The Armies and Enemies of Dragon Pass: Warfare in Glorantha

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The Armies and Enemies of Dragon Pass: Warfare in Glorantha

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Armies and Enemies of Dragon Pass
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The Armies and Enemies of

Dragon Pass WARFARE IN GLORANTHA By Martin Helsdon with invaluable assistance from

Jeff Richard

Derived from the writings of

Greg Stafford, Sandy Petersen, Steve Perrin, Ian Cooper, Michael O'Brien and Harald Smith

Front piece: design taken from a Holay vase of the early Hero Wars period. A confrontation between hoplites wearing classic Sairdite panoply. Illustrations and Cartography by: Dan Barker, Gene Day, Colin Driver, Martin Helsdon, Luise Perrene, Jan Pospíšil, and Roger Raupp (and some artists I am unable to identify) ‘Siege of Whitewall’ used courtesy of Andrew Taylor Chaosium artwork and map used courtesy of The Chaosium Special thanks to David Scott, Harald Smith, Scott Mayne, Richard Helliwell and Andrew Taylor, and those several Illuminates who wish anonymity, for their encouragement and support, and of course to Greg Stafford for creating the world of Glorantha.

Dedication: For Greg Stafford, 1948-2018, for creating the world we play in.

Author’s Note: Whilst every effort has been made to make this book as canonical as possible, it does not define canon. In many cases, it has been assumed that Gloranthan materials and manufacturing are very close analogues to their terrestrial counterparts, much as the nature of the world closely corresponds to the magical world our Bronze Age ancestors believed they inhabited. This belief is why Glorantha is a Bronze Age world, even though some troops, tactics, and technologies find their equivalents in our Iron Age, when many of those ancient assumptions were being questioned, and in some cases, such as the shape and size of the Earth, or the distance of the Sun and Moon, being tested by observation. In Glorantha, the Bronze Age mindset is key, as is the Bronze and early Iron Age of central and southeast Europe and the Near East for the look and feel, at least for central Genertela. Even where the Iron Age creeps in, it is the Iron Age of the Ancient World. The very broad ‘cut-off’ date for military technology has been assumed to be around 200 BC, though some Gloranthan technologies, mostly due to dwarven influences, would seem to be of a much more recent date. Your Glorantha Will Vary. RuneQuest is a Trademark of Moon Design Publications and is used with their permission via the OBS Community Content program. For more information please visit Chaosium’s website: www.chaosium.com

The Chaosium and RuneQuest Logos are used under license. The reproduction of material from within this book for the purposes of personal or corporate profit, by photographic, optical, electronic, or other media or methods of storage and retrieval, is prohibited. Art and map provided by Moon Design is copyright © 2019 Moon Design and is used under license. Art provided by Andrew Taylor is copyright © 2019 Andrew Taylor and is used with permission. Copyright © 2019 by Martin Helsdon

Table of Contents Introduction........................................................ 5

The Campaign Year .................................... 166

Fundamentals of Warfare .................................. 6

Roads and Warfare .................................... 170

Troop Types .................................................... 6

Water and Warfare .................................... 176

Unit Organization ........................................... 9

Terrain........................................................ 178

Arms and Armor ............................................... 26

Fortifications and Siege Warfare ................... 183

Materials and Manufacture ......................... 26

Siege Weapons .......................................... 183

Armor ........................................................... 36

History of Fortification ............................... 186

Weapons....................................................... 48

Fortifications .............................................. 188

Other Equipment .......................................... 62

Arcane Warfare.............................................. 203

Non-Human Arms and Armor ...................... 70

Religion and Warfare ................................. 206

Regional Warfare.............................................. 72

Magical Warfare ........................................ 206

Pelorian Warfare .......................................... 73

Gods of War ................................................... 224

The Holy Country .......................................... 88

War Gods of the Lunar Empire .................. 227

The Horse Nations ........................................ 90

War Gods of Sartar and Heortland ............ 237

Hsunchen Warfare ....................................... 93

War Gods of Esrolia ................................... 241

Orlanthi Warfare .......................................... 93

War Gods and Spirits of Prax ..................... 242

Praxian Warfare.......................................... 100

War Gods of the Horse Nations ................. 243

Other Facets of Warfare ............................. 104

Gods of the Wolf Pirates............................ 244

The Battlefield ................................................ 121

Armies of Central Genertela .......................... 245

The Battleground........................................ 121

Lunar Army ................................................ 245

Infantry ....................................................... 125

Sartar Free Army ........................................ 264

Cavalry ........................................................ 139

Independents ............................................. 269

Fliers ........................................................... 150

Hero Wars Army Lists .................................... 281

Chariots ...................................................... 152

Lunar Army List .......................................... 282

Vexillae ....................................................... 157

Sartar Free Army List ................................. 316

Artillery ....................................................... 157

Independents List ...................................... 331

Magical ....................................................... 159

Appendices .................................................... 351

War Dogs .................................................... 159

Sun Dome Temples .................................... 351

Warships ..................................................... 160

Fazzur Wideread ........................................ 356

Heroes ........................................................ 164

Terminology ............................................... 361

Bodyguards ................................................. 165

Index .............................................................. 367

Transport and Mobility................................... 166

Sources .......................................................... 380

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THE ARMIES AND ENEMIES OF DRAGON PASS

Polaris grant me victory! Lend me the strength and valor to defeat my foes!

“There was a world . . . or was it all a dream?” Homer, The Iliad

A Tarshite glazed bowl dating to the Sixth Wane depicting a Solar hoplite fighting an unhorsed Pentan. nomad.

Yara Aranis, Six-armed Goddess of Boundaries, Pursue and rend, Limb from limb, Any who profane this text! 4

INTRODUCTION

Introduction A Time of Legends

Coinage Pay and prices are given in the coinage widely circulated in Dragon Pass in this period. The Lunar Empire coin called a Lunar and the Sartarite Guilder are both round silver coins weighing approximately ⅛ ounce (4 grams, 0.2 troy oz.) and are virtually interchangeable. The Seshnelan Silver Imperial has the same weight. I

Glorantha in the Hero Wars epoch is a world of magical and mundane combat. Armies march and fight, cities are besieged, and Heroes contest for victory, but the weapons are not fashioned just from mere metal, wood, and leather, but also potent magical energies. Humans are said to have gained dominance in Glorantha only recently, about a thousand years earlier. Before this, they were only one species among many. Humans have adapted well to the world of Time, expanding their realms at a steady pace gradually pushing aside the remnants of the Elder Races. Events in Glorantha are now moving towards a conjunction driven by conflicting cultures, religions and ambitions. The Lunar Empire seeks to sweep all before it as it extends southwards, bent on achieving the supremacy of the Red Goddess over the unruly Storm God. War banners are being unfurled, some not seen for an Age of the world. Heroes are converging towards cataclysmic confrontations. The Elder Races are plotting their revenge. The dragons are awakening. The gods are stirring. New stars are rising. Heroes meet and clash in Dragon Pass, a strategic and magical nexus, the crossroads of a continent. This book examines the armies of the early Hero Wars. By necessity, the text concentrates upon the human combatants.

A Note on Terminology

Terrestrial historical terminology is used throughout for convenience. The use of Assyrian, Greek, Persian, Roman, Keltic, and Anglo-Saxon terms should not be mistaken as implying that the Gloranthan equivalents are culturally or technologically identical. In some cases, the similarities are helpful, and in others superficial. Anachronistic terms are used for simplicity. Terrestrial weights and measures are employed for convenience. The few terrestrial asides are presented thus, as white text on black.

Sources At this remote remove from the period, surviving texts from the Hero Wars and afterwards are often fragmentary, and at times contradictory. Archaeological evidence supplements our knowledge. Unearthed burials, weapons, armor, fortifications, decorated pottery and other pictorial evidence contributes greatly to our understanding. Numerous artifacts are on display in museums. However, the available sources are never definitive, and must be augmented with speculation and conjecture. In this book, it is assumed that a real historical period underlies the Legends of Argrath (or the Argraths) and the other Heroes. The most widely accepted dates of the Solar Time chronology are used, though these are, of course, subject to debate. The present tense is used to immerse the reader in the era.

A detail of the Griffin Gate of Yuthuppa. No one in Glorantha knows all of the background information presented here.

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THE ARMIES AND ENEMIES OF DRAGON PASS

Fundamentals of Warfare “Soldiers of the Sun! Advance!” Rurik Runespear was resplendent in gilded armor, the yellow-dyed horsehair crest of his hawk-helm obvious in the front rank of the phalanx. Beside him, file-leaders began their measured tread towards the enemy. The foe saw a forest of pikes swaying towards them in ordered files and ranks, a display of discipline and order. Nervously they gripped their weapons and shields. The Lunars had fought in battle with the mercenaries at their side; now a regiment of Vanntar was steadily marching against them. The Templars trod in unison, accompanied by the rhythm of clanking armor, their feet pounding the ground, stirring up dust, shields levelled together. The front rank kept their heads low, eyes staring grimly ahead, steady, determined, fixed on the enemy. “Front ranks! Lower spears!” The long pikes swept down in unison, bright spearheads glittering, like a wave breaking on a shore - but this flood swept inexorably onwards. It would not break; it would not waver. The second rank brought their spears horizontal in a successive wave, then the third, fourth and fifth. A wall of slim-bladed spikes all pointing ahead, even as the pikes of the rear ranks slanted forward, providing some protection against the incoming rain of missiles. The phalanx continued its relentless advance, as javelins and arrows fell among the ranks. Men staggered but the line did not falter as others stepped forward to take their place. Steadily their pace increased, the line held as straight as their spears. The sound of their advance grew, the clash and thump of metal on metal, of the steady footfall of hobnailed sandals. “Front ranks! Bladesharp!” All along the line, the foci carved upon the pike heads glittered, the brilliant bronze blades seeming even keener-edged… Warfare in the Hero Wars period is superficially like that of our own time. Formations of foot or horse fight under the leadership of a general, king, priest, magician, or warlord against their enemies. Ambushes, skirmishes, field battles, and sieges are used to break an enemy’s will to resist. Armies are dependent upon the supply of food, fodder, firewood and especially water; logistics places limits upon their range of operations and size. In war, a state with a logistical infrastructure has many advantages over less sophisticated foes who are reliant upon foraging and pillaging to feed their fighters. In this era, so the legends tell us, magic plays a decisive, often even primary role in warfare. Priests cast bolts of lightning or call down flames from the heavens; shamans can unleash spirits such as the all-consuming Oakfed; devotees of War or Storm Gods can shatter regiments; and the Lunar Empire has units like the Field School of Magic and the Crater Makers or the awesome Crimson Bat that can decimate entire armies. In Glorantha, victory is often not on the side with the biggest battalions, but the side with the mightiest gods and spirits. This can have surprising results; for example, a band of hunter-gatherers, backed up by powerful shamans, can overwhelm a superior civilized phalanx lacking magical support. The few armies that are both magically powerful and organizationally sophisticated (in particular, the Lunar Army) are terrifying indeed. The Lunar Empire was the first nation to regiment its magicians and priests into cooperative organizations whose members have similar training, practice together, and strive for common good. This has proved especially successful in times of war for until the Sartarite resurgence, other lands still relied on a few powerful individuals, assisted by lesser helpers.

As a result, armies often use tactics or strategies that would often make no sense in our time but may be fundamental to using their army’s magic to its best effect. Armies are often assembled according to sacred formulae, and combatants are often chosen to best match ancient myths. Certain individuals or units may lack any direct military value, but must be present for other regiments to use their own best magic. The availability of healing spells in this period has the effect of often making warfare even bloodier. Wounds that might incapacitate or kill can be swiftly healed. Even in a shield-wall an injured combatant might be pulled back into the ranks, healed, and return to the fray. Most of the Third Age cultures are extremely cautious regarding innovation (the Lunars being the obvious exception) following the disasters at the close of the Second Age resulting from the rampant experimentation of the Empire of the Wyrms Friends and the God Learners. Almost all technologies and tactics are said to derive from before Time or shortly after the Dawn; both the shield-wall and phalanx are derived from ancient models. Only the Lunars (and later Argrath of Sartar) experiment to any degree with military magics, techniques and technologies. It can be no coincidence that the long-prophesized Hero Wars are beginning.

Troop Types Troops are divided into those utilizing shock combat, and those employing missile weapons, with some units capable of employing both forms. Shock involves close-quarter hand-to-hand combat,

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FUNDAMENTALS OF WARFARE usually in dense blocks of infantry and cavalry. Missile involves combat inflicting casualties at a distance, using direct (line of sight) and indirect (parabolic) attacks.

withdrawing from any offensive response only to turn around and counterattack once the offensive is spent. These units also serve as scouts, providing advance intelligence to locate the enemy and sources of supply. A regiment of Light Cavalry is typically around 500 troopers.

The Primary Combat Arms Basic warfare consists of four combat arms: Light Infantry (missile-armed), Heavy Infantry, Light Cavalry (missile-armed), and Heavy Cavalry. “Heavy” cavalry does not necessarily mean heavy armor. It means they are trained to fight in large masses in a melee instead of as skirmishers. The distinction between “Heavy” and “Light” is often blurred. Some fighters armed with missile weapons may fight in close formations, rather than in open skirmishing lines.

Heavy Cavalry These mounted fighters engage in direct contact with the foe, usually with lances (long spears), sometimes with swords, maces, or axes. They are used for the charge, meant to break up infantry formations and ride them down. Often considered an elite, many heavy cavalrymen are drawn from the nobility. A regiment of Heavy Cavalry is typically around 500 troopers.

Light Infantry Troop Type Interactions

These are skirmishers and missile users, scouts and foragers. They are often used as a screen ahead and on the flanks of the main army. In many societies, light infantry is capable of fighting either in massed units or ahead of the main body of infantry. A regiment of Light Infantry is typically around 1,000 soldiers. This unit type is common to almost all societies, even the most primitive. It is usually used as a skirmishing screen. Archers can dominate any battlefield where most of the enemy are unarmored, but their dominance declines in pitched battles between massed infantry wearing heavier body armor. The javelin is a more suitable weapon in such circumstances as it is more capable of penetrating armor, and if it pierces a shield can render it unusable. Foot archers tend to have greater accuracy and range than mounted archers.

The interaction of these four basic troop types can be generalized:  Light Cavalry is offensively superior to Heavy Infantry and Cavalry.  Heavy Cavalry is offensively superior to Light Infantry.  Light Infantry is defensively superior to Light Cavalry.  Heavy Infantry is defensively superior to Heavy Cavalry.  Dominance between Heavy and Light Infantry varies subject to terrain and tactics. “Offensively Superior” means that the combat arm can defeat its rival in an attack. The classic example is Light Cavalry versus Heavy Cavalry. The Light Cavalry constantly advances and retreats during an action, so it cannot be caught, but it is often offensively superior because it can force an action upon the Heavy Cavalry, who cannot get away from the faster, more loosely-organized horse archers. “Defensively Superior” means that the rival is not able to successfully overcome the

Heavy Infantry These fighters specialize in heavy weapons and armor, sacrificing speed for shock value. They typically fight in a shield-wall or phalanx. Heavy Infantry is armored with bronze, layered linen, or leather armor and armed with spear and sword. They either carry a large shield or are well armored. A closely ordered battle-line of heavy infantry is vulnerable to flank attack. Broken, overgrown or steep ground threatens their cohesion because of the difficulties in maneuvering in close order formations in such terrain. A regiment of Heavy Infantry is typically around 1,000 soldiers.

Light Cavalry Light Cavalry is armed with missile weapons, typically bows or javelins. They skirmish with the foe,

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THE ARMIES AND ENEMIES OF DRAGON PASS combat arm in an assault. When fortifications are involved these relationships change. Cavalry becomes useless, and the offensive superiority of light infantry is canceled out. If Heavy Cavalry can get to the flank of Heavy Infantry, they can triumph. Light Infantry and Light Cavalry normally take much longer to reach a decision when offensively superior than do the heavies. This is because light troops must run away when the heavies charge (usually they can do this, because they are faster), then run back when the heavies try to flee. This continual ebb and flow takes quite a while, but the decision is no less certain than when Heavy Cavalry smash into a band of slingers - just slower. The abilities of Light Infantry and Light Cavalry overlap, with Light Infantry being less costly to maintain but lacking the mobility and speed of cavalry, but having an advantage in broken country.

and priests to battle.

Fliers Fliers are capable of aerial combat and attacking ground units with missiles, spears and swords. Some flier mounts are capable of attack themselves. They can act as scouts and provide an overview of the territory around an army.

Heroes Heroes have transcended human limits and may be equivalent to one or more ordinary regiments. Some have become demigods. Most are accompanied by a band of companions.

Magical Groups of combat magicians tend to be very small; a few priests, shamans, or wizards who typically provide offensive and defensive support for their regiment. The temples of the various War Gods are often represented at battles, protected by a bodyguard. Priests receive magic from their gods to help their soldiers and hinder and harm the enemy. Sometimes these forces are focused in an individual who manifests or incarnates divine powers; such individuals are usually accounted Heroes. Some magical entities, such as the Crimson Bat are both extremely powerful and exotic. The magical battalions of the Lunar College of Magic (and later of the Sartar Magical Union) consist of 50 to 250 magicians (priests, sorcerers, shamans, mystics and devotees) who are trained to coordinate their activities to create a magical effect beyond the sum of the individuals.

Combined Arms The use of these four primary arms in conjunction has a major impact on warfare. Heavy infantry and cavalry employ shock attack, engaging in hand-to-hand combat. Light infantry and cavalry employ missile attack, engaging in combat at a distance. Massed chariots once fulfilled both a shock and missile role. Diverse cultures have historically emphasized different weapons, and the combination of different troop types. A successful combination utilizes the strengths of shock and missile troops. The Carmanians combined their cavalry with Pelandan phalanxes; the Dara Happans combined their phalanxes with lessons learned from Pentan cavalry. The Lunar Army has blended Dara Happan and Carmanian traditions, creating a combined-arms tactical fusion establishing one of the most sophisticated armies in Glorantha, dominating the battlefields of Peloria.

Vexillae Vexillae are special independent Lunar commands drawing strength from regiments across the Empire or raised by private individuals. If composed of regular soldiers, the commanding officer is termed a Legate or Tribune. A vexilla allows subunits to be detached from their regiment and its guardian standard, without losing access to their unique magics. This ability to raise small tactical formations below the level of a regiment gives Lunar generals flexibility when dealing with threats that cannot simply be engaged on the field of battle. Vexillae are ideal units for the kind of irregular warfare common along the borders of the Empire. The exact combat strengths of a vexilla derive from the units that comprise it.

Other Combat Arms Artillery Artillery such as ballista and catapults have a short range, which means they must be close to the enemy to make an impact. Their lack of mobility makes them vulnerable on the battlefield, and almost entirely restricts such engines to siege and naval warfare.

Chariots Chariots were once widely used in Pelorian warfare, but shortly after the Dawn were replaced almost entirely by cavalry, with their use only retained, for a time, by the more conservative nations. The use of chariots is often relegated to ceremonial and ritual use – and chariot racing. The Orlanthi still use chariots to carry champions

Warships Since the Opening, conflict has returned to the seas, with fleets of triremes and penteconters active along the

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FUNDAMENTALS OF WARFARE southern coasts. None compare with the immense dragonships and battle barges of earlier Ages.

are most likely to be well equipped and best trained. They rarely number more than 25 professional fighters, though War Clans can field more. In most regions, every hamlet and village has its own militia, its efficiency and effectiveness reliant upon the qualities of its leader and the dedication of its members. Farmers may have a familiarity with hunting weapons, and herders with the weapons used to protect their herds. Across Peloria, their overlords rarely permit the Lodrilli peasants to form an armed militia. This will change in the face of the nomad invasions. Only the independent farmers of the Redlands drill with spears. Militia members are often expected to supply their weapons themselves and are allowed any sort of armor which they can afford and can carry. To qualify for an Orlanthi clan weapontake, a fighter must have a shield, a favored tribal weapon or long knife, and a ‘strong hat’. The basic arms of many of the Orlanthi are a bronze-tipped spear, bronze axe and a shield, to which the wealthy might add a sword, a helmet, and bronze armor. Bows, javelins, and slings are common missile weapons. Yelmalion militia tend to be more structured than the ordinary village militia, with two distinct types of militia: local units and those organized by the temple. Local militia are of variable quality, often organized and commanded by a retired Templar. Temple militia are squads of recruits drawn from the initiates. A professional Templar file-leader and half-file leader provide continuity as squad members are rotated through their period of service. The squad is responsible for patrolling a particular area, and is housed in a barracks. In times of war these squads supplement the professional regiments in defending their homeland. Their weapons are spear, javelin and shield, with some using bows. Lunar provincial militia, where permitted, are broadly similar to the Orlanthi militias. In the Lunar Heartlands, after a century of peace, militias may exist as traditional social

War Dogs There is a long tradition in Saird of utilizing war hounds. Dogs are used as sentries or taken on patrols and into battle. Dogs are often associated with Darkness by many Gloranthan cultures. The Orlanthi tend to have a very negative view of canines, in part because in numerous adventures their god Orlanth faced great obstacles from various Dog Gods. The Wolf Runners of the Sartar Free Army are an exception.

Unit Organization Four general categories may be identified: Militia: non-professional fighters with limited training, expected to aid in the defense of their community. Mercenary: a professional fighter serving whoever pays them. They are responsible for providing their own arms and armor. Soldier: a professional fighter in the service of a state. They may be regulars or conscripts, with the former usually of higher quality. Warrior: a fighter in the service of a chosen leader, usually within the context of a tribal or clan-based society. These categories can and do overlap. For example, a warrior may be a mercenary; a soldier may have been conscripted from a militia. Historically, Tarsh, and more recently Sartar, demonstrate a shift from a warrior ethos to that of a professional army, with the clan and tribal structure being replaced by a regimental system. At the beginning of the Hero Wars, following the end of the Lunar Occupation, the armed forces of Sartar are in transition as the fundamentally tribal armies begin to resemble the regimental organization of their enemy.

Militia A militia or fyrd is a fighting unit of mostly nonprofessional fighters, usually composed of all those eligible to fight in a clan or tribe. All able-bodied free men (and women, in some places) are required to show up for muster and basic training for the defense of their community. A clan ranges in size numbering between five hundred and two thousand people. Most of the time about half of the male population is potentially available for local defense. In the event of a local disaster, any and all able-bodied men and women can turn out and fight, but such emergencies are rare. Most clans can typically muster some 250 combatants. In reality, the good fighters, equipped and trained, are far fewer. The clan chief, the thanes and housecarls

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THE ARMIES AND ENEMIES OF DRAGON PASS clubs but rarely have any military capability.

prestige than actual combat. In a few cultures, raids are a means of capturing wives, ensuring exogamy. These may be the ritual capture of a bride, arranged previously, or actual abductions. Larger scale raiding may be sponsored by tribes or states, to demonstrate their power, political and martial, and to exact tribute from their neighbors. Raiding also maintains boundaries, and can create a no-man’s land between competing groups.

Training The type and extent of military training varies enormously. Hunting and raiding are both activities which are preparations for full war. Youths in many societies are taught war dances to learn the basic moves of attacking and parrying. Among the Orlanthi it varies by class. All healthy men are expected to drill for the clan fyrd, but only nobles, thanes and housecarls are likely to receive any significant military training. The traditional Eighteen Occupations includes the king (or warlord), who leads in battle, and the weaponthanes and housecarls, the professional warrior classes of Orlanthi society. Other thanes are likely to have received more training, and have better weapons, than clan members of the lower classes. Fighting in a shield-wall requires little training but basic discipline (as an expansion of the Orlanthi social requirement to obey chosen leaders), courage (the requirement for honor among clan members), and stamina. A fighter in the front ranks of a shield-wall or phalanx can fight no more than fifteen minutes before being overcome by physical exhaustion. Yelmalion Temple militia are schooled in the use of the spear and shield, used on patrols, and the bow and in the basics of pike-and-shield unit tactics. In battle the Temple militia provide missile cover and protect the flanks of the professional phalanx.

Militia and Professionals

Members of part-time militias possess only limited training and experience with their weapons compared with the proficiency of a full-time warrior or soldier. Whilst individuals of a militia may possess natural skill and courage, they often lack the endurance, cohesion and discipline of the members of a professional unit. Fighting beside friends and family is both a strength and weakness; casualties may provoke unpredictable disorder. Regular training and campaigning accustoms the professional to the rigors and traumas of combat. A seasoned veteran is better equipped to withstand the physical and mental stress of sustained warfare.

Mercenaries The constant friction at the edges of the Lunar Empire fosters companies of mercenaries. Most mercenary ‘regiments’ are collections of smaller bands under the often short-term leadership of a warlord, petty king, chief, or other figure. These mercenaries hire out to various employers. They constantly recruit to replace losses from casualties or retirement. These companies often become incorporated into a national force on a temporary basis. Mercenaries and wandering warriors are common sights in many regions. These companies are hired for various reasons: a lack of manpower, lack of time available for training, lack of materials, and political considerations. They regularly increment their living by plunder. The best known mercenary companies are the Humakti Battalions, The Black Horse Troop, Sir Narib’s Company, the various Yelmalion regiments and Sir Holburn’s Axe Brothers. Ethilrist, Lord of the Black Horse Troop, rents out his supernatural cavalry riding upon demonic steeds. The Feathered Horse Queens and the Luminous Stallion Kings of the Grazelanders have a history of selling the services of Grazelander mercenaries to the highest bidder. The Templars of Yelmalio are among the most famous mercenary regiments in Dragon Pass. Mercenaries are common in Esrolia, including

Raiding Small-scale raiding is a popular pastime in several cultures, both sedentary and nomadic. In addition to preparing youths for actual war, raiding is a means of gaining a reputation for bravery, winning wealth in the form of cattle and chattels (herd animals, slaves, portable prizes in the form of manufactured goods, trade metal or coin) and rescuing captives. Goods either enhance the wealth of the community, or may be given as gifts to enhance the standing of the gift-giver. Often, clever ruses gain more

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FUNDAMENTALS OF WARFARE Humakti swordsmen, Babeester Gor axe women, Caladralander spearmen, Orlanthi slingers and thanes, trolls from the Shadow Plateau, and even Western adventurers from the Trader Princes or beyond. Less famous mercenary companies abound, varying in size, capability and weapons. Mercenaries are regularly hired to protect trade caravans. The temples of Humakt sometimes also serve as mercenary hiring halls.

The character and preferences of the leader define the nature of a mercenary company and the punishments inflicted for infractions.

Terms of Service Period of Service Most mercenary ‘regiments’ are collections of small company-sized groups of 40 to 120 individuals. Yelmalion mercenary regiments are an exception. Five years is a common period of service, though a season or a few weeks is customary if the work is guarding a caravan or warehouse, or temporarily augmenting the armed force of a landowner. It is always possible to leave after the term is complete and re-enlist.

Equipment Infantry and cavalry companies are known, with a few being mixed. A company usually specializes as heavy or light, depending on its weapons and armor. Heavy units specialize in heavier weapons and armor, sacrificing speed for staying power. Light units are skirmishers and missile users, scouts and foragers.

Religion Yelmalion and Humakti

Training Mercenary commanders prefer to hire recruits with some level of military proficiency, but also train new newcomers, who act as servants and followers of more experienced mercenaries. Those joining cavalry companies are taught to look after the mounts and to ride, taking care of their master’s armor and weapons. Interspersed with this is the practical education of how to fight with the preferred weapons of the company. In battle the recruits act in a support role initially, carrying spare weapons and other supplies before becoming eligible to fight in the ranks. Training is rarely as structured as in a Yelmalion or Lunar regiment.

Discipline Mercenary companies range from those little better to robber bands to highly disciplined troops.

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THE ARMIES AND ENEMIES OF DRAGON PASS companies place religious obligations upon their recruits. Other mercenary companies vary according to the preferences of their leader, and often coin is more important than cult affiliation.

are supposed to be given up; permission is sometimes granted otherwise, commonly called ‘free plunder.’ However, as it is rarely possible to prevent soldiers and mercenaries enriching themselves, it is generally acceptable for the troops to take a twentieth of the loot seized without any disciplinary measures being enforced. Some mercenaries might have a right to plunder in their contract. A leader of a party of mercenaries receives a large amount of money or goods in addition to the standard wages of a mercenary. The amount is generally equal to the total value to the rest of the mercenary unit; a mercenary leader thus takes about half of the total value of the loot. The responsibility assumed by the leader and the dangers entailed earn them more reward. What a leader does with this portion varies according to the tradition they follow. The Orlanthi Method makes the leader responsible for further dividing the portions amongst their troops. The leader keeps three times their enlisted share as the minimum amount. They are then responsible for dividing the rest among their followers according to how they performed, in the leader’s estimation. Equal division is not the point here, but rather reward by merit. The Yelm Method gives the entire amount to the leader, although popular favor traditionally comes to generous leaders. Any division, though, is strictly voluntary on the part of the leader. Peoples who adopt this method do not think it unfair.

Mercenary Contracts The first formal mercenary contract1 was drawn up during the Second Age, either by the Empire of the Wyrms Friends or the Jrusteli God Learners. Contracts between the master of a mercenary company and their employer stipulate the provision of a company of trained and fully equipped fighters.

Mercenary Officer’s Contract Each officer will give his complete loyalty, in life and death, to the care and leadership of his employer, or any officer designated by the employer. Each officer will receive:  Food and sustenance, equivalent to the amount to keep him healthy, satisfied, and enriched, delivered in any manner convenient to the employer.  Shelter, enough to keep him healthy and protected from the vile elements, as appropriate to his station.  Magical training, as is best for the situation.  Security, for his person and his goods, especially for personal possessions when the owner is absent, within the best means of the employer.  Protection, on lands, marches, and camps of his employer, from all outside forces which oppose the officer because of his foreign status, including laws, curses, and personal vendettas.

Logistics: Mercenaries

For many rulers, mercenaries are an economical source of reliable and experienced fighters, responsible for their own training and equipment, including mounts. Often, they offer specialist skills lacking in local troops. Mercenaries are not susceptible to seasonal availability like a militia or fyrd, but will serve for as long as they are paid, providing professional service for the duration of a campaign or as long-term garrison troops. Pay may be in the form of money, goods, land-grants, war booty, or a mixture of these. They may be employed as elite bodyguards by rulers able to afford them, often enhancing the prestige of their employer, their loyalty ensured by their pay and other rewards. Mercenaries owe their loyalty solely to their pay-master, and so can be employed in external wars and in combatting internal unrest. Lacking any blood-ties to the native population, they will put down riots and rebellions, ruthless in eliminating malcontents. This same lack

Mercenary Soldier’s Contract Each hired man will give his complete loyalty, in life and death, to the care and leadership of his employer, or any officer designated by the employer. Each hired man will receive:  Food and sustenance, equivalent to the amount to keep him healthy and satisfied, delivered in any manner convenient to the employer.  Shelter, enough to keep him healthy and protected from the vile elements during periods of inaction or rest.  Security, for his person and his goods.  Protection, in the camps and lands of his employer, from outside persons and peoples who oppose his foreign status.

Plunder and Loot The normal convention is that all loot gathered belongs to the employer. When cities are looted all the goods 1

No earlier contracts are documented in surviving texts.

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FUNDAMENTALS OF WARFARE be augmented by auxiliaries, specialists, staff officers and bodyguards. Most cavalry regiments have a paper strength of five hundred, similarly supplemented. Some cavalry regiments claim a count of one thousand, with their primary mounts as full members of the regiment. On campaign and in garrison a regiment is rarely up to full strength, due to deaths, injury, illness, or, in the case of Lunar regiments the loan of elements to one or more vexillae. Desertion is relatively rare, but does happen.

of regard may also be apparent when foraging, even in friendly territory. There are obvious risks in employing mercenaries. Unpaid mercenaries are liable to turn on their employer, set to looting and pillaging, resort to banditry, or seek service with the enemy. If they find themselves on the losing side, mercenaries are likely to abscond, as defeated employers rarely pay their dues.

Soldiers A regiment is an organized military unit of professional soldiers often recruited or conscripted in one geographical area. Regiments are either formed by a state, a temple, or by an individual sufficiently wealthy to fund and equip one. Some are standing units, available throughout the year, whilst a few rely upon the muster of the militia, sometimes with a rotation of troops. The latter are restricted to operating within an easy traveling distance from their mustering center. Equipment will be fairly uniform (though variations are inevitable) in that a unit described as heavy will utilize heavier armor than one described as light. There is a hierarchical command structure and a regimental standard, usually occupied by the regimental wyter (the Lunar equivalent is the genius). Some regiments are very ancient, and all embody traditions and fighting styles. Each regiment is responsible for recruiting, training, and administration; each regiment is permanently maintained and therefore the regiment will develop its unique esprit de corps because of its unitary history, traditions, recruitment, and function. Regiments are usually divided into smaller companies, each with their own commander and standard. One disadvantage of the regimental system is a lack of interchangeability between units of different regiments. The Lunar Army overcomes this with the creation of temporary vexillae. Most infantry regiments have a paper strength of one thousand. This may

Command The commander of a regiment is often aided by staff officers, has their own standard, a musician (often a trumpeter) aides, priests, scribes, messengers and bodyguards. The disposition of a regiment is decided in a prebattle meeting of officers, following a meeting of senior officers with the commanding general. If a regiment must fight without any preparation, then a default battle plan is implemented.

Administration The secretariat maintains the regimental records, including the muster-rolls and conduct sheets. This is staffed by supernumerary scribes and quartermasters. The muster-rolls detail the current strength of the regiment, and are the basis of the allocation of pay, equipment (including arms, armor, clothing, and baggage-animals), reinforcements and rations. The quartermaster’s assistants then allocate the stores.

Hierarchy The structure of an army and its division into ranks reflects and sometimes magnifies the hierarchy of the society it is drawn from. Solar regiments are rigidly stratified, with the maintenance of social order of prime importance. Camaraderie exists between soldiers of the same rank, but the relationships between troops of different ranks is rigidly defined by duty and regulation. Lunar regiments are almost as hierarchical, but with a degree of upward social mobility by seniority and within the tiers of a military cult. On one level ‘regimentation’ seems alien to Storm cultures with their emphasis on personal freedom and individual prestige. However, no professional army can function without a chain of command and order. The Orlanthi social system recognizes different levels of status, conferred by the clan, in its own way as restrictive as Solar class distinctions, but with the possibility of attaining a greater status through the recognition of deeds and virtues. A Storm regiment mirrors the social form of a clan, led by a chief with subordinate nobles and thanes. The grim discipline and

13

THE ARMIES AND ENEMIES OF DRAGON PASS rankings of a Humakti Battalion provide a necessary template for Storm regiments, even if they worship Orlanth.



Officers

 

A regiment is reliant upon its company commanders, often termed a Hundred-Thane in Orlanthi units, or a Centurion (or equivalent) in Lunar units. Some of these soldiers are promoted from the ranks, whilst others may have received commissions. The former constitutes a core of battlefield veterans, who provide experience and military wisdom. The latter can be inexperienced and unpredictable, even in cultures where the aristocracy form a trained military elite. It is these officers who oversee day-to-day training, discipline, and subunit tactical decisions. Trumpeters will sound the signal to advance and soldiers follow their standards. The placement of officers and under-officers within the formation enhances the transmission of orders prior to contact. Once battle is joined, however complex the regimental hierarchy, command at the battle-line inevitably devolves to the scale of the company of approximately one hundred troops. In the chaos of battle, no leader, whether a Centurion or Humakti Hundred-Thane can effectively lead more than a hundred soldiers. The strengths and capability of any army are heavily reliant upon the quality of its company commanders. Whilst the organization of regiments vary, with nationality and religion, all share a basic template. Officers at each level are often accompanied by their own staff. Officers are usually distinguished from their troops by wearing better quality and often gilded armor and helmets, with the latter crested or bearing more feathers. Solar officers may wear golden bracelets and Lunar officers silver, rewards for bravery and other services. Storm officers may instead have heavy silver or gold torcs or arm rings. A company commander may carry a staff of office.

The under-officers include: File-Leader: The file-leader is an experienced soldier who leads a file in battle, and these experienced under-officers bind a phalanx together. Half-file Leader: another experienced soldier. File-Closer: Sometimes the Half-file Leader, they keep the file ahead of them in line, ensuring discipline, forcing men back into line if they attempt to flee, shoving them back with their shields, prodding disobedient soldiers with a spear, sword, or staff.

Cavalry The section is the basic component of a cavalry regiment. Several sections comprise a wing, two wings comprise a troop, and several troops comprise a regiment. The officers include:  Commander: The commander of the regiment.  Troop-Leader: commander of a troop. They sometimes are accompanied by a standard-bearer and trumpeter.  Wing-Leader: commander of a wing of a troop. They ride on the edge of rhombus or wedge, responsible for maintaining the shape of the formation. 



The under-officers include: Section-Leader: The Section-Leader is an experienced soldier who leads a section in battle, and these experienced under-officers bind the unit together. Rear Section-Leader: The Rear Section-Leader keeps the section ahead of them in line, ensuring discipline.

Battle Communication The limitations of communication, by standards, runners, or trumpeters, means that the commands of the general and their staff officers are mostly restricted to directing unengaged units and the reserve. Battlefield communication is rudimentary even in the most disciplined armies. Before battle, orders can also be sent by the passing of verbal messages through the ranks, though this is prone to error and being interrupted, and by heralds. In battle, trumpets can be used to send various signals, but the most important, to be obeyed without hesitation are – to charge, halt, pursue, and to retire. These instruments can be used to transmit information back to the general – such as the sighting of enemy forces. Each regiment has its own specific calls, so that a general, or its own commander, can convey specific instructions.

Infantry The file is the basic component of an infantry regiment. Multiple files comprise a company and several companies comprise a regiment. Although this organization best fits a phalanx, a similar structure is found in other units. The officers include:  Commander: the commander of the regiment.  Company commander: the commander of a company (Centurion or Hundred-Thane). They are sometimes accompanied by a standard-bearer and trumpeter.  Subaltern: the company commander’s assistant.

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FUNDAMENTALS OF WARFARE The notes of war horns and trumpets are recognizable across wide distances on the battlefield.

directs the action to be taken. The standard-bearer lowers, raises, waves, or make some other motion with the standard to indicate or direct the movement, tactic or formation to be employed. The regimental standard is staked in the ground as the first act of setting up camp at the very heart of the camp itself, next to the tent of the commanding officer. When striking camp, the standard is pulled from the ground. As the habitation of the regimental spirit the standard plays a key role in religious festivals, being anointed with precious oils and decorated with garlands. In addition to the metal and stone ornamentation, a standard often carries a banner depicting either the patron deity or a religious icon. It may also carry victory medallions and other trophies. Whilst Orlanthi warbands often carry a standard, it is rare, even for War Clans and Tribes to risk their wyter upon the battlefield. Instead, their standard may be inhabited by the allied spirit of their warleader, which is mostly far weaker than regimental guardian spirits. Very few mercenary regiments and companies have such guardians, save for longstanding Yelmalion regiments and Humakti Battalions. Some Humakti temples retain standards for battalions long dormant, ready for their revival. In battle Solar and Lunar standards often glow; Solar with a yellow aura, Lunar with a ruddy one. Storm standards crackle and spark with orange or blue lightning or may be surrounded by a blowing wind. In regiments associated with a beast god the standard-bearers wear the animal skins of their patron animal over their uniforms and helmets. Lunar standards often feature a bat with outspread wings, as a symbol of power and death. The Crimson Bat inhabits an important role in the mythos of the Red Goddess. The bat is also the Dara

Music and War

The Lunar Army utilizes silver trumpets (or, commonly, more resilient and cheaper brass trumpets washed with tin, which look silvery). The Orlanthi use war horns, lur and carnyx trumpets, drums, flutes, and bagpipes. They say their instruments are expressions of breath and of the elemental Air, and so inspire their warriors to great deeds. Their god of war music is Drogarsi. Marching music can be provided by trumpets, drums, flutes and cymbals, played at the head of a column. The sound of massed drums, which can be heard over a significant distance, can also be used to unsettle the enemy. It is said that the war drums of the Tarsh Exiles can cause the Earth itself to shudder. The regiments of Alkoth employ large kettledrums, emitting terrible sounds like thunder or screaming demons to terrify the enemy. Large golden gongs (carried between two men and struck by a third) are used by several Solar regiments. Burnished brass is substituted for gold – and sounds better. All these instruments can be heard over several kilometers. On the march, Solar regiments sing paeans to their patron deity, and Storm soldiers sing hymns and more scurrilous songs, often celebrating the mythic attributes and deeds of their gods and Heroes. The practices of Lunar regiments vary according to their origin. An officer can gauge the mood of their soldiers by what and how they are singing.

The Standard Standards are held in awe as potent symbols of the honor of the unit. A regimental standard is inhabited by the guardian spirit, the wyter or genius of the regiment. Each company (or equivalent) of a regiment usually has a lesser standard which carries a lesser spirit. The assembled company wyters or genii are celebrated and worshiped, in addition to the regimental spirit. The cult of the regimental standard unifies the members of the regiment; soldiers make oaths upon it, and a recruit is initiated into its worship. When making their surrender, vanquished enemy leaders are expected to submit under the shadow of the victorious standards. A standard may be decorated with treasures stripped from their person: diadems, torcs, arm rings. The standard is important as a recognition symbol and rallying point, and a means of communication in battle. A trumpet or horn blast is often used to draw the attention of the troops to the standard which then

15

THE ARMIES AND ENEMIES OF DRAGON PASS Happan symbol for Death. Yelm was slain when the bat, the shadow he cannot see, put its wings over his eyes so that he could not perceive the killing blow of the Rebel which sent him to the Underworld.

Among the Orlanthi, historically only mercenary regiments (especially the Humakti Battalions) have approached the same level of organization. As the Hero Wars progress, many of the regiments of Sartar evolve from semi-professional militias to professional full-time soldiers.

Identity A regimental standard fosters a group identity among its soldiers. In addition to worshiping the spirits of the standards, many ancient regiments have a tradition of holding an annual birthday feast celebrating the founding.

Sacred Numbers

The organization of many regiments utilizes culturally important numbers: for Dara Happans, ten and its multiples are perfect numbers; for Lunars, seven is a sacred number; for Orlanthi, five signifies the warrior and their four supporters. A Shargashi Eleven consists of ten plus one, combining two Sacred Numbers, where the one is an officer. However, in practice, organization rarely remains so neat and tidy.

Composition The soldiers of a regiment will be similarly equipped and armed, though officers and the front rank frequently have superior armor. There are always exceptions; Dara Happan Line Regiments consist of companies of spearmen and archers.

Enlistment

Strength

Recruits are usually in their late teens or early twenties. Most regiments have a home city, region or tribe, and prefer to recruit there. However, suitable recruits may also be enlisted when a regiment is on operational service. It is rare for a regiment away from its home to be at full strength. A home city is the site of the primary regimental depot used for recruitment, the mustering and marshalling forces, barracks and an arsenal. This is often used to train and equip new recruits and where new companies are formed when the regiment is off on campaign. Recruits from rural areas are considered to have a greater endurance than the city-born, and less prone to decadent distractions. Since the beginning of the Sixth Wane enlistment in the Lunar Heartlands has fallen, being made up to a degree by provincial recruits and conscripts. Even noncitizens are now accepted, being enfranchised on enlistment, so long as they fulfill the religious requirements. On joining a regiment and successfully completing their training, a soldier will swear an oath of service, and be initiated into the worship of its standard.

Despite the strength listed on regimental muster-rolls, regiments on campaign rarely match their paper strength. Numbers of effective soldiers may be reduced by death, injury, disease, leave or desertion. However, a regiment may also include supernumerary members, some of whom will fight, including servants, grooms, scribes, bodyguards, priests, junior officers attached to the unit to gain experience, and even entire companies drawn from other regiments. The Lunars are most adept at the latter, through their development of vexillae. Elements of a regiment may be detached to serve as garrison troops, to act as patrols or in policing actions. In some cases, soldiers may only serve during the campaigning season, returning to their other occupations during the rest of the year. Alternatively, the warbands or companies comprising a regiment may rotate throughout the year; this is common in tribal regiments where clans share the burden of military service. Whilst common in regiments composed of militia, these are less common for fully professional units who may campaign a significant distance from their homes. Although strengths of infantry regiments are typically around a thousand, and cavalry, five hundred, the actual numbers vary. For example, the Black Horse Troops of Sir Ethilrist each number a hundred Ridderan mounted on demon horses, but their combat effectiveness is broadly equivalent to an ordinary cavalry regiment of five hundred. There is also a cultural difference between the more strictly organized units of Peloria, most of which display a typical Solar hierarchy and order, and the more individualistic and irregular nature of Storm.

Detached Duties In addition to Lunar vexillae, soldiers enlisted in a militia or regiment may also be assigned temporary guard duty or policing functions, stationed at guard posts or as market police, or performing patrols to suppress bandits. Often a single file or section will be set to this duty, with their effectiveness very much depending upon the character of their file- or section-leaders. Some soldiers diligently fulfill their duties, whilst others find

16

FUNDAMENTALS OF WARFARE opportunities for all manner of bribery and corruption, exacting tolls from travelers and merchants.

with the spear and shield and the basics of pike-andshield tactics. Heavy infantry regimental training concentrates upon phalanx or shield-wall combat. After marching, the recruit is drilled in responding to the commands issued in battle, whilst in formation.

Training A militia or tribal shield-wall benefits from the cohesion of fighters standing alongside their neighbors. Whilst many regiments have recruitment centers, the recruits may be drawn from a wide surrounding area and be strangers to each other. War dances teach the basic moves; dancing together imparts the skills associated with fighting in coordination with comrades. Such customs have declined in the Lunar Heartlands, becoming ceremonial instead of practical lessons. One of the functions of regimental training is to generate a sense of belonging, to give a soldier not only confidence in themselves, but in their comrades as well. A soldier will identify with their file or section, their company or troop, and their regiment. Under most circumstances, it is desirable for them to train, fulfill their duties, share a tent or barracks, and eat with their file- or troop-mates. These bonds will contribute to their success and survival in battle. The major aim of training is to create soldiers who instinctively fight with discipline, as individuals and as members of their unit. This requires a program of practice, training, exercise and experience.

Lunar Recruit Training Lunar recruits are issued with a white cloak, which is dyed red upon their completion of basic training. New recruits practice thrusting and slashing at a stake using double-weighted wooden swords whilst holding a double-weight wicker shield. Later they practice in pairs, using wooden swords and shields, and progressing to using real weapons, though with blunted points and edges in mock battle. Drill-masters are usually senior file-leaders in a company. Weapons training is of such importance that weapons instructors often receive double rations, and recruits who fail to achieve an adequate standard receive inferior quotas until they prove they have attained the demanded standard. The recruit is taught the use of the sword, spear and shield and regimental weapons. Rigorous drills performed daily continue throughout training in order to perfect formations and tactics. Recruits are also instructed in foraging, preparing meals in the field, and making and repairing weapons. Alongside fighting, they are expected to perform guard duties, labor work, building and other non-combat tasks. If they satisfy their instructors, they swear the military oath to the regiment’s standard.

Infantry Among the Lunars and Yelmalions the training of recruits is vigorous and includes physical conditioning, instruction in regimental weapons, and for officers and cavalrymen, horsemanship. Marching in a unit is the first thing recruits are trained in, as stragglers are vulnerable to attack. As this continues, with heavier packs, weapon training commences using wickerwork shields and wooden weapons. Initially, recruits fight heavy wooden stakes being taught the basic moves, strikes and counter-strikes with the sword. Then they are assigned in pairs to train in individual combat, still using wooden weapons. Most Yelmalion recruits have served in the local or Temple militia, and will already have some experience

Basic Training

Basic training includes:  Drill - marching, lining up, keeping in files and ranks.  Looking after equipment.  Putting on your armor properly.  Understanding basic commands, such as ‘Charge! Retreat!’  Stabbing a straw dummy with a spear and sword. Basic cuts, thrusts and parries are taught.  Throwing a javelin at a target.  Running in armor. A soldier will serve for several years before becoming eligible for training to become a specialist with better pay.

Archery

Some Solar archers are trained to shoot on command, to release a coordinated devastating volley of arrows to strike the foe as one.

17

THE ARMIES AND ENEMIES OF DRAGON PASS the straight, a second as they pass the target, and often a third as they veer away. The most skilled throw a fourth back over their shoulder. Mounted archers similarly are expected to be able to loose successive arrows at the target as they circle. Cataphracti require additional training, as their primary weapon, the kontos, requires the use of both hands so the riders must be proficient in guiding their mounts with their knees. Troopers are taught how to use their swords, in pursuit, in hand-to-hand combat with another rider, and how to lean from the saddle to strike either a fallen enemy or infantry. Having learned the basic techniques, they then proceed to utilizing their combat skills in formation. Riders must exercise their skills frequently, including over a variety of terrains. Cavalry regularly go out on route marches, and practice pursuit and retreat, fighting mock battles to exercise in hand-to-hand combat. The skills necessary to jump ditches and riding at speed up and down hill are performed. Several different animals are used as mounts, horses and sables being the most common, whilst the other Praxian beasts are more exotic and often unsuitable due to size or temperament. Few save members of the Rhinoceros Tribe can master their rancorous beasts, and war bison are not much easier. Whilst some argue for the use of stallions as mounts, a good mare of most species is just as strong and often far braver than any gelding, while more tractable than a stallion. Young animals are preferred for cavalry training as they are easier to break in. The mount must be trained. An experienced cavalryman can tell if its temperament is suitable by keeping a close watch for the visual signs given by the eyes, nostrils, ears and posture. Those that are overly timid, high spirited or lazy are rejected. The animal must learn to respond to the movements of a rider’s legs and body as well as having to get used to reins, saddles and bits. They are trained to trot, canter and gallop over different distances, rested for a time and then exercised again. This regime builds endurance, raising the heart rate, lowering it, and then raising it again through exercise, but never to the point of exhaustion. The animal must be taught to stand still on command, and to jump ditches and low walls, being ridden up and down hill, and along a slope (something that stresses the joints of most mounts). It is necessary for the animal to remain calm in the presence of unexpected sights, sounds and smells, so a form of graduated exposure is observed. Even the jingling sound of a rider wearing heavy armor or harness can disturb a nervous animal. The mount must be conditioned to the clash of weapons, the blare of trumpets and the beating of drums. They must be trained to withstand the noise, dust, heat, stress and deadly threats such as arrows and spears encountered in

Other archers are trained to notch and loose arrows individually, emphasizing their personal speed and accuracy. In an army as complex as the Lunar Army, the mix of equipment and special military skills require special training. Applicants for the ranks are screened and only the best physical specimens are selected. It is often said that of late that the selection of officers from the nobility is somewhat less stringent. Equally important is the selection of men who can read, write, and do some mathematical calculations. The regiments run their own specialized training programs in everything from military engineering, medical support, to artillery repair. Provincial units vary between the two forms, with some units being tribal militia, and others professional regiments at least the equal of any in the Heartland Corps.

Cavalry Serving in the cavalry enjoys greater status than the infantry; many cavalrymen and women are drawn from the nobility. They are likely to already to have equestrian skills and so not require basic training. Nomads ride from an early age and will be proficient in the saddle but often lack the discipline required. Cavalry training is necessary for the mount and the rider. Troopers practice vaulting onto a wooden horse, at first without weapons or armor. After mastering the basic skill, mounting from oblique angles, from either side, and eventually in armor is required. A rider is also expected to be able to dismount with spear or sword in hand by swinging one leg over the animal’s withers and sliding down the side. Having completed these exercises, the recruit must learn how to mount, ride and dismount an actual animal, not a wooden one. Initially, they learn to sit astride the mount as it ambles, then to keep their seat when its trots, canters and gallops – all requiring muscular effort to synchronize with the motion of the animal. The unit is trained to gallop in circular patterns with their weapons, attacking dummy targets. Later, units are divided into two, each taking turns to chase the other, as practice for skirmishing and evasion, and then to ride through each other, practicing a shock charge, using blunted weapons. Sometimes lancers are trained on a wheeled wooden horse and be pulled along towards a target, attacking it with the various holds before attempting this on a live mount. Lancers are taught how to strike to the side, how to hit a target while charging, and a variety of thrusts to be used against enemy cavalry and infantry. Javelineers are expected to be able to throw one on

18

FUNDAMENTALS OF WARFARE battle. Mounts must respond quickly to commands and maintain close formation with their comrades. Much work is required for a grazing animal to overcome its natural instincts to flee. The mount must also be habituated to its rider. Drill, combat games and hunting develop a bond between mount and rider and familiarity with situations similar to combat. The mounts of scouts and raiders are sometimes trained to kneel and stay still upon command. Most are social animals with a herd instinct, so mixing an inexperienced mount with those already trained often settles them more quickly. The cavalry mount is trained to stay calm in battle and carry its rider where they want to go amidst the noise and hubbub of a battle. War mounts are highly specialized animals, trained to respond absolutely to the demands of its rider and ignore outside influences. They are also trained to fight on their own. Whilst a Hero or a senior officer may own and ride a war mount, most animals in a regiment are trained only as cavalry mounts.

Dragon Pass if properly trained; high llamas obscure too much of the charioteer’s view ahead to be practical; rhinos and bolo lizards lack the necessary temperament; impalas are too small. The team must be exercised and inured in the same regimen as cavalry mounts, and additionally trained to pull the weight of a chariot with another matched animal, schooled to trot and canter together, at the command of the charioteer using the reins. These gaits maintain the stability of the chariot. The team must learn to fulfill the maneuvers of a chariot, making tight turns and sudden stops and starts. In the First Age, when massed chariot formations were common, the crew and horses both had to learn to operate amid other chariots, coordinated to avoid crashes and collisions. A driver in a chariot race still requires a similar skillset.

Discipline The purpose of severe discipline is to ensure loyalty and obedience. Lunar and Solar decrees and regulations are derived from ancient law codes, with particular provisions for military law. Such rigid protocols are foreign to Storm cultures, where individual regiments often have their own codes of conduct; tribal militia are subject to the justice of their tribe or clan. Minor punishments include demotion, the reduction of the food ration, or fines. More serious

Chariots Driving or riding in a chariot is no easy task, requiring training and practice. The driver must be accomplished at handling and controlling the animals; both the driver and passengers must keep their balance and brace for turns and jolts. Chariot archers must be especially proficient, setting and shooting arrows accurately from a bouncing and swerving platform. Warriors using javelins and spears from a moving chariot must be only slightly less accomplished. Regular and rigorous training and drill is essential. A close bond develops between a charioteer and their team, which is essential for their performance on the battlefield. Horses are used almost exclusively to pull chariots in Peloria. Matched sable antelopes, zebras and even bison may also be employed in

19

THE ARMIES AND ENEMIES OF DRAGON PASS infringements involve corporal punishment, ranging from being struck by the company commander with his staff, to a flogging in front of the company. Punishment for cowardice, desertion or sleeping on watch is sometimes exacted by the soldier’s file- or troop-mates because they are likely to have suffered the consequences for such a dereliction of duty. Regimental spirits and the patron deity’s spirits of reprisal will pursue those who break their oaths. Extremely serious infractions of discipline can be punished by the death penalty, in extreme cases crucifixion upon a Death Rune. Loss of long service privileges, loss of rank or dishonorable discharge can also be enforced. Infringements of discipline in the Lunar Army can result in being sentenced to the Danfive Xaron punishment companies. In severe cases a company or regiment can be punished by one in seven soldiers being randomly selected to serve in a punishment unit. Military regulations fine a soldier for lacking any of their equipment, with the fines being doubled for fileleaders and officers.

or genius, and be at least a lay member of the patron deity. Where there are distinct cults for officers and troops, soldiers will often participate in the rites of the officer cult as lay members.

Rates of Pay Orlanthi A weaponthane and his household is generally supported by five hides of land, approximately two square kilometers or six hundred acres. This much land typically requires four or five tenant families to work; the tenants are cottar clients of the thane. The Lunars value five hides at 125 Wheels for census purposes. This gives a theoretical annual surplus of 400L, out of which a weaponthane supports themselves and their followers. When these expenses are subtracted, this provides an income roughly equal to that of a Lunar Centurion or Troop-Leader. In addition, if put out to pasture, a weaponthane’s horse requires at least an acre of good grazing, or at least two acres of poor grazing. A housecarl and his household is generally supported by one hide of between 80 and 120 acres. The Lunars value a hide of land at 25 Wheels for census purposes. This gives a theoretical annual surplus of 80L, roughly equivalent to a Lunar ‘Double-pay’ soldier. These equivalents are very approximate as the actual earnings from hides of land depend on factors such as location and climate. However, the arms and armor of an Orlanthi warrior will often be heirlooms. Professional mercenary warriors, including chariot drivers are paid around 60L annually, with veteran warriors of repute receiving more.

Terms of Service Period of Service The majority of professional armies have specific terms of enrollment. The most common is for 25 years, after which the veteran is pensioned off with a plot of land and enough capital to set themselves up for the rest of their life. Shorter terms rarely come with a land grant or pension. Term of Service Lunar Regiments Yelmalion Regiments

25 years 5-20 years

Plunder and Loot

The last five years are usually on veteran lighter duties. Not all complete their term of service: Soldiers die or are invalided out because of injuries.

The traditional Orlanthi Method is used, with the warleader responsible for dividing the spoils amongst their followers.

Burial

Religion

Orlanthi society maintains a tradition of the warrior and the accompanying status rivalry. This is continued into their funerals and the associated feasting and sacrifice of war booty, as celebrations of their wealth and martial achievements. Even among the Humakti, fellow warriors gather to sing a song of victory and commemorate the dead with a feast. An exceptional warrior after death can aspire to becoming the focus of a Hero Cult. Male warriors are burned upon funeral pyres; female warriors may be either burnt or buried. Ashes and bones are gathered and placed in a cinerary bronze or terracotta urn. Their helmet may be used as the lid of the burial vessel.

Enlisting in a professional unit often requires the recruit to belong to a suitable cult. Many regiments have particular patron deities. Every regiment has a Founder, who is enshrined in its standard; and every Founder has a God. The gods are sometimes considered to be a patron of a particular troop type or style of fighting. Due to historical circumstances, different deities are also patrons of the same troop type. The most common of these gods in the Lunar Empire are: Polaris, Urvairinus, Aronius Jaranthir, Yanafal Tarnils, Avivorus, Hastatus, Sagittus, and Vuranostum. A recruit must join the cult of the regimental wyter

20

FUNDAMENTALS OF WARFARE Infantry Rank

Imperial Bodyguard

Lunar Heartland

Commander

200

Centurion

100-120

File-Leader ‘Double-pay’ soldiers Half-file Leader Soldier

Cavalry Rank

Imperial Bodyguard

Lunar Heartland

160

Provincial / Auxiliaries 140

Commander

250

200

Provincial / Auxiliaries 160

60-80

50-60

Troop-Leader

140-160

90-100

60-70

90

50

40

130

65

45

80

40

30

120

60

40

60

35

25

90

45

35

40

20

15

SectionLeader ‘Double-pay’ troopers Rear SectionLeader Trooper

60

30

20

Lunar Army Annual Rates of Pay Lunar Army

Plunder and Loot

Pay varies according to rank. Lunar Heartland regiments are typically paid more than auxiliary and provincial regiments. Cavalry are paid more than infantry. The Centurions and Troop-Leaders of a regiment are ranked by seniority; the leader of the first company or troop is paid more than the leaders of the others.

Plunder and loot are often used to enhance the annual salary, though the accumulation of bulky treasure and livestock is discouraged until the end of the campaigning season because of the additional load on the baggage train. Lunar regiments are supposed to share out plunder by the Lunar Method in sevenths between the rank-andfile and the officers. Two sevenths go to the Commander, one seventh to the Centurions and TroopLeaders, one seventh between the junior officers, one seventh between the ‘Double-pay’ soldiers and troopers and the final two sevenths are divided among the soldiers and troopers. In practice, soldiers often accumulate precious items they can hide in their packs. Solar regiments use the Yelm Method instead. Some Provincial regiments, despite not worshiping Orlanth continue to use the Orlanthi Method.

Annual Pay Soldiers receive their annual pay in three installments due on the first day of Earth, Dark and Sea Season. A unit lines up on the parade ground of a garrison to receive its pay, with the money due each soldier counted out. Regiments also operate a banking system so that soldiers can deposit their funds instead of having to risk carrying the money about. The salary of a soldier has payment for food and equipment deducted from their annual salary at source. Other deductions include religious tithes and payments to the burial society, a pooled fund for funeral expenses. Cavalry regiments are usually of greater prestige than infantry, drawing many of their recruits from the lesser nobility, who can afford to procure their own mounts. Many own two mounts, one being ridden by a groom. If a cavalryman loses their mount in any way other than combat, the cost of a new one is deducted from their annual salary, unless they buy one themselves. A cavalry horse costs between 100-150 Lunars; a Sable Antelope around 50 Lunars. Mounts trained to fight are more expensive. Pay can be augmented by plunder and by bribery, both within the regiment where soldiers pay their superiors to be let off onerous duties, and from the civilian population, especially in occupied territory. The latter carries risks, unless more senior officers and officials receive their cut. Guard posts intended to suppress bandit and rebel activity also present opportunities to impose arbitrary tolls.

Discharge In Dara Happan tradition, a hoplite receives a verro upon his honorable discharge from his regiment. All the traditional regiments award a verro, a tract

21

THE ARMIES AND ENEMIES OF DRAGON PASS of land. This is said to be the size of the burial plot Polaris promised Granite for his loyal service. Lunar veterans are often provided with farmland in one of the grantlands on the imperial borderlands. A non-Lunar volunteer will also be granted Imperial Citizenship by their military service, gaining rights and privileges including exemption from local taxes, and the right of appeal to Imperial courts. On retirement, Lunar Centurions often become leading citizens in their communities, especially in military colonies and in the grantlands. Veterans form a close-knit community, maintaining their social bonds, and establishing a core of Lunarized settlers. They also provide an experienced reserve military force, as most retain their weapons and armor.

Houses make their own arrangements with their mercenaries. The pay of the Kimantorings is roughly equivalent to the Lunar Provincial Army. Naval ranks and rates of pay follow the pattern given here.

Role Captain Marines Deck Crew

Burial Society

Oarsmen

Soldiers killed in battle on foreign soil with ongoing hostilities are usually given a mass cremation or burial, with the burial society fund paying for a later regimental ritual and religious commemoration. If the body cannot be recovered, the death may be commemorated with a cenotaph. In most of lowland rural Peloria, the remains of the dead are normally buried, placed in tombs, or burned depending on status and local tradition. The urban Dara Happans cremate their dead, with the ashes scattered into the Oslir or placed in a tomb. Shargash is widely worshiped as the god of the funeral pyre. The bodies of worshipers of Polaris are exposed for excarnation at the summit of towers open to the sky, so that birds may carry their souls to the heavens. The remaining bones are bleached by the Sun and later placed in an ossuary. Epitaphs on military tombstones usually give the soldier's name, their birthplace, rank and unit, age and years of service. The fund of an officer or centurion might be sufficient to build a mausoleum.

Trireme Crew Rank

Pay

Captain Marine-Leader Marine Helmsman Bosun Shipwright Bow officer Signaler, musicians Sailor Stool-rower Thwart-rower Hold-rower

80-100 50 25 80 50 40 35 20 25 25 20 20

Plunder and Loot The traditional Orlanthi Method is used, with a captain responsible for dividing the spoils amongst their crew.

Regimental Rivalry A disadvantage of the regimental system is hazardous regimental competition and hatreds. A general must be aware of the rivalries present between his troops and utilize them accordingly. They must preserve their regimental regalia, and fight to please their patron god: If a commander gives an order that is contrary to the traditions of the regiment, disobey it. If your patron god hates the other units on “your side” far more than the enemy, then you must fight the units on your side. Lunar warlords (for example, Magnificus (the Mask of the Red Emperor who destroyed Sheng Seleris), Aronius Jaranthir, Hon-eel, and Jar-eel) have Heroquested to learn the secrets of a regimental god and to gain its loyalty and adherence. Such a warlord can reveal something new about a regiment’s magic and rituals that even the regimental priests did not know. These remarkable individuals can get incompatible units to cooperate, although even they resort to clever “tricks” as much as mythical insights. Some regiments nurse ancient rivalries for historical or mythic reasons. Despite fighting for the same side, if they are in close proximity (such as in the vanguard or on the same flank, or even in the center of the battle-line), they will disregard the enemy and fight each other until one regiment or the other is forced to withdraw. Only an unwise general would place any Alkothi troops in proximity to a Darjiini unit. The god Humakt has maintained his position as bringer of Death to all throughout recorded Time. He is the god of mercenaries and soldiers, and can be

Holy Country Annual Pay Militia are rarely paid, and Noble

22

FUNDAMENTALS OF WARFARE found on all sides in any conflict. Although Yanafal Tarnils has mostly replaced his god Humakt as a War God in the Lunar armies, there is little or no animosity between the two, and at least one Carmanian regiment includes their worshipers. The cult of Yelmalio has a rivalry with the Humakti, but it is purely professional. There is no rancor in the rivalry and individual Humakti sometimes can be found commanding a unit of Sun Dome spearmen. Humakt teaches warriors - the Sun Dome trains soldiers.

other aspects of warfare being taught to the older youths.

Warbands The warband is a common feature, usually composed of a leader and their friends or companions. In some instances, the warband are sworn to defend their leader to the death. Warrior warbands come in various forms and sizes. Some are the retinue of a powerful leader, others are less organized bands of young warriors ‘on the make’ either engaged in raiding or seeking to carve out a niche for themselves in territory or reputation, or both. Youthful warbands are often seasonal, living within their community engaged in herding or farming for parts of the year, and at other times living off hunting and raiding. With more experience, they may become professional warriors or use their acquired prestige and plunder to set up their own household. The size of a leader’s warband often relates to their personal fame, and in turn, the size and reputation of their following gives them considerable social power.

Warriors Warriors differ from soldiers in that they give their allegiance to a chosen leader and supply their own arms and panoply. They are often the defenders of their clan or tribe; proud men and women who fight for reputation and honor. Individual prowess is of greater importance than drill and discipline. Strength, skill and courage are their prime requisites, and must be displayed and rewarded. They often fight as groups of individuals. Leadership is exercised by example.

Training For nomads, whether herders or hunters, the skills learned for stalking and killing prey are easily transferred into warfare. Hunter-gatherers make superb if undisciplined skirmishers, and mounted nomads are similarly a source of cavalry. For sedentary cultures, hunting also fulfills a function as training for warfare. There is a wide cultural variation among the Orlanthi of the ‘Barbarian Belt’ but common features are the clan militia, and the more specialized training of clan and tribal nobility. The sons and daughters of nobles, weaponthanes and housecarls are schooled in combat. Old warriors past their prime and no longer occupying a place in the front ranks of a shield-wall, still serve their community as teachers and trainers. The entourage of a weaponthane may include several warriors-in-training. Whilst most of the titles of their retinue may refer to experienced fighters, they can also designate relative levels of training. The Backboy, often a youth of nine to twelve years, learns to care for the armor, arms and equipment but does not fight; the Spearthane, often of twelve to fifteen years, who provides support from the next rank; the Shieldthane, fifteen years old or more, who acts as a shield-bearer and fights in the battle-line; the Swordthane, accounted an experienced fighter likely to become a weaponthane themselves. Training with weapons is carried out throughout, with tactics and

23

THE ARMIES AND ENEMIES OF DRAGON PASS Historically, among the Orlanthi, as seen in the Resettlement Period of Dragon Pass, such a cycle of prestige and power can result in the formation of clans and their coalition into turbulent and quarrelsome tribes.

Yu-Kargzant. Archers fight as skirmishers, to demonstrate themselves worthy to become Warriors. Warriors fight to prove themselves so as to take a spouse, counting coup upon neighboring clans or on enemies, and accumulating their own herd of horses. Those who are no longer Pure Horse People instead raid to also amass herds of cattle and other herd-beasts. Raiders may also take slaves, to labor for them, or to sell.

Rune Lord Retinues Some cults include Rune Masters known as Rune Lords who dedicate their life to the cult and exemplify the principles of their deity. Many are warrior-nobles who head the fighting arm of the cult, and serve within their communities. In many such cults, a Rune Lord may have their own retinue, which can number a few followers such as initiates in the same cult, or a larger warband. The Rune Lord enjoys many recompenses, as well as a high standing in their community, but is also responsible to their temple, and often trains initiates. Rune Lords are leaders within their societies and in their prime will fulfill leadership roles in wartime, if not serving as officers within a regimental hierarchy. Cult

Rune Lord

Full Retinue

Babeester Gor Durbaddath Elmal Humakt

Axe Maiden Lion Lord Sun Thane Sword

Hwarin Dalthippa Odayla Orlanth Adventurous Pavis

Daughter of the Moon Bearwalker Wind Lord

Rowdril Sakkar Shargash Storm Bull Urox Yanafal Tarnils Waha Yelmalio

Pack Master Fear Lord Hell Priest Storm Khan Bull Priest Scimitar

Warband Warband Warband Commander or officer of a Humakti Battalion Bodyguard of Shield Maidens Warband Four Storms (four followers); Warband Senior Champion is commander of Pavis Survivors (later Pavis Royal Guard). Other Champions serve as officers. Warband Warband Warband Warband Warband Bodyguard

Yelorna Ygg Yu-Kargzant

Star Lady Sea Wolf Sun Lord

Champion

Khan Light Son

Hsunchen War parties Many Hsunchen, especially those whose beast brothers are predators, are adept in skills relevant for hunting and raiding. Their war parties consist of braves led by a war chief. When not raiding outsiders, braves may patrol their clan’s territory, or feud with other clans. War chiefs are chosen by their followers as the bravest, boldest and smartest warrior amongst them. They are charismatic individuals who hold their war party together by their magnetism and deeds. Braves flock to successful war chiefs, and desert those who lose. Their usual tactics are raid and ambush, retreating when outnumbered. Hunters are already familiar with weapons used in hunting, such as the spear and bow but their communities cannot support full-time warriors. For most Hsunchen, their favored weapons are the club, sometimes wooden, sometimes with a stone head, the spear, the bow, and tomahawks and knives with stone knapped heads and blades. Bronze weapons are rarely obtained in trade, but may taken as prizes in war, and bestow great prestige upon their owners. A brave shows his courage in hand-to-hand fighting. Hsunchen will raid for meat, as domesticated animals are easy game, and to take items they can otherwise not obtain. They mostly lack items to use in trade, save furs, and so may steal from settled communities. If their range is threatened

Warband Personal guard (three initiates) Warband Ship’s crew Warband

Horse Nation Warbands A warband consists of those who have proven themselves worthy of the status of Warrior, who can fighter hand-to-hand, and Archers who fight at a distance. They are led by a War Captain appointed by their chief (for the Grazelanders, the Luminous Stallion King). The most senior War Captains are Sun Lords of

24

FUNDAMENTALS OF WARFARE by outsiders their war parties may stalk and bushwhack, as they intimately know their territory, having prepared hides from which to observe their prey, concealed caches of food and weapons, and hidden dens. Some Hsunchen will hire out as skilled scouts and light infantry. In terrain familiar to them, their expertise is rarely excelled.

120 mounted warriors. I

Raiding and War Raids

It is necessary to emphasize the significant difference between the two. Both are temporary intrusions into enemy territory, but with very different intent. Among most tribal and clan-based societies, neighbors are raided for portable wealth and to gain a reputation, not for killing, because killing fuels a cycle of vengeance and blood feud. Captives may subsequently be rescued or purchased back. Shields are often not carried by Orlanthi raiders on foot, due to their encumbrance, and because the aim is not to fight – bloodshed only occurs when a raid goes wrong; any deaths will have long-term consequences for both the perpetrators and the victim’s relatives. This may, among some societies, be mitigated by putting the matter to legal judgment by a recognized authority, but a blood feud is always a possible outcome. Carrying a shield ready for use onto the lands of another clan is asking for trouble, as it advertises an intent not just to rustle cattle, but to fight and slay. In war, in contrast, killing is implicit, often to avenge the death of raiders, or people killed by raiders. This distinction does not apply when raiding other peoples. Lunar slave-raiders, whether independent entrepreneurs or state-sponsored, engage in their trade beyond the borders or within newly pacified territories. Killing is often unavoidable, and undesirable only because it culls the strongest. The Wolf Pirates are also not constrained by custom pillaging and killing without restraint. Wartime raiding is even more predatory, with the intent of causing as much damage as possible to the enemy, despoiling their wealth: burning down farms and granaries, cutting down orchards, slaying not only combatants but often also livestock and prisoners who cannot be carried off. Laying waste to an enemy’s territory degrades their capability to equip and support their own fighters, reducing their ability to retaliate. Those subjected to such destructive raiding must either yield, take refuge in defendable strongholds, or fight. Bringing raiders to battle is difficult unless they are willing to engage in a stand-up fight or can be compelled to do so. Raiders often move faster than defenders, because the defenders have no knowledge of their next target, and if pursued the invaders can retreat. In contrast, in raids between neighboring clans and tribes, the raided often know exactly where the raiders are going, and the routes they will take home.

Orlanthi Warbands A warband consists either of a group of well-equipped experienced warriors centered around a warleader or weaponthane, or, for raiding the neighbors, a group of young inexperienced warriors and a few veterans. Warbands are rarely the size of a full Orlanthi clan or tribal fyrd, because of the need for home defense and calls on the time of members of the militia to work at home. They vary between 25 and several hundred fighters if recruited from any entire tribe, some mounted but usually fighting afoot. Young fighters who show promise or are put forward by a relative in the warband will be recruited to its numbers.

Praxian Warbands There are two warrior groups within a Praxian clan. The Herd Guard is a mounted group that patrols the herds constantly on the lookout for trouble. Depending on the local threat of Chaos and raiders, the Herd Guard patrol inside, around or outside the Herd. It numbers all the warrior societies within the clan. The second group is a raiding party. This can be made up of warrior societies with the addition of specialists - notably hunters, trackers, and herders, the former to scout the land, the latter to help return with the prizes. A raiding party seeking to steal from another group’s herd can consist of a single warrior society or several. A group marauding into Dragon Pass in search of loot may be of a similar size, or be comprised of a clan or entire tribal warband. A Praxian warband led by a Khan will often number between 50 and

25

THE ARMIES AND ENEMIES OF DRAGON PASS

Arms and Armor They knew they were outmatched, their line wavering as the shield-wall melted away like thin ice before the relentless sun. Those in the rear ranks were running, with some hope of escape, whilst the better armed and armored to the fore locked shields and aspired to win them a little time. Most of these were glittering with ruddy bronze, others wore grey-glinting iron, even a piece or two with the sheen of dwarven steel, their swords and spearheads sharp, shields vivid with proud designs. She nodded in appreciation of their brave but doomed resistance, beckoned to her battle-companions, flipped her twin swords spinning end over end, caught them, and launched her assault. In a gyring dance of balletic grace and bloody slaughter, of feints and forays almost too swift to see, her chrome-bright blades avoided her first foe’s desperate parries and struck, piercing scale and padding, slicing deeply into his chest. As the man slumped, eyes wide as though unbelieving the mortal wound, her sword was already free and seeking its next victim. Her slender weapons swept in circles of death, effortlessly deflecting spears and swords, catching an axe behind its head, ripped it free from the wielder’s hand to send it whirling back to make their face a gory ruin. The next blocked her with their shield, slammed it forward, even as they thrust low. With a tender smile on her lips, she sidestepped, and scythed in, an edge briefly caressing their throat above the heavy bronze gorget. Naked as her blades save for lunulate neck-piece and girdle of polished opalescent moon stones, auburn hair confined by a bejeweled circlet bearing a silver waxing moon, tied back in a queue adorned with gold chains of carnelians and garnets, side locks bound and braided, her head was haloed by a glimmering aura. Lit by its hazy roseate glow, her sinuous form evaded their desperate onslaught. Twisting her torso through the thicket of spear shafts, crimson-dyed skin marbled and slick with splattered blood, her paired blades nicked throats, gashed and slashed through trachea, tendons, muscles, arteries and organs. Their line shattered before her onslaught, melting into desperate knots of fighters defending a dwindling circumference, each contracting into pairs fighting back to back and then to nothing. None, she noted, ran. Abruptly one adversary averted her flurry of attacks, a sword tip sparking off the iron rim of his battered shield. She pouted and smoothly pivoted away from their ploys and counterattacks, snarling ruby red lips revealing a white sickle of lustrous teeth. Delicately as a danseuse, she adjusted her rhythm of sorties and secessions to a tempo he could not tally; snake-quick she sought and found a fatal lapse in his guard. Lithe and lethal, she slew all who stood against her. Then there were no more. Her last living opponent prone on the ground, shield splintered and cuirass riven, hacked helmet rolled away to display the exposed bone of a torn scalp and lank henna-stained hair. The woman was dying and knew it, every bubbling breath a struggle, but still she spat defiance. “Shepelkirt’s – painted whore – Gods send you – to the deepest – Hell.” “Been there, done that,” Jar-eel replied with a moue as she knelt in the gore and brushed the ragged forehead gently with a kiss. “Let me ease your way,” she said, and rose, Moonswords dripping viscid scarlet beads. Arms and armor are the defining attributes of the fighter. Many can be made relatively cheaply, with metal being more expensive than other materials, and some items requiring specialist expertise. Metal helmets and swords are particularly expensive, and are items of prestige.

