonation of demons or elementals. The plane of the Young Kingdoms is a flat, oval disk formed from the stuff of chaos and shaped by the forces of law. In terms of size, the Young Kingdoms may be about the size of Europe. The countries are tightly linked by trade networks around central seas. Central to the fate of the Young Kingdoms is an overarching struggle between the forces of Law and Chaos each trying to upset the Cosmic Balance. Individuals and countries alike feature as pawns in a Cosmic struggle that occasionally manifests itself upon the world.

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Melnibonē
Stronghold: Spired, colourful city or (on campaign) group of rich, bright tents. Blade General (Commander and Guard on foot) @ 2AP Blades (foot with axes, greatswords and javelins) @ 2AP Shooters (archers with bone composite bows) @ 2AP Knights (cavalry with lances) @ 2AP Dragon (Dragon rider) @ 4AP 1 5 2 2 1

Alternatives: Hero or Magician General (Elric with Stormbringer – a black demonic sword) @ 4AP, Artillery (catapults firing incendiary blue fire) @ 3AP, God (summoned Chaos deity or Demon) @ 4AP, Behemoth (summoned elemental) @ 4AP, Shooters (Silent Guard) @ 2AP, Spear (Cymoril‟s Guard) @ 2AP, Warband (Blind Veterans) @ 2AP, Airboat (The Ship That Sails Over Land And Sea) @ 3AP, Water Lurker (Golden Battle Barge) @ 1AP, Magician (Melnibonēan sorcerer) @ 4AP. Melnibonē was the great Imperial power in the Young Kingdoms for over ten thousand years. However, it has been in steady decline for the past five centuries and maintains a position of somewhat splendid isolation. By the time of Elric, the Melnibonēan population had shrunk to some five thousand nobles, supplemented by some fifty thousand slaves (including military half-breeds). The standard of living of these „slaves‟ is better than that of most nobles elsewhere in the Young Kingdoms. Foot troops are described as clad in yellow or bronze armour with yellow clothing/cloaks and high plumed helmets. Armament consists of axes, great swords and javelins. Melnibonēan archers are equipped with very effective bone composite bows firing red shafted and black fletched arrows. Cavalry are used by Melnibonēan mercenaries after the fall of Melnibonē so it is logical that, although an island race, horses were used for warfare already. Artillery are catapults firing balls of blue fire that continue burning even underwater. The admiral of the fleet is described as clad in sea green armour and marines may have been equipped similarly. Melnibonēan Battle Barges were vast pyramid shaped ships, armoured in gold, with 4-6 decks each of 20-30 oars a side. All carried catapults and marine contingents. The capacity to use „greek‟ fire is also mentioned. The silent guard were eunuchs, presumably slaves, armed with short bows, shortswords and blue-black armour. The guard of the Princess Cymoril are clad in bright blue bearing long lances adorned with jewelled ribbons. Melnibonēans linked with the Imperial throne appear to have worn black armour. Shields, banners and helmets were emblazoned with Dragon motifs. Some individual heraldry also appears to have been practiced. The Emperor is linked to the emblem of a swooping dragon. His flag is a rampant scarlet dragon on a gold field The Master of the Dragons is recorded as bearing a pennant with a yellow and black zig-zag pattern in the air and a white banner with a blue dragon on the ground. Melnibonēan dragons can fly and are ridden by specially trained individuals. The dragons are grey green in colour and can breath fiery venom, much like naphtha. After such use, though, the dragons have to sleep to recuperate. In Elric of Melnibonē Elric defeats Yyrkoon and the Mirror of Memory by spearheading his attack with a troop of blind veterans who fight by sound. In this story he also uses the Ship Which Sails Over Land and Sea. Although classed as an airboat, this vessel does not leave the ground but instead parts land terrain beneath its bow in the same way it would normally part water.