Feathers are often used for decoration, but also as shield fringes and fletching. Fish swim bladders or skin may be processed to derive an elastic and water resistant glue. Fur pelts may be worn under armor to make it more comfortable, or alone. A pelt will absorb some of the impact of blows. Hair can be used to make felt. The hair of animals and humans can be used to make the skeins for torsion-powered siege engines. Animal manes and tails are used to make helmet crests. Hide is the skin of an animal. Often as effective as cured leather, and easy to work, it has the disadvantages that it stinks and is not very durable. Whether used to make armor or a shield, the hide must be

Materials and Manufacture Materials Bone and horn are used in the manufacture of weapons and armor, especially in metal-poor regions such as Prax and Eol. The Praxians use the spells Forge Bone and Fuse Bone to make weapons. These are more fragile and do less damage than metal weapons. A bone blade or arrowhead will often leave slivers in a wound. Horn is widely used in the manufacture of composite bows with a horn-and-sinew composite bow being especially effective. The Rhinoceros Tribe often use a long axe mounted on a resilient shaft formed of multiple rhino horns merged together. Horn may be used to fashion armor, being used to make small plates. Senior stage dragonewts have weapons made from dragonbone which are magical in nature and can be made to grow along with the individual.

26

ARMS AND ARMOR regularly oiled with animal fat or it will dry out and crack. The Rhinoceros Tribe wear rhino hide armor; Bolo-Lizard riders wear lizard skin armor, equivalent to heavy leather. Hide is also boiled to obtain glue; when used in the manufacture of composite bows it is inferior to fish glue because it absorbs moisture. Lacquer: a clear or colored tree resin that dries to produce a hard, durable finish. Lacquer is used to decorate or protect armor and shields. Leather is most commonly used in the making of linothorax or the leather lamellar cuirass. Scales and plates of hardened boiled leather, cuir bouilli, are also used to make armor. Linen is a textile made from the fibers of the flax plant. The fibers of the cotton and jute plants are also used to make light armor and padding. Silk is prohibitively expensive and rare, carried to central Genertela by the Etyries Caravan all the way from Jangi-Shar in Kralorela, and by merchant ships permitted to trade at the port of Lur Nop. A very few Lunar nobles wear raw undyed silk that has been spun and woven by hand as a protective vest beneath armor. Pentan warriors may wear armor laced with silk cord instead of leather, and some string their bows with silk. Sinew from animal hamstrings and tendons is used in making composite bows and slings, torsion engines, and to sew together pieces of armor. It is also used to manufacture glue. Skin from large crocodiles and snakes can be cured, with hard scales and plates being particularly useful. The skin of a dragonewt (the tough hide of a beaked dragonewt being most effective) can be used in this fashion but carries its own risks, as the reborn dragonewt will endeavor to avenge this indignity. Stone can be used to make mace heads, axes, slingbullets and arrowheads. Dragonewts even make stone swords. Hsunchen and others are expert at manufacturing blades from flint or obsidian. Stone blades are liable to shatter when they strike other weapons, and require frequent repair. Truestone is a piece of the primeval mountain called the Spike. In addition to other more exotic uses, it can be used as a thrown rock or sling stone, with the advantage that it will bypass any magical protections. The people of Eol manufacture special magical stones for their slings. The blood of Storm Gods is scattered all over Glorantha, and flint thunderstones, their crystallized blood, is common in some areas. Umath died near the Thunder Delta and huge quantities of flint are found there. Flint is also everywhere in the Wastelands; the blood and torn flesh of the gods fell copiously there. Every nomad knows how to find it, work it, shape it, and use it. Obsidian may be the blood or sweat of volcano gods. Trolls use stone-headed maces, and stone tools to

Three Yelmalion Templars wearing slightly different panoplies guard the Sun Dome Temple in Prax. Two wear bronze corselets with triple leather pteruges styled as feathers protecting the abdomen, and shoulder pteruges; the other wears bleached linothorax armor (with the usual shoulder-flaps) and a single layer of leather pteruges dyed white and decorated with bronze discs. The archer wears a bracer and the falconer a heavy leather gauntlet. The archer’s yellow-fletched arrow indicates he is skilled in Kuschile horse archery. The vrok hawk is the species revered by most Sun worshipers. All three soldiers wear war belts tied at the front, and bronze greaves. Note the variations in the design of their helmets: two wear conical ‘Solar’ helmets rising to a point with nose guards and cheek-flaps; the archer wears a hoplite helmet covering the entire head and neck, with slits for the eyes and mouth, a longitudinal crest, and two feather mounts. cut hides, slice leather into strips, and other tasks. Whetstones are used to sharpen the blades of spears, axes, knives and swords. Those used to sharpen swords are often thin cylinders. Fighters spend a little time each evening retouching their sword blades. Formers used to shape bronze helmets, shields and decorative pieces are carved from soft limestone, using hard wax to shape the more finely detailed pieces. Turtle shell is the carapace of a turtle. Used in the Holy Country and by some Humakti who associate it with the Hero Hiia Swordsman, as the main component of a cuirass. Wood and wicker (woven plant stalks, branches or shoots) are used in the manufacture of shields, often reinforced or faced with with bronze. Pitch is a byproduct of burning coniferous trees such as pine in covered pits to form charcoal. Bows, arrows, spears and the hafts of axes and maces are made of particular types of wood. Cudgels of hardwood can be lethal weapons.

27

THE ARMIES AND ENEMIES OF DRAGON PASS Matured timber is used to make weapon hafts, chariots, and ships. Coppiced wooden poles are best for spear shafts, and ensure an enduring supply. The slender ivory tree provides an extremely hard, gleaming wood prized for the fashioning of spear shafts. Ironwood is rare and made from the heartwood of the few trees that have resisted the influence of Delecti the Necromancer in the Upland Marsh. It is a heavy black wood as strong as iron. Pieces large enough to be fashioned into a weapon are uncommon and command high prices.

A set of bronze armor may consist of a scale or mail hauberk or a bronze breastplate and typically includes an open or full bronze helmet and greaves. Armor is sometimes protected with layers of lacquer: the metal is smoothed and polished, placed over a fire and the lacquer applied. Bronze does not rust, and with careful maintenance, weapons and armor made of bronze can be handed down from generation to generation, not as mere heirlooms but as effective as the day they were made. It can be made almost as hard as iron but is more inflexible. Bronze can be brightly polished and tarnishes only very gradually. Smiths who work bronze are known as redsmiths, for the color of the metal. In the Wastelands and Prax bronze is a popular sacrifice. The Wastelands have no bronze deposits even though many gods died there. Bronze is slowly being gathered by those who are rebuilding Genert – for his bones. Bronze and iron working is forbidden – hot metal is taboo. The Praxians practice small scale cold metal working of copper, gold, tin and silver. Iron is especially scarce with almost all mankind’s iron coming from the Iron Mountains in Seshnela, where the Mostali still hold to their prehistoric trading deals. Discoveries such as those in the Von Mountains in the Redlands are of tremendous value, until they play out, as have all other iron mines in the world. There are no deposits of iron in Dragon Pass. Bronze, though not a brittle metal, will only tolerate a certain amount of bending and straightening before it breaks (reheating can prevent this), whilst well forged iron tends to bend and notch, and can be straightened and resharpened without breaking. Superior to bronze, more resilient and keeping a sharper edge, properly refined, the death-metal is stronger than any mundane non-iron weapon. Elves and trolls are especially vulnerable to iron, as the metal is poisonous to them. Some cults know the secret of refining iron, and a few can provide iron armor and weapons for their Rune Lords. In many other cults, Rune Lords may use iron armor or weapons or tools but must procure them. Iron weapons and armor are rarely available to present to an Orlanthi Wind Lord upon his accession to the rank. He may receive one piece to mark his status, but it is often the first quest for the new Wind Lord to gain his whole regalia of iron accoutrements. Iron is more difficult to work than bronze or brass, and blacksmiths who can work it are rare. Possibly due to its artificial origin, unlike other metals, iron is susceptible to the Elements of Air and Water, rusting away unless carefully treated and maintained (this may be a flaw intentionally manufactured into the metal by the dwarves). Unless enchanted, it also severely dampens certain magics. Very few regiments are entirely equipped with high quality iron, except for those of the Iron Dwarves, and

Metals Metal is generally scarce in Glorantha. All metal is from the bones of gods, some dead and some still living. Unusual and powerful weapons can be carved out of rare complete bones. With the exceptions of brass and bronze, pure metals are usually soft and unsuitable for weapons, armor, or useful tools. Many magical groups know the secrets to purify, attune, and cast runic metals so that they gain their full magical abilities and a hardness equal to bronze. Armor made from metals such as lead, copper, gold and silver is favored by some cults associated with the associated Elements. Unalloyed, or ‘pure’ metals prevent the use of magic unless ‘sealed’ to the Rune connected with that metal and provide limited protection against magic cast at the wearer. Enchanted weapons can be used against spirits and magical creatures. Trade metal can be transported in the form of currency bars of bronze (or other metals and most rarely iron) which are large enough to be worked into a sword or several spearheads. Whilst strong and resilient, metal armor suffers the disadvantage of potentially becoming very hot to wear in sunlight, leading to perspiration and exhaustion. Adamant or adamantine is an incredibly rare and precious material, said to be formed of raw incarnate Law. It is one of the hardest materials known. Arkat’s Unbreakable Sword, allegedly wrought by Humakt, was made of adamantine. Brass is analogous to bronze. It looks almost identical to gold, and if dipped in, or wiped with molten tin looks very like silver. This makes it a cheap substitute for those metals, at least in appearance. Brass can also be more brightly polished than bronze. Almost all brass comes by trade with the Brass Mountain dwarves. The ore is said to have been formed by a union of Earth and sullied Sky metal, when the lusty god Lodril impregnated an Earth goddess. Bronze is the most commonly used metal. The ore is derived from the bones of Storm Gods, and just as they stemmed from the union of Sky and Earth, can also be alloyed by the admixture of tin and copper.

28

ARMS AND ARMOR the Steel Sword Legion. Certain cults have the ability to harden the metal associated with the element of their deity into armor and weapons with strength equal to bronze. However, iron is preferred by those races which can handle it due to its greater durability and absorption of damage. It is said that iron is manufactured by alchemy by the Mostali. Places where iron can be mined denote sites where perhaps entire armies of iron animal constructs or Iron Dwarves perished in the Gods War. High quality Steel is exceptionally rare, being a form of highly attuned and refined iron. It is rumored that dwarven steel is manufactured using firebone or charcoal of carbonized elf. Lead armor, when refined, does not reflect light or clank, and is valued by those who wish to remain silent or hidden. It is the metal of preference for Rune Lords of Darkness cults. Leaden sling-bullets are widely used, and can outrange hand-sized sling stones. Gold when refined glows softly, and enhances any Fire Rune spells cast upon it. The Golden Regiments of Dara Happa wore purified gold armor. The enchantments hardened the soft metal to the consistency of bronze at approximately the same weight. The gold armor, while heavier, was thinner than bronze armor. Refined silver, copper and tin have no special powers when refined other than to allow a weapon to wound creatures that can only be harmed by magic. Refined silver armor is favored by Lunar officers and by the Yelorna cult. Copper armor is preferred by many Earth cults. Tin is the metal of the Star Captains. Refined aluminum does not sink in water. Armor of this refined metal is favored by naval officers and wealthy marines and pirates aboard ship. It may also be used in making a ship’s ram. Rune

Metal

Darkness Water Earth Fire/Sky Air Moon Death Law

Lead Aluminum/Quicksilver Copper Gold, Tin Bronze Silver Iron Adamant

magic used to enhance their capabilities.

Manufacture Except for the subterranean Mostali, Glorantha is a pre-industrial world. Armor and weapons are made by many dispersed smiths and artisans. Even in those cultures supporting organized regiments, there is considerable variation in design, for there are no exact patterns. Different regions will have their own traditional designs and motifs. In those where war gear is made by clan smiths there will be an even greater variation. Whilst metalworking might appear the premier craft associated with the making of weapons and armor, it is reliant upon a network of other occupations. Ore must be mined and processed or obtained by trade; clay must be quarried or purchased, prepared and then used to build furnaces and worked to make crucibles and molds; stone must be quarried or traded, and worked to provide hammerstones, sharpeners, whetstones, anvils and molds; wood must be obtained and processed to provide fuel, and to make shields, weapon shafts and scabbards; animals must be butchered, their skins tanned into leather for shields, scabbards, straps, armor, grips and bellows, their bones used for decoration and hilts; dyes and paints must be manufactured or traded. Each of these arts also requires their own tools. The weapons and gear of the elite are often decorated with precious metals and gems, ivory, coral and more exotic items. These are reliant upon rare specialists and long-distance trade. Metal armor can be elaborately adorned, with embossed raised designs or inset cloisonné enamel work, and jewels, and gilded, tinned or lacquered. Gilding and tinning allow the armor to be given highlights of unrefined gold, silver or tin. Lacquering provides reddish-brown, red or black colors. After being rolled, edges may be incised with a decorative herringbone border. The finest repoussé work, where the design is hammered in from the back, is only possible with very thin metal. It is restricted to ceremonial armor or as plates attached to a more practical cuirass. More humble armor can be painted. Helmets might be colored to signify regiment or company, to minimize the chore of constant polishing, and to reduce the risk of overheating on hot sunny days. Making a muscle cuirass and plate armor requires considerable skill and time by a skilled artisan. Any moderately competent redsmith can make scale or lamellar armor, with the overlapping scales connected with bronze wire and attached to a backing of textile or leather. Weapons and tools are mostly made by casting; engraved scabbards, shield decorations, helmets and many other forms of armor are made from worked

Crystals Crystals are the crystalized blood of the gods, shed during the Gods War. The potency of a crystal is affected by whether the deity still exists or is forgotten and lost. The efficacy of flint for sling stones has been noted. Other crystals have less immediate effects in combat, but may be mounted in weapon hilts (and on helmets and armor) both as decoration and to augment

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THE ARMIES AND ENEMIES OF DRAGON PASS sheets of metal. Regiments may have dedicated workshops, with smiths, leather-workers and other specialists, as part of the troop train, but equipment is rarely uniform. Even in a single company the style and pattern of helmets, cuirasses, weapons and other equipment will vary. Metal equipment lasts for decades if well maintained, and will not be discarded whilst serviceable. Armor and weapons are a major prize for the victor, and will often be pressed into their service with minimal modification. Metal is expensive, even bronze, and manufactured items represent considerable portable wealth. When a warrior surrenders, or is defeated, even in honorable single combat, their arms and armor are usually taken as a prize by their vanquisher, in addition to any ransom that might be demanded. Individuals, especially officers and weaponthanes, will often have their equipment made or (more likely) adjusted to their own tastes. Ordinary soldiers will often personalize their equipment, inscribing their names, or, if illiterate, their personal mark. Metal armor is effectively bullion, and a soldier who loses their kit is liable to be heavily fined. Broken pieces of weapons and armor are recycled by smiths. Pelorian smithing of arms and armor date back to the Hero Daxdarius who made an alliance with the Third Eye Blue tribe of smiths who had stolen the secret of metal-working, and particularly the secret of working iron, from the Mostali. The name of the tribe derives from their tattooing of a blue iris on the forehead of master smiths to permit them to see ‘the secret of the metal’. They know more secrets of smithing than Orlanthi redsmiths and are still hated by the dwarves. Knowledge of metal-working is now widespread in Peloria, using Lodril’s Work-Fire. Orlanthi metal-working is attributed to Gustbran Bonesmith, a son of Veskarthan (whom educated Kethaelans call Lodril of the Vent). Exiled from the Fire Tribe, Gustbran brought his skills to Orlanth’s stead. Almost every Orlanthi clan has a smith who can make weapons and armor, and other things. The tiny cult of Inginew Redson is perhaps the sole group of human blacksmiths in Dragon Pass with knowledge of iron-working (excluding the Third Eye Blue itinerant smiths). They keep their secrets carefully guarded, as a Death magic. Ordinary redsmiths will not even try to work with iron. As a result, most ironworking in Dragon Pass comes from the Dwarf Mine. As metal is rare in Prax, Waha taught his people how to use animal bone, with some swords made from more than one bone, fused by magic. Some Praxian bone swords have obsidian edging. Many bone swords are enchanted to strengthen them (or are inhabited by a spirit). These weapons are the purview of initiates, with metal being a prerequisite of khans. Many are heirlooms or reserved for ritual use.

Athame style daggers with obsidian edges and a bone core are common amongst Eiritha initiates. Some have four edges and are carved from large vertebrae.

Horn-Working Lengths of horn can be used in making armor but twisted sheep and goat horns are not so workable and are inappropriate for the manufacture of bows. The horns of cattle, bison and antelope are long enough to be used for bow limbs, but may still require steam bending or boiling to be straightened in a press. Ridged horns must also be filed. If used in making a composite bow, horn is split into narrow strips. For some uses, the soft core is removed by boiling or a long soak, and discarded.

Leather-Working Ordinary cured leather can be used as armor, but is mostly used as a backing. It must be thick to be effective, and weakens when wet, with its weight almost doubled when saturated. Tanning softens leather and makes it less suitable as armor. Unless the animal is very large, one hide is required to manufacture a single leather corselet or shield facing, as it must be cut from the thickest hide, usually found on the back of the animal. The excess leather can be used to manufacture smaller pieces of armor and other items. Leather-working has several initial stages: flaying to remove the hide; curing to preserve the skin (unless it is to be immediately used); washing with salted water or soaking; liming, sweating (placing the leather in a dark, hot and humid location), unhairing and fleshing by scraping to loosen hair, and removing remaining fat and flesh; washing (often in flowing water or in a paddledrum) to remove the lime as it can hinder the tanning process; finally bating to make the hide softer and cleaner (this stage being omitted when manufacturing rawhide) by placing the hide in an warm solution of animal dung. Whilst still wet, rawhide is stretched over formers and left to dry, producing an untanned and very hard material which is still susceptible to water. Leather is then treated with vegetable tannin (using the bark of certain trees such as oak) or cured using oil (usually fish oil, though Praxians use the oil obtained by crushing the large oval seeds of the skullbush) which has the benefit of making the leather water resistant. After being tanned, the leather is immersed in a large cauldron of boiling water and cattle urine. It quickly becomes darker in color, shrinking and thickening. The longer it is boiled, the more it shrinks and hardens, and must be removed before it becomes too brittle. The leather remains flexible for a brief period after boiling, allowing it to be stretched and molded over a former of the required shape, trimmed, and fastened in

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ARMS AND ARMOR place. It dries and cools until it is ready to be finished. Using appropriate formers, a skilled leather-worker can produce pieces of almost any shape, including molded cuirasses, helmets, and shields. The formed pieces of armor can, if desired, be treated with beeswax. The wax is absorbed, making the leather more resilient, and more resistant to water, though there is a risk that wax impregnated leather softens in the warmth of Fire Season. The armor can be treated with lacquer to give a glossy finish. Cured leather can also be hardened using only wax, but this does not provide the same protection as water-hardened leather armor. Cuir bouilli is often used for arm and leg defenses; these may be boiled for longer than larger pieces as they are easier to replace when they break.

when metals become molten and are ready to be cast or worked. A wood fire can be hot enough to melt lead and tin, but not the other metals. The color of an intense magical, firebone2 or charcoal fire is best observed in dim conditions, meaning that smiths often work in enclosed and dark places, adding to their reputation for mystery and secrecy. Direct sunlight would disguise the colors.

Metal-Working Even more than any other craft, smithing is innately magical, involving the transfiguration of the Elements and the propitiating or command of the spirits of the furnace and forge. Sorcery can be utilized to shape and form metals without casting or forging, though unless the sorcerer is highly skilled the result can be inferior to that of a proficient smith. Ore may be roasted to remove moisture, and hammerstones used to crush it to aid smelting. In some locations, forges and bloomeries may be sited at the top of hills or mounds to take advantage of prevailing winds feeding the flames. Tapering tunnels and shafts may be dug to direct the wind to nourish the combustion within the furnace. Workshops are usually sited near a convenient source of supply: either near a mine or trade center, to minimize the transportation of raw materials. Others may be located either as part of a regimental headquarters and arsenal, or at operational centers together with granaries and storehouses. Spear-butts, catapult bolts, bronze strips on shields, and other items often bear markings identifying the manufactory that produced them. Smaller workshops often travel with a regiment, intended to repair and replace broken items. Metal items are cast or forged as individual pieces; to join pieces together either requires sorcery, welding, or riveting. The first two methods provide the strongest, most durable joins. Welding requires heating the pieces of metal not quite to their melting point, and then repeatedly hammering them together until they meld.

Metal

Red heat, visible in the dark Dark red Dull cherry-red Cherry-red Bright cherry-red Orange-red Orange-yellow Yellow-white Whitish Brilliant white Dazzling white

Lead, Tin Aluminum Brass Bronze, Silver Copper Cast Iron, Gold

Wrought Iron

Bronze Bronze may be found as ore, but can also be made by alloying tin and copper, with less tin than copper in the mix, up to about a sixth. Working in bronze requires high temperatures achieved using a furnace, with air forced into the heart of the fire through baked clay pipes using handoperated goat- or sheep-skin bellows. The metal ingots are placed within a crucible, and the redsmith watches the color of the flames until they judge them to be hot enough. The crucible is taken out using tongs, and the molten metal is poured into a tightly clamped mold, filtering off any burnt charcoal floating on the surface. This must be done swiftly, or the metal will solidify in the cruicible, preventing pouring and a successful casting.
 Reusable molds of stone are heated separately in another fire lest the liquid metal seethe and spit when it meets moisture or cold stone, and fractures in the mold. Clay is used to seal the two-part mold, which is left to cool upright in a bed of sand. Sandstone is the preferred stone, and is more durable than a clay mold. Soapstone and other soft stones may also be used. Alternatively, fired clay molds are employed, made using a model of carven wood or wax. The fine clay is fired to a high temperature. Wax is removed by heating the mold quickly to a high temperature. Stone molds are commonly used to make axe-, arrow- and spearheads whilst clay is used to create unique items such as higher quality swords. Cheaper arrow and javelin heads are cut out from bronze plates and sharpened.

Fire and Smithing

One of the secrets of the smith is that the color of flame denotes its temperature, essential in knowing

2

Color

The use of coal by smiths is mostly restricted to the Holy Country.

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THE ARMIES AND ENEMIES OF DRAGON PASS Helmets and torso armor are regularly fashioned from a single disc-shaped sheet of thin bronze, hammered over a limestone former or painstakingly using a raised rod-anvil. If the crown of a helmet is made from separate parts and riveted together it will be weaker than one made from a single piece of metal. Other types of helmet with elaborate peaked crests are made in several pieces, which are then riveted or pinned together. Greaves are also hammered out from bronze sheets, often shaped to imitate leg muscles, and opening behind the knee. Bronze items may be decorated by carving out designs and then hammering a thin sheet of silver or gold into the incisions.

dwarves, human smiths may bury iron rods or sheets to rust until only the strongest and purest portions remain to be dug up and reforged. The wrought iron is formed into bars and billets, ready to be fashioned into usable items. However, for many purposes this wrought iron is inferior to bronze, and must be further worked to become useful. The next stage towards making usable iron is cementation3, in which the iron is repeatedly heated and hammered in contact with charcoal, converting the outer casing of the bar into a weak form of steel. These cased iron bars vary in hardness and the ability of the metal to subsequently hold a sharp edge. Quenching by cooling the bar in a liquid (water is used, usually a brine solution, but also urine, or a honey solution4) makes it harder but more brittle. The manufacture of this lowquality steel requires special rituals and enchantments to enhance the metal; only an experienced blacksmith knows the secrets of judging the qualities of the case iron they make and how to combine them to make weapons and other tools. Smiths then use tempering, where the bar is heated to a moderate temperature and then cooled slowly, usually just in air, to obtain a more durable but less brittle metal. This process is called annealing, in which the metal is heated to a red heat and cooled slowly without quenching5. All human steel is severely inferior to that manufactured by the dwarves, and so is commonly simply called iron. The blacksmith uses a variety of tools: tongs, shears, punches, files, and a wide array of hammers (all made of iron), an anvil and buckets. Other more specialized items may be required, such as an anvil with a slit used to make trilobed arrowheads. A bellowsblown fire is used.

Iron Iron requires even higher temperatures than bronze, and it can be cast into molds like bronze, but requires very different processes to fashion into weapons and armor, to avoid the item being too brittle or soft. Creating usable iron is more an art than a craft. Iron especially has magic-dampening properties and the stage at which these are removed is a secret. Whilst finished items and iron ready to be worked can be purchased from the dwarves, mined ore must be smelted in a bloomer hearth, an open topped shaft furnace, fed with air using bellows. These are large and made of cattle hides. Often two bellows are operated alternately, with one drawing in air as the other feeds the furnace, ensuring a continuous flow. Such is the heat generated, the bellows are situated behind a fire screen. Prior to being smelted, the ore can be crushed into a powder using hammerstones to hasten the process. The furnace is heated, first with straw and kindling, and then charcoal (rarely, expensive firebone). Once the furnace is sufficiently hot, iron ore and charcoal are introduced through the top. Although the temperature is insufficient to fully liquefy the ore, small particles of iron fall to the bottom where they combine with molten slag, and when allowed to cool form a spongy porous mass. This ‘bloom’ is then reheated and hammered whilst still white hot to drive the molten slag out of it, with the resulting material being bar iron. The bloom might have to be reheated several times to refine the slag until most of it is gone. The iron is then wrought into smaller pieces. A skilled blacksmith can identify and separate the harder and softer nodules, for later use. The quantity of iron produced in such a bloomer at a time is quite small. Bloomeries become surrounded over time by slag and cinder heaps bare of vegetation. Lacking the alchemical and alloyist secrets of the

Fire and Iron

As iron heats to higher temperatures, it glows different colors, denoting its artificial origin. The blacksmith uses its color to gauge when it is ready for forging and tempering.

3

Another method involving sealed clay crucibles in a charcoal furnace is rumored to be used in Kralorela.

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Color

Use

Pale straw Dark yellow Dark straw Clay yellow Brown yellow Very pale purple Light purple Dark purple Dark blue Blue Light blue

Sword edge Forging heat Axe edge Sword tip Sword spine and tang Too hot – blade ruined.

4

Certain earthblood oils are rumored to be used by dwarves.

5

The laborious stages of forging an iron blade are described later.

ARMS AND ARMOR It is more difficult to create decorative effects in iron arms and armor than in bronze. Iron and steel can be patinated, either by heat or alchemy, though these techniques are only truly mastered by Quicksilver and Iron Dwarves. Heating iron or steel produces a tinting of the surface, which changes from yellow to purple to deep blue as the temperature increases, with the metal retaining the color when taken out of the flames. Considerable skill is required to achieve a consistent and even heat patination over large areas, with a favored color being a deep blue. Patination also inhibits rust. The metal can also be etched by covering the surface with acid-resistant wax, scratching the decoration into the coating and applying a weak acid. The pattern is etched into the surface wherever the coating has been removed.

The seeds are removed from the fibers, again by hand, carded to separate them, and the spun fiber is ready to weave. Flax grows in a wide range of environments and climates, so long as there is adequate water. Its fibers are woven to make linen which is used to make clothes, tents, sails, and armor. Flax is heavily cultivated in Esrolia but is also grown elsewhere. The fibers of the flax plant are obtained by separating out the components of the stem, to remove the outer casing and the inner wooden core by immersing the stems in water, drying and then working them with hammers to break them up. The bundles of usable fibers are removed and combed over a spiked board, then spun into thread using a spindle. Finally, the threads are woven into linen on a frame. Spinning and weaving are laborious and time-consuming processes. The resulting linen is tan, khaki or brown in color. It can be bleached to become light grey or white by rubbing it with natron or potash, washed, beaten and then placed to bleach in the sun. As linen is resistant to dyeing, the outer layer of linen armor is often personalized with a colored trim, embroidery, or painted designs. Dyed and painted colors tend to wash or flake off; a richly decorated piece is either new or belongs to a wealthy individual able to afford its maintenance. Linen armor often consists of laminated layers of linen, using glue derived from animal hide with small quantities of vinegar and salt added to inhibit mold. The pieces are saturated with the glue and one

Lead Lead can be worked at much lower temperatures than copper or bronze, but a little higher than tin. The ore is smelted in simple hearths consisting of a low circular wall of stones, often on a hillside so that the winds fan the flames, with a channel to direct the molten metal. Lead is cast in stone or clay molds like bronze. Multiple sling-bullets may be cast on a single sprue.

Sinew Before being used in the construction of composite bows and slings, sinew is pounded and combed to obtain thin strands. The longest and strongest fibers are obtained from the long leg and back tendons of cattle, deer, and the legs of Praxian ostriches.

Stone Flint and obsidian are shaped by using simple hammers made of wood or antler or a harder hammerstone to cause brittle fractures. Several different techniques are used; hard hammering to remove large flakes; soft hammering to more precisely work the stone to produce long thin flakes; pressure flaking to do more detailed thinning and shaping. Working hard stone is very time-consuming, with the stone fashioned to the approximate shape by sawing or chiselling and then worked using an abrasive powder and a hand-drill or a grinding-wheel.

Textiles Many types of textiles are in widespread use. Cotton needs a long frost-free growing season, sunlight, and moderate rainfall. In Peloria and Seshnela it is used to make clothes, tents and fishing nets. The fibers are picked by hand and spread out in a cool, dark area with plenty of air circulation to dry.

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THE ARMIES AND ENEMIES OF DRAGON PASS piece is placed on top of the other, and left to dry; the process being repeated to add successive layers. Between ten and twenty layers, depending on thickness, can be laminated together to a maximum total thickness of 15mm. Only the outermost layer need be bleached. Linen linothorax armor is made to a basic design, with the fit modified by adjusting the side ties and how the shoulder-flaps are attached at the front. Unlike metal corselets, a linothorax can be easily altered to fit the wearer over time, or to be worn by someone else of only approximately the same size. Linen does not stretch or deform when wet, whether from rain, immersion in water, or the wearer’s sweat – the fibers also become stronger, but will gradually degrade. The glue, however, is more vulnerable, being soluble in water; this can be ameliorated if the layers are sewn together, or if beeswax is lightly applied as a waterproofing agent. Hemp fiber is widely used to make cordage and canvas, which is used as a backing for armor and for sails and tents. The stalks are first laid in swathes to dry, submerged in water for several days and then laid out again to dry, with the fibers being removed by pounding. The fibers are then woven together. Hemp fiber is stronger and more durable than any other fiber, including flax, giving items made from it a longer lifespan, though hemp rope is prone to rot and is usually tarred to protect it. Jute fiber comes from the stem and outer skin of the jute plant. The fibers are extracted by bundling the stems together and immersing them in slow running water. The fibers are then stripped of non-fibrous matter and the remaining fibers are taken from the jute stem. Jute is used to make twine, rope, matting, carpets, and sacks. Layers of braided or unspun cotton, combined with jute can be used to make light quilted armor capable of stopping arrows and darts from all but the closest distances. This is often worn as padding under other armor. Felt is produced by rolling, beating, and pressing animal hair or flocks of wool together. Orlanthi and Pentans use wool from sheep; Zarkosings use goat hair. Water is applied to the layers and repeated friction and compression causes the fibers to hook or weave together into a single piece of fabric. This manipulation continues for many hours until the fibers become firmly and closely intertwisted. The felt is washed, dried, stretched and dried in the sun. To join pieces of felt together spun wool is used to sew the pieces together. Felt lacks a woven structure and so is more resistant to piercing than cloth. Boots, socks, padding and the insulating inner layers of Pentan kerts are made from felt. Wool cut or combed from sheep and some other animals can be spun into yarn, but is not as effective as padding. Some poor warriors wear a sheepskin as basic armor, sometimes sewn with metal disks.

Paints and Dyes Paints and dyes are widely employed to enhance shields, armor, and clothing. Finished cloth may be painted, yarns may be dyed prior to weaving, or a finished fabric may be dyed. The Holy Country and Maniria on the southern coast of Genertela are major exporters of dyes and paints, having a wide variety of plants and minerals used for this purpose, as well as access to various mordants. Colors are divided into three types: Animal pigments are mostly derived from insects and shellfish. The most well-known insects are kermes, producing scarlet, and cochineal, giving crimson. The kermes-oak grows mostly on dry stony hillsides in southern Heortland. Its ‘berries’ are collected, immersed in vinegar, dried, and pressed into cakes; when these are dissolved in alum or urine they provide a bright red dye. Galls on different types of oak can be treated to provide blacks, browns, reds and yellow. Cochineal, the ‘Scarlet Dye’, is secreted by certain insects found on trees in Maniria, where the city of Jubal enjoys a monopoly. The dye is extracted from this sticky material using a hot soda solution, which is then evaporated, with the residue molded into cakes. The glands of varieties of shellfish from Mirrorsea Bay give different color-fast shades including rich purples, reds, blues, and a dark violet. Each individual crustacean provides only a tiny amount, making this dye very expensive and a major industry in the Islands. Different colors can be made by combining the dye from different types of shellfish, and by exposing the dye to varying amounts of water, light and air. Dyed fabrics retain the distinctive marine odor. A black pigment can be manufactured by burning bones or ivory. Minerals provide the basis for paint, dyes and many mordants. The rocks are crushed and pounded into a fine powder. Different minerals provide different colors and have the advantage of not degrading over time like pigments derived from organic sources. Paints are manufactured by mixing the crushed and powdered minerals with a binder; binders include beeswax, milk mixed with egg yolk, gum from the acacia tree, and water. Mineral paint can be mixed and superimposed to create a wider range of colors. The most famous is Subasa Red from Umathela, derived from red aluminum ore. Powdered firebone gives a solid black. These pigments may be added to the tannin solution used to tan leather to give the treated leather a particular tint. Vegetable dyes are obtained by processing flowers, leaves, bark or roots from trees and plants. Bright when new, these dyes quickly fade unless ‘fixed’ utilizing magic. The most commonly used are madder for red, saffron and safflower for yellow, grape hyacinths for a pale blue, and woad for blue and blueish purple.

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ARMS AND ARMOR Onions give a yellow-brown dye. Black can also be derived from charcoal, powdered and mixed with a binder. The red flowers of the pomegranate give a red dye; its unripe fruit can be treated to give a yellow dye, which can be used on both textiles and hides. A yellow dye can be extracted from all parts of the weld plant, but especially its flowers. When boiled in water, different lichens produce a yellow or pale purple. The orange-red stigmas of saffron crocus flowers are a source of a yellow-orange dye; it requires a large quantity of flowers to provide a small quantity of the dye, making it expensive; the color is particularly popular with Solar noblewomen. The leaves of the henna tree, when dried, powdered, and mashed into a paste, can be used to dye skin, hair, silk, wool and leather; it gives a rich red-orange dye. Woad is usually associated with a blue dye, and requires considerable preparation. When fermented and mixed with different substances such as liquidized beef fat, egg white or yolk, and water, woad yields different colors including grey, a blue-grey green, green, dark midnight blue, blue-black, dirty indigo-blue, indigo blue, and even black if the solution is left too long. Woad dyes work best with wool. Indigo, which provides a richer brighter blue than woad, is imported from Teshnos.

Some deities bestow geasa upon their initiates which limit their use of armor and shields. Militia will be even more varied, not only because of wealth dictating the available weapons and armor but because many weapons and pieces of armor are heirlooms or taken in duels or combat. Only the dreaded Iron Dwarves are likely to be equipped in a manner that suggests mass production. Lunar officers, and members of elite regiments often have silvered bronze armor. Solar regiments use gilding instead. After 1625 many regiments of the Sartar Free Army use captured Lunar arms and armor – though curved swords are mostly melted down and recast as straight blades. The colors associated with each Elemental Rune are subject to a wider variation when incorporated into the colors of costumes and decoration.

Prestigious shields and armor may be decorated using encaustic painting utilizing hot beeswax to bind the paint or wax and resin, resulting in a finish that can be highly polished, with the wax protecting the decoration. Milk paint, made from a solution of milk and lime mixed with earth pigments is far more common and cheaper. It has a glue-like consistency unless thinned with water. This paint, whilst durable, is inflexible and brittle and may crack or splinter if the surface is damaged, but is ideal for murals. Armor and other items may be decorated using cloisonné techniques using wire or vitreous enamel made by fusing powdered quartz glass; the glass is colored using a variety of minerals.

Rune

Weapon

Shield

Color

Darkness Water Earth Sky Fire Light Air Moon

Club, mace, maul Whip, flail, net Axe Spear, bow Spear, bow Spear, bow Sword Curved blades

Round Round Square Round Round Round Round Round, crescent

Black Blue Green Yellow, gold Red Yellow, orange Blue, orange, white Red, silver, (blue for the Blue Moon)

Orange is the color the Orlanthi associate with lightning and storm. Whilst red and silver are the Lunar colors, often red and white are used; officers and the wealthy may wear tunics with silver thread, but ordinary citizens and soldiers will employ white instead. Similarly, Solar cultists may wear light brown instead of gold, and use yellow thread instead of gold. Many regiments predate the Lunar Empire and retain their own traditional colors and costume. Yelmalions will not wear red because it is associated with their god’s lost Fire powers. Solar and Lunar shields can have metallic appliqués in gold or silver respectively. Runes are often used to decorate shields or in tattoos or painted onto skin. However, whilst the runes are accepted as the universal building blocks of Glorantha, the symbols used to depict them vary to a greater or lesser degree between cultures and traditions within those cultures. They are rarely depicted in the simplistic God Learner style, but in a more artistic form such as stretched out animals or intricate designs. Usage varies even within a cultural group: Sartarite Rune tattoos tend to be curvilinear, whilst Northern Theyalans favor more angular and geometric designs. Fighters may wear war paint; Lunar soldiers may paint their faces and sometimes their hands red, especially in siege assaults; Orlanthi may wear unenchanted blue woad. Facial tattoos are effectively permanent war paint. Soldiers in the Lunar Provincial Army often wear tattoos relating to their regimental

Runic Associations Each Elemental Rune has certain weapons, shield shapes and colors associated with it. Note that whilst the table indicates general cultural preferences, it does not dictate choices for weapons, shields or uniform coloring. Most Lunar regiments do prefer to use various shades of red, but not all. Similarly, the lack of a preferred shield shape does not indicate a lack of shields. Many Orlanthi, for example, use round shields, even though this shape is associated with the elements of Sky and Moon. Even within a single regiment there will be variations in armor, weapons, and equipment. Often the rear ranks in a professional regiment will wear less armor than those at the front.

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THE ARMIES AND ENEMIES OF DRAGON PASS standard.

and tends to telescope into itself when not worn. It is also more vulnerable to piercing when a blade slides over a plate and penetrates under the next layer. The individual pieces are often longer and slimmer than those used in scale armor. Scale armor consists of scales individually attached to the backing material or to the surrounding scales, with the ends pointing downwards. The scales overlap in an imbricated pattern so that there are two or three layers of scales everywhere. This makes the armor very protective, but also rigid and heavy. Lamellar armor is much lighter and flexible, but it only provides two layers of plates when it is stationary, so affording less protection in combat. Both are effective at resisting penetration by arrow- or spearheads, and their flexibility disperses blunt attacks. Scale is better at resisting downward stabbing attacks.

Armor Armor is worn primarily to protect the wearer, but also to demonstrate their wealth and standing, with decorations to advertise their identity as a member of a clan, tribe, city-state, religion or regiment.

Types of Armor Materials are treated in various ways to make armor: Boiled leather: (cuir bouilli) a thick leather, boiled in water. Brigandine: a canvas or leather garment lined with small oblong plates riveted to the fabric. This is a basic form of scale armor. Composite: pieces of armor may be fashioned from several materials. Scales or plates of bronze or iron are often covered with leather or linen to protect the metal from damage and rust. Turtle shell cuirasses are made of shell, wood, and bronze. Jazerant is a form of armor consisting of mail between layers of fabric or leather. Lamellar torso armor may be mixed with scale sleeves. Layers of leather, in the form of scale or lamellar, sometimes backed with layers of linen, can provide some protection from arrows, and is sufficiently light to use in the manufacture of barding for mounts. Linothorax corselets can include overlapping scales of metal or leather, especially on the chest, abdomen and shoulder-flaps. Thin plates of metal may be used to reinforce the torso. However, whilst providing additional protection, these also make a linothorax heavier and hotter to wear. Felt: often used as padding under armor. Lamellar: a variant of scale armor made of many individual small narrow rectangular plates (scales or lamellae) laced into horizontal rows. Solid-laced lamellar is often attached to a backing of cloth or leather. Lamellae might be fashioned from metal, cuir bouilli, horn, hooves, stone, or bone. They can be used to make corselets of varying length (extending to the hips or calf, or even to the ankles, with or without sleeves), shoulder straps, neck-pieces, and helmet skirts.

Laminar: horizontal overlapping rows or bands of solid armor plates. Leather: rarely an effective form of armor on its own, but worn either under other armor or as the backing of brigandine, lamellar, scale, or ring armor. Layers of leather may be sewn or glued together. Many of the forms of armor described as leather are boiled leather. Linen: many layers must be laminated or quilted together, with lamination providing the best protection against arrow- and spearheads, and blunt trauma. Linen is stiff when first worn, but body heat causes it to conform to the shape and movement of the user. Mail: might be used with other materials where flexibility and mobility are required. Four types are: Chain mail: very rare and expensive, and harder to manufacture than any other armor, even a helmet. Rarely, segments are used to create flexible joints in other armor. It consists of alternating small punched and butted or riveted rings linked together in a pattern to form a flexible mesh of bronze or iron rings. Advanced metalworking is required. Breaking through mail links requires significant force, but they provide little protection against bruising or broken bones, and leather or padding is worn beneath it. Feathered mail: extremely expensive and exceptionally rare, feathered mail consists of tiny scales, each attached to a chain mail ring on every other row of rings. This creates a beautiful effect, looking like the feathers of a bird, combining the protective advantages of chain and scale armor. Plated mail: mail with embedded plates. Ring mail: metal rings butted together and sewn to leather. This is a relatively cheap and common form, but not very effective, as a piercing attack can avoid the metal rings.

Scale versus Lamellar

Scale and lamellar armor both consist of scales or plates, but these are arranged differently. Scale tends to overlap downwards, whilst lamellae overlap upwards. Solid-laced lamellar scales are laced into horizontal rows, with the horizontal rows then tightly attached to each other. This form is easier to put on and take off, but is more difficult to carry when not worn. With hanging lamellar scales, the rows are suspended on loose laces, affording greater flexibility. This form is slightly more difficult to don and doff,

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ARMS AND ARMOR

Body Armor

A great variety of armor is worn in central Genertela; the selection above is not definitive. Whilst certain designs are historically associated with particular regions, this does not denote the only territory within which a design is found. A: Plate armor 1. 2. 3. 4. 5-6. 7.

Dara Happan hoplite muscle cuirass with plate shoulder-flaps and gorget. Holy Country officer’s muscle cuirass. Pelorian ‘Barbarian Belt’ cuirass with fixed gorget. Orlanthi cuirass with gorget and hinged mitre. Orlanthi articulated cuirasses with spaulders and gorgets. Orlanthi cuirass with articulated plates, pauldrons and fauld, and a tall gorget to protect the throat and lower face.

1. 2. 3. 4. 5. 6. 7.

Pelorian light scale hauberk with reinforced shoulder-flaps and leather pteruges. Praxian lamellar hauberk, made of plates of horn on a leather backing with a leather fringe. Orlanthi heavy scale hauberk with leather pteruges. Grazelander or Pentan scale hauberk with sleeves, worn with a war belt of metal plates. Grazelander scale coat with a war belt decorated with two Sun Horses. Orlanthi long scale hauberk with a metal and leather war belt. Darjiini-style long scale hauberk worn with a gorget and a small pectoral bearing the symbol of Alkoth.

1. 2. 3. 4. 5.

Pelorian triple-disk cuirass. Ornate Lunar triple-disk cuirass depicting the head of the Red Goddess. Lasadag Lions officer’s pectoral depicting Karndasal. Dara Happan officer’s ‘undress’ Polaris pectoral. Holy Country militia plate pectoral.

1. 2. 3. 4. 5. 6. 7.

Linothorax of linen and tooled leather from Mo Baustra, with decorated pteruges. Lunar Linothorax corselet of linen and scale, with an embroidered design of the Red Emperor in the guise of Yelm the Archer. Ring mail hauberk with leather pteruges. Tarsh Exiles hauberk fashioned from plates of cuir bouilli with heavy leather pteruges. Yeloranan hemithorakion half-cuirass worn over a light scale hauberk with leather shoulder-flaps and pteruges skirt. Turtle-shell cuirass – used in the Holy Country and by initiates of Hiia Swordsman. A rare and expensive chain mail hauberk probably manufactured by dwarves, with short leather pteruges.

B: Scale armor

C: Triple-disk cuirasses and Pectorals

D: Composite armor

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THE ARMIES AND ENEMIES OF DRAGON PASS Padding: worn beneath other armor and as the lining of a helmet. Often made of one or more layers of leather, linen, cotton, felt, fur or wool. Plate: made from metal plates. Partial plate armor protecting the chest and back and the lower limbs is common, though a complete panoply is less common because of its weight and cost. Plate helmets are ubiquitous even when the rest of the body is given less protection. Curved plate is more resistant to damage than flat. Quilted: wool or cotton crammed between two layers of linen sewn together provides some protection from blunt trauma but little from penetrating attacks. A thick padding of unspun cotton is more effective. A quilting pattern serves to compress the surface area, bunching the fibers of the stuffing into a denser mass. Scale: a very widely used type of armor, made of hundreds of overlapping rows of individual plates of various shapes and sizes with two or four holes drilled into the sides, threaded with a bronze wire or leather thongs sewn onto a cloth, leather or hide backing. The scales overlap downwards, resembling the scales of a fish or reptile. Scales may be made of cuir bouilli, horn, bone or more usually, metal. The effectiveness of the armor varies with the way the scales are attached. If the scales are only attached at the top and do not overlap horizontally, then a blade can lift a scale and slide into the backing. This can be prevented by additional lacing holes near the edge of each scale, and by overlapping the scales laterally. Only the lacing or stitching at the top are fully concealed by the layer above. Even so, the laces are vulnerable and can fray or split under the impact of blows and arrows, or continued wear and tear, ultimately resulting in a few armor scales becoming detached. The scales are of varying sizes to accommodate the movement of the wearer with smaller scales at the elbow and shoulder, and larger scales on the torso. It is common for scales to have a raised or embossed median ridge to enhance their strength and to prevent the scales bending. The scales may have rounded or pointed lower edges. Scale offers better and more solid protection from piercing

and blunt attacks than mail and is much cheaper to make but is not as flexible. It can be used as armor for the torso, arms, legs, helmet hangings, and gorgets. Splint armor: longitudinal narrow strips of metal or cuir bouilli riveted or stitched to a clothor leather backing. Commonly used in greaves and vambraces. Metal armor is the most effective and durable, but is also the most fatiguing to wear and uncomfortable in warm or cold weather. It causes the wearer to overheat in summer and freeze in winter. Dehydration and exhaustion are severe risks in Fire Season. In fierce sunlight metal absorbs heat and can become so hot that it can burn the skin. These issues decrease the wearer’s ability to fight effectively for long periods. Linen-based armor is lighter (being approximately a third of the weight of bronze), more flexible, and cooler to wear even in hot or humid weather. Scale and plate is usually supplemented by a layer of padding. This helps to negate bludgeoning force and the chafing of mail or scale. Heavily armored troops may wear items of plate over mail and scale to lessen the effects of blows. A fighter has less mobility the heavier and bulkier their armor is. Freedom of movement and armor both serve to keep them alive and a choice must be made to enhance their survivability in combat. This is often constrained by their role: light troops require mobility, whilst heavy troops are likely to encounter brutal close and shock combat. Most pieces of armor must be fastened in place using ties, laces, or less commonly straps-and-buckles. Larger pieces of torso armor often have hinges so that the armor is secured on one side.

Pieces of Body Armor Ankle-guard: sometimes worn by infantry and cavalry. Some cover not only the ankle but also the heel, being tied on, and may be fitted to sandals or boots. Arm-guard: armor for the upper arm. Bell cuirass: a bell-shaped cuirass, named for the flare on the lower edge at the waist intended to deflect spearheads away from the abdomen. These are uncomfortable to wear and are restrictive of movement. Some include shoulder-guards. Bracer: an arm-guard covering an archer's forearm to protect it while shooting. Byrnie: see Hauberk. Cheir: a flexible leather sleeve worn by riders on the left arm instead of a shield. Corselet: a cuirass consisting of two plates connected on the sides via hinges and bronze pins for the chest. Fashioned from bronze or hardened leather. Cuirass: armor formed of single or multiple pieces of metal or other rigid material covering the front of

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ARMS AND ARMOR the torso, commonly connected to a back piece. Around the neck, arm holes and hips, the metal is rolled to strengthen the edge. A solid metal cuirass usually stops at around the level of the navel, curving at the sides to facilitate mobility; it also allows the wearer to ride. This armor is heavy and inflexible, and hot to wear. Some include an integral linen or leather lining, of one or more layers, to provide padding. Cuisses: thigh armor. Fauld: segmented plates hanging from the cuirass or corselet, or from a belt, to protect the abdomen. Some are in the form of hoops of bronze plate, suspended one from the other, forming a semi-flexible skirt down to the thighs. Others include a lower semicircular mitre attached to the bottom of the breastplate. Foot-guard: armor protecting the foot, laced to a sandal or boot. Full Panoply: this can include overlapping plates and large pauldrons fitting over the cuirass and two triangular winglets attached to these to protect the armpits, and a deep neck-guard protecting the neck, and a semi-flexible fauld down to the thighs. The various pieces of the panoply are fitted to one another and attached with leather thongs, allowing the plates to slide over one another to permit the movement of the body and limbs. Whilst allowing easy movement, it must be worn with heavy padding and cannot be put on without assistance. Gauntlet: armor protecting the hands and forearms. Falconry gloves may only cover the fist and wrist, while gauntlets for larger species extend to the elbow. An eagle glove may cover the entire arm and a portion of the chest. Gorget: a circular neck and throat protector, usually made of bronze, either as a piece of plate or scales. A lunate-shaped gorget may be worn by Pelorian officers, protecting the neck and portions of the upper chest and shoulders. Greaves: a piece of armor protecting the knee and lower leg, often following the form of the shin muscles. When worn as hoplite armor they protect the legs below the thighs exposed below the shield. They clip to the leg, are fastened with ankle-clasps, or secured with straps. A leather or linen lining may be turned and stitched at the edges to prevent chafing. Some hoplites only wear a greave on the leading left leg. There are examples of greaves that include articulated protection for the foot, or a separate ankleor foot-guard may be worn. Cavalry wear either cut-down greaves or replace the part covering the knee with a separate domed guard, sometimes embellished with gilded decoration. Although the rider relies mostly upon their thighs to grip the mount, bare legs are better at maintaining a secure hold of the lathered flanks of the mount.

Greaves reduce the rider’s control of their mount. Groin-flaps: wide bronze flaps attached to a belt worn beneath a corselet. Half-greaves: covering only the front of the lower leg. Hand-guard: small flap of plate covering the back of the hand, sometimes laced to a vambrace. Hauberk: a shirt of scale, lamellar (or very rarely mail). It usually reaches at least to mid-thigh and including sleeves, which may be long or short. The torso of a hauberk must include an opening to ease donning and doffing the armor. Front openings introduce significant vulnerability, unless the opening is protected by a flap laced or buckled closed. Side openings are more common. The skirt of a long hauberk may be split to aid mobility, and to facilitate riding. The weight of a hauberk hangs mostly from the shoulders, which is very fatiguing. This can be alleviated a belt at the waist, transferring the load of the lower portion to the hips. Hemithorakion: half-armor cuirass covering the midriff or abdomen, or only the front of the body. Jerkin: a short close-fitting leather jacket, sometimes worn as padding under other armor. Lappets: a leather or bronze fringe hanging below a cuirass. Leggings: a pair (sometimes called chaps) covered with hard leather or bronze scales may be worn to

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THE ARMIES AND ENEMIES OF DRAGON PASS protect the legs of a rider. These are attached to bronze buttons of the torso armor with leather straps. These are primarily worn by the Horse Nations and some Praxian Animal Nomads. Linothorax: torso armor composed of layers of linen fabric or leather laminated or sewn together, often over a leather or felt cloth. Some corselets include a thin layer of metal for additional protection around the waist or chest, or are reinforced by a sheet of scale. The torso piece is laced together on the left-hand side; this is the weakest point but will be protected by the wearer’s shield. This armor is resistant to broad-headed arrows and slashing weapons, and can provide better protection than a bronze cuirass. It is also easier to repair than metal, as dented and deformed linen can be easily pushed back, when similar damage to metal armor requires a smith and their forge. Shorter linothorax armor is worn by riders, relying upon pteruges to protect the abdomen and groin, but even a full-length piece permits the wearer a wide range of movement. Manica: segmented and articulated arm guard of multiple lames riveted to an underlying base of several longitudinal leather straps. This provides a flexible protection from the shoulder to the wrist, with curved and overlapping metal segments or plates, fastened to leather straps. Mitre: a semi-circular fauld belly-plate hanging down from a cuirass to protect the abdomen. Muscle cuirass: a type of body armor cast to fit the wearer’s torso and designed to mimic an idealized human physique. Neck-protector: a raised flap attached to the rear of a cuirass. Panoply: a complete suit of armor, usually consisting of the full armor of a hoplite or heavy armed soldier: breastplate, helmet, vambraces and greaves. A cataphract might have a breastplate, helmet, vambraces and rerebraces or manica, gauntlets, cuisses, greaves, and armored socks or boots. Pauldrons: armor covering the shoulder

area, larger than spaulders, covering the armpit, and sometimes parts of the back and chest. Pectoral: armor protecting the chest – a form of partial breastplate cuirass. The simplest examples are circular or square flat plates attached to the center of the chest by leather straps. The triple-disk form is more complex. Pinions: a term sometimes used for the leather straps attached to torso armor at the shoulders. Pteruges: a mostly decorative skirt of stiffened leather or linen strips worn around the waist providing limited protection to the groin. Sometimes a double or triple row is worn, providing more effective protection where the layers overlap. These are occasionally detachable from the torso armor. Some pteruges are reinforced with metal scales or disks. The term is also used to refer to the strips worn at the shoulders. Rerebrace: designed to protect the upper arms (above the elbow). Shin-guard: protection for the shins, reaching from below the knee to the upper ankle. Shoulder-flaps: usually made of the same materials as torso armor, attached at the rear just below the arm holes, and brought forward over the shoulders and secured at the front using a set of leather or heavy cord ties. Shoulder-guard: a curved metal plate worn on the shoulder not protected by the shield. Skirt: soft leather, or linen, either alone or used as a backing for studs or scales. Spaulders: a single plate covering the shoulder with lames joined by straps of leather or rivets to the cuirass or corselet. Spolas: thin light armor worn by the hypaspists, made from linen or soft leather, similar in form to a linothorax. Tasset: a piece of plate armor protecting the upper leg. Impractical for a rider. Thigh-guard: armor for the upper leg, covering the middle or lower thigh. Triple-disk cuirass: named for the three disks forming a trefoil plate of armor for the chest. The chest plate is connected to the back plate with shoulder- and side-plates. A full triple-disk panoply often includes a broad metal belt for additional protection. By the time of the Hero Wars, such cuirasses are mostly used as ceremonial armor or worn over other armor as an additional layer of protection. Vambraces: forearm guards, usually following the form of the muscles. War belt: usually worn over other armor to hold weapon scabbards and sometimes to support some of the weight of other armor. A belt may be decorated with precious metals. It may cover the gap between a cuirass and any abdominal guard, or provide additional protection to

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ARMS AND ARMOR vulnerable areas of the torso when worn over other armor. In some cultures, this broad belt is a symbol of manhood. Winglet: a piece of plate depending from a pauldron or spaulder to protect the upper arm.

Helmet Fittings Cheek-pieces are fixed and sometimes articulated, attached via holes in front of the ear guards. Unless a helmet is specially made or adapted for the wearer, they may partially cover the ears, reducing hearing, and may obscure peripheral vision. Cheek-pieces can include flanges to defend the throat. These helmets are heavy and stifling; fighters often wear them propped back on the head until the last possible moment. Metal helmets are lined with leather, wool or felt to make them more comfortable to wear and to dissipate the shock of blows. The lining may be folded over the rim and stitched to the helmet edge, or glued to the interior of the helmet. Alternatively, a separate padded under-cap may be worn. Leather neckguards may be attached. In some cultures, fighters grow their hair as long and thick as possible to serve as additional padding. Pointed conical helmets may be shaped to accommodate a topknot. Some Carmanian cataphracti helmets have visors shaped like human faces, and the Full Moon Corps wear magical silver face masks with their helmets. More extreme versions are fashionable in Safelster in Ralios, with helmets made to resemble a human face, with eyes, nose, a grinning mouth and even etched beard stubble. Such designs are more suitable for court pageants than combat and few examples have reached central Genertela. Cavalry helmets are fitted with chinstraps. During a charge there is a risk that the helmet might slip down obscuring vision. Some are fitted with leather padding at the rear rim to prevent chafing against a rider’s neck.

Helmets There is a great variety of helmets employed in central Genertela, ranging from leather and cuir bouilli caps to the heavy metal helmets worn by hoplites. Several distinct traditional styles are identified: The Pelandan is derived from the ancient Daxdarian closed helmet, ideal for the confined close combat of a phalanx. It covers the entire head and neck, with slits for the eyes and mouth and a curved projection at the back protecting the nape of the neck. Many have a brow ridge to protect the forehead and a cranial ridge to defend the top of the head. The types called Pelorian and Sairdite are closely related, and possibly developed from the Daxdarian, but most are more open, giving better vision and hearing, suited to the evolving needs of warfare. Pelorian infantry helmets often include a neck guard extending from the rear of the helmet; such a guard would be disastrous to a rider falling off their mount. Darjiini helmets are made of bronze or cuir bouilli scales laced to a leather cap. The Dara Happan Solar tradition employs conical helmets. The shape of a conical helmet can deflect a downwards blow but is less effective against horizontal strikes. The helmets of the ‘Barbarian Belt’ are unrelated to the Daxdarian and lowland Pelorian helmets, mostly derived from ‘pot’ or ‘bowl’ helms, so named because of their construction and appearance which is similar to an upended pot. Whilst grouped together, they represent several different cultural styles. The simplest variant is a round cap turned out at the brim. More protective examples have a ridge running fore-and-aft to defend from downwards blows. Laminated plates might also protect the back of the head and neck. Some Orlanthi helmets include a bronze peak, part decoration, part additional defense for the top of the head. Ridges around the helmet may also be used to strengthen it. The characteristic ‘feathered’ helmets of the Wolf Pirates are a distinct tradition, not native to central Genertela. These have the form of a cylinder of metal bands embossed with studs and rings topped with feathers or dyed leather-strips. These helmets may include neck protection, and secured with a leather chin-strap. The interior of the helmet is a cap of leather strips, not dissimilar to the structure of a ‘Barbarian Belt’ boar’s tusk helmet.

Helmet Furniture The more ornate helmets, often for ceremonial use, are decorated with plumes and crests of horsehair, hog’s hair bristles, or feathers. These serve to increase the apparent size of the wearer or to identify a particular champion or officer. These decorations can usually be detached. Helmets are often decorated with crests, plumes, feathers or cockades, and sometimes with wings and horn-

41

THE ARMIES AND ENEMIES OF DRAGON PASS The boars’ tusk helmet consists of tusks split lengthways into plates, which are pierced at the corners and sewn onto a leather cap of hide thongs, with the direction of the curved pieces alternating in each row. The thongs cross over each other at the crown making it thicker at the top. Full: a helmet with a pair of cheek-pieces and a neck guard. Some boast a nasal bar to protect the eyes and nose; some have a pronounced cranial ridge. This helmet improves on the vision and hearing possible in a closed helm. Closed: close-fitting full-faced helmet with elongated cheek-pieces leaving only the eyes, lower nose and mouth clear; some provide protection for the throat. A nose guard protects the nose and eyes. Some have a cranial ridge to protect the head from downwards blows. It offers excellent protection but severely restricts vision and hearing, as well as being heavy and hot and stuffy to wear for long periods. This helmet can be intimidating, whether the face is kept blank or decorated. It is unlikely to fall or be knocked off in combat. The helmet can be pushed up to the top of the head when not in battle to give the wearer relief from its uncomfortable and claustrophobic confines. The helmet may have an extending curved projection at the rear to protect the nape of the neck. Some helmets have the cheek-pieces either perforated or cut away to permit better hearing.

An example of magical armor and masks, the Yelmalio Helm is fashioned from solid gold and is engraved with Solar symbols. Only a very few of these Golden Age artifacts still exist. The faceplate depicts a handsome bearded man claimed to be Yelmalio himself. It slides up into the top of the helmet to provide the wearer with a less restrictive view. These helmets offer superlative physical protection and are imbued with magical properties. The helm is heavily decorated, and the embossed detail would make it susceptible to catching the points of impaling weapons were it not so resilient. In the Golden Age war was a sport, for Death had not yet been revealed. An ordinary full helm is shown for scale.

Female Armor Despite numerous pictorial representations (mosaics, wall paintings, erotic Imtherite cheese boards etc.) to the contrary, the armor worn by female fighters differs from that of males only in basic shape. The shoulderto-waist ratio and the outlines of the torso will be different but padding under armor reduces apparent gender differences. Cuirasses including distinct exaggerated breastshapes, or conical breast-plates worn with scale or mail, are impractical because armor is designed not only to protect from blows but also to deflect them. Pronounced breast-shapes increase the likelihood that a blow will slide towards the center of the chest, striking directly at the most vulnerable organs. Such armor may be worn in ceremonies and parades but not in battle, unless the wearer is more concerned with appearance than survival. More practical female cuirasses may have slight breast bulges. Pictures of Yelornans and other ‘amazons’ wearing only hemithorakion half-armor are also the product of the artists’ fevered imagination.

like attachments made of thin bronze, or actual horns. Some have multiple crest and plume holders. They might have a crest-knob at the top, which is drilled to make a hole to hold a crest-pin for feathers. Helmet furniture such as crests may be fixed to the crown of the helmet, secured with pins, or by a system of hooks and rings. Tubular crest-holders may be soldered to the sides of the helmet. Many Wolf Pirate helmets feature a crown of feathers around the brim.

Types of Helmet Helmets can be categorized as: Hood: of leather or sinew, which may include ear flaps. Some have extra bands of leather sewn to the hood. Open: a conical, cylindrical, or pot-shaped helmet. Some include a nasal bar or cheek-pieces and some have a broad brim. Often kept in place by a strap under the chin and sometimes a second strap at the back of the head. This helmet does not limit hearing or vision, and is comfortable to wear. It is favored by many riders and light infantry for the visibility it affords.

Magical Armor Magical Matrices: Dragonewts and sorcerers can tattoo armoring enchantments upon the skin. Leather armor can be fashioned from the hide of a

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ARMS AND ARMOR

.Helmets A great variety of helmets are worn in central Genertela; the selection above is not definitive. Whilst certain designs are historically associated with and named for particular regions, this does not denote the only territory within which a helmet design is found. A: Pelandan: 1 is knowns as a pseudo-Mostali, claimed to be based on the helmets acquired by Daxdarius, and now worn only by gladiators. 2-6 are hoplite helmets, and may be worn by phalanx soldiers across Peloria, Dragon Pass and Prax. B: Dara Happan: 1 is a simple bronze cap; 2 adds a cranial ridge; 3-7 a nose-guard and various levels of added protection. This Solar style can be found as far away as Mo Baustra in Prax. C: Pelorian: Some are clearly developed from the Pelandan helmets, though others, such as 5 are virtually identical to those worn by some Orlanthi. 10 is decorated with an embossed or incised moustache and beard. Whilst an evolution from Pelandan hoplite helmets is apparent, these also display significant southern influence. 11 is a Darjiini scale helmet; its basic shape displays Dara Happan influence. D: Sairdite: Related to the Pelorian but 1-5 have a high and forward inclined lobate apex; in 1-2 stylized as a horse’s head. The sequence 1-5 illustrate the evolution of the earlier horse head helms to those with a less stylized crest. 6-7 are Yelmalion ‘hawk helms’. E ‘Barbarian Belt’: 1-3 are simple ‘pot’ helmets; 4 is more complex; 5 imposing; 6 is fashioned from boar’s tusks; 7 is an example of a Grazelander helmet; 8 is a Wolf Pirate ‘feathered’ helmet. F: Helmet Furniture: A variety of forms of decoration are added to helmets, though in some cultures only Heroes, champions and officers so advertise their presence on the battlefield. Such furniture adds to the weight of the helmet and poses the risk of an enemy grasping it, so may be easily detachable. 1-3 add dyed horsehair crests; 4 has a plume; 5 a feather; 6 horns and is typical of an Uroxi helmet; 7, the Grazelander helmet includes a horse figurine with a tail made of hair.

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THE ARMIES AND ENEMIES OF DRAGON PASS dead dragonewt, and the tattoo matrices used, but a dragonewt once reborn always knows where their old skin is and has the spiritual obligation to lay all his former parts, including the skin, to rest. The skin from a dragonewt’s head cannot be used to make a helmet. When committing utuma a dragonewt always sufficiently damages its skin to prevent its reuse. Human skin, even if skinned carefully and cured, is never sufficiently preserved to allow any magical tattoos upon it to be used. Rhino Fat: made by taking hunks of fat from a dead rhino and simmering it in a pot for a week. When rubbed on the body, Rhino Fat provides some protection, but begins to wear off after an hour. By the end of five hours, the fat will be completely gone, leaving only its strong smell. Woad: the Orlanthi can enchant a pot of woad. When smeared over the naked body of the user it provides some protection against magical and physical attacks. This normally lasts a week, unless the user puts on armor or clothing. The dye can be prepared to be blue (preferred by the Orlanthi), green (worn by Earth cultists), or black (donned for night raids and by Darkness worshipers). Nudity: for some warriors, ritual nudity

demonstrates their faith and confers divine protection. Impala Tribe and some Orlanthi champions often go naked into battle. There is a widespread belief that this bestows heroism and makes the warrior wound-proof. Some fall into a battle trance that goads them to recklessly attempt awesome efforts. Such nudity is also associated with Hero Forming, as the warrior’s body is unconstrained and able to shift as magical energies flow through them. This also accelerates their movement, with their attacks likened to whirling storms or raging fire. Naked Orlanthi Heroes are described as surrounded by swirling dust storms, with their swords striking like lightning. For Hsunchen, nudity permits them to shapeshift into their animal forms without hindrance. Among peoples of Hsunchen ancestry, though no longer Animal People themselves, dancing naked before combat may be performed to invoke their ancient totems and to awaken the strength and savagery of their beast souls. Uroxi may dance naked save for their horned helmets, grunting and yelling, emulating the mighty Bull God. They may then rush to battle in a frenzy, picking up their shields but neglecting their armor.

Surrender of Sartarite Rebels General Fazzur Wideread and his ally, the Feathered Horse Queen, receive the submission of the Sartarite rebels Hofstaring Treeleaper and Kallyr Starbrow, ending Starbrow’s Rebellion. Queen Kallyr wears a bronze cuirass with leather pteruges, and greaves. Her pteruges are decorated with golden eight-pointed stars. The Orlanthi Hero-king Hofstaring is armored with a long scale hauberk reaching below the thigh secured at the waist with a wide leather war belt, leather pauldrons decorated in silver, and a vambrace on his right arm (the other arm would be protected by his shield in battle). Two tassets attached to his belt provide additional protection. Below the hauberk his legs are protected by greaves decorated with the images of War Gods. His round helmet is reinforced with bands around the crown and cheek plates to protect the sides of the head, with a bronze crest decorated with feathers. The crest has little practical value, save to make the wearer appear taller and more frightening to an opponent. Hofstaring’s sword is marked with the Runes of Movement, Death and Air. His sacred spear is a trident, marked with the Mobility Rune. He carries a one-handed axe at his waist. Both Orlanthi wear heavy torcs identifying them as people of high rank and each display tattoos on their visible flesh. The torcs also serve as neck-protectors. The Lunar general wears linothorax armor decorated with gold and silver, greaves, and ankle protectors. He holds a scepter of Dayzatar, carried as a baton by Lunar generals and is dressed in imperial purple as befits his status. His cavalry-style full helmet sits at his feet. It includes cheek-pieces, a brow ridge, and a curved projection at the back protecting the nape of the neck. The horsehair crest and two plumes are characteristic of Tarshite cavalry officers. His kopis sword rests by his helmet. The Provincial Army soldiers standing behind the general wear similar but less ornate armor and helmets. The one on the left has a gorget neck protector with a high, unarticulated collar; the one on the right wears a helmet with flanged cheek-pieces. The two mages behind the general wear slightly different peaked headdresses, denoting their membership in different magical regiments. Two standards are set behind the general. The left-hand one is the Standard of Tarsh with a golden figure of the Red Goddess and a banner depicting the Lunar demigoddess Hon-eel. The right-hand standard holds a Moon Rune; its banner shows the Red Goddess riding on the back of the Crimson Bat. The two stars denote a Field Commander in command of a Division. The Feathered Horse Queen, sitting beside the general, wears the rich ritual garb of a priestess of La-ungariant. The Feathered Horse Queens are the most important Earth priestesses of Dragon Pass.

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ARMS AND ARMOR

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THE ARMIES AND ENEMIES OF DRAGON PASS and plate trapper to protect a chariot horse or the mount of a cataphract. The panoply is expensive. Chamfron: designed to protect the animal’s head. May be made of boiled leather, felt or metal. Sometimes it includes eye protectors, and may be decorated with plumes, feathers or horns. Criniere: a set of segmented hardened leather or metal plates or scales to protect the neck. Eye guards: metal protectors attached to the bridle with straps. Frontlet: a smaller chamfron to protect the top of the head, usually made of leather. Peytral: a band of metal, hardened leather or thick felt to protect the chest. Poll pad: a leather or bead cushion to protect the very vulnerable top of a horse’s head. Sidepieces: usually attached to a peytral and used to protect the shoulders and flanks. These can be made to also act as thigh protectors for the rider. In Saird, these extensions are sometimes styled as wings.

Cavalry Armor A rider has particular requirements for armor: it must not overly inhibit visibility; it must permit sufficient flexibility; the rider must be able to feel the flanks of their mount. A short cuirass allows the rider to bend at the waist; some flare out to provide some protection to the abdomen. Pteruges hanging from a belt or the cuirass protect the abdomen and thighs. Greaves may be worn, but limit the rider’s ability to feel the mount’s flanks and apply commands using their legs. A vambrace worn on the bridle arm is also useful. Open helmets minimize restrictions on the rider’s vision and hearing, essential when maneuvering in formation and in melee. If the mount is armored, then their side-pieces can also protect the rider’s thighs.

Animal Armor Riding and chariot animals may be protected with armor using the same materials as human armor. It provides the mount with protection from missiles and when shock tactics and subsequent close combat are employed. Mounts are a valuable resource needing protection; losing the animal in combat reduces the rider to the role of infantry – where aristocratic cavalry enjoy prestige over those who fight on foot this is a demeaning reduction in rank. Barding and caparison coverings restrict the animal’s capability to regulate its temperature by sweating. Often, flaps are tied back to permit ventilation, and only secured prior to battle. The weight of barding affects the stamina and speed of the mount, and the equipment is costly to buy and maintain. The armor can be divided into single-piece body coverings, and more elaborate multiple pieces, though a single-piece caparison can be supplemented with additional pieces to protect the head, neck, and chest.

Logistics: Armor

Wearing armor for long periods of time is fatiguing, and particularly exhausting in cold or hot conditions. This can be mitigated by padding worn beneath the armor, ensuring that blistering or freezing metal is not in direct contact with the body, and by keeping the head adequately ventilated and the body well hydrated.

Heirloom Armor Whilst weapons and shields can be handed down from one generation to the next, or used by a victor who has vanquished the previous owner, body armor is more problematic. Cuirasses, corselets, limb armor and some types of helmet need to have a good fit as loose or tight armor can be both uncomfortable to wear and a hazard in combat. Adjustments can be made by altering padding, hinges, and laces. Proper fit at the shoulders, chest, and hips is essential to allow the wearer to move and wield a weapon. The length must be sufficient to provide protection and permit walking and running (and riding for cavalry) unhindered. The more complex a panoply of armor becomes, the greater the need for it to fit properly. The flexibility of scale armor makes it more adaptable, but the length, and circumference around the shoulders, chest, and hips all must be adequate for the wearer. If necessary scale and lamellar armor can be unlaced, and scales or lamellae added or removed to provide a better fitting. The scales then need to be sewn onto a new leather or linen backing.

Barding: a general term for armor; armor for the mount’s body. Often in the form of cloth, metal or cuir bouilli scale, or hard leather armor. Some sets only cover the front portion of the animal because fully cladding the animal increases the risk of overheating due to poor ventilation and the weight of the armor. Bridle: fittings may be decorative and defensive, with cheek-pieces and pendants to protect the head. Caparison: also called a trapper; a covering of cloth, felt or leather laid over the torso of the animal for protection and decoration. Leather, felt and quilted textiles all offer protection without over-burdening the mount. Some have extended flaps to meet at the front of the chest. A half-trapper covers only the chest and shoulders. A fabric trapper is sometimes overlaid with a scale

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ARMS AND ARMOR Horse Armor of Central Genertela

A great variety of mount armor is used in central Genertela; these examples are not definitive. The armor can be adapted to be worn by some other riding animals, notably sable antelopes. A.

Carmanian barding. This deep-chested Daron destrier is arrayed with a chamfron head protector, a segmented lamellar criniere defending the neck, and lamellar half-barding protecting the chest. The four-horned saddle is typically Carmanian. B. Grazelander horse panoply. A prized Goldeneye wearing a horned chamfron head protector with ear protectors and fringed leather side-flaps, and a thick leather peytral with gilded bronze studs and brightly dyed woolen tassels. The mane is gathered up in a decorated leather sheath and the tail is bound up with yellow-dyed leather. There is no saddle; the War Captain rider employs the ancient Hyaloring style utilizing only a felt saddle cloth. This example includes two Solar disks and stylized flames. C. Sairdite horse panoply. In this example, a Seredae horse wears a bridle including metal cheek-pieces, with its neck and throat protected with leather straps and a woolen pompon. The chest is protected by an ornate gilded winged peytral with rising sidepieces to guard the flanks and to protect the rider’s thighs. The saddle in this instance is an arched frame with two parallel leather cushions, resting on a saddle cloth. D. Orlanthi chariot horse panoply. A pair of sturdy Galana ponies are harnessed to the chariot. The upper portion of the horses’ heads are protected with woolen poll pads and a crest. Each wears a richly woven caparison laid over a felt base with flaps meeting at the front of the chest. This example belongs to a wealthy tribal king or champion. The harness and ornamentation display the insignia of Elmal, with the embroidered trapper depicting Elmal throwing a Sun Bolt as his charioteer Saren skillfully steers. The chariot car has a painted wooden frame and sides of cured cattle hide. The rims of the heavy sixspoked wheels are studded with rounded nails to enhance their grip. The bronze axle pins are fashioned in the form of horse heads.

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THE ARMIES AND ENEMIES OF DRAGON PASS Dart: a short weighted point suitable for throwing, sometimes fletched for greater accuracy. Darts are often carried clipped behind a shield. Lasso: used by the Horse Nations and Animal Nomads to rope herd animals, these can also be used to pull enemies from their mounts. Mace: a heavy head on a solid shaft used to bludgeon opponents. A mace is especially effective against an enemy who is not wearing a helmet. The most common mace consists of a stone head either drilled out or with a hollow cut into the base in which the haft is inserted, and secured with leather wrappings or a glue. A metal head may have a spike or be flanged. Flanges, knobs and spikes permit a mace to impact a smaller area to dent or penetrate armor. Maul: a long-handled hammer with a heavy metal head, either of lead or bronze. Rocks: either as weapons of opportunity, or carefully selected for weight and balance, thrown rocks can be effective weapons in a melee.

Weapons Miscellaneous Weapons Bolas: two or three stone or bone balls attached together with leather cords, swung at speed and released to entangle the target’s legs. Boomerang: A flat club of two or three airfoils made of shaped bone or wood. Usually a hunting weapon, the war boomerang is heavier and does not have to return to the thrower. Blowgun: a long narrow tube for shooting small light projectiles which are often poisoned. Caltrop: bronze spikes deployed on the ground to hinder cavalry and infantry. Dagger: a short-bladed stabbing weapon, sharp on one or both edges. These are carried not only as weapons of last resort but also as tools and eating utensils.

Axes Axes are weapons of the Earth; they are single or double-headed cutting or piercing weapons used either one or two-handed. Some double as a weapon and a tool. A cutting axe with a long narrow slicing blade is most effective against unarmored enemies, delivering deep wounds. The wider blade tends to distribute the force of the blow, reducing the penetrative power of the axe, especially against armor. A piercing axe is intended to penetrate armor, the smaller head delivering a concentrated impact to a smaller area. A strike to the head delivered by one of these can be immediately incapacitating, if not lethal. Some dual-headed axes combine both forms, with a longer blade matched with one or more spikes.

Maces of Central Genertela

These are illustrative but not definitive examples. A: Praxian stone maces. Stone maces are liable to shatter and are often strengthened with magic. B: Dark Orlanthi maces with bronze heads. C: Shargashi spiked maces from Alkoth. D: A selection of figurative maces. 1. Lead mace from the Spolite Empire of Gloom. 2. Goat-headed mace belonging to a Zarkosing chief. 3. Bull-headed mace from Carmania. 4. Lion-headed mace from Carmania 5. Horse-headed mace from the Grazelands. 6. Phallic mace belonging to a Dara Happan village headman, depicting the stylized head of Lodril. E: Magnified view of three of the mace heads.

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Battle-axe: these have a semi-circular or straight blade and are usually single-headed, with a spike or hammer. An axe with two cutting blades is often too clumsy to use in combat. The heaviest axes are rarely used as weapons but to decapitate helpless human sacrifices and to execute prisoners. Dagger-axe: an axe with a long pointed blade resembling a dagger. The blade may be symmetrical or asymmetrical. When attached to a long haft these piercing axes are sometimes called halberds. Disc-axe: a rare form of axe reportedly used by some of the tribes of the Shan Shan Mountains, this has a rounded blade which combines the

ARMS AND ARMOR impact of a mace with a small cutting edge. Great-axe: a two-handed single or double-headed long-hafted battle-axe. Halberd: a dagger-axe mounted perpendicularly on a long haft, making it a two-handed weapon. Some incorporate a spear-blade on the end of the haft to make a weapon capable of cutting and thrusting. Halberds are particularly deadly when used against an opponent lacking head armor, or by infantry against mounted opponents who think they are out of reach. These weapons were also apparently used in early chariot warfare, allowing a chariot warrior to engage enemies on foot whilst mounted in the chariot car. Light-axe: a smaller axe carried as a secondary weapon and as a tool. Sagaris: a long-shafted axe light enough to be used one-handed by cavalry. Its metal head has either an axe or hammer-like edge on one side, and a sharp straight or curving point on the other. These are capable of punching through armor. Throwing axe: a type of light axe with a narrow, sometimes curved head thrown overhand in a way that causes the axe to rotate so that the sharp blade hits the target.

using either one or more tangs, rivets, or one or more sockets. A tang is reinforced with leather bindings and sometimes glue. Rivets are used to secure the head to the haft, but are prone to damage. Sockets are the most resilient. Socketed bronze axes are cast in one piece using a mold.

Manufacture The manufacture of a metal axe head is broadly similar to that of a sword blade, with the addition of the attachment of a wooden shaft. Either a two-piece mold is used for a bronze axe, or less commonly a single mold to form one side of the casting, and the other finished by hammering. Iron axe heads may have a ridge behind the blade to reinforce it, as an edge tempered to be sharp will be more brittle than the softer metal used for the rest of the head. Hsunchen regularly fashion axe blades from flaked stone, with obsidan and flint giving the best cutting edge and greenstone and slate also used, attaching them using raw-hide lashings and tree resin; a hollowed out antler sleeve may be used as a socket to prevent the wooden haft from splitting. Axe blades may also be made from long bones and antlers. Metal axe blades are attached to a haft in several different ways. A wedge-shaped axe head with no shaft hole is the simplest, with the handle, usually a naturally bent haft, fixed into the socket at the poll edge of the blade. Another is the palstave which has a narrow poll, which is inserted into a split wooden handle and secured with straps. More resilient axes are attached to the haft

Axes of Central Genertela

These are illustrative but not definitive examples. A: Esrolian and Axe Orlanthi double-headed cutting axes: The two to the left are ceremonial axes carried in procession by Guardians of temples to Esrola. B: Tarshite cutting axes; the first has a blade affixed into grooves on the handle using tangs. The other two utilize sockets. The two on the left are examples of those used by the Tarsh Exiles whilst the one to the right is of finer quality and decorated with a lion or an alynx. C: A variety of single-headed piercing axes: ranging from small-bladed war axes with the head mated to the haft, to three shaft hole axe heads. Two include rear spikes. D: Sagaris axes and related designs: From left to right: possibly Fronelan dagger-axe; two Carmanian sagaris; two Praxian sagaris - one a stylized bison head, and the other a High Llama dagger-axe (both made by foreign redsmiths). Note: Mounted fighters may employ weapons similar to C and D, but often with a longer haft.

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THE ARMIES AND ENEMIES OF DRAGON PASS Axe hafts may be wrapped with bronze to protect the haft when used to parry edged weapons. The length of the haft depends upon usage; a longer haft provides a longer reach but requires greater skill. To be balanced, a two-handed axe at rest come to the chin of its wielder.

stolen from the dwarves.

Parts of a Crossbow Lath: the bow of a crossbow. Human laths are of composite construction; dwarven laths use iron or steel, often bound with braided cord or cable, providing a much greater draw-weight. Lock: the release mechanism. Those made by humans are simple devices consisting of a lever which holds the string back. Dwarven locks are more complex using a rolling-nut and trigger. Slider: a device used in human crossbows to draw back the string which extends beyond the end of the stock. The slider is braced against the ground until it engages with the lock, holding the string in place. Dwarven crossbows use gears and a rachet bar to wind the string back. Stock: the wooden base to which the lath is attached.

Parts of an Axe

Beard: a lower trailing blade edge descending below the rest of the head. Sometimes called the hook for its use in pulling a weapon out of an enemy’s grasp or pulling down their shield. Belly: longest part of the haft. Blade: the cutting edge. Sometimes called a bit. Some axes have two blades. Cheek: the sides of the head. Eye: the socket. Grip: the hand grip, often bound with leather. Hammer: flat part of the head behind the cutting edge of a single-bladed axe. Sometimes called the poll or butt. Haft: wooden handle. Some are made of bone or horn. Head: the blade and hammer or spike. Heel: end of the blade. Socket: the hole in the head through which the shaft is attached. Spike: one or more spikes opposite the cutting edge, or a stabbing spike mounted as a finial at the top of the haft. Stop: upper end of the haft near the head, it is wider than the socket to prevent the head from becoming detached. Tang: instead of a socket some axes are fixed to the haft using a tongue of metal extending from the head to which the haft is attached. Toe: front of the blade.

Self-bow: a simple bow made of one or two pieces of wood, the latter being a laminated bow combining two different types of wood. Much cheaper than a composite bow, a self-bow has a much shorter effective range and is most useful against unarmored opponents. The nock-ends of the bow may be made of horn or bone to strengthen the bow. Composite bow: made of layers of different materials, usually wood, horn and sinew, to give it more rigidity whilst retaining flexibility, and greater penetrative power. Strips of horn are inserted into a groove on the inner side of the wooden bow-stave or between laths of wood to become the core of the bow, with dried sinew fibers glued to the back of the bow. These bows are also expensive, time-consuming to make, and sensitive to moisture. They must be preserved in cases to prevent them from warping. They require protection not only from damp and cold, but also from direct sunlight. Composite construction permits a shorter overall length, a physical attribute important for the chariotand horse-archer. There are different types of composite bow.  Recurve provides a greater speed for arrows for a lighter draw-weight and is especially suitable for horse-archery (in Dragon Pass it is called a Praxian Bow). The curve reduces the height of the bow, storing more energy for the length of the stave and permitting a long draw.  Straight-limbed bows are cheaper to make and better suited for foot archery.  Asymmetric bows have upper and lower limbs of significantly different lengths. When drawn, the longer limb bends proportionately more than the shorter, which is also significantly thicker. This type of bow permits a longer bow to be more easily used on horseback.

Bows The bows used are typically a self-bow or a composite bow. At this time, longbows are unknown in central Genertela. It is not unusual for an archer to carry more than one bow, with only one strung at a time, because a bow must be left unstrung to retain its power. A composite bow can be left strung longer than a self-bow. Spare bowstrings are also essential, as a string will lose tension over time or if heavily used. An archer will try to carry strings suitable for different conditions: horsehair is ideal for a cold climate, because leather and sinew strings absorb moisture and stretch. Crossbows quickly wear out strings, which can be delayed by waxing the stock and the center of the bowstring. Crossbow: a type of missile weapon based on the composite bow consisting of a horizontal bow-like assembly mounted on a stock. The technology was

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ARMS AND ARMOR There are also a variety of geometries ranging from the simple curved and angular shapes, to more complex double convex and double concave shapes. To string a powerful recurve or asymmetric composite bow requires considerable effort, bracing the bow with the legs whilst using one hand to hold it and the other to string it. If the limbs are accidentally twisted the inset horn will splinter rendering the bow useless.

several different types in a quiver. Typically, 24 to 40 arrows are carried in a quiver, carried either on the back or on the left hip. Some Pentans prefer a highly-decorated gorytos sheath combining quiver and bow-case. These can carry roughly 50 to 70 arrows. There are two types of draw in common use: the fast thumb-draw used by the Horse Nations and some eastern Pelorians where the arrow is shot from the right side of the bow; the simpler but slower three-finger draw with the arrow shot from the left of the bow. Archers may wear a thin smooth stone bracer secured with cords, or a leather bracer to protect the wrist of their bow arm from the recoil of the bowstring. Users of the thumb-draw often wear a thumb ring to make the draw smoother and more comfortable. Yelmalio worshipers use bows as sacred weapons. An archer breaking their bow is a widespread symbol of their surrender.

Parts of a Bow Arrow-guide: a device used by skilled archers to shoot shorter arrows with a normal-sized bow. Back: the bow surface facing away from the archer when the bow is drawn. Belly: the side of the bow facing the archer when drawing the bow. Grip: often a thicker portion of the bow stave, sometimes wrapped in waxed linen or leather, sized to the archer’s hand, which prevents abrasion by the arrow, permits a quieter shot, and blocks moisture from the archer’s hand penetrating the bow. A stiff grip also prevents a bow from buckling when an arrow is loosed. Limbs: the ends of the bow stave above and below the grip. Nock-ends: the tips of the bow limb to which the string is attached to form a taut straight line pulling on the flexible limbs. Sometimes called ‘ears’. String: made of intestines, waxed sinew, hide, hair, flax or hemp fiber, or silk thread.

Manufacture The style and construction of a bow (and its arrows) is affected by climate, usage, available materials, and cost. The desired traits vary depending on its intended use, such as hunting or war. A common necessity for all types of bow is suitable wood free of knots and cracks. Timber from the trunk is best, as a straight uniform grain avoids the bow warping during assembly or twisting when used, and a fine-grained wood will store more energy without cracking. Whilst the tree can be felled in any season, the best wood for a bow is procured when the tree’s spirit is dormant and the sap is low (sap will cause the ends of the staves to split when drying). The ends of a log are coated with tar or lacquer to slow the drying process, and stored in the dry out of sunlight and rain. After a few months, the log is split into staves which are stacked to dry out and harden, a process taking several years. When ready, the stave is carefully worked, with the back taken back to a single hardwood growth ring, and the sides then cut away with a hand axe and then more finely shaped. The bowyer needs a good eye and bright sunlight to follow the fine detail of the wood’s grain to ensure the bow will not break when used. A self-bow may then be steam bent using a former, the nock-ends carved in the limbs, or made separately and attached. The limbs are tillered (carefully filed or trimmed) to ensure that both limbs have an even pull, taking excess wood off the belly of the bow, and smoothed. Simpler bows for close-range hunting and combat can be made from green wood branches, shaped and then hung to dry for five to seven days, heated, shaped and then tied and left to dry for another ten days. During manufacture, at different times, the wooden core components of a composite bow are

The type of arrow used affects the design, size and strength of a bow. Arrow shafts are made of wood or reed. Length varies – as a rule, the longer the length, the greater the draw-weight, and the greater the range and penetrative power. Arrowheads vary; some are bilobate and leafshaped, some have trilobate heads to cause wounds that are difficult to close, and others are armor-piercing bodkin points. Barbed heads are used for hunting but are also effective against thin-skinned mounts such as horses. Whilst a barbed head is effective against an unarmored target, its wider head makes it less effective at penetrating armor, whether natural or worn. A broadheaded barb increases bleeding, causing the target to weaken from blood loss. When hunting it is more likely for the prey to leave a blood trail. However, a broad leaf-shaped head has limited penetrating power against armor. Narrow tapering heads are more effective against an armored target, and can even punch through some types of shield. Other types include incendiary arrows, though often the spell Firearrow is used to obtain the same result, and poisoned arrows. An archer may combine

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THE ARMIES AND ENEMIES OF DRAGON PASS spliced together using scarf joints: at the tips, to make the limbs, the grip, and the grip itself. These pieces may be shaped and bent using steam or by being boiled in water. For a recurve and asymmetric composite bow, the steam-bent nock-ends incorporating horn, antler, or bone are sliced to the main body of the bow using tongue-and-groove joints, secured in place using tendon glue, and smoothed when dry. The bow is then left until the glue has dried out. Next, the horn components are degreased sufficiently to be glued but not too much lest they become brittle, and then shaped. The surfaces of the wooden core and horn (or rarely antler) are scrapped and deeply scored to enhance the bond between the wood and horn of the limbs on the belly, and the pieces glued together and held under tension in a cord vice (which consists of a length of rope and a strong wooden or bone lever). The horn may be sandwiched between two laths of wood. This process is repeated over several weeks, with the bow being coated with glue. Later, the grip may be built-out by additional pairs of wooden fillets on the outside of the main core. These steps require a high humidity, to prevent the pieces drying out prematurely. The warm interior of an occupied nomad kert is ideal, though the conditions can be enhanced or emulated by keeping a cauldron of water on the boil within an enclosed space. In some traditions, the bow is then placed in a feltlined wooden box which is put in a warm oven, and in others it is left in a dry place to set over several weeks. The back of the bow is shaped and evened out before the sinew backings are applied. Each layer of dried sinew takes weeks to dry out, and when ready each in turn is carefully scored to prepare for the next layer. The bow is tied into its most extreme reflex shape by tying the nock-ends to the grip and left for up to a year. As the sinew and glue shrinks, it pre-tensions the bow. When ready, the reflex arc is reversed using shaped wooden blocks. The bow is then tillered and strung, being carefully treated with heat to straighten it and give the desired profile to the limbs. This step can take several weeks. Next, the bow is wrapped with thin bark strips or fine leather sealed with varnish to protect and weatherproof the sinew. After a time, it is ready to be strung again and used for the first time. Making such a bow takes specialist skills and time – a superior composite bow can take more than two or three years to construct. Straight-limbed angular composite bows are simpler to manufacture, with horn spliced into the limbs and clamped together until the glue has dried. The joints are then wrapped with sinew, and when that is dry, the wooden core is backed with layers of sinew,

and nock-ends added. The bow is tillered and wrapped to protect the sinew backing. When the bow is strung, it adopts a triangular shape, a crescent when fully drawn. At every stage in making any bow requiring gluing, all surfaces must be made free of grease from the bowyer’s hands and from when the components were steam-bent, using lye made from a mixture of water and wood ash. This alkaline solution is brushed on and the wood then washed. Grease would prevent the pieces adhering together. A composite straight-limbed bow can take months to make as the glue takes a very long time to set. Good quality bows can take more than a year before they can be used, with the best requiring two or three years. Bowstrings are made of finely twisted strands of animal hair (from the mane of either sex or the tail of a gelding or stallion), leather, silk, sinew, flax, hemp and other vegetable fibers. Some are treated with beeswax. Like the wood for a bow, wood for arrows is best gathered in winter, so that the shafts will not split when being dried out. Heavier wood is better than a light wood; light may give a longer range but a lesser impact. The shafts are tied into a bundle and left to dry out for several months. They are then smoothed and polished with a sandstone whetstone. A groove may be made along the length of the shaft to strengthen and stiffen the arrow after they have been greased and heated when being straightened, a process requiring repeated applications of moisture and heat. The grease is then removed and the shaft given its final polish using a bone tool. Straight cane shafts are best gathered before the reeds have dried out before winter. Any leaves are trimmed off and the shafts spread out to dry, and then straightened. Arrows may be given more weight (and penetrating power) by being fitted with a wooden foreshaft which is attached using thread or sinew, with the join often strengthened with thick resin. Without the foreshaft, the reed or cane may split on impact, reducing the arrow’s penetrating power. To enhance the speed at which arrows are shot, the end may have a bulbous nock. This can be built up with wood, horn or antler added to the sides of the shaft, and bound with sinew or cord, and glued, or be made when shaping the arrow by leaving the end thicker than the rest of the shaft. Cane arrows are nocked after being fletched. Most arrows are fletched with three or four vanes of feathers pared away from the quill, fastened to the shaft with glue or pitch and then bound with thin flax thread. The wing and tail feathers of geese and swans are preferred, with those of eagles and smaller birds of prey sometimes used; in Teshnos arrows are fletched with peacock feathers. The natural twist of the feathers may be retained to make the arrow spin in flight. Crossbow bolts commonly have two flat vanes or none to permit the bolt to sit flat on the stock.

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ARMS AND ARMOR Socketed arrowheads are attached to the shaft with a small pin, glued, or simply pushed on (the latter makes withdrawing an arrow from a wound even more difficult). Tanged heads are ideal for cane shafts but are also used with wooden shafts; the tang is heated until red hot and used to bore a hole, and then secured with thread. A stone or bone head is attached using pitch or glue and fastened into place. Quivers are made or lined with leather, and waterproofed using beeswax.

Spears Spears are a Sky weapon, but are ubiquitous, used by other cultures, often with a mythic explanation. Trollkin, for example, claim that they use the spear because Argan Argar won it when he outfought Lodril, whilst the Storm Gods bested many other combatants and took their weapons. For the Lodrilli peasants of Peloria, the spear is both a symbol of their god and of manhood. Spears are often viewed as the poor warrior’s weapon; spearheads are relatively cheap, compared with the larger and weightier blades of axes or swords. Heavier spears are used for thrusting; lighter spears can be thrown or used in close quarter combat. There are several different types of head. A leaf-shaped spearhead has two sharp edges curving to a maximum width and tapering back towards the socket, and a lens-shaped profile. This shape is designed to cut flesh on entry and exit. If the spear is twisted the wound is enlarged when the spear is pulled free, inflicting large gaping gashes which will bleed profusely. The edges also permit a slicing attack in addition to thusting. This design is less effective in punching through armor. The spearhead of a sarissa is a long thin leaf-shape. This is more effective at penetrating armor than the classic leaf-shape, and is not intended to be twisted in the wound. Given the length of a shaft, it is not easy to rotate, even using both hands, and so a sarissa pierces the armor and body to wound or kill. A spearhead with a square or rhomboid bodkin is most effective at penetrating armor. The corners act as metal-cutters, peeling back the armor and making a deep but narrow wound. Barbed spearheads can inflict terrible wounds and become lodged in the body. This makes them more suited as javelin heads, causing wounds that are incapacitating even if not fatal. Barbed spears are commonly used in hunting, and in war are most effective against unarmored enemies and mounts. Shorter spears are frequently used onehanded. Unless the spear has a heavy ferrule this means that as the

Slings Slings are the classic weapons of herders, used to protect their flocks and herds from predators. They have the time and opportunity to become proficient in their use. Most slingers carry more than one sling, of different lengths to be employed against targets at different ranges. The unused sling is habitually tied around the head until needed. The best slingers can maintain a constant rain of missiles. A skilled slinger can use an overarm trajectory, with the shot gaining momentum from the fall to rain down upon an enemy, or in a horizontal motion which permits considerable accuracy. A hail of slingshots can unsettle many cavalry mounts. Kestros: a sling made to throw short weighted darts instead of bullets. The tail of the dart sits in the loop of two thongs stitched together, with the sling whirled up to speed and the missile released. Sling: a pouch on a cord used to throw a blunt projectile of stone, clay or elliptical lead ‘sling-bullets’. The sling is swung in an arc, and the knot is released to let the missile fly. Staff sling: A sling mounted on the end of a stave increasing the leverage applied, giving a greater range and capable of throwing a heavier sling-bullet. One end of the sling is firmly attached to the stave and the other end has a loop that slides off to release the projectile.

Manufacture Slings are made of braided fibers (of flax, hemp, reed, wool, interlaced sinew or tendons). They have a fingerloop at one end, a pouch or loop to hold the missile in the center, and a knot at the other end, held between finger and thumb until release. Sling bullets are made of lead (bolgs can be employed), sun hardened or fired clay, and stone, with flint often having magical properties. River beds provide a ready supply of smooth rounded stones suitable as ammunition. Bullets of lead or clay may have runes or an ironic message molded or scored into their surface. Sometimes small holes are drilled through the bullet so that it whistles in flight.

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THE ARMIES AND ENEMIES OF DRAGON PASS balance lies at the center of the shaft, it must be held near this point to keep control of the weapon, reducing its reach. Using a spear with both hands provides greater control, allows a greater reach, and a more powerful thrust, but means that its user cannot actively employ a shield.

on contact. This technique makes the kontos a specialist weapon requiring considerable training and good horsemanship to use. Against, infantry, the kontos is used to cut and stab. The kontos can also be used one handed either in a low guard across the horse’s neck, or high to stab downwards, with the other hand controlling the reins. Lance: a type of long spear with a blade, used by cavalry; unsuitable for throwing and tapered to give a balance point one-third down the shaft. Some have a spear-point at both ends; the secondary blade acts as a counterweight, and as a backup in case the lancehead is broken. A lance is used one-handed in either an over- or underarm grip, used in either mode against foot or mounted opponents. Against the latter, thrusts are aimed at the rider’s head or upper body, seeking to injure or unseat them. Against infantry, the lance is used in a vertical cutting sweep, making use of the leverage provided by the rider’s height. When used overarm, the lance is held above the shoulder with the thumb pointing back; when used underarm, at waist or thigh height, thumb pointing forward. It is easier to retain the weapon with an overarm hold. Long Spear: between 1.8 and 3.6 meters long and usually used overhand. The spear used by hoplites has a main blade on one end and a sauroter on the other – a long sharp butt-spike. These spears have a thicker shaft than a javelin and are balanced at least half way along, usually at a third from the end. They taper towards the rear to improve grip, which is enhanced by a leather or textile sleeve attached to the shaft. The hoplite spear is often thrust overarm at the enemy, but might be held underarm when charging. An overarm thrust targets the foe’s head and shield; underarm to strike at the enemy’s legs, chest and shield. Pike/Sarissa: a long two-handed thrusting spear between 3 and 6 meters long. It has a wooden shaft with a leaf-shaped spearhead; the shaft near the head is often reinforced with metal strips. The extreme length of longer pikes requires a strong wood tapering towards the point to prevent the pike from sagging at the ends; most consist of two shafts joined together by a bronze sleeve - a tube used to connect the two lengths. The sleeve permits the shafts to be separated for ease of transport, and is permanently fixed to one rod. The great length of the pikes allows a concentration of spearheads to be presented to the enemy, with their wielders at a greater distance, but also makes pikes unwieldy in close combat. With a twohanded thrust it can penetrate shields and armor. Like a hoplite spear, these very long spears often have a metal spike or butt, and a longer grip stitched to the shaft. A sarissa is a mass formation weapon, and virtually useless in any other combat, being heavy and slow to

Double-headed spear: a forked spear, often with a crescent shaped blade. Dual-use spear: usable as a thrusting or throwing spear. In the hands of cavalry, this is a versatile weapon, either thrown, or used in an over- or under-arm grip to stab at foot and mounted opponents. Hooked spear: a spear with a side hook used to pull a rider off their mount, or to catch a shield and pull it away permitting a thrust with the spear. Javelin: a short spear between one and two meters long and balanced for throwing. Javelins tend to have thin shafts; some have a small butt-cap. A head slightly heavier than the butt provides a point of balance just forward of the center. Alternatively, a slim blade and long socket shifts the balance towards the center. Javelins may also be used, at need, as a stabbing weapon in close combat. A massed volley of javelins is more effective at disordering the line of a shield-wall or phalanx, than individual throws. Three basic types are the long javelin, the shortand-heavy javelin for use at close range, and the light javelin for long-distance throwing. An ankyle is often used to increase the range and momentum of a javelin. The ankyle is wound roughly around the center of mass; the first two fingers are inserted into the loop, and the last two and thumb used to grasp the shaft; when released it adds a rotary motion as well as leverage. A javelin is most effective if thrown on the run; the speed of the javelineer also lends power to the cast, whether on foot or mounted. Cavalry using the javelin may carry two or more in a quiver mounted on the rear right of the saddle with the shafts pointing forward, heads up or down according to personal preference, so that the rider can smoothly and rapidly draw, raise, and throw. Kontos: a long cavalry lance about 3.6 to 4.2 meters long with a sword-like blade and a butt spike. It is heavier than a lance with a thicker shaft, and less likely to break. In combat with other cavalry this spear is held with both hands across or beside the mount’s neck, levelled at the opposing rider, while directing the mount using the knees, leaning forward and bracing the legs just before impact. This hold gives great power to the thrust, utilizing the momentum of the mount for maximum impact. The left arm is held across the rider’s body, the hand steadying the kontos, with the right arm angled back and used to guide the point. The shaft is firmly grasped to avoid the hands sliding along the shaft

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ARMS AND ARMOR manoeuver. In massed ranks with the spearheads of multiple ranks protruding it presents a deadly obstacle to any enemy. The weight of a sarissa makes it hard to hold in the combat position for extended periods, even with training, and the decision when to order Lower spears! is crucial. Too soon and the soldiers will tire; too late and the weapon is ineffective. An experienced and strong phalangite can manipulate their sarissa to knock aside the long spears and pikes of an opposing phalanx. Shafted sickle: primarily a naval weapon, used to cut the lines and slash the sails of enemy vessels. It usually consists of a shaft with a spearhead to which the sickle is lashed. Short Spear: of various lengths, between one and 2.7 meters long. Whilst primarily a thrusting weapon, if used twohanded outside close combat, it can be used as a staff, with both the blade and the butt used to strike, and the shaft to block attacks. Spear-thrower: a short hardwood rod about 60 cm long with a socket or hook at one end, used to augment the range and force of a thrown javelin or dart, significantly increasing range and accuracy, but slowing the rate at which missiles can be thrown. Heavy darts propelled using a spear-thrower have greater penetrative power than arrows shot at the same distance. The thrower is held at the end with a forefinger slipped through each of the loops or pegs fitted to either side, with the end of the missile cradled in the groove. The spear-thrower is then cast forward in a whip-like motion, releasing the missile with considerable force. It requires a great deal of practice to master. Trident: a specialised spear with two or three prongs, used for spear fishing, and sometimes in handto-hand combat. Orlanthi sacred spears can have this form – the three prongs symbolizing the Storm God’s lightning or representing his Three-Bladed Spear, and also forming a Mastery Rune.

Spears of Central Genertela

These are illustrative but not definitive examples. The longest heads are just under 60cm long from tip to the end of the socket. A. A selection of long spears: 1. Orlanthi leaf-shaped spearhead with butt-spike. 2. Lunar infantry spear with sauroter. The blade has been cut away to form a Moon Rune. 3-4. Hoplite spears with sauroter butt-spikes. 5. Orlanthi trident symbolizing the Storm God’s lightning. 6. Cavalry lance with a secondary blade counterweight. 7. Cavalry kontos 8. Infantry sarissa with sleeve and butt-spike. B. A selection of short spears and javelins: 1. Dual-use spear with an armor-piercing head and ferrule. 2. Dual-use spear with a wide head. 3. Javelin with a small head. 4. Alkothi javelin with a barbed head and cane shaft. 5. Javelin with an armor-piercing head. 6. Javelin with a barbed head.

Parts of a Spear

Ankyle: a leather throwing strap. Butt: the end of the haft. Collet: sometimes used to hold the head and haft together and to prevent the top of the haft from splitting. Ferrule: often attached to the end of a spear shaft, to aid balance, and to prevent it splitting. As a counterweight, they enhance the thrust, moving the center of gravity, meaning that the shaft is grasped closer to the butt end. This increases the reach of the weapon. Haft: the shaft of the spear.

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THE ARMIES AND ENEMIES OF DRAGON PASS Heads for thrusting spears can be heavy and broad whilst those for throwing are narrow and slender. Dualpurpose spearheads tend to one or the other, but are usually lighter than those of a thrusting spear. Metal heads are attached to the shaft using either a socket (often with holes for pins or rivets to hold the head in place) or a tang. A socket is manufactured in two different ways, either using a cone-shaped former – a stone matrix with the seam of the split may be welded together, or by casting the spearhead in one piece, with the mold also including the socket. The pin may be omitted from throwing spears to prevent the enemy throwing them back. Stone and bone heads are attached by making a cleft in the end of the haft, to which the head is glued and lashed into place.

Head: the blade, neck, and the socket or tang. Most spears are attached to the haft using a socket. Midrib: a rib gives the head greater strength, making it more effective at piercing shields and armor. Sauroter: a metal spike or butt on the end of a spear, which serves several purposes. It acts as a counter-weight; is used to hold the spear ‘at rest’ vertically; it can be used as a weapon if the head is broken; it can be used by the ranks behind the front ranks to finish off any fallen enemy the phalanx walks over; it can be used to brace the spear against cavalry. Its square cross-section makes it ideal for piercing armor. Sleeve: The central portion of a thrusting spear bound with cord or a leather strap for a secure grip; the bracket holding the halves of a sarissa together. Spine: ridge running along the center of the blade. Socket: hollow portion of the head attaching it to the haft. Tang: a tongue of metal extending from the head inserted into the haft. Weight: sometimes attached to the lower head of a javelin or dart to increase its penetrating power, especially if the haft consists of a light wood or cane. The weight is often made of lead.

Swords As symbols of Death, swords are imbued with mystique and prestige. They are also weapons of Air. Unlike axes and spears, swords are purely used in killing, not for hunting or as tools. There are various different forms ranging from blades used for cutting and thrusting, to a short sword used as a stabbing weapon, especially within the press of a shield-wall or phalanx. It is easier to employ cutting blows than thrusts in the midst of a shield-wall with a longer weapon, because a powerful thrust requires the arm to be pulled well back, risking elbowing the person to the right. Orlanthi swords are normally long and leaf-shaped, equally suited for thrusting or cutting. Long slashing

Manufacture The wood used for the shaft of a spear must compromise between strength and weight. Oak, cornel, ash and ivory wood are preferred for spears, with seasoned ash being best for shorter spears and javelins, and tough and resilient cornel or lighter ash for long spears such as the kontos and sarissa. Spear shafts are either made of coppiced poles or larger logs are split lengthways, and then again along the splits that appear naturally during the drying process. The resulting lengths are whittled and then smoothed and rounded. Coppiced shafts are stronger, but more expensive. Strong reeds or canes can be employed as light javelin shafts, with the head attached at an intermodal segment. Bronze spearheads are cast using a clay mold of three parts: two matched half sections, and a conical core former to keep the socket-opening free. These are bound together with cord and coated with a layer of clay thin enough for trapped air to escape, allowed to dry out, fired, and then used for casting. Iron spearheads are made with or without a midrib, forged by heating the head and hammering on alternating faces whilst keeping the rib straight, spreading out the edges. Heads without a rib are forged by hammering whilst rocking the blade from side to side on the anvil.

Rapiers and Daggers

A: Rapiers – both are duelist weapons. B: Daggers - from top to bottom: two Sartarite daggers (second inlaid with a hunting scene); two Esrolian daggers; a Western style dagger. C: Daggers – from top to bottom: Dara Happan; two Lunar daggers; Sairdite Solar dagger; Grazelander dagger (with an Orlanthi style blade).

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ARMS AND ARMOR swords are popular amongst horsemen. Well-made swords are intricately decorated and often given names. Swords are expensive, and the prerogative of the wealthy or the professional. The sword is a potent symbol in many cultures, denoting the affluence and power of its wielder. Orlanth’s worshipers specialize in use of the sword, and pride themselves in using all weapons. Orlanth defeated all the Elemental Deities in combat and gained use of their weapons at some time during the Gods War. Some other cults, less fortunate in receiving the use of all weapons, view with dislike Orlanth’s appropriation of their favorites. Similarly, Orlanth worshipers abhor the use of swords by Red Moon followers. The Orlanthi say that they have been able to partially withhold use of this weapon because the Lunar imperial forces prefer the curved sickle-sword or the kopis. Lunar cultists brand this claim as silly. A sword consists of the blade, handgrip and pommel. The hilt may be grooved to fit the fingers, and the pommel acts as a counterbalance. Some swords are made with fullers running part way or the length of the blade; these grooves strengthen the sword. Others are reinforced by ribs instead. Swords are divided between those with curved and straight blades. Curved blades may be edged on one or both sides, with those with a single edge classified as convex, concave, or recurve. Curved swords provide an efficient slicing cut, and most have good structural strength. Convex blades have a cutting edge on the outer side of the sword and their shape maximizes the impact of the tip; this is enhanced if the blade broadens towards the end of the curve, also giving a longer fighting edge. Concave blades have a cutting edge on the inner side of the sword and can reach over a shield to hit at a perpendicular angle, enhancing the penetration of armor and flesh; they can also be used to hook an enemy’s shield or armor. Recurve blades combine both curves. Some varieties of kopis are concave near the hilt and broaden to be convex towards the tip giving it the inertia of an axe with the longer cutting edge of a sword, whilst retaining the capability to perform a thrust. Straight blades are used to slash and thrust. Leaf-shaped straight swords push the weight of the sword forward, making them ideal for chopping and hacking blows. Long leafshaped swords maximize this effect, but are less effective at close quarters when there is

insufficient space to swing the sword.

Swords of Central Genertela

These designs are illustrative but not definitive examples. Differences in size, weight and detailed design vary according to the requirements of the customer and the skills and patterns of individual smiths. The style of hilt also varies enormously, and many of the forms shown might appear in conjunction with other blades. A: Pelorian sickle-swords. The examples shown vary from those almost indistinguishable from agricultural implements (though of much finer quality) through to Moonswords, khopesh and the form often described as a scimitar. B: Examples of Kopis swords. C: Examples of Doblian two-handed Rhomphaia. D: Orlanthi leaf-shaped broadswords. E: Orlanthi long leaf-shaped swords, also common in Esrolia. F: Western broadswords. The shorter swords are often carried as secondary weapons by Humakti and hoplites.

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THE ARMIES AND ENEMIES OF DRAGON PASS A sharp point makes a sword ideal as a thrusting weapon, but a narrow tip can bend or break, which can be mitigated by making the tip lenticular or diamondshaped in section, which also aids in punching through armor. Rounded tips are not blunt, as the edges are sharpened. Swords are also divided into those with a singleand double-edge.

between the curved blade and the hilt is a potential weak point, and there is a risk that the sword may snap. Also called a Moonsword, this sword is popular with elite soldiers recruited in the Lunar Heartlands. Swordstick: a rare sword with a very long thin blade and hilt, often magically strengthened.

Parts of a Sword

Blade: the cutting length of a sword. Forte: a straight section of a blade, which increases its length and is useful for deflecting attacks. Fuller: groove running along a blade to lighten and strengthen it. Grip: the hand grip, often corrugated or indented to enhance the wielder’s hold of the sword. It may be simply carven wood, bone or horn, and can be wrapped with wire, untanned leather or, in the Holy Country, sharkskin. Hilt: the combined stop, grip and pommel attached to the sword’s tang. Kopis swords may have a chain or leather strap connecting the pommel and stop to minimize the chance of the sword slipping out of the hand. Pommel: fitted at the top of the hilt to prevent the hand sliding back off the sword, sometimes also acting as a counterbalance. Rib: raised ridge running along a blade to strengthen it. Stop: the base of the hilt which prevents the hand from sliding onto the blade. Some have projecting lugs. A wider transverse stop is sometimes called a cross-guard. Sword-knot: a lanyard of leather or fabric attached to the hilt to secure the sword to the wrist. Tang: a tongue of metal extending from the blade to which the hilt is attached.

Broadsword: A long (usually between 750 and 900 cm long), leaf-shaped sword, flat or lozenge-shaped in cross section. The point is long and sharp enough to be deadly in thrusting, while the curved potion of the edge is ideal for slashing. Greatsword: a rare long and heavy two-handed sword. Klanth: a wooden haft and grip with sharp flint or obsidian blades. Commonly considered a dragonewt weapon, these are also employed by people lacking the wealth or skill to procure metal swords. Kopis: a heavy curved single-edged blade used for slashing and thrusting with the cutting edge on the inside of the long blade (though some are also sharpened along the back edge). Most widen towards the point increasing the efficiency of a downwards stroke. The downward curve of the kopis makes it especially suited to mounted warfare; it is most suitable for open combat and the freedom to employ a full arm swing. It may be curved back or forward. The blade is wedge-shaped in crosssection, with the curves lending additional strength to the blade. This sword was introduced to the Pelorians by the Pentan horsemen. It is now the defining weapon of the Lunar Empire. Rapier: slender bladed thrusting weapon with a sharp point. Rarely used on the battlefield. Rhomphaia: a close-combat straight or slightly curved single-edged blade usable as a thrusting or slashing weapon, attached to a pole considerably shorter than the blade. The blade has a triangular cross section to accommodate the single cutting edge, with a wooden or bone hilt covering the tang, which has a rectangular cross section. Short Sword: This has a leaf-shaped blade. Like the broadsword, the short sword is ideal for both cutting and thrusting. Many non-Lunar heavy infantry hoplites favor these because a double-edged, straight sword is more versatile than a single-edged curved blade. Sickle-sword: a sword with a curved single edged blade used for slashing and for disarming an opponent. The curve increases the structural strength of the sword; the blunted edge of the weapon’s tip also serves as an effective bludgeon, and may have a hook to pull away an opponent’s shield. Some have a straight section near the hilt, useful in parrying attacks; the neck

Manufacture Bronze Bronze swords are made using a mold. Some are made using a two-part rectangular stone mold into which molten bronze is poured, others into two-layer clay molds, sometimes using the ‘lost-wax’ technique to maintain the shape. A clay mold is destroyed in the process, whilst a stone mold is reusable. In both cases, the swords are cast through the handle hole. The length of the mold means that the molten bronze in the lower portion can be at a high pressure, aiding the quality of the casting; gases trapped at the blade edges will cause flaws, which can often be hammered out later. The subsequent steps are the most time consuming. The blade is trimmed to remove the flashing, forged, annealed, and the edges hammered to a thin wafer. Annealing bronze can make the blade stronger,

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ARMS AND ARMOR but annealing beyond a certain threshold can make it more likely to shatter or snap. When annealing bronze, it must be heated and then quenched in water quickly. It is then cold hammered to make the edge less brittle. The upper end is hammered out into a tang, which may be almost as wide as the blade. The sword is carefully ground and polished using disk or rod-shaped grinding stones, using charcoal dust and clay paste. Punches are used to accentuate the lines of the blade and to chisel in decoration. The blade then receives its final polishing until the metal gleams. Hilts are common, but some swords instead have grip plates which attach to recesses molded into the tang. A hilt is fastened over the tang and secured with four or six rivets, or glued, with the exposed top of the tang burred over. In the highest quality swords the top of the tang is covered with an embellished cap or pommel. The pommel may also be capped.

desired finish, and then sharpened. These swords are flexible and fairly strong. They often display wavy streaks along the middle caused by the lamination of the core. The third method creates pattern-welded blades where a core of two to twelve iron bars have been twisted together into spiral-patterned billets, and then hammered and folded repeatedly to create a strong flexible core. The pattern derives from the combination of lighter hardened iron and darker softer iron, resulting in serpentine markings running along the length of the sword. Other patterns can be achieved by a skilled smith. The hard edges are then welded to this core. The blade is treated with sour beer, or horse or bovine urine, which accentuates the pattern, and then polished. Whilst pattern-welded swords are esthetically pleasing they are a little more brittle than those made of sandwiched bars. In all methods, the tang is not habitually hardened; the softer metal serves to absorb some of the shock of a thrust or blow. The final step is to attach the hilt to the tang. The tang of an iron sword is usually a narrow flattened rod that fits into the hollowed out center of the grip. Iron swords being of great worth, their hilts are often highly decorated, with fine gold wire, jewels, or cloisonné work. These processes, and the related magical songs and spells, are secrets known only to Third Eye Blue and Inginew Redson smiths and very few others. Chants are also important because they give a rhythm and timing to the hammering of the metal. Bronze and iron swords are carefully polished, which accentuates the patterns of laminated and pattern-welded swords. The blade edges are finished using a fine quartz whetstone.

Iron Any competent redsmith can cast a bronze sword. Iron swords require very different techniques and rituals: bronze swords are cast, then forged; iron swords are forged. The simplest is to forge the basic shape from a single bar of iron, and to harden the edges by cold hammering. These swords have a marked tendency to bend or break, and the wielder needs must withdraw from combat to straighten their blade. They tend to have rounded points because a tapered point is liable to bend or snap. In strength and hardness these are roughly equivalent to a poor quality bronze sword. Better swords are laminated, made of multiple bars. The iron is shaped into bars, usually of alternating soft and harder layers of the metal in a process called piling, using the pieces wrought from the bloom. These bars are heat-welded together using a hammer using a flat pounding surface. In the cheapest examples, harder edges may simply be welded to a softer core. Fullering can be used to create one or more ridges along the length of the blade to lend it greater structural strength. The blade may be annealed to relieve stresses introduced by forging and then evenly heated to different temperatures. Unlike bronze, iron requires gradual cooling after heating. It is then either cold worked (hammered over several cycles of gradual heating and cooling) to make an edge, or heated to a high temperature and then quenched in a liquid, hardening it to hold an edge (though this requires considerable skill to ensure the blade does not warp) and then tempered (heated uniformly along its length and thickness to a temperature below that used to hardened it) to overcome the brittleness, and permitted to cool slowly. The sword is ground with abrasives to achieve the

Handedness Since the fall of the Empire of the Wyrms Friends and the Dragonkill, there is a widespread abhorrence throughout central Genertela of those who are lefthanded. Dragonewts are all left-handed, and a lefthanded human is adjudged to be subject to a draconic taint. In some places, infants perceived as left-handed are quietly smothered by the midwife, whilst in others they are seen as unlucky or fated to fulfill some special, often perilous, destiny. Weapons and shields are all normally manufactured for a right-handed wielder.

Lottery Swords A lottery is formed when a group of candidates for initiation into the Humakt cult join together and pool their resources to fund the making of a high-quality sword. The sword purchased is of the finest quality and

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THE ARMIES AND ENEMIES OF DRAGON PASS the hilt is often encrusted with jewels and precious stones. Any number of Humakti can join the lottery, and the more who take part, the greater the capabilities of the sword. As the number reduces the chance of winning the sword, a lottery rarely has more than a dozen entrants, with six to eight typical. Once initiated, Humakti are obligated to take at least one gift and geas from their god. Instead of asking for their own weapon to be blessed, each in turn places their gift upon the lottery sword. In this way, an extremely potent weapon is created, though the powers will be reduced as each member of the lottery dies, becomes apostate or breaks their geas. As time progresses, the powers of the sword diminish. The winner of the sword is either chosen by lot, such as the drawing of straws, or more usually by combat. In the latter, the warriors pair off and fight, with the winners of the first rounds paring off and fighting again, until finally only one is victorious and takes the sword. These duels are to first fallen or first blood, for if a combatant dies, the gift they had placed in the sword is lost. The only way a lottery sword can honorably subsequently change hands is by a duel, if one of the other entrants in the lottery challenges its bearer. If a lottery sword is stolen or otherwise lost, the gift-givers may band together to reclaim it.

right hip to allow them to hold their shields on their left. This is because a scabbard worn on the left hip can chafe against the shield, and drawing a sword on the left would require moving the shield aside when in close order, needlessly exposing the body to the enemy. Others carry their swords on the left for an easier across-the-body draw and to balance the load of equipment carried. Cavalry and shieldless fighters may also carry their scabbarded swords on the left for the easier cross draw. Swords are sometimes carried without a scabbard, suspended either at the hip on a belt or diagonally across the chest on a baldric. Long swords, sheathed in a scabbard or naked, may be suspended on the wielder’s back, requiring an awkward over-the-shoulder draw.

Parts of a Scabbard

Chape: a fitting which protects the bottom tip of the scabbard from wear. Core: the main sheath of the scabbard. Finial: an enlarged button on the bottom of a chape. Lining: a layer of fur, fleece or fabric attached to the core. Mouth: where the sword slides into the scabbard. Throat: the top portion of the scabbard. Top-mount: the top of the scabbard, mating with the sword hilt when sheathed to prevent dirt and moisture tainting the blade.

Scabbards Swords are usually carried in leather or wooden scabbards covered with leather or fabric, often with a metal frame, intended to hold and protect the blade and the wearer. Scabbards may be plain, or ornately decorated precious items in their own right. Some are made to be a ‘weapon pack’ with knives, spare spearheads or tools slipped into the frame, for ease of access and carriage. Those of officers and thanes may boast an ornate chape end-pieces and top-mounts of ivory or precious metal. A wood or leather scabbard can be painted, and the leather tooled with decorative patterns. Cheaper chapes are made of bone or hardwood. Some scabbards are double-lined with fine fur or fleece to enhance a quick draw, and to prevent the blade being worn down against the inner seam of the scabbard. This lining is also used to preserve precious iron swords, with small quantities of oil decanted into the scabbard to hinder rust. Scabbards are hung from a waist belt or a crossshoulder baldric strap using one or more attachments: a single ring or leather or metal ‘wing’; two rings or pairs of ‘wings’; Pentans often use a scabbard-slide, possibly of Kralorelan origin, of metal or stone, which permits the scabbard to slide upon a belt, ensuring that the sword is always vertical for an easy draw. Some infantry carry their sheathed swords on the

Weapon Decoration Weapons can be decorated to denote ownership, to show cultic, clan and tribal affiliations, to act as spell foci, and to display the wielder’s wealth or artistic taste. The haft or limbs of a weapon may be painted, carved, and decorated with feathers, tassels of hair, dyed cloth or leather. Many tribes have their own favored designs, often geometric or stylized patterns. Feathers are impractical for a javelin, hindering its flight unless magical, but may be tied to the shaft of a thrusting spear or lance. Earth cultists may wrap the hafts of axes with glued snakeskin (shed skins are preferred as snakes are sacred to them). Praxian bows can also be sheathed in snakeskins, both as decoration and as waterproofing. Arrows are also painted (done before they are fletched), so that their owner can identify and reclaim them (javelins may be marked for the same reason). Feathers are rarely dyed, but some cults require their members to only have their arrows fletched with a specific color. Ceremonial weapons can be very ornate; spears and bows sheathed or made of metal and not unknown and may be bejeweled and covered in beautiful (but impractical) adornment.

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ARMS AND ARMOR taken from the fallen, meaning that many carry secondary weapons. The arrows in an archer’s quiver and the shot in a slinger’s bag will be exhausted in a matter of minutes by intensive volleys; only two or three javelins can be carried by infantry, and a mounted javelineer’s quiver might contain only a few more. Missile users must have resupply to remain effective, meaning that either supplies must be brought forward to them, they must retire to the rear, withdraw, or fight with other weapons.

Axe and Spear Decoration Often mistakenly thought of as a low status weapons, the socket of a thrusting spear can be engraved, as can the head of an axe. The most expensive are inlaid with gold or silver wire.

Sword Decoration Swords are valuable items in their own right, and may be marked with Runes and other symbols during their manufacture. Most decoration is restricted to the hilt: the hand A matched pair of guard may be fashioned in the Humakti ‘show form of a Rune (a metal plate swords’ with may have the form of a Solar or anthropoid hilts. Moon symbol, or even an Air or The Heroes or Mobility Rune), or an animal’s demigods depicted head; the hand grip may be are unidentified. marked with a spiral along its length taking the pattern of an extended Air Rune to enhance the user’s hold ; the pommel might be shaped as an eagle or horse head. The latter are often worn for display than for battle. Finished blades can be engraved using a burin of steel or magically toughened and sharpened bronze, or a crystal tipped graver, making this sort of decoration rare and expensive. The design is then inlaid using wire of a different metal hammer-welded in place and then filed and polished. Angular Runes are easier to engrave than curved. Whether on the hilt or the blade these designs are often used as spell foci. Many wealthy Humakti possess an ornamental sword in addition to a working blade, with easily priedoff gems on the hilt for use as ready cash.

Weapons and Wounds In a shield-wall or phalanx, a fighter in the front ranks is most likely to sustain injuries to the head, neck, lower legs and forearms. Wounds to the legs will incapacitate a foe and allow an easy kill as they lie on the ground, or they may be trampled underfoot; often these injuries are on the right shin, where a right-handed combatant will be closest to their foe. Forearm wounds are frequently defensive injuries when the loss of a shield or weapon means that the arm is used to fend off the blow. In a phalanx, an enemy’s spear may pierce a shield and penetrate the left arm or chest behind it. The head is an obvious target; even if the attack does not pierce a helmet, the target might be disorientated or knocked unconscious. Sling-bullets, maces and clubs may all cause depressed skull fractures, difficult to treat if survived because of the resulting bone splinters, and often immediately fatal. In the ordered battle-line, soldiers are most likely to take injuries on the left side, from right-handed opponents, because a right-handed attack strikes the opponent’s left where a right-handed defender is less able to parry. When a formation breaks, those who flee are most likely to suffer injuries to the back of their bodies. Members of the rear ranks are frequently not as well armored as those at the front. Lacking the same protection, they are more vulnerable to injuries to the chest and abdomen. The head and forearms of infantry are most prone to injury by a mounted attacker, and conversely, the rider is susceptible to leg and thigh wounds as the easiest part of the body for infantry to reach. Different weapons cause different injuries: piercing, cutting, or crushing. Slashes and cuts, if not leading to catastrophic blood loss, may heal naturally if the wounds are cleaned and bound. A combination of lesser wounds can lead to unconsciousness or death due to blood loss. Deep piercing wounds are more problematical if they puncture vital organs, and are more likely to be fatal. Both spears and arrows can penetrate deeply into the body, via a relatively small entry wound. Abdominal

Weapon-Magic Heroes and demigods often master feats which permit them to use their weapons in ways that appear impossible. A spear might be thrown or an arrow shot, which then turns in flight to strike enemies even when they are sheltering from a direct attack; thrown weapons may return to the hand of their caster; swords might fight and dance even though no hand holds them. Numerous other feats are recorded in stories and most are obtained in heroquests.

Logistics: Weapons

In combat, weapons will break and missiles will be exhausted. It is rarely feasible to obtain replacement swords, spears or bows whilst in battle, unless

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THE ARMIES AND ENEMIES OF DRAGON PASS wounds are most likely to be deadly, followed by penetrating chest wounds, as internal bleeding is inevitable. Whilst a fighter might be pierced by numerous arrows and survive, spear wounds, especially from a sarissa, lance or kontos are more deadly, penetrating body armor, and perhaps coming out the other side. The added impetus of a mounted lance or kontos makes them yet more lethal. Many slingstones have a tapering tail which allows flesh to close behind the missile making extraction more difficult. Stabbing weapons are habitually twisted on exit to increase the size of the exit wound. The three blades of a trilobate arrowhead make it difficult to staunch bleeding because it is difficult to close and stitch together the edges of the jagged entry wound. Barbed arrows and javelins are more challenging to remove without tearing the flesh. Sometimes it is necessary to allow the surrounding tissue to putrefy and soften before attempting extraction. Bladed weapons can be used in three ways, though some forms are more effective at one than the others: slicing across the target; stabbing or chopping into the target; slashing as a combination of slicing and stabbing in the same motion, requiring a longer edge. Daggers can slice and thrust; axes chop; swords can slice, stab and slash; longer, heavier swords have their balance point further away from the hilt, providing more penetrative power, whilst wider and heavier blades are better at slashing. Ironically, armor can complicate the treatment of wounds where a spear- or arrowhead is still in the body, as it must be taken off before attempting to treat the injury. The shaft effectively pins the armor to the body. Bludgeoning wounds crush tissue and break bones. It can be no coincidence that a stout helmet is said to have been the earliest piece of armor, when clubs were among the simplest weapons. A severe blow to the head is often sufficient to disable an enemy even if they are not slain. A severe injury to the left or right side of the skull will cause long-term paralysis on the opposite side of the body. Crush injuries are often larger in extent than those caused by a blade or arrow, and take longer to heal naturally. Bones can be broken even if the blow is blocked by a shield. Incendiary weapons and magic can cause severe burns, resulting in blistering and grave tissue damage. Certain materials bring their own hazards. Iron is poisonous to elves and trolls, but bone and stone weapons can be a threat to anyone. Blades and arrowheads of these materials can leave slivers deep in a wound, impeding healing. Bone is also porous, meaning that it can be soaked in poison, or even dipped in dung. A few weapons have magical properties, including potent banes, that may afflict their victims – and

sometimes their owner. Though relatively rare, such mighty weapons may bear a curse that they will at some point treacherously cause the death of their wielder. Magical healing, discussed later, can often mitigate many wounds that are not immediately fatal. Cuts and wounds stitched closed are widely washed with wine, and smeared with honey every day until they heal.

Wounds and Disease

Damage to the body often leads to inflammation or putrefaction, and sickness and disease will claim many who survive combat if they are not quickly treated. Even if not intentionally poisoned, wounds may draw disease spirits. Some Lhankor Mhy scholars speculate that this is because the integrity of the soul is broken by foreign matter left in the wound, weakening the natural spiritual immunity to such entities. They note that punctures of the gut are particularly deadly in this regard.

Other Equipment Masks Several cultures wear masks in combat, either as an attachment to the helmet or alone. A war mask often has a malevolent expression or hideously fantastic features to instill fear in the enemy. A mask provides physical protection, coming between the wearer and the weapons of the enemy. It can offer a psychological advantage, frightening any foe facing the wearer. The mask can afford spiritual assistance to the warrior who wears it. Some believe that the mask also protects the wearer from vengeful spirits as the dead will be unable to recognize who slew them. A full-face mask severely limits peripheral vision. The eye apertures can reduce the wearer’s vision by up to a third laterally and by a half vertically, giving the wearer tunnel vision, rendering them

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ARMS AND ARMOR vulnerable on the battlefield. The Full Moon Corps of the Lunar Army employ a magical silver facemask presented to them on joining the Corps. The mask begins as expressionless, but over time changes to reflect the personality of the wearer. A Lunar general commanding an army dons the Red Mask of War to signify the initiation of hostilities. The Orlanthi often wear masks depicting the Thunder Brothers, when preparing for war and sometimes during raids to reenact the deeds of the gods. The wearing of masks also denotes that the fighters intend to step outside the limits of normal society. Praxians often wear battle masks inspired by Tada’s Mask. The ancient Hero wore a mask to frighten off foes too insignificant to kill. Masks are sometimes empowered to cause Fear, but are also ornamented to terrify opponents.

tribal, clan or regimental symbols. Ornate polished metal faced shields signify a high status. The type of shield used depends upon the particular mode of fighting and the degrees of protection and mobility required. Light hand-held shields are better suited for close combat with hand weapons and for mounted fighters, whereas taller and heavier shields offer more effective defense in pitched battles. One of the immediate identifiers of heavy infantry are their robust shields. Circular symmetrical and balanced shields are especially suited to fighting with sword or spear. Special forms are required for archers, who need both hands to discharge their arrows. Shields differ between those used defensively, against missile weapons and in close combat in a phalanx or shield-wall, and those used in a less structured melee. A concave or conical shield is better at deflecting spears and arrows than a flat one.

Signifiers of Rank

Conical shields: a concave round shield shaped like a shallow cone. These shields are effective at deflecting a blow, and their shape increases their effective thickness. Such shields have a single central grip. Usually made with a wicker or wooden core, covered with leather, and edged and embossed with bronze. Some have a central bronze boss. Crescent shields: crescent-shaped and often made of wicker for lightness. The shield is either carried with a central strap and a hand grip near the rim or with just a central handgrip. Some also have a carrying strap allowing the shield to be slung over the shoulder when not in use. Hedgehog shield: a variant of the conical shield, with a circular pattern of small bronze spikes sewn or riveted to the exterior of the shield. Hoplite shields: usually circular and concave, with a dish made of a thin sheet of stressed bronze backed with a core of wood, with a glued-on leather lining. Flexible wood is preferred. A band of bronze protects the vulnerable rim, being wrapped over the edge. Reinforcing bronze plates are sometimes added to the inside of the shield. These shields cover the left side of the bearer from chin to knee or lower thigh. The shield is supported by the wrist, elbow and when in the battle-line, also the left shoulder. This maximizes the cover afforded by the shield whilst minimizing strain on the arm. When held aslant the shield is more likely to cause sword and spear thrusts to glance off. The left arm is slipped through an armband at the center of the shield, with a vertical handgrip near the rim grasped to prevent the shield slipping down the forearm. This means almost half the shield protrudes beyond the left side of the bearer so that in a close order advance, it also protects the comrade to their left, guarding their unprotected side. Even in a phalanx, the range of movement of the elbow means that the bearer

Officers, champions and thanes favor armor and weapons that are not only of a high quality, but also richly decorated. The panoply of kings, generals and their immediate subordinates are frequently ostentatious as a demonstration of power and status. They may also wear garments such as cloaks cut in a distinctive way. Opulent arms and armor not only denote wealth and status, but are also intended to maintain the morale of an army, and to intimidate the enemy. Wearing a costly panoply risks losing it if captured or defeated in single combat, but denotes the wearer as someone able to afford a sizable ransom, and most importantly, displays their confidence of victory. Sashes and helmet fixtures may be distinctive with tall helmet plumes and other decorations to distinguish them from their troops, and to make them visible to them – but also to their enemies. Less conspicuous, but of great importance are rings worn as tokens of rank. These may include distinctive seals which are impressed into wax for sealing and authorizing documents such as written orders and reports. These may uniquely identify the wearer. The most prestigious take the form of a cut gemstone.

Shields The primary use of a shield is to absorb or fend off attacks upon the bearer. Secondary uses include as shelters from rain or sun, to carry wounded or fallen comrades, and even as floats to cross small bodies of water. Some shields can be used aggressively in handto-hand combat. A variety of shields are in use, varying in shape and size. Different regiments and units carry round, crescent-shaped, square or rectangular shields. Shields are often decorated with religious,

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THE ARMIES AND ENEMIES OF DRAGON PASS can also use their shield to parry blows to their own right side. This comes into play either in individual combat, or when the front ranks of a phalanx closes with the foe. The armband and rim also have the advantages that they transfer most of the weight of the shield to the shoulder, which also permits the shield to be made larger and heavier. The armband and handgrip are secured to the wooden core; the armband may be incorporated into a long bronze strip stretching to the edges of the shield, and be backed by a pad to cushion the forearm. The rope or braided leather handgrip is fixed to the rim of the shield. The concavity of the shield permits its bearer to push forward, able to breathe with their chest within its hollow dish, against the shield of an opponent, or the back of a comrade. An enemy equipped with a flat shield, especially one with a central grip cannot do this, meaning that hoplites can shove more effectively. These shields can even be used as floats, as they provide sufficient displacement to carry a lightly armed soldier paddling a short distance. Although employed by hoplites, the name given to this shield is a misnomer, as it can also be used by other troops. If the wielder adopts the stance with their left shoulder towards the enemy, then this shield fully covers them from throat to thigh and permits them to fight in a more open order than in a dense phalanx. The handgrip does not carry the whole weight of the shield, meaning that the shield hand can be used to grasp a javelin or spear, in addition to the weapon held in the right hand. The shield hand can also be used to hold a bridle. However, the shield is too heavy and immobile to be used actively in mounted combat. Lemniscate shields: bilobate ‘figure of eight’

tower shields. Phalangite shields: smaller than hoplite shields with a different armband and handle. The Templars of the Sun Dome, and some other regiments, must grasp their pikes with both hands. Their shields have a narrower rim and are less concave. There are two methods of controlling the shield when using a pike. The most common is to attach the shield onto the left arm using the narrow armband, a wrist strap, and a guige or telamon fastened to the shield and worn over the neck and shoulder to help support its weight. This strap, and having to hold the spear with both hands, restrains the phalangite so that he cannot easily adjust the shield. It sits in one place, and can only be moved with the movement of the whole body. The neck strap also allows the shield to be slung over the back. The other less effective method is to rely solely on the strap, with the shield suspended over the neck. This permits a greater range of movement with the pike. The shield has a handgrip so that it can be used for personal defense should the mass formation disintegrate into a general hand-to-hand melee. Round shields are often cheaper and lighter in construction. These are thinner and tapered to the edge, which may be protected with a leather or bronze rim. The cheaper forms of these flat shields are of planked construction, using light-weight wood, with timber unlikely to split being preferred. Others are made of rushes or wicker, reinforced with stitched leather and often backed with cloth to protect the wielder from abrasions caused by the rough material. More expensive round shields have a metal boss to protect the central hand grip, which is flush with the back of the shield, and a metal rim; the heaviest and most expensive are faced with a sheet of bronze. In single combat this shield type is handled differently from its usage within a close order battle formation. This is apparent in the grip. When the grip of a shield is in the center, the wielder can turn it to cover lines of attack to their left or right and within their guard easily. The strength and versatility of a centrally gripped shield also has a large drawback – a blow to the edge of the shield can easily turn it in the hand of its wielder. When used in a shieldwall this vulnerability is overcome by the shields being interlocked together. Scalloped shields: oval or round shields with an incurved-edge or scallops on one or both sides. The gaps reduce the coverage of the shield, but the shape provides other benefits. The shape allows it to be more easily suspended comfortably on the back with a telamon over the shoulder, leaving both arms free, and the cutouts permit greater use of the arms in running or fighting. It is possible to hold the shield with the left hand also grasping a javelin or dart, which can protrude though

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ARMS AND ARMOR

Shields

A: Round shields:

A great variety of shield designs are found in central Genertela; these are not definitive examples.

1: Hoplite shield; carried by a soldier of one of the Stonewall regiments; bronze and gilt over a leather and wooden core. 2: Phalangite shield; this example is carried by a Sun Dome Templar; leather and bronze backed with a wooden core. 3: Pelorian conical shield of leather with a bronze boss, backed with wood or wicker. 4-7: ‘Barbarian Belt’ prestigious shields covered in thin bronze and ornately decorated. 8: Durbaddath cult shield; thin bronze over a wooden core. 9-10: ‘Barbarian Belt’ shields with leather stretched over a wood or wicker backing.

B: Star shields:

1: Star Captain cult shield. Star-shaped shields are cultic paraphernalia. 2: Jannisor Hero Cult shield resembling his shield Brighteye.

C: Crescent shields:

1: Zarkosing painted leather and wicker shield. 2: Balazaring wicker shield. 3: Grazelander shield; embossed leather on a wicker frame; more comfortable to wear on the back when on horseback.

D: Spined Long shields:

1-2: ‘Barbarian Belt’ hexagonal and oval shields with a long bronze rib and boss.

E Scalloped shields:

1: Lunar parade shield bearing the runes of Hwarin Dalthippa. 2: ‘Axe’ style shield. This example bears a depiction of Babeester Gor. 3: Archaic shield from Brolia; dyed leather on a wood frame. 4: Leather on a wooden backing. 5: Leather over a wicker frame with stretchers on the inside; the holes allow the shield to be easily carried on the back.

F: Tower shields:

1: Archaic lemniscate shield of layers of cowhide stretched on a wicker and wooden frame; still used by some Esrolian Hundreds and by Caladralanders. 2: Sairdite shield sheathed in bronze and decorated with a frieze depicting chariots. 3: Lion shield carried by a soldier of the Lasadag Lions. 4: Heortland-style tower shield covered in bronze over a wooden frame. 5: Heortland-style tower shield of cowhide over a wooden frame.

6: Siege-shield made of wicker.

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THE ARMIES AND ENEMIES OF DRAGON PASS one of the scallops. In some types, the shield rim extends beyond much smaller scallops, increasing protection but making the hole less practical for holding a javelin. Instead, the bearer can project a thrusting spear or stabbing sword through the gap, standing in a side-on stance, allowing the weapon to be held closer to the center of the shield, and sheltering behind their shield. This type of shield might be used in a shield-wall but not so easily in a close order phalanx. Siege-shields: often taller than a man and broad enough to shelter two or three soldiers, designed to be supported with stakes, and sufficiently light to be carried by a single soldier. These may be curved at the top to provide additional protection from projectiles dropped or plunging from above. Spined shields: these have a long metal spine and wooden spindle protecting the grip and strengthening the body of the shield. Star shields: exotic star-shaped shields with five, eight or ten rays. These impractical shields are the purview of gods and Heroes. The Star Captains who descended in the Darkness are said to have carried this type of shield. Whilst the rays might be used to catch or break an opponent’s weapon, this design is as likely to hamper or injure its bearer. Targe or buckler: small flat shields, carried by some light infantry, and rarely by cataphracti who strap them to their left arm. If held by their central grip these small shields can be swung around easily, to parry an attack, and their lightness means they can be held out at arm’s length, maximizing coverage, without tiring, for long periods of time. Tower shields: (sometimes called body shields); most are made of sheets of wood or hide glued together, covered with wool felt doubled over at the edge and stitched to the backing. They are semicylindrical, with a horizontal handgrip, with a metal boss protecting the grip. These usually also have a guige to permit the shield to be comfortably carried on the back. Bronze strips often protect the top and bottom of the shield. The shields are rectangular or oval in shape. The curvature can provide enhanced protection from hacking attacks. Large tower shields of laminate wooden construction are so heavy that they are intended to body-slam into the enemy, and rested on the ground, not to be wielded. More flimsy tower shields may be made of woven rushes or wicker, reinforced with leather strips, and faced with leather. These shields are protective, but the stronger types can be used as a weapon, with the bearer bodyslamming the enemy, hitting them full-on with the shield attempting to knock them down or back. They are also encumbering and best used for mass infantry defense where they are interlocked together.

Parts of a Shield

Back: the main body of a shield facing its owner. Boss: a flat, pointed, or domed metal disk projecting from the front of a shield to protect and hold the handle. It may be reinforced with metal bands. The boss may be decorated, with the most common designs being the head and beak of a hawk or griffin, or the head and jaws of an alynx, lion or a dog. A boss permits a shield to be used offensively to punch and crush an opponent. Dish: the main body of a shield. Face: the outer side of the dish. Foot: the lower edge or base of a shield. Grip: the handle or handles used to hold the shield. Guige: a long strap, typically made of leather, used to hang a shield on the shoulder, back, or neck. When used in combat this also reduces the change of losing the shield. Hull: hollowed center of a boss containing the grip. Parablemata: A fringe or apron descending from the shield is sometimes employed to provide limited protection to the legs from missiles. Rim: outer edge of the disk, often with a metal or leather binding to protect the edge of the disk. Spine: Some shields include a central wooden or bronze ridge to strengthen the shield. Telamon: a leather strap, used to hang a shield from the neck. Many types of shield can be used as an offensive weapon as well - slamming, using the shield edge to strike, a rounded boss can be used to punch, and if a shield has a sharp spike protruding from the center in place of the rounded boss, it can be employed as a stabbing weapon in its own right. These are particularly effective against a lightly armored opponent. Some regiments carry shields bearing semi-uniform designs whilst others express the individual whims of the bearers. To protect the decoration, on the march these shields are carried in waterproof leather bags.

Manufacture Depending on the technical skills and raw materials available, shields may be made of wood, bark, hide, wicker basketry, leather or metal, or a combination of these. The simplest wooden shields are made of thin longitudinal planks, usually covered with painted leather and backed with leather or rawhide. Strips of wood or bronze may be fixed to the back to reinforce it. Lighter shields can be made of densely woven and braided rushes or wicker, and bark. Conical shields are made by making the basic structure using longer pieces of wicker to create a circular base, and four or more stems reaching up from

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ARMS AND ARMOR the base to join at the center. Wicker can be braided in different ways to obtain a smooth uniform surface. The body of the cone is built from the base up the stems by weaving braids of wicker. Flat wicker shields are made using a frame with eight or more ‘arms’ with the wicker woven between them, not unlike the base of a wicker basket. Bark shields are most commonly made of a single large piece of green alder or willow bark stretched on a frame of thin wooden laths and a wooden rim. As it dries, the bark tightens, giving the shield its strength and shape. Its resilience is enhanced by using the bark back-to-front and bending it in the opposite direction to its natural curve; the outer surface becomes very elastic, which helps deflect blows. Leather and cuir bouilli shields are stretched and steamed over a wooden mold. Ox-hide is most commonly used, vegetable-tanned, with the boss, if present, consisting of many layers sewn to the shield. More complex shields are of composite construction. Some are made of layers of hide sewn to a wicker frame. Others are made of multiple ply boards glued together, often running in alternate directions with tongue and groove or pegged joints; several thin layers maybe employed with each layer running at a right angle to the previous layer. Shields can be coated with pitch, covered in layers of goat or sheep skin, and then faced with linen, leather or a thin sheathing of bronze. Bronze shields are manufactured by hammering a blank disk of bronze (initially cast in a circular clay mold) to a suitable thickness, with the rims usually rolled over for additional strength (often including an interior length of thick bronze wire). Where the edge is not rolled over, the rim of a bronze shield can be sharpened to form a blade-like edge. Stretching the blank requires considerable time and effort, as each sequence of annealing, quenching and hammering only increases the diameter by a small amount. The bronze is then polished and may

be subsequently embossed, before being fastened to a leather or wooden backing, to which the grip is mounted. Only a wealthy warrior can afford such a shield. Poplar, alder, willow or linden (lime wood) are more commonly used for shields than oak, ash or pine, because soft woods are pliable and tend to dent instead of split, also weighing significantly less than denser timber. Willow contracts against a penetrating blade minimizing damage though it may trap the blade. Heavier shields use oak for its strength but are covered with hide stretched over the front and back, doubled up to reinforce the rim as oak has a tendency to split. Oak can be hardened by baking. Shield rims may be bound with metal or boiled leather to protect the rim from wear and tear. Some shields are reinforced with bronze metal plates and bosses. A shield may be backed with a pad filled with wool or felt, which serves to reduce the shock of impacts and increases the depth an arrow or spearhead must penetrate to harm its bearer. Decorative bosses on bronze shields are either cast or made by hammering from the back of the boss. Bronze shields can be repaired by hammering back the punctures caused by spears. Sword cuts require more work, with patches welded to fill the incision.

Shield Handgrip

A single-grip shield can, subject to its weight and the strength of its wielder, be held out at arm’s length, whereas a shield with an armband or suspended on a guige or telamon is restricted by the length of the upper arm or the strap. A shield with an armband means that at most it can only be held out at half an arm’s length. A round shield with a single-grip has a wider range of movement, and is more suited to an active defense, whilst an armband and grip has a more limited range of motion and is better suited to a passive defense. Cavalry round shields may have a vertical grip, easier to hold when mounted. This grip may be placed above the center of the shield so that the shield tips towards the leg, providing additional protection.

Helmet and Shield Decoration Helmets and shields are sometimes decorated in such a way to display the owner’s religious, tribal or clan loyalties and to advertise their wealth and prowess. The color and blazon upon a shield can indicate the deity worshiped, for example the Moon Rune for Lunars, the spiral of Air or the Movement Rune or a triskelion which combines the two for Orlanthi. A battle-line of an array of Humakti shields displaying variants of the Death Rune is particularly intimidating.

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THE ARMIES AND ENEMIES OF DRAGON PASS and Karndasal worshipers favor a lion; Sakkar worshipers a saber-toothed cat. Shields and helmets (and other armor) with deeply incised or embossed designs look splendid and striking, but the embellishment can catch the points of spears or swords instead of deflecting them. Shallower decoration is safer, such as inset cloisonné enamel work, or more cheaply, paint. Whilst paintwork may require periodic repair, it also has the benefit of reducing the heat absorbed by metal armor. In sunny climes, it is not unusual for helmets to be painted for this purpose to reduce the chance of heatstroke. Horse-hair crests are popular with Solar and Horse cults; feathers with Solar and Air cults (though of different species). Some Sairdite helmets feature a forward-pointing apex bearing a horse-hair crest, with the apex styled as a horse’s head and neck; the horsegoddess Redaylda the Red Woman is patron of Saird. Similar styles may be seen amongst the Grazelanders. The helmet crests of initiates of Polaris display their status. The Orlanthi favor an array of helmet styles, some having cheek-pieces, and guards for the nose and neck, others protecting nearly the entire head with slits for the eyes and mouth. They decorate their helmets with inlays, crests, plumes, and feathers. Some cults favor helmets with ram or bull horns signifying their gods. The ram is associated with Heler and Voriof, and is revered for its instinct of stubborn attack. The Talastari who worship Orlanth also favor ram horns because they associate their ancestral Storm God Hago with him. In his myth, Hago’s first act was to court his wife, Hethana. She demanded he quest for the golden fleece of Dereth, king of the storm sheep. Afterwards Hethana was called the Golden Ewe, and Hago, wearing the skull and horns, was named Hagodereth. Storm Bull worshipers decorate their helmets with real or metal horns in the form of their tribal beast, if they are Praxian, else bull horns, real or stylized, if Orlanthi. Ram horns are mounted on the front of a helmet; bull and bison horns to the sides.

A variety of helmets displaying Runes. Top to bottom:  Three Dara Happan helms: first with no decoration; second with a Solar disk; third with a Truth Rune. A Pelandan helmet completes the row.  Pelorian helmets; first with no decoration; second the helmet of a Lunar soldier displaying the Death and Moon Runes; the third, almost identical to the second is the helm of an Orlanthi Wind Lord with the Mobility Rune prominently displayed. Another Pelorian helmet, undecorated, completes the row.  Front and side views of Lunar Full Moon Corps helmets, complete with silver masks. The first is of a decorative Parade style; the second is a more practical campaign helm. Grooves and lines on a helmet may catch the point of an impaling weapon such as a spear. Western round shields sometimes depict the AllSeeing Eye of the Invisible God within a Law Rune. A Solar design may use the Sky Rune as the iris of an eye; an apotropaic eye is widely believed to ward off harm. Clan, tribal and city symbols may also be depicted, or a design of the user’s choice, to the limit of their purse. Shield bosses may be kept as polished bare metal or be shaped like the head of a ram, a bull, an alynx, a lion or a bat. A large boss proves very useful in close combat to squeeze or crush an opponent. The most expensive shields can be items of great beauty, advertising the status of their owner. Bronze shields can be ornately embossed and chiseled, some with blazons depicting scenes from myth and history. The cheapest shields are often left as bare leather, wood or hide. Helmets may indicate the allegiance of the wearer. Some cults fashion helmets in the likeness of birds or animals important to their cult. Yelmalion helmets may be based upon the head of a vrok hawk; Durbaddath

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ARMS AND ARMOR Highly decorated helmets, featuring gold and silver inlays and gilding are often ancient heirlooms and worn only in ceremonies. Some have magical properties. Silver decoration and masks are particularly favored by the Lunars.

trews of the same color under their tunics. Scarfs may be tied around metal helmets to prevent them overheating in hot weather, and to stop them flashing in sunlight. Carmanian officers wear a sash as a sign of status, dating from when it indicated a bond of allegiance to the Shah. Horse People tend to wear trews to prevent chafing; riders of other cultures may instead wear high boots. Some Dara Happan shoes have turned-up toes. One Pelorian style is a high knee- or calf-length thicksoled laced boot, fastened in front, which leaves the toes exposed. It provides an extra grip on the mount’s flanks. A similar calf- or ankle-length boot may be worn by infantry. Knee-high boots with a bronze shin protector are worn by some heavy infantry. These support the ankles, reducing injuries in rugged terrain and protect the feet in close combat. Boots with upturned toes are practical for marching over rough ground. Orlanthi may wear similar footwear, or ones that enclose the toes. These are also laced at the front,

Shield Decoration Shields can be embellished in various ways: Chiseled: a design can be scored or incised into wood, hard leather or metal. Molding: a leather shield can be molded over a carved wooden former when wet and then permitted to dry. The metal sheathing of a shield can be hammered using a similar former, made of hardwood or stone. Nailed: small bronze studs can be pinned into the surface of a shield, either forming a design themselves, or securing a plaque to the shield. Painted: a leather or fabric face can be painted with a blazon. Sewn: decorations can be sewn into cloth or soft leather, or embroidery can be attached.