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Many of the Melnibonēans are accomplished sorcerers. Summoned demons, elementals and beasts are used offensively and defensively in support (and sometimes in place) of conventional troops. Stormbringer is a sentient black demonic greatsword that steals the souls of its victims. Some of this life force is passed to the sword‟s wielder but the sword itself keeps most. On campaign Melnibonēans use tents in bright and royal colours. A gold and scarlet tent is used by one commander. After the fall of Imrryr, Melnibonēan mercenaries are described as clad in steel, with fur jerkins and bright cloaks. Cloth of gold, blue and green is recorded.

Pan Tang
Stronghold: Fortress Gate adorned with screaming statues (people turned to rock but still alive) Knight General (Jagreen Lern,Theocrat of Pan Tang on horseback) @ 2AP Knights (Devil Riders) @ 2AP Knights (Swordsmen on horseback) @ 2AP Blades (Foot with halberds, axes and swords) @ 2AP Beasts (Hunting Tigers with handler) @ 2AP Shooters (Archers) @ 2AP Warband (Warrior Priests) @ 2AP 1 1 2 5 1 1 1

Alternatives: Magician General (Theleb Ka‟arna) @ 4AP, God (summoned Chaos deity) @ 4AP, Behemoth (summoned Chaos entity) @ 4AP, Beasts (summoned Chaos lesser nasties) @ 2AP, Water Lurker (Pan Tang slave galley) @ 1AP, Flyers (Giant Owls) @ 2AP. The island of Pan Tang is an enclave of chaos, ruled by a sorcerous theocracy, intent on spreading the rule of chaos across the Young Kingdoms. Soldiers are described as clad in scarlet armour with loose brocade robes. Recorded weapons are broadswords, battleaxes and maces. Some horsemen are attested to equipped with red bucklers. Devil Riders are men mounted on specially bred six-legged reptiles. The riders are armed with sabres. Handlers control special hunting tigers used to break up enemy battle lines. The tigers attack foot soldiers and disrupt cavalry formations. They have tusk like teeth and claws that can „rend a man to the bone with a single sweep.‟ Warrior priests are black-cowled swordsmen. Sorcery is also practised widely. Some equipment can be magically enhanced such as armour or weapons. Demons and beasts are also recorded as summoned to assist in battle such as giant owls used against the Myrrhyn. The Pan Tang navy consists of black triremes, with black sails and armed with catapults firing pitch-coated missiles. They are routinely found practicing (quite well!) piracy and slave raiding. Marines may wear blue in addition to scarlet. The emblem of Pan Tang is a Merman. This appears often on armour and possibly, therefore, on flags. An alternative would be the chaos emblem of eight arrows radiating from a central point or else tiger related symbols.

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Dharijor
Stronghold: Oriental style castle. Knight General (King Sarasto) @ 2AP Knights (Noble Cavalry) @ 2AP Blade (foot with halberd) @ 2AP Shooters (massed archers) @ 2AP 1 3 6 2

Dharijor is an expansionist state ruled by a king and a small noble class. Cavalry are equipped with horse armour and described as knights. Armour and helmet plumes are generally black although nobles may have more colour and decoration. King Sarasto is noted as wearing dark yellow armour. Foot soldiers are mentioned in black armour and equipped with halberds. Archers are assumed from the description of a battle involving Dharijorian troops which opens with „a rattling black cloud‟ of arrows. Banners are noted as dark silk, presumably black. The emblem of Dharijor is a star, possibly in yellow or gold. The emblem of the king is a cleft sword. Most of the detail comes from the battle of Sequaloris where Dharijor, allied with Pan Tang, defeats a combined force of Jharkorian, Tarkeshites and Shazaarians.