Clothing and Footwear Tunics, of wool, linen or cotton are common, usually made of two rectangular pieces sewn together at the shoulders and sides, with braiding and fringes attached separately. Leather padding may be worn over this. Some Orlanthi also wear trews; Vinga worshipers wear an overskirt over theirs. Tunics are commonly worn under armor, as padding and to make it more comfortable to wear. Thin tunics may also be worn over armor, to shade it from sunlight, to prevent it becoming too hot to wear in the heat of the day, and perhaps to prevent it glinting in sunlight. Dara Happans of status prefer to wear a long tunic (often with a fringe), but soldiers tend to wear a shorter tunic reaching at least to midthigh, or wear a tunic bloused out over a belt to reduce the length. A short tunic is more practical as it does not restrict movement; a long fringed robe can be wrapped around the left arm as a makeshift shield. In winter, Dara Happans wear

Upper row: Lunar round shields. Second row: Orlanthi round shields – a variety of cultic and runic designs, Third row: Solar round shields. Fourth row: Earth square shields – a variety of cultic and Esrolian Noble House designs. Fifth row: Pelorian crescent shields. Bottom row: Pelorian ‘tower’ shields including a number of Silver Shields.

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THE ARMIES AND ENEMIES OF DRAGON PASS covering the feet and lower leg, with flaps hanging down from the top. These boots are more serviceable in the colder climate of the uplands, with fur retained on the flaps. They provide protection for a rider’s calf and knee. Laced boots can have seven or more loops on each side, and can take several minutes to firmly strap on. Footwear is essential for the foot soldier, even if they prefer to fight barefoot, as they must march long distances, often over challenging terrain. Some fighters discard their footwear before combat because bare feet can give better balance, control and footing. Infantry often develop heavily callused feet and muscular ankles and feet. Boots and sandals are routinely reinforced with thick soles, frequently of several layers of tanned ox hide, clenched together with hobnails, which also minimize wear on the leather sole and aid traction. The upper is cut from a single piece of leather and stitched to the sole. Socks or stockings worn within a boot also serve to protect the feet. These can be ankle- or knee-high stockings or tubes of material. The higher leggings also protect the lower legs from thorns and other hazards.

Non-Human Arms and Armor Beastmen Most Beastmen eschew the use of armor, though Centaurs and Manticores will wear leather armor they buy from humans or fabricate for themselves, and Ducks adopt the same styles and materials as their Orlanthi neighbors. Centaurs are skilled at making their own high quality composite bows; Minotaurs are eager to acquire bronze great axes; Duck communities include skilled redsmiths.

Dragonewt Arms and Armor Dragonewt weapons are never made of metal. Stone and wood are the most common materials, with senior dragonewts having weapons made from magical dragonbone which grow along with the individual as they develop through the dragonewt lifecycle. When the individual dies, their dragonbone weapons lose their magic and become ordinary bone. Junior castes use slings and crude stone throwing blades and stars. The beaked stage uses a wooden klanth, a ritual weapon made with flint blades set into a wooden haft and grip and other weapons such as a bone bow only until it has undertaken a Weapons Quest and attained the materials needed to make its dragonbone tools. The weapons made of bone are the korff, a one- or two-handed sword, slightly curved which looks as though it were made of ivory; the gami, which is a threepronged weapon that can catch and break swords; throwing blades and stars, cut from dragon teeth; and the utuma, a short-sword used either for fighting or for the ritual act of the same name, where the body of the dragonewt is destroyed so that it can be reborn in a higher form. Shields are rarely used; dragonewts prefer to use their traditional two-handed weapons. Dragonewts avoid using body armor except for that which they grow upon themselves or ornate and magical dragonbone armor. As they age and develop, their skin mostly thickens and hardens.

Logistics: Footwear

The tanning process used to manufacture military marching boots can take three years to produce sufficiently robust footwear. Soldiers require the issuing of new pairs of boots several times a year; route marches and exercises wear through footwear as quickly as being on campaign. Once the nails start to rub through the leather, the boot cannot be repaired, even with magic.

Tattoos and Body Paint Tattoos are made using inks manufactured in a similar way to paint, using pigments mixed with oil or water. Black tattoos are fashioned from charcoal, more rarely from powdered firebone; bluish designs are made using wood ash or costly imported indigo; red from red ochre or expensive and rare cinnabar, restricting its use to wealthy Lunars; yellow from yellow ochre. Woad is not suitable for tattooing; being caustic it causes scarring, but it is widely used as body paint. Shades of blue woad dye is popular with Orlanthi; black woad with Darkness worshipers, and green woad with Earth worshipers. Clays and ochre of different colors are mixed with water to produce a body paint of yellow, orange, brown and red. A solution of chalk or white clay is also used to paint skin white. These can be easily washed off. Powdered ash can also be dyed and then rubbed onto the skin. Less temporary body paint uses plant based dyes and can last weeks or months before they wear away.

Dwarf Arms and Armor Dwarf weapons are divided between devices such as crossbows, and constructs, such as the Stone Men. There is no clear divide between the two other than the latter tend to emulate biological forms. Dwarf armor is heavy and extremely well-made,

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ARMS AND ARMOR beyond the ability of any but the very finest human smiths. Hand weapons are closely related to common dwarf tools: the pick and the axe. Iron was invented to serve as a weapon of the dwarves, and as armor. It was made specifically to act against their traditional foes, trolls and elves. Dwarves usually use conventional weapons, but also have others. The first was the crossbow; its flat trajectory ideal for use in their underground tunnels. Humans could copy the basic design but were unable to replicate the intricate repeating mechanism. In the First Age, dwarves invented firearms of various sizes, the largest known to humans being those of the Cannon Cult. It is unknown when black powder was invented but it probably was discovered before Time. Dwarven smoothbore muskets appeared on the surface world for the first time during the Gbaji Wars, and early examples used matchlocks, then the wheellock, and finally flintlocks. They also manufacture a variety of Disorder Kegs, ranging in size and effect from hand-thrown grenades to larger ‘shells’. When stolen by humans, dwarven repeating crossbows and guns tend to misfire. Even if successfully used, these are often single-shot weapons as humans lack the knowledge (and often the materials) to reload them. In the past, the dwarves created entire armies of stone and metal animals, most of which are long extinct, though some are still encountered in the wild. Other creatures are less rare. Dwarves act against humans who procure black powder, sending their Gobbler constructs to seek out and consume it, and their tiny Nilmerg constructs to infest and incapacitate machinery and weapons, especially highly effective crossbows, siege equipment and cannon. This is one reason why human technology has rarely improved beyond that available before Time. In the Gods War the Mostali created the stern Iron Dwarves, to be Makers of Iron and to fight as Makers of Death dedicated to the arts of war, armed and armored with iron. The dwarves also have a history of using Stone Men, the Jolanti, as weapons of war, but have lost the secrets of manufacturing the largest. The first Jolanti were made during the Great Darkness, with the object of providing more bodies to fight in the wars. Most were destroyed, but some of these Tamestones survived, though only the smaller varieties are relatively common. Few of the exotic giant stone beings survived, an example being the Faceless Statue used by Pavis to build his city. A basic Jolanti fresh from the vat has a head with one eye, one mouth, a massive body, two arms ending in clubs and two stubby legs. It can be reworked to add an extra eye for improved vision, a nose to provide a basic sense of smell, extra limbs and the carving of fingers to provide it with finer manipulation. Jolanti have difficulty detecting pain or injury, and even if they

lose a limb are not functionally incapacitated, suffering only an adverse effect to their balance.

Elf Arms and Armor Elf armies are known as the Marching Aldryami and are noted for their effective arrow volleys and their small, but fierce and dedicated bodies of infantry. They do not normally muster mounted troops of any sort. Elves prefer to use copper over bronze, fastened together with plant fiber, not leather, or thick bark armor and shields. Brown Elves are more likely to field bodies of fighters arrayed with copper arms and armor than Green Elves, who have more archers. Like dwarves, elves make weapons that appear to human eyes to be alive, but instead of being manufactured are grown. They cultivate plants which produce spearheads and arrow-shafts. Elf bows are living plants with a leafy string; they will wither in any but elf hands. Warriors of Wood look much like trees but are capable of movement. They attack with their larger branches and roots. Thick bark acts as armor. Their vegetable nature permits them to take considerable damage without noticing, and only slashing and cutting weapons are fully effective against them. These warriors are as flammable as other trees.

Giant Arms and Armor A few giants have the skills to smith weapons and armor but most lack the inclination or patience for it. The immense strength of a giant means that they can beat and punch bronze into shape, often without the need to soften it in a forge. Most giants use tree trunks as clubs and boulders as missiles, wearing crude hides as armor, especially wrapped around their feet and ankles to protect them from attacks by smaller creatures. Some may employ human shields strapped to their knees and lower legs as makeshift greaves.

Troll Arms and Armor Trolls prefer crushing weapons such as maces and mauls. Trollkin are often employed as slingers and the expendable vanguard of any attack, intended to wear down the enemy defenses with little consideration for losses. Powerful Dark troll warriors will wear hefty plate or scale armor of enchanted lead. Troll weapons and armor often appear crude to humans but are large, heavy and robust.

Tusk Riders The bestial Tusk Riders make their own crude but effective spears and lances, taking spearheads and other weapons either as tribute or plunder as few human smiths will willingly provide them with arms or armor. I

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THE ARMIES AND ENEMIES OF DRAGON PASS

Regional Warfare Vazatan Two-Dogs knelt silently in the long grass beside the shaman sitting cross-legged. He unconsciously grasped the bone amulet hanging on a thong about his neck as the shaman smiled, only the whites of his eyes showing. The hunter’s dogs, both large brown-coated bruisers, bred to fight, sensed his strangeness; the younger one whined softly before a sharp gesture quelled it. “Riding uneasily upon deer curve-horned, come seven plus one, a lesser red-tainted sorcerer, all in worked storm-bone,” the spirit-man whispered. “Dull minded are the seven, dim spirited; scarlet shadows swathe the other. One scout of Elkoi’s tribe with them runs. Scent-blind, his dog we have made.” The Balazaring nervously realized the Fetch was conversing with him, as the shaman himself was abroad in the land of the spirits. “How far back is the caravan?” “Beyond mortal sight,” replied the Fetch, “the deer you slay swiftly, even as assail the seven-souled one we do.” The hunter nodded, and turned to his companions: two experienced raiders and a Rigtaina huntress, all in simple stitched leather, armed with bows and stone-headed axes. “The scout will flee; he won’t dare go back alone; the Moon-men will think he led them into ambush – let him go. When their magic-maker flails, kill the beasts, then him.” Vazatan inclined his head to his sister. “Vena, the two-feathered leader is yours, with him and their magic-worker down, the others will panic. Let’s take us now some Lunar scalps.” And their bronze blades, he left unsaid. There wouldn’t be time to strip the bodies, but swords, daggers and pouches of trade scrip were easy pickings. The others noiselessly dispersed, like ghosts in the grassland, readying their charms and weapons: Skilled hunters turned stalkers of men. Glancing once back towards the shaman, Vazatan quietly moved to his own vantage. A spirit-talker, four hunters, two war dogs, against eight mounted Moon-men unfamiliar with the terrain, clad and armed with bronze: Good odds. For convenience, the major groups of central Genertela are divided here into geographical, historical and cultural units. However, none of these are homogenous, and most are subdivided into distinct groups. The Solar culture of Dara Happa is centered on the three great cities of the Tripolis, but the societies and customs of

Yuthuppa, Raibanth and Alkoth are not uniform. Similarly, the Storm nations of the Orlanthi vary in culture, customs and political complexity. A major distinction must be made between the nature of warfare waged by urbanized states and by less settled groups and nomads. States field armies, mostly highly organized, with a

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REGIONAL WARFARE hierarchy of command, disciplined, and well-armed. These forces are best suited to open confrontation, and are often reliant upon supply trains and depots. In contrast, those they label as barbarians, are usually loosely organized bands of volunteers following a chosen leader, poorly disciplined, and often lightly armed. These forces employ harassment in the form of raid, ambush, sudden attack and swift withdrawal. Mounted nomads are particularly adept at such rapid irregular warfare, unrestrained by supply lines and hindered only by booty, which they may discard at need, killing prisoners and stolen herd animals. When the two forms of warfare collide, each despises the other, viewing them as dishonorable and cowardly6. Faced by the other, each often resorts to massacre and atrocity. Terror becomes a weapon: the torture, slaughter and mutilation of captives and herds, the burning of settlements and crops, and territories laid utterly waste.

Pelorian Warfare The majority of cultures in the Third Age are extremely conservative. The style and manner of warfare is mostly modelled upon ancient forms with little innovation. One exception is Peloria. The presence and interaction of several distinct cultures through Time has resulted in the adoption and adaptation of a variety Historical Dara Happan Standards of weapons, armor and tactics, culminating Ancient Standards: in the modern Lunar Army, which A: Star Captain standard. comprises one of the most effective and B: Star Captain standard. C: Spearmen standard. flexible military forces in the Middle World. D: Archers standard. Peloria is a large bowl, approximately a Polaris Era: thousand kilometers from west to east and E: Spearmen standard. Regiments are drilled and organized. from north to south. The northern and F: Archers standard. eastern part of the bowl (“Lower Peloria”) G: Alkoth regimental standard. is largely lowlands cut by the four major Jenarong Era: rivers of Peloria, the Oslir, the Arcos, the H: Raibanth regimental standard. Poralistor, and the Oronin, although a few I: Early Tripolis standard. Said to have been fashioned by a celestial smith. small mountain ranges divide the river Khordavu Era: valleys from each other. To the south and J: Tripolis standard. west (“Upper Peloria”) rise the foothills of K: Regimental standard. The god and Hero depicted varies by regiment. the near impassable and permanently snowThe humans of Peloria are divided into many capped Rockwood Mountains. different cultures. The basic divisions are between the Peloria has been invaded and fought over many assorted rural Lodrilli and diverse urban peoples of times. widely employed.

6

This division is not as clear cut as it might seem; states may engage in irregular warfare (some Lunar regiments are specialists in this form of war); massed tribes may field armies. Surprise and deception are

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THE ARMIES AND ENEMIES OF DRAGON PASS Lower Peloria, the Orlanthi of Upper Peloria and various primitive tribes to the east and the southwest. The cultures present include the Carmanians to the northwest, the people of Eol, the Sable riders of the Hungry Plateau, the Char-un, and various ancient peoples, some accounted as Lodrilli by the urban Dara Happans. The Orlanthi lands are often called the ‘Barbarian Belt’ by the inhabitants of the northern urban centers. This Barbarian Belt runs from Fronela in the northwest to Dragon Pass in the south. The dominant culture is Lunar, the followers of the Lunar Way. At the start of the Hero Wars, the inhabitants of Lower Peloria have not experienced war in their homelands for over a century. The Lunar Empire maintains a professional army of disciplined infantry and cavalry. Pelorian soldiers make up the bulk of the Lunar Heartland Corps and fight wars in far-off Dragon Pass, the Holy Country, and Prax. With such a wide expanse of terrain and peoples, Pelorian warfare cannot be easily categorized. Pelorian armies consist of regiments of massed cavalry and infantry armies, with lighter armed auxiliaries. Phalanx warfare has an ancient history here, with massed ranks of spearmen flanked by peltasts and hypaspists. The Pelandans, Dara Happans and the Sun Dome Templars of Saird all excel in this form. Less organized warfare is found in the surrounding regions: Eol to the north and the ‘Barbarian Belt’ of the south. The Carmanians to the west and the Pentans to the east both excel in fighting from horseback.

or imposing direct rule. This stratagem was not only driven by security, but the economics of resources available in the upland regions, and the ideological desire to reinstate the Solar Empire of the Golden Age. Throughout history, there has been an ebb and flow of political and military power. The Bright Empire of Nysalor came from the southwest; the EWF came from the south; the Spolites from the northwest; the Carmanians from the west; the periodic incursions of the Pentan nomads ride in from the east. The Lunar Empire has inherited the same necessities for security, and itself suffered the ephemeral ascendancy of the Celestial Empire of Sheng Seleris. Similar military, economic and ideological pressures have set the Lunars to expand to secure their security, and to even breach the god-created boundary of the Rockwood Mountains.

Pelanda The Pelandans were the first to utilize phalanx warfare. In ancient times the Hero Daxdarius made an alliance with the Third Eye Blue people and gained bronze armor, helmets and swords. The heavy infantry hoplites are still recruited from the Daxdarian soldier caste. Pelanda is widely regarded as the origin of organized warfare in Peloria, and the earliest site of human urban centers of any size.

History and Geography

Legend tells us that in the God Time the gods reared the greatest mountain ranges to serve as impassable walls separating the warring races of men. However, at the scale of the mortal races, Peloria is so wide that it encompasses many different cultures with few defensible natural boundaries between them, save at the distant fringes: the White Sea to the north, the Rockwoods to the south, the Sweet Sea (and the Syndics Ban between 1500-1628) to the west and the perilously open grassy plains to the east. The Oslir valley, which is the nucleus of Solar, and now Lunar culture, is almost entirely unprotected, and at the Dawn was dominated by the chariot-riding Sons of the Sun. The Dara Happans eventually regained their independence and could only protect themselves by expanding into the areas where new threats could emerge. Given the vastness they faced, the only strategies were punitive campaigns along the fringes, with a gradual expansion, especially southwards against the fierce hill peoples, creating either client states

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REGIONAL WARFARE Argentium Thri’ile in 230. His major task was to unite the city-states and keep them together. He did this with a combination of personal valor, a loyal group assembling the imperial regalia, popularity with the masses in the cities, and finally, the efforts of his army. His great accomplishment was in bringing together the Ten Stone Regiments as the first of the Highlight Regiments. It is said that they were absolutely invincible when they were together, for they numbered ten thousand fully armed men (from among an estimated two hundred thousand population) when most of his enemies could muster barely half as many troops. They shared an ability to stand against an impacting charge and take much less Standard of damage than a normal infantry unit. the Dara Each also had a traditional foe, Happan against whom they were especially Emperor. effective in melee. His armies also included javelineers, slingers, archers but very few cavalry. The number ten is the Sacred Number of Dara Happa, prevalent not only in the organization of regiments but also in the divine formulae for mustering and deploying the army. Sacred maneuvers require ten units, and regiments and other units may be divided to match this. Although the Dara Happan army is often thought of as primarily comprised of heavy infantry, there is a long tradition of combined arms, with the army supported by auxiliaries according to ancient traditions and formulae dating back from before Time. As recorded by legend, the ancient muster of Murharzarm drew forces from the four divisions, one from each of the cardinal directions:  From the southeast came the Zarkosings, wearing goat hides, and leather slings and pouches of smooth rounded rocks.  From the southwest came the Suvarians, dressed in linen, carrying javelins and long knives and wicker shields.  From the northwest came the Pelandans, equipped as hoplites.  From the northeast came the Jarasans riding fierce birds called augners, (a species of giant flightless bird) and carrying long spears.

Dara Happa The Dara Happan cities are renown for their heavy infantry, spearmen armored with bronze cuirasses and helmets. Throughout Peloria there is much local variation in the style of armor; for example, Darjiini soldiers typically wear a corselet and helmet of bronze scales. Peloria is also feared for its cavalry, armed with bows, lances and curved swords, and effective against both the Pentan nomads and the barbarian nations of the upland hills. Before and after the Dawn, Dara Happa was dominated by the Horse Folk, primarily the Hirenmador. The effective armies of the Jenarong Era (and earlier) were of chariot-riding bowmen. They formed the noble warrior elite of the several tribes which ruled across Peloria. The mustering of native levies was instrumental in helping Jenarong in his wars. His massed spearmen and bowmen aided him in assaulting enemy cities, which had proven nearly impregnable to chariot attacks. The Ten Standing Walls, now called the Stonewall Phalanxes had their earliest origins in the time of Jenarong, their arms and armor derived from the ancient hoplites of Daxdarius of Pelanda. According to myth, Daxdarius was the first person who taught his men marching and discipline, to march and fight in a square, line, and column. At some point, the Daxdarian standard of troop organization was taken back to Dara Happa, who adopted similar troop types and raised the number of men per unit to one thousand. This thousand-man unit has remained the standardized Dara Happan unit size since the Anaxial Dynasty. Pelandan hoplites wore metal breastplates, helmets, and greaves on their left leg, and bore large shields of ox hide and wood and weapons of bronze. With minor changes, this became the template of Dara Happan phalanxes. Membership of the classes who could afford the hoplite panoply was codified in the Spear Law of Vuranostum. The lower classes and peasants were used as skirmishers. Tunics and similar over-wear is customary in Dara Happa but social class dictates the length. Throughout Dara Happa longer is better because it covers more and is therefore less shameful. Class distinctions required that the many types of peasants have kilts at knee length or higher; mid-calf length was the next level of visible distinction, and ground or ankle-length the best. Pelandan hoplites fought wearing practical short tunics. Elite Dara Happan soldiers often sneered at their brief uniforms, but the Pelandans never had to ‘lift hems to pursue,’ as some early units from Raibanth had to. Khordavu was the founder of the modern Empire of Dara Happa, crowned in 221, he liberated the land from the Theyalan Second Council at the Battle of

By the time of Khordavu, whilst the troops mostly retained these designations, they were all recruited from Dara Happa and its client territories, with the birdriders replaced by small numbers of horse-riding

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THE ARMIES AND ENEMIES OF DRAGON PASS cavalry. Large numbers of bowmen and spearmen were mustered from the commoners of the Dara Happan cities. Most of the cavalry regiments of Yuthuppa were mustered later during the Gbaji War, where they fought with as much distinction as any others in that defeated army. In a ritual muster called in the time of Khorzanelm the Magnificent, the forces were drawn chiefly from Dara Happa and its domains:  Zarkosings: represented by heavily armed Vanchite peltasts, wearing bronze helmets and scaled hauberks in the Darjiin style, armed with swords and spears.  Suvarians: represented by Darjiini, wearing leather helms and body armor, carrying short swords, six javelins in a quiver, one in hand, and small shields.  Pelandans: represented by the Beryl Phalanx, one of the Stonewall regiments.  Jarasans: replaced by light cavalry from Rinliddi, riding horses.  The Center: regiments of armored Dara Happan Sagittarii archers and Hastatii spearmen.

vigorous state of Althil. When the Carmanians shattered the Spolites, the south threw off its lethargy, regained western Esvuthil and treacherously dismembered Althil. Emperor Elmexdros ascended to the throne in 760; he changed many of the rigid and useless practices of the empire. The result was a motivated and efficient army which led the march to defeat the Empire of Spol. The Emperor arranged his army to better suit the needs of the empire. Some early units which were committed to magical functions were sent into the Spiritual Corps, and never counted in the actual army lists. He created the Imperial Standard, bearing atop its pole four stars and was recognized to be the first fourstar Lord General. Elmexdros took the opportunity to create subordinate generals; all of the attendant staff and spiritual structure was dependent upon the Polarian Manifestation of army organization. Elmexdros made four armies where one had been before. The four armies were each commanded by a three-star general. The armies were called the Central, also named Garrison; the Northern, Southern, and Imperial Field Armies. He put the traditional forces in the Garrison Army, and the new infantry and all the cavalry into the Field Armies. The traditional units assigned to garrison duty performed internal security work, road maintenance, wall reconstructions, delegating almost half the total army manpower to those duties. However, only one fourth of the army fund was allocated to it. Because the army had half the manpower but only a quarter of the funding, the Garrison Army tended to have substandard equipment, bad training, and a poor reputation. Elmexdros assigned the remaining three fourths of the funds to the new Field Armies. Two of the Field Armies were commanded by a newly appointed Captain General (a 3-star general), both equal in rank to the general who had once ruled them. The Field Armies were created to form a practical fighting force to defend Dara Happa. The third army, the Imperial Field Army, was also commanded by a Captain General. It tended to have the elite and infantry units, and nearly all the cavalry. Elmexdros was displeased with the nature of the army of his grandfather, and organized a new Line Regiment form, consisting of three hundred spearmen and seven hundred archers. The best drilled constantly, and were capable of both open order movement and closed ranks for combat. The basic tactic was not offence, but intended to hold off a belligerent enemy, and to shoot apart one which stood still. Although including many bowmen, these units were incapable of skirmishing, but were to stand in place. The spearmen wore metal cuirasses with leather leg and arm protection, and bore long spears to

The Dara Happan Empire thrived during the early Second Age, centered upon the Tripolis cities which each worshiped one aspect of the Fire and Sky gods. Such was their strength that the general Kastokus introduced innovations derived from the farther west and from the nomads of the east. A larger breed of horse was instrumental in this, but other tack and weaponry came too. He led a cavalry army eastward, out into the Redlands and on into Pent, to conquer the nomads in their own territory. He was later murdered because of the sacrilegious alterations he had made to the army. The Emperor’s decree stated he had placed the empire at risk with the innovations. Subsequently, Dara Happa was afflicted by the gloomy Umbarism of Spol. Faced by the enduring threat of the nomads, the north split away to form the

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REGIONAL WARFARE hold off cavalry. The bowmen wore leather armor, and carried medium shields and swords for close combat. However, these Line Regiments were notorious for routing as soon as the line of spearmen was broken. The Emperor was the first to divide the cavalry into heavy and light units, though they shared the same herds. This assured that the bigger, stronger horses went to the heavy cavalry units, and the faster ones to the archers. He also formed the elite heavy infantry Golden Regiments armed entirely with enchanted gold to replace lost elite Stonewall Phalanx regiments. Armor was created in molds which had been crafted by artists to show the snarling faces of Yelm’s beasts on the breast plates, shields, and helmets. Because of these designs the units were sometimes called the Lions, Eagles, and Giants7. Each Golden soldier bore almost 12 kg of gold as his personal equipment, the equivalent to the lifetime income to support a petty nobleman and his family and retinue at that time. The Eagles and the Lions were both exterminated by the dragons at the Dragonkill. The Giants were defeated centuries later by Yanafal Tarnils. Elmexdros, now freed of old religious restrictions, accepted (or drafted) the services of many new deities into his army. The magical support which these gave was extremely valuable, especially in the early years before foes became accustomed to the new powers. That superiority did not last, and a few centuries later the Dara Happan Empire was defeated and divided between Carmania in the west and the Empire of the Wyrms Friends in the south. The Dara Happans eventually rebelled against their oppressors and were instrumental in outfitting the ill-fated Invincible Golden Horde which invaded Dragon Pass in 1120.

Shargash as their regimental deity. Two widely known are:  Senderesh, or the Kill You Regiment (mainly home defense).  Urkarmascha, or the We Hate Darjiin Usurpers Regiment (which mainly wars upon Darjiin). Alkoth has a long-standing hatred of the Darjiini, dating back to mythic times. In 866 the Alkothi army marched to destroy the Darjiini city of Dilantelm and its ruling dynasty, intentionally or otherwise aiding the forces of the EWF, even though they were besieging Alkoth at the time. When the war drums are beating, it is usually a call for defense of the city. When the gongs are clanging, it is usually a call for mustering a regiment for offense.

Alkothi standards are often morbid, intended to terrify their foes. Grisly relics of earlier victories are used to decorate their standards.

The Elevens The Emperor Vanyoramet founded the Elevens before the Dawn. Originally, they were recruited from criminals and misfits; over time, they became a way for foreigners and others without status to join Dara Happan society. The Alkothi offer captured slaves a chance to join the Elevens - their souls are ritually slain in the Great Enclosure. The worthy remain with Shargash while their bodies and minds live on to serve him in the Middle World - the mortal remains of the unworthy are burned. Elevens are walking dead men until they complete eleven years’ service. Their experience of the Underworld makes them almost without fear or mercy. The Elevens train for close quarter combat: wielding mace, shield, and dagger. They wear anklelength scale mail coats and helmets. Their beards are long and elaborately curled and their skin is coated in ash and smoke, giving them a pallid grey appearance. They worship Shargash, the Storm and War God of the Dara Happan pantheon. Shargash is the source of all fighting arts. As Yelm’s most violent son, Shargash participated in the making of the world, and in the founding of Alkoth and its traditions. He is always trouble, ready to turn his violence against any foe. His

Hero Light .

The head of a heroic Solar warrior might be surrounded by a nimbus of dazzling light. Their armor and weapons take on a brilliant glow.

Alkoth Regiments The city of Alkoth is the center of the worship of the War God Shargash – and contributes units of his worshipers to the modern Lunar Army. The military forces of Alkoth include a variety of other (quasi and pseudo) military units which are officially “militia,” but, because of their fierce god, are furious war regiments. Numbers are uncertain, because the temple will sound its call to arms and some quantity of untrained people simply drop their work and respond. These units usually have a son or avatar of

of Certami, the angelic winged warriors who serve Arraz, King of the Sky People.

7

The identity of these Solar giants is uncertain; they are described as ‘human-like’. Some sources suggest the armor was styled in the form

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THE ARMIES AND ENEMIES OF DRAGON PASS worshipers can pull down sky shattering bolts of thunder, be inspired to acts of fanaticism, and wield the mace and spear of Shargash himself. They can use Shargash’s magic to manipulate smoke and fire.

Gods before battle. The superiority of Carmanian cavalry in Peloria was in part due to their Daron horses, capable of bearing their heavily armed cataphracti, with both the rider and the horse fully armored in bronze scales. Large units of these troops were rare due to a shortage of heavy horses and the cost of their panoply. The cataphracti provided a heavy assault force, delivering the major shock of an offensive maneuver, while being supported by infantry and archers (both mounted and unmounted). When combined with horse archers they had a devastating effect. The standard Carmanian tactic was to encircle infantry formations, assail them with arrows from all sides, and then unleash a massed cataphract charge. The enemy infantry would usually adopt a close formation, becoming immobile and incapable of attacking or defending themselves in close combat against the long reach of the Carmanian cataphracti kontos. A small force of cataphracti and horse archers could wipe out a Pelandan phalanx many times their size numerically, due to this combination of missiles and movement, which pinned the enemy down, wore them out and left them vulnerable to the concluding deathblow. Syranthir’s army, numbering approximately ten thousand soldiers and their dependents, entered Peloria from the West, following the Janube river, entering Vangstal from the hills of Charg around 720-725. They arrived at Lake Oronin just as the last free city of Pelanda was under threat from the Empire of Gloom. After defeating the local Kurzites, the expansion of Carmania under the early Shahs was at the expense of the Spolite Empire, which fragmented as its provinces seized their independence, and were then gradually conquered by the Carmanians in the west, and the Dara Happans from the east. Carmanian bronze working is considered amongst the best in Genertela, thanks to the Third Eye Blue smiths and the dwarf slaves of the City of Brass. Shah Surandar was first to make the journey to the three-eyed smithgod Piku in his mines at Kitor, and around 790 ST obtained brass-scaled coats that made his Carmanian horsemen and

Raibanth and Yuthuppa Regiments

Standard of a Raibanth regiment

The infantry regiments mustered by the other two cities of the Tripolis are armed and armored according to the ordinances instituted by Elmexdros, as Line or Foot Regiments. The Foot Regiments are equipped as hoplites, similar to the Ten Stone Regiments, with a greave on the left leg and a vambrace on their right arm, but lacking their magical potency.

Carmania Carmania is an isolated outpost of Western culture, transplanted in the Second Age and more recently conquered and absorbed by the Lunar Empire. The name may be derived from Old Fronelan kara, meaning ‘army’ or ‘people’, a component in the name of Syranthir Forefront’s son, Carmanos the First Shah. The Carmanians have three classes of fighters: the karmanoi (nobles), the hazars (landowners), and the romanak (landless soldiers). Some still live by the Black and White caste laws. Carmanian cavalry is divided into heavily armed and armored cataphracti and lightly armored horse archers. The karmanoi and hazars fought as cataphracti, a form of armored heavy cavalry with both the rider and steed ideally draped from head to toe and head to tail in bronze armor. Traditionally, these were supported by city hoplites, most notably the Pelandans of the Oronin river valley, and by local levies, mercenaries, and foreigners. Carmanian infantry included the heavy infantry of the Steel Sword Legion and other still extant regiments. Hazars were drawn from the hereditary social class of the landowners and shared an elitist Carmanian history and attitude, the Standard of the so-called Carmanian chivalry. Many Carmanian prayed to Humakt and other War Shah.

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REGIONAL WARFARE their mounts all but invincible in battle. He subsequently conquered much of the Spolite Empire and all of Pelanda. Carmania rose to glory under the reign of the Lion Shahs (880-955), confronting the Empire of the Wyrms Friends, and liberating Dara Happa from the Golden Dragon. Over time, Pelandan hoplites became a staple of Carmanian armies, supporting the cavalry forces. The Lion-soldiers of Pelanda served as bodyguards to the Shahs. The rulers of Dara Happa also married into the line of the Carmanian Shahs, and in 960 the sons of the Dara Happan Emperor Sarenesh were each appointed a realm in the Great Division of the World. For the Three Generations of War, the Brothers and their descendants relentlessly drove the EWF out of Peloria, culminating in the invasion of Dragon Pass. In the ensuing Dragonkill all Peloria fell into political turmoil. There were major migrations after the Dragonkill War including many bull-worshipers, the bull-riding Tawari, Orlanthi Uroxi, and others. Many served as auxiliaries in the Carmanian army. The first Bull Shah seized power and his dynasty eventually conquered almost the entire Pelorian basin. The ancient but now tactically torpid Dara Happan armies were no match for the combined military power of Carmanian cataphracti and horse archers, supported by Pelandan phalanxes. Dara Happa fell to the Carmanian Empire in 1173. By 1200 the rule of Carmania was subdivided into Old Carmania, the bull-worshiping Urox Land and the ‘Friends of the Shah’ to the south, Charg in the west, and to the east the ‘New Protectorate’ stretching from Doblian to Rinliddi, and the lands of Dara Happa. Eastern Peloria suffered greatly under Carmanian oppression.

Foundation and Expansion The Lunar Empire began in the city of Torang during an anti-Carmanian insurrection. Many such rebellions had occurred, but this one was successful, though in an unexpected way. A new being was freed, a goddess who slowly discovered her personal power and coincidentally helped her saviors (who were later called the Seven Mothers) establish their desired political state. The Carmanian Empire attempted to crush the insurrection but were in turn defeated when the goddess returned from her quest. At the First Battle of Chaos the army of the Bull Shah died or went mad as the Red Goddess riding on the back of the Crimson Bat flew over the battlefield. In 1241 the Carmanian army was decisively defeated at the Battle of the Four Arrows of Light and the royal house was extinguished. Resistance continued under the rule of the Blood Kings, with the last, the Joker Prince of Worian, falling in 1313. The revival of Dara Happan style hoplite soldiers was an innovation of the Red Goddess who instructed her fledgling army to don the bronze cuirasses of the dead Carmanians. Previous to this the heavily armored Carmanian cavalry had dominated the battlefields, and when the Carmanian rulers took over a region, trained infantry quickly fell into disuse and even ridicule. The abrupt resurgence of drilled foot formations, now armored in bronze, was enough to being the swift downfall of the Carmanian overlords. The eager recruits were trained to fight in phalanxes with long spear and kopis, drilled to fight in close order, formed up in ranks between seven and fourteen or more deep. Such soldiers still form the backbone of the Lunar Army. In 1235 Dara Happa joined the Lunar Goddess and was incorporated into the Lunar Empire. In the last year of the Zero Wane, 1247, the Dara Happan Emperor Yelmgatha

Lunar Empire

The scepter of Dayzatar, carried as a baton by Lunar Generals.

The Lunar Army is the most powerful military force in Glorantha. It was the first military force to field combined armies of infantry, cavalry, and magical units. The nine Satrapies of the Lunar Heartlands are First Blessed, Silver Shadow, Kostaddi, Oronin, Doblian, Darjiin, Karasal, Oraya and Sylila. The free inhabitants are all citizens of the empire. A century of peace in the Heartlands has reduced both the number of army recruits and civic enthusiasm, and a generation of war in Dragon Pass to defeat the Rebel Gods once and for all has been more difficult than expected.

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THE ARMIES AND ENEMIES OF DRAGON PASS invited the Red Emperor to rule jointly with him. Soon after, the Red Emperor became sole Emperor. However, the patriarchal Dara Happans resisted integration with the Lunars, resulting in political and religious conflict. The Tripolis revolted. From 1270 to 1285 the War of Three against One raged in the Oslir valley. The opposed armies were very similar; both sides used mercenaries. The constant sieges and the battles along the Oslir made the war against the Tripolis long and one requiring strong standing armies of infantry, geared for siege and assault. The cavalry arm was neglected at the time, being mostly Char-un, mercenaries and a few heavy hazars. The majority of Dara Happan units sided with the rebels but were destroyed early on as the war became localized, but eventually the cities fell to the Red Moon. The government which had united the cities in rebellion was exterminated and the Dara Happan lands were divided among several Lunar satrapies. The accession of the Red Emperor, and his subsequent victory over the rebellious Dara Happan conservatives, offered an opportunity to reorganize the Dara Happan army. Under the guidance of Yanafal Tarnils, the Dara Happan army underwent a change which is called the Revitalization. Army organization and structure was loosened to give a greater flexibility than the old Dara Happan armies. The old Garrison, Northern, Southern, and Imperial Field Armies were reorganized, becoming the basis of the four Corps: the Imperial Bodyguard, the Heartland Corps, the Cavalry Corps, and the Magical Corps. Many old regiments were retained, virtually unchanged. The Carmanian army also formed part of the new Lunar Army, providing ten regiments of hazar cavalry and three regiments of well-drilled Pelandan infantry. The mixed cavalry and infantry of the Carmanians were a major influence on the evolving structure of the Lunar Army. This policy of incorporating regiments from defeated armies into the Lunar Army served to

both provide experienced fighters and to cripple the ability of the vanquished regions to rebel. Retaining these soldiers under their own officers, themselves usually drawn from the social elite, also promoted the assimilation of regional nobility into the empire. Over time, native Rune Lords of Yanafal Tarnils are preferred as commanding officers. Other soldiers, recruited from these regions into new or existing Lunar regiments, would serve under Lunar officers. A fifth corps, called the Provincial Army, was formed because of later conquests, as a separate army for the Emperor with no political connections to the Lunar Heartlands. A sixth force called the Sister’s Army is under the autonomous command of Great Sister, the sibling of the Red Emperor. A notable example of Lunar pragmatism and flexibility are the vexillae, smaller units formed of elements from different regiments and bound by Yanafal Tarnils’ magics which allow them to use their powers together. A river navy of sleek, oar-driven penteconters and biremes patrol the Four Rivers and their tributaries.

Lunar Colonies Expanding into the south, the Lunar Empire settled several military colonies. The most significant of this period were:  Rist: Lunar colonies were founded circa 1300. These are primarily agricultural, serving as the breadbaskets of the empire, but also functioned as bases for the subsequent warfare against Dara-ni. This former subject state of Alkoth had provided a refuge for the River People and Dara Happan refugees in the face of Lunar expansion.  Jillaro: The city had been sacked and burned by the Blue Deer Princes of Vanch in 1317 in a doomed attempt to thwart Lunar expansion into Sylila. Hwarin Dalthippa refounded the city circa 1325. It is now the greatest Lunar settlement in southern Peloria.  Mirin’s Cross: An ancient and strategic city which sits at the confluence of the Oslir and Black Eel Rivers. It was conquered by the empire, with the Lunar colony founded circa 1350 by Hwarin Dalthippa. (Much later, in 1582, the Lunar Provincial Government was moved from Furthest to Mirin’s Cross, with its seat the fortified Citadel of the Seven Seals atop Lookout Rise.) Imperial propaganda associates Mirin’s Cross with Nivorah, the lost Solar City of the South. The city boasts Dara Happan towers (the greatest being the Golden Temple of the Brilliant Pillar), Sun Dome temples, the great Lunar Temple of the Provincial Church, and a Temple of the Reaching Moon. The city provides the Mirin Moon Mages and Mirinite Swords regiments to the Provincial Army.

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REGIONAL WARFARE These colonies serve as administrative, supply, and military bases established in conquered territory to secure it. Many of the settlers are veterans, since these colonies were often located in areas bordering enemy territory. The land provided to them is part of their discharge reward. The veterans provide experience to the civic militia and a ready source of trained reinforcements when necessary. The colonies are showcases of Lunar culture and the Lunar way of life. The native population of the provinces can see how they are expected to live, playing an essential role in the Lunarization of southern Peloria.

independent actions of the Red Emperor and the Kralorelan Dragon Emperor. At its greatest extent, the Celestial Empire stretched from Peloria to Kralorela and Teshnos, including Pent and much of the Wastelands. The attempted conquest of Vormain in 1452 failed only when the fleet carrying an army of Praxian warriors was drowned by an unseasonal hurricane.

Restoration During the wars with Sheng Seleris, the Cavalry Corps gained in prestige and importance at the expense of the Heartland Corps. Over the course of the occupation, the surviving Imperial forces became more cavalry orientated as raid and counterraid spread across Peloria. Only by matching nomad mobility could the Imperial mobile army hope to combat the nomads. They were aided in this by many heroquests to discover anti-equine powers or to strengthen their own mounted arm. During this time the traditions that form the backbone of the current Cavalry Corps were born. Once Sheng Seleris was banished to Hell, the Lunar Empire was able to resettle the depopulated New Grasslands of Peloria. Hon-eel, the Third Inspiration of the Red Emperor worked for the recovery and renewal of the Lunar Empire. She founded new regiments, led the settlement of Oraya, and turned the hostile southern kingdom of Tarsh into a Lunar ally. This would be a prelude to aggressive expansion southwards into and beyond Dragon Pass. After the Lunar victory at the Battle of Iron Fences in 1465, the nomads withdrew beyond the Arcos River. The Opili returned in 1503, overrunning Oraya until they were finally defeated at the Battle of the Nights of Horror in 1506 (called by some the Second Battle of Chaos). Expansion further south ultimately proved expensive and dangerous, with initial successes provoking forces that would threaten the provinces north of Dragon Pass. The Dragonrise marked the end of imperial certainties.

Hero Light /

The head of a heroic Lunar warrior might be surrounded by a halo of blazing red light. Disconcertingly, this manifestation varies with the Lunar Phase outside the Glowline, strobing when the Moon is Half or Dying, invisible when the Red Moon is Dark.

Interregnum The Celestial Empire of Sheng Seleris dominated the Pelorian basin from 1375 to 1460, with its strength reliant upon the immense magical power and charisma of its leader, not from any new military tactics or innovations. The principal peoples of the invasion were the Vayuang nation (a powerful alliance of tribes, the Bao, Kroft, Huang, Dovgarsh and the Kashis in the north), and the Opili and their allies in the south. Until this time, the Lunar Army had relied upon its strong hoplite core and its screen of light infantry, which only required flanking forces to be effective against most threats. Confronted by the huge horde of nomadic cavalry under the cohesive leadership of Sheng Seleris, the imperial forces were vulnerable, with their cavalry inadequate and overwhelmed. The lands of the Lunar Empire were mostly conquered or submitted, with only Sylila (reduced in size but sometimes ruling also Henjarl), Jillaro, Carmania, the Sable People of the Hungry Plateau, the hills of the Western Reaches, and a small territory around the city of Glamour still defiant. No Red Emperor united these lands. At the time, the western and southern highlands were dominated by several powerful Orlanthi kingdoms. The greatest of these was the Kingdom of Tarsh, the ‘Heights’, ruling the newly resettled lands in Dragon Pass and dominating the Sairdite principalities. Talastar, Lakrene, Brolia, and Charg also all prospered during this turbulent time. Using Dara Happan infantry to supplement his nomad cavalry, Sheng Seleris defeated the Kralorelans in 1442 and was acclaimed the Celestial Emperor. Eighteen years later, he was finally defeated by the

The Creation of the Provincial Kingdoms The resurgent Lunar Empire spread its military and economic dominance southwards into the kingdoms of the Barbarian Belt. Each, in turn were defeated, either militarily, politically, or preternaturally, into subordinates incorporated into the imperial system whilst retaining some local independence. In most cases, Lunar citizens were settled in their territory, to be a visible presence to remind the local rulers of their oaths, and to keep an eye on them. Among the obligations of tax and tribute, each

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THE ARMIES AND ENEMIES OF DRAGON PASS kingdom was expected to provide troops, to be used in garrisons and in war. The provincial soldiers fight in their own units, under their own officers, because each has their own traditions, styles of fighting and often languages not compatible with those of the Heartland Corps. Whilst the Provincial Army was often crucial in the southern campaigns, when supporting the imperial army its regiments are usually placed on the flanks of the battle-line. Following the rebellion in Tarsh in 1545 the Provincial Government was formed, supposedly to help Prince Phargentes liberate Tarsh, but also to keep a tighter rein on the internal affairs of the kingdoms.

Dart Competitions Imperial law strictly forbids war between noble houses. As a result, conflicts between noble houses (especially over control of a satrapy) are waged through Dart Competitions. Named after the incident in the First Wane in which Gargron of Karresh used a poisoned dart and a “drunken misthrow” to eliminate a rival, by the end of the Wane it had spread and developed into a sophisticated form of private warfare, popular among all the aristocracy. Family promotion in the Lunar Empire is often won through these notorious contests. The most visible Dart Competitions are hugely popular public spectacles, sponsored by the Lunar aristocracy to settle their scores. But rather than being a contest of skill at throwing darts, they are a euphemism for power struggles waged by assassination, sabotage, disinformation, and economic warfare. The Imperial court officially turns a blind eye to these activities, but sometimes encourages them or even takes part, as long as commoners and imperial properties are not harmed in the least. These private wars developed along several lines, but all involved the nobility itself as targets and agents. There are events open to spectators, sometimes with champions of the noble clans fighting each other, or nobles themselves or their trained agents fighting. These affairs are popular with the citizenry, even though the formalities and ritual combat lasts for hours or even days before any blood is shed. Some such events take on the form of gladiatorial combat, with the fighters participating in week or even season-long duels. Often very large sums are wagered on the outcome of these contests, claimed to ‘equal the value of a barbarian kingdom.’ Much more deadly are the secret games with the aristocracy themselves as the targets. Secret magical agents are employed, although sometimes cruder methods are used. This legitimate violence keeps the most ambitious and powerful people of the empire on their toes at all times. The constant sharpening of the skills

New Lunar Colonies As the empire continued its expansion, new colonies were created.  Oraya: after the Battle of Iron Fences in 1465 the nomads agreed to withdraw into the Redlands. This opened the future Satrapy of Oraya for resettlement.  Furthest: the most important, founded at the Tarshite market town circa 1500, with straight streets laid out in a grid pattern, Sylilan architecture, and formidable walls. As the most southerly point at which the Oslir River can be sailed by the regular Oslir barges, Furthest is situated in a hugely strategic location. The city provides three regiments of cavalry and two of infantry to the Provincial Army.  Redlands: since 1517 bands of settlers from across the empire have moved into these wide empty lands. They are threatened by nomad incursions from 1621 onwards.  Corflu: a small seaport on an island in the Zola Fel river founded in 1603. It was used to mount a surprise naval assault in 1619 upon the important Holy Country port city of Karse, instrumental in the conquest of Heortland, and a later attempt at capturing the great city of Nochet. The port was sacked by the Wolf Pirates in 1624 and subsequently vanished from history.

Lunar Culture

The term Lunar includes all who have incorporated the Red Goddess and her Mothers into their pantheons. The Lunars are a civilized, urban culture and recognize their divine Red Emperor as the heir to Yelm’s universal empire. Most Lunars are initiated into their traditional cults but all acknowledge the transformative power of the Red Goddess and the Lunar Way. The Lunar Empire is the Dara Happan Empire. Its institutions were not discarded and replaced, but most were maintained, many were modified, and a few were expunged.

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REGIONAL WARFARE and abilities of noble magicians keeps the clans in a constant state of readiness for any sudden magical or physical assaults. Dart Competitions provide a controlled means of venting the volatile pressures of internal intrigue. Rather than resorting to open war – which would ravage regions, interrupt trade, divert tax revenue, and demand an imperial response – they allow grudges to be settled and pecking orders established by more discriminating means. Moreover, Dart Competitions hone the survival skills of the Lunar elite and develop cadres of specialist assassins and combatants whose abilities may be of value to the Empire. Finally, Dart Competitions provide a useful test of the respective power and effectiveness of the great houses. Less fortunate or skilled noble houses have been wiped out. Lavish amounts of money are spent buying, raising or otherwise procuring and preparing special agents. During the Sixth Wane, when peace prevailed throughout most of the Empire, some satrapies spent almost their entire military budget upon their Dart Competitors. Some of these proxies grow quite famous during their lifetimes, even in the colorful and jaded Lunar courts. The beauty of these expensive competitions is that they are the sole means available to the powerful clans to engage in warfare without raising large armies of peasants or freemen to fight at the whim of the rulers, or disrupting the peace and trade of the Empire. Although a noble clan may fall from power through bloody grudges with another family, the trade of the satrapy is unhindered, cities are not besieged or the fields burned. The Red Emperor instituted a special deity to punish any individual and their clan who might use their Dart Competitors upon inferior targets, or to punish a noble who uses some other means to attack another. This powerful spirit is often referred to as the Tax Fury, since it interferes with any who might disrupt the flow of tax revenues in the Empire. Even the Red Emperor himself could be a casualty of the Dart Competitions. In 1529 the Jenet-aror clan assassinated the Red Emperor mask Voracius when he failed to rule in their favor for the control of First Blessed. They were executed for treason when the Emperor returned. The incarnation of the Red Emperor named Ignifer was killed at Mephos during a Dart Competition in 1607. Divination identified his assailant as a creature which was neither man not beast, good nor bad, light nor dark. The assassin, who took the form of a white bear, then destroyed half the city before leaving. The bleak settlement of Ingini on the White Sea is home to the feared White and Red Dart Warrior schools. These two schools are bitter rivals, and never 8

work for the same master as the other, yet both schools are in the same remote village. It is rumored the Blue Moon trolls train students in the arts of disguise, escape, concealment, poisons, unarmed combat, and a multitude of weaponry. It is unknown by what criteria students are accepted by the Ingini schoolmasters, or what happens to those they reject. Chain Dancer was the most famed of all Dart Competitors. He served the Orayan House of Molarisor and was active in the Sixth Wane. He never disobeyed his orders, and so lived to a ripe old age. Every movement he made was part of a magical ritual taught to him by Hon-eel in his dreams. The result of the dance was the birth of the woman Farangold, who was Jar-eel’s mundane mother. Harrek the Berserk8 came to the attention of the Dart Warrior schools when he was serving as a mercenary in the principality of Timms (once part of the kingdom of Jonatela). Noted for his potential, he was taken to the Lunar Empire to participate in Dart Competitions. His experiences there gave him an abiding hatred of the Empire and its ways.

Other Peoples of the Pelorian Basin Despite the dominance of the Solar, Carmanian and Lunar cultures, others reside within the Pelorian bowl, usually characterized by the nobles of the Tripolis, often inaccurately, as Lodrilli.

Satrapy

Traditions

First Blessed Darjiin Doblian

Dara Happan, Rinliddi, Lunar Dara Happan, Darjiini, Manimati Dara Happan, Pelandan, Arirae, Darjiini, Manimati, Lunar Dara Happan, Darsenite, Lunar Dara Happan, Sable People, Lunar Dara Happan, Lunar Dara Happan, Pelandan, Darsenite, Carmanian, Lunar Dara Happan, Lunar Dara Happan, Manimati, Shafesorans, Templars, Lunar

Karasal Kostaddi Oraya Oronin Silver Shadow Sylila

Arirae: psiloi, peltasts, light cavalry Carmania: cataphracti, horse archers Dara Happa: hoplites, spearmen, archers, Alkothi berserkers, cavalry

Darjiini: peltasts, psiloi, hoplites Darsenite: peltasts Lunar: hoplites, hypaspists, peltasts, cavalry Manimati: peltasts, light cavalry Pelandan: hoplites, peltasts Rinliddi: psiloi, peltasts, light cavalry Sable People: cavalry Shafesorans: psiloi, peltasts, archers Templars: phalangites

So named for his white bear cloak.

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THE ARMIES AND ENEMIES OF DRAGON PASS The troops mustered in the Lunar and Satrapy armies demonstrate a very wide range of military traditions. These diverse units provide capabilities often not found in the armies of the more urban peoples. When combined with classic hoplite and cataphract forces by a competent general this greatly contributes to the strength and adaptability of the Lunar Army.

totems. Their light cavalry ride upon ornate saddles, their tack and capes decorated with feathers, their shields bearing avian designs, often with bosses shaped like sharp raptor beaks or talons. Feathers of blue, red, and yellow are restricted to the oldest noble families who trace their lineages to the Bright Eagle Lords. Their banners often show the All-seeing Eye or a winged Sun Rune. Officers may wear bird-helms not dissimilar to Yelmalion hawk-helms. Regiments are frequently named for predatory birds, with the most prestigious being eagles, followed by hawks and owls. Some cavalry regiments are lancers whilst others are horse archers, influenced by the proximity of the Pentan nomads. Like the cavalry, many traditional Rinliddi infantry wear light tunics, wide-brimmed hats, and capes decorated with feathers. They are equipped with spears and javelins. Rinliddi has been successively ruled by Pentans, Dara Happans, and most recently, the Lunars, but their own martial traditions are still apparent.

Darsenites Their land has from ancient times been dominated by the Earth Goddesses and by women, and a high proportion of their warriors are female. These hill and forest dwellers fight as light infantry, with some light cavalry, both armed with spears and javelins.

Rinliddi The Bird People of Rinliddi have a long history, stretching back before Time. Mythical Verapur was a city-state in the Golden and Storm Ages, much of its territory now submerged by the White Sea or in desolate Eol, with the remainder in what is now Rinliddi. As the Jarasan and later the Kestinliddi, the Bird People rode upon fierce flightless man-eating birds, the richly plumaged augners; their avilry was widely feared, but were exterminated early after the Dawn by the bowarmed charioteers. In historical times, instead, their descendants ride upon swift Seredae horses, their harness often festooned with feathers. Just as the great birds were creatures of the Sun, horses are also accounted Solar animals, descended from Hippogriff the favorite child of King Griffin; few pure hippogriffs now live, and they are vastly outnumbered by Hippoi’s progeny, which have lost their beaks, claws and wings. The Rinliddi worship Yelm as the Celestial Aviator (typically favoring Vrimak the bird-ancestor above the other portions of Yelm), Tholm the High Flyer, and revere their ancestral bird

Sable People Descended from Sable Riders of Prax who served the Second Council of Dragon Pass and were awarded a land grant consisting of the desolate Hungry Plateau. In 1436 they seized control of the entire satrapy of Kostaddi. They provide the Silver Sable Lancers regiment to the Cavalry Corps.

Shafesorans Shafesora is the gentle Goddess of Rain. The people named for her by the Dara Happans as a polite conceit, are in truth Storm People, who revere their ancestor Odayla the Hunter, the son of Karborn the Father of Bears and Sesaradeva the Scarlet Serpent. At Cafol they worship Odayla and his wife Serabo. Most Odaylings live amidst the rolling hills and thick forests of Sylila. They fight as peltasts and archers, for Odayla is the god of hunters and warriors; they provide a disproportionate number of fierce fighters for the satrapy army.

Suvarians The ancient land of Suvaria, named for the Hero Suvar, is ancestral to many of the lowland cultures in what is now Doblian, Darjiin and Henjarl. His descendants mostly share a heritage of fighting with spears, and with javelins, which may be fashioned from stout reeds. The Jarra ‘Weeders’ of the marshes of Henjarl retain no such martial traditions, fleeing into the swamps and marshes on their reed boats if threatened.

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REGIONAL WARFARE of the south to be barbarians, even though many have literate and urbane cultures. The inhabitants of this region are mostly Orlanthi, though with regional differences. Some areas lie within the Lunar Empire, whilst others are culturally influenced, to a greater or lesser degree by the lowlanders. The nobility of southern Peloria looks to Dara Happa for the trappings of status and power (even if they worship Orlanth). Beard curling is a common aristocratic Dara Happan fashion copied by the native nobility. Prior to the ascendance of Sheng Seleris, the Lunars followed traditional Dara Happan strategies with the Orlanthi, forcing them to submit to the Red Emperor and his Conquering Daughter and then largely ignoring them once the Four Directions were again ruled by the Emperor. The eighty years of conflict with Sheng Seleris changed the Lunars and their attitudes: after Sheng Seleris, Orlanth was blamed for all rebellions, and needs must to be chained. Running from west to east, this region includes Charg (under the Syndics Ban until 1628), Brolia, Talastar (including the cultural regions of Anadiki, Bilini, Lakrene, and the bandit clans of the Skanthi), and the five tributary kingdoms of the Oslir River and Dragon Pass (Aggar, Holay, Imther, Tarsh, and Vanch). Charg, when it emerges, is inhabited by wild Storm-worshipping Orlanthi ruled by Bull Lords. In general, the further eastward, the more civilized these lands become, from a Lunar perspective, with Brolia the most primitive and wild and Holay the most civilized and settled. Jarst and Balazar, to the east, are also deemed wild barbarians, but have their own distinct cultures. The Redlands are a barely settled border region, perilously open to the Pentan horse barbarians. Each of the tributary kingdoms must send and support regiments trained and commanded by loyal Lunar officers of the Provincial Army. They are usually geographically identified, such as the Goldedge and Slavewall Regiments from Tarsh. Infantry are generally equipped with a large shield, spear, short sword, and leather armor. Cavalry are similarly armed. No large magical units are present in the Provincial Army. The Talastari largely reject the religion of the lowlanders, but their material culture, their pottery, clothing, arms, and armor resembles their Pelandan and Dara Happan enemies more than their cultural and religious kin in distant Dragon Pass. Aggar is the wildest and least controlled of the tributary kingdoms, its rugged hill country is populated by defiantly traditionalist Orlanthi. It provides regiments of Sun Dome Templars to the Lunar

Arirae Arir is a land of rugged hills and valleys. Its clans are held together by the bonds of the hunt, the way of the warrior, and dynastic bloodlines descended from the gods. The native hunter-gatherers fight as skirmishers, with a few cavalry. Some go naked, others wear tunics. Hunting deities such as Orogeria the Divine Moon Huntress and her husband Kenstrata are popular.

Darjiini and Manimati These are accounted as ancient offshoots of the Solar Empire of Dara Happa. Darjiini are divided into those who live in the river marshes, and those who reside in the urban centers and hills. The former mostly fight as peltasts, with leather or linen armor, reed shields, short swords and quivers of javelins; most wear sandals which leave the imprint of the sign of SurEnslib, the lewd Heron Goddess. The Manimati are the lineages descended from the noble dynasties. The hill folk, including the Manimati, are often more heavily armed, typically wearing a corselet and helmet of bronze scales, and fighting as hoplites or light cavalry. The Darjiini have been a province of Dara Happa many times since Time began.

Templars A Sun Dome Temple near Little Cafol supplies the Sylilan satrap with disciplined pikemen. They do not serve with the Heartland Corps.

The Barbarian Belt9 This term derives from the ancient prejudices of the Dara Happans and the more recent dogma of those who follow the Lunar Way. They consider the peoples

Pentan nomads. The ‘Barbarian’ is viewed as vicious, aggressive and uncultured, the hostile peripheral ‘Other’, even though the Solar and Lunar Empires have a long history of belligerent expansion, cruelty, and treachery toward their neighbors.

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The pejorative term ‘Barbarian Belt’ is used by the Dara Happans and many Lunars to refer to foreign lands in general, which they deem to have an inferior culture to their civilized heartlands. They similarly use the term ‘Horse Barbarian’ to refer to the pastoral

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THE ARMIES AND ENEMIES OF DRAGON PASS Provincial Army. Holay is cut into three parts by the Oslir and Black Eel rivers. It is the most civilized of the Lunar Provinces, although the hills and plains are inhabited by many stubbornly traditionalist Orlanthi. Other inhabitants include the Jajalaring Dog People, who wander throughout the hills and plains north of the Black Eel River, Sun Dome temples, and the ancient tribe of river people who ply the Black Eel River on reed boats. Holay provides a variety of heavy and light cavalry and infantry regiments to the Lunar Provincial Army. Imther is a petty Orlanthi kingdom, and was relatively wealthy and important to the empire because of its relationship with the dwarves of the Imther Mountains. The smaller clans of the Imther Mountains and the eastern wilds are hunter-gatherers and goatherders because those regions are too craggy and broken for agriculture. Tarsh is the richest of the provincial kingdoms. The rural areas provide typical Orlanthi levies, but the urban areas are heavily Lunarized. The cavalry of Tarsh is particularly famed, though the kingdom also supplies several regiments of infantry to the Provincial Army. Vanch is a mélange of diverse Storm, Solar, and a scattering of other cultures. Jarst is inhabited by several tribes of Zarkosing goat herders and a Sun Dome temple. The Balazarings are hunter-gatherers divided into many small clans. Their hunting skills make them good scouts and skirmishers, armed with spear and bow. Warriors of the three great citadels have better weapons and ride ponies. A few elite warriors in the citadel of Dykene ride great hawks. The Mad Sultanate of Tork lies within the ‘Barbarian Belt’. It is a festering chaotic region populated by madmen and demons. When its inhabitants escape its boundaries, they fight as a disorganized but deadly rabble. A major breakout occurs in 1628.

Region

Military Tradition

Aggar Anadiki (Talastar) Balazar Bilini (Talastar) Brolia Charg Holay Imther Jarst Lakrene (Talastar) Redlands Skanthi (Talastar) Tarsh Vanch

Orlanthi, Templars, Hsunchen Orlanthi Skirmishers Orlanthi - Dara Happan arms & armor Orlanthi skirmishers, Hsunchen Orlanthi, bull-riders Orlanthi, Templars, Pelorian, Skirmishers Orlanthi, Templars, Skirmishers Skirmishers, Templars Orlanthi – Dara Happan arms & armor Lodrilli, Pentan Orlanthi, Skirmishers

Orlanthi, Pelorian, Templars Orlanthi, Skirmishers, Templars, Hoplites, Others Hsunchen: See Hsunchen Warfare. Lodrilli: Peasant militia, see Lodrilli. Orlanthi: See Orlanthi Warfare. Pelorian: Regiments of cavalry and infantry. Pentan: See Pentan Warfare Skirmishers: Light infantry, see Skirmishers. Templars: see Templars. Bold: denotes a Provincial kingdom.

Logistics: Tarsh

For decades, Tarsh exported grain down-river to Peloria from its capital, Furthest. Much of this surplus was from Kordros Island, the breadbasket of Tarsh, its rich dark loam supporting the intensive agriculture of slave-worked estates and orchards. The produce of the island also fulfilled a significant portion of that required to support Lunar supply lines into Dragon Pass and Prax. From 1627, the escalating factional strife denies the harvests of Kordros to the royalist faction; the island is the political center of the rebel Fazzurites. By 1630 the conflict becomes an open civil war. In subsequent years, the island will become a major supply center for the Sartarite counter-invasion of southern Peloria, utilizing the Oslir as a supply conduit.

Lodrilli The peasant militia of the Redlands drill as a small phalanx. Their equipment is basic; very few own any metal armor. Bronze or brass spearheads are treasured family heirlooms. Whilst capable of holding off a few bandits or raiders, they are ineffectual against a Pentan clan or tribe unless bolstered by mercenaries or regular soldiers.

Skirmishers Though the poorest members of any community are likely to fight as skirmishers, there are several Pelorian cultures that specialize in this, either by necessity or choice.

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REGIONAL WARFARE Many of these barbarians and outlanders cannot field fighters equipped well enough to fight in a shieldwall or phalanx. Instead, almost all their warriors fight in an open melee in an irregular formation, harassing the enemy with thrown rocks, slingstones, arrows or javelins, and only rarely engaging their enemy in hand-to-hand fighting. They take advantage of terrain (often with intimate knowledge of their home ground), advancing in small parties then running away if challenged by a superior force. The Zarkosings have been famed as slingers at least since the Khordavu Era. Tribal skirmishers may be recruited to fight as psiloi. Name

Region

Culture

Balazarings Brolians

Balazar Brolia

Eolians Green Bow cult Jajalarings

Thrice Blessed Saird, Tarsh Holay

Skanthi Telmori Tunoralings

Talastar Aggar, Brolia Vanch

Zarkosings

Garsting, Jarst, Zarkos

Hunter-gatherers Pastoralist and subsistence farmer Orlanthi Nomadic hunters, fishers, and reindeer herders Woodsmen and women Dog People huntergatherers Impoverished Orlanthi Hsunchen Pastoralist and subsistence farmer Raccoon People Pastoralist and subsistence farmer goat-herders

Region

Major Sun Dome Temples

Aggar Holay Imther Jarst Sartar Sylila Talastar Tarsh Vanch

Orenair, Upper Forantin Daughter’s Road, Domanand, Zalador Hills Laramite Hills (Kareiston’s Temple) Serene Victory Vanntar Little Cafol (True Sky) Linstingland (Last Light) Ever-New-Glory, Goldedge Peralam

Raiding The Provincial Kingdoms are required to send tribute to the Lunar Empire, in the form of money, goods, and slaves. The latter drives a thriving slave trade, exploiting the less organized or recently pacified territories on their borders.

Dorastor In the Third Age, Dorastor, Land of Doom, is a seething sore of Chaos in its many deadly manifestations. Most of its denizens are rarely organized above the level of warbands but periodically hordes of broo and other Chaos spawn erupt out of Dorastor. Around 1120, broo raiders were first reported in neighboring Talastar; by 1130 they had destroyed the Wilstorite lords of the Anadiki. In 1124, a great army of broo under a Hero called Ragnaglar or Ralzakark spilled out through Talastar into lowland Peloria and caused great destruction. Four more great raids are recorded. In 1297, the Chaos Hero Undranda led broo and other Chaos monstrosities through Talastar and the lowlands. The monster Haronzangal and a Chaos army marched into Bilini in 1434. In 1608, Wowander and his Stag Riders emerged from Dorastor at the head of a mad mob of Chaos things. The raid was so swift that defenders could never bring Wowander to

Templars The Templars of the Yelmalio regiments fight in a phalanx of phalangites, often supported by their own auxiliaries on the flanks. Some temples raise units of peltasts armed with javelins, or psiloi armed with javelins or bows, recruited from the Temple militia. Most retain chariots, if only for use in religious processions and festivals. The ancient tradition of horse archery is retained by a few temples, primarily Serene Victory near the Redlands and some of the temples in ancient Saird where Redaylda and her husband Hyalor are popular. The old subcult of Kuschile reveres the Hero who introduced the skill of using the bow on horseback. Some Sun Dome regiments are drawn from poor upland country. Their Templars are proud peasants who often cannot afford the expensive bronze hoplite panoply of the Pelorian Stonewall regiments. Others defend lowlanders from the hill tribes. The Sun Dome Temples provide approximately 6,000 Templars to the Lunar Provincial Army. These regiments of heavy infantry serve the provincial monarchs as a levy in return for the autonomy of their temples, and the ruler in turn provides them as part of their contribution to the Provincial Army. No Templars serve directly in the Lunar Army.

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THE ARMIES AND ENEMIES OF DRAGON PASS battle, and he slipped back into Dorastor with his forces intact. In 1629, a Chaos horde marches forth from Dorastor into the surrounding lands, crossing the borders of the Lunar Empire. All of these raids are presumed to have been at the instigation of Ralzakark, the broo King of Dorastor. Chaos is rarely organized, but Ralzakark has imposed levels of order on his followers, who are divided into the usual Chaos rabble, and dangerously disciplined regiments of troops.

The Kimantorings were professional soldiers led by Ezkankekko’s representative in Nochet, part of the overarching military command of the Unity; in the Darkness officers were usually trolls from the Shadow Plateau. Later, the Kimantorings were the Kitori army. They called upon the terrible Darkness powers in war, and worshiped the dread deities Humakt, Babeester Gor and Zorak Zoran. They were skilled slingers, and the elite among them bore bronze scale mail and helmet, a large shield, a spear, and an axe or sword. The Kimantorings originally fought outside Esrolia. In the Dawn Age they were led by Lord Demon of Death10 deep into Peloria. Theyvora the Axe11 commanded them as part of the Unity Council Army of Defense when they were defeated by the Great Army of Restraint at the Battle of Night and Day. They later fought for Arkat and followed Arkat the Troll into Dorastor. The Only Old One and the Heortlings opposed the false god Gbaji, but were defeated at the Battle of Night and Day in 379. Kethaela was conquered by the Broken Council’s forces and placed under the rule of Palangio the Iron Vrok, a cruel warrior backed up by terrible magic. Despite great efforts, Palangio never succeeded in destroying the Only Old One and his Palace of Black Glass. Arkat Humaktsson came from the West and defeated Palangio in Slontos, liberating Esrolia in 433. The Hero reinstated the Only Old One as the ruler of the Shadowlands. The Hendrikings rebelled in the following century; in 578 the Orlanthi Hero Hardros Hardslaughter killed the Only Old One and when he returned from Death forced him to renounce his tribute and the old obligations. The Kimantorings were separated from the Shadow Plateau’s command with the ranking lord, the Kimantor of Nochet, being their

The Holy Country The Holy Country is comprised of the lands which surround Choralinthor Bay. It is traditionally divided into the Sixths: Caladraland, Esrolia, God Forgot, Heortland, the Islands, and the Shadow Plateau. Each has its own distinct military traditions. Region

Military Tradition

Caladraland Esrolia

Skirmishers, Spearmen Kimantorings, Irillo Hundreds, Mercenaries, Triremes, Marines Horali Orlanthi Triremes, Marines, Rowers Troll warbands, trollkin spearmen.

God Forgot Heortland The Islands Shadow Plateau Horali: See Western Traditions. Irillo Hundreds: Militia/Fyrd. Kimantorings: See Kimantorings. Marines, Triremes: See Sea Warfare. Orlanthi: See Orlanthi Warfare.

The Noble Brothers In the Storm and Darkness Ages, before Time, Nochet was defended by the War Gods known as the Noble Brothers. Irillo is the Good Defender, who leads the Noble Brothers and who founded the Irillo Hundreds, the militia who still defend every Esrolian settlement.

The Kimantorings At the Dawn and for the First Age, Kethaela and Dragon Pass were known as the Shadowlands, ruled by Ezkankekko the Only Old One from his Palace of Black Glass. All paid him the Shadow Tribute in exchange for magical and military support. The Only Old One founded a standing army named the Kimantorings during the Darkness to take the fight against Chaos, originally as his household warriors. 10

11

Varzor Kitor was the first host of Lord Demon of Death. The mortal host was replaced several times; sometimes a human or uz, once a dwarf.

A famous Esrovuling warrior woman who incarnated the bloodthirsty goddess Babeester Gor.

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REGIONAL WARFARE commander. Troops drafted from across the land were sent to Nochet as permanent soldiers. They served for 25 years, and on retirement receiving grants of land provided by the Grandmothers’ Council, usually in frontier lands. These settlements are the so-called “soldier clans” along the borders. The Shadowlands continued their political existence through the next five centuries, gradually losing territory in the south to the Middle Sea Empire which established colonies in the Islands and God Forgot, and in the north to the growing power of what evolved to become the Empire of the Wyrms Friends. In 940 the Closing shut Kethaela off from the seas, beginning Nochet’s long decline, and the Hendrikings seized parts of Esrolia. The Hendriki attempted to take Nochet in 1050 by treachery, initiating the terrible Adjustment Wars between Esrolia and the Hendriki. That same year, the Devastation of the Vent wreaked havoc on Caladraland and Esrolia. Esrolia was so weakened that the Hendrikings conquered most of the land except the fading city of Nochet. The Only Old One was powerless to prevent his ancient allies tearing themselves apart. In 1313, Belintar the Stranger swam ashore and revealed that he had come to depose the Only Old One and liberate the land from Darkness. Five years later he met the Only Old One in combat and cast him down.

King had a single overall military commander, the Master of Battle, and appointed military leaders - called dukes - over each Province of the Sixths to organize and command those who follow him to war. The basic organization of Belintar’s military consisted of:  Master of Battle, the commander in chief of the God-King’s armies.  Deputy of the Master of Soldiers, his second in command.  Duke, a military overseer for each Province (for example, three for Heortland, eleven for Esrolia, one for Caladraland) and responsible for supplying soldiers to the Master of Battle.  Standard-Bearers, usually appointed by the ruler of the Sixth. These standard-bearers had many privileges and were responsible for levying the troops. As much as possible, the rulers of the Sixth tried to keep these officials from being co-opted by the local kinship groups (although in Heortland this largely failed outside the Esvularing lands). Standard-Bearers approved by the Grandmothers’ Council received the troops previously drafted for the Kimantoring army, but now reporting to Belintar’s army hierarchy, not the Esrolian army. These units were generally militia similar to that of the Irillo Hundreds, but with more training. Each Standard promoted soldiers from among its membership first to the ‘superior battalions,’ and from those into the Select. The Select were elite soldiers.

Hero Light o The head of a heroic Kimantoring warrior might have an aura of shadows.

These military leaders were largely outside the traditional social structure of each Sixth and were ultimately dependent upon Belintar. With his disappearance, their authority has been usurped by traditional leaders or by opportunists and adventurers. There were some special magical units that directly served the God-King. The Constant Guard, for example, were always a hundred men, and when one died in combat, his strength and power went to the remaining members. Thus, the final member would have the strength of a hundred men. Others included the Innocents’ Band of magical children. The encroaching Lunar Empire worried Belintar, who covertly assisted the Kingdom of Sartar in its struggle. When Boldhome, Sartar’s capital, fell in 1602, the Holy Country prepared for invasion. It came in 1605, but the Lunars were decisively defeated in the Building Wall Battle. 1616 was the Evil Year for the Holy Country. A Wolf Pirate fleet laid waste to the islands, crushing a Kethaelan fleet in Choralinthor Bay. An army of Ditali and other barbarians from the west destroyed the armies of Esrolia and Caladraland. Belintar failed to return from the Tournament of the Masters of Luck and Death, and the unity of the

The God-King’s Armies Each clan, tribe, and city in the Holy Country maintained its own traditional military forces under the command of Belintar’s military dukes. These forces were supplemented by unique magical units maintained by Belintar. While he ruled, the God-King Belintar coordinated the collective defense of the Holy Country and split the military duties from the administrative duties for each Sixth. The God-

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THE ARMIES AND ENEMIES OF DRAGON PASS Holy Country quickly collapsed.

owner is. Most Pentans are lightly equipped with a leather cuirass. Others wear armor made from bone, horn, or horse hooves. The best equipped wear captured Lunar metal lamellae or scale. Each Pentan typically maintains three or more horses, which allows them to travel quickly for days without stopping or wearing out their mounts. Their mobility makes it possible to send them on successful scouting missions, gathering intelligence about routes and searching for terrain suited to their preferred combat tactics. Only after the horse archers have caused disarray in enemy ranks, do the Warriors charge in for hand-tohand combat.

Hero Light L A Caladraland hero of Veskarthan, Caladra or Aurelion might be surrounded by what appears to be thick black smoke with a lambent ruddy glow within it, with their spear blade glowing with dull red heat.