Jharkor
Stronghold: Walled town or tented encampment Knight General (Queen Yishana or King with escort) @ 2AP Warband (White Leopards) @ 2AP Knights (Noble Cavalry) @ 2AP Spear (Infantry) @ 2AP Hordes (Camp followers thrown into battle) @ 1AP 1 2 3 4 4

Alternatives: Blade (Melnibonēan mercenaries) @ 2AP, Shooters (Melnibonēan mercenaries) @ 2AP, Flyers (Myrrhyn winged men) @ 2AP, Riders (Shazaarian horsemen) @ 2AP. Jharkor is ruled by a king and a nobility (although after the death of King Dharmit, Queen Yishana assumes the throne). Jharkorian knights are recorded in gold armour, charging at the gallop with drawn longswords. Infantry weapons are not described but probably are a mix of bow, javelin and spear. Infantry can be supplemented by camp followers, slaves and serfs. It is not clear whether the latter formed some kind of „rising out.‟ The White Leopards are an elite guard of 500 picked men who „run as swiftly as horses, are as strong as mountain cats and ferocious as blood-mad sharks – they are trained to kill and killing is all they know.‟ They are wiped out fighting a rearguard action, in the face of hopeless odds, at the battle of Sequaloris. They fight on foot and are clad in silver armour emblazoned with a leopard. Their captain is an albino. Although a Jharkorian standard is mentioned as a bright flag it is not described in detail. Yishana is once described clad in a red cloak and this may be a common Jharkorian colour. A leopard motif may be likely. Heralds use trumpet calls to control troops.

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Tarkesh
Stronghold: Beached longship Knight General @ 2AP Knights (Nobles) @ 2AP Blades (Axemen) @ 2AP Shooters (supporting archers) @ 2AP Alternatives: Blade General (dismounted commander) @ 2AP Tarkesh is a northern state that provides excellent sailors and ships. Galleys are long and low with a single bank of 10-50 pairs of oars crewed exclusively by free warriors. These men tend to be short and dark faced with black hair and beards. Horsemen are described as knights clad in thick blue armour with red, purple or white plumes and armed with lances. Foot soldiers outnumber horse by about five to one. Infantry weapons are not described but, given the nautical influence of Tarkesh, are likely to be a mix of sword, axe and bow. Flags and shields may bear sea related emblems such as a green bearded sea-king or mermaids, whales and other sea creatures. The sea theme may suggest blue flags. 1 1 8 2

Purple Towns
Stronghold: Merchant‟s camp. Blade General (Count Smiorgan Baldhead or other Sea Lord) @ 2AP Blades (Household or Guild axemen) @ 2AP Warband (Ships Crew) Spear (City militia) @ 2AP Shooters (City archers or Marines) @ 2AP 1 2 5 2 2

An island specialising in trade and ruled by a council of merchants consisting of the nine wealthiest men. Armour is generally toughened brown leather supplemented by ornate gilded breastplates and helmets. Cloaks and banners are exclusively purple. Some individuals are noted as carrying large axes that require some strength to wield and this may suggest a trained core. Ships crew are generally armed with cutlasses and shortswords.

Shazaar
Stronghold: Fortified farm or manor house. Knight General (King or Noble leader) @ 2AP Knights (Noble Heavy Cavalry) @ 2AP Riders (Mustered cavalry) @ 2AP Spear (Levied farmers) @ 2AP Alternatives: Shooters (Border guard or huntsmen) @ 2AP. 1 1 8 2

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Shazaar is ruled by a monarchy. Although mostly farmland, Shazaar borders a range of bleak wastelands. Shazaar is famed for its cavalry, „wild riders but clever fighters and well disciplined.‟ These may be analogous with a range of frontier or marcher forces such as early Norman knights, Anglo-Scottish border horse or eastern European Cossack or Deli cavalry. Shazaarians are described as wearing bronze armour under grey, brown and black jackets. Foot troops are presumed to be militia raised from farms with cavalry being provided by retained medium and heavy „feudal‟ troops supplemented by light horse used to animal herding. Standards and emblems are not recorded but, given their affinity, black flags bearing a horse motif seem reasonable.