Invasion and Civil War The Holy Country spiraled into civil strife. In the east, Belintar’s Governor of Heortland died and Malkioni adventurers seized control of the central portion. To the north, the Orlanthi chieftain Broyan of Whitewall was declared king of the Hendrikings. In the west, the Ditali and Solanthi barbarians devastated Esrolia. The next year, the Lunar Army captured the strategic Heortland port of Karse. Attacking by land from Sartar, other Lunar forces conquered the Volsaxi lands of Heortland, besieging Broyan in Whitewall. A Grazelander army raided northeastern Esrolia. Within a year, the Malkioni pretenders were defeated by the Lunars and the Hendriki lands were pacified. Esrolia and the islands could offer little resistance. In the years that followed, Broyan escaped from Whitewall, defeated a Grazelander army, and the Lunars attempted to capture Nochet, being defeated by a coalition of Holy Country forces led by King Broyan, including the Warm Earth Alliance, and the Wolf Pirates. After 1628, Argrath becomes Warlord of Kethaela.

History and Geography

To modern Pelorians, the wild wide grasslands of western Pent are almost empty, and ripe for settlement; to the Pentans, lowland Peloria is both their ancestral home and a periphery to their modern range. Neither has recognized any set boundary, with Oraya and the Redlands frequently contested. Both the city-states of Dara Happa and the Solar Pentan tribes are heirs to the ancient Empire of the Sun, each considering the other illegitimate. In every Age these two cultures have violently clashed. The Pentans think of the reign of Sheng Seleris as the Golden Age restored, when the natural order was reasserted, and the Nights of Horror as a Great Darkness. According to legend the Horse Tribes are descendants of the lost city of Nivorah, preserved through the Darkness by Kargzant and several Star Captains. At the Dawn the Horse Folk dominated lowland Peloria. The descendants of the Lendarshi became a ruling class in what would later be Oronin, the Lenshi ruled Pelanda, the Hirenmador reestablished the Dara Happan Empire, the Veshtargos ruled Rinliddi and Esvuthil, and the Kashis (a very long-lasting tribe who herded reindeer, cattle and horses) lived in what would later be Oraya. To the south the Hirenmador fought with another tribe of horse riders, the Pure Horse People or Hyalorings, whom the Hirenmador called the Liars, as they claimed to be the original horse people and herded only horses. Eventually the Liars were assimilated, and the Hirenmador extended their empire northwards, at the expense of the Veshtargos, only to be defeated in turn at the Battle of Argentium Thri’ile in 230. Thereafter, the Horse Lords retreated into Pent. The Dara Happan general Kastokus led a punitive and preemptive expedition into Pent in the 550s, defeating many of the tribes. One was so mauled it later left the

The Horse Nations Almost from birth the riders and archers of the Horse Nations have exposure to horses and the bow. All boast experienced and disciplined cavalry, in part due to their seasonal migrations.

Pentan Warfare The Pentan nomads are famous for their light horse archers, who are supplemented by a small number of elite heavily armored cavalry. Pentan children learn to ride early and learn to shoot bows soon after. Most males are fighters, either Riders or Warriors. Riders scout and skirmish, but try to avoid closing with a foe until ready to become a Warrior. Warriors skirmish, but also engage in close melee, as well as qualifying to accept heroic challenges of single combat with other warriors of renown. The primary weapon of the Pentans is their composite bow made from laminated horn, wood, and sinew. A gilded bow is a symbol of high status. The bow is paramount to the Pentan and a fighter can shoot at full gallop and in retreat. Armor is diverse and depends on how rich the

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REGIONAL WARFARE plains of Pent for Prax. The Pentans intermittently come west to take advantage of periods of political turmoil in the lowlands. Periodically, a charismatic leader arises among them, uniting tribes, changing them from an ominous menace to an impending threat for the lands on their margins. They mounted major raids along the Arcos Valley during the upheaval after the fall of Nysalor’s Bright Empire. From around 700 the nomads ruled the local lords of Diavizzi who in turn ruled the farmers of Velthil. The borders of Velthil expanded westward until the nomads were expelled by the resurgent state of Birin centered on Elz Ast circa 975. The nomads attempted to return but were defeated by the Dara Happan Emperor Bisodakar, being pushed back. Another nomad invasion by at least four tribes was halted at the Battle of Seven Horses in 1228.

most of the remaining garrisons of the Lunar Provinces be stripped and sent to First Blessed to defend Blessed Torang. The next year the Red Emperor sent Jar-eel riding atop the Crimson Bat, to quell the nomads. She routed their army in the Third Battle of Chaos. Pentan Tribes

Region

Culture

Brolv Kan Char-un

Pent Erigia

Traditional (Solar) Traditional (Solar)

Grargol Aks Gullin Kan Harl Ying Julin Marsk Kashis Quel Alarazin Quontang Marn Red Hair Tribe

Pent Pent Pent Pent Oraya Pent Pent Etyries Caravan Pent Pent Pent Pent

Traditional (Storm) Traditional (Storm) Traditional (Solar) Pure Horse People (Solar) Traditional (Solar) Traditional (Solar) Traditional (Solar) Lunar?

Tserlag Alarorg Varn Aks Women Warriors Yarsk Aks

Velthil

Most of the ruling families of this borderland have Pentan blood. It has been the arena for conflict between the nomads and the sedentary cultures of lowland Peloria throughout history. The capital, Diavizzi, was founded by the Star Captain Kuranits, a son of Kargzant. In the past, the rulers of have allied with the Pentan nomads as their client-kings. The region still has close ties to the Kashis.

Traditional (Solar) Traditional (Storm) Contrary (Solar) Traditional (Storm)

Raiding Raiding other tribes for meat beasts and slaves is common. When several tribes are unified under a Hero, raids into Peloria for animals, slaves and goods are a constant peril for the Lunar Redlands. Fighting the Praxian Animal Nomads is an ancient tradition, with the borderlands between the two shifting north or south over time. The Snow Line traditionally defines the region between Pent and the southern Wastes: south of this line no snow falls regularly. The Snow Line has been gradually moving north over the last few centuries, to the detriment of the Pentans. This has been driven by the annual Kalikos expeditions of the Lunar Empire to strengthen the White Pillar God and defeat the God of Winter. The change in climate is placing increasing pressures on the horse nomads as the grasslands they rely upon contract, and the Praxians push north. This in turn is driving

The nomads would not return in any number until the rise of Sheng Seleris. His Celestial Empire at its greatest extent dominated eastern Peloria, Pent, the Wastelands, Teshnos, the Kingdom of Ignorance, and Kralorela, but did not long survive his death. In 1503 nomad armies again overran Oraya and the Redlands, destroying the Lunar Army sent there in 1505, but in turn being smashed in the Nights of Horror in 1506. Pent is now dominated by ten major tribes, called the Ten Arrows. All have formed since the Nights of Horror. Many smaller tribes exist as well. The best known of the lesser tribes is the Red Hair Tribe, made up of red-headed children sent each year to be raised as hostages for the Lunar Empire. The Women Warriors tribe is more obscure, and reverses usual Pentan gender roles. In 1613 the first of the Voor-ash Ten Arrows appeared in the Redlands, claiming to know nothing of the Nights of Horror or any agreements with the Lunar Empire. Their first reconnoitering raid was in 1621, and was easily repulsed by the Orayan and Redlands militia, as was their next probe the following year. The Voor-ash reappeared in strength in 1624, allied with many lesser tribes to augment their army. By 1625 the Pentans had conquered the Redlands, Oraya and most of First Blessed. The Red Emperor ordered that

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THE ARMIES AND ENEMIES OF DRAGON PASS their incursions into Peloria and Far Pent.

in Dragon Pass were destroyed in 1042 and the pass was closed to humans after the Dragonkill, the Pure Horse Tribe continued to maintain their presence in Prax. In 1250 an army of trolls erupted out of Shadows Dance and marched on the ruins of Pavis. The Horse Folk fought the hordes of Darkness but were severely defeated. Perceiving their weakness, the Animal Nomads temporarily united under a Hero to crush them at the Battle of Alavan Argay, with the survivors driven into Dragon Pass as refugees. The Grazelanders are thus related to the Pentans and fight in a similar fashion. They are accounted outstanding horse archers; in close combat, they fight with spear and lance. In battle, they skirmish to harass and disrupt the formation of their enemy, attacking the flanks and rear, until the time is right for a decisive charge with the lance. Their dominance of a lucrative trade route and history of mercenary service means that they are far richer than their distant cousins in terms of armor and weapons. Riders wear padded and quilted leather trews and tunics. Warriors wear bronze armor, caps with gold ornaments and carry their bows in elaborately decorated cases. Nobles also wear feathers and gold decorations. The Grazelanders are famed for their Goldeneye horses, claimed to be the finest horses in the Middle World. Some manifest magical powers and are intelligent (for horses), working with their riders in combat.

Logistics: Horses in the Wastelands

The Pentans are at a disadvantage when attempting to raid the Animal Nomads in the Wastelands. Horses require considerably more water than any Praxian beast. With water sources rare and unpredictable, a Pentan raiding party must carry their fodder and water with them, and yet is unlikely to reach the rare grasslands deeper in the Wastes. To survive each horse must carry its own water supply in skins slung under its belly, and its fodder in packs on its back. Even with remounts, this limits how far the Pentans can penetrate southwards into the Wastelands.

Grazelander Warfare The great foray of Kastokus into Pent so severely crushed one tribe that their only recourse was an ancient prophecy. The entire tribe adopted the restrictions of the Pure Horse People. In 620 the priestkings of Dragon Pass sought to curb the Prax nomads and invited the new Pure Horse Tribe to come southward and live in Prax as their allies. The Pure Horse Tribe decisively defeated the Praxians at the Battle of Necklace Horse in 680. The combined armies of the nomads were encircled by the horsemen, supported by the magic of the priest-kings and three flights of draconic fliers. Surrender terms were shameful to them, and most migrated from their ancestral homelands rather than live under the rule of the Horse Folk. This began the great expansion of the Animal Nomads into the Wastes of Genertela. For several centuries, Prax was dominated by the Pure Horse Tribe and by the city of Pavis, until it was sacked by the renascent Animal Nomads in 940. Even when their allies

Raiding Historically, raiding the rest of Dragon Pass for slaves and goods has been a popular pastime. More recently, the Feathered Horse Queens have hired out mercenary armies, which have marauded deeply into the Holy Country, returning with much booty.

Pol-Joni Warfare The Praxian Orlanthi have adapted to living as nomadic clans in the borderlands of Prax. The tribe was founded by Derik Poljoni in 1420 and withstood all attempts by the Animal Nomads to eject them, culminating in the Battle of Denzis Water in 1489. Their modes of warfare are broadly similar to their upland cousins, though they fight as cavalry, not infantry, with their primary weapon being the lance, their other weapons the sword and bow.

Logistics: Horses in Prax

The Good Place and No Man’s March (now called the Pol-Joni March) are relatively hospitable for horses, with lush grass, and well-watered by mountain streams.

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REGIONAL WARFARE Further east, Prax becomes harsher, and keeping horses alive is far more difficult. Horses are also ill adapted to the worst dust and grit storms of the Storm Bull Winds.

Orlanthi Warfare Orlanthi culture is based around extended kinship groups or clans which are the basic unit of society. These clans form tribes and confederations. Orlanthi men are warlike and passionate, their women are calculating and calm. The relationship between clans and tribes can be fractious or friendly, even then full of rowdy rivalry and boisterous bickering. Orlanthi culture is widespread along the ‘Barbarian Belt’, and subject to greater variation than the simplified generalisations made here imply. They range from the sophisticated matriarchal urban society of Esrolia to the savage patriarchal bandit-clans of the Skanthi. Devoted to their clans and loyal to their word, the Orlanthi are politically fractious and unpredictable; clans and tribes are often locked in dangerous feuds. The Orlanthi worship a powerful pantheon of gods and goddesses headed by Ernalda and Orlanth. Traditional Orlanthi warfare involves the combat of highly trained and experienced weaponthanes and housecarls, supported when necessary by the fyrdmen. For much of history, Orlanthi armies have consisted of massed warbands of free footmen, armed as spear-, axe- or swordsmen, and skirmishers armed with slings, javelins and bows. They are organized by clan, tribe, temple, or city, led by elite mounted thanes who are supplemented by bodyguards called housecarls and by bands of heavily armed mercenaries both local and foreign. Where the largest social units are clan villages and tribal towns, agriculture and warfare are the basis of the economy. Warbands consist of chiefs, petty kings or champions with a small professional retinue, preoccupied with pursuing feuds, cattle raiding and the acquisition of plunder. Only when tribes combine into city confederations or are united by a High King is the economy significantly augmented by trade, with sufficient wealth to support a standing army larger than a modest royal bodyguard. During the Empire of the Wyrms Friends, the imperial armies were apparently structured into regiments, supplemented by war dinosaurs and dragonewt mercenaries. Surviving sources are fragmentary12, and few conclusions can be drawn regarding the organization of EWF forces.

Raiding The Pol-Joni participate in the Praxian sport of raiding, but, as allies of Sartar, rarely raid into Dragon Pass.

Hsunchen Warfare The Beast People are widespread across Glorantha. Nomadic hunter-gatherers who make everything they need, the Hsunchen are rarely organized into social units larger than a clan. Violence is frequent, against the animals they hunt, predators, and unfriendly neighbors, but large scale warfare is largely unknown. The everyday skills of their lifestyle make most Hsunchen highly capable scouts, ambushers and raiders. Some serve as mercenaries, returning to their clans with items their people cannot fashion for themselves. Some never go home. In Prax, a Basmoli bachelor spirit society provides auxiliaries to the Templars of Sun County. The Telmori Royal Guard of Sartar were recruited from the Wolf Hsunchen. Despite their tolerance of Chaos, the Lunars never forged a connection with the Telmori, preferring to use them as pieces in their strategy to dismember the old political unity of Sartar. The pygmy Gord-un are enemies of the Pentan nomads but are little known by outsiders. Clans of Lo-fak roam in northern Pent and come into infrequent conflict with the Pentans. Small groups of other Hsunchen may be encountered in central Genertela: Bear-People and ElkPeople, Tiger-People, Panther-People, Boar-People and others sometimes wandering far from their home ranges. Hsunchen

Regions

Basmoli (Lion-People) Gord-un (Gopher-People) Lo-fak (Yak-People) Telmori (Wolf-People)

Prax Pent Far Pent Dragon Pass, Peloria: Aggar, Brolia, Dorastor

Clan Warfare

Raiding

A clan chieftain, among their other roles, is also a warleader, though they may be represented by a champion. Clan warfare is characterized by raid, ambuscade, the Heroic duels of champions, occasional battles but rarely lengthy campaigns.

Raiding by war parties of Hsunchen is common, on their rivals, and upon the sedentary peoples they encounter, whose domesticated herds make easy prey. Their war chiefs enjoy the privilege of all the loot from a raid, and have the obligation of rewarding their followers. 12

Corps and the Wyrm Riders. Only the Pavis Royal Guard may preserve the EWF regimental organization structure.

Giorgos’ Text, a Middle Sea Empire document, refers to the Wyvern

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THE ARMIES AND ENEMIES OF DRAGON PASS

Detail of a bas relief from Sartar’s Palace in Boldhome. From left to right: Dark Orlanthi, Earth Tarsh, Light Orlanthi, Old Hendriki, Sword Orlanthi, Tarshite, Yelmalion. Favored Weapons Group Dark Orlanthi Earth Tarsh Light Orlanthi2 Old Hendriki Sword Orlanthi Tarshite

Primary Club or Mace Spear Bow Spear Spear Spear

Yelmalion3

Bow

1. 2. 3.

Secondary Sling Axe1 Sword Sword Sword Short Sword or kopis Long Spear

Preferred Formations

Tertiary Javelin Bow or sling Spear Javelin or sling Javelin Bow or sling

Shield-wall Shield-wall Open Melee Shield-wall Shield-wall Shield-wall

Open Melee Open Melee Shield-wall Open Melee Open Melee Open Melee

Javelin

Open Melee

Phalanx

Axe use is common among the tribes of Tarsh. It is sometimes a sacred symbol for those still loyal to Old Tarsh, but also is associated with Duelfield and other Earth places. So named for their weapons, not any Solar associations. In Sun Dome County the skirmishers form the auxiliaries of a Templar regiment.

In this context, primary denotes the weapons most commonly carried by members of the fyrd. Swords and axes are more expensive than spears or clubs and are usually the preserve of weaponthanes and housecarls. Shield-walls in which spears predominate are effectively protophalanxes. Other weaponry may be carried.

The Orlanthi of Dragon Pass All adult males of the Orlanthi culture are warriors. Some, the weaponthanes and housecarls, are full time fighters in the service of powerful chieftains. A special cult of the War God, Humakt, is popular, as is the cult of Urox the Storm Bull, the fanatical warrior against Chaos. In any combat situation, a clan chooses its own leader, who then chooses (usually with the advice of his followers) who to follow in a battle or campaign. Everyone brings their best weapons and whatever magic they can muster. The basic arms of the Orlanthi are a bronze-tipped spear, bronze axe and a shield (though some have distinct preferred weapons), to which the wealthy might add a sword, a helmet, and bronze armor. Bows, javelins, and slings are common missile weapons. The Orlanthi are experts in unconventional warfare and maneuver: the ambush, the raid, and the hit-and-

run attack. The Orlanthi concept of honor and bravery applies more to personal conduct in hand-to-hand combat, than to the choice of tactics. If a chieftain intends to send the thanes to war, he summons them by sending out the Black Arrow. This tells the gods, the wyter, and the ancestors of the clan’s intent, and so offers magical benefit for the participants. The chieftain may lead the assembled warband, but usually he delegates it to the most experienced of his weaponthanes or housecarls, and remains behind to defend the clan whilst its warriors are away. If the clan ring decides that the threat is universal, then the ring can elect to summon the whole clan to war using Vingkot’s Muster. The ring sends out the Four Torches that burn Blue, Yellow, Black, and Red – for the four enemy elements. This is the summons for the clan’s militia -

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REGIONAL WARFARE the fyrd - to muster at a well-known meeting point. It is enough for the riders to pass a village for men to feel the summons. It is possible to refuse - ‘no one can make you do anything’ – but failing to fulfill obligations to the clan could result in fines or outlawry. Orlanthi men perform war dances before and after raiding. They dance to the sound of flutes and pipes, leaping into the air and clashing swords, or spears and shields as though striking each other, dancing naked save for woad, armbands, torcs, and sacred masks. Shared songs and dance bond and entrance the warriors, arousing their fighting frenzy. The masks depict the Thunder Brothers, the thanes of Orlanth’s household. The wearing of masks denotes the fighters intend to step outside the limits of normal society in which killing is wrong. For this they assume the personas of the Thunder Brothers. When men return from war they perform dances again, this time to unmask themselves and symbolically return to society. Humakti do not don masks, for they are outside society anyway and killing is normal for them. They do not choose to hide behind masks when doing their ‘god’s work.’ The Orlanthi have different rules of war for different opponents. There is no war amongst kin and so people often say that conflict is settled by Barntar’s Rules – a fistfight. Death is not expected, knock is expected for knock, and the victor should gift the loser ale and a handshake. When clans fight other clans, they do so by Orlanth’s Rules. These allow killing, but a man must announce whom he has killed so that the kinfolk of the deceased can seek compensation - to do otherwise is secret murder. Similarly, a man does not commit rape, spread disease, consort with Chaos, desecrate Orlanthi holy places, or kill a king. Orlanth’s Rules do not exempt a man from the normal rules of society. Battles between clans usually strive for a decisive outcome through a few hours of combat, avoiding noncombatant casualties and the excessive destruction of property. This limited form of battle lies within the context of agriculture and pastoralism, where neither side can jeopardize their farms. This means that combat often occurs at agreed times and venues, and there is little tactical use of reserves or flank attacks. Against foreigners, Orlanthi make war with Humakt’s Rules. The Orlanthi recognize that foreigners are outside their laws and take a ‘do it to them before they do it to us’ attitude toward such conflicts. Against such opponents, there are no rules, and any actions are acceptable, because few will follow the Orlanthi conventions of warfare. War occurs during Fire Season, because farms require less hands and the roads are fit for travel. War needs to end by Earth Season if the harvest is to be

brought in; otherwise, a clan may not survive winter. Orlanthi military strength is therefore severely weakened during Sea and Earth Season: if a tribe fights then, they risk the harvest. As always, no important activity begins without sacrifice to the gods. The chieftain sacrifices a bull, ram, or stallion for aid in war. A sacrifice made to Orlanth aids in outmaneuvering the enemy, ambushing the enemy, or fighting on advantageous ground; a sacrifice made to Humakt aids in killing the enemy. When two clans’ warbands meet in the field, there can be a rhythm to the proceedings. Such battles usually have four stages: the Champion’s Battle, the Warriors’ Battle, the Fyrd’s Battle and finally pursuit when one side breaks. The Champion’s Battle is a duel between the clan champions. The brave or foolish from each side may have the courage to step from the lines brandishing their weapons and boast of their prowess and the men they have bested in single combat crying out: ‘Who will fight me?’ If any accept the challenge, the champion may break out into song, extolling the deeds of their ancestors and their own accomplishments in single combat and denigrating their opponent’s. The champion may be the chieftain, his housecarl, or just a thane or carl seeking to prove themselves. The opposing sides clash spear and shield to cheer their champions on. If an opponent comes forward, the fight follows the rules of an Orlanthi Duel. Should no champion come forth, the fyrd will lose morale and suffer ‘Orlanth’s Scorn’ which makes men feel afraid.

Hero Light g

When an Orlanthi warrior initiates their Hero magic they are said to be in their Hero Light. This has numerous visible effects including light, electrical discharges, winds and even changes in size. Weapons and armor may, in extreme cases, take on an Otherworldly appearance. The horns of an Uroxi warrior may glow, and in the dark their bodies may display an almost invisible sheen. If the Champion’s Battle does not resolve the conflict, the Warriors’ Battle begins in which warriors engage in a series of running melees with the goal to drive the other warriors back to their own fyrd. The fyrd forms a shield-wall behind the warriors to provide a safe haven for them. If everyone is still ready to fight, the better fighters on each side, such as weaponthanes and housecarls try to break the enemy. These fighters skirmish forward, sometimes mounted, using movement magic, or rarely taking to the air, to throw javelins into the enemy fyrd in the hope of disrupting the enemy line. Other fighters may advance to meet these skirmishers, resulting in a series of running

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THE ARMIES AND ENEMIES OF DRAGON PASS battles. Once one side has the advantage in these, they can assault the opposing line with javelins, slings, and thrown axes, unhindered — hoping to disrupt or break the enemy’s shield-wall. If the Warrior’s Battle fails to resolve the conflict the Fyrd’s Battle is joined with arrows, thrown javelins, axes and thunderstones striking before the two shield-walls converge. The Orlanthi often perform the Thunder Shout before charging. The shout begins as a low rumble, as of distant thunder, growing louder to end with the clap of the Lightning Strike. Often the fighters make this noise against the back of their shields so that it reverberates. The goal is both to summon men’s courage for battle and to frighten opponents. The battle then turns into a grind of pushing, shoving, stabbing, and killing. Shields splinter, spear shafts snap, helmets and armor fail and swords bend or break, swords and spears stab and axes hack, men slip and slide and those who fall are trampled into the mud. The press of bodies may last some time; sometimes the battle-lines briefly fall back. Men may take an opportunity of such interludes to step out of the first rank to take a skin of wine, allowing others to take their place. Eventually one side or the other falters and breaks. This is when most casualties happen, as one side turns to run from the battle. If the other side pursues it is to kill, or to take hostages to ransom back later. If they do not pursue it is often to loot a nearby village or the corpses of the fallen. When fighting foreigners by Humakt’s Rules, these tactics change. Against mounted opponents such as Grazelanders or Praxian Animal Nomads combat immediately defaults to the Fyrd’s Battle. Against slowly moving massed infantry, swift hit-and-run tactics are employed in an attempt to disrupt the enemy formation, with officers being targeted. Some Heortling clans are War Clans. They favor the Storm Rune. Tribute, raiding, and war supplement meager incomes from farming. Each summer, when farm labors end, a War Clan may send emissaries to

demand tribute if they do not have enough wealth from raiding in Fire Season. They have nothing to lose by raiding in Earth Season, so clans usually try to buy them off. War Clan thanes rally men to their banners seeking plunder, service in other’s wars, and tribute. Others are rarely Peace Clans, who will not fight but often are strong in fertility and defensive magics.

Tribal Warfare Tribes are confederations of clans, joined together for mutual defense. A tribe is led by a tribal king or queen who must fulfill the Orlanthi ideals. In peacetime, they merely reenact how Orlanth became King, but in wartime, the candidate usually leads a raid against the enemy, with its success legitimizing their reign. Some tribes practice the progress of the tribal king around the clans, as prescribed by Orlanthi law. They spend each season with a clan determined by lot in Sacred Time. Among most tribes, however, the king has a year-round seat at an important fortified settlement. In Dragon Pass several such seats lie within the ancient walls of prehistoric Vingkotling hill-forts and citadels. Even more than chieftains, a king is expected to demonstrate their status by their deeds, actions and gifts, giving feasts for their followers. They are expected to have high quality armor and weapons. Tribal warfare expands upon clan warfare, but with a greater emphasis on bodies of noble warriors who often finance themselves, and can be called upon at shorter notice than the fyrdmen. The tribal king’s household weaponthanes and housecarls form the nucleus of a tribal army, supplemented by the clan warrior nobility and their retinues, members of War Clans, mercenaries, plus any mustered members of the clan fyrds.

The Colymar

The Colymar Tribe have no standing army or police. The tribal king maintains a personal retinue of approximately one hundred full-time mounted warriors (full-time warriors, priests, and Rune Lords) who serve as bodyguards, patrol the tribal lands, aid favored clans, and guard Clearwine Fort or other locations. The Colymar tribal army numbers a total of about 2,800; of this about 2,300 are fyrdmen and 500 are full-time warriors or well-equipped nobles. Other chieftains and powerful leaders such as Rune Lords maintain smaller retinues. The retinues of a king or chieftain, consists of leading warriors, bound to their leader by bonds of loyalty, expressed by service on the battlefield and rewarded by gifts for successful exploits. These retinues cut across the bounds of clan and tribe – the retinue of a leader is often drawn from several tribes.

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REGIONAL WARFARE A tribal king or queen has a household of at least 30 to 50 housecarls who form the bodyguard and tribal warband. Many kings are accompanied by hostages, whose lives are forfeit should an alliance or treaty be broken. Some noble hostages may be trusted to fight in the warband of the king, though not against their own people. Responsibilities will be divided by class. A distinction will be made between professional warriors and fyrdmen. Experienced hunters will be employed to reconnoiter, with mounted thanes and housecarls also scouting ahead. Well-armed warriors make up most of the fighting force. Carls and cottars may be tasked with defending supply caravans and acting as porters and cooks. The mules and carts carrying supplies will be led by cottar drovers. This constitutes the tribal warband, though its members may rotate over time, with some returning home. Its wealthy and well-equipped core may be mounted, even if most fight on foot. This lends them tactical mobility and adaptability. When fighting other Orlanthi, combat may follow the stages of the Champion’s Battle, the Warriors’ Battle (involving the most prestigious warriors), and then the Host’s Battle (equivalent to the Fyrd’s Battle, but with a higher proportion of heavily armed and armored fighters). Carls and cottars of the clan fyrds act as skirmishers, retreating to bolster the rear of the shield-wall when battle is joined. A few tribes are War Tribes, often dedicated to the War God Humakt, who take tribute from weaker neighbors and hire out as mercenaries. Remittances from members of the tribe serving with mercenary companies can be an important source of income in lean years. The warriors of the tribe are well trained and equipped. Tribal warfare often occurs when clans of two tribes are feuding, and call upon their tribal allies as the conflict escalates. Lengthy warfare between tribes is usually avoided. Full-time warriors are less restricted by the agricultural calendar, with many of their needs met by land grants from their king or queen. However, they cannot risk being away from their own lands after the harvest because the people they are are reliant upon may be raided in their absence. Supply and the depletion of foraging opportunities also limits how long a tribal army can stay in the field. If engaged in war with another tribe, each will test the other’s strengths, and if one is found to be vulnerable the other might engage the weaker in battle or ambush, often by staging a great war raid into their territory. The weaker side, if obviously inferior, will attempt to retire to its strongholds or resort to guerilla warfare.

Tribal armies are rarely equipped for a protracted siege, and will use up the local food and fodder whilst the defenders take every opportunity to disrupt their forging. Instead, a brief siege is a demonstration of strength, and may be used to force the defenders to negotiate terms. If the two tribal armies appear roughly equal in strength, as with clans, a set-piece battle at an agreed venue may be arranged, to limit gratuitous violence and devastation. These battles are virtually formal duels, and satisfy Orlanthi honor. When the two shield-walls clash, the losers suffer the greatest number of casualties, but sometimes the demonstration of superiority is sufficient for the defeated to be allowed to escape. Possession of the battlefield provides a wealth of booty and prisoners. Sometimes the intent of a tribal army is to avenge perceived wrongs, or to pursue a political or territorial agenda, taking clans or land from the opponent. The greatest success is forcing the surrender or capitulation of the king or queen of the opposing tribe. Seizing the royal regalia will almost inevitably result in the disintegration of a tribe, unless they can be recovered or replaced. A badly defeated tribe may collapse, with its clans either becoming independent, joining other tribes, or migrating away. Being constructs of convenience, only the largest and most stable tribes endure for more than a few generations. Several of the Sartarite tribal warbands effectively become regiments of the Sartar Free Army, serving as heavy cavalry. They are supplemented by tribal levies organized by City Rings. The availability of the urban levies is not constrained by the agricultural calendar to the same extent as a rural fyrd.

City Confederations Cities are often centers of confederations of several tribes. Smaller confederations, calling upon their constituent tribes can muster approximately five hundred heavy cavalry and a thousand or more light infantry. Larger confederations may muster twice this number of troops. Under some circumstances, they may combine their martial forces, but tribal kings are unlikely to accept another tribal king as their superior without dispute, and such confederation armies are often fractious. Prince Sartar created the office of Eorls to act as his deputies with the authority over the tribal kings and queens in such circumstances, but this position ended with the Lunar conquest. Only with the recognition of a Prince, were the Swenstown, Jonstown and Wilmskirk confederations able to muster and fight at Dangerford under the command of Kallyr Starbrow in 1625. Cities are ruled by an elected mayor and a council. Council members have the status of thanes, and the mayor appoints one to lead the city fyrd. A city fyrd or

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THE ARMIES AND ENEMIES OF DRAGON PASS militia typically numbers one or two hundred, who may be called upon to act as gate and market guards. In wartime, the city fyrd defends the gates and walls, together with hired mercenaries.

making use of wooded or steep ground, and mist and rain, or ambushes and feints.

Royal Cavalry One recurrent outcome of the formation of a wealthy Orlanthi nation state is a rise in the availability and importance of cavalry. Often the success of the state in war depends upon how successfully they coordinate their cavalry with their more traditional infantry forces. Regiments of mounted warriors are expensive, requiring royal patronage to provide the necessary mounts and maintenance. Whilst some clans and tribes boast horsethanes, few can support them in sufficient numbers to field a significant military force. The Pol-Joni of Prax, as a nomadic tribe of Orlanthi-on-horses are an exception. The creation of cavalry regiments transforms the mounted warrior from an individual scout and skirmisher or member of a small patrol, to a trooper belonging to a disciplined body of assault cavalry. Yarandros the Charge-Crazy (ruled 1395-1440) was the first king to expand the borders of Old Tarsh. He, his noble Companions and his bodyguard of mounted housecarls formed the nucleus of what became the elite Veterans Cavalry regiment. He expanded it by accepting non-noble recruits, who were mounted on horses from the royal herds, and equipped by the royal armory. They were rewarded with the opportunity to acquire estates in newly conquered territories, ensuring their loyalty solely to the throne. The foundation of other regiments, similarly recruited and armed, reinforced the centralization of the state upon the royal house. As his sobriquet suggests, Yarandros led his army from the front, at the apex of the charge. Despite the maxim that a general who leads his troops is seen by all but sees none of them, his campaigns were highly successful. For the duration of his reign, Peloria was dominated by Sheng Seleris, and Yarandros took full advantage of the collapse of Lunar supremacy, backing up his spurious claim to Holay with military force. He even raided the Grazelanders and the Opili horse nomads with impunity. Using the mobility of his cavalry, he enlarged his realm northwards into Saird and southwards into Dragon Pass. By the end of his reign, his Greater Tarsh stretched from Holay to the Quivin Mountains. The Tarshite rule of Holay permitted the expansion of their cavalry, benefitting from the horse riding tradition of Redaylda, the Sairdite goddess of horses. The tradition of Tarshite cavalry survived the fall of the dynasty, remaining a significant portion of the Lunar Tarsh Provincial Army. To the far north-west, the powerful unified kingdom of Jonatela boasts squadrons of heavy cavalry raised from the landed nobles and the military clans.

Royal Warfare At times, Orlanthi tribes coalesce into larger states. Sartar and Tarsh are examples in Dragon Pass, with others including Esrolia and Hendrikiland in the Holy Country, Jonatela in Fronela, the large unified Confederations of Jofrain, Otkorion in Ralios, and preconquest Holay, Imther and Vanch in southern Peloria. The status of High King or Prince (the First among the people) is found only in the largest Orlanthi polities where the tribal kings are united under a national ruler. These states are characterized by increased urbanization and often a military elite of heavy cavalry. The kingship is usually restricted to members of blood lines tracing paternal ancestry back to Orlanth. When engaged in war beyond their borders, the army of an Orlanthi state mostly consists of the core of professional weaponthanes and housecarls in the service of the ruler, supplemented by mercenaries, adventurers, and at least some of the warbands of the tribal kings. Sartarite armies were always typically Orlanthi, but Sartar’s formation of City Rings organized many of the tribes into economic cooperative ventures. Their troops, when summoned, formed the tribal militia of the Sartar army. Royal armies are diverse in their composition, with a corresponding variation in military experience and equipment. Whilst often formidable, such armies fared poorly in open battle with Lunar armies boasting combined forces supported by magical regiments. Instead, the Orlanthi attempted to utilize advantages in the terrain or weather,

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REGIONAL WARFARE Class High King Eorl Tribal King or Queen Chieftain Thane Housecarl Carl

Equipment Metal armor and helmet, shield, favored weapons, horses or chariot.

Fights in… Shield-wall

Metal armor and helmet, shield, favored weapons, sometimes a horse.

Wergild 2,000 600 200 100 50 50 25

Leather armor, leather or metal helmet, Shield-wall shield, often only the cheapest favored rear ranks weapons. Cottar Skirmishing weapons. Skirmishers 10 Thralls Servants and bearers. Wergild: in cattle (each milk cow is equivalent to roughly 20 Guilders in coin). Wealth: in hides of land. A hide is the traditional amount of land required to feed a family.

Wealth 50+ 30+ 30+ 15+ 5 5 1 -

Orlanthi Social Class and Warfare Records suggest that the royal army of Sartar, prior to 1602, was similar. Following the same pattern, Argrath’s formation of the standing force of the Sartar Free Army includes a high proportion of heavy cavalry. Combined with his mounted magical regiments, this completely changes the dynamic of Sartarite warfare. Under his aegis, four of the major tribes formed regiments of heavy cavalry: the Kheldon, Culbrea, Malani and the Colymar. The capture of Lunar tax and military strongboxes and supply depots, were instrumental in financing and adequately arming the new troops. As one of the most populous and wealthy tribes, benefitting from the Hyaloring triarchy of Runegate with its traditions of horse breeding, the Colymar recruited a full regiment. The other three tribes formed regiments around a hub of their mounted thanes and housecarls, with the Prince providing additional horses, procured from the Grazelanders and Pol-Joni. The new Sartar Free Army numbers many more cavalry than its predecessor. Foreign influences are apparent: the need to counter the large number of Lunar mounted regiments and the availability and model of Western heavy cavalry mercenary regiments. The raising of significant bodies of cavalry permitted Yarandros and now Argrath to enhance the effectiveness of their heavy infantry shield-walls and phalanxes by the tactic commonly called Hammer and Anvil. The infantry, the anvil, are used to pin enemy infantry by a frontal assault, allowing the cavalry, the hammer, to outflank and maneuver around the enemy, attacking from behind. Both Yarandros and Argrath also had access to Praxian Animal Nomads to supplement their cavalry. Those serving Yarandros were mercenaries, at times very unreliable, whilst those riding with Argrath are bound to him by oaths and their shared membership of the White Bull spirit society.

Class and Combat Orlanthi societies recognize several social classes, each with a set of obligations, and a set wergild (the blood price to be paid in cattle, for an illegal killing), with wealth rated as hides of land. In addition, warriors might gain plunder, and gifts from their liege. Eorls were a class of official, appointed by the Prince of Sartar as a mark of favor and status, with three serving as Eorls of the Army.

Night Warfare Raids and hall burnings often occur at night, but only a minority of Orlanthi willingly fight in the darkness. The Star Watch, composed of Elmal worshipers, will patrol in the dark, whilst worshipers of Rigsdal will stand watch at night. The Night Jumpers, a Hendriki secret society, have a tradition of fighting trolls at night. As trolls can ‘see’ in the dark, they would seem to be at a severe disadvantage, but they know the secrets of safe flight during the hours of darkness. This permits them to make surprise attacks on trolls from above, striking and then leaping away. Dark Orlanthi, descended from the Kitori, the people who embraced Darkness during the Dawn Age, may also fight at night. Night fighters paint their shields and bodies black, and prefer to engage their adversaries in night-time ambushes. Individual warriors also lay traps for their enemies.

Raiding Cattle raiding neighboring clans is a frequent occurrence with horse raiding also common. Raiding parties rarely number more than 35; a larger number is a war party. In Sea Season the farmers are planting, though some cattle raiding occurs amongst neighboring clans.

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THE ARMIES AND ENEMIES OF DRAGON PASS In Fire Season the demands of the agricultural cycle are less, and so clans launch cattle raids against their neighbors or raid their enemies for plunder or revenge. If a clan sends out raiders in Earth Season it risks failing to bring in the harvest. If the weather is fine in Storm Season clans may go cattle raiding. Hall burnings are far less common than raiding to seize livestock. Firing the thatch of a house makes killing those inside easy, either trapping them inside or killing them as they try to escape and are silhouetted against the flames. However, it is indiscriminate and likely to widen a clan feud into one involving both tribes, leading to full-scale warfare. In Sacred Time everyone stops what they are doing and takes part in the renewal of the world.

For centuries, slain and reborn many times, Jaldon Toothmaker led immense armies into Dragon Pass again and again, reincarnating each time the nomads needed him to lead them. Every male Praxian is a warrior. Their life is hard and combat is integral to it. They organize into family groups, clans, and tribes. A typical household consists of a family group with around fifty cows though some herds such as those of High Llama will be smaller and those of Bison, larger; most nomads ride male animals as half the females in a herd are likely to be pregnant in any breeding season and calf each year; the other females provide milk. A Waha Khan leads a clan in wartime; at other times an Eiritha elder does instead. It is rare that different Beast Rider tribes cooperate. Combat is a normal part of nomadic life. Predators and monsters frequent their territory and are a constant threat to human and animal life. The very environment is considered to be potentially hostile, and a popular refrain is “Life is War!” The Animal Nomads of Prax are almost entirely cavalry with few large bodies of infantry. Except for the Pol-Joni and Pavis Survivors, the Praxians do not ride horses. Waha distrusts horses, for they are not animals of Eiritha and the Earth but of the Sun God. This means that the interactions of the tribes with one another are not the same as typical Light versus Heavy horse-riding cavalry because the warriors of the various tribes often wear similar armor but ride very different mounts. Bow-armed warriors generally do not

Praxian Warfare The modern Animal Nomads are the descendants of those driven into the Wastelands by the Pure Horse Tribe in the Second Age. Their descendents who survived the perils of the Wastes returned to drive the Horse Folk out of Prax. The Hero Jaldon Toothmaker was born during their sojourn in the Wastes around 890. He united the nomads of Prax and besieged the city of Pavis from 927 until the city was sacked in 940. After the defeat of the Pure Horse Tribe, he disastrously led the nomads into Dragon Pass against the Dragonewts in the Dragonkill. Thereafter, he awaited resurrection at his burial cairn at Jaldon’s Rest until the Pass was again accessible by humans.

Praxians at War

White Bull spirit society raiders and Sable Tribe riders clash somewhere on the arid plains of Prax. The Impala rider wears no armor and is equipped with a composite bow and short sword. His mount is painted with Fire and Movement Runes and the special Praxian Beast Rune, as well as lines indicating the number of raids the rider has accomplished. Note that the severely wounded impala, unlike the other mounts, lacks a bridle and reins suggesting that it is inhabited by an allied or bound spirit, subject to the rider’s commands. Its rider desperately seeks to staunch the flow of blood. The Bison Tribe warrior wears a bronze helmet (probably plunder to which small horns have been added) and a bone breastplate with coins attached both as ornamentation and as additional protection. His lance is tipped with a bronze spearhead and he uses a small round shield. An Orlanthi-style sword is stowed behind his saddle. The bison is marked with the runes of Air, Death and the Praxian Beast Rune; its bridle is decorated with Man Runes. The High Llama rider wears a leather cuirass and greaves, essential as his legs are easily accessible to an enemy because of the height of his mount. He wields a long-hafted axe, permitting him to attack enemies from the height of his mount, and he has a quiver of javelins within easy reach. His mount has leather barding to protect the neck and chest, decorated with Water, Movement, and Luck Runes. Its harness includes a bronze Sun disk. A leather chamfron defends its head. The defending Sable rider is wearing Lunar-issued cavalry gear. He has added antelope horns to his Lunar helmet, and is armed with a kopis sword and a round shield. His composite bow and quiver is not visible. As the engagement is an ambush, the Sable rider has had no opportunity to mark his mount with runes. The other Sable rider wears a different style of Lunar cavalry helmet, also with horns added. Note the saddles: The Impala saddle is only a blanket. The other riders have high horned saddles to help the rider retain his seat in combat. The Bison and High Llama riders are using primitive stirrups. These are essential for mounting and dismounting the taller Praxian beasts. In the background, the rest of the Sable clan are attempting to drive their herd away from the raiders.

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THE ARMIES AND ENEMIES OF DRAGON PASS carry shields (though javelin-armed ones may). The Impala Tribe consists of light cavalry. As a result, they are able to defeat unsupported heavy sables or bison, but if they are caught such that they cannot easily retreat, they are in severe trouble. Sable and Bison Tribe warbands consist of heavy and light cavalry. The light sables are slightly better than the light bison, and the reverse is true for the heavies. Neither are solely light cavalry because of the High Llama Tribe, the effect of corrals, and because when light cavalry is ambushed by heavy cavalry, the former is massacred unless their heavy cavalry is nearby to countercharge. Due to the smaller size of their herds, High Llama do more hunting and gathering than other tribes, especially collecting fodder for their big beasts. High Llamas are so fast they can run down other steeds. This means that unlike all other heavy cavalry, they tend to be able to both keep their formation (admittedly not as tightly as the Bison Tribe) and still run down light cavalry. Their riders must use lances and long axes to strike other riders and their steeds, and to better reach foes fighting on foot. The biggest beasts can carry two riders; the rear saddle often occupied by an archer or javelin thrower. Their height means that they must either cautiously kneel to be mounted, or their riders must climb hand over hand using their stirrups to reach their saddles. However, High Llamas are so large and ungainly, and comparatively illarmored, that they make excellent

targets for missiles. This does not mean that they cannot still run down Sable archers, but it means that they take somewhat more casualties doing so than would true light cavalry. In the end, the result is that High Llama riders are still superior to missile-armed warriors, but the gap is sufficiently narrow that experienced or well-led archers can beat inexperienced or poorly-led High Llamas. The Impala Tribe generally react to a High Llama charge by taking advantage of their greatly superior numbers - dispersing and running in all directions. The High Llamas must select one group of Impalas to chase, and the other groups can either get away, or ride along behind and shoot at the High Llamas, trying to distract them from their quarry. The Sables and Bison do not have enough superiority in numbers to use this technique (which does result in losses for the Impalas, but the High Llamas cannot afford the losses as much as the Impalas), but on the other hand the Sables and Bison have heavy cavalry in their tribes, which can accompany their light cavalry and defend them against a High Llama attack. With the height and comparative speed of their

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REGIONAL WARFARE mounts, High Llama are more difficult to surprise, and can flee quickly from attack. Bison riders prefer to attack in a mass charge, scattering the enemy. Impalas breed during the winter months, and when dry weather comes, the young warriors leave to go raiding all through the summer, harassing other tribes and stealing their cattle. Their small maneuverable mounts are adept at fleeing larger beasts, as their riders shoot arrows back at their pursuers. The Rhinoceros Tribe are all classed as heavy

cavalry and as such vulnerable to light cavalry. They are so heavy they can even disrupt heavy infantry. However, they are relatively slow moving. The Bolo-Lizard (they call themselves the BirdLizard People) and Ostrich Tribes fight as light cavalry. Their need to protect the nesting grounds of their mounts makes them vulnerable to more mobile tribes during the incubation period. Both use terrain to their advantage; their two-footed herd beasts can move more easily on rocky and broken ground than heavier fourfooted and hooved animals.

The Pavis Zebra is accepted because of its striped disguise. The Zebra Tribe field both light and heavy elements, and are extremely disciplined by the standards of the Wastelands. They are almost unique in retaining the military practices of the era of the EWF. The Pol-Joni are despised by the other tribes because many ride horses and for their mixed herds. Their herds keep to the better pasture between Sartar and Prax, though their raiding parties range across Prax, though rarely into the Wastes. The Unicorn Tribe is small in number, with a minority riding unicorns, the rest other Praxian beasts and so cannot be easily categorized. Ambush is a popular tactic of the Animal Nomads. For tribes riding the smaller mounts the warriors hide within a mass of brush, forcing their mounts to crouch while they lie prone atop their backs, waiting for the enemy to get closer until they spring up, shouting their war songs, far too near for the enemy to flee. Those with larger mounts hide in a depression or gully, and charge up and out when they spot the foe. The terrain of Prax and the Wastelands is such that there is no shortage of locations where an ambush can be set. A mounted ambush works because the enemy is surprised, their bows unstrung, and there is no opportunity for their war leader to order his warriors. Of course, Animal Nomads are wary near

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THE ARMIES AND ENEMIES OF DRAGON PASS Favored Weapons Tribe Bison Bolo-Lizard High Llama Impala Morokanth Ostrich Pol-Joni Rhino Sable

Primary Lance Bolas Lance Composite Bow Claws Boomerang/Blowpipe Lance Lance, kontos Kopis or axe

Secondary Sword Spear Javelin Darts Spear Javelin/Spear Sword Axe Lance or spear

Tertiary

Preferred Formation

Javelin Shock/Open Melee Dagger Open Melee Dagger-axe Shock Short sword Open Melee Thrown rock Shield-wall Short sword Open Melee Composite Bow Shock/Open Melee Mace Shock Composite bow or Open Melee/Shock javelin Composite Bow Sword Lance Unicorn Open Melee/Shock Composite Bow Lance Sword Zebra Open Melee/Shock Primary denotes the most common and preferred weaponry. Metal swords and axes are rare and expensive in Prax. Other weaponry may be carried.

Praxian Tribes and Warfare waterholes and salt licks because everyone knows where these are and has to use them. Often, ambushers will wait until the enemy animals are drinking at the waterhole and then attack with one force, whilst another waits at a convenient place to ambush them when they run away. If the target is not another war party, but includes herd beasts it will inevitably move more slowly and be less able to counter an attack. As herd-men are the least desirable herd beast in the Wastes, Morokanth rarely get into fights with mounted tribes. As skilled heavy infantry, an array of Morokanth can generally stand off heavy cavalry. They are vulnerable to light cavalry, and make up for this by emphasizing ambush, rudimentary fortifications, and difficult terrain. They have a herd to support their numbers, and this enables them to sustain many more individuals than the other non-mounted tribes. Exceptional herd-men can be trained to fight for their masters, using their teeth and fists, and throwing rocks. The other ‘foot tribes’ of Prax, the Cannibal Cult, baboons, Basmoli, and Men-and-a-Half must either disperse or act as heavy infantry to withstand the charge of the Animal Nomads. Each group also includes some missile troops, to protect themselves from light cavalry. Though they can usually beat off mounted attackers, they cannot carry the battle to them. The Animal Nomads can choose the time and place when they want to pick a fight. Hence, despite the foot warriors’ defensive advantage, the Animal Nomads need only fight when circumstances make it apparent that the odds are evened out, or are in the nomads’ favor.

camp to where they can be encircled and driven away as rapidly as possible. Fighting is avoided, as this will alert the enemy and potentially lead to a confrontation. If discovered, the raiders will often scatter to avoid leading their enemy to the location of their own herd. Widespread war is constant against the hated horse-riding Pentans to the north. The origin of this conflict is ancient and mutual. It is a common cause for cooperation between warriors of different tribes. Prior to the Lunar Occupation, raiding into Dragon Pass was also frequent, for food, slaves and goods. Clothing, weapons, and metal cookware are especially popular items of booty. The favored times were primarily in Earth Season after the harvest had been gathered and the fyrds would still be dispersed. Raiding also sometimes happened in Sea Season after the winter crops had been harvested. Major raids into Dragon Pass occur under two circumstances. The first when a tribe has achieved dominance in Prax, and has a massive army at its disposal. The second, when a Hero assembles the combined warriors of several tribes. Jaldon Toothmaker was one such Hero, and is destined to reappear each time all the tribes of Prax congregate at his grave at Jaldon’s Rest before leaving Prax for war.

Other Facets of Warfare Ambush Ambush and surprise are common stratagems, requiring planning and scouting, and performed against and by raiders and armies, either versus an attacker on the march, out of formation, or against pursuers. Ambushers must be concealed both in traveling to the intended site and when in place, requiring prior knowledge of the location, and remaining hidden until ready to attack. An ambush often acts as a force multiplier, permitting attacks upon a more formidable

Raiding Raiding other tribes for herd beasts and captives is a popular sport but the former is the real prize. Captured beasts can be eaten whilst the tribe maintains their own herd. The raiders seek to locate an enemy’s herd, with two or three raiders coaxing the livestock away from

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REGIONAL WARFARE foe, frequently using a smaller force and lighter armed troops. This element of surprise only lasts a short time and must be exploited before the enemy has a chance to rally. Terrain is a major factor; rugged or forested ground is ideal, but in flat land depressions and watercourses can be used for concealment.

White Sea, their deployment and use in the Hero Wars is unrecorded14. The primary theatre for naval warfare is along the southern coast, and especially within Choralinthor Bay. Two types of galley, the Holy Country trireme and the Wolf Pirate penteconter are the main types of warship. Both are fast and maneuverable, capable of being rowed against wind and current. The necessity for speed means that their construction is relatively fragile.

Communication Coordinating bodies of troops is difficult, even on the battlefield when standards and trumpets are used. At a distance, runners, riders and embodied spirits in birds and other animals can be used to carry messages. However, all of these can be intercepted. Messages and orders can be transmitted using rare magical devices. During the day, burnished mirrors reflecting sunlight, dwarven flares, and smoke signals are commonly utilized, and at night, torches, flares and signal fires; these all have the disadvantages of being visible to the enemy - false signals can be employed – and having a limited range13. Double signals, codes, and countersignals are used to prevent an enemy sending false information. Often a general must rely upon scattered forces reaching set objectives by a certain date and time, and be prepared for the unexpected to interfere with their plans.

Holy Country Kethaela is famed far and wide for its fleet of triremes. The fleet is maintained by the sea-going folk of the Rightarm Islands, who have continued their naval traditions with the cooperation of the Esrolian queens. Most of the Islander navy was sunk by the Wolf Pirates in 1616; the Esrolian queens paid for the creation of a new, albeit smaller, fleet. Islander warships are triremes capable of travel along the coast or open sea, piloted and manned largely by Islander crews. Each carries a complement of marines armed with clubs, nets, axes, and spears. Axes are especially useful in cutting the cordage and sails of enemy vessels, and grappling lines.

Lunar Amphibious Operations In 1619 Fazzur Wideread led a surprise attack on the Holy Country port city of Karse, sailing from Corflu, making use of the westward currents of the Rozkali Sea. Combined with an invasion by land, the Lunar forces rapidly conquered the Volsaxi lands of Heortland. This enterprise took advantage of the vulnerability of the Holy Country navy, which had been severely weakened by the Wolf Pirates. The Lunar invasion appears to have used locally available ships, possibly merchant vessels docked at Corflu, or mercenaries. Whilst the Lunar Empire has a riverine fleet of warships patrolling the Four Rivers of Peloria, their only contribution to the exploit may have been a few sailors. Later, in 1623, another Lunar Army was transported by sea from Karse to besiege Nochet, having to disembark at the small city of Pedestal.

Scouting Patrols can determine the enemy’s position, detect ambushes, and to establish the route of advance. Scouts mounted on riding animals and fliers can quickly reconnoiter a considerable area.

Sea Warfare Wolf Pirates

War at sea is peripheral to this study. Although the Lunar Empire has fleets of riverine vessels in Peloria, and ships on the

The Wolf Pirates have been raiding the coasts of Maniria and the Holy Country since 1605. Ironically, the pirates have their origins as refugee Ygg’s Islanders liberated from the Closing by Dormal the Sailor, a son of Belintar, the ruler of the Holy battles or moving columns of troops can be spotted a long way away under favorable circumstances. 14 Texts may be unearthed in the future.

13

When the air is sufficiently still and dry, it is possible to see a considerable distance, but these conditions are rarely encountered on land or at sea. Distant objects become increasingly vague or hidden by topography, meaning that light flashes become indistinct and all but the largest columns of smoke cannot be distinguished from the general background haze. Very large fires and the dust thrown up by

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THE ARMIES AND ENEMIES OF DRAGON PASS Country. From that point, their sleek, beast-prowed warships have raided coasts and accessible rivers. These clinker-built fifty-oared penteconters have a ram and carved figureheads (typically of a demonic wolf) which are capable of cursing, binding, and even biting enemy ships. Despite their unsophisticated navigational techniques, these vessels have circumnavigated the Homeward Ocean bringing mayhem and murder to almost every coastline of the Middle World. Although able to make long voyages across open water, the Wolf Pirates tend to sail along the coasts, making landfall to identify where they are. The seas and rivers inland provide them with avenues to raid wherever they wish, and the mobility to escape when local forces gather to attempt to repel them. The pirates carefully select their victims to avoid pitched battles, with their raids preceded by scouting parties. At sea, the trade routes are well known, as most merchant shipping hugs the coast; pirate vessels lurk behind headlands or islands to ambush their prey, or seek them out, sometimes operating in packs, on the open seas. Wolf Pirate ships seek to close with other ships to board, using grappling hooks to draw opposing ships together and hold them fast, permitting the pirates to swarm onto the enemy’s deck. Rams are used to immobilize enemy warships or to sink them. The Wolf Pirates are also relevant because their leading captain is Harrek the Berserk, a friend and sometime ally of Argrath of Sartar. In 1624 the Wolf Pirates allied with King Broyan and a Holy Country army to defeat the Lunars in the decisive Battle of Pennel Ford in Esrolia, to the west of Nochet. But Harrek returned in 1627 and plundered the Holy Country. The following year he was convinced by his friend Argrath to again fight the Lunars. At the Battle of Heroes, near 15

Bagnot, despite taking grievous wounds, the Hero slew Jar-eel15 in single combat. The size of the Wolf Pirate force is difficult to assess. Their entire fleet numbers 30 to 60 ships, spread along the southern coast of Genertela, suggesting a total fighting strength of approximately fifteen hundred to four thousand fighters. Harrek’s own following, in addition to his twelve close companions, is likely to range between a thousand to two thousand heavily armed and armored cutthroats.

Foreign Traditions Eastern Traditions Other than wanderers and a handful of mercenaries, few Easterners are present among the armies of central Genertela. An exception are scattered groups of martial artists of various Kralorelan schools of draconic mysticism. These groups are secretive, but the most public is known as the Red Dragon Servant, which has a small monastery in the Heortland city of Karse. The object of their devotions, the Red Dragon, Krisa Yor, resides in Red Dragon Vale in Dragon Pass. It is rumored that Argrath’s warlocks include several of these mystics.

Western Traditions Western traditions are present in central Genertela both in Carmania in the northwest, and in isolated enclaves further south. More recently, many Westerners have arrived, individually and in mercenary companies and regiments. The military history and traditions of Carmania have been described. Black Horse County, ruled by the mercenary lord, Ethilrist, is not typical. God Forgot follows an archaic and isolated form of the Brithini traditions of life and government and is ruled by a

According to legend, she would return from the Land of the Dead.

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REGIONAL WARFARE secretive and immortal ruler. The Esvularings of Heortland follow Aeolism, a henotheist variation of Malkionism, which holds that the Orlanthi gods are emanations of the Invisible God. Isolated from mainstream Malkionism by the Closing for centuries, they have no specific hereditary warrior caste. The Western social order was delineated by Malkion the Founder who divided his people into four classes. The second largest were the soldiers, led by Horal. He defined the five Weapon Tests: of club and sling; whip and bolas; axe and shield; spear and bow; sword and javelin. Horali are the ‘red caste’, the professional soldiers of Western societies. In the Third Age, some horali fight on foot, although others are mounted; all carry swords as a right of caste. Most are armed with a bow or crossbow, and a variety of close combat weapons, including a single- or double-handed broadsword, spear, mace, or axe. Cavalry carry spears, lances, and bows. Soldiers tend to be more lightly armored than the talari noble cavalry, wearing cuir bouilli or leather with metal plates. A horali with a century or more of experience achieves the rank of gwymir. Talari are the noble ruling ‘yellow caste’. Those who are warriors fight mounted, with horse and rider fully armored in bronze or iron.

opposing armies, with the other warriors watching and refraining from fighting until one of the combatants has won. A duel to settle a legal dispute is more structured and a direct way of resolving disputes, whether over a matter of honor, ownership of property, demand of restitution or debt, legal disagreement, or blood vengeance. The Orlanthi always recognize the right to fight for what they want. But mindless violence for selfish ends is not acceptable. Orlanth has made laws on the just use of violence. If a plaintiff or a defendant wishes, they can go to their clan champion at any time and ask them to back up their claim. The champion usually goes to the juror involved and asks for an opinion. Other people of the clan are also asked for advice. If everyone agrees, then the champion appears at the proceedings. This is a significant escalation in the stakes. It automatically raises all court costs for the side with the champion. The other party either quits, or calls their own champion for defense, which is expected. They then continue the court proceedings. If, at any time, the plaintiff or defendant or the champion feels that dishonor or lies are prevailing in testimony, or whenever any dishonorable action is taken by anyone involved, the champion of the offended party may declare an offense, state the reason, and claim the right of combat. At that point the presiding official, whether juror or judge, is supposed to give advice and judgment on the justice inherent in the champion’s challenge. Often this formality is ignored in the heat of the moment. This pronouncement is supposed to be the last warning, because in fact anyone who initiates unjust combat will be severely affected by Orlanth during the subsequent fight. Unjust defenders also suffer, of course, but not as severely since they did not initiate the judicial fight. In the cases where both parties are just, no divine interference is expected. The clan nature of the society allows a champion of the clan to do all the fighting for everyone in it. It need not always be the same person in a clan - the best candidate in a fight to the death might not be the right one to have in a wrestling match.

Duels and Individual Combat Some wars and feuds are settled by a great duel of champions. The clash of armies is a fool’s game where even the most skilled swordsman can be taken in the side by a novice with a spear. A duel is an engagement in formal combat between two individuals or groups, either arranged to resolve a dispute or as the first stage of a fight between two clans. This is warfare as a small-scale ritual battle. Duels are often subject to limiting rules as to acceptable and improper behavior, and are possible if the combatants share the same or very similar concepts of honor. This is war limited by restraint and ritual and an ethos of personal reputation and glory. Far better that two should fight out the issue in the duel’s circle, where skill and bravery count more than luck. Far better, indeed, that one man or woman is wounded or dies instead of many, when champions decide the day.

The Barntar Duel A fistfight conducted within a circle of onlookers.

The Orlanthi Duel The Champion’s Battle happens when the brave step from the line of the clan warband and boast of their prowess and the warriors they have bested in single combat. The opposing sides cheer their champions on. The fight takes place in the no-man’s-land between the

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THE ARMIES AND ENEMIES OF DRAGON PASS The conditions of the duel will be agreed, with a common condition being to fight to first blood, with the loser’s weapons and armor being spoils for the winner. Duels within a clan are always to first blood, as anything else would be kinstrife, but accidents can happen, whether in a duel involving wrestling or sword play. A duel is usually fought several days after the challenge at a place specially prepared for the fight. Refusing a duel leads to the accusation of cowardice, a terrible stain on any Orlanthi’s honor. Bards will sing of their weakness. At the arranged time and place the two champions meet, and a circle forms around them. If there is a fear that the duel will degenerate into a brawl a clan will bring their militia with them. Challenges and boasts are exchanged as the two champions warily circle each other, sometimes exchanging boasts and taunts, mocking their opponent’s flaws and failings. The duel need not be between individuals, two groups can agree to meet, but the numbers should be even. The winner in a fatal duel will likely owe wergild to the loser’s kin. Sometimes a duel fails to settle the matter, and leads to a determination to seek blood vengeance. This may escalate into a clan or even tribal war.

other Humakt members fairly, honor the fallen, and maintain strict truth and confidence with one another. Combat between members may continue only to the first fallen, not to the death, and the loser must surrender a prize to the victor. This prize absolves each of any further obligations to the other. A Humakt Sword must personify honor and fair combat in his every deed, upholding the meek and protecting the oppressed. They must never turn their back on a fair fight in a good cause and never break a sworn vow. Any Sword betraying these restrictions will never be able to pick up a sword again without it shattering in their hand. The nature of the Code of Humakt is such that arguments, discussions, or any sort of disagreement are settled by a (hopefully) non-fatal duel. In Dragon Pass the rules for these are simple and few:  

 

The Humakti Duel The Humakti are known for their strict code of honor. There is no bargaining with a Humakti, and they always prefer bluntness and truth over flattery or soothing words. They must uphold the Code of Humakt. This includes requirements that a member must always fight

The duel applies only to Humakti versus Humakti. Thus, all involved parties would know that honor and trust will be foremost. The combatants fight to first fallen or first blood, not intentionally to the death. After one participant falls or is wounded, the duel is over. Humakti may fight to the death over serious matters if both parties agree; some temples prohibit lethal duels. Any magic is allowed except Sever Spirit. The use of allied spirits is certainly allowed. The loser must pay some reward to the victor, as agreed upon beforehand. This absolves each of the combatants of any further obligations.

As Humakt is a god of Death, these rules reflect the outlook of Sartarite Lawspeakers. Elsewhere, there is less proscription of duels intentionally to the death.

The Duelists Two Humakti prepare for combat within a dueling field defined by a fence of Death Runes. By accident or design the contest is being fought in a place neither Earth nor Water, but a muddy borderland between the two. The sword lying on the ground between them signifies this is a contest to first blood. Neither will intentionally step over the sword. The female warrior is a Grazelander. She wears an open scale hauberk with bronze shoulder pauldrons and bronze and leather pteruges over a tunic with bronze buttons. Her pteruges are mostly decorative, but with large polished bronze disks reminiscent of Sun Runes. Greaves fastened over her riding trews protect her lower legs. Padding is necessary to prevent a blow being transferred directly from the metal to the shin, rendering the armor almost ineffective. The tibia bone is very close to the skin and extremely vulnerable; if the shin is disabled the leg is rendered useless. She grasps her sword one-handed. Her combatant is an Esrolian. His bronze cuirass is marked by earlier combats and has a semi-circular mitre hinged to the bottom of the breastplate. Greaves affixed over linen padding protect his lower legs. He holds his longer sword in a two-handed grip. Both have bare feet, to aid their footing in the treacherous muddy terrain. The Grazelander’s forehead and upper face is heavily tattooed or inked to give her a ferocious visage. Her opponent displays extensive Death and Truth Rune tattoos on his arms and legs; his torso is probably also heavily decorated. Their postures display two distinct sword-fighting styles.

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THE ARMIES AND ENEMIES OF DRAGON PASS the perpetrator may be exiled.

The Shargashi Duel Duels between worshipers of Shargash are frenzied, bloody, and inevitably end with the death of at least one of the combatants, with their body burned on a prepared pyre. Daggers and maces are the preferred weapons. Combat begins with the fighters working themselves into a frenzy, screaming, shouting, and slashing themselves until one or both are driven into a murderous fury. At that point combat begins with little consideration of tactics but a berserk rage to kill. Should a combatant show cowardice or attempt to flee, they are seized by the onlookers and sacrificed to Shargash.

The Yanafal Tarnils Duel The cult of Yanafal Tarnils resembles Humakt’s cult in most respects but excludes Humakt’s hatred of Chaos. High honor and bravery are upheld. Military discipline places restrictions upon duels between soldiers and officers without official sanction. Duels between members of the same regiment are forbidden.

The Yelmalion Duel Like the Humakti, the Yelmalions have a strict code of honor. The two codes are not identical, and the spear is favored over the sword in combat. Combat is governed by ritual and is expected to be performed in a pure and virtuous manner. Yelmalion duels reflect the structure and hierarchy of their society. Duels are fought until one combatant yields and submits to the winner, or is dead. The arms and armor of the loser are taken as spoils by the victor. The outcome is deemed a final judgment upon the matter in dispute. Killing an opponent after they have yielded is deemed shameful and unjust.

The Uroxi Duel Uroxi duels are turbulent affairs. A meeting between two warbands resolves seniority by the two leaders head-butting each other, until only one is left standing. In other circumstances duels between cultists are more violent. The Bull Challenge begins with the duelists bellowing, grunting, snorting, stamping their feet and issuing insults and challenges to intimidate their foe. Their eyes wild and wide, they work themselves into a fury to emulate their god. Often the combatants are drunk. The duel can take two different forms. The first is akin to wrestling, with the use of all weapons forbidden, though the fighters can attempt to gore their enemy with the horns mounted on their helmets. Armor is not worn though they can grease or oil their skin and hair to make it more difficult for their adversary to grasp. Rarely is there any limit as to the holds and tactics that can be used; broken bones, gouged eyes, mashed noses, dislocated joints, and torn ears are common. The first to push or throw their opponent to the ground and hold them there is adjudged the winner. A duel with weapons is even more brutal and more likely for the loser to be killed. The duel continues until one combatant is unable to attempt to get up – they can still be attacked if not prone on the earth.

Assassins Although not a factor in conventional warfare, assassins are employed by the Lunar Empire (both externally, and internally in the Dart Competitions) and by the other combatants in the Hero Wars. The most feared are the assassins of the Blue Moon and those of Krarsht the Hungry One. Other, more local groups exist, such as those of Black Fang in Pavis, a small cult of assassins devoted to a manifestation of the Death Rune. The Blue Moon is the Goddess of Hidden Secrets, and her cult specializes in assassination and invisibility. Blue Moon cultists assassinated members of the royal bloodline of Sartar even before the fall of Boldhome in 1602. It took a decade after the conquest until the last known member of that household died in distant Seshnela. Krarsht is a Chaos goddess of hunger and intrigue. Her servitors specialize in corrupting state bureaucracies and in assassination, because it threatens the stability of a society. Many Humakti have an ability to sense assassins and often are in demand as bodyguards. This sense does not tell the Humakti who the intended victim is, but does identify the assassin.

The Waha Duel Formal duels between members of different tribes are rare, and most occur between members of the same tribe, with the permission of the Khan, when there are tensions or rivalries that cannot be assuaged by negotiation between clan elders. Combat is mounted; if a rider falls from their beast they are deemed to have lost. Informal duels are more likely to take the form of the bushwhacking of an opponent, and whilst not dishonorable are frowned upon as threatening the cohesion of the tribe. If such actions become public,

Combat Chants and Dances These may appear superfluous to warfare, but are an intrinsic part of Gloranthan battles. Ritual chants and dances are part of numerous magical traditions. In war, they serve to awaken mystical forces, whether performed by the dancers of

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REGIONAL WARFARE Great Sister’s Army, by Sartarite warlocks, or by the warriors of a regiment or fyrd.

fighting spirit, to honor the gods, to terrify the enemy and as part of magical rites to neutralize the enemy's strength, and more practically, to teach and learn the steps and motions required in combat, training young warriors to avoid attacks and to deliver their own. Such dancing is an integral part of war training, reinforcing timing and drill, fighting alone or as a group, and providing a spectacle to awe onlookers. Orlanthi dance to flutes and drums, clashing their swords together; Uroxi stomp their feet, head-butting and bellowing. Pelorian hoplites dance in unison with spear and shield. The Lion-men of Pelanda roar and pounce, emulating their god; the Feathered Dancers of Rinliddi perform to intimidate the enemy and imbue themselves with a soaring fighting spirit. There are many other traditions. In some cultures, variants of these dances are also performed after combat, as part of purification rituals to cleanse the warrior, acting out the trauma of war, and to enable their return to ordinary society. The advance of a shield-wall or phalanx requires a coordinated pace; some fight to a three-step rhythm expressed in a chant or paean. One step forward is taken on the first two short beats, and on the third longer beat, the other foot and shield are swung forward. When two battle-lines crash together, the beats are used to synchronize the pushing and shoving; often the front ranks have no breath to spare, and rely upon the concerted chanting of the ranks behind them to time their efforts. Tactics and choral dancing both require the coordinated movement of groups moving in a mass to achieve specified goals.

War Cries Regiments and less formal tribal and clan fyrds may have a traditional warcry raised as they charge the enemy. This is intended to reinforce their collective identity and to frighten the enemy. How they give their warcry often seems to portend the outcome: a faint warcry signifies fear and weakness, a loud resounding one displays strength and an enthusiasm for battle.

War Chants In battle, the cadence of a song or chant may be used to keep in step, also enhancing the sense of cohesion. Prior to battle an Orlanthi fyrd will loudly proclaim their war cries and battle chant, issuing the Thunder Shout as they charge. Champions taunt the enemy with insults. The warriors will sing of their Heroes and forebears. When two clans or tribes meet in battle, singing of their ancestral Heroes, it becomes transformed into a mythic conflict, as the warriors feel themselves one with their Heroic ancestors. When Solar meets Storm, an even older clash will be reenacted, even before the first weapons are bloodied. The conflict between Storm and Moon is far more recent, but no less violent.

War Dances Legend says that after Orlanth was born, he soon set off to challenge the Young God, Yelm, to a dancing contest. Orlanth did a war dance while Yelm performed a ballet. Poets and bards often speak of the dance of war, as a metaphor for combat, but this is not just a poetic metaphor. Dance is a form of athletic exercise, and can also teach coordination and balance. Dances bearing arms and armor accustom the fighter to their weight and bulk. This exercise increases their strength, gives them training in the use of their weapons, and will aid them in pursuit or retreat. War dances are also the basis of contests of one against one, two against two, and teams of ten each, with rules for blows to inflict or avoid to win. Such ritual combat is important in several war cults. Armed march-dances are a part of Yelmalion religious observances. Humakti perform deadly sword-dances to honor their grim god, all the more impressive in that blood is only shed by a failure of skill, and shames the dancer. Fighters of both Solar and Storm traditions dance, though in different ways. Dances are performed to banish fear, to arouse the

Combat Games Combat games provide a means of exercising skills essential for war. In the Lunar Empire, several have devolved into entertainment for the urban masses, who have lost their martial inclinations but still thrill to the sight of bloodshed in an arena, whether by gladiators or reckless charioteers.

Gladiatorial Contests Gladiatorial combat is a violent but popular form of entertainment throughout the Lunar Empire. Most serve a religious purpose as blood sacrifice ceremonies to Natha and Gerra rediscovered by Honeel in the Fifth Wane. These gladiatorial contests are a form of human sacrifice to these entities, as well as other Lunar cyclic powers. Other gladiatorial contests form part of the Dart Competitions as an expression of the proxy war waged by noble clans. The gladiatorial games have proven very popular amongst the urban masses and in areas resettled after

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THE ARMIES AND ENEMIES OF DRAGON PASS nomadic depopulation (Oraya, Kostaddi, and First Blessed) and are also popular in the Lunar colonies in the Provinces (being a more spectacular version of the duels and challenges the Orlanthi love so much). They are considered vulgar and low class by the Dara Happan aristocracy (who attend anyway), though there are similarities to their own tradition of funereal Blood Games.

instituted the style of racing called Severe Racing. (The traditional date for this is 111,380). In this style the track shape varied, but especially different were the obstacles which were set along the track to test the vehicles, steeds and drivers. Exotic creatures were allowed, and in earliest times even encouraged. Chariots of unusual design were permitted so long as the wheels remained on the ground most of the time. This style is also called Apple Blossom Racing. Since Khorisimus was the son of Hercine, a nymph of the apple trees in Darjiin, he planted those trees on all his tracks. Even today the Severe Winners still receive wreaths of apple blossoms as awards. The fragrant victory wreaths never fade until the winner dies. Deretinus the Combatant brought deliberate conflict to the race track. He was a courtier in the reign of Emperor Elmexdros (circa 775), who was noted as a great Warlord. Deretinus changed racing by allowing charioteers to fight each other, and also with the Circus Mutatus during which the former panel of impartial judges began to change the nature of the track with their own magic as part of the show. Fahyenhar, a native of Carmania, cared nothing for the suffering of others. At first, he sent animals and prisoners out upon the track as living obstacles. Later he allowed them to be armed and fight the charioteers and each other. This style, Fahyenhite racing, is now outlawed in the Lunar Empire, although a similar type of event occurs in the Dart Competitions. Gortania the Lucky is especially the patroness of the Lunar charioteer, both male and female. She introduced the use of her own magic to change the track, a sort of “surprise mutatus” method whose practice well fits the prevailing Lunar philosophy that life consists of both external and personal influences. Her nickname, “the Lucky,” indicates that she is in touch with the ultimate source of victory.

Hunting Hunting, whether on foot or mounted exercises skills necessary in war, in many different cultures. The hunter is the warrior, and their prey, the adversary. The more dangerous the prey, the closer the analogue to the battlefield. Among the Orlanthi, hunting wolves, bears and other predators requires the same strong bonds between hunters as among members of a warband. For the Carmanians, hunting lions from horseback using lance and bow is an endeavor restricted to the nobility. Towards the end of the Carmanian Empire this had degenerated to killing captured animals in an arena, with little risk to the aristocratic hunters.

Chariot Racing Chariot racing is a popular sport and entertainment in several cultures.

Dara Happan Races Before Time, Jenarong, the Great Charioteer, found the axle pole of the Imperial Solar Chariot, and had it installed in his personal vehicle which was harnessed to six white horses. For this he is accounted the first and greatest patron of chariots, and receives sacrifice from all other Pelorian chariot gods, as well as in his own right at the start of all races. Jenarong instituted the first Imperial races between nobles of his cities. He set the Sun Rune shape for the race tracks, called a circus, with a tall pillar with a statue of Yu-Kargzant in the center. Different categories of races were determined by the number of horses and size of the track. Drivers used whatever natural and supernatural abilities they had. Drivers bore no weapons. Interaction between drivers was forbidden. A panel of judges always watched to decide on any irregularities, and was notoriously conservative in judging even against accidents. The shape of the circus recalled the wheeling charge of the earliest chariots, attacking towards the enemy line, turning sharply and looping away. Harmony Racing was a variant form, even more peaceful. Chariots raced side by side in a straight line, “like the Harmony Rune.” In 995 this form was declared the only legal style by Emperor Karsdevesus during his Millennial Purification. Six centuries earlier Khorisimus the Superior Racer

Sartarite Races The annual festival held at Larnste’s Table in Sartar during Fire Season includes chariot racing, commemorating Larnste as the ancient God of Movement. The course runs around the base of the Table; drivers make the choice of driving on the stony slopes at the base of the plateau or the longer route further out where the terrain is smoother. The race is overseen and judged by Lawspeakers drawn from the attending clans and tribes.

Polo This is a popular sport among the Horse Nations, introduced to the cultures of Peloria, and adopted by the horse and rider cults of the Heortlings. Polo is part sport, part military training, with up to a hundred riders per side involved. Games can last for several days, but the version developed in Saird generally has a shorter and fixed duration. Among the

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REGIONAL WARFARE Pentans, matches are arranged to mark festivals such as weddings and initiations, usually by wealthy chiefs, with their reputation drawing contestants from near and far. Several variants of the game exist. In one an eviscerated goat or calf carcass is used, the animal being ritually sacrificed at the start; in others a leather ball (and it is said that in Pentan games the decapitated head of an enemy is occasionally used – still wearing its helmet). Players often wear armor, as using a whip or mallet against other players is rarely forbidden, and knocking a rider from their mount is seldom frowned upon. Depending upon the rules being played, the object is either to grab the carcass or ball, and evade other players for a period of time, or to carry it around a marker at one end of the field of play, and then successfully throw it into a scoring circle (a Sun Rune) at the other end. Hitting the central circle of the Rune often wins additional points.

team across the field to gain a better angle on the helmet. Some teams even have a very small player who climbs over the top of the struggling mass. Shield Push caught on in the Lunar Army, with the helmet ten meters back and a scoring line a further 20 meters behind that. This allows the team whose helmet is taken to save the situation by either taking the other team’s helmet to score first, or by blocking the person with the helmet from crossing the line. To score, the helmet must be in the player’s grasp as it crosses the line.