Southern Barbarians
This list covers the lands of Lormyr, Argimilar, Pikarayd and Filkhar. Stronghold: Palisade wall. Warband or Rider General (War Leader or Noble) @ 2AP Warband (warriors) @ 2AP Riders (mounted warriors) @ 2AP 1 9 2

Alternatives: Shooters (bow armed hunters) @ 2AP, Blade (Filkhar foot) @ 2AP, Lurker (light armed foot in ambush) @ 1AP, Beasts (Pikarayd hunting dogs) @ 2AP, Blue and white checked clothing is most common. Breeches and cloaks can also be worn in bright colours, scarlet and green is noted, some of these will be checked also. The clothing gives these forces a celtic flavour which is carried though to the troop types. Some armour can also be checked. Filkhar is noted for its long handled axes.

The Org
Stronghold: Broody citadel covered in moss and with a moat of mud. Blade General (King Gutheran – Big fellow but clearly mad) Blade (Noble remnants) Warband (Warped and degenerate Org) Alternatives: Behemoth (King under the Hill) @ 4AP, Horde (Those of the Hill) @ 1AP The Org are the remnants of an earlier civilisation fallen into decay following defeat, a thousand years ago, by the Melnibonēans. Most have forgotten their ancient glories and are reduced to a people of “unsavoury looks and squat shapes” and “smelling like offal.” However, a ruling King and nobility have retained their more human form. Warped Org carry heavy blades, like cleavers, but longer. Nobles wear leather armour and long yellow kilts. 1 1 10

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Those of the Hill are white fleshed ghouls, the living dead ancestors of the Org nobles. The King from Beneath the Hill is their mummified ruler. He is classed as Behemoth to reflect his stamina and strength.

Ilmioria
Stronghold: Walled City Knight General (Ducal or Senatorial Household) @ 2AP Knights (Noble entourage) @ 2AP Riders (State horsemen in half-plate with javelin and shield) @ 2AP Spear (State militia with pike and shield) @ 2AP 1 1 2 8

Alternatives: Lurkers (Highwaymen, bandits or Mereghn) @ 1AP, Sneakers (Mereghn) @ 2AP, Blade (Marines) @ 2AP, Artillery (defensive war engines) @ 3AP, Horde (rioting horserace or kickball fans) @ 1AP. Ilmioria is a pleasant land of forest and farmland divided in a number of large city states or Duchies. As suggested, each state is presided over by a Duke supplemented by a council of advisors. The Duchies are bound together by treaties and trade agreements and have formed a national senate. Sorcery is rarely practised and Law is the nominal allegiance. Fur caps and chequered cloaks are common clothing as are colourful doublets and hose. Ilmioria is also noted for producing fine tooled leather. All adult males must serve two-years in the state military. The network of trade roads in Ilmioria provides temptation for a range of bandits and robbers. The Mereghn are an elite guild of specialist assassins, spies and thieves modelled on the mafia.

Vilmir
Stronghold: Pyramidal temple of law Knight General (King Naclon or other noble) @ 2AP Knights (Noble Cavalry with lance) @ 2AP Spear (Legion foot with shield, mail and javelin) @ 2AP Blade (Grey Defenders) @ 2AP Knights (Religious Order Brethren) 1 1 6 2 2

Alternatives: Cleric General (Religious crusader such as Vil Valario) @ 3AP, Paladin (Champion of Law) @ 4AP, Lurker (undercover Grey Defenders) @ 1AP, Water Lurker (Vilmirian Privateers) @ 1AP. Vilmir is a nation dominated by Law. A religious and noble hierarchy presides over a harsh and bureaucratic tax regime. Although nominally headed by a king, the land is often subject to civil war between conflicting noble groups. A reasonable parallel may be medieval England suring the reigns of King Stephen or Richard I but with excessive church influence. All adult males spend five years in Vilmir‟s military, serving in one of five legions. The Grey Defenders are a military elite acting as a combined internal security unit and thought police. Most citizens wear drab grey with nobles clad in austere white or black.

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Myrrhyn
Stronghold: Nest perched atop moutain. Flyer General (Flyer) @ 2AP Flyers (Warrior/Hunters) @ 2AP 1 11

The Myrrhyn originally came to the Young Kingdoms, from a separate plane of existence, many thousands of years in the past. The country is bounded by high mountains and is noted for the export of metal ores. Both men and women have feathered wings and are capable of sustained flight. Men tend to be hunters and warriors using a long spear. Female Myrrhyn conduct the mining for the race.