Foot-races

Surrender may also be an option in warrior cultures, where a defeated fighter might offer their submission and gifts, which if accepted, makes them subject to the laws of hospitality. However, this is likely only between social equals, and rare in full-blown feud or war. Under most circumstances yielding throws the supplicant upon the mercy of the victor, and they might be held for ransom, killed, or enslaved.

Treatment of Prisoners Sometimes ordinary prisoners are slaughtered or mutilated on the battlefield or sacrificed to the more bloodthirsty War Gods, at other times ransomed or sold as slaves.

Capitulation

Races and other athletic contests are common, with obvious relevance to military training. One type is a foot-race wearing the entire panoply. Hoplites and others engage in foot-races wearing full armor and carrying their shields. This prepares them for the final sprint of a phalanx to contact the enemy line.

Shield Push Before the Testing, the Templars of Sun County in Prax raised horses and entertained themselves with such games as polo or chariot and horse racing. Today, they no longer ride, and their passion is a sophisticated martial game called Shield Push. Shield Push requires two sides. The standard Yelmalion rules state that each side may have up to fourteen players; however, any number over four is playable. The players are all regular soldiers wearing armor and carrying only shields (blockers with two shields are permissible). The two sides line up with shields and push: five meters behind each side is a spear stuck in the earth with a helmet on top. The first to push through and grab the opposition helmet wins, or, in a longer match, scores a point. Deliberate violence is illegal; the game is rough enough with shield attacks and kicking. Magic is also forbidden, so Shield Push coaches often strive to recruit players with advantageous Yelmalio Gifts. From one to three neutral marshals serve as referees. Breaking the rules causes a halt in play (a small gong is rung), and the offending player is sent off the field for a predetermined period. The game is not as simple as it first appears, for subtle tactics are often used. A straightforward trick is for the middle to give way while the wings make a dash for the helmet. ‘Waltzing’ involves moving the other

Ransom Wounded prisoners are often killed or left to die; healing and first aid are reserved for friends and comrades, unless the prisoner can offer a ransom or might prove a useful hostage or source of intelligence. Ransoming captives is a common means of acquiring wealth. Feuding Orlanthi clans will usually ransom captured foes. In wars between nations, often only important enemies are held for ransom or as hostages. A certain professional courtesy is occasionally observed between mercenaries, as captured colleagues are unfortunate members of the same profession. High ranking officers are ransomed, whilst ordinary mercenaries are disarmed and sent on their way, or may be offered a new contract and pressed into service. Such enlightened behavior is not universal. As feeding and billeting captured foemen would be expensive, common soldiers may be slain or enslaved if the victor is not interested in taking the time to obtain a ransom. Should they share the same deities, killing is less likely as it may offend or anger the gods.

Spoils of War Where feasible, vanquished foes are stripped of their armor by the victor, when they are slain or surrender. This is a significant facet of the heroic combat of

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THE ARMIES AND ENEMIES OF DRAGON PASS champions. In a less honorable context, battlefields often draw scavengers, not only of the dead but also of their wealth. On the battlefield, the panoply of a fallen champion or wealthy warrior may be fought over; their companions will seek to retrieve it to maintain the honor of their comrade; their enemy to take it as a prize and to display their valor. Among the Orlanthi if the outcome of a Champion’s Battle is disputed, it may initiate the Warriors’ Battle as their kin fight to defend the dignity of their dead. Metal arms and armor are precious items, and serve to enhance the prestige of the victor just as their loss diminishes that of the loser. If displayed they are a record of their fighting prowess, and if sold, enhance their wealth. Alternatively, with necessary adjusrments (and the removal of cultic insignia) they may be pressed into service. The exchange of gifts is a feature of Orlanthi society and common throughout the ‘Barbarian Belt’; guests to a noble’s household offer precious items as a mark of respect; thanes and housecarls expect to be rewarded by their lord.

Spoils taken in combat supplement income and allow the victor to participate in the system of gift exchange, augmenting their personal status and reputation. Tribal kings and clan chieftains must carefully deliberate their decisions regarding the distribution of the spoils of war, to avoid offending any of their retinue. The site of a victory might be marked by a tree or wooden post dressed in the helmet and armor of a defeated enemy, and sometimes their spirit is also captured and tethered there. In lowland Peloria, the display of the captured panoply of enemies is a feature of victory triumphs and ovations. Captured arms, armor and standards may also be dedicated in a temple, signifying that their owners and their gods have been shamed. A widespread custom is to ritually bend or break a weapon to kill its spirit and then bury or drown it.

Human Sacrifice War captives are a ready supply of potential sacrifices.

Vae Victis

Followers of Argrath White Bull have brought a high-status Lunar captive from New Pavis to the oasis of Pimper’s Block. This is a thriving slave market on the border between Dragon Pass and Prax. Foreground: A Bison Tribe woman of the Storm Bull cult and member of the Bullocks War Society contemptuously guards a captive. She wears a dyed leather cuirass with pteruges decorated with Eternal Battle Runes, vambraces, a wide war belt and a heavy bison hide cape. Her helmet is decorated with bison horns. A long sword is scabbarded at her hip and she holds a stylized bison-head war axe. Her forearms and lower legs are dyed red to denote that she is at war. Air, Death and Eternal Battle Runes and a bison head are tattooed upon her arms and legs. Her hands and feet have been painted red to represent blood. The Wind Lord of the Eaglebrown Warlocks is naked save for a covering of magically protective blue woad, a bronze gorget and a light shawl loosely worn over his shoulders. He has a long sword slung on his back. His body and limbs are covered in tattoos, mostly stylized Air and Movement Runes. A large stylized Thunderbird adorns his chest and he bears a yellow Air Rune depicting Orlanth’s Ring on his forehead which includes the green star of the Dragon’s Head. In contrast, the Humakt cultist of the Swordbrothers is heavily, though curiously, armored. He wears a gorget at his throat, articulated segmented manica armor on his arms, cuisses to protect his upper legs, and greaves. It is likely that he has Humakti geasa preventing him from wearing head, chest or abdomen armor. Numerous tattoos are visible on his naked chest; these depict two Heroes grasping a longsword, forming a Death Rune; two smaller Truth Runes are set to either side. The same cult runes are present on his cuisses. The Humakti uses two swords, one of which shimmers and shines – as it has since he was initiated. Background: Members of the Pavis County militia and the Real City militia. One is handing up a lance to the Zebra Tribe standard-bearer of the Pavis Royal Guard. The other holds her helmet ready. The Zebra rider wears a gorget and lacquered bronze chest and pauldron armor of multiple lames, with a high neck protector, and low greaves. Her tattooed arms, decorated with Fire, Movement and Man Runes, are washed with red ochre. Additional armor, consisting of laced lames, worn when afoot, is visible at the rear of her saddle. Her saddle includes a very high cantle to protect the rider from missiles, and she sits upon a hide cloth decorated to resemble a lion-skin with lappets in the form of stylized paws. The horse-zebra is protected on the chest with a woolen and felt peytral, decorated with a Man Rune signifying the cult of Pavis. Rows of woolen tassels offer additional protection. The horse has been either painted or magically given zebra coloring and markings.

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THE ARMIES AND ENEMIES OF DRAGON PASS Criminals, rebels and prisoners are regularly sacrificed in Temples of the Reaching Moon to feed Yara Aranis and power the Glowline; their tortured souls are bound forever to the temple as slaves and guardians. Enemy champions and heroes are especially sought-after to vitalize the magical boundary. An even worse fate is being fed to the Crimson Bat, for those devoured by the Bat are erased from the cosmos. The rites of Shargash require human sacrifice, their hearts cut out and burnt in the flames of the god. Many of the darker Earth cults frequently make human sacrifices to their deities. In Oraya, human sacrifice by Earth and Lunar cults associated with Hon-eel, including Naveria and various unusual Oria cults, is more widely practiced than in the other satrapies. Since the time of Hon-eel, Karantes the Red City has been a center for human sacrifice for she reinstated ancient rites in which the Red Kings were slain by the goddess to preserve their people. The rites of Maran Gor involve sacrifice and cannibalism. The sacred seven-year kings are killed on her altar after their reign ends. Ana Gor is the goddess of human sacrifice and the sovereign power of Dragon Pass. Her priestesses sacrifice humans, often captured enemies, to Humakt, Maran, Babeester Gor, Ty Kora Tek and the darker aspects of Ernalda.

slave raiding. Most Pelorian cultures use slaves and many Orlanthi keep thralls. Captives are commonly put to work as field or herd workers. The customs of much of the Holy Country are similar. A cult of freedom there opposes the practice, but does not try to force freedom upon unfeeling owners, and Kethaela imports slaves from the surrounding lands, including from the West via the Manirian Road. The treatment of slaves in Solar, Lunar and Storm cultures are not very different. Slave estates in lowland Peloria, and smaller manors in the Lunar Provinces are economically important, providing an agricultural surplus and an income for the nobility. The grantlands provided to Lunar veterans often include a population of slave laborers. The life of slaves varies; those who are household servants or concubines to nobles, thanes, and priests are generally well treated; those with useful skills may work as valued artisans in workshops; women may be set to work weaving in manufactories; field slaves do back-breaking work on the farms and their lives are often short. Even more unfortunate are those sent to the quarries or mines. Others might be sent to fight and die in a distant gladiatorial arena. Captive combatants judged dangerous may be blinded. This reduces their value but renders them more tractable; they can still be used to labor at grindstones or to lift water from wells. Craftsmen such as smiths may be hamstrung so that they can work but cannot flee. Slave status is often indicated by close-cropped hair and leather or bronze slave-collars. Brands, tattoos and clipped ears may also be used. Captured warriors working in the fields are chained by the neck or hobbled so that they cannot abscond. Recalcitrant and frequent run-aways are secured in heavy bronze slave collars. Only magically powerful prisoners are held in the expensive and rare slave bracelets and collars imported from far-off Vormain. These bind the wearer’s soul, thereby insuring their passivity and greatly reducing any chance of escape. Such potent captives are often ultimately destined for sacrifice or execution. When raiding other peoples, slaves are commonly ranked ahead of horses, cattle, and trade metals as prizes. Slaves captured in war and cross-border raids are a common sight in many marketplaces. Slave auctions of newly taken war captives are regular events in the cities of Tarsh. The Tarshite city of Slavewall, as its name denotes, is the site of a major slave market dealing with captives from as far away as Balazar and Prax. It was founded during the reign of King Yarandros by a war clan who subjugated their neighbors, making them their thralls, and then encouraged these thrall clans to assist in their slave raids lest their own kin be sold.

Slavery Slaves may be taken in raids or as prisoners of war. The slave trade is a lucrative source of wealth. Slaves are obtained in war and forays, by piracy, and by means of commerce with distant lands. Around the periphery of the Lunar Empire continuous low level warfare provides a constant source of slaves to work on the large agrarian estates of the Heartlands and provinces. These require a regular and reliable supply given the short productive lifespan of their field slaves, which in turn demands continuous

Pimper’s Block, after it was excavated during the Lunar Occupation.

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REGIONAL WARFARE The tribes of Prax constantly raid each other and take captives as slaves. Pimper’s Block is a thriving slave market on the border between Dragon Pass and Prax, where warriors come to sell their conquered foes. Some captives are kept as slaves, wearing leather thongs about their necks as a mark of their status, and they do much the same work they did while with their own tribes. Some may be adopted or married into the tribe of their captor. In Pent, slaves are common, often taken from another tribe during the incessant marauding or in raids on the Lunar Empire. Male slaves are often gelded. Zangshi Kinool in the Kingdom of Ignorance is the location of an important slave market for the Pentans, with even captives from far-off Peloria being sold there.

horse’s harness, mounted on the rail of their chariot, or on a standard or spear. These heads are often preserved in cedar-oil. The Culbrea Headhunters of Sartar maintain this tradition. The Shargashi also take grisly trophies, with defleshed skulls and bones decorating their war harness and standards. Head-taking also prevents the fallen being resurrected. Defiling the dead and displaying their relics as prizes has two purposes. It is intended to terrify the enemy, lowering their morale in any future clash, and may be used to bind the spirits of the enemy dead. This is taken to its most gruesome extent by the Thanatari cult, who enslave undying heads to steal their knowledge, but even a shaman may carry scalps or bones to permit the easier summoning of their spirits.

Treatment of the Dead

Funeral Games

The treatment of the dead by the victor varies. Almost universally, the bodies of the enemy fallen are looted of valuables, including prized arms and armor, because this is the most common way troops supplement their pay. Among groups sharing the same culture, the slain are rarely desecrated, with the defeated formally requesting the return of their dead, so that they may be burned or buried, often in a common grave, with the proper burial rites. The winners permit this, in part so that the action may be reciprocated in the future, and to prevent the presence of vengeful ghosts and spirits. An exception is when a high-status warrior such as a champion is slain in single combat; their head may be taken by the victor as proof, in addition to their arms and armor. Their beard and hair might be shaved as a sign of contempt. Such trophies dishonor the champion’s clan, and they may strive to rescue the head to burn it with due ceremony. Conversely, a head may be removed after death to release the spirit from the body before both are cremated to honor a worthy opponent. When armies of different cultures clash, enemy dead may be left to decay, especially in enemy territory, or mutilated or despoiled. Hands or heads might be taken to allow a counting of the dead, and then discarded to rot. Often piles of corpses attract disease spirits and ghouls, in addition to any unquiet ghosts. Among some groups mutilating the fallen is believed to injure the spirits of the dead so that when they arrive in the Court of Dead, they not only display the wounds they took in life, but also the ignoble disfigurement of their corpses. For example, some believe that a headless cadaver cannot be recognized and a tongueless corpse cannot ask for their deity’s favor, or, if prevented an afterlife, cannot plead with living kin for vengeance. Trophies may be taken. Pentans collect the ears of the dead and those of captives. Some Orlanthi take heads, tying them to their

In victory, the death of heroes and champions is often marked by funeral games including various contests, and feasting. A valiant death in battle may be remembered for generations, with their family and community regularly leaving offerings to the deceased. The site of their burning or burial may even become the focus of a local hero cult. If the body of the fallen warrior was recovered, among the Orlanthi and urban Dara Happans it is burned upon a pyre. Some Orlanthi prefer the ashes to be blown away by the winds, but others, like the Dara Happans, collect the ashes and bones and inter them in funerary urns. The ashes of Solar nobles will be placed in golden vessels. The Dara Happans mark the death of nobles with gladiatorial Blood Games, the slain gladiators burned to accompany and serve the fallen aristocrat in death. Blood Games are often cruel, with blindfolded naked prisoners or slaves armed with clubs forced to fight fierce dogs which symbolize Jajagappa the Catcher of Souls, to distract that god from pursuing the spirit of the dead patrician. Travelers in Pent describe great circular mounds built to honor mighty chiefs, with their ashes interred at the center, symbolizing the sun, with sacrificed slaves and horses buried within the structure. The horses are believed to convey the soul of the chief up into the heavens, where the strangled servants and concubines will serve their master as they did in life. These great tumuli serve also as markers of tribal territories.

Homecoming Most cultures have rituals that are performed on returning from war. Some are public, such as the dances performed by Orlanthi warriors, and the parades and triumphs of the Dara Happans and Lunars. Praxians and Pentans celebrate the return of a victorious war party with

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THE ARMIES AND ENEMIES OF DRAGON PASS feasting and dancing. Rites are overseen by priests to cleanse them of war (or contact with the enemy) and welcome them home. In cults not associated with Death, lengthy purification rites are often required. A soldier returning to the headquarters of their regiment will salute the standards housed there and may dedicate captured enemy weapons and armor to the patron god. Often these spoils are engraved, with the name of the donor or the god to which they are dedicated. These are then put on display in the temple or at a public place or sanctuary. Others rites are private, marked by the individual when they return home to greet their household gods and spirits and offer them sacrifice or a libation of wine. In both Storm and Solar cultures the hearth is a sacred space within the home. Storm worshipers will open every door and window shutter enacting the freedom of Air before approaching the hearth; in Solar traditions, the returning fighter will rekindle their hearth fire and light the lamps about the home, enacting the retreat of Darkness before the pure Light.

tenth of the harvest, or a tax on land, herds, and other goods. A similar system operates in each of the Lunar Satrapies, with a tithe on crops and herds, levies on mineral resources, marketplace taxes, customs duties, and road and bridge tolls. Each satrapy includes tribute collection centers. Permanent and temporary toll collection points may also be set up on roads, and at river crossings to levy transit taxes on traders and travelers. On a smaller scale, tribute gatherers collect tribute from peripheral and client states. Until 1625, the Grazelands provided horses (mostly destined for the Provincial Army), and the tribes of Sartar, cattle. Much of the tribute collected is in the form of herd animals; these booty columns require an escort. A tribute caravan is escorted by an armed retinue, but as the Hero Wars progress, professional soldiers drawn from the Provincial Army are utilized. Tax collectors have numerous opportunities to enrich themselves. At one time the rulers of each kingdom were expected to present themselves and their tribute to the court of the Overseer, but in recent decades their envoys and other emissaries travel with the tribute caravans to Mirin’s Cross. These are either officials such as eorls, or senior Etyries merchants. The tribute supports the offices of the Provincial Government: Procurement and Disbursement which collects taxes; the Office of the Provincial Army; the Office of the Guide for the Lunar Way. Each is staffed by Buseri and Irripi Ontor scribes. The Office of Procurement and Disbursement is then responsible for collecting and collating the tribute and taxes sent downriver to the imperial heartland. It also distributes material to the other offices. The Provincial Army, commanded by the Imperial Provincial General, uses its share of tribute to support the army. Foodstuffs are stored in depots; horses are distributed to cavalry regiments; metals are stored or worked into weapons and armor to fill the arsenals; coin is used to pay imperial officers, scribes, artisans and other free workers.

Tribute and Taxes Whilst armies in the field can enrich themselves with plunder and loot, this is rarely a means of financing and equipping a professional army. Instead, soldiers and mercenaries are paid for their service, by means of taxes and tribute, and booty is treated as a supplemental income. In Solar (and Lunar) societies, soldiers are granted land upon retirement; in Storm societies (and the Sun Dome Temples), professional warriors are generally supported by the land granted to them by their liege, worked by tenant farmers or members of their own family.

Lunar Provincial Kingdoms Each of the Provincial Kingdoms of the Lunar Empire is expected to provide a yearly tribute to the Provincial Overseer at Mirin’s Cross. To pay this tribute, the Provincial Kings often impose forced collections, such as an extra

Provincial Kingdom

Tribute

Route to Mirin’s Cross

Aggar

Coin, Maize, Metalwork, Pottery, Wheat, Wine Coin, Maize, Slaves, Wheat, Wine Bronze, Cheese, Coin, Copper, Furs

From Eneal by barge on the Forantin and Oslir rivers.

Holay Imther

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From Filichet via the Daughter’s Road. From Hilltown via the Singing Road to Jillaro, and then by the Daughter’s Road or by barge on the Oslir.

REGIONAL WARFARE Provincial Kingdom

Tribute

Route to Mirin’s Cross

Tarsh

Coin, Maize, Manufactured Goods, Silver, Slaves, Wheat Coin, Gems, Herbs, Leather, Wool

From Furthest by barge on the Oslir river.

Vanch

be paid in coin. Orlanthi Law declares that: “A King can step into any household of his subjects, and stay for a Day-feed. He is always welcome, with his household, in the home of any noble or priest. He is the guest of his clan council.” Orlanthi custom simplifies this to allow clans to pay taxes to support their tribal king or queen. This tax is paid in cattle or in kind, and is sufficient to support the king’s household, including their professional warriors. Clans and tribes can exact tribute from neighbors either for protection from a threat, to settle feuds, or to avoid being raided. In an Orlanthi state, the tribes pay a Royal Tribute to support the High King, their household, and their standing army. Wealthy individuals and cities may instead choose to raise and maintain a mercenary company or regiment in lieu of paying taxes. The High King can also intervene in tribute disputes between tribes, and impose punitive taxes. The larger the Royal Army, the less likely that all its members can be practically be supported by grants of land. Only the most senior eorls and officers may be rewarded in this manner, with the soldiery paid in a mixture of coin, trade metal, and goods such as cattle.

From Bikhy by road to the Singing Road to Jillaro, and then by the Daughter’s Road or by barge on the Oslir.

Each Provincial Kingdom is expected to recruit, equip and pay the troops it contributes to the Provincial Army. The exact system varies, with some regiments being raised and maintained by cities or temples, and some effectively being hired mercenaries. When they are deployed, the Office of the Provincial Army takes responsibility for their wages and other logistical requirements. The same is true for imperial regiments serving with the Provincial Army. Traditionally, this changeover occurs when they march or ride across the Crystal Bridge and through the gates of Mirin’s Cross. As the Seventh Wane comes to a close, the flow of tribute is interrupted by turmoil in several of the Provincial Kingdoms: Aggar has been in civil war since 1620, reducing the flow of tribute; the supply of metal from Imther ends in 1623, and other tribute is reduced by upheaval in the kingdom; the successful rebellion in Sartar in 1625 reduces the level of tribute from Tarsh (especially curtailing the slave trade from Sartar and Prax), with agricultural tribute also decreasing as a result of the civil war in Tarsh from 1627 as the king loses control of Kordros Island, the granary of his kingdom. This unrest makes the transport of tribute increasingly hazardous, diverting additional military resources to protect it.

Orlanthi Professional warriors who form the retinue of a clan chief, tribal king or even a High King are usually granted hides of land by their lord, complete with tenant farmers, to support them, in addition to any rewards or payment they receive. Mercenaries may be compensated in a similar manner, or

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THE ARMIES AND ENEMIES OF DRAGON PASS they cannot use, because their presence is required for ancient battle-rites and formulae to be effective. Newer regiments, such as those raised by Hon-eel are far more flexible (though their magic is usually weaker than the units over a thousand years old). But after over a hundred years, even those regiments become increasingly hide-bound. Fazzur Wideread, widely regarded as the greatest general of the period, fully utilizes ancient writings. An avid scholar in his youth, he is extraordinarily well-read, having studied antique military treatises and modern Lunar battle manuals such as the Light of Action. Much of his genius comes, not from inventing new maneuvers and ploys, but in utilizing and combining old tactics and stratagems in novel ways. Lunar regiments are the most flexible, as the Moon is Change within Time, but even they become conventional and traditionalist as time passes. It requires a heroquest by a Hero to modify their accustomed ways. A case in point is the use of stirrups; these are widely used by the nomads of Pent and the Wastelands, but their adoption by others is slow and piecemeal; their use is alien to many cavalry gods. Thus, some of the newer Lunar cavalry regiments use stirrups (or an individual may have successfully heroquested to obtain them) but many older regiments cannot or will not. The great Dara Happan hero-general Kastokus quested for, and implemented many changes in his cavalry army in the Second Age, which may have included the use of stirrups. However, his revolutionary innovations were anathema to the deeply reactionary culture of the Imperial Court, and undoubtedly contributed to his political downfall and ultimately to his execution. Most of his insights were lost. I

Cities Cities often impose taxes on the entry and exit of goods through the gates; a toll on people entering and leaving, based on whether they are afoot or mounted, and how many wagons and pack-animals they have; on land, buildings, and property; and poll taxes on individuals. Normally these taxes are low but in times of war and crisis, are increased. They support not only the city’s rulers, but their militia and household troops. Some cities raise and sponsor regiments, often in lieu of paying taxes to the local ruler.

Temples Temples are always significant economic and political entities and many are militarily important, raising and maintaining their own warbands and regiments. Even temples not primarily concerned with war have their units of temple guards; temples are repositories of substantial wealth, and few rely solely upon their magical defenses. As a rule, temples take a fifth to a quarter of the harvest of their tenant farmers on their lands and tithe their congregations. In Peloria some temples own large slave plantations and so profit entirely from the produce. The Sun Dome Temples also derive revenue from the mercenary companies and regiments they hire out. Those within the Provincial Kingdoms offset this against the taxes and tributes required by the provincial monarchs.

Innovation Most of the cultures of central Genertela are innately conservative, wary of innovation and change after the disasters of the Second Age. Those calamities reinforced adherence to the old survival and morality tales of the Great Darkness, which still define the ways in which people should live. Even worshipers of deities personifying Change are subject to the boundaries of their gods’ actions. This dogmatism relates not only to arms and armor but to tactics as well. The older a regiment is, the more unwilling its soldiers and officers are to deviate in the slightest from received tradition. Tribal warbands are similarly constrained to fighting in the ways their ancestors did; a warrior might obtain a metal sword instead of one edged with stone or bone, a shield faced with bronze instead of wood or hide, but the way they fight does not change. Ancient regiments like the Stonewall Phalanxes would rather riot than change the pace they march at – adherence to tradition is why we have survived! Even modern reestablished regiments, (the Quartz Phalanx is the newest example) strive to adhere to their ancient practices in an attempt to regain their powers. Fighters may even carry equipment and weapons

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THE BATTLEFIELD

The Battlefield The elf dispassionately watched the battle unfold from her perch on the highest branch of a tall tree. Down in the valley two armies of meat-creatures clashed. Lines of foot soldiers marched towards each other bearing weapons fashioned from dead wood and deceased gods, clad in the hides of other beasts and worked god-bone. On the flanks, lighter armored ones dashed and ran, flinging shafts of wood or loosing arrows, before running from others riding four-legged plant-eaters. The colorful banners meant nothing to the elf, save for their unseemly misuse of vegetable matter. She blinked slowly, observing the brief flashes and flares of lesser magics, and scented the strange smells carried by the breeze, mixed in with the copper-aroma of animal blood and the pleasing fragrance of the fertilizer of ruptured bellies and voided bowels. Abruptly thunder spoke, and hateful lightning spitefully flickered down, a coruscating blue-white. Meat-beasts were burned and flung down, others panicking and fleeing from the stabbing sharp wood-poles of mounted pursuers. More alien magic spoke, raising beams and glows of intense light, and the tide of combat shifted, regiments maneuvering to the currents of war. Now the wind carried howls and screams and the detonation of colossal spells. One army started to spill away, meat-men fleeing first in handfuls, then in companies and entire regiments. They left behind them a trail of dead as their enemy rushed in pursuit, spearing and slashing them down to lie motionless upon the earth. The elf watched all with a distain mixed with satisfaction. Generous was the gifting of life-fluids and raw meat; next growing-season the grasses and flowers of the meadows would be lush and luxuriant. The bones would drown beneath a verdant sea of green. The choice of a battlefield depends on the nature of the conflict, time restrictions, lines of communication and supply, terrain and weather, whether occurring on land or at sea. Full-scale land battles usually take place on relatively level and open terrain, because if the terrain is unsuitable for one side they will refuse battle, unless unable to withdraw. Flat terrain favors the use of heavy infantry and cavalry, and chariots, whilst wooded and rugged terrain favors light and irregular forces. Throughout history, battles have occurred repeatedly in some locations. River crossings and mountain passes, and the routes leading to them, are all foci of conflict. The Battle of Night and Day (379), the Battle of the Kitchen (438), and the Battle of Heroes (near Bagnot in 1628), were all fought in roughly the same area west of the Dragonspine. The valley of the Solthon leads to the pass through the Dragonspine which gives Dragon Pass its name and is the shortest north-south route. The Grizzly Hills have been the scene of battle since the Storm Age, with the Battle of Grizzly Peak being fought in 1582. Battle Valley in Sartar on the edge of the Telmori Wilds is so named because it is a popular route taken by Praxians raiding into Dragon Pass. Dangerford in Sartar has frequently been a scene of battle. Arkat fought a terrible battle at Isle Dangerous, the best crossing of the Creek, in 441. Later the Ferfal Alliance, a triaty of horse-riding clans from Saird, defeated the Grazelanders at the Battle of the Sun Horses there. In 1458 King Illaro of Tarsh fought and defeated the Alliance at the ford. In more recent times the Cinsina and Dincoli tribes have fought there repeatedly. In 1625 Kallyr Starbrow defeated the Lunar Provincial Army at the ford.

The Battleground Rules of Battle In tribal and clan warfare, where the combatants share the same cultural concept of honor, the battlefield may be formally agreed beforehand by mutual consent. These agreements are brokered by heralds. Even in battles between members of different cultures there is often a need for a legitimate cause for war, with declarations being made. Battles may ensue by mutual consent or be unexpected and opportunistic. Many cultures distinguish between two types of conflict: war by shared rules and war without rules, in which any kind of deceit can be employed, with no hope of truce or respite.

Battlefield Architecture The terrain of the battlefield can be as decisive a factor as the quality of armies and their commanders. The weather and time-of-day can also be factors. Often places and natural features can be of cultural importance, invested with meaning. The topography of the battlefield, and any structures built there provide a static landscape for the mobile armies. The battlefield architecture consists of the elements present, such as local spirits, hills, plains, watercourses, woods and forest, marsh, ruins, holy places, roads, settlements, fortifications, and fortified camps. Even manmade ditches can have an impact. Cavalry is at a disadvantage in forests. Phalanxes and shield-walls can be disrupted by undergrowth and rugged terrain. Sometimes aspects of the magical geography impinge upon the mortal world, with curses and ghosts from earlier conflicts awoken by combat. Some features may be utilized by a commander, others unused. This terrain may be used as cover, to

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THE ARMIES AND ENEMIES OF DRAGON PASS impede or enhance visibility and movement, and to secure a flank.



Field-works An army can also modify the battlefield by erecting field-works, to strengthen their battle-line and to funnel enemy attacks. These may be ditches (the excavated earth can be used to build a raised mound behind the trench), palisades, or simply cut down trees left in place or hauled into position to impede the enemy advance. If the battlefield is strewn with rocks and boulders these may be used to construct rough but sturdy walls.



Camps



 

The location of the camp of an army prior to battle can influence the outcome. The capture of the enemy camp may delay pursuit as the enemy stop to plunder it, or even cause mercenaries to change sides when their loot and families are threatened. Fortified camps strengthened with field-works can be used to anchor one of the flanks, or may hold off an enemy attack or delay their pursuit of a routed foe.

avoid combat. Attack: battle is joined. Melee occurs along the battle-line; efforts may be made to outflank the enemy. Exploitation: breaks in the enemy line are exploited; reinforcements may be sent in to aid the breakthrough. Breakup: one side either attempts to retreat or routs. Troops may rally and attempt to form a defense, and if successful may return to the attack. Pursuit: the defeated are pursued by the victorious army, suffering significant casualties. If able to form an ordered retreat, the vanquished can attempt to delay and ambush the pursuers. Aftermath: the victors are in possession of the battlefield, to loot and plunder the fallen, and to find and bury or burn dead comrades.

This sequence assumes that both sides deploy their forces as directed by their general. Instead, one army may deploy before the other, which may or may not be an advantage, or units may be fed piecemeal into an ongoing and intensifying battle. A battle can also be subdivided into the concurrent stages of:  Missile: troops armed with bows, slings and javelins attack during the Skirmishing and Advance phases until their projectiles are depleted, or when they lose their massed targets as the battle-lines converge. At this point they may continue to be effective on the flanks, or select opportinustic individual targets, but are very vulnerable in close combat.  Magic: arcane warfare can occur at any phase to devastate or disorder the foe and to strengthen and steady troops.  Melee: troops armed with spears, swords and other shock-weapons close for contact, often making a swift Advance to minimize the impact of massed missiles and then Attack.

Weather Hot summers stimulate the amount of dust thrown up by combat, limiting visibility. Mist and rain also limits visibility, which can be used to advantage to hide movement and to aid escape from pursuers. Rain hinders mobility and soaks bowstrings making them less effective or even useless. Weather conditions can be modified by magic, with priests beseeching their deities to provide the conditions best suited to their troops. Solar armies have their highest morale and fight best in sunlight; Storm in overcast and cloudy weather; Lunar when the Red Moon is visible and bright. All are at a disadvantage in Darkness.

Phases of Battle

Some troops, armed with missile- and shockweapons effectively combine the two. The classic example is the soldier armed with a throwing spear and a thrusting spear, whether on foot or mounted.

A formal battle can be divided into distinct stages, though the reality is often less orderly:  Reconnoiter: scouts evaluate the field of battle and the enemy strength. If the enemy are too strong, an outmatched army may attempt to refuse battle.  Skirmishing: light troops skirmish to disorder the enemy battle-line and its deployment, whilst their own army deploys or withdraws behind them. During deployment, magical rituals may be initiated.  Advance: the battle-line advances whilst the skirmishers withdraw through gaps in their ranks. At this point a weaker army may again attempt to

Logistics: Preparation for Battle

On the march, troops usually eat at sunrise, because hungry soldiers are unlikely to be as effective in battle. It is difficult if not impossible for soldiers to eat whilst actively engaged in the field.

Order of Battle When drawn up in a battle-line, cavalry is usually on the flanks with the infantry in the center, perhaps with a reserve held back. The infantry, including missile troops

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THE BATTLEFIELD are usually employed at the outset of the battle to break open hostile infantry formations while the cavalry attempt to defeat its opposing number and then outflank and attack the infantry. Light troops are employed as a skirmisher screen and to protect the flanks of heavy infantry. Highly magical units are often held back to preserve them from harm whilst they perform rituals which, on completion, can have devastating effects upon the enemy. Such magical assaults may precede or supplement the actual fighting. Whilst it might be assumed that a numerically larger army will outflank a smaller, in practice they instead often have a greater depth. A strung-out battleline may be hindered by terrain, and increase the difficulties of communication. There are several basic variations of the battle-line, all modified by terrain and the composition of forces, and all intended to break the enemy battle-line:  Drawn up with a center, two wings and a reserve to the rear. The wings and reserve are intended to prevent the force being outflanked or enveloped. The center itself may, in a large battle, effectively be divided into three parts, with a center and left and right wings.  An oblique battle-line, also called the echelon formation, with the left wing held back, with the right advancing to turn the enemy’s left flank. If both sides successfully employ this strategy the front moves in an anti-clockwise direction. The forward units effectively have one flank covered by those behind them, while able to advance rapidly. More static echelon formations can delay wide flanking attacks by increasing the distance the flanker has to travel. o The right-wing is held back and the left advances instead. o Left-wing and center held back whilst the right attempts to turn the enemy flank; if successful, the left wing is sent forward, reinforced by the reserve to complete the enveloping of the enemy. o Center advances with wings held back, forming a large wedge formation.  Both wings advance, with the center held back. o Both wings advance and the center is screened by light infantry to distract the enemy center.  Hammer and Anvil.

enhances their mundane capabilities. When anticipating major arcane attacks a general may position their troops in open order to minimize the impact of such attacks which are often localized in effect, unless the most powerful magics are deployed. However, dispersed units are at risk from more conventional attacks, and heavy infantry and cavalry are less effective when in open order.

Generalship Generals and their staff officers are concerned with choosing and using the terrain of the battlefield, making use of different terrain, coordinating different troop types and manoeuver. A good general grasps the essentials of terrain, communication, morale, magic, transport and logistics. They are reliant upon their officers implementing their orders. A general will be accompanied by their personal escort, standard-bearer, trumpeters, and various orderlies, including messengers. Below the general, the next officers in seniority command the cavalry, infantry, and the baggage train. Each has their own staff, standard and trumpeters. Before battle, the general assigns the disposition of their forces based on their predictions as to what will happen. As a result, most battles are fought in linear formations as a general is rarely able to react to the unexpected. Once a battle commences, events at the front are almost entirely out of the control of the general. Instead, at most they must determine the disposition of units not yet engaging the enemy, including the reserve if any, delegating authority to their subordinates. Even if they send new orders, they may not be obeyed, either because they are no longer appropriate, or are disregarded by their officers. With limited communications, a general rarely has the opportunity to know when and where to deploy the reserve, if any, until the enemy breaks. Once battle is joined, orders are often improvised at the level of regiment commanders, and especially by their company commanders. The senior general may be embedded in one part of their army, and know little or nothing about what is happening beyond their immediate location. Often the presence of a general will inspire the troops nearby. Even if the general is mobile there is no guarantee they will be in the right place to react to a crisis. Heroes and Rune Lords with allied spirits embodied in birds and other flying creatures may enjoy a better ‘overview’ of events, but even then, their perceptions are often limited.

Potent magic can devastate an enemy battle-line but is relatively rare. Magic employed by individuals, unless the most powerful sorcerers and Heroes, tends to affect only their immediate locale and acts as a shortterm force multiplier, but often has little cumulative effect on an entire battle, as the enemy will have access to similar offensive and defensive magics. Instead, regimental magic embodied within their standards

The Reserve Other than a general’s personal guard, the retention of a reserve of fighters intentionally held back is relatively rare. A general seldom has sufficient overview of events

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THE ARMIES AND ENEMIES OF DRAGON PASS to know when and where to have them engage the enemy, or the means to convey orders to them, and they are often best deployed to extend or deepen the battle-line from the beginning.

cries and combat behind them that their comrades are being attacked at the rear; their formation will often disintegrate. Panic is infectious, and the flight of one unit from the battle-line may infect others. There will be preliminary skirmishing, which can last for hours (or even days) before the main forces engage. The retreat of skirmishers, whether on foot or mounted, is unlikely to spread to the main body of an army, as these troops are expected to fight in a fluid manner, fleeing to and through their own comrades if encountering serious opposition. Order is provided by standards and trumpets and by the commands and behavior of officers and underofficers. Veterans no longer in their prime may steady those ahead of them. If a battle lasts several hours, it may resemble sporadic melees, with portions of armies clashing, and then, with no clear winner, disengaging, until one side or the other breaks. Few can fight without reprieve for more than ten or fifteen minutes; the pressures of close quarter combat and the weight of armor all combine to induce fatigue. There is often little opportunity in a shield-wall or phalanx for a weary but unwounded combatant to retire and another to take their place because of the tight confines of these formations. A battlefield is an intensely unpleasant environment: filled with the noise of war cries, shrieks, screams and the clash of weapons and shields; the scent of blood, spilled entrails, vomit, involuntary urination and defecation; the sight of friends and comrades stabbed, hacked and struck down, of fighters covered in blood and gore, either their own, of their friends, or of the enemy. To this must be added the cacophony and detonations of terrifying battlefield magics. To a degree, training and discipline inure a fighter to this, and the fear of the disapproval of their officers, and especially their fellows. The dead and badly wounded lie where they fall, coating the ground with bodies, trodden into the muck. Of themselves, these become a hindrance to maintaining a close order formation, as footing becomes slippery and uncertain. Close quarter fighting is brutal, intense and exhausting, physically and mentally. During and in the aftermath of battle, even the hardened and experienced may suffer traumatic breakdowns, collectively known as battle or combat shock; some will display madness, risking their lives not in acts of courage but in a disregard for their own lives; when the fighting is done, many may lapse into a torpor lasting hours or days.

Generalship Styles The individual style of commanding generals divides into heroic leaders and battle commanders. Heroic leaders may set out the initial battle plan, but then plunge into combat themselves, often accompanied by their elite bodyguard. Often they seek to lead the decisive charge after determining the pivotal tactical opportunity. Battle commanders instead stay out of combat, directing their forces, and possibly moving from place to place. They seek to create or exploit the shift and flow of battle. The distinction is often more of intent than practice, as a heroic general may find themselves without accessible enemies having routed their immediate foes, and a battle commander may find themselves swept up in combat. There is a tendency for Storm generals to obey the tradition of heroic warfare, and for Solar generals to remain serenely aloof from actual combat. The death of a general, or even the rumor of their demise can have a calamitous effect on the morale of their army.

Nature of Battle An individual fighter has little perception of what is happening beyond their own vicinity. In high summer a battle can kick up great quantities of dust, impairing visibility, and the shouts, screams and discordant din of combat can be disorientating. Cavalry and mounted officers have the benefit of added height, but even then, their awareness of events is limited to their immediate environs. Troops are most aware of their comrades around them, and are sensitive to fluctuations in their ranks and files. Subtle changes in a formation around them can have a psychological effect as a gauge of morale. Those to the fore of a shield-wall or phalanx are acutely intent on combat; their world is confined to the foes before them, their comrades to either side, and perhaps the demeanor of those immediately behind them. The ranks further back only know if they are hearing cries of victory or pain, moving forwards or backwards, or being jostled by those beside them. Being pressed back is often a sign of impending defeat. Each fighter takes these as signals of how the battle is going, modified by their own courage, training, and experience, and these are combined into a group mentality which holds a formation firm or disintegrates it into a routing rabble. Similarly, the ranks to the fore can be alerted to

Casualties On every battlefield, the majority of casualties occur, not when the armies initially clash, but when a

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THE BATTLEFIELD formation breaks and runs. A losing shield-wall or phalanx often suffers at least two or three times more fatalities than the victors. In a large battle, one side may win in one part of the battle-line while other elements are put to rout elsewhere. The final outcome often comes down to the balance and number of units that hold, and those that flee. The winners are then free to pursue the enemy, inflicting heavy casualties upon them.

infantry and heavy cavalry to fight in close order and engage in defensive and offensive combat, and to change their formation. Increasing articulation requires drill, discipline and an organized command structure. Low articulation denotes a capability to fight in a static and mainly defensive formation, able at most to move forward; high articulation permits mobile offensive formations, able to make changes in direction and pace in unison, to withstand and counter attacks on their flanks and rear. The division of a body of soldiers into companies with their own command hierarchy and standard provides small unit cohesion and enhances articulation. The best can change front to resist attacks from any direction. Individual warbands rarely have the equivalent training and experience to coordinate with other warbands in a battle-line. The articulation of a phalanx is improved by placing hypaspists and similar troops on its flanks, who, being equipped more lightly can react and move more quickly. Light infantry and light cavalry have greater tactical mobility, but rarely fight in close order, having little defense if subject to a shock attack. Adopting different formations requires discipline and practice. A line is easier and quicker to form than a more complex disposition such as a wedge, for example. Changing formation in the face of the enemy is particularly challenging, as the foe can take advantage of any disorder as soldiers attempt to find their new place in the ranks.

Asymmetry When two armies clash, they are unlikely to be equal in the composition of their forces. These differences take many forms, and a successful general exploits the asymmetry to their own advantage. For the Lunars, three aspects of their armies often permitted them to defeat their enemies. The first is the varied make-up of their forces. An experienced general can utilize the strengths of their regiments to overcome their individual weaknesses, combining the steady advance of the phalanx, for example, with the striking power of cavalry. The second is the admixture of different components in vexillae to create a single tactical unit replicating the first, albeit in miniature. The most vital, however, is the existence of regiments of magical specialists working in concert. These brought a new dimension to warfare that no other army could match until the creation of the Sartar Magical Union. The formation of this changed the dynamics of war, generating a new tactical environment beyond the experience of Lunar warlords and generals. With their advantage negated to a degree, a new asymmetry became apparent. In their expansion to the south, the Lunar Empire had gained from the inclusion of societies retaining the warrior ethos of their ancestors, something that had declined in the Lunar Heartlands after generations of peace, and preserved only by certain War God cults and their regiments. The martial inclinations of a large proportion of the Lunar population had been actively suppressed for generations – as they had been in the preceding Dara Happan Empire, where the Lodrilli peasants had been oppressed by the Solar nobility for most of Time. When the resurgent southerners, long used to war between clans and tribes, melded their war ethos with a comparable organization and discipline, the Lunar generals discovered an enemy able and willing to exploit their weaknesses. A final aspect is retained in the Lunar arsenal capable of providing them a battlefield advantage, though at terrible cost: Chaos.

Unit Type

Articulation

Militia shield-wall Militia phalanx Professional shield-wall Yelmalion militia Professional phalanx Stonewall phalanx Professional machairaphoroi Humakti/Yanafal Tarnils machairaphoroi Yelmalion phalanx Lancers Carmanian and Western cataphracti

Very poor Poor Good Poor Good Very good Very good Excellent Excellent Good Very good

Infantry In most armies, infantry comprise the largest portion. Their purpose is to engage, fight, and kill the enemy at close range. Infantry include the untrained and poorly armed irregulars who number most of a tribal fyrd and the professional foot soldiers of a clan chief or tribal king’s warband or the ranks of a regiment.

Articulation Articulation is a term relating to the capability of heavy

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THE ARMIES AND ENEMIES OF DRAGON PASS A skirmishing line of archers, javelin-throwers, and slingers may precede the main body but they often retreat through or around it prior to contact between two opposing armies. The Lunar Army has long included light infantry known as peltasts and elite infantry known as hypaspists. Skirmishers will also often protect the vulnerable flanks. Most regiments are divided into tactical units, and these companies are divided into subunits - a body of between seven and sixteen armed men and women. The two formations, shield-wall and phalanx, now represent distinct cultural ideologies. Both require a close formation, but the phalanx requires hierarchy, coordination and discipline, whilst the shield-wall needs only basic training and relies upon the prowess and courage of those in its front ranks. Both formations can be used defensively, but a shield-wall emphasizes protection and staying power over offensive capability. A well-drilled phalanx augments this with a considerable mobile offensive ability. Two shield-walls will form when each side is virtually in contact – the final formation is to all intents and purposes static – and then press forward. In contrast, a phalanx will march with an increasing pace in formation into contact with its enemy. Whilst not entirely accurate, each formation captures the nature of its Solar or Storm roots. The warfare of Peloria is founded in regimented hosts, a pyramid of command and status, and a level of uniformity, not individual initiative, whilst Orlanthi warfare with its champions and Heroes promotes individuality. ‘Swarm’ warfare is a less structured open melee, with its roots in heroic combat. Such battles are a form of skirmishing and typical of warband conflict. The opposing forces are divided between a mass of fighters forming a dense battleline, usually surrounding their leaders, with a minority of

Logistics: Infantry

An average fighter requires a regular grain ration (or equivalent) of at least 0.84 kg with meat, cheese, vegetables, olive oil, sour wine and salt resulting in a total daily ration probably weighing at least 1.0 to 1.39 kg. Grain products (including rice from the Pelorian basin) are easier to carry and once dried can be stored almost indefinitely, unlike fresh meat, fish, fruit and vegetables. However, flour (including cornmeal) is liable to spoilage which is why handmills are carried to grind cereals to make flour for bread-making. Fish and meat can be preserved by salting, drying or smoking. Troops also require about 1.9 liters of water a day, modified by climate. Typically, each file requires one or two pack-animals to carry their tent, handmills, pots, and tools. One method of easing logistical problems is to have fighters carry packs with provisions on their shoulders to avoid using too many pack-animals. However, this limits their rate of march, increases fatigue and raises their reaction time to a threat. Where troops carry heavy loads, it is common for some to be unencumbered by packs to ensure they at least are able to fight with little warning. Dwarves are reliant upon tinned provisions and are not competent at foraging for supplies. In contrast, trolls can eat almost anything, including captives and redundant trollkin.

Infantry Formations Warfare may be divided into ‘swarm’ and ‘mass’. The two main ‘mass’ infantry formations are the Shield-wall and the Phalanx. Both involve brutal closequarter combat.

Shield-wall and Phalanx

These terms are used to distinguish between the two formations characteristic of Storm and Solar cultures (though in the First Age the human infantry of the Second Council fought as phalanxes of spearmen). However, when the hoplites lock shields, a spear-phalanx technically is a shield-wall combined with a hedge of spears. A shieldwall presenting a hedge of spears technically is a phalanx, though usually it lacks the requisite depth. Certain Pelorian regiments, armed with spear and sword, also fight in a shield-wall even though not Orlanthi, as do many of the infantry of the Provincial Kingdoms.

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THE BATTLEFIELD fighters between the two lines engaged in fluid and fluctuating combat.

come to actual fighting, weighing the risk to their warrior, to ensure they are close enough to provide them a fast get-away, but not so close as to place the prized vehicle and its team in jeopardy. Chariots do not fight in mass formations, because each is the property and status symbol of a champion or leader, who leads their own retinue. Similarly, a mounted warrior may ride towards combat, but dismount before entering the fray, leaving their riding animal with a mounted companion or attendant. Neither chariots nor riding animals are ridden into the melee under normal circumstances, because a single chariot or rider can be swarmed by a mass of lower status fighters, their advantages of height and mobility lost as they are surrounded and mobbed. Their valuable animals might be hamstrung and stabbed in the belly. Warriors fighting in an open melee style are at a disadvantage when facing a shield-wall or the steady advance of a phalanx, and are even more vulnerable to cavalry formations. The exception is when fighting in terrain that hinders the enemy, such as marsh, steeply sloping hillsides, or scattered brush and trees. Under these circumstances, a shield-wall becomes reliant upon its lighter armed fighters, and a phalanx upon its peltasts and psiloi.

Open Melee This ancient form of warfare is still found throughout the ‘Barbarian Belt’ and beyond. It is retained by the Orlanthi as the Warriors’ Battle, and by clans and tribes who fight as skirmishers. This is very much battle not only for victory but also for the sake of reputation and the display of individual prowess and courage. Before battle, the fighters gather around their leaders, often in distinct warbands, and then move at their own pace towards the battlefield, sometimes scattering and losing cohesion. Approaching the enemy, they spread out into a loose battle-line, with the majority hanging back whilst others go out in front, coming within range of the enemy. The two sides exchange insults, threats and challenges, shooting arrows and sling stones, throwing javelins or rocks, with some dashing forward to attack at close quarters to stab with spears, or attack with swords and axes. Warriors may try to choose their opponents in this hit-and-run fracas, and move around as they will. Fighting is conducted by individuals, small groups or entire warbands. The origin of the retinue of a weaponthane may lie in this form of warfare. There is no clear distinction between the skirmishers and those behind them, as combatants come forward to fight, or retire to the safety of their own ranks to rest, bind wounds, or because they have had enough. Warleaders extort their followers to fight and will go forward to fight themselves, usually picking an enemy as well equipped as themselves. Fighting occurs at close and long range at the same time, spread along the line. The formation, such as it is, expands and contracts, as the clashes intensify or decrease. Should a fighter at the front be injured or killed, a scrum may occur as their friends attempt to drag them to safety and the enemy seeks to seize and plunder the corpse. The fighting surges around attempts to rescue a comrade or to capture the panoply of a leader or champion, becoming a hand-to-hand melee, often transforming into a struggle between two localized and temporary shield-walls. One may break, leading to a pursuit until those put to flight rally or reach their own back line, and the attackers either retreat or initiate another sequence of close combat. Orlanthi chariots are sometimes employed in the open melee of the Warriors’ Battle, with a champion or warleader riding up to debouch where they want to join the fight, rarely risking their vehicle at the very front. They return to their chariot with plunder, when wounded, to move to another part of the battlefield, or to participate in a pursuit or to flee in a rout. The charioteer must carefully gauge how close to

Shield-wall A Shield-wall is a “wall of shields,” a formation of locked shields and projecting spears and other weapons, formed by fighters standing shoulder to shoulder, holding their shields so that they abut or overlap. Each benefit from the protection of their neighbors’ shields as well as their own. It emphasizes protection and endurance over offense and individual skill. This suits inexperienced militias as it does not require extraordinary skill, being essentially a shoving and fencing match with weapons. Almost all tribal militias and fyrds use the shield-wall tactic, an exception being the militias of the Sun Dome. Tower shields are better suited to a defensive shield-wall than round shields, but being more versatile, the latter are more commonly carried. The initial advance is made in column, or groups of columns, which can quickly deploy into a shield-wall. In battle, once formed, a shield-wall slowly and steadily paces forward towards the enemy, often to the rhythm of a war chant. A classic shield-wall is relatively loose approaching the enemy, but the shields of the front rank are then interlocked and braced by forearm and shoulder to press or receive the initial impact. The formation is not complicated to learn but the major issue is the discipline to maintain it. In the heat of battle a shield-wall can lose cohesion because people panic and run rather than face the enemy onslaught, or the formation falls apart while pressing forward because its members do not ‘hold a line.’ It may also not survive contact with the enemy as fighters stab and hack with

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THE ARMIES AND ENEMIES OF DRAGON PASS their weapons and shove and parry with their shields. It can dissolve into a sprawling loose open melee. The close order shield-wall restricts the fighting space of the ranks closest to the enemy. It is almost impossible to back-swing an axe or sword without striking the ranks behind, meaning that the force of blows is reduced. Similarly, there is little room to swing these weapons from side-to-side. Thrusting weapons such as spears, short swords and long daggers are more effective. A looser shield-wall with shields not braced together offers more fighting space but with a reduction in defensive capability. This is often only an option if the wall is composed of professional warriors. Even a tight shield-wall will sometimes loosen as fighters unconsciously spread out to use their weapons. When forming the shield-wall, the leader has to chose between the two, with a loose formation better suited to an aggressive attack with less chance of being flanked by the enemy wall, but with the risk that inexperienced fighters might instinctively ‘bunch up’ or give way before a close order formation. Although primarily a defensive formation, a winning shield-wall either presses slowly forward or can open out again to advance more quickly. Spears are used to stab and shields used to strike opponents and throw them back. Fighting continues until one, or less usually, both sides break and flee or halt out of mutual

exhaustion. Training a fyrd to fight in a shield-wall is a question of basic drill and then hoping the fighters remember it and have the courage to stand in it. The first three ranks of the main wall of a tribal militia are often made up of weaponthanes and housecarls and their retinues, carrying heavier weapons and armor. These ranks are those having an ability to strike at the enemy; long-hafted axes in the second rank and spears in the second and third ranks might attack through the confined gaps between the fighters in the front rank. The majority of most fyrds are armed with spears, used against the unprotected legs or faces of their opponents. The warriors use their weapons to support each other by stabbing and slashing to the left or the right, with shorter weapons used in the tight quarters of the wall. Limited use of archery and thrown missile weapons occur in the opening stages of shield-wall battles, but are rarely decisive to the outcome. When battle is joined, archers and javelineers continue launching missiles over the heads of the front ranks and from the flanks. Relatively lightly trained fighters gain morale from being shoulder-to-shoulder with their comrades but if such a line is compromised it is often difficult to reestablish a defensive rank, resulting in panic and the break-up of the formation. Often the least well-armed and armored, and most timid fighters are to be found in the rear ranks of a tribal or clan shield-wall. If the rear is attacked these fighters are rarely successful at turning and forming a shield-wall to face the new threat. If a shield-wall is flanked and cannot form a shield-fort it will dissolve into a rout. A tribal shield-wall battle array typically is split into a vanguard, center, and wings, with the warriors fighting in close formation under their own clan warleaders.

Shield-wall Articulation A clan or tribal shield-wall typically only has low articulation because most fighters are not professional. Those formed by soldiers and professional warriors are slightly more capable of mobile offensive action. Even a boar’s head formation has limited offensive articulation; if it fails to breach the enemy formation it is liable to retreat in disorder.

Advance versus Retreat

In both a shield-wall and a phalanx, stationary or forward momentum is essential for success and survival. It is harder for a fighter to keep their footing if they are pushed or stepping back; they may stumble, stagger and fall, weakening the formation, and may be

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THE BATTLEFIELD low and used as thrusting weapons. A Boar’s Head is vulnerable to being flanked, and any rigid disposition is liable to disappear after initial contact is made. Westerners associate this formation with the Law Rune, capable of disrupting the enemy battle-line with its embodiment of logic, strength, and order.

trampled underfoot by their friends or the enemy. A fighter on the ground is a hazard to others, who may trip and fall over them, leading to a cascade of collapse, as their comrades tumble over them. Once a formation starts being pushed backwards it is almost inevitable that it will fail, unless it can regain the impetus to push back.

Shield-wall Formations

Inverted Wedge

A shield-wall is usually a linear formation, in line or column, depending on its depth. There are other forms a shield-wall can adopt. Sword-wall is the name used here for the specialized Humakti variant.

The inverted wedge is an inverted triangle formation used to encircle an enemy. The wings envelop the enemy from the flanks.

Shield-fort Battle Column

Whilst proof against missiles (though not magic), this formation is almost immobile, and often employed only at the start of a battle to shelter from enemy missiles before becoming a more conventional shield-wall, or at the end as the final redoubt of a last stand. When a shield-wall is outflanked by a more numerous enemy, the ends of the wall are curled back in an attempt to prevent the rear being attacked. In dangerous situations, the shield-wall becomes an enclosed irregular circle or square. In the most extreme version of a shield-fort, it consists of a set of tightly overlapping shields. The front rank kneels and overlap their shields on the ground; the next rank stands with the bosses of their shields resting on those of the first rank; the third rank hold their shields as a roof. This creates a literal wall of shields, the lowest level protecting the legs of the warriors in the formation; the next level shields the torso and head. Spears may project from the formation, but it is very difficult for those inside to use any other weapons. This formation requires greater training and discipline than an ordinary shield-wall.

Fighters approach a battlefield in a column, so that they can rapidly deploy into another formation. In a tribal army, each clan marches in its own column, with regular intervals between them. As the columns stride forward, with the best warriors mostly arrayed in the front ranks, the wide gaps give space for skirmishers to dash forward, to taunt and harass the enemy. When the columns reach the desired place, they fan out to form a united battle-line with no breaks between the clans. The right of the battle-line is viewed as honorable as the center of the formation. Royal armies may follow the same deployment with a column for each tribe. Marching into battle, the parallel columns are embodiments of the Harmony Rune, representing their shared purpose and unity.

Battle Hedge A shield-wall characterized by a mass of protruding spears; a proto-phalanx.

Boar’s Head A variant of the shield-wall, this is an assault wedge formation with interlocked shields, the apex pointing towards the enemy’s formation. It is intended to concentrate a shock attack utilizing its momentum to force an opposing line to split with the aim of breaking through it. The front ranks are filled with the best and most heavily armored warriors with the champion or warleader at the point of the wedge, the most dangerous position. As more fighters reinforce the wedge from behind, the enemy line is split. As breaking the enemy’s formation is the key to winning a battle, the wedge formation is vitally important. This wedge allows small groups to be thrust well into the enemy formation and, when it expands, the enemy troops are pushed into a smaller space, making hand-to-hand fighting difficult. Short stabbing swords and long daggers are then particularly effective, held

Sword-wall The highlytrained soldiers of a Humakti Battalion and equivalent troops may fight on foot in a variant of a shieldwall, ranked into three

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THE ARMIES AND ENEMIES OF DRAGON PASS or four lines, sometimes divided by experience, with the younger soldiers at the front and the older soldiers near the back. This formation is capable of disrupting and penetrating a shield-wall or phalanx but requires relentless discipline and skill. Other troops may fight in this style but are rarely as effective. This formation operates in either open or closed order. Open order permits skirmishers to retire through the ranks after which the next rank each march to the left and then forward to present a solid line, creating a solid line of shields. In closed order the shields are locked together. Unlike a fyrd shield-wall, this formation forces an advance, using a combination of short thrusts with the sword and blows with the shield.

thrust. The spears are intended to penetrate shields to make them difficult to use and cause serious injury to the enemy, making them vulnerable. This attack weakens the enemy line of a shield-wall or phalanx, making it easier to close with an array of stabbing swords. Even so, these tactics are only successful if the opposing shield-wall or phalanx becomes disordered. A frontal attack is supported by attacks on one or both flanks, making use of the flexibility and versatility of these highly trained and disciplined swordsmen. The small-scale tactics and initiative of Hundred-Thanes and Centurions are often decisive. Being confronted by the massed ranks of those sworn to the service of Death also has an impact on enemy morale. Their combination of throwing spear and a thrusting sword fuses missile and shock tactics into one, an achievement unequalled by any others. This contributes to their deadly combat effectiveness. The discipline of the Humakti is legendary. The ranks are retained approaching the enemy line so that the unit hits them as one, not as a jumble of individual brawls. The fighters thrust and stab around their shields. Each fighter uses his shield to protect themselves and their comrade to their left. In the push and shove of battle they stab obliquely to the right at the exposed thigh, groin or lower abdomen or thrust upwards at the throat or face of an enemy. Over time, the first and second ranks switch ranks (a combatant can only be effective on the front line for fifteen minutes before fatigue becomes a literal killer) at a signal. Tired fighters move back to the rear and are replaced. This continual rotation and funneling of combat power continues until the enemy weakens, and the line is then often replaced by a wedge pushing forward in a triangular formation. Humakti Battalions forming heavy cavalry regiments fight in a mounted variation of the tactic, throwing javelins, and when the enemy are disorganized, charging into their disrupted ranks.

Machairaphoroi The main weapon of Humakti Battalions and the Steel Sword Legion is the sword. Against a shield-wall or phalanx their offensive capability is augmented by using heavy javelins or throwing spears to disrupt the enemy lines. The standard tactic is for the first and second ranks to throw one or more spears at the enemy at close range as they charge to engage with the sword. This momentum adds to the force of the throw, but means that swords must be drawn on the run. Alternatively, in a standing throw, the attack with spear and sword is enhanced by changes in stance. The fighter begins with their shield and left leg advanced, right leg back bearing their weight, with the javelin held back in the right hand, counterbalanced by the shield; as the javelin is thrown the fighter steps forward, transferring their weight to their left leg, lowering their shield; with right leg advanced, the sword is drawn before any enemy can engage. This places the fighter in the classic swordsman’s stance with right leg forward, providing maximum reach for a

Components of a Shield-wall The shield-wall is used by numerous tribes in the ‘Barbarian Belt’ and around Dragon Pass, but the preferred weapons vary. Several waves of colonists settled in Dragon Pass between 1300 and the arrival of Sartar circa 1480. Although nearly all were Orlanthi, each group of settlers maintained their own distinct traditions distinguishing them from other settlers. Where the spear and javelin are the favored weapons, the fighter will carry a thrusting spear and a throwing spear. If the majority of the front rank are armed with thrusting spears, a shield-wall becomes a battle hedge.

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THE BATTLEFIELD could be overcome by a smaller band of elite troops. Chieftains chose their companions to fulfil this martial role among the community instead of the priests. Weaponthanes fight at the front in the center of the shield-wall line. A weaponthane of any importance will have an entourage emulating the Four Storms who defended Orlanth in his battles. Most weaponthanes have at least four followers: the Swordthane who fights on their right; the Shieldthane who fights on their left; a Spearthane behind; and a Backboy (a youth learning to become a warrior) keeping watch over the horses, running errands and not intentionally exposed to the enemy. The three senior followers may each have an entourage as well, though not so well-equipped. A typical clan has around ten to twenty weaponthanes. An ordinary weaponthane is at least as well-equipped and as experienced as a regular Lunar Centurion. Mercenary weaponthanes expect to be provided with a horse, and gifts of rings and silver from the clan chief. A Rune Lord of Humakt - a Sword of Humakt, the culmination for the combat-oriented cult - may serve as a weaponthane.

Champion The leading weaponthane, a warrior of great renown. They spend their time training, teaching and fighting for the community. Such prominent warriors are expected to use named weapons which are famed of themselves for magical powers or celebrated deeds. Many clans own weapons of ancient provenance and lineage, which are lent to the clan’s best warrior. The loss or damage of such a treasure is a matter of great shame and dire consequences. The armor of a champion may be as famous, of the highest quality and richest ornamentation, proclaiming the wearer’s prestige and prowess. Champions often ride to battle on a mount or in a chariot, but most fight afoot. They will hurl insults and spears towards the enemy. If none come forth to fight them, then they may perform a war dance to intimidate the enemy.

Warband Leader Often the champion, or else a senior weaponthane – who may think more about winning the battle than their personal glory.

Horsethane

Thane

Specialist weaponthanes who fight as cavalry. Many still worship Elmal. Horsethanes often own at least one additional mount. Orlanthi sometimes employ the tactic of warriors clinging to the saddles of the cavalry to take them to battle. The second warrior joins a horseman only for a short distance before dismounting to fight on foot. When fighting mounted, a horsethane charges his enemy, hurls a javelin and wheels away from their line, hoping to break it. Should it hold or break they dismount to press the fight.

The nobles of a clan, who have leadership roles and include the heads of households, priests, and members of the clan council. Thanes in the service of a chief or king are known as housecarls. Whilst most are not fulltime fighters, thanes have good armor and weapons, and are wealthy enough to have a riding animal. Traditionally, thanes would be signified by two red feathers mounted on their helmets, but the Lunar use of the color means that frequently other hues or horns are used instead.

Weaponthane The elite warrior class of the Heortlings, one of the Eighteen Occupations. They are the full-time warriors of a clan, embodying honor and glory as they are the first to risk their lives in defending the clan. They are responsible for training and leading the fyrd, patrolling the clan territory, fighting in the fore of a shield-wall, and advising the chief or king on military matters. Weaponthanes have the status of thanes and so are among the nobles of a clan or tribe. They are well trained and often richly equipped, with metal armor and weapons. They are wealthy enough to have a horse for mobility and to use in combat, and good swords and armor. They spend time training to fight from horseback or in the shield-wall. A weaponthane will be equipped with all the favored weapons of their clan. This martial aristocracy evolved from the priesthood in the Second Age. During this time, it was discovered that an armed militia of farmers and herders

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THE ARMIES AND ENEMIES OF DRAGON PASS Housecarl

Phalanx

‘Hall men’, these are the household retainers in personal service of a clan chief, tribal king or a wealthy thane. Many are drawn from the clan thanes, but others are mercenaries. They act as bodyguards and professional warriors and make their living by fighting. They fight in the center and front ranks of the shieldwall, protecting their lord, and as skilled skirmishers. Some can ride to get to a battle or act as messengers, but rarely fight from horseback. The oaths between a housecarl and their lord place obligations and responsibilities upon both; the former pledges to fight for his lord; the latter pledges to support and aid his companions. Housecarls are equipped and financially supported by their lord and will be proficient with all the favored weapons of their clan. They are as well-equipped as a Lunar soldier. A successful and wealthy housecarl is indistinguishable from a weaponthane in armor and weapons, and may aspire to that status. However, many are mercenaries, serving a lord of another clan or tribe. Humakti Sword-brothers or sisters may hire out as housecarls.

A Phalanx is a mass formation, usually composed entirely of heavy infantry armed with spears or pikes, which rolls forward to engage in shock combat. A phalanx consists of files of spearmen. These formations are calibrated by the depth of their cumulative shields, not by the number of spears in the formation. The phalanx advances at a walking pace in open order, permitting skirmishers to retreat through its files before battle is joined. When approaching the enemy, the files adopt close order, usually implemented by files at the rear stepping sideways and then moving forward to fill the gaps. The front rank shields of a hoplite phalanx are held in parallel together, and the first few ranks of soldiers project their spears out over the first rank of shields. The phalanx presents a shield-wall and a mass of spear points to the enemy, making frontal assaults against it very difficult. It also allows a higher proportion of the soldiers to be actively engaged in combat at a given time (rather than just those in the front rank). The flanks of a phalanx are vulnerable, and usually protected by light infantry and cavalry. If attacked on the right flank, the flanked file must attempt to turn to face the threat, halting any forward movement; unless carefully coordinated, this can place

Fyrdman Most of the fighters available to a tribe or clan are fyrdmen, who will be accomplished skirmishers in their own territory but lack good swords or armor. This means that in any open engagement, an Orlanthi fyrd is rarely capable of standing shield to shield with Lunar hoplites. The fyrdman (or woman) is a member of the militia, a carl or cottar called to arms in support of the clan or tribal king. The wealthiest may ride a pony to battle but are rarely sufficiently trained to fight from horseback, dismounting to fight in the shield-wall. Most will have leather, quilted or padded armor, with a few owning metal armor which is a family heirloom. Typically, a fyrdman will be equipped with the cheaper weapons favored by their clan. Herders and hunters will be skilled with the bow or sling, but few will own a blade larger than a dagger. Most fight in the shield-wall but the youngest and poorest fight as skirmishers.

Secondary and Substitute Weapons

The weapons of heavy infantry are often unwieldy for many actions, such as forced marches, climbing scaling ladders, fighting aboard ship, or operating in difficult terrain. In many circumstances, troops leave their primary weapon with the baggage train and resort to using their secondary weapon, or take up a substitute weapon, such as replacing a long spear or pike with a shorter spear or a javelin.

Stonewall Phalanx century in:

A: Open order – used for battlefield maneuver, with wide

spacing between files to permit skirmishers and missile troops to pass through. The file-leaders in the middle ranks lead their file forward along the gaps for: B: Close order – used for combat, ten ranks deep, with parallel hoplite shields. Up to three rows of spearheads point forward of the formation.

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THE BATTLEFIELD the entire phalanx in disarray. Fighting in the ranks of a miltia phalanx, which more closely resembles a battle hedge than a professional phalanx, requires courage, excellent physical condition and endurance, but little specialized training or skill other than the basic drill. Professionl hoplite warfare requires each soldier to know their place in the rank and file. A phalangite using a pike requires even more training and drill. The spearheads are small and narrow as a broad head would dissipate the penetrative power over a wider area. This allows the spearheads to thrust through armor and shields. The front ranks of a spear phalanx adopt an oblique posture with the left foot forward, holding their shields facing the enemy (a pike requires a different stance); the rear ranks may raise their shields upwards at increasing angles as a defense against missiles. The array of upright spears provides additional protection from flying attackers. The tactical subunit of a phalanx is the file, troops drawn up in line ahead, one behind the other in a column. The number of files is the measure of the width of a formation of troops in several ranks one behind the other. Phalanxes deploy in ranks of seven to twelve deep to give the widest frontage. Those using longer spears can be drawn up in sixteen ranks. In certain circumstances, this can be doubled to thirty-two ranks. Battles between two phalanxes or between a phalanx and shield-wall typically occur on open, flat ground where it is easier to advance and stay in formation. Rough terrain or hilly regions make it difficult to maintain a steady line and defeats the purpose of employing the use of a phalanx. Gaps in the line can be enlarged as a phalanx moves over uneven ground. The spear phalanx usually advances at a walking pace, picking up speed to double-time to a fast trot during the last several meters. One of the main reasons for this slow approach is to maintain formation. If the phalanx loses its shape as it approaches the enemy, it is loses its effectiveness. Phalanxes tend to drift obliquely to the right as they advance due to the tendency of each soldier to shelter behind the shield of their comrade to their right. The whole phalanx demonstrates the same tendency during a charge, and the usual result when two phalanxes fight is for each right wing to outflank and defeat the hostile left, with the outcome being decided by the relative position and condition of the right wing. The final pace gains momentum against the enemy in the initial clash. Sometimes, the opposing sides collide, possibly shattering some of the spears and killing some of the front rank due to the bone breaking impact, but a more disciplined or reticent hoplite phalanx closes into spear range to form a battle-line with overlapping shields.

The battle then relies on the valor of the men in the front lines; whilst the ranks immediately behind them might maintain forward pressure with their shields, in practice this risks crushing their comrades in the front ranks and reducing their ability to fight effectively. When in combat, the whole front of the formation presses forward trying to break the enemy formation in a fierce and brutal spearing match with repeated and rapid spear thrusts, slamming their shields foward. As those in the front rank fall wounded or killed, the next in their file pushes forward to take their place. Maintaining a solid front rank is essential; any openings will be exploited by the enemy to penetrate the body of the phalanx. Phalanxes using spears rely upon a ‘stabbing of spears and shoving of shields’ when contact is made, with the first two ranks thrusting and stabbing with their spears, the front rank also butting and ramming with their shields; those using pikes instead meet the enemy in a ‘push of pikes’. The longer reach of the pikes allows four or five ranks to engage the enemy at a distance, with subsequent ranks raising their pikes over the heads of the ranks ahead of them partially sheltering them from in-coming missiles. There may be an ebb and flow as the two sides recoil apart and then collide again. In the press of combat, if the front ranks of a Solar hoplite phalanx start to waver, those behind them may apply pressure by leaning forwards with their shields upon the back of the rank ahead of them, with only the last able to actively push. This capability is reliant upon the concave shape of their shields, which provides a space for the torso and abdomen, permitting them to breathe. Phalangite shields cannot be used in this way. Lunar hoplites equipped with solid tower shields can individually push and

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THE ARMIES AND ENEMIES OF DRAGON PASS shove with their shields. If this ‘push of shields’ fails to halt the enemy onslaught and starts to be pushed back, the phalanx is in imminent danger. Once large formations of soldiers began to stumble backward, because morale is faltering, and either their own front ranks or the enemy are pushing them backwards, they risk losing cohesion. Most casualties occur when a phalanx routs. This can happen prior to contact when one side panics or when their line is breached. Spears often snap in combat so soldiers carry secondary weapons such as short swords and long daggers (in the press of a shieldwall or phalanx there is rarely room to swing a larger sword). When the enemy formation is shattered and routed, the winners pursue, cutting down the fleeing enemy from behind. It is during this later phase of the

fighting that the most number of casualties are inflicted and sustained. During the rout wounds upon the back are deemed dishonorable – they are signs that the victim has turned and run in battle. A weakness of a phalanx is the difficulty in disengaging or redeploying to face a threat from another direction. A well-trained phalanx formation can change the direction it is facing, but failure can be catastrophic as spears collide and the formation becomes disordered. Some phalanxes defend against cavalry by setting their spears, bracing them to stand and wait for the impact of the charge. This requires training and courage because the cowardice of one soldier can open a breach in the spear wall. Only the Stonewall Phalanxes, the Sun Dome Templars and the Agimori of Prax have the training and tradition to stand their ground against heavy cavalry, and if that cavalry are rhino or bison it can be very heavy indeed. A massed charge by the Rhinoceros Tribe has a very high chance of breaking a phalanx, though at considerable cost to themselves. A phalanx has two primary battle orders: open and closed. When in open order formation, each soldier of the phalanx occupies two meters of frontage; in close order formation, a meter or less. While the Lunar Empire is founded on the fighting skill of its hoplites armed with the spear and shield, it is the Sun Dome Templars who remain the experts in its use, being almost the only spearmen capable of using the extra-long pike. To use the shield with the sarissa, the shield is fastened onto the left arm of the spear user and hung from their shoulder with a strap. This strap, and having to hold the spear with both hands, means that the pikeman cannot manipulate the shield. It sits in one place, and can A Stonewall regiment used to illustrate phalanx formations. The formations are drawn as only be moved with the movement though facing an enemy before them (towards the bottom of the page). of the whole body. Most of these formations require considerable discipline and drill to perform. Only the Due to the length of their Stonewall and most Yelmalion mercenary regiments have the necessary training. sarissae, an intact Yelmalion phalanx can easily keep its enemies at bay, A: a single Century in Close order. H: Inverted Wedge formation. with its spearheads pressing against B: a single Century in Open order. I: Double Wedge formation. the shields and armor of the enemy, C: Standard Line formation. J: Inverted Double Wedge formation. pushing them back and breaking D: Double Depth Line formation. K: Square formation. their frontal assault. Like any E: Oblique – flank refused. L. Circle formation. phalanx, their formation is F: Half-Moon crescent formation. M. Sunstand formation. vulnerable on the flanks and at the G: Wedge formation. rear.

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THE BATTLEFIELD The Sun Dome Templars also engage in a game derived from the phalanx: Shield Push.

Protecting the Flanks The flanks of a phalanx are very vulnerable and so they are preferably protected by other units. In ancient times, the ten Stonewall phalanxes when deployed together so dominated the battlefield that they required little support; later they were flanked by Line Regiments. More recently, they have been supported by Lunar peltasts, hypaspists and cavalry. The Yelmalio Sun Dome temples each have different traditions regarding the protection of the flanks of their phalangite pike phalanxes.

Phalanx Articulation A basic phalanx is only slightly more capable of offensive mobility than a shield-wall. Dara Happan Stonewall and Yelmalion phalanxes are more flexible, able to adopt more offensive formations than a basic battle array. The articulation of a battle-line of multiple phalanxes is enhanced if lighter armed troops are interspersed to serve as joints between the blocks of hoplites or phalangites. These provide flexibility to ensure that no gaps open up between the phalanxes.

File Depth The depth of a phalanx – the number of ranks – varies. Depth gives the phalanx stamina in melee, as all ranks are affected by prolonged combat. The deeper the phalanx, the more hoplites there are to take the place of casualties at the front. The rear ranks of a hoplite phalanx do not all initially push upon the ranks in front; this would crush their comrades at the head of the file, and severely restrict their fighting space. Spears and pikes are liable to break or become lodged in enemy shields or bodies; the depth of a phalanx provides an opportunity for the front ranks obtaining new weapons passed forwards from behind. The default depth for close order is a single file, but this can be doubled up or made even deeper, if the battlefield terrain restricts the width of the phalanx or there is a tactical need to limit the width of the frontage. The deeper the phalanx, the greater weight it has. However, in an actual ‘push of shields’ the shoving power of more than a file seven or eight adds little extra weight. Conversely, the depth can be reduced to increase the frontage, to reduce the chance of being flanked and to avoid encirclement, to out flank and encircle the enemy, or to deceive the enemy. However, a shallow formation reduces the combat effectiveness of the phalanx and its ability to withstand losses. To be effective a phalanx requires at least four ranks. Very deep formations are also useful when a high proportion are new or unreliable soldiers, when pressure from the rear forces the front ranks to advance.

Flank Support

Aggar Goldedge Foot Golden Shields

Peltasts Psiloi (archers) Chariot & horse archers, psiloi (archers), Saird Bowmen Chariot & horse archers, bison riders

Kareiston’s Temple Linstingland Little Cafol Mo Baustra Peralam Serene Victory Vanntar

Peltasts, psiloi (archers) Peltasts Peltasts, psiloi (archers), Praxian auxiliaries, Unicorn Riders Psiloi (archers) Horse archers, bison riders Psiloi (archers)

Phalanx Formations A phalanx is often considered a rigid and inflexible formation. However, a drilled phalanx, divided into companies, is capable of adapting to conditions in deployment and being flexible in battle. A variety of formations are widely implemented.

Circle A defensive immobile formation, with spears sticking out in all directions. Baggage and non-combatants are placed in the center. This is also known as the Sky formation.

Half-Moon The Half-Moon or Crescent is a phalanx formation taken in the face of an approaching attack by an infantry or cavalry wedge or rhombus. The wings are extended forward and the center hollowed. This permits the phalanx to surround the attackers, meaning that combat is not restricted to the point of contact between its line and the wedge. If the enemy succeed in breaking through the center, the wings can converge on their flanks, trapping them.

Phalanx Regiment Size (numbers approximate) Dara Happan, Lunar Pelandan Sun Dome Templars

Yelmalion Regiments

1,000 500 1,024

Square There are two types of the defensive Square formation.

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THE ARMIES AND ENEMIES OF DRAGON PASS Both are sometimes called Earth formations. The first is implemented with a regiment marching with the front and rear as a phalanx and the sides in column. Baggage and non-combatants are placed in the center. The second is a battlefield formation with all four sides acting as a phalanx with spears pointing outwards. Skirmishers are often deployed within the ranks at the corners, as these are the weak-spots of the formation. This disposition is immobile unless the sides turn to become columns, at which point the they become vulnerable to attack, and the rear ranks turn full about to face forward. Some troops train to march slowly backwards, but can rapidly become disordered due to terrain.

through it. The inverted wedge is used to encircle and envelop an enemy. The double-wedge formations (sometimes called the Water formations) are similarly intended to disrupt an enemy line.

Components of a Phalanx The Lunar Army and the Sun Dome Temples often augment a phalanx with a variety of troop types who fight in or beside the phalanx.

Hoplites Hoplites are the most common type of heavily armored infantrymen. They are primarily armed with spears and shields and usually fight in the close order phalanx formation. Most are professional heavy infantryman serving in a regiment. Discipline is the basis of a hoplite regiment’s success, and soldiers are relentlessly and constantly trained and drilled with weapons. Infractions are heavily punished but distinguished service is rewarded with honors, rewards and promotions. Bronze cuirasses and linothorax are the most popular type armor worn by hoplites; the latter is costeffective and provides decent protection. Most wear a bronze helmet with cheek plates, as well as greaves and other armor, with the heaviest adopting closed helmets. Solar and most Lunar hoplite regiments carry a large concave shield made from wood and covered in thin bronze, with a handle at the edge of the shield, and a leather or bronze fastening for the forearm. Other Lunar hoplites carry a tower shield. Their main offensive weapon is a long spear held with the right hand, usually in an underhand grip or upright when approaching the enemy or in the ranks behind the first, but in an overhand overhead position in the front rank when ready to strike. This prevents the spear’s sauroter striking the rank behind. Most hoplites carry a sword or long dagger as a secondary weapon, in case the spear breaks, or to use in the press of battle.

Sunstand The spearmen are drawn up in an extremely close formation, intended to present a cavalry charge with a perimeter horses and most other mounts will refuse to breach. In the Dara Happan tradition, the command Century is placed in the center. This is a purely defensive formation, with spear points bristling out in all directions. This allows for a reasonably effective defense even if parts of an army have been divided in battle but requires a high level of discipline. Such a formation is capable of holding off cataphracti heavy cavalry, but is defenseless against a stand-off attack by archers and slingers. The array of spears provides limited protection, but when the formation is adopted to defend against horse archers, its lack of mobility can prove disastrous.

Hippobatas Mounted hoplites who dismount to fight.

Promachoi

Wedge

The ‘champions’ of the phalanx. In Sairdite tradition these are the file-leaders, arrayed in the first rank, but in lower Peloria and Pelanda, placed on the ring wing to protect the shieldless flank.

Like the shield-wall Boar’s Head, a phalanx wedge is intended to force an opposing line to split with the aim of breaking

Lock shields!

In a shield-wall or hoplite phalanx, interlocked shields are a way to maintain and hold the battleline. Because their shields are smaller, phalangites

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THE BATTLEFIELD cannot lock shields save in desperate circumstances, adopting a purely defensive formation, with their sarissae either raised or discarded.

one arm. Their posture differs: a hoplite in the front rank takes a frontal or oblique three-quarter stance, striking from behind or above their shield; a phalangite, holding his sarissa in both hands must stand in a side-on position. This affects their minimum spacing. A hoplite in close order requires a space approximately a meter wide to fight effectively (with a width of 60 cm the absolute minimum); a phalangite about half a meter; this is reflected by the diameter of their shields. A machairaphoroi, thrusting with a sword, requires a spacing of 90 cm, and at least 1.2 meters if throwing a spear or slashing with a sword. In the front ranks, the hoplite can hold the spear over- or underarm (but usually the former), but the phalangite in the front ranks wields the pike at roughly waist height, in part due to the shield slung on one arm, and because of the length and weight of the sarissa. This means that unlike hoplites, phalangites cannot interlock their shields, and their file spacing must accommodate the sarissae extending from the ranks behind them. When a sarissa-phalanx engages a spearphalanx, the hoplites are at a disadvantage. They cannot reach their opponents until they have avoided at least five spearheads. If an enemy can get through to the first rank of the sarissa-phalanx, its length means the sarissa cannot be used in close-in combat. The phalangite

Hypaspists Hypaspists, the ‘shield-bearers’, fight on the flanks of a phalanx to guard its flanks and are freer to maneuver. They are lighter equipped than a hoplite, with a shorter spear, and able to turn and face any threat on the flanks of a phalanx.

Shield-bearers

In both Storm and Solar cultures there is a tradition of shield-bearers who carry a shield to protect another, whether as infantry, cavalry or riding upon a chariot. In Solar tradition, a shield-bearer partners an archer, officer or standard-bearer, on foot or mounted, to provide them with protection from enemy missiles. The Dara Happan Line Regiments are derived from the combination of an archer with a spearman, intended to also screen the archers from cavalry attacks, with a lower ratio of shield-bearers to archers. Lunar hypaspists such as the Silver Shields possibly developed from the shield-bearers used to protect the vulnerable flank of a Solar phalanx. In Storm tradition, a Shieldthane performs a similar service in the retinue of a Weaponthane.

Phalangites Phalangites have an advantage over other spearmen due to their use of the sarissa. This long pike requires the use of both hands, so their shield is slung from a strap and armband, allowing for more defensive maneuvers by the phalanx while not compromising the unit's offensive punch. Only the Sun Dome temples and Men-and-a-Half field regiments of phalangites. The use of the long sarissa accentuates the difficulty of maneuver and requires relentless training and drill.

A Comparison of Hoplite and Phalangite Phalangites often wear lighter armor than hoplites, with only the officers and front rank wearing bronze cuirasses. Their shields are a little smaller than standard hoplite shields, lacking the wide rim. However, given the weight of the sarissa, the overall load of their equipment is comparable to that of a hoplite. The hoplite holds the spear in one hand, whilst the phalangite must use both hands. In battle the sarissa is held near the butt-end and the phalangite puts their full strength into a twoarmed thrust. The hoplite uses a shorter spear, held near the middle, and can only thrust with

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THE ARMIES AND ENEMIES OF DRAGON PASS the charge of their own phalanx they withdraw through it and deploy behind it or on its flanks. Once two phalanxes or shield-walls are in contact they can move to attack the flanks. When an enemy breaks and routs lightly equipped infantry can run down more heavily encumbered foes.

must either rely on a comrade in a rank behind them to hold off the foe, or defend themselves by dropping their pike and drawing a sword.

Peltasts Peltasts often carry a crescent-shaped wicker shield as their main protection, carried with a central strap and a hand grip near the rim or with just a central handgrip. They are armed with javelins and swords and usually deploy on the flanks of the phalanx, providing a link with any cavalry, or in rough or broken ground. Often they carry one or more throwing spears and one thrusting spear. These troops are more effective in countering heavy infantry wearing body armor than archers. In phalanx warfare, they are the preferred skirmishers. When faced by heavy infantry, peltasts throw their javelins at short range, retreating if the enemy charge and then return to the attack once the pursuit ends, if possible taking advantage of any disorder created in the enemy ranks.

Hamippoi Specially trained lightly-armored infantry sometimes ‘run’ among cavalry to support them, and to dispatch unhorsed enemy riders. In ancient times, chariotrunners were employed in a similar manner.

Phalanx Commands A professional phalanx requires drill and discipline to function, and is capable of performing numerous maneuvers upon command. Orders are given by voice, by trumpet, horn or by the movement of the standard, or a combination of these. The movement of a phalanx on the battlefield performing precise exercises can intimidate and cower the enemy: a thousand or more glinting spearheads moving in unison to a common purpose will overawe a foe, lowering their morale before a blow has been struck. With the sound of a thousand or more soldiers marching together the effect may daunt even the bravest barbarian.

Psiloi Lightly or unarmored infantry acting as skirmishers, scouts, and missile troops. Some are javelineers, others slingers, archers or stone throwers. For defense, they carry a long dagger or sword, and sometimes a shield. Javelineers, archers and other missiles are used to open a battle, to provoke the enemy and disrupt their formations. Light infantry can draw inexperienced enemy commanders to move forward onto unsuitable ground, into prepared kill zones, and into ambushes. These troops harass an enemy phalanx or shield-wall, to create disorder and protect their own lines from enemy skirmishers. As swiftly moving units they are sent to occupy tactically important terrain and to disrupt the enemy in any way they can. Just before

Shield-wall versus Phalanx When Solar and Storm armies fight, two very different traditions come into play. Heartland Solar (and Lunar) forces are unlikely to honor the Orlanthi Champion’s or Warriors’ Battle. The depth and uniformity of a phalanx gives it an advantage over a Storm fyrd shield-wall if the two come into contact. A sarissa-phalanx is even more deadly, able to thrust at the shield-wall whilst outside its effective combat range. Conversely, the lesser depth of a shield-wall means that it can outflank and potentially envelope the phalanx. To have the ability to fight toe-to-toe with a phalanx, the shield-wall must have at least the same depth, or envelop its foe. Faced with a phalanx, Orlanthi usually avoid close combat, using their mobility and speed, harassing the enemy, targeting officers, and attempting to hit the phalanx in the flanks and rear. A phalanx counters this tactic with its own flanking light infantry and cavalry. The collision of these two forms of battle is reflected in the defeat of traditional Orlanthi armies in formal battles as the Lunar Army pushed southwards, aided by its unique magical regiments. The paradigm shift in the composition of the Sartar Free Army evolved to oppose and thwart the strengths of Lunar forces. It combines professional

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THE BATTLEFIELD regiments (some mercenaries, including phalangite-phalanxes), combined forces, a large contingent of heavy cavalry, and locally raised magical regiments. For the first time outside Peloria, the Lunars are confronted by an army the equal of their own.

Cavalry

Riding Animal

Maximum Training

Military use

Restrictions

Augner Bison Bolo-Lizard Bull Demi-Bird Demon Horse Donkey High Llama Horse

War War War War War War Riding War War

Light/Heavy Light/Heavy Light Heavy Light/Heavy Light/Heavy Draught animal Light/Heavy Light/Heavy

Extinct, save on the Red Moon. Surly and intractable. Ridden only by Praxian pygmies. Rare. Ridden only by Dragonewts. Black Horse Troop only.

Impala Cavalry Cavalry formations differ Mule Riding between Light and Heavy units. Ostrich Cavalry In either role, they provide Rhino War speed, surprise, and mobility. Sable War Light cavalry normally fights Triceratops Cavalry and moves in an open, relaxed (Darvan) order. Heavy cavalry, to be at its Tusker War most effective, must fight in a Unicorn War close ordered mass. This mass, Zebra War of necessity, must move more slowly than a mob of individuals, because they must keep their order. In addition, to form up into the mass takes time. Heavy cavalry does not necessarily mean heavy armor but that the cavalry is trained to fight in large masses in a melee. Some units may be trained to fight as either heavy or light. Heavy cavalry includes the cataphracti, where man and mount are both armored. Due to the cost

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Light Draught animal Light Very Heavy Light/Heavy Extremely Heavy Light Light/Heavy Light/Heavy

The average horse of some breeds cannot carry a heavily armored warrior into battle Ridden only by Praxian pygmies. Ridden only by Praxian pygmies. Vicious and unpredictable. Rare; unpredictable and dangerous in combat. Ridden only by Tusk Riders. Ridden only by female virgins.

of their panoply, weapons and mounts, heavy cavalry is often recruited from, or paid for by wealthy nobles. Other cavalry includes javelineers (subdivided into purely skirmishers who discharge their weapons from a distance using throwing-spears, and those who, when their javelins are cast, move forward and fight close in with the sword or thrusting spear) and mounted archers. The use of cavalry varies from a means to transport mounted infantry into battle to missile and melee troops. Javelins and bows are the most commonly used missile weapons. Two to ten javelins can be carried, depending on their weight, and can be effective at close range. Mounted archers can engage enemy

THE ARMIES AND ENEMIES OF DRAGON PASS troops from a distance and never move into close combat. Slower enemies without effective long range weapons or magic often have no means of response. It is difficult for infantry to engage cavalry equipped with bows or javelins in close combat, if the ground does not seriously hinder cavalry movement. Their only resort is ranged combat, so that both cavalry and infantry fight only in a missile and magic exchange. With the infantry static in comparison to the cavalry, their defensive and offensive capabilities are crucial. Shields, especially tower shields, armor and other cover are all factors for infantry attempting to hold off and engage cavalry at a distance. Cavalry can always choose to switch roles and engage the infantry in close combat which will often be fatal for infantry skirmishers. Contact weapons include lances, swords and axes. The only viable infantry defense is either ground unsuitable for a massed cavalry attack or the shield-wall or phalanx. Cavalry also serve as scouts as well as point, flank-, and rear-guard escorts for the army on the march. They may handle garrison duty, outpost duty, foraging, raiding, and the carrying of messages and dispatches. On the battlefield, the cavalry serves on the flanks to protect the infantry and harry the enemy if they retreat or attempt outflanking maneuvers, and to cover an infantry withdrawal. As flank-guards they can protect phalanxes and shield-walls. A small cavalry detachment also serves as the army commander’s personal bodyguard. Those selected for this duty are often veterans, some of whom have fulfilled their term of service but volunteer to still follow the standard.

intelligent creature. Other riders use a variety of bridles and saddles, with some also employing stirrups.

The Saddle Cavalry date back to before the Dawn, and only became an effective and often decisive military force when suitable saddles were made or special magics acquired. The simplest Hyaloring saddles are fringed cloths, animal skins, or contoured pads held on with a girth or surcingle that includes breast straps and cruppers. These have a tendency to slip. The longer coverings protect the rider’s legs from chafing. Some include rounded lappets at each corner to provide limited protection for the animal’s legs. A rudimentary arched frame, with two parallel leather cushions stitched to an under-pad, with a girth attached to them, distributes the rider’s weight and protects the mount’s backbone. The solid saddletree raises the rider above the mount’s back, and spreads their weight on either side of the spine. An improved type is ‘four-horned’ with two curved pommels at the front which grip the rider’s thighs and two upright pommels at the rear supporting the hips, providing greater security and comfort. It rests on a padded frame which distributes the rider’s weight evenly off the mount’s spine to the upper ribcage. The rear ‘horns’ are commonly reinforced with bronze. This saddle permits the rider to brace when their lance impacts an enemy without being unseated, and to lean out at an angle when using a sword or thrusting spear, for a right-handed blow, to strike to the left over the mount’s head (or to the left side of its neck when riding a High Llama) or for an upwards parry. When throwing a javelin, the rider can rise up in the saddle and brace themselves against the forward horns. It also makes using a shield more practical. A raised pommel and cantle may be added, with the cantle supporting the rider’s lower back, and holding them in place against the recoil of impact. Both types enable cavalry to employ the full momentum of the mount in combat. The frame usually rests over a decorated saddlecloth. The Western saddle has a high cantle and pommels which act as high guard clamps curving across the top of the rider’s thighs and fasten to the saddle, enabling the rider to stay properly seated, especially during violent combat. It consists of a wooden tree supporting more weight from a rider with armor and weapons, padded with wool or hair and covered in leather or cloth. A saddle made to be used for riding one type of animal cannot be used to ride another (horses and zebra being an exception). Each riding beast has its own distinctive saddle. Praxian saddles (especially those of the Bison and High Llama Tribe) also feature a raised cantle and

Logistics: Supply of Mounts

One factor often overlooked is that the availability of cavalry is limited by supply. Not all regions are suitable for breeding and raising cavalry. The lack of remounts limits the ability to stage long or rapid campaigns. Grassy open plains and light hills are most suitable for horses, bison and antelope. Other Praxian beasts are best suited to chaparral. The finest horse country in central Genertela includes the Grazelands, lower Peloria, the wide valleys of Saird, the plains of Pent and western fringe of Prax, with much smaller areas scattered within Sartar, Tarsh and Heortland. The subtropical southern coastal lands are less suitable for horse breeding. Where mounts are uncommon, riding is usually a prerogative of the aristocracy.

Equipment Some, such as the Unicorn Women, ride without bridle or saddle; the Black House Troop ride with a saddle, but no bridle. In both examples, the mount is an

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THE BATTLEFIELD pommels to hold the rider firmly in the seat.

overheating, and then protected with a brow cushion. Horses in Prax may be disguised as zebra by being painted with stripes.

Stirrups A rigid saddletree is a prerequisite for stirrups, which are not widely known or used. A single stirrup is an aid to mounting, especially the tallest mounts. Whilst a pair of stirrups offer additional security to the rider, they are not essential for combat in melee. The Pentans adopted them as they permit a horse archer to ‘stand’ when shooting, leaning forward and using the knees as suspension, absorbing the motion of the horse and allowing a smoother shot. A heavier bow can also be used, with accuracy. In response, some Lunar cavalry units have recently adopted their use. Praxians use stirrups, especially the Bison and High Llama Tribe, as a technique to get on and off their tall mounts. Some riders add additional straps to hold them in the saddle as a defense against attacks by Air Elementals and flying creatures. The coats of the majority of mounts are not shorn, so riders wear boots, leggings of leather or cloth, or use long blankets or skins as saddlecloths to prevent chafing. As stirrups are not universal, the mount is controlled by the lower leg. Prick-spurs are often attached to the boot. Lacking stirrups, riders may mount either by clutching the mane and swinging up, or using a lance to vault into the saddle. Some mounts are trained kneel on command.

Control Mounts are controlled by the rider’s use of a bridle, leg pressure (sometimes reinforced by the use of prickspurs), posture, and voice. The latter methods are essential for anyone using a bow or a two-handed kontus, when the reins are released. Bits are used to direct most mounts, with the most severe needed to control the more powerful and headstrong animals. Longer cheek-pieces help turn the mount’s head, especially when riding one-handed. Reins are made of heavy plaited leather, sometimes protected with metal links or chain to prevent them being cut. A picket pin may be attached to the reins to allow the rider to quickly tether their mount, especially important for hippobatas. Pelorian horse archers employ a heavy woolen pompon attached to the bridle and poll pad, suspended under the throatlatch to maintain tension on the reins and to cause the mount to keep its head low, permitting the archer to have both hands free to use the bow and a clear forward arc. Carmanian bridles consist of linked bronze plates.

Riding Animals Several species of riding animals are present in central Genertela. The most common Orlanthi horse is the Galana, a sure-footed tough pony. Some animals are only ridden by particular tribes, whilst others, such as sables and horses are common riding animals. A rhino or bison born under the Covenant can be ridden by anyone with sufficient riding skill (and bravery). Use of Praxian beasts as mounts by non-Praxians is common in Dragon Pass and the surrounding regions. There are traditions of riding them in Sartar, Heortland, Sylila, Vanch and Garsting, and even in Esrolia and Maniria. A large powerful mount is better suited to shockattack as its weight and muscle contribute to the effective force behind a shock-attack weapon. A smaller and agile mount is more suited to stand-off warfare and scouting, being more likely to avoid close combat. Animals are often bred to attain the desired attributes. It is not uncommon for sorcery to be used in the West to strengthen mounts to permit them to carry both their armored rider and barding. Some mounts can be trained to carry their owner into a conflict, but do not fight themselves. Cavalry mounts are trained to stay calm in battle and carry their rider where they want to go amidst the noise and hubbub of a battle. They are not trained to fight in battle and because of this, they cost less to train. War mounts are trained to respond absolutely to

Riding position

The position of the rider is affected by the anatomy of the mount. The spine and kidneys are particularly prone to damage from the weight of the rider. A rider sits directly over the mount’s spine, which is susceptible to injury unless it is adequately padded either by surrounding muscle and fat, or by the saddle.

Decoration Mounts are often painted with the Runes and tribal symbols important to their rider. Their furniture may be decorated with feathers, pendants, pompons, bells and ribbons. Harness fittings can be lavish as an exhibition of wealth and status. Army mounts may be branded. Manes may be decorated, trimmed, crenulated, tied up into tufts, or braided according to tradition. A clipped mane prevents hair being caught up in the harness, or interfering with the use of weapons. Forelocks may be tied with ribbons. Heads may carry dyed plumes (ostrich plumes are the largest), colored caparisons, crests and rosettes. Tails may be trimmed, knotted, plaited or kept loose. A horse’s poll may be shaved to prevent

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THE ARMIES AND ENEMIES OF DRAGON PASS the demands of the rider and ignore outside influences. Some can be trained to enter a battle and fight for their rider, using their natural weapons: kicking, trampling, biting, goring. This requires expensive training so that the mount can coordinate its attacks with its rider. The Praxians share a powerful relationship between rider and mount, and a member of a Praxian tribe can ride any herd beast with ease, in peace and war, for they ride almost before they can walk. They will only ride another animal if they have no choice but the Animal Nomads would never touch a horse, not even to eat it. Khans are limited to only riding their tribal herd beast. This includes all Khans as a social, not cultic prohibition – so Wind Khans, Storm Khans, and Light Khans are all restricted to their tribal animal. Pol-Joni Waha Khans ride horses, even though they are not within the Covenant, but do not eat their horses as they herd cattle. War elephants are routinely employed in Teshnos, southeast of the Wastelands, but despite the presence of large herds of mammoths and mastodons in the hill lands of southern Peloria, especially Aggar, and smaller herds in Dragon Pass, these shaggy beasts have not been used in warfare. Pegasi and Hippogriffs are so rare they are not listed here. Trolls cavalry ride giant beetles, spiders and praying mantises.

creatures which run on their two hind legs, bearing a small rider. Bull: there are few bull-riders, but the Bull Lords of Charg and some champions ride bulls. Demi-Bird: flightless carnivorous birds, they are feathered, bipedal, beaked, and lay eggs, but their bones are solid and they have vestigial arms, not wings. Demon Horse: also called Black Horses, they have glowing eyes, snort smoke and have a taste for meat and particularly human flesh. Donkey: usually used as pack-animals. Earthshakers: darvan (triceratops), are one of the ‘thunder beasts’, large horned dinosaurs, sometimes ridden by dragonewts, and by humans if eggs can be procured. The creatures can be hatched and trained (with difficulty) as mounts, and even to carry a howdah. Dragonewts and the cult of Maran Gor use these beasts in war; if fitted with a howdah carrying archers or slingers they are capable of shock and missile combat, though vulnerable on their flanks. They can even be utilized as living siege engines, smashing through gates. While the horns and neck frill are used in courtship, darvan are not afraid to turn their horns on aggressors. If confronted by a threat they are liable to revert to their instinctive herd behavior. These beasts are able to subsist on crops, but require a large amount of fodder. Earthshakers move at approximately the same rate as oxen. High Llama: of great height, they give their riders an edge in combat by allowing them to strike down at opponents. They are also noted as being the fastest mounts in all of Prax. These beasts have a wide variety of colors, some solids and some pinto or paint, others piebald or skewbald, and generally with a lighter underbelly. High Llamas eat leaves from bushes and scrub.Their affinity with the Water Rune means that they require less water than their size would suggest. Horse: numerous different breeds, varying in size, strength and stamina. Horses graze on good-quality forage from hay or pasture. Horses are mostly timid animals, who naturally flee from trouble; if attacked and unable to flee they strike with fore or hind hooves, and stallions are liable to bite. Any unusual movements of a rider can disturb a horse, particularly anything involving the rider's equipment. A horse has to be trained not to flee or shy in combat, and a true war horse requires a great deal of training. Impala: Small deer ridden by small riders, impala

Praxian Beasts Praxian tribal beasts may look like their terrestrial counterparts and be generally the same size and weight, but they eat different food, drink much less water, and their general behavior is different. Augner: a species of near-extinct giant flightless birds related to demi-birds. Beetles: trolls may ride upon giant beetles and other insects. Bison: heavy and slow animals; Pelorian bison eat green, moist grasses. Its thick skin gives it some protection and its basic attack is the charge. War bison are of a surly disposition. The bison of Balazar are larger and shaggier than their Praxian cousins. Bison are found in Dragon Pass, Pent, in Peloria, where bison are sometimes bred for docility and are used as draught animals instead of oxen. Bolo-Lizard: large vegetarian dinosaur-like

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THE BATTLEFIELD eat brown, dry grasses. Mule: the offspring of a male donkey and a female horse. These beasts can be claimed to be not-horses among horse-haters, and as horse-kin among horselovers. Ostrich: large flightless birds capable of carrying a small rider. They mainly feed on seeds, shrubs, grass, fruit and flowers. Rhino: relatively slow moving but strong. Often short-sighted and surly, rhinos have a tough hide. Sable: large antelopes also known as ‘Lunar Deer’ for the shape of their horns. They eat almost any vegetation. They are found in Prax, Dragon Pass and parts of Peloria. Their rearward sweeping horns are commonly trimmed for the safety of the rider.

Daron: a muscular big-headed breed from the West, spread far and wide in the Second Age by the Middle Sea Empire. It is the classic heavy cavalry horse, ridden by cataphracti. It has a strong large-muscled stocky body with a deep chest, powerful forequarters, hindquarters and rump, thick joints and broad hooves suited to soft ground, wide ears, and prominent eyes. Its tail is well furnished. The Daron is often described as ram-headed for the shape of its head and the bony knobs on its forehead. This breed has a dun, black, white, or grey coat. Galana: the most common horse breed in Dragon Pass, Kethaela, Maniria, Ralios, and Talastar. This tough big-headed horse is used to swiftly pull chariots over uneven ground, with only the largest suitable as cavalry mounts. They are named for Galana the Sun-goddess and Galanin the noble ancestor of the ancient Sun Horseworshiping Galanini clans of the Enerali tribes of central Ralios. At the Dawn the Enerali chiefs fought from chariots pulled by their ponies, sacred to their horse deity. They had survived the Great Darkness by following the sacred herds. Elsewhere, the Galanini clans were extinguished during the Darkness, though their horse herds survived throughout Orlanthi lands and were placed under the protection of Orlanth’s thane Elmal and his wife Redalda the Horse Goddess. The Galana ponies of the East Wilds of Ralios are smaller than their cousins elsewhere, but share the same attributes: small ears, a fine muzzle, a flat nose, long neck and small hooves, suited to rough and stony ground. The mane and tail are long and wavy. This breed can graze on shrubs, leaves and grasses. The Galana are dun to brown, usually with tails and manes darker than their coat. The cattle-herding Pol-Joni entered Prax two centuries ago, securing their place in the Battle of Denzis Water. Despite not being included in the Survival Covenant, their horses (and cattle) have partially adapted to the harsh conditions of Prax, requiring only two thirds of the fodder and water of those elsewhere. The horses of the Pol-Joni are primarily a hardy subtype of the Galana, through mixed with other breeds. These horses have a strong, well-muscled body, a broad chest and powerful, rounded hindquarters. A piebald coat is common: usually a mixture of white or pale gold, and brown. Goldeneye: the sacred horse of the ancient Hyalorings of Saird, raised by the Pure Horse People. They are widely considered one of the fastest horse breeds in Glorantha. A myth says they are directly descended from Hippogriff after she lost her wings, fangs and claws in the Gods War. A small-headed breed with almost metallic bronzegold coats and white manes and tails, they have yellow-

Sables and Chaos

Sables are renowned for facing foes other mounts flee from. In 1262 the cavalry of the Sable People was a decisive factor in Jannisor’s defeat of the Chaostainted Crazed Tribe. Tusker: fierce and ill-tempered giant boar. They are highly versatile omnivores. Unicorn: white or pale-grey colored horse-like creatures with a long spiral horn. All unicorns are male. They eat wildflowers, fruit and tree leaves. Zebra: horse-like but bearing stripes. Zebras feed almost entirely on grasses, but may occasionally eat shrubs, herbs, twigs, leaves and bark. Demon Horses and Unicorns (and other riding animals awakened or inhabited by a spirit) are intelligent. However, the Demon Horses command and control their riders, whilst Unicorns and others tend to have a symbiotic relationship with their rider. A few other more obscure riding animals may be encountered, but rarely in sufficient numbers to mount an entire regiment.

Horses Horse breeds include the large Loskalm Daron destrier, the resilient Galana, the Goldeneye of the Grazers, the Jillaran racer, and the Seredae, the common horse of Peloria. Horses are Solar animals, costly creatures denoting status in many cultures, and placed high in tribute lists and as highly valued spoils of raid and war. Except for the Goldeneye and Jillaran, these breeds may run wild in their native territories. Two original types are thought to be the ancestors of most horse breeds. Big-headed horses come from the West and are generally larger and heavier than those of the East. Small-headed horses come from the East and are usually faster and lighter than those of the West. Most modern breeds are an interbreeding of the two.

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THE ARMIES AND ENEMIES OF DRAGON PASS colored eyes. They are often ridden without a saddle. Jillaran: rare and graceful, these are the fastest horses in Glorantha. They have arched necks, fine limbs, and are grey in color, with a darker mane and tail. Only the blessed grasslands rich in alfalfa around New Jillaro provide the sustenance and surroundings necessary to breed this magnificent horse. Seredae: the most common horse in Peloria, Pent, and Kralorela, and the second-most common in Dragon Pass. Myths claim they are descended from the horses that drew Yelm’s solar chariot, and in the First Age they pulled the chariots of the Sons of the Sun. The ancient Horse Lords used them to pull their light and heavy chariots. A small-headed breed, it has narrow hooves apt for the hard dry ground of the steppe, slender limbs, and comes in a wide variety of colors, ranging from noble black or white, though common duns and browns, to mixtures like dapple greys and piebald. Most have some appearance of dark or light stripes, usually over the rump but sometimes faintly over the rest of the body and neck. A few have very slight bars on the legs. In Saird a number of distinct breeds have been bred with different striped patterns. In Darjiin a breed with a white foot is favored and is claimed to be more sure-footed.

Mount

Food kg per day

Bison Bolo Lizard Bull/Ox Demi-Bird Demon Horse Donkey High Llama Horse Impala Mule Ostrich

Water liters per day

11 3.9% 11.3-15.8 11.3# 13.6# 3.6-4 11.6-23.2 11.3-11.6 0.9-1.8 20-11.3 3.6

19 1.9 26-76 7.6 3.9 19 11-19 30-76 1.9-3.8 30-76 5.7 (but can go without drinking for days) Pony 7.3-8.2 19-38 Rhino 54.5 76 in a five-day period Sable 9 76 Triceratops 36+ 19+ Tusker 11.3 45 Unicorn 9-13.6 19-39 Zebra 9-13.6 19-39 % Bolo lizards are vegetarians but can be forced to eat carrion. # Fresh meat.

Diet The different diets of riding animals mean that each have a distinct habitat and requirements. Maintaining a regiment of cavalry of any species requires significant logistical support. Without proper food, a cavalry regiment will rapidly lose effectiveness.

Logistics: Cavalry

The requirements of different mounts vary. The riders themselves require the same basic ration as infantry. Horses require more water, fodder and care than their riders. A single horse, depending upon breed and exertion, eats between 5.5-6.3 kg of hard fodder and 6.3-7.3 kg of green or dry fodder per day, and this varies with temperature and exercise. Horses also need 30-76 liters of water per day. Foraging for fodder is not always practical because sudden changes in diet can bring on colic or founder (inflammation of the hoof) which can render the horse incapacitated for weeks. This means that sufficient water, feed, and tack must be transported. Horses and zebra cannot be excessively worked; after too many days of hard use or inadequate rations they are no longer fit for use as cavalry. Cavalry mounts cannot usually be expected to carry their own rations. Praxian riding animals are generally tougher and more resilient to changes in diet and have lower water requirements, but most have specific dietary requirements. When in the Wastelands and Prax they require only about half the amounts listed in the table. Most can be allowed to graze for much of their food, but the time this takes reduces the viability of them as riding animals.

Logistics: Remounts

To maintain their combat readiness most riders have a remount, sometimes several, to ensure that their combat mount is not worn out before battle. Many cavalry mounts are susceptible to leg tendon injuries and a replacement mount prevents a dismounted rider being demoted to fighting on foot. Each member of a heavy cavalry regiment requires two mounts suitable to be ridden in combat, another to ride when not in action, mounts for a servant and groom, and a pack-animal to carry the fighter’s armor. A cataphract requires another pack-animal to carry the mount’s armor.

Cavalry Formations Cavalry have three basic formations: the square or rectangle, the wedge and the rhombus. Cavalry combat is almost always a fluid mobile engagement. A formation tends to dissolve in contact combat, as each rider inevitably fights as an individual.

Line Square and rectangular formations restrict cavalry mobility because it is hard to wheel in square formations drawn up in ranks and files, but they are

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THE BATTLEFIELD ideal for charging and withdrawing. A tight formation prevents the enemy from surrounding individual riders, and brings more riders into action at the same time, whether loosing missiles or fighting hand-to-hand. Heavy cavalry armed with the kontos may fight in a column to gain an advantage over a phalanx using sarissae or spears. Some nations employ mixed formations with light archers in the rear ranks. The best rectangular formations have double the width of the depth, because of the length of the mount makes them virtually square. Cavalry drawn up in depth do not gain the same benefit as infantry in depth, because they cannot push on the rank in front of them, without causing the mounts to panic. Cavalry is best used in wide shallow formations because those at the back have little or no impact on the fighting at the front. If bombarding an enemy with missiles, the riders form a column, wheeling away from the enemy line after discharging their javelins or arrows.

There are two main types of missiles employed by cavalry: the dart or javelin, and the arrow. The cavalry ride to within missile range and throw javelins or shoot arrows into the massed infantry. Javelineers hurl a javelin and wheel away from the enemy line.

Shock Attack A shock attack is the assault of heavy cavalry directly into opposing infantry or cavalry. The cavalry is armed with a thrusting spear and a melee weapon, wears armor, and their mounts may or may not be armored. Such an attack may commence at a walk, then a trot, increasing to a gallop. The fastest animals must be kept reined in to keep more or less in line with the others. At the gallop, there is a danger of the formation losing cohesion, so the order to gallop is left as late as feasible. A shock attack is most effective if the enemy are already disordered, including by a stand-off attack by light cavalry. It may also be performed as a feint to force opposing infantry into close order to enhance an attack by mounted archers. The cavalry commander must assess when relatively close to the infantry whether they are

Rhombus The rhombus has the advantage that it is not easily flanked as the riders comprising it can change direction. It is adaptable to most contingencies, as it can change direction quickly, save in a charge. Both the wedge and rhombus are better for maneuvering than the square or rectangular column. The leading edge also enables easier penetration of gaps in the enemy line.

Wedge The flying wedge is primarily a shock formation intended to break through an enemy unit when it in disorder, either due to terrain, difficulty in deploying, or due to earlier attacks. It takes advantage of breaks in a formation or between two units. The entire wedge can then burst through the weak point. The formation also allows missiles to be concentrated against a limited front and so adds to the effectiveness of javelins and arrows. The triangular shape means it has no vulnerable flank, and either side can quickly become the battle-line. A wedge may be hollow to provide the greatest frontage.

The Attack Stand-off Attack A stand-off attack involves a continuing harassment of infantry with missiles to degrade their formation. If an infantry formation, even of heavy infantry, becomes disordered then it becomes susceptible to a shock attack by heavy cavalry.

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THE ARMIES AND ENEMIES OF DRAGON PASS disordered or if the charge should be aborted and issue an order to halt or turn aside. If the cavalry is in a wedge formation with the leader at the front and clearly visible, then the turning maneuver is easier to execute. An open order makes it simpler for a cavalry unit to turn but reduces the impact of a shock attack. An attack against the flank and rear of the enemy may roll up the enemy formation until they panic and rout. If the infantry is already disordered, breaks and runs, or is in open order then the cavalry presses its attack home on the front, flank or rear with thrusting spear and sword or long-hafted axe, and then usually pursues, cutting down running foemen. If the cavalry become embroiled in a near stationary fight after the initial impact, there is a danger that their mounts will be injured and rendered immobile. The rider may then be swarmed by infantry and overwhelmed. A charge into well-prepared infantry can prove disastrous for the cavalry. When cavalry is attacking cavalry then the two forces will pass through or partially penetrate each other’s formation, and after the initial shock, the battle will become a series of individual melees reliant upon the riding and weapon skills of the fighters. Mounts will be near stationary or walking around each other; riders strike and grapple their opponents. Lances and spears may only be used in the initial strike, as they require considerable space and often shatter on impact. Fighters then use their

secondary weapons. This continues until either the two forces pass through each other or one breaks and flees. The pursued are at an immediate disadvantage to the pursuer, who can strike from behind.

The Charge When charging, many mounts tend to become very excited and sometimes hard to control when galloping in a group because it brings out their competitiveness. There is a risk of collision, especially in close order, causing disarray to those in the following ranks who are unable to avoid any downed mounts in time to avoid a similar fate. It is virtually impossible for the mount to turn or even stop because of the animals on either side and behind. Most grazing animals will run with the herd, but the speed and herd instincts can be channeled by the riders, permitting a massed charge. In a close order engagement, speed, noise, and competitiveness creates excitement in which a mount will often ignore a wound unless it is disabling. It is rarely possible for cavalry to attack directly into a formation of prepared and armed infantry, as the majority of riding animals (rhinos being an exception) will not charge a solid formation with spears or pikes projecting from it. Unless the formation breaks up there is nowhere for the mount to go. It is difficult for cavalry to engage in close combat with a solid mass of infantry who hold their nerve. The greatest impact of a charge on organized infantry is often more psychological than physical. A massed cavalry charge can cause poorly trained or demoralized troops to panic so that their formation breaks up even before the cavalry make contact. If the infantry holds its formation, then the cavalry must turn aside. A charge may also be used to avoid missiles. Well-trained war mounts can be trained to charge into contact with dispersed or ill-prepared infantry who are unable to repel them. Their weight and momentum will bowl those on foot down or aside. Depending on their weight and momentum, a charging horse can plough through six to eight or more ranks of infantry before being brought to a halt, and the rider may be unhorsed before that. A rhino can slam through even more. However, unless the foot soldiers break and run, or the cavalry maintain

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THE BATTLEFIELD a tight compact formation, individual riders will find themselves surrounded and their mounts very vulnerable to attack. Infantry can target the mount’s belly and limbs, bringing the rider down. Such an attack is as much a contest of confidence as physical threat. If the infantry hold, the mounts may panic and come to a standstill before impact, and resist attempts to force them to continue. Speed is not essential to all forms of a charge; the intent may be to close for physical contact at a specific portion of the enemy line, and then engage in relentless and decisive hand-to-hand combat. This is intended to break and rout the enemy.

cavalry must defeat or drive off the enemy cavalry to prevent a counterattack. The infantry must also be sufficiently armed and armored to maintain the pressure on the enemy front. The tactic is best employed where one enemy flank is constrained by terrain, with the other flank on relatively flat ground. It also requires careful coordination and timing so that the enemy lacks the opportunity to disengage or prepare to fight on two sides.

Rout versus Retreat

An army in rout is in a perilous state, as its organization and cohesion collapses, and it will take severe casualties. Routs often start at the rear of a formation, with fighters peeling away, dropping shields and anything else that might hinder their flight. Panic is infectious, and can spread through a regiment and afflict an entire army. A retreat in the face of the enemy is only feasible if an army has greater mobility than its foe. This is a common tactic of mounted nomads and other cavalry armies. If not engaged in battle, an army in ordered retreat, if it has comparable or greater mobility than its pursuers, can often retire without significant

Open Melee Some cavalry fight in a wheeling skirmish, exchanging missiles, and charging for close combat.

Pursuit Cavalry themselves may break and rout an enemy force, and is often employed to run down a routing enemy and to prevent them from rallying. Due to the weight of their armor, heavy cavalry cannot pursue as far as light cavalry before their mounts tire. When heavy cavalry rout the foe, their initial pursuit is taken up by light cavalry. Those engaged in a vigorous pursuit may themselves lose cohesion rendering them vulnerable to counterattack. If they pursue too far then they may become isolated and also at risk, or take too long to return to the battlefield.

Hammer and Anvil This is a combined infantry and cavalry tactic, in which the infantry (in a shield-wall or phalanx) is used to confine and hold their opponents in place, whilst the cavalry either break through openings in the enemy line (often in a wedge formation) or maneuvers around the enemy and attacks their vulnerable rear. The enemy is then trapped between the infantry and cavalry. The side employing the tactic often needs to have a superior number of cavalry (and infantry) to be successful. The

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THE ARMIES AND ENEMIES OF DRAGON PASS of their armor also limits their mobility, usually one of the assets of cavalry. They are ideal for smashing through enemy units but unsuited to a long pursuit when an enemy formation breaks. Like an infantry phalanx, the flanks of a cataphracti formation are often protected by light infantry and cavalry. They are also vulnerable when stationary or ascending a slope, and less effective in wooded and uneven terrain.

losses. An army may also attempt a fighting retreat, making limited attacks to keep the enemy at bay. There is always a danger that an ordered retreat may degenerate into a rout. A retreating army that successfully quits the battlefield can delay the enemy by creating obstacles (destroying bridges or blocking roads), illusions, and having a rear guard set ambushes. Even the threat of ambush will slow down the pursuit.

Bull and Rhino Cataphracti

Massed bull- and rhino-riders, if suitably armored and equipped, fight as cataphracti. The thick hides of the animals provide a natural armor; their horns are also lowered before contact, augmenting the rider’s weapon.

Types of Cavalry Cataphracti The heavily armored rider typically uses a kontos or lance. The mount may be partially or completely armored in barding, chamfron, criniere and peytral. The armor worn is usually a form of scale or lamellar armor sufficiently flexible to give the rider and mount a good degree of motion, but strong enough to survive the shock of a charge into an enemy formation. At the very least the mount will be protected by a chamfron and peytral. The panoply of super-heavy cavalry is expensive, added to which each rider requires at least one trained remount. Daggers, long swords, axes or maces are carried as secondary weapons. The use of the kontos precludes the use of any shield larger than a buckler strapped to the left forearm. Most cataphracti do not use any variety of shield. Cataphracti are superb shock attack troops, but the weight

Kontophori The full panopy of a cataphract, the armor for rider and mount, is very expensive. Among tribal heavy cavalry only the wealthiest can afford it, and others wear what armor they can whilst still using the kontos.

Lancers Often similarly equipped but not so heavily armored as a cataphract, wearing a cuirass or linothorax, shoulder guards and helmets. The mount is either unarmored or partially armored. Depending on the sort of spear, some lack a shield because the kontos is used two-handed. Those armed with a shorter lance may also carry javelins to harry an enemy from a distance and wear less armor. Lancers require hard level ground and enough space for attack.

Mounted Archers Using a bow requires the rider to let go of the reins to shoot on the move. They may either be light cavalry skirmishers, or heavy, loosing volleys to weaken the enemy before the charge. The armor and equipment carried in addition to the bow and quiver varies. Light cavalry archers lack significant body armor whilst heavy cavalry archers might be as armored as cataphracti. The best mounts are trained to gallop evenly, and respond to the rider’s slightest leg

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THE BATTLEFIELD movements and shifts in bodyweight. The rider must learn to separate upper and lower body to keep their aim steady. Loosing an arrow at mid-stride upon a galloping mount enhances accuracy. Most mounts have an irregular motion, which is reduced at the gallop, when the legs smoothly touch the ground in sequence. Using a quiver at waist or shoulder reduces the rate at which arrows can be shot; the rider instead holds arrows in the left hand against the bow so that the feathered ends are quickly accessible. The preferred angles to shoot are forwards or to the left, the first used when approaching an enemy line, and the other for moving across the line. Shooting over the shoulder is more difficult, with the rider turning in the saddle. This is often employed in a feigned retreat or when wheeling away from the enemy. The classic tactic is for the archer to approach at a canter with one arrow already on the bowstring, with two to four arrows held in the bow hand. They then break into a gallop, shooting twice or more, then wheeling right to either ride along the enemy frontage, or to retreat, loosing off another arrow at the turn. Wheeling to the left is impractical, as the archer can only shoot to their left (swapping the bow hand is very difficult). A rider not using

stirrups must release at the rise in the canter when the mount’s feet are all off the ground; stirrups permits the rider to change their posture and to stand and angle forward to separate themselves from the motion of their mount. Mounted archery is usually ineffective against massed foot archers because the latter carry larger more powerful bows with greater range, accuracy, and shooting rate.

Prodromoi Light cavalry often employed as scouts a screening force, and in pursuit, equipped as lancers, and often with javelins or bows, and a sword.

Javelineers A javelineer can keep one hand on the reins whilst throwing with the other. Most have a quiver holding at least three javelins, or several darts clipped to the rear of their shield. Typically, the cavalry ride towards and away from the enemy infantry in a circle

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THE ARMIES AND ENEMIES OF DRAGON PASS hurling javelins or darts. The tactic is most effective against heavy infantry; the motion of the javelineers gives them an advantage against slow infantry, makes them hard to target and adds to the strength of their cast. This harasses the enemy and breaks up close formations. Some can cast several javelins when charging. Right-circling (turning the mount to the right after the throw) in combat is easier than left-circling if the rider wishes to keep their shield towards the enemy. If turning to the left, they must shift hands, throwing with the left arm having switched their shield to guard their right side. As with horse-archery, throwing at the gallop permits greater accuracy than at the trot. Some javelineers are purely skirmishers, whilst others close with the enemy after throwing their javelins and fight as lancers or swordsmen. Mounted heavy cavalry Humakti Battalions mix javelineer tactics with shock attack.

Hawks, Griffins, and Wyverns. A few other flying creatures will hire out as mercenaries, or fight for their allies.

The Saddle The saddle employed by the riders of flying creatures is broadly similar to the cavalry saddle, but with the addition of straps to secure the rider in place. These are often used to secure the thighs, giving the rider full upper body mobility. Intelligent and semi-intelligent mounts and those holding allied or bound spirits are guided by verbal commands. Others must be taught to respond to reins or leg movements.

Flying Animals Flying creatures, either as combatants or mounts literally add an extra dimension to warfare. They are especially useful as scouts, permitting the surveillance and reconnoiter of enemy forces and positions, and for engaging in sudden hit-and-fly-away attacks.

Dragoons A Lunar innovation, hippobatas are mounted infantry, trained in horse riding as well as phalanx fighting skills. They are able to reach their positions quickly, dismount, and fight as infantry.

Gargoyles: most species of gargoyle are winged and can fly slowly. They will eat plants but prefer meat. They usually dive down on their prey or drop rocks. Giant Bees and Wasps: these can be encountered in Dragon Pass. Each are ridden by tribes of savage pygmies who have a deep and abiding hatred of each other. These giant insects are over 2.1 meters long and attack by dropping out of the air onto their victim and stinging it with a deadly venom. Giant Hawks: exceedingly rare, virmak giant hawks capable of flying with a rider are found in Balazar and a few other places. Also known as Sunbirds, these impressive raptors are particularly held in awe by Solar cults. Griffins: in ancient times the flying mounts of the worshipers of Yelm but are now rarely encountered as ridden creatures. Sheng Seleris exterminated almost all the griffins in Peloria. The favorite mode of attack of griffins is a swoop down from above. Harpies: nasty flying monsters carrying disease who delight in tormenting travelers. They have broad, feathered wings, and a human neck and face. Their feet have deadly claws, and they have swollen, feathered

The Kastokus Tradition The Kastokus style emerged in the wars against the nomads of Pent. A Kastokus trooper carries two bows. They use the smaller bow to shoot from horseback and a larger bow to use on foot. They are also trained to fight dismounted, forming a shield-wall, bristling with spears, and to move and turn in formation.

Magical Cavalry Many magical regiments are mounted to gain mobility. The armor and weapons of the mages’ guards determines whether these units are classified as heavy or light.

Fliers Flying animals that can be ridden as mounts are relatively rare in the Third Age, and include Giant Bees and Wasps ridden by pygmies and trollkin, Giant

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THE BATTLEFIELD bellies. Harpies are vicious, cruel and violent; they are known to abduct travelers and torture them. Sprites: these diminutive elves are capable of flight and spend most of their time playing pranks on travelers in elf woods. Sky Bulls: fierce vegetarians, prized by griffins as meat. A few Heroes are recorded as using sky bulls as mounts since the God Time. Troll Fliers: the Korzant Tribe of Dagori Inkarth are unusually kind to their trollkin, who ride special flying insects. There are about 3,400 trolls of all types, of which eight hundred are flying insect pilots. They ride giant caddisflies, dragonflies and scorpionflies. There are many species of gigantic insects in Dagori Inkarth, including giant bees, wasps and flies. Wind Children: humanoids with large, beautiful feathered wings that vary widely in color. They rarely go to war, but when they do, they use the same techniques they use when hunting. Their preferred weapon is the “swordstick,” a long wooden shaft with a sword-like blade at the end. With this weapon, they cruise and swoop suddenly, flying over their prey stabbing or slashing as they pass just overhead. Slingers hang back and use their altitude advantage to harass targets. They are experts at shooting birds in flight, and commonly catch their dead prey before it hits the ground. Wyrms: great legless serpents with wings. Wyverns: these have been bred and trained as mounts in the Lunar Empire for centuries. Wyverns are draconic monsters with only a single pair of legs in addition to their leathery wings. They have highly flexible tails that terminate in wicked barbed stingers. Wyverns are sentient beings and can be taught magic spells. They are usually not very bright, and despite their fearsome appearance and deadly stings, Lunar wyverns are generally quite docile when well fed. Each wyvern eats a large herd animal once every few weeks, more if they have been especially active.

about 32 kilometers in an hour before requiring rest. The Night Jumpers and Stormwalkers are examples of organized Orlanthi fliers. Other rare Hero feats include skills such as hurling a javelin and then leaping upon it and directing its flight.

Solar Fliers Some heroes and priests can gain a limited form of flight: they can ascend from the ground, remain stationary in the air, and descend. However, they cannot fly laterally, only vertically.

Flier Tactics Fliers perform the following military functions:  Scouting and reconnaissance.  Harassing the enemy from above.  Fighting other fliers.  Infiltrating and seizing strategic objectives. Fliers are adept at harassing infantry and cavalry formations, either dropping missiles upon them or swooping down for low level attacks. Terrestrial forces can respond with some missile weapons and magic. Arrows can be lofted at a high angle in an attempt to hit or deter aerial attackers, though arrows that miss will return to earth from the top of their trajectory and may pose a hazard to friendly forces. Slings are less useful as they cannot be released so easily at an acute angle.

Orlanthi Fliers The Orlanthi have a relationship with the Air and a few are born with the innate ability to fly. Others must try to learn the Vanganth Breath, a technique of exhaling to bear them aloft, invisible to the naked eye, but visible to magical sight as a ram, hawk or alynx. Fliers must always be moving and cannot hover in the air. They cannot carry much additional weight, and can travel at

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THE ARMIES AND ENEMIES OF DRAGON PASS Low level attacks can be held off with spears held upright, as the attacker must penetrate the array without becoming impaled. The middle and rear ranks of a phalanx will keep their spears and pikes vertical.

Specific types of timber are used for the chassis, pole, yoke, wheel hub and felloe. The draught-pole must be strong but flexible. The axle passes through wooden collars at either side of the frame and is lashed to the underside of the car using rawhide strips. The draught-pole is similarly attached, secured so that it cannot swing sideways. Steam-bent wood is more elastic and tougher than separate pieces joined together, and is used in making the frame and wheels. It can take up to a year for steamed wood to dry out sufficiently to be usable. Some woodworkers know secret chants and songs that can bend wood, learned from the Aldryami. Chariot cars are often decorated, with the horses protected with colorful caparisons and trappings. Horses may wear head crests bearing feathers or dyed horsehair. Reflecting the exalted status of their owners, the horse harness and chariot fittings are often of the finest workmanship and quality, with the most expensive embellished with enamel, ivory, precious stones and gilding. A fabric trapper may be overlaid with scale or plate armor. Chamfrons may defend the horses’ heads. Whilst such armor protects the horses, the added weight reduces the range and speed of the chariot.

Logistics: Fliers

The majority of flying mounts are carnivores or have specific dietary requirements. The range of Giant Bees is limited by the availability of the large flowers of the Vale of Flowers. Wasps also take nectar from the giant blooms but will eat other giant insects and also herd beasts. Giant Hawks, Griffins and Wasps devour approximately between 454 and 816 kg of meat a week, depending upon exertion. Wyverns tend to eat the same amount every few weeks. Griffins are particularly partial to horse meat.

Chariots Chariot design is a tradeoff between speed, robustness, and durability. The construction of a chariot requires expert and sophisticated woodworking and other crafts. Making a chariot requires the combined efforts of several skilled craftsmen. Teams of two matched animals are common, though sometimes a team of four is utilized; a larger team has little effect on the swiftness of the chariot but increases its range of operation, and augments its ability to pull away on rough or steep ground, but makes turning more difficult. Chariots cannot be effectively used for shock attacks, unless the foe is already in disorder, and run the risk of losing momentum and being engulfed by the enemy. Their use in war is now limited to skirmishing missile-platforms, or as battle taxis. Arrows, javelins, and magic are the weapons deployed from a fastmoving chariot. A thrusting spear is only practical from a slow or stationary vehicle, negating the advantage of mobility. One advantage of chariots is that they can carry more missiles (arrows and javelins) than a rider on a mount. Massed manoeuvers are more difficult and slower than for cavalry, because two or four horses must be controlled in unison, and care must be taken to ensure the wheels do not collide or interlock with the wheels of other chariots in the formation.

Team A chariot team usually consists of two matched horses, sables or zebra but a third is necessary as a replacement for any incapacitated in travel or combat. As they are hierarchical animals, in addition to being of the same size, all must be compatible in character. If they are mismatched, then they will not make a workable team. These factors are even more pronounced in a team of four. Legendary Heroes have driven teams of six animals, but today even the most skilled charioteer cannot duplicate this feat.

Draught pole and Yoke A team of two are yoked to a single pole using a throatand-girth harness. For a four-team chariot, either two distinct poles are

Construction The main wooden components of the car are glued, pegged together with dowels, or lashed together with rawhide strips, and may be supplemented by magic to strengthen the chassis and the wheels. When using rawhide, there is a crucial drying period whilst it shrinks, tightening the join.

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Wine krater depicting stylized chariots, with Movement Runes as wheels

THE BATTLEFIELD used, attached to either side of the car, or only the inner pair are yoked, with the outer animals attached to the car by traces, running through guides fastened to their girth bands. Bison are rarely employed to pull a chariot as they require a wider yoke as their shoulders are very broad. The pole may be straight or curved, rising to connect to the yoke. The join of the pole with the car is a potential weak point, susceptible to shock, and may be reinforced at the base with bronze hoops. The yoke lies across the team’s shoulders, before the withers, and is padded with wool. In most chariots, the yoke carries terrets, reinguide rings, and is harnessed to the animals using breast straps, girth bands and bitted bridles. The yoke may also be attached to the car axle using traces. There are two reins per animal, connected to the bit, which permit the charioteer to control each individually.

represents the ancient wheel. The widespread threespoked Rune is not the only form, with four- and sixspoked versions being common. Orlanthi chariot wheels often include rotating Movement Runes as nonloadbearing decoration. The wheels turn independently on the axle, greased with animal fat to reduce friction, secured with small bronze linch-pins on the outer faces. Each wheel is made of several parts: the nave or hub through which the axle passes and from which the spokes radiate, the spokes, the felloe (sometimes fashioned from a single piece of wood with a scarf join, or more often of segments), and a felly-band – the tire. The tires may be made of wood or rawhide, or of segmented pieces of bronze cast to fit. A rawhide fellyband, which shrinks when it dries out to hold the wheel together, may be sewn to the felloes with bronze wire to hold it in place. The most complex, and most expensive tires are a bronze hoop, put on the rim hot so that on cooling, they contract to pull the rim and spokes together. A corrugated metal tire improves its grip on the ground. Only great Heroes ride in chariots with iron fixtures. Felloe segments and the spokes are both bent from heated and steamed wood; the spokes each consist of two pieces glued together for durability, and may be buttressed with bronze bands. Thicker felloes and larger wheels provide safer passage over rough ground, but add to the weight of the vehicle. Pelorian and Esrolian chariot wheels tend to have four or six spokes, with Dara Happan ceremonial chariots having ten thin spokes, Orlanthi have six, and Sairdite, eight. An axle cap may be attached with the linch-pin to protect the end of the axle, and is often ornamented. Whilst long scythes are rarely fastened to the axle, sometimes a multi-headed blade is attached to deter enemies from trying to close with the chariot car to board it.

Car The design of the car in which the driver and passenger ride in varies. The two main variants are the ‘halfmoon’ popular in Peloria, and the square or rectangular box cab, widespread among the Orlanthi. In both, sides of leather, fabric, wickerwork or slats of timber cover the front and sides, at roughly hipheight, offering some protection for the crew. At the rear, the sides may terminate in handrail wings useful in mounting or dismounting, or a gate, protecting the back of the cab. Heavier chariots may have bronze plates attached to the sides. The base may be solid, or made of interwoven leather thongs attached to the car frame, providing a rudimentary suspension for the crew. Light Ralian chariots are open at the front and rear, with rails only at the sides.

Axle Location The placement of the axle has an impact on the handling of a chariot. A rear axle throws the center of gravity forward making the chariot more stable when performing a tight turn, but places more weight on the animals’ shoulders. A longer axle also contributes to the stability, often extending over 30 cm or more out from the sides of the car, reducing the likelihood of the vehicle overturning. A central axle reduces the weight on the team and is more effective when negotiating rough terrain, though at speed the car may seesaw, resulting in the yoke rising and falling, placing pressure on the animals’ throats. The axle may be sheathed in bronze to reduce wear, at the cost of added weight.

Pelorian Chariots By Dara Happan tradition, only nobles of the direct lineage of Yelm are permitted to ride chariots drawn by white horses; lesser nobles are allowed greys; all others are drawn by brown horses. Sacred chariots bearing altars and regalia of Solar gods are drawn by white horses. War chariots were used extensively by the Dara Happan aristocracy in combat from before Time through to the adoption of cavalry. The flat landscape of the river valleys and grasslands is ideal for chariotry. After the Dawn, the Starlight Tribes spread out in the four directions. From their ancestral homelands along the Arcos River, the Horse Lords retook the entire Pelorian bowl with the power of their bright god and their highly effective armies of chariot-riding bowmen. They formed the noble warrior elite of the

Wheels The Movement Rune, the Three Legged Wheel,

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THE ARMIES AND ENEMIES OF DRAGON PASS several tribal nations which ruled Peloria. One nation, the Hirenmador, reestablished the Dara Happan Empire. They gradually extended their domain northwards, at the expense of the Veshtargos who ruled Esvuthil and Birin. The war chariots of that era were relatively light, carrying an archer and a driver. The cars were of delicate but robust construction, with painted leather stretched on a wooden framework, and a base of leather thongs. They had one draught-pole and yoke, with a flagstaff at the rear, bearing brightly colored streamers, feathers, banners or a golden Sun Disk. The lightest could be lifted and carried by a single man, but their wheels were so fragile that when not in use the car was placed on an axle-rest to avoid the wheel rims becoming deformed. Specially trained lightly-armored infantry known as Hamippoi ‘ran’ among the chariotry to support them, and to dispatch crashed enemy crews. Carrying a driver and archer, the chariot platform was cramped. Due to space restrictions, the archer had to draw their bow outside the confines of the chariot, with the quiver mounted crosswise externally to the vehicle. Under the Jenarong Dynasty the chariots evolved to transport elite warriors and were used for scattering hordes of foot soldiers. Most foes were so inadequately armed and ill-prepared for any fight larger than a brawl that the use of chariots to intimidate or plough through them was extremely successful. As enemy infantry learned to stand against a nonimpacting chariot, bizarre innovations were attempted. Scythes, curved at the tip, were added to the axleends, and to the yokes, with the intent that the blades would slash into an infantry line. However, this required the driver to steer across or into the enemy frontage, and the chariots were best employed when the infantry was already in disarray. If steering directly towards a group of infantry, the crew would bail out prior to impact, but the horses often shied away, as most animals will not charge a solid formation with spears projecting from it. For a time, multiple long scythe blades were stuck out in front or to the sides. The enemy learned to open their ranks and aim arrows and javelins at the horses, causing them to stampede back into the ranks of their own levies of foot

archers and spearmen. In response, a light barrier was added to protect the horses, and the chariot’s car became more a counterweight than anything else. As the mass and bulk of the vehicle increased, the wheels were mounted closer to the front of the chariot car. This made the vehicle less stable and more likely to overturn. To counter this, eventually four wheels were used, two at the front and two at the rear of the car, but this further reduced speed and maneuverability. The old Pelorian chariot was unsuited to rough, uneven ground, and in rugged hills the increased weight of the battle wagons made them unusable. None of these spectacular but increasingly unwieldly war wagons were effective and no victories for them are recorded. After fighting the other Sons of the Sun and the foot warriors of the Rebel People, the Hirenmador clashed with the Pure Horse tribes. In every battle, the southern horse riders defeated the chariot-riders, but superiority in numbers counted, and the Horse People were extinguished as a nation and became a priestly caste, with one ascending as emperor of the combined nation. The battlefield dominance of the chariot continued to wane. The Battle of Argentium Thri’ile in 230, in which the Solar armies were decisively defeated marked the end for Pelorian chariotry. The Beast Riders from Prax again demonstrated the superiority of cavalry. Several Animal Nomad dynasties subsequently ruled portions of Peloria. After the adoption of cavalry, and the introduction of effective saddles, use of the chariot faded away. Horse archers rendered the chariot archer obsolete (providing twice the number of archers without the weight of the chariot) and heavy cavalry made the antiquated heavy chariot outmoded (being more mobile and less restricted by terrain). The chariot no longer had a place on the battlefield as a tactical force. Eventually chariots were used only for ceremonial

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THE BATTLEFIELD purposes, to transport the ancient battlefield regalia, and as the prerogative of senior officers. As befits their status, Dara Happan nobles wear long fringed robes, which makes riding a horse undignified and impractical. Deretinic chariots were a slightly more successful experiment. Deretinus was a Warlord in the court of Emperor Elmexdros (circa 775). He created large but sturdy four-horse artillery chariots which mounted heavy missile machines and multiple arrow shooters, capable of relatively rapid movement and deployment. These are still used today, but rarely since they require exceptionally skilled technicians capable of using the magic necessary to stabilize their mechanisms. The heavy missile machines shoot single large metal bolts with remarkable precision and power. The multiple arrow shooters have a system of gears powering a flat-link chain connected to a windlass drive that places unfletched bolt after bolt from the magazine on top of the device into the firing slot. The mechanism is worked either by moving a rectangular lever forward and backwards or a rotating handle. Both types utilize a large horizontal composite recurve bow made of wood, reinforced with horn and sinew. Each chariot requires a crew of three: a driver, aimer, and mage-operator. These chariots were traditionally grouped into squadrons of ten. There are now rarely sufficient manned and working Deretinic chariots to form a full squadron.

javelins, and debarking to fight on foot. In the First Age, the armies of the Second Council were led by chariot-riding warrior-priests. More robust and heavier chariots are still used in Saird, Dragon Pass and the Holy Country; many tribes and temples use chariots to transport their champions and priests around the battlefield and to act as mobile platforms for missile weapons and spell-casting. Chariots are also used to transport magical regalia and portable altars. The common Orlanthi chariot has two wheels and is pulled by two horses. It carries a driver, a noble warrior or priest, and sometimes a shield-bearer or bodyguard. The driver uses both hands to drive and concentrates on maneuvering and keeping the chariot upright; the shield-bearer fends off missiles and spears; the noble can fight from the chariot or dismount to fight on foot; a priest can try to meditate and use rituals to augment their spells. These chariots have a strong axle set near the center of the base of the car, and a double draughtpole, strengthened with cross-bracing as a shock absorber, with the two poles joining at the yoke. The lower pole extends under the car, enhancing its structural integrity. The upper reinforcing pole is also braced by a strut which curves up from the front of the cab.

Charioteer Feats

The charioteers of champions are at the pinnacle of their profession. They can drive their chariots with such skill that they can maintain the steadiness of the vehicle even over rough ground, steering around boulders and avoiding other hazards. Some even embody the nature of Mobility such that their chariot defies perils which should cause it to overturn or crash in tangled ruin. Their chariots can skim over obstacles that would wreck the vehicle of a less skilled driver.

Praxian Chariots The chaparral of Prax and the Wastelands is too rough for war chariots to be practical, save on the Pavis Road and a few tracks in Pavis and Sun Counties. The Yelmalio cult was imported into Prax by the rulers of Pavis in the year 875 to help against barbarian raiders. The Templars brought their phalanxes, their cavalry and their chariotry to support the beleaguered city. Their regiments rode and marched as part of the Invincible Golden Horde in 1100. After the Dragonkill their tradition of horse rearing was lost in the enduring face of nomad hostility; their pride prevented them from adopting any lesser mount. Instead, they relied solely upon their infantry. Wealthy Morokanth may ride in chariots or carts with heavy solid tripartite wheels (spoked wheels are too flimsy), drawn by trained herd-men. These are commonly the work of carpenters in Pavis, more used to repairing or dissembling wagons than assembling chariots. They are too slow and cumbersome to be used in warfare.

The heavy chariot is constructed of wood, leather and metal. The large broad wheels are made of wood, with the spokes fitted into a bronze nave. The wheel rim is studded with nails to improve traction in rougher country and six spokes make it more resilient. The number of spokes serves to spread the shock of impact when traversing uneven ground. The car is framed with steam-bent wood, the sides covered with wood panels or ox-hide, with a floor of interwoven rawhide strips. When not in battle, the shields are secured and displayed on the sides. The lowland Esrolian chariot is of lighter construction, with four-spoked wheels. Lesser roads in Tarsh and Sartar consist of those with a graveled surface and paving on top, and the basic roads that are nothing more than leveled dirt tracks. To prevent erosion, wagons and chariots all use the same

Orlanthi Chariots Light chariots were once widely used by the Orlanthi. Today, only the East Wilds Orlanthi of Ralios use them. These have a narrow car drawn by two feisty Galana ponies; the warrior stands behind the driver, throwing

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THE ARMIES AND ENEMIES OF DRAGON PASS axle width so that the same ruts are used to ease passage. Chariots are only useful in relatively flat country and on roads. Dragon Pass has an abundance of rockstrewn and precipitous terrain which limits their use. Hitting even small rocks can overturn the vehicle. Chariots give a bumpy ride even over level ground. Mud slows and impedes their progress, and they can become bogged down. The heavy chariot is sometimes employed in the open melee of the Warriors’ Battle, with a champion or warleader riding up to debouch where they want to join the fight, rarely risking their vehicle at the very front. The driver turns the chariot, so that it is ready for the warrior to jump aboard; they return to their chariot with the panoply of a vanquished foe, when wounded, to move to another part of the battlefield, or to participate in a pursuit or to flee in a rout. The charioteer must carefully gauge how close to come to actual fighting, weighing the risk to their warrior, to ensure they are close enough to provide them a fast get-away, but not so close as to place the prized vehicle and its team in jeopardy. Capturing an enemy’s chariot and team is a major coup. These chariots rarely fight in mass formations, because each is the property and status symbol of a champion or warleader, who leads their own retinue. Neither chariots nor individual riding animals are ridden into a mass melee under normal circumstances, because they can be slowed and surrounded by a rabble, the crew or rider mobbed and pulled down, their animals mutilated or slain. In hilly territory, the mobility of a chariot may be reduced to the point where it can be overtaken and overwhelmed by infantry. Often a chariot must be laboriously hauled up a steep gradient, with the team being led by hand, and they may have to help slow its descent. The occupants of the chariot will dismount and walk alongside it, though it may be used to carry their weightier armor. If the chariot navigates a slope under its own power, the lack of a brake means that when descending, a drag must be thrown out to slow it down. Horses and zebra, whether pulling a chariot or ridden, because of their powerful hindquarters, find it easier to go uphill than downhill.

sometimes disassembled, together with spare wheels and other parts. In contrast, cavalry require few spares, other than remounts. Chariots are expensive prestige items, requiring grooms and craftsmen, and eight to ten acres to support the team, crew and servants. A team of four requires even more land.

Sairdite Chariots Many of the Sun Dome Temples have retained the Solar use of chariots, though based on the more durable Orlanthi model than the lowland Pelorian. In the Second Age, when the Yelmalions were recruited to support the city of Pavis they brought their elite Golden Axles chariot regiment with them. The regiment later joined the Invincible Golden Horde to plunder Dragon Pass. It was incinerated in the Dragonkill. The chariot regiments from Saird suffered the same fate, though their tradition of horse rearing was preserved. With the loss of so many experienced charioteers, by the Third Age, chariots are still used in what was Saird, but not in mass formations. Instead

This reproduction of a panel in an Esolian temple depicts Elmal as the divine Sun Stallion pulling the chariot of Orlanth and Ernalda. As a representation of an Orlanthi chariot, its accuracy is highly suspect, even as a ceremonial cart; the artist appears to have compressed and stretched the car as the driver and passenger would more likely stand side-byside. With such a heavy car, the location of the wheels places an undue load on the shoulder and back of the horses (and only one is shown), which would result in painful galls. The position of the axle gives a very low ground clearance, rendering the chariot usable only on flat terrain. The furniture of the chariot seems to be reversed, possibly for artistic reasons: the guard rail should be at the front. Whilst the reins are shown passing through a ring attached to the collar band they are not attached to the bridle. Some details are accurate: the horse wears a crest, which would protect its head – horses are very sensitive to even light blows to the top of the head.

Logistics: Chariots

The body of even a heavy war chariot is relatively fragile as it needs to be light enough to maneuver on the battlefield. This makes it unsuited for long journeys, even by good roads, where frequent repairs to wheels and axles are necessary. Similarly, the chariot team must be rested for battle, and pulling a chariot or other vehicle for days and weeks would leave them ill-prepared. Chariot cars are often transported on carts,

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THE BATTLEFIELD they are mostly relegated to transporting champions and priests, and in ceremonies. A few conservative Sun Dome Temples employ chariots as archery-platforms flanking a phalanx, and as a mobile screen for an army on the march. Their chariot archers use a larger composite bow, with a greater range, than those carried by horse archers, and can easily dismount for greater accuracy. Yelmalion chariot-horses may wear armor protecting the chest, fashioned of polished bronze or gold plates lined with linen or leather. The peytral may be decorated with the embossed face of the Cold Sun, or a stylized vrok hawk, wings outstretched. It is supported by a leather collar decorated with gold disks.

units to be detached from their regiment and its standard, without losing access to their unique magics. The standard of a vexilla permits troops who worship different gods to work together and obey the senior officer of the vexilla. Companies retain and fight under the genii of their own standards. This ability to raise small tactical formations below the level of a regiment gives Lunar generals flexibility when dealing with threats that cannot simply be engaged on the field of battle. Vexillae are ideal units for the kind of irregular warfare that was common in Sartar. Vexillae are also used to provide strong garrisons guarding roads and river crossings. Most vexillae consist of a headquarters and three companies drawn from regular Lunar regiments, though some may be larger or smaller. Often a vexilla consists of a cavalry unit, a heavy infantry unit, and a supporting light infantry unit. A vexilla is organized and disciplined. In addition, the unit has a baggage train of camp followers. When on the march, it makes a fortified camp every night, erecting a picket fence.

Chariot Formations Few if any armies now employ massed chariotry. Even wealthy Orlanthi tribes field no more than twenty. When they did attack en masse, chariot squadrons attacked in a long line abreast, with wide spacing between the vehicles to facilitate turning, or in column, again relatively widely spaced, and wheeling to cast missiles or spells. Disciplined squadrons of chariots were used to skirmish and wear down infantry, pulling into range, shooting one or more volleys and then veering away before the enemy could retaliate. The archer shot arrows on approach, bracing against the rear bar of the car whilst leaning their left hip against the front rail, and on withdrawl, leaning against the side rail. Against a dispersed or disorganized foe, chariots could charge infantry much like later cavalry, hurtle through their ranks and throwing them down, leaving a trail of dead, injured or dazed footmen. When engaging an opposing chariot force, if more than one line was deployed, a large gap was kept between them, to allow plenty of room for maneuver. If the first line was repelled then it needed room for its wide turning circle, and space to pass through the following line to avoid collisions. In the great sweeping chariot clashes early in the First Age, between the contending nations of the Hirenmador, Veshtargos and Kashis, the two opposing formations would pass through each other, shooting arrows to disable opposing chariots, primarily by wounding or killing their horses. The survivors of the exchange would wheel about and engage in further passes. At this point the arrival of a second line would be pivotal to the outcome.

Private Vexillae Wealthy noble Lunar citizens can also raise vexillae with the permission of the authorities. These vexillae employ units of mercenaries, with an organization based upon that of Lunar Army vexillae. Whilst retired army officers often serve as their commanders and officers, these vexillae can have a problematic relationship with the regular army. The aims and ambitions of their patron determine their deployment.

Artillery Engines are war machines which unleash immense missiles and consequently need large crews to service them. These engines are best used for siege work or mounted on ships, for they are clumsy, slow to load, susceptible to the weather, and can easily be overrun in the field. Their destructive capabilities are often enhanced using magic. The term catapult (literally ‘shield-piercer’) is widely used to refer to all forms of artillery, but is used here to refer to a specific engine.