The Flame Bringers
Stronghold: Nomadic encampment with wagons or yurts. Knight General (Terarn Gashtek and armoured guard) @ 2AP Riders (Warriors with bow and scimitar) @ 2AP Alternatives: Shooters (dismounted warriors) @ 2AP, Magician (Drinji Bara) @ 4AP. This is the mounted army of the east that sought to conquer Eshmir in a frenzy or rape and pillage. It has apparent parallels with Hunnic or Mongol forces and is described as a great mounted horde of over 500,000 warriors led by a Lord, Terarn Gashtek.. Warriors are invariably armoured in furs and leather with some tasselled iron helmets. Shields are not attested to but are probable for some troops. Nearly all troops are armed with a short bone bow used sometimes dismounted but mostly from the saddle. Arrows are long and fletched with hawk feathers. Sidearms, mostly curved scimitars are also carried. The Flame Bringers appear to have lacked any inherent sorcerers. Only one is used, Drinji Bara, a captive whose soul is trapped in a small cat kept by Gashtek. The sorcery of Drinji Bara is used to demolish opposing fortifications. Other than a ten foot lance decorated with gory trophies such as skulls and bones, standards are not mentioned. By analogy, horsetail „Tugs‟ are possible but in line with their title flags bearing flames or, indeed, actual burning brands are alternatives. The horde is accompanied by wagons and camps in yurt like tents. 1 11

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Chaos
Stronghold: Weirdly shaped castle made of blood or flesh. Behemoth General (Duke of Hell) @ 4AP Hero (Chaos Champion) @ 4AP Knights (Distorted chaos riders) @ 2AP Warband (Tainted Warriors) @ 2AP Beasts (Warped creatures) @ 2AP Horde (Degenerate Mob) @ 1AP Alternatives: Hero General (Chaos Champion) @ 4AP, God (Chaos Deity such as Arioch or Pyaray) @ 4AP, Flyer (Warped aerial creature) @ 2AP, Behemoth (Chaos Warship) @ 4AP This does not purport to be an exhaustive list but just a fair synopsis of the possible array of Chaos. Arioch is one of the Gods of Chaos– He can appear as either a shapeless gibbering thing or a youthful man, clad in scarlet and wearing a circlet of red fire, carrying a slender golden sword. Pyaray is another God, manifested as a huge blood red octopus. Among the Dukes of Hell are Xiombarg, Mabelode and Chardros. Xiombarg appears as a pale slender woman or an insect, mounted on a half-lion/half-bull beast. He can manifest weapons at will including a blue battleaxe and a huge broadsword. Chardros appears like the Grim Reaper with a scythe. Mabelode is faceless. A Chaos Hero could be Jagreen Lern, Theocrat of Pan Tang. He is clad in scarlet armour and armed with broadsword and axe, mounted on a pale hairless horse. Tainted warriors are humans warped, corrupted and mutated into other forms. Ones described in the stories include fighters with the heads of pigs or with a cluster of snakes in place of a head. Chaos riders are described astride skeletal horses. In detail one rider is mentioned as a corpse on a skeleton horse in bright trappings and holding a flaming sword. Many are armed with lances. The Chaos Ships are vast black vessels with “drowned sailors as crews” and “captained by creatures that had never been human.” They can travel over land by disrupting the substance of the ground covered. Flags may be carried to denote allegiance to individual chaos gods rather than to chaos overall. The overall symbol of chaos is eight arrows radiating from a central point. That of Arioch is a sword. 1 1 2 3 1 4

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Nadsokar
Stronghold: Ruinous city gateway, surrounded by detritus. Blade General (King Urish with his cleaver Hackmeat) @ 2AP Horde (beggar rabble) @ 1AP 1 22

Alternatives: Magician (Theleb K‟aarna) @ 4AP, Magician Generak (Narjhan of Chaos) @ 4AP, Riders (Beggars mounted on starving nags) @ 2AP, God (Checkalakh, the Burning God) @ 4AP, Lurker (doxies. assassins or thieves) @ 1AP. Dragon (Kyrenee) @ 4AP, Behemoth (Elenoin) @ 4AP, Beasts (Hungry dogs) @ 2AP.

Nadsokar is an open sewer of a city drowning in its own refuse. It is a place of disease and insanity, dispatching beggars to beg or steal their way in life. The Beggar King, Urish, is described as armed with a Great Cleaver named Hackmeat. The greater mass of the beggar horde is best described as “a great torrent of men and women in rags, on crutches, blind, maimed but moving steadily, ominously, implacably.” They are armed with a motley collection of weapons such as clubs, axes and knives but rely on sheer weight of numbers. Hungry dogs (possibly on strings) follow the horde. In Kings in Darkness, Elric and Moonglum are chased by a mob of mounted beggars armed with long knives and bone bows. The Burning God manifests as a human shape composed of fire. Urish keeps it under the beggars city and feeds it sacrifices. Deployment as a Lurker is an alternative option. Narjhan is a Lord of Chaos who leads a beggar army against the city of Tanelorn. Although clad in black armour, he does not engage in combat but instead uses magic to aid his army. The Kyrenee is an amorphous tentacled black cloud summoned by Narjhan and can only be used if he is present. Elenoin are frightening creatures summoned by Theleb K‟aarna to aid Urish. They are tall naked women with red hair, five-foot swords and razor like teeth with which they feast on flesh.

Oin and Yu
Stronghold: Seedy city gateway with some fishing boats outside. Warband General (Tribal Chieftain) @ 2AP Warband (Tribal warriors) @ 2AP 1 11

Alternatives: Magician General (Yyrkoon and the mirror of memory) @ 4AP, Spear (Tribesmen trained and officered by Yyrkoon‟s exiles) @ 2AP, Horde (re-programmed captives) @ 1AP. Oin and Yu are barbarian areas where tribal politics flourish. Most of the land is wildnerness but with extensive hunting grounds. Yyrkoon uses the mirror of memory to capture trading ships in order to build a fleet with which to retake the Melnibonēan throne. The mirror basically wipes the mind of those who look upon it allowing Yrkoon to subsequently re-programme them. Yyrkoon uses other Melnibonēan exiles as „centurions‟ to begin retraining local warriors in organised formations.

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The Kelmain
Stronghold: Baggage train of strange engines. Knight General (Prince Umbda and Guard) @ 2AP Magician (Theleb K‟aarna) @ 4AP Knights (Kelmain Cavalry) @ 2AP Blade (Kelmain Foot) @ 2AP Artillery (Kelmain Siege Engines) @ 3AP Alternatives: Shooters (Bow armed foot) @ 2AP. The Kelmain have the appearance of men but are not men. They come from lands beyond the edge of the World and are servants of Chaos. They have golden skins and wear angular armour. Their leader, Prince Umbda, sits astride a slender horse dressed in proud armour with bizarre plumes. Recorded weapons are broadswords and, if arrows are an inference, bows. The battle engines are used, at range, for blasting fortifications and obstacles. 1 1 3 3 2

Eshmir, Phum and the Eastern Lands
Stronghold: Eastern city gateway. Rider General @ 2AP Shooters (Chaos warrior-priests) @ 2P Riders (mounted warriors) @ 2AP Warband (warriors) @ 2AP Alternatives: Blade General or Blade (trained swordsmen) @ 2AP This list is highly conjectural. The shooters are based on the fact that Rackhir the Red Archer was a former warrior-priest from this area. Warband or Blades are takes on Moonglum, originally a local resident also. Red appears to be the preferred clothing colour of these areas. 1 2 3 6

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The Young Kingdoms

Map by William Church, taken from the Stormbringer RPG © Chaosium Games

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