Artillery Mechanisms

Tension: created when an arm is pulled back and the material seeks to return to its normal state. Examples would be an ordinary composite bow or crossbow. A larger tension engine is wound up using a winch. Range can be altered by increasing or lowering the angle of elevation or increasing or reducing how far the arm is pulled back, or the

Vexillae Regular Vexillae In addition to the unit types described, the Lunar Empire employs vexillae. Each of these is an independent temporary task force drawing its strength from regiments across the Empire. A vexilla allows

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THE ARMIES AND ENEMIES OF DRAGON PASS inventions. Catapult: a large engine which launches its payload on a parabolic trajectory. Thus they are called ‘indirect fire’ weapons. They are harder to aim at a specific man-sized target, but are ideal for reaching over the walls of fortifications and can be used against ships. Springal: similar but smaller than a catapult, the springal can be used to throw either stones or bolts. Bolts are launched in a direct trajectory and stones may be indirectly thrown. Trebuchet: once built a trebuchet will affect a single area. It cannot be re-aimed, firing along a straight line. It can, though, launch a tremendous load of rock at that area. Range is adjusted by moving the weight suspended on the short arm of the pivoted beam, by shortening the sling on the longer throwing arm, or changing the weight of the projectiles thrown.

weight of the missile. These are adversely affected by rain and damp. Torsion: a twisted material such as hemp rope, sinew or hair seeks to unwind. Animal sinew has the greatest elasticity, but must be kept dry lest it rot. Human hair, oiled and braided, can also be used; women are often called upon to donate their hair in cities under siege. Examples would be a ballista or a catapult. Torsion engines consist of a heavy timber frame with twisted cable strung at the front into which the arm is inserted. Some engines employ a single arm; at the end of the arm is a cup to hold the missile; the arm is pulled back and secured until released at which point the projectile is thrown upwards. Others, such as ballista, have two bow arms. Torsion engines are more powerful than those employing tension and can hurl projectiles at great speed over longer distances. Range can be changed by altering the torsion of the spring, though this lessens the force of impact, or the weight of the missile. These engines are adversely affected by rain and damp; the twisted fibers have a limited useful lifespan before losing elasticity. Traction: force is applied to an object. An example would be a trebuchet. An engine using traction consists of a lever and rope at one end and a flung missile at the other, using a counterweight and manpower or gravity. Range can be altered but changing the aim in any other way is impractical, as the entire heavy frame must be moved.

Artillery Ammunition

Bolt: arbalests and ballista shoot what are effectively very large arrows. Springals can also shoot a bolt. Incendiary: payloads soaked in earthblood oil or pitch, or ignited with magic. These are intended to set combustibles afire. Miscellaneous: rotten carrion thrown over walls to spread disease; wasp nests coated in clay; screaming prisoners; anything that can cause damage or demoralize the defenders. Shrapnel: flimsy bags or clay pots filled with sharp shards of stone, fired clay, or jagged pieces of metal, which shatter on impact with the contents flying out in all directions. These are used as antipersonnel weapons. Stones: these must be of a suitable size and type to be thrown with accuracy and without shattering on impact. Stone-working tools are used to shape these projectiles to ensure that they fit in the cup of the artillery piece and are sufficiently balanced so as not to overly tumble in flight, deviating from the desired trajectory. Chunks of stone and masonry thrown by a trebuchet are less precisely worked, as they are large enough to cause serious damage even if landing offtarget. Stones are used to batter fortifications and to hole ships.

Types of Artillery Arbalest: the smallest and simplest siege engine. Effectively it is a large crossbow serviceable by one man, with a windlass device to cock it, for the limbs are too strong for anyone but a Hero to cock manually. It is slow to fire, but relatively easy to learn, and deadly when it hits. However, it needs a stand to support it, and takes time to load. As with all crossbows, it was invented by the dwarves. The dwarf crossbow was quickly copied by men. Ballista: this has the same straight trajectory and a similar payload as the arbalest, though this engine is larger, and more powerful. The largest require at least a three-man crew (aimer, loader, and operator). Some warships are armed with a ballista that hurls flaming projectiles. A giant ballista is emplaced at Harpoon on the River of Cradles in Prax, intended to impale monsters swimming upriver or to disable pirate ships. This huge engine requires a very large crew to load and turn it, and highly trained specialists to aim it. Cannon: The Dwarf of Dwarf Mine has rented out the great wheeled bronze guns of the Cannon Cult at times, but dwarves are rarely so free with their

Logistics: Siege Trains

Advances in siege craft require that armies transport siege towers and engines within their baggage trains, and artillery adds the requirement to transport engines and shot. Some materials such as timber can, depending on terrain, be obtained nearby, but tools, rope and nails must be supplied. Besiegers

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THE BATTLEFIELD require enormous quantities of wood for siegeworks, and if the timber cannot be procured locally then it must be transported. The heaviest elements of a siege train are the battering-rams (as trunks of sufficient size are not common) and siege towers. Rams are moved on wheels and require at least 20 mules or ten oxen to haul them. At least sixteen oxen are required to pull siege towers, and so if possible they are built at the site of the siege, sometimes from prefabricated parts. Ordinary supply trains are essential because unless a siege can be rapidly decided, victory belongs to the side best able to marshal its supplies.

War Dogs The Sairdites have a tradition of breeding war dogs for ferocity and training them for battle. The worship of Jajagappa, the Death God, normally depicted with the head of a dog and the body of a human, goes back into the prehistory of the Jajalaring Dog People. Jajagappa drags the souls of the dead into the Underworld and hunts those who would escape his nets. The god appears on the Dara Happan God Wall. ‘Father Dog’ Rowdril is one of the sons of Jajagappa, and is the father of Ensoval and the other specialty dog breeds, for which Saird is famous. Rowdril himself is the father of the war hounds. The Rowdril breed have a solidly built body with great depth and breadth, heavy bones, pendant ears, a relatively short and well-muscled neck, a broad skull with a wide, short muzzle and a heavy dewlap protecting the neck. Their feet are armed with sharp claws and their strong jaws are arrayed with close-set teeth. The anatomy and musculature of the head and neck are such the dogs can pull down large prey and chew through bone, meat and hide. Their jaws hinge wide and their skulls are heavy and shaped to prevent any lateral motion of the lower jaw when captured prey struggles. The dogs are usually protected with spiked collars. In battle, some are armored with leather barding or scale covered in razor-sharp spikes, intended to force the enemy out of formation as the dogs run through them. They are trained to fight men, forcing them to break ranks, and have no fear of swords, leaping up to grasp the sword arm in their powerful jaws, crushing and breaking bones, and going for the throat when they have a foe down. Dogs are also used as sentries and to accompany foot patrols, scouts and foraging parties. Guard dogs are trained to watch for unwanted or unexpected people and animals (especially as animals approaching a camp or fortification may be inhabited by allied or bound

Magical The nature of magical units varies enormously. A magical ‘unit’ might be a group of shamans with their apprentices, a contingent of priests with their temple guards or a magical regiment. In addition to employing their magic to attack the enemy directly on the battlefield, elite fighters and assassins might be teleported behind the enemy lines.

Logistics: Magicians At the very least, magicians want servants and sacrifices. Priests often need a mobile altar, which may be simple, with a few figurines or an ox-drawn wagon bearing a large wooden effigy, or an ornate chariot. Singers, dancers and musicians may be an integral retinue of such a portable shrine, and have servants of their own. A steady supply of animals, and for some cults, humans, is required for sacrifices. These must be procured, fed and watered. Magical regiments consist of a core magical group of between 30 and 60 specialist magicians - priests, devotees, and cultists initiated into the regiment’s secrets - and their bodyguards. They are often mounted and so have the same basic logistical requirements of a cavalry regiment, in addition to other, more unusual needs. Because the magicians are often defenseless when engaged in their rituals they are dependent upon their bodyguards for physical protection. These are armed with weapons and armor of the highest quality available, and are typically members of the regimental cult with considerable personal magic. The bodyguards often serve as the regiment’s magical energy reserve force.

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THE ARMIES AND ENEMIES OF DRAGON PASS spirits). Natural and awakened animals can always detect possessed creatures of the same species. The dogs are trained to discriminate between strangers and familiar animals and people.

single piece runs the length of the vessel; in larger ships, two pieces are used, joined with a scarf joint secured with metal rivets (iron is particularly desirable for its strength but bronze is often used). A long vessel such as a trireme is at the very limit of current shipbuilding techniques. Decking, if present, is rarely all nailed in place to provide easy access for bailing. Warships, whether triremes or penteconters, have a long narrow hull, and roll heavily in any significant sea or swell, making rowing almost impossible. The shallow draught of the warships of this early period of the Hero Wars renders all of them dangerously unstable when performing maneuvers in strong winds or rough seas. Their instability is mitigated, to a degree, by rites and magic intended to preserve the vessel and keep it afloat. Some more recent ships include an elevated prow to enhance the ability to sail at right angles to oncoming waves; this also provides a raised fighting platform. However, instability is increased and the higher profile makes it more vulnerable to crosswinds. There have only been a few decades since the Opening; shipwrights are urgently inventing and rediscovering the secrets of their craft to improve the seaworthiness of their ships. Some, such as the Holy Country bireme, have proven utterly unfit to withstand the dangers of the open seas.

Logistics: War Dogs

A fully grown Rowdril war hound will eat between 2-3 kg a day – a mixture of bone, organs, and muscle meat.

Warships Seaworthiness During the Closing, ships were restricted to a few almost enclosed bays and inland waterways. Following the Opening, shipbuilders have had to examine the few remaining maritime vessels and resorting to old plans to regain their art. Ships used in sheltered waters are unsuitable for the rougher conditions out at sea and on the oceans. Sea-going ships require higher, rounder sides than those used on rivers or inland seas. The gunwale must be raised and braced to withstand the buffeting of waves and the heeling over of the vessel when under sail. The higher gunwale makes rowlocks less practical in the main hull, unless longer oars are used. As a result, oar holes are placed lower down, in a thicker plank to withstand the stresses of rowing, often with leather sleeves to minimize the taking on of water. The keel must be strengthened. In smaller ships a

Maintenance Warships are regularly taken out of the water, with some smaller vessels beached every night if possible, to prevent the hull being infested with shipworm and other sea life. Certain spells can achieve the same result. The seas off the western coast of Pamaltela are particularly perilous for wooden-hulled ships; in the Sea of Worms it is said that the voracious worms there can eat their way through a vessel in a matter of hours. Elsewhere, shipworms (a small mollusk) pose less of a threat but given sufficient opportunity will severely weaken a ship’s structure within a few months. Tar and pitch must be regularly applied to the hull. Warships do not use thin lead plates as some merchant ships do to protect the hull because the added weight significantly reduces their performance in battle. Dwarven floating castles made of cement reinforced with metal are immune to the appetites of seaworms, but are still prone to the growth of weed below the waterline. Beaching a trireme is no easy task, unless a high tide is used, and tides in Glorantha are unpredictable (helmsmen with the magic to see the Blue Streak as it commences its dive are prized members of the crew as the tides will precipitously drop to their lowest point as it plummets down). If hauled out of the water, greased rollers are a necessity. Drying-out is also necessary because the hull

The Holy Country trireme is shown with both sails and masts raised. The ship carries a heavy three-bladed ram as its primary weapon. The smaller Wolf Pirate penteconter has a fore-ram and cutwater. This makes its more seaworthy in heavy seas, faster, and indicates that its ram is not usually used to damage or sink its quarry, but to secure it for boarding to permit the capture of the ship, its cargo, and its crew.

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THE BATTLEFIELD absorbs water and the bilge fills with water over time which cannot be easily bailed out. This reduces the lifespan of the ship, and most importantly for a warship, reduces its speed, stability, and agility. It may also weaken the hull. This cycle of immersion and drying-out gradually causes the hull to deteriorate, meaning that a wellmaintained warship has a practical life of no more than ten to twenty years.

action. Wolf Pirate ships are adept at boarding actions; the figurehead may bite or bind the enemy ship, grasping it to permit a boarding. Despite having a smaller crew than a trireme, the oarsmen are all warriors, meaning that the pirates outnumber the marines in any boarding. Warships are vulnerable at the stern and sides. They fight in squadrons, each in line abreast, with each ship protecting the flanks of its fellows. As on land, offensive tactics involve either outflanking the foe or smashing through their battle-line in column. In the former, the attacker can roll up the enemy line, ramming the exposed sterns and sides; in the latter engaging in oar-strikes and rapid turning in to ram.

Ship’s Weaponry The weapons of a galley are its ram, its marines and its magic. Some Western ships carry ballista; the Holy Country fleet of Belintar included a few quadriremes (a bireme with 88 oars in two banks a side, each oar having two rowers) built to carry ship-mounted heavy engines.

Marines Galleys carry fighters to perform and repel boarding actions. Pirate ships always carry large numbers of fighters for their size. This is to have an overwhelming boarding or landing party, and sufficient numbers for a prize crew on captured merchant ships.

Ship’s Ram A cutwater is a very basic ram, projecting forward at the waterline, which reduces the wave made by the bow, increasing the speed of the vessel. These are rarely sheathed with metal. A fore-ram projects forward above the waterline ram; it is intended to prevent the main ram becoming lodged too far into an enemy vessel, and to rake enemy oar banks. The fore-ram may be in the form of a ram or a wolf head. A ram is the primary offensive weapon of a warship with several chisel-like blades. Located on the waterline or underwater, it is attached to the prow. Covered in bronze or aluminum, it protects the ship when ramming and when being beached. The metal ram is designed to be removable for repair or replacement without having to remove the wood behind it. A pointed ram punctures the enemy hull but may become too easily wedged, and the ship is vulnerable to attack unless it succeeds in breaking free; a blunt ram instead smashes the seams of its victim with less risk of becoming stuck. The ram is used in three ways. The first is to punch a hole in the seams of the enemy vessel, but not so deeply that the warship cannot back-water to prevent it becoming lodged in its target. The second is to roll over and capsize the adversary; this is only feasible if the attacker is much larger than their target. The third is to strike the oars of the enemy, smashing them and crippling the vessel. A successful ramming requires speed, and the trireme and two-tier penteconter are both answers to the problem of increased speed without unduly sacrificing stability. Having rammed or performed an oar-strike, the attacker may attempt to grapple and initiate a boarding

Rowers Working as a rower on a warship requires skill and strength. No sea navy of central Genertela utilizes slave rowers. The Kraolori and some trolls of the Jrusteli Isles use undead rowers. The Kralorelan warfleet consists of huge single-level oared war barges.

Trireme The archetypal warship of the southern Genertelan coasts is the trireme. Its construction involves a carvelbuilt shell of planks held together with pegged mortiseand-tenon joints forming the hull built up from the keel and stem- and stern-posts, the internal ribbing then fitted to this hull to reinforce it. Four to six heavy ropes are stretched from stem to stern to strengthen the hull; these are slacked off or removed when the vessel is out of the water and put on and placed under tension just before the trireme goes into the water again. Twisting these cables to the proper tension requires the efforts of a team of sailors. Holy Country ships use pitch from the Shadow Plateau and earthblood tar applied to the hull to make it watertight. This gives them their distinctive black color, though the upper parts above the waterline are often brightly painted. Tar and pitch obtained as a byproduct of manufacturing charcoal is used for the same purpose. The stern-post curves elegantly forward, and is customarily carved to represent the tail of a merman. The stem often bears a figurehead. Eyes are painted either side of the bow so that the ship’s guardian spirit can see its way.

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THE ARMIES AND ENEMIES OF DRAGON PASS A trireme has three inclined banks of oars each side, the lowest bank (the hold-rowers) emerging from oar-ports through leather sleeves to hinder the taking on of water, the middle bank (the thwart-rowers) from under the outrigger, and the upper bank (the stoolrowers) fixed to rowlocks through the outrigger extending beyond the side of the hull. Each oar is rowed by one oarsman, sitting on a leather cushion. The oars of the stool-rowers, being the furthest from the water, are slanted down at the steepest angle. As the only ones able to see the oars striking the water, stool-rowers are responsible for synchronizing the oars of the two rowers below them. There are 27 oarsmen each side at the lowest level, 27 either side at the middle level, and 31 on each side at the top level (where there is room for two additional rowers, one fore and one aft, where the hull is shallowest). The oarsmen are rarely armed. Except for the slighter shorter oars at the bow and stern of the upper level, all oars are about 4.2 meters in length. The strongest rowers are placed at the bow to have access to the least disturbed water and so the potential of providing the most pulling power. Those seated at the first two front benches of the upper level can make longer and less restricted strokes than any others. Under oars, a trireme can turn about in an arc two and a half times its length. A light deck, to port and starboard, protects the upper bank of oarsmen, and provides fighting platforms running fore and aft. This fighting deck is often protected with a bulwark hung with shields. Holy Country naval tactics emphasize ram attacks which favor speed and maneuver. Boarding the enemy with heavily-armed troops is a secondary tactic. Ten to twenty marines are the usual complement, with the rest of the deck crew consisting of the captain, a helmsman using two steering-oars by means of a transverse tiller, a bow officer, shipwright, and the bosun who commands the oarsmen, a drummer or flute player, a signaler, and deckhands to handle the sails. Some ships also carry a healer. The number of marines is low because too many people moving up on deck threatens the vessel’s stability on the open sea and reduces the efficiency of the rowers. Some are stationed in the stern and act as bodyguards for the captain and helmsman. Others are at the prow to act as boarders. In calmer sheltered waters, such as Choralinthor Bay, the number of marines aboard might be increased to as many as forty, though risking a reduction in speed. Other navies, less adept at ramming, emphasize grappling and boarding. Their triremes are of heavier construction and carry more marines, and are correspondingly slower in the water. Normally the ship makes use of a square sail rigged from the main yard amidships for propulsion, and a smaller ‘boat’ sail at the prow to aid steering. Warships lower their mast and sails before going into battle.

Ships are protected by magical guardians worshiped by the crew. Trireme Length Beam Draught Speed Sail: Oars: Maximum Fast Cruise Slow Cruise

36.58m 5.49m outriggers 3.96m hull 0.914m Knots 3-7 9 4-5 3

Duration Daylight 20 minutes 3 hours 9 hours

Logistics: Warships

Warships have very specific requirements for rope, timber and canvas. Whilst basic repairs can be carried out with the supplies and tools carried aboard, stowage space is limited. A trireme, for example, generally carries no more than 30 spare oars. Any significant damage repair or maintenance must be carried out ashore, often with the vessel out of the water. Supplies for the crew are also limited, with only food and water for a few days carried. Triremes put into shore for the crew’s midday meal (if feasible) and at night. A trireme crew requires around 254 kg of food and nearly 379 liters of water a day. As these vessels are built for speed, not carrying capacity, they can only remain at sea for a limited time. Both triremes and penteconters are of a sufficiently light build that they can be drawn up on a convenient beach. These vessels often require a reinforced keelplank to prevent pebbled and rocky beaches wearing through the keel. Warships are reliant upon supply ships or bases when deployed for longer periods. Land bases in proximity of the fleet is essential. For the Wolf Pirates, since 1605, the Three Step Islands have proven convenient for their raids on the coasts of the Solkathi and Rozgali Seas.

Bireme In addition to the sea-going trireme, the Holy Country fleet includes biremes. These vessels have two banks of oars, and a single sail and mast, lowered before combat. The two levels of oars are staggered, with the lower level worked through ports in the hull, and the upper level from the gunwale. Dormal’s original bireme had 72 oars and a single square-rigged sail The cutwater can be used as a ram, attached to the hull by bronze nails. This permits the ram to be detached if it becomes embedded in an enemy ship. The elevated upper-works running the length of the ship are mounted on stanchions above the oarsmen

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THE BATTLEFIELD and include screens and shields to protect the archers and priests who are the principal armament of the ship. This superstructure gives the marines an advantage in height, but also makes the vessel susceptible to crosswinds, hindering its maneuverability and making it vulnerable to capsizing. As a result, their use is normally restricted to the calm waters of the Mirrorsea.

The pirates approach merchant vessels under sail and oars, at twice the maximum speed of a merchant ship. Nearing their victim, the beam-rowers ship their oars, furl the sail, and act as reinforcements for the boarding party. The use of sails and oars also permits the penteconter to outrun warships when it has the wind behind it. The straight and reinforced keel and the prominent forefoot permit the ships to beach at speed, so that warriors can leap onto land to assault any defenders without being delayed by wading ashore. When conducting a stealthy raid, a penteconter is instead run aground stern-first to permit a quick getaway. The vessel is steered by a large deep rudder at the starboard aft side. In addition to the 50 oarsmen, who are all armed, the deck crew consist of the captain, helmsman, bow officer, shipwright, champion and the bosun. Two or three warriors may also be aboard to be ready to lead a boarding action across the spiked boarding bridges. Pirates usually have diverse weapons and armor, according to personal preference and wealth. The helmsman is equipped with a long ship-spear, which they use to protect the ship when beached or to aid the warriors in the first stages of a boarding action. Wolf Pirate penteconters are protected by fierce magical figureheads on the prow (typically a demonic wolf), the magical guardians and protectors of the ship, worshiped by the crew. These galleys are capable of remarkably quick bursts of speed and rapid maneuvers. Battle tactics are customarily ramming and holding fast to the enemy vessel and then boarding – with the number of warrior rowers giving a numerical advantage.

Bireme Length Beam Draught Speed Sail: Oars: Maximum Fast Cruise Slow Cruise

21.36m 3.35m 0.914m Knots 2-5 6 3-4 2

Duration Daylight 20 minutes 2 hours 4 hours

Penteconter The characteristic ship of the Wolf Pirates is a fast and narrow clinker-built fifty-oared sailing ship used for ramming and boarding. In clinker construction, the keel is laid down first, with a heavy shaped keelson above it, and the raked stem- and stern-posts attached, with a pointed forefoot sheathed in bronze as a ram. Vertical ribs are added, and then the shell of overlapping plank strakes, starting from the keelson and working upwards, fixed with bronze rivets and later caulked with tarred wool. Crossbeams brace the structure and are used as benches for the single bank of oarsmen. Twenty-five rowlocks are attached to each gunwale by wooden pegs. Each oar is worked by one rower. A rail along the gunwale is a common feature. High planked half-decks fore and aft provide fighting platforms protected by latticework panels. Limited storage space lies beneath them, including ladders stowed save when beaching the craft. Some of these wolfships have a central gangway running fore and aft, but leaving the oarsmen’s heads exposed. The mast is set in a socket in the keelson, with a single square sail rigged from the yardarm; the sail is furled immediately prior to battle. These ships are very fast with the wind behind them; they are designed to operate under oars and sail. These penteconters are uniremes with a single level of rowers, but their great length can make them unsuitable for the open seas. Ships become increasingly fragile and unstable the greater the length-to-beam ratio. Other Wolf Pirate vessels are biremes, of similar construction but with two banks of oars on each side; the lowest bank (the bench-rowers) of 14 oars and above them the upper bank (the beam-rowers) of 11 oars. This layout gives them speed, acceleration and rate of turning superior to an ordinary penteconter.

Penteconter (‘unireme’) Length Beam Draught Speed Sail: Sail and oars: Oars: Maximum Cruise

33.76m 4.67m 0.76m Knots 3-8 9-10 9 4-5

Duration Daylight 20 minutes 15 minutes 2 hours

Penteconter (‘bireme’) Length Beam Draught Speed Sail: Sail and oars: Oars: Maximum Cruise

21.36m 3.05m 0.76m Knots 3-7 9-11 10 4-5

Duration Daylight 20 minutes 15 minutes 2 hours

Merchantman The merchant ships of the southern coast of Genertela

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THE ARMIES AND ENEMIES OF DRAGON PASS are oval in shape, of carvel construction, and propelled by sail. The vessels are partially or completely decked, with a hold below carrying a cargo of approximately 33,928 kg usually carried in bales, barrels and amphorae. Some merchant ships are much larger, but only a rich merchant house can afford to build and maintain them. Most merchantmen carry only a single square sail; some have a foremast carrying a smaller foresail, often used to aid steering. The mast may be unstepped and laid horizontally along the deck on crutches. Lacking a keel, the sails can only be used when the winds are favorable. Esrolian ships may have a curved sternpost in the shape of a goose, the sacred bird of Imarja, the source of the Four Esrolian Virtues. The ship has a flat bottom, to allow it to be grounded on a waning tide for loading and unloading, when a harbor is not available. The stability of the vessel is enhanced with magic. The hull is usually lined with black pitch and very thin sheets of lead to provide protection from worms and other marine creatures. This permits the ship to stay in the water throughout the sailing season, unlike a warship, but increases its weight and reduces its maximum speed. These ships are often used as support and supply for trireme squadrons. The ship is guided with two steering-oars with a transverse tiller. It may carry oars for use when the sea is smooth and there is no wind, but carrying enough oarsmen to propel the ship at any speed is uneconomical. Like most ships, these carry at least two stone anchors, with larger vessels having windlasses and capstans to raise their heavy anchors. The crew numbers six or seven, including the captain. The largest merchantmen may have a flat-roofed deckhouse aft. Small merchant vessels may be outfitted to permit them to be towed or hauled upriver. Most of these ships include a small shrine to Dormal at the bow or stern.

Many at the oars are undead, capable of rowing almost indefinitely, until they fall apart. When the chained slave rowers die, they continue to serve at the oars. A galley has a crew of five officers, 20 sailors, and up to 144 rowers Accommodation for passengers is either on the rowing benches or in deckhouses at the stern and bow. During the day, the trolls rig the sails as a tarpaulin to keep off the worst of the sun, preferring to sail at night. Black Galley Length Beam Draught Speed Sail: Oars: Maximum Cruise

Heroes Heroes have a particular impact on warfare. Some are demigods; their fighting prowess is considerable, enhanced by their band of personal followers, and the magical weapons with which they are armed. Some Heroes are great warleaders, others are great warriors and a few are both. They provide inspirational leadership to their own troops, and bring terror to their enemies. Often Heroes will cross the battlefield, in a manner reminiscent of an open melee, regardless of the situation, to confront and fight against opposing Heroes. Their victory or defeat will have a major impact upon the outcome of the entire battle. Heroes often acquire powerful magical items, especially weapons, to augment their mortal strength and abilities. The impact of such an individual and their followers on a battlefield is enormous. Their fighting prowess is immense, especially considering that they are armed with mighty magical weapons (a rarity in the world) and fighting against ordinary men. Many regiments will give way when confronted by a Hero, even those famed for discipline and experience. Those who hold are in danger of being cut to ribbons. The Hero and their band more than equal any normal opponent, and their seeming lack of fatigue allows them to force their way through their foes at their leisure. More important than any of this is the simple presence and aura of the Hero. This, their individual soul, is what makes them worth regiments.

Roundship Length Beam Draught Speed Sail:

12.2m 3.35m 1.22-1.83m Knots 2-5

42m 7.32m outrigger 5.18m hull 1.83m Knots Duration 3-8 Nighttime 9 20 minutes 4-5 Indefinitely

Duration Daylight

Black Galley The unireme Black Galleys of the trolls of the Jrusteli Islands are both traders and raiders, and may be encountered almost anywhere. A galley has 24 rowing benches to a side, each with three oarsmen, with two steering oars aft. It has three masts. The vessel is named for the black pitch which coats its hull above and below the waterline.

Companions A Hero is often accompanied by their own warband,

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THE BATTLEFIELD personal followers of whom some are almost Heroes themselves. The size of their entourage varies, and can number as few as the three or four to a full warband. Arkat is said to have been accompanied by twelve Companions. The membership of a band of Orlanthi Companions often embodies to a greater or lesser degree the attributes of the members of the Lightbringers’ Quest. Lunar Companions may personify the roles of the Seven Mothers. Lightbringers

Seven Mothers

Role

Orlanth

Yanafal Tarnils

Issaries

Danfive Xaron

Lhankor Mhy

Irrippi Ontor

Chalana Arroy Eurmal Flesh Man Ginna Jar

Deezola Jakaleel the Witch Teelo Norri She Who Waits

Leader and fighter – the Hero Mobility and Communication Knowledge – Spies and Intelligence Healing Deception Morale ?

Logistics: Heroes

The requirements of a Hero and their companions are as variable in nature as the Hero themselves.

Bodyguards The Imperial Bodyguard is the most famous guard unit, virtually a small army in its own right, but Lunar generals, priests, magicians, and others, often have their own, much smaller bodyguard. Much like the housecarls of an Orlanthi lord, these are recruited from experienced soldiers, often veterans, still physically fit, and of good character. Their main role is to protect the general and their personal standard, but at need they can be utilized as elite shock troops. As experienced veterans, they may also be used to act as officers in regiments in which many of the officers have been killed. Most bodyguards are chosen by the general, from among the troops who have served under them, with the most senior accorded the status of Companions, and effectively members of the general’s household, often continuing their service even after the general has retired from active duty. Bodyguards enjoy better pay than other soldiers and in peacetime often have no tasks more arduous than acting as sentries. Orlanthi high kings and princes also raise elite bodyguard units, which often act as the experienced and well equipped core of their military forces. The guard of the Grazelander Feathered Horse Queen are recruited from the cult of Hiia Swordsman. Humakti are widely employed in such roles because of their effectiveness against assassins. I

Companions are often assigned specific and sometimes idiosyncratic roles, which are affected by the nature and character of the Hero. These also influence their roles in heroquests and more mundane duties. This is apparent in comparing the Companions of Kallyr and Argrath. Companions of Kallyr Role in War

Title

Spies and Surveillance Logistics Scouting Fire powers

Watchman Porter Scout Fireman Waterman Cook Caster Healer Singer

Title

Water powers Supply Magic and Intelligence Healing Ritual

Companions of Argrath Role in War

Knowing Fighting Perceiving Fertility-bringer Communicating Healing Tricking Provider Dragon Movement Homeguard Freedom

Spies and Intelligence Offense Scouting Morale Communication Healing Deception Logistics and Supply Draconic powers Mapping and Mobility Defense Liaison – with cities and tribes

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Transport and Mobility Despite the two massive fires burning at either end of the hall, the chamber remained icy. The grizzled general stood by an ornate brazier reading again a scroll before tossing it onto the charcoal, where it curled and burned, red wax running to sizzle and settle at the bottom of the bowl. “We are ready then, sir?” The general raised an eyebrow. “You know me well enough, Dagius, to avoid such formality in private.” He waved a hand towards the other officer standing to one side. “We three are campaign companions, comrades, friends. I’d be surprised if you didn’t know the contents of our lord king’s missive before I did. Horatio has read it.” The spymaster permitted himself a tight smile, before his expression became serious. “One of the hawks our tame Cold Sun priests sent out has returned, more dead than alive. It confirms the tribes are converging, probably to mass at Dangerford. Not in overwhelming numbers, but enough. We know the Swenstown and Jonstown Rings have raised their militias. Possibly Wilmskirk as well.” “In this weather?” The Chief of the Companions shifted uncomfortably, warming his hands over the embers. “They can, Horatio. They will.” Fazzur Wideread nodded towards a map on the campaign table. “Kallyr may be over confident, sometimes reckless, driven, but she’s no one’s fool. She knows there’s only one road we can take, one crossing, if we hope to crush this latest rebellion. “I don’t like taking a road of my enemy’s choosing, but the snow is too deep for infantry cross-country, and if we attempt a fording anywhere else the local water spirits will obstruct us. We’ll mislay too many troops to frostbite without our drowning more.” “Brave Ram and Warrior preserve us,” muttered Horatio Hostilius. “All the regiments are already under strength.” “Indeed. The attrition will be fierce. Before we’ve marched ten miles we’ll be losing men. Not deserters – I know our men are willing, snow and ice are no strangers to Tarshites. But we have no mages, no magical support. Something Kallyr won’t know, and even with her supreme certainty, she wouldn’t dare open battle unless she knows something we don’t.” The general absently ran his fingers through his greying beard. “And the men we leave behind on the march will perish, from cold, or worse things abroad in this season. I want the centurions to ensure men don’t drop out in ones or twos – it means reducing our numbers, but I want there to be survivors from this insanity.” “Several garrisons were massacred,” murmured the spymaster, “in the towns and tribal centers. Others have run. Jomes was in Boldhome with fewer than two thousand, most of his regiments were at quarter strength following the Auroch Hills debacle and the Dragonrise. If he had any sense –” “He does,” interjected the general “–he got as many as he could out of the mountain-city to join with his peltasts. If we can link up…” From beyond the hall came the sound of trumpets. The general gestured the retainers waiting at the doors forward and let his body servant drape a heavy fur-lined cloak about his shoulders. “We march. The king commands, and we obey. May the Goddess and our Ancestors aid us.” Remittances from members of the clan serving with mercenary companies can be an important source of income for the clan in lean years. It may send emissaries to other clans to demand tribute if it has not made enough money or obtained sufficient supplies for the winter. They have nothing to lose by raiding in Earth Season, so clans usually try to buy them off.

The Campaign Year Professional armies and mercenary companies can be active in any season, though conditions in different seasons and the availability of supplies will make military activity and success more or less likely. Often military campaigns take place in Fire Season and several preceding and subsequent weeks, giving a war season of approximately ten to twelve weeks. Militias are almost always tied to the agricultural calendar, and are unlikely to respond to a call to fight until the fields are sown and young herd beasts born. Similarly, militias will start to dissolve away as the harvest demands more manpower. There is a pattern of raids and war after sowing, and another after the harvest.

Sea Season The time for weapons and armor to be readied. Armies may be on the move to take advantage of the harvest later in the season of the winter wheat and barley crops. Rural militia will be hard at work in the fields. When sufficient effort is available, fortifications and defenses are repaired. During the preceding cold wet seasons, frost and ice may have damaged brick and stonework; earth ramparts and ditches may have slumped; wood may rot. Roads and tracks must be maintained. Winter snows, floods (and in mountainous terrain, avalanches) may have obstructed or obliterated paths and roads. Higher passes may remain blocked until well into Fire Season.

War Clans

An Orlanthi War Clan is not as reliant upon their fields as other clans, and rarely have many cattle or sheep, save those they have taken in tribute or as plunder. A War Clan makes its living by hiring out as mercenaries or by raiding or extorting tribute.

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TRANSPORT AND MOBILITY Operations by professional armies begin. Cattle raids of neighboring clans begin. Dirt tracks may be impassable but better roads are usable. Many rivers will be in flood, swollen by rainfall and snow-melt. Higher routes and passes will gradually become practical. Winds blow from west to east across the southern coasts of Genertela, and hurricane winds blast the northern parts of the continent. The dry desert Storm Bull winds bearing stinging grains of sand sometimes blow northwards from the Wastes at this time. Huge thunderstorms can appear during any season in Dragon Pass. The Storm Gods are very powerful there, and as a result, the weather is often exaggerated. In the Holy Country scattered rains fall constantly with warm Heler rains washing in from the Homeward Ocean. The Gorphing River is subject to sudden floods and overflows each Sea Season. There are wild storms in Prax. In wet years, stagnant pools of water remain atop the pavement-like ground until Fire Season, when the Sun’s fury dries them. The Scritha River overflows. This is a good season for sailing eastwards along the southern Genertelan coast.

cattle raids against their neighbors or raid their enemies for plunder or revenge. War occurs during Fire Season, because farms require less hands and the roads are fit for travel. It needs to end by Earth Season if the harvest is to be brought in; otherwise, a clan may not survive winter. Fortifications are built and maintained. Granaries and stores are running low; long distance campaigns must be carefully planned and provisioned. This is often a time of hunger, and so only professional armies with adequate supplies are likely to campaign far from their bases.

Logistics: Denial

The object of war is the defeat of the enemy. Victory in battle is the most obvious means to this end, but without adequate resources, no matter its strengths, an army will not be victorious. Denying the enemy supplies weakens their ability to fight. Famine is also an effective weapon. In Genertela the winds blow west to east, bringing rain to the western lands. The Storm Bull Winds blow outward from the Wastes of Genertela, sometimes north, sometimes south, rarely eastward, bringing sand storms in the phenomenon called the Hot Storm. In Dara Happa, the home of many Solar Gods, the average Fire Season temperature often exceeds 90º F (32° C). There are no clouds in the sky and the Sun is at its strongest. In Dragon Pass the climate is wet, with temperatures averaging a warm 68–75° F (20-24° C), occasionally peaking over 95° F (35° C) on a hot Fire Season day. In the Holy Country the western lowlands are hot and humid, the eastern highlands warm and dryer. In Prax no rain falls during Fire Season. All the seasonal tributaries of the Zola Fel River dry up. This is a good season for rowing along the southern Genertelan coast, taking advantage of the westward currents of the Rozgali Sea, and the weaker eastern currents of the Solkathi Sea; early in the season the doldrums are not far to the south.

Cattle Raiding

In late Sea Season and early Fire Season, when the farm work eases off enough to free men up from the land, an Orlanthi clan may raid neighbors to steal their cattle. Going on a cattle raid is one way young men show their mettle, and acquire cows to increase their own herds. For warlike clans, raiding is a way of life but even peaceful clans will raid their neighbors to steal their cattle. A cattle raid is not about killing, and while fighting can occur, a cattle raid is more about ‘counting coup,’ practicing for real war, and gaining wealth, than confronting enemies. An experienced raider usually announces the attempt to raid and recruits a small band, for stealth is of the essence, to sneak into the enemy clan lands. Cattle raiders rarely travel more than 16 kilometers from home, because of the pace at which any cattle can be driven. If it takes too long to return to the home clan lands, then the raiders chance any pursuit catching up with them. This risks actual combat and the initiation of a feud between the clans which can escalate into full war.

Logistics: Raiding

A raiding party usually carries rations for no more than two or three days. A clan might make one or two raids a season, as more place a greater strain on farming manpower and food stocks.

Earth Season

Fire Season

Harvests draw militias back home, although there is a brief window for raiding afterwards. Foraging and plunder is good for professional armies on the march and for Orlanthi War Clans. If other clans send out raiders in Earth Season they risk failing to bring in their own harvest.

The prime campaigning season. The Lunar Empire moves its troops for military campaigns. Roads and tracks are all usable, rivers low. The militia are free of toil in the fields. Professional armies are on the march. Clans launch

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THE ARMIES AND ENEMIES OF DRAGON PASS Whilst southern Peloria and Dragon Pass are a relatively small territory, differences in terrain and altitude, and their impact on climate, means that the date of the harvest can vary by several weeks in places only a few days’ march apart. There are also differences in crops: Hon-eel the Dancer introduced maize to the Provincial Kingdoms, in addition to the Orlanthi staples of barley, wheat and oats. The lowlands are predominantly arable, whilst the highlands are more mixed, with more livestock rearing. Roads are good and rivers fordable. The climate is warm in the day, but getting cool and crisp at night. There may be snow at 1,800 meters and higher, but not below that. The Storm Bull Winds, dry this season, again blow outward from the Wastes, usually in a northern or southern direction, occasionally eastward over the Shan Shan mountains. In Prax there is no rain; the tributaries of the Zola Fel remain dry. By the end of the season, professional armies either return to friendly territory or set up fortified garrisons, preferably in areas with abundant cultivable land and access to nearby navigable rivers or seaports. The doldrums move from east to west along the southern coast of Genertela, making sailing more difficult. Late in the season it is feasible to sail from the Holy Country to the East.

distributed garrisons in cities, towns and clan centers to ease access to supplies, and to maintain control over a hostile native population. Weapons and armor and other accoutrements are repaired or replaced for campaigns next year. Troops train when the weather permits. Good roads become hazardous and tracks almost impassable. Poor roads may be blocked with ice and snow. Freezing cold winds blow from the north bringing snow across Genertela. Those which blow off the vast glacier are called the Valind Winds. There is often snow and thunderstorms in southern Peloria and Dragon Pass, where snow always falls in the foothills, and often remains through Storm Season at higher elevations. Winter prevents most travel. People stay at home, out of the snow and ice. Hollari ice demons, usually confined to the snowcapped peaks of the mountains, may descend to the lower hills of Dragon Pass. Rain is rare in Prax but wild storms rage. In Pent, this is when composite bows are glued together as the nomads shelter from the fierce freezing storms in their domed kert tents. The severe cold and damp slows the bonding of horn to wood, strengthening the setting; glue-soaked sinew will be applied later in the warmth of Sea Season and allowed to set for the rest of that season. Sailing along the southern coast is extremely hazardous.

Logistics: Nomads

Their rations vary with the seasons, and the availability of plunder and pasturage. Dairy products, including mare’s milk, sometimes fermented, will be part of the diet, when the beast is lactating, except in Dark Season. Animal Nomads either use the milk of their herd beasts, or that of captured animals. Milk may provide up to a quarter of the ration required by the rider. The blood of the animal can also be used. A horse can provide a third of its blood for several days without seriously affecting its health. Riding animals may be permitted to graze, though this can reduce mobility; nomads at war often only permit their animals to graze at night. Injured or dead mounts provide a ready supply of meat. Animals may also be herded, to provide meat on the hoof. However, this reduces the rate of travel.

The Herds of the Horse People

The Horse People of Pent are divided into Pure Horse People who exclusively ride and eat horses and Traditional who herd cattle, sheep, goats, or even reindeer. This affects the migration patterns of the tribes. Pent suffers severe winter snows, in which horses and reindeer fare better than the other animals. Sheep and cattle must push their muzzles through snow to graze, often suffering wounds from frostbite that prove fatal in the deep cold. Horses are better adapted to survive the severe conditions. Horses, reindeer and goats scrape the snow away with their hooves, which permits other animals to feed; horses and reindeer can smash through ice at watering places to reach water, and their higher gait allows them to move through deep snow that is impassable to sheep and goats. As a result, those tribes herding cattle, sheep and goats must seek southerly or sheltered places in which at least some of their herds may survive.

Dark Season Military activity is rare and often perilous. Trolls may be active, their raids posing a threat to isolated settlements. Winter prevents most travel. Militias are at home, and professional armies encamped or in garrison. Often armies are divided into

Storm Season Military activity is very rare. Militias stay at home. Professional soldiers in winter quarters drill and look after their equipment. If

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TRANSPORT AND MOBILITY the weather is fine clans may go cattle raiding, though it is usually too wet for raiding and war. Almost all roads are impassable. Many rivers and streams are in flood. Roads and passes may be blocked by ice and snowdrifts. The Gagarth winds appear almost anywhere. These winds are often called ‘The Wild Hunt Storm.’ This wind seems to defy all reason and rationale as to its direction, origin, and strength, doing great harm wherever it passes. Temperatures in Peloria and Pent drop to below freezing. North of Dara Happa cold winds blow south from Valind’s Glacier and the White Sea. In the hills and mountains of southern Peloria, the home of many Storm Gods, snow falls in the foothills and mountains. The Valind Winds gather at Dragon Pass, where temperatures average a freezing (32° F, 0° C), sometimes dropping as low as minus 30° F (–34° C). Winter nights are much colder yet with the very coldest being the rare Brightnight Storms, a night with no wind or clouds, so that the night sky is visible clearly overhead. There are violent lightning, hail, and sleet storms. Everywhere in the Pass, the weather makes wind chill significant. About a meter of snow falls in places; the ceaseless wind piles up drifts that are two to three meters deep. The higher passes sometimes do not thaw until late Fire Season. Rare black snows occasionally occur. When people must travel, they use skis and snowshoes. The Holy Country is wet throughout Storm Season. Wild storms rage in Prax but the erratic storms can rob the Wastes and Prax of much of the rain. When the rains come, The Scritha River, one of the largest seasonal tributaries of the Zola Fel River, overflows. The ocean south of Genertela is filled with wild storms. Only the foolhardiest attempt to set sail.

towns and cities means that it is not necessary for an army to disperse in whole or in part to collect food and fodder from farms and fields. However, this means that these centers must be seized swiftly and then guarded to prevent them being looted or destroyed. The yield of a harvest fluctuates year by year, especially in upland regions where the weather, heavily influenced by the unruly Storm Gods, can be unpredictable. If the enemy elects to ravage the territory through which an army must travel, then this deprives it of the opportunity for foraging and requisitioning supplies. The simplest method is the firing of fields and the burning of granaries, at the cost of starving the local populace. In addition to gathering supplies, foragers can have an intelligence function as scouts, but if captured themselves can reveal information to the enemy. Foragers (and raiders) are at risk of ambush, when burdened by the supplies they have gathered. Putting cavalry and supply animals out to graze is also hazardous, as they must often be spread over a wide area. Foraging also means seeking fodder for mounts and transport animals, but more broadly includes obtaining water, gathering wood for fires and the palisades of encampments, and foodstuffs such as animals and grain. In some instances, foraging parties must stop to harvest crops from the fields or mow fodder for their animals, which requires time and resources. Taking from civilian granaries and other storehouses after the harvest is far easier. Foraging can seriously reduce the rate of march for an army, even when mounted parties are sent ahead. It is impractical for an army on a forced march to rely upon obtaining supplies from the countryside it is traveling through. Most armies attempt to forage only one day in four, because of the inherent delays in finding and obtaining provisions, and in preserving and transporting what is acquired. Cavalry scouts may be sent out to find a source of supplies well in advance of the main army. Even in friendly territory peasants and farmers may baulk at their crops and animals being requisitioned. Before harvest there is rarely a surplus to be commandeered or seized. Outside the large estates, many farms operate at or near a subsistence level, and hunger before harvest is not uncommon. In unfriendly territory, pillaging is more likely, with provisions being seized, and with a high likelihood of the destruction of property and young women and children being carried off as slaves.

Sacred Time Religious rites; regimental standards are blessed; omens are read. Failure to participate in these rites weakens the cosmos; they are a religious imperative - and can even result in two enemies performing the rites in conjunction or in cooperation with each other.

Logistics: Foraging

A well-farmed countryside can sustain a modestly sized army passing through. However, supplying an army by foraging requires organization and planning – to rely solely upon foraging for a significant period can lead to disaster as the army runs out of food. The season also affects the viability of foraging, as the primary campaigning season coincides with the growing season. The capture of food stores and granaries in

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THE ARMIES AND ENEMIES OF DRAGON PASS Plundering is usually an act of individual soldiers, but may also occur systematically at the level of regiments and armies, with the booty being redistributed by the quartermasters. For those suffering such foraging the distinction is unimportant. When news comes of approaching troops, whether friend or foe, many communities and farms seek to hide their provisions and valuables. Foraging becomes progressively more difficult if an army is stationary in an encampment or conducting a siege. Food and fodder must be obtained from increasingly distant sources. Supply lines become stretched and ever more vulnerable. Disease, thirst and starvation are often greater foes to an army than its enemy. An army spending too long in one place without adequate hygiene and supplies will crumble as its manpower succumb and die. Basic hygiene and healing magics will delay this. Long-term military campaigns will ruin a cultivated region. The destruction of trees and farmsteads, the decimation of herds, and depopulation because of peasants fleeing or being forced to serve under arms, will steadily erode agricultural resources.

surface of the dome. The thick rugs sitting atop a leather lining are woven by the women and bear designs representing Earth. The hearth, representing the Low Fires, sits at the very center of the kert below the roof wheel.

Roads and Warfare The means of moving troops and their supplies is of the utmost importance. An army is restricted to routes and terrain where its troops and their baggage and supplies can travel, where there is sufficient water, and if necessary, sources of supply and opportunity to forage. Viable military routes are narrow corridors defined by accessible agricultural and water resources. Navigable rivers and high quality roads are militarily and economically important. The control of the roads to the rear is essential for a professional army. Breaking the line of supply will destroy an army almost as effectively as a defeat in the field. Guard posts are often placed on major roads, to suppress banditry and raiders, and to enforce tolls and taxes.

Logistics: Hunting

Foraging often includes hunting, though this is not a reliable means of provisioning an army.

Nomads and Warfare Nomads follow a mobile lifestyle, following their herds and the availability of fodder. Some Pentan tribes carry their belongings on wagons whilst others use draught animals. Praxians are similarly nomadic, but their territory is less practical for wheeled transport. The mobility of this lifestyle naturally supports migration and raiding.

Pelorian Roads Peloria boasts an extensive road network, but the most important militarily are perhaps the Daughter’s Roads. The messengers of the Imperial Courier Service using the roads can relay a message around 96 kilometers a day. Hwarin Dalthippa, the Conquering Daughter, inaugurated two great marches, preparing for each with great magics which summoned her foes to her. Her lines of advance have since been marked by huge twolevel roads, mighty viaducts of stone arches holding the routes off the ground. The narrower, upper path is reserved for performing magical ceremonies of importance to the Empire, while the lower, wider path is used for normal commerce. Paved over with crushed stone, it is twelve wagons wide and has each day’s march marked with a glass temple. The main trunk extends from Jillaro-of-thePrince’s Green to Filichet, the capital of Holay. Shortly afterwards, a subsidiary road was made at right angles to the greater highway, and the lesser one is called the Singing Road. It is eight wagons wide and runs from Cafol, the old capital of Sylila, to Hilltown, in Imther. The military roads of Tarsh are broadly similar to the ordinary roads in Peloria. A wide ditch is dug, 30 cm or more deep, with the earth at the base rammed tight. The ditch is then filled with layers of stones and rubble, whatever fill is available, with the uppermost

The Kert

A Pentan kert consists of a wooden dome-shaped trellised frame, often of willow, covered in thick felt which is waterproofed with a leather cover, able to withstand the fiercest Storm Season blizzards out on the steppes. The cylindrical walls are topped by a curving dome with a roof wheel at the top, which can be opened to provide a smoke hole or to admit air and light. To avoid the fiercest Valind Winds, the entrances always face south. These tents can be erected or dismantled in an hour, though raiders often sleep out in the open, so that they can ride from dawn to dusk. The kert is the nomad world in microcosm: the Solar roof wheel sits at the very top of the Sky Dome. A wealthy nomad family may have a gilded roof wheel, with the dome struts painted yellow (for Solar Traditionalists), or blue or orange (for Storm). Stars and planets may be painted on the interior

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TRANSPORT AND MOBILITY level above that of the surrounding ground consisting of cambered paving designed to cast off rain or water. Drainage ditches are dug on either side of the roadway. The width of the road is sufficient for a wagon to use, with the most important being wide enough for two wagons to pass on each side. The roads are maintained by Danfive Xaron work gangs or local Lodrilli in lieu of tax. In the Lunar Empire and the most Lunarized portions of the provinces, roadside shrines to local spirits are rare but shrines to Etyries are common. Milestones, indicating the distance to the nearest city, are placed at regular intervals along the military roads.

Each Royal Road is 3.6 to 4.5 meters wide, resting upon a foundation of soil and rubble 1.2 to 1.5 meters deep, cambered for drainage. In marshy ground, the road runs on a bed of tree trunks. Its surface is paved with slabs of stone. The road runs in straight sections, with few curves, traversing its way up steeper slopes. At intervals, it widens to allow shrines and wayside rest stops. The minimal gradients make them suitable for wagons and chariots. Bridges cross rivers, streams and ravines. Watchtowers and guard posts are spaced along the roads. They are under the protection of the Prince, and any offense committed on them is an offense against the Prince. They are regularly patrolled; this makes them the safest and most-traveled roads of the land. The House of Sartar provided the watch for the roads, which were royal property and under royal protection. Travelers were expected to respect the rights of the clans through whose lands the road passes. Assaulting a traveler was an offense, with equal wergild paid to the House of Sartar as to the traveler’s kin. The most famous section of Sartar’s King’s Road is named Sartar’s High Road, which winds north and west along steep cliff faces in the Quivin Mountains. The routes into Boldhome are the most impressive works of engineering, with the roads ascending the winding flanks of Quivin Mountain. After Boldhome, the dwarves built a narrow path from North Gate towards Jonstown, an arched path just a meter wide. Sartar’s masons added to it, making a perfectly straight road 3.6 meters wide with low walls on each side. The wide, paved surface juts out upon the faces of cliffs, perched there on stone supports that

Axle Width A single width of cart and wagon axles encourages trade and enhances military mobility as there is no delay in moving goods to either change to a vehicle with a different axle width or to use adjustable axles. This is not an issue when using most paved roads, but becomes problematic on dirt tracks where the wheel ruts will conform to the axle width of local traffic. The wagons of the Lunar Empire all employ the standard Lokarnos axle width, which varies from that used in Sartar. Similarly, the axle width employed in Sun County in Prax differs from that used by the Sartarites. Some paved roads are built with artificial wheel-ruts deliberately cut to guide the vehicles on the rut way. These grooves are often employed at city gates to prevent wagons hitting the gate posts and damaging them.

Dragon Pass Roads The rugged and mountainous terrain of Dragon Pass is difficult to travel through except along the roads and tracks connecting the largest centers of population, and those used for trade between the Holy Country and Peloria. Lesser roads in Tarsh and Sartar consist of those with a graveled surface and paving on top, and the basic roads that are nothing more than leveled earth dirt tracks. To prevent erosion wagons (and chariots) all use the same axle width so that the same wheel ruts are used to ease passage. The maintenance of such roads is usually the responsibility of the clans and tribes occupying the land they run through. The Princes of Sartar were great road builders; Sartar himself had the King’s Road linking Jonstown, Boldhome and Wilmskirk built. His son Saronil extended the road from Boldhome to Swenstown. Jarosar Jarolarsson ordered the Royal Road from Jonstown to Dangerford built. Tarkalor expanded the road system to Duck Point and Whitewall. Terasarin Tarkalorsson linked Dangerford to Alda-Chur.

Traveling along a trail in Sartar

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THE ARMIES AND ENEMIES OF DRAGON PASS seem to grow out of the rock. The road goes straight over gaps, supported by buttresses and towers. The road is secluded and those who do not enter at one end must scale the cliffs to reach it. The most impressive part of Saronil’s Swenstown Road is the Quivin River Bridge, a wondrous piece of dwarfdirected craftsmanship whose single span arcs unsupported over the river. Sartar became a wealthy and regionally important principality sitting on the main trade route between the Lunar Empire and the Holy Country. Wealthy Sartarites (nobles and temple priests) had access to luxury goods from the Holy Country (and by extension trade goods from Ralios and Seshnela via the Manirian Road) and the Lunar Empire. A well-armored thane in Sartar

would have armor remarkably like that of a Lunar officer from the Provinces. In Tarsh, Sartar and the Holy Country roadside shrines to local minor deities and spirits are common, especially near sacred sites and where bridges cross streams and rivers. Offerings are often made to placate the spirits who may be otherwise displeased, for roads and bridges often divide their realm. Clan and tribe markers are also common. Where trade can flow, armies can march. These Royal Roads greatly enhanced the unity and economy of Sartar, but also ultimately became the routes for invasion and conquest. When Sartar’s Flame was extinguished, the magic that kept the roads in good repair failed; potholes, ruts,

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TRANSPORT AND MOBILITY and weeds rapidly marred their surfaces.

There is an inevitable tendency for garrison and escort troops to be of lower quality than frontline troops. Supply depots, usually fortified, augment the transport and security of materiel. Stockpiles can be created relatively close to the combat troops. Blocking a supply line can seriously weaken and slow down an enemy. Cutting sea-borne routes requires naval superiority. Overland routes can be obstructed at chokepoints such as mountain passes and river crossings. Elsewhere, they can be crippled by maneuvering large mobile forces between an army and the supply depots. This strategy can be employed by forces who might not be able to defeat their enemy in open battle. Supply lines can also be hindered by terrain and weather. Storms at sea can sink supply ships; heavy rain on land can flood fords or damage bridges. Early or late winter snow can render even good roads impassable. Poor roads, swampy or mountainous terrain can create bottlenecks, slowing the speed at which supplies can be transported to an army in the field. A supply train is also unlikely to keep pace with an army on a forced march.

Hendriki Roads The Hendriki roads link Sartar with the Holy Country but are not all built to the same standard as the Royal Roads, making the movement of goods by river preferable. Tarkalor Saronilsson built the road to Whitewall. The main Hendriki roads are mostly unpaved, and constructed by building an embankment to give a properly drained base and the road upon it made by digging a shallow ditch, the earth base rammed hard, filled with a middle layer of softer material such as sand or rubble, and surfaced with gravel. The material for the embankment is usually dug out of ditches on the side of the road, which serve as storm drains and to define the road where surrounding terrain might offer cover for ambush. Along less important routes the road is occasionally set directly on the levelled ground surface. Wooden trackways running on causeways are used to cross marshy ground. The few bridges are made of timber, sometimes supported by natural rock or on artificial piers.

History and Geography

Magical Roads

Legend says that the god Larnste paused when planting the seeds of the mountains intended to divide the warring mortal races. This was the origin of Dragon Pass, leaving a rift between the adjacent impassable mountain ranges. The pass contains a vast variety of terrain including an impossibly tall mountain, narrow valleys, broader lowlands, lakes and marsh, rolling hills, rugged limestone and karst formations, massifs of granite and limestone, and an eastern plateau bordering the plains of Prax. Before and during Time, the region has connected the southern regions with the interior of the continent. It has permitted the movement of peoples, goods, ideas, and armies. Dragon Pass has proven to be a magical, cultural and strategic nexus throughout history.

There are several magical roadways crossing Dragon Pass. Dragonewt Roads are marked by lines of standing stones, but these roads can only be entered in special magical gates located in their strange settlements. Their use by humans is impractical as dragonewts rarely permit this. Other sacred routes connect important magical sites and can be used, at risk, for rapid movement by small parties. However, as each ‘step’ on these routes lies at dangerous or impractical locations (such as within a major temple or atop mountain peaks) they are rarely traveled. Rare HeroQuest Roads follow mythic paths with enemies encountered at every ‘step’.

Logistics: Merchants, Sutlers and CampFollowers

Armies have an almost insatiable demand for food, entertainment, and specialist services. Merchants will often treat a military force as an opportunity for profit, with the risk that their goods may be seized without payment or paid for with promissory notes that may be difficult to cash. A military campaign often presents opportunities for plunder and slave-taking. Some freebooter merchants and vendors attach themselves to a military column for the opportunities to plunder enemy territory, to obtain goods they then sell to the troops, and for their own profit. They will also purchase pillaged goods, including slaves, from the

Prax The Pavis Road is a Lunar military road running from Herongreen to Torkan’s Last Fort, following the traditional wagon tracks, and then heading into Prax. It is nothing more than a large dirt track and appears far grander on maps than it really is.

Logistics: Supply Lines

Supply lines are essential for an army or garrison of any size, but are vulnerable to enemy action. Often a territory must be thoroughly pacified, or large forces assigned to ensure the security of supplies.

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THE ARMIES AND ENEMIES OF DRAGON PASS when traversing hills, fords and passes this causes holdups and delays as the size of the column changes. A path or trail will rapidly deteriorate as thousands of marching boots or hooves pound its surface. If there has been recent rain, often its surface will break down into a muddy morass. An army on the march can be strung out over many kilometers and be vulnerable to attack. Even a small localized attack has the potential of bringing the entire column to a halt, in potentially difficult and dangerous terrain. Scouts, aerial and mounted, and cavalry are used to protect the flanks. This highlights why good roads are of the utmost strategic importance, because not only do they permit rapid movement but also minimize the length of a marching column. Even though an enemy will understand the importance of roads and how they demarcate likely routes, the advantages they provide often outweigh the disadvantages.

troops. An army can become a marching marketplace. A garrison will attract merchants and other camp followers, providing luxury goods and other services. Whilst providing benefits for the troops and aiding morale these can also compromise security and discipline. The number of merchants, servants and campfollowers can threaten to exceed the number of soldiers. Mercenary companies in particular can draw large numbers of camp-followers composed not only of those intent upon providing services for trade metal, but also concubines and their children. For a long-lived company these can resemble mobile communities, with the youngsters becoming recruits when old enough.

Marching Columns An army on the march is vulnerable and its vulnerability increases with the size of its baggage train. When on the march, an army is divided into the vanguard at the front, the main body and then the rearguard. When deploying for battle the vanguard often lines up on the left flank of the battle-line, with the main in the center, and the rearguard on the right flank of the battle-line. The vanguard usually includes scouts, especially light cavalry intended to seek out the enemy and secure ground in advance of the main force. The rearguard protects the main body from attack from the rear, either during an advance or withdrawal. It usually includes cavalry. The size of an army on the march is significant. A thousand soldiers marching in a double file column carrying long spears occupy at least a kilometer and a half; a double file of five hundred horses occupies approximately 1.2 kilometers. Wagons and packanimals carrying supplies add to these lengths. The baggage of an army carried in carts and wagons or carried by mules can extend on the march for many kilometers. Often armies march in parallel columns, where permitted by terrain or the width of the road. If an army is using herder’s trials and paths it will often be forced to travel in single file. On good roads infantry may be able to march in a column four to eight abreast, though mounts require more space. If the width of the way varies, as

The Baggage Train In many large armies, the number of combatants is almost equaled by the number of followers and baggage animals in the train. The size of the baggage train is a factor in the movement rate of the army, because it must be included in the marching column. An army train using good roads typically consists of at least a hundred wagons, each pulled by eight mules or a team of oxen and loaded with food, fodder for the troops and animals, and several wagons carrying military supplies – replacement weapons and armor, spare clothing, reserve tentage. Some carry the regimental payrolls in locked bronze strongboxes. Specialist supplies including engineering stores and bridging equipment, artificers’ tools and workshops may be included in the baggage train or travel further up the column. Where wagons are impractical, pack mules and other animals, or bearers are employed instead.

Logistics: Lunar Army

The army train on the march is divided into four categories:  The troop train attached to the regiments and vexillae.  The army train for the entire force.  The officers’ train for their personal equipment and servants.  The siege train. A vital role is played by the servants and camp followers accompanying the army, including sutlers supplying the army and the servants of the soldiers, some free, some slaves, often state owned.

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TRANSPORT AND MOBILITY ability to transmit and receive communiques as rapidly as possible. Messages can be relayed between temples of the same deity, but an army in the field is rarely near a convenient temple. Messages can also be conveyed or carried by embodied spirits dwelling in birds and other flying creatures. The Lunar Imperial Courier Service is derived from the older Solar centralized and coordinated communications network. The empire has expanded the network of post-stations to support its couriers. This has the potential of sending messages over long distances in a comparatively short time. A messenger making use of fresh animals at each station can travel about 80 to 96 kilometers a day on good roads, or more if riding on a Moon Boat within the Glowline. When carrying military missives, it is common for the courier to be questioned and cross-examined at their destination to provide additional information to that held in the dispatch. For this reason, reliable senior soldiers are often employed in this role. If carrying a single message in a scroll case, a courier might ride on horseback, if transporting a larger package or collection of messages, they ride in a ‘chariot’ instead, a light two-wheeled cart carrying a driver, passenger and a dispatch box. In dangerous regions, such as Prax when it was occupied by the empire, couriers would join a regular military convoy or merchant caravan. For more urgent messages, the Wyvern Riders are employed.

Marching Camps When on the march all armies attempt to end the day’s march in a defendable location with easy access to water. If intending to camp for several days, the Lunar Army constructs a semi-fortified camp to a standard plan. The camp is as circular as the terrain permits, with a ditch dug around the perimeter. The construction crews throw the excavated material inward, to be formed into the turf-covered rampart, on top of which a palisade of stakes is erected. A wide thoroughfare runs through the camp, usually orientated towards the Red Moon. If the camp serves for more than a few days, wooden towers are erected at the two gates, with additional towers placed around the perimeter. When the army marches on, the camp is dismantled to prevent its reuse by the enemy. The stakes of the palisade and other timber are either burned or carried upon wagons or mules to facilitate the construction of the next encampment.

Communications In addition to the limits of tactical communication on the battlefield, roads, waterways and other features constrain strategic communication. Military and other long-distance governmental communications require the

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THE ARMIES AND ENEMIES OF DRAGON PASS or to extinguish fires and raise a concealing mist, either to aid an ambush or to allow their friends to escape. Greater river spirits and gods have more powers. Their priests can beseech them to temporarily reduce the water level to permit a crossing or create a flood to deny passage. The most powerful river gods in the area are Engizi the Sky River Titan, the Oslira, and the Zola Fel in Prax. Oslira is the lover of several gods, including fierce Shargash. She will obey the requests of the priests of her lovers. Engizi is friendly to Orlanth Thunderous, Heler, and Diros the boat god. Whilst fording a river an army is also susceptible to mundane attack.

Motto of the Imperial Courier Service:

Neither gloom of Darkness, nor mud of Earth, nor heat of Sun, nor wind of Storm shall stay us in the swift completion of the course assigned us. Orlanthi communication was more haphazard, reliant upon independent Issaries merchants and their routes, or on Lhankor Mhy messengers. This will change as the Hero Wars progress. During Dark and Storm Seasons, the mundane transport of messages is suspended almost everywhere, except in the most extreme of circumstances.

Water and Warfare Rivers

River Spirits

Rivers are important both as conduits for supply and for rapid movement, and as potential hazards and defensible boundaries. Many rivers cut through Dragon Pass and are navigable for much of their length. Navigability of these rivers is by barge or boat. Smaller rivers can be crossed by boat, but they are incapable of carrying significant cargo loads. Two rivers in Dragon Pass are considered to be Great Rivers, the manifestations of powerful gods: the Oslir (sometimes called the Blue Dragon), in the Grazelands and Tarsh; the Creek-Stream River (the Engizi) in Sartar and Esrolia. Others, though less significant on a large scale, are all important for fishing, fowling, and as an aid to transportation. The gods and spirits of a river and ford can be a serious threat to anyone attempting to cross who does not have their favor. A spirit may ignore or forgive an individual but an army fording a river will often foul the waters downstream for many kilometers, enraging local spirits and the river deity. This means that any sensible commander has rites performed to appease the local spirits, for fear that their troops or mounts may be drowned, or else have magicians drive them away. If an army suffers the ire of the water deities, then any troops near its banks may suffer losses. Fine swords, elaborate broaches, silver torcs, and golden armbands are often sacrificed for safe passage. River deities dislike Sky gods because of their quenchable fire; Storm Gods because they bring freezing cold and ice. Many Pelorian river gods, those that have not been tamed or constrained, hate the Lunars for what they have done to the Blue People and other inhabitants of the waterways. The Oslir has long been an ally of Dara Happa, but can be roused to anger. The horde of Sheng Seleris crossed it in winter, when it was frozen. The nymphs of waterways have many magical powers. They can control the currents, and the plants and animals that live within it, reaching out to use their senses. Their magic allows others to breathe underwater

The Lunars have destroyed, chased away or subjugated many of the river spirits of the Oslir and its tributaries. The lower reaches of the Black Eel River, a tributary of the Oslir River, were haunted by a monstrous Black Eel. Lunar magicians are believed to have banished the Black Eel in the Fifth Wane, and it has not been seen since. The Oslir once held intelligent river life which was exterminated in wars with the Lunar Empire. The other rivers of Dragon Pass are still inhabited, and their denizens are still a potent threat. The Creek-Stream River is the great river of the god Engizi which begins at Skyfall Lake and flows some 672 kilometers until it reaches the sea at Nochet and flows into Choralinthor Bay. Two great tributaries – the Creek and the Stream – flow through the hills of Sartar, meeting the River in the haunted Upland Marsh. The Zola Fel is the only significant river of the Wastelands and marks the boundary between Prax and the Wastes proper. The god is disinterested in the doings of land-dwellers, but hates Waha who degraded and polluted his sister the Good River. The first Count of Sun County forged an alliance with the river by courting his daughter in the River Ritual. Others desiring the favor of the river may also attempt to enact the ritual. Lesser rivers, the tributaries of greater rivers, often have their own spirits, accounted the children of the river god. There are usually small shrines at the confluence. There are a several seasonal rivers in the Wastes, called serpents, which can be relied upon to appear every one to four years. Each has its own spirit. Another factor is the accessibility of water. Armies, especially those including large bodies of cavalry, require prodigious quantities of potable drinking water.

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TRANSPORT AND MOBILITY Furthest is the most southerly point at which the Oslir River can be sailed by the regular Oslir barges. It is always a busy port for military and mercantile traffic traveling to and from the north.

Logistics: Water

Adequate supplies of potable water are essential. An army consumes massive quantities of water, which must be obtained from wells, springs, streams and rivers. Village and oasis wells take effort and time to lift sufficient water to the surface to supply even a small force. Similarly, springs provide only limited quantities, and may be seasonal, drying out in Fire Season. Digging a new well takes time and effort. Defenders may poison wells; the simplest method being by throwing dead animals into the water. This will offend the well spirit, and it is better to make offerings to convince the spirit to lower its waters, drying out the well. Tainting the waters will draw disease spirits, who will remain a lingering threat, even if the well is subsequently purified. Water flowing in rivers is far more accessible as large numbers of men and animals can simultaneously quench their thirst. Hostile spirits may be a hazard unless appeased or quelled. Smaller streams can be dammed to facilitate access to their water, at the risk of angering local spirits. The Orlanthi can summon clouds and rain, but this is little more than a temporary solution. Rain can be caught in helmets and buckets but is rarely adequate for a large body of troops, especially if they include any cavalry. Crossing tracts of land with little or no water places major stresses upon an army.

Aqueducts and Tunnels An adequate water supply is essential for cities, and fortresses. Cisterns, wells, and for the most sophisticated cultures, aqueducts and tunnels are used to supply water. The great metropolis of Nochet is reliant upon aqueducts (running underground into the city) to fill the baths and enormous cisterns, with wastewater flowing out through the sewers into the Lyskos river. Similar aqueducts are found in urban Peloria, and Furthest in Tarsh. The most impressive aqueduct system supplies Jillaro and Mirin’s Cross. The Daughter's Roads are said to contain aqueducts within the upper roadways which convey water from Lake Invaress in Holay and mountain water from Imther.

Oases The oases of Prax and the Wastelands have year-round water, and as such are places where people gather and settle. The oases are always fought over by the native tribes who want to ‘own,’ even temporarily, the lush land. Each oasis is militarily important but lacks the resources to maintain a large permanent garrison. During the Lunar Occupation, the garrisons at Pimper’s Block and Moonbroth rarely numbered more than five hundred at most, and were usually smaller.

River Routes Most trade between the Holy Country and the Lunar Empire either goes upriver to Duck Point and is then carried over the Royal Roads, or is transshipped to Karse and then carried over the Royal Roads. Only a fraction of this trade moves overland through the Grazelands, though enough to make the Trade Posts of the Grazelands prosperous market towns. Travel by river running with the current is faster than traveling by land, and moving goods between Duck Point or Karse, and Nochet is far quicker than the land route. It is easier to transport goods in bulk by barge or ship than by road. Only dirt tracks run through Beast Valley and the inhabitants often extort a toll. The Grazer Trade Road is little more than a wellworn dirt path. In places it is maintained by the vendref serfs. Travelers are warned to keep to the trade route and use the trading posts along the way. It easiest to carry goods (and move troops and supplies) via navigable waters but Duck Point marks the point where boat and barge travel is blocked by the Upland Marsh and the cascades further upriver. Goods then travel by road to Furthest and onto boats going down the Oslir.

Logistics: Salt

Soldiers need salt with their food, especially in Fire Season. A lack of salt debilitates troops as they become severely dehydrated. Salt is essential for preserving meat, is used in baking bread, and in the treatment of leather and linen. Salt seems to deter disease spirits, and wounds are also cleaned with a salt solution to endeavor to repel them. Even Praxian and Pentan nomads require salt, the one thing other than metal they cannot obtain from their herd beasts. Salt licks are ideal ambush sites. Salt is easily available along the coasts, but inland must be imported, or mined as rock salt. Such deposits are mostly relics of the Early Storm Age when the oceans rose and flooded much of the Earth.

Ports River and sea ports are important conduits for supply and a means of using barges and ships for transporting

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THE ARMIES AND ENEMIES OF DRAGON PASS troops and supplies. One means of unloading seagoing ships is to transfer the goods onto smaller lighters, rowed out to the ship.

sanity and the wellbeing of the cosmos. Chaos Nests are difficult to classify, with Snakepipe Hollow being mostly Open Country but the Footprint equivalent to Woods with the trees made of stone. No sane army commander would consider obtaining supplies and fodder in proximity to a Chaos Nest. Cultivated Areas: farmed areas with relatively dense populations. Foraging is relatively simple as there are many farms and agricultural communities to requisition or plunder supplies. Mountains: the bleaker and more rugged slopes and hills, not the foothills which are included in Open Country. An army entering mountainous terrain must bring all its provisions with it. Marsh: this includes large swamps, like the Upland Marsh, or smaller bogs tucked away and forgotten in many other terrain types. Whilst there may be limited opportunities for foraging, marsh land is unsuitable for supplying large military operations. Open Country: this includes fertile lands suitable for hunting, hiding, herding, and so on. Land will include some trees, and occasional villages. Foraging is possible though not as effective as in cultivated areas. There may be pockets of cultivated land. Prax: an open plain mostly useful only to nomads and their beasts. Whilst the chaparral can support the local tribes, even they rely upon the scattered oases for some food and water. Ruins: the Big Rubble is a huge one, while Prax is dotted with remnants of the Gods War civilization. Dragon Pass boasts scattered ruins dating from before and during Time. Water sources may be found in ruins, but these are often hazardous locations. Towns: (and cities) on the coast or on major roads will be larger than those on smaller roads or in isolated areas. These settlements are important sites for supply, and supply bases are usually situated in these locations, taking advantage of their existing defenses. Woods: forested areas where trees are the dominant vegetation, though such areas will include open areas of ground, as well. There are opportunities for gathering fodder, and wood is plentiful for fires or constructing siege engines, but woods are a likely location for ambush.

Sailing Rates of travel at sea depend upon currents and the prevailing winds. The sailing day along a coast is rarely longer than ten hours a day, with most ships seeking safe anchorage offshore or in port, with galleys capable of being beached at night. With a good wind, a ship might make 120 kilometers a day (10 hours) along a coast; out in the open sea perhaps 240 kilometers in a full day (24 hours). An exceptional day’s sailing can cover 336 kilometers. A significant limit upon sea travel is that sailing ships require safe shelters to wait for favorable wind conditions or to try to escape bad weather. It is important for captains to know where they can find a safe shelter within two to three hours, often spaced no more than a distance of about 16 to 40 kilometers. A ship with a square sailing rig can sail at an angle to the wind direction of around 90°.

Logistics: Cargo

Ship and barge cargo is transported in bales, sacks, and amphorae all no larger than one or two men can lift, and barrels which can be rolled by two men. These are the basic ‘units’ of cargo. Amphorae and barrels come in a variety of sizes. Bales, sacks and amphorae are of a size that they can be carried by a ship, boat, cart, donkey or mule. By volume, a standard cargo amphora holds around 23 liters and a full amphora (containing olive oil, or wine) weighs around 50 kg, around half of which is the material of the container. The additional weight of an amphora makes it unsuitable for transporting water and cheap wine over land (an empty amphora weighs 22 to 27.2 kg). Instead, leather water skins or bottles are used. A standard barrel holds approximately 143 liters, weighing about 144 kg. Wooden barrels bound together with metal hoops are stronger than fired clay, weigh far less and can be turned on their side and rolled. Barrels cannot be easily transported on pack-animals but can be loaded onto carts and wagons. Bales and sacks weigh around 32 kg.

Logistics: Firewood

Armies require large quantities of timber, for spears and arrows, for shields, and for camp and watch fires. Spears, arrows and many shields require particular types of wood; the shaft of a spear must be strong to withstand combat. It is impractical to make new spears or shields of any quality on the march, and so spares must be carried in the baggage train. Arrows take time to manufacture (unless a rare arrow-root bush is found). The same

Terrain Terrain in and around Peloria and Dragon Pass can be classified as: Chaos Nests: foul places where things of Chaos have been allowed to gather and grow; they are festering places worth destroying just for the sake of

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TRANSPORT AND MOBILITY prepared by a skilled butcher. Meat may be consumed as a broth, boiled or stewed. An ox converts its diet into meat more readily than other animals, having been long bred for this purpose, but has greater food requirements than most riding animals.

is true for wagon and chariot wheels and axles. The most important wood when on campaign is firewood. Every file or section of troops needs a fire to cook their food at least once a day, and usually at the beginning and end of the day. Watchfires are necessary to protect a camp from attackers and creatures that are abroad in the night. Meat, bread, porridge and vegetables all must be baked or cooked. Fires are needed to keep warm at higher altitudes and at the beginning and end of the campaigning season. An army with insufficient fuel is in a wretched state, and morale will fall. Gathering wood takes time, and can be hazardous because of the danger of ambush. Woods and groves may also have dedicated protectors in the form of elves, dryads and nymphs, who will resist attempts to cut down their trees. Dry wood is better than damp, but is more difficult to procure; unseasoned wood creates more smoke. Dried animal dung may be used, but takes time to collect and prepare. In upland regions peat may be laboriously gathered instead. Charcoal burns to a higher temperature and gives off less smoke, which is an advantage for campfires, and it is lighter to transport than ordinary wood, but it must be manufactured where there is an abundance of suitable lumber.

Living Weight (kg)

Edible Meat (kg)

Bison 498-998 279-500 Bolo-Lizard 136-227 64-104 Cow 272-567 166-346 Herd Man# 65 23-30 High Llama 680-970 182-272 Horse 408-590 181-265 Impala 68-91 27-50 Ostrich 112-159 59-82 Ox 363-907 221-554 Pig 41-68 30-51 Rhino 1,588-2,041 680-1,134 Sable 363-454 182-227 Sheep 30-45 16-25 Tusker 480 182-225 Zebra 350-450 182-263 # Praxians will eat Herd Man like any other herd beast; other cultures are queasier about consuming their meat.

Terrain and Hooves

Wheeled Vehicles

Terrain can have an additional effect on movement. The quality of the ground can adversely affect draught and riding animals, especially if they are hoofed. Those used to soft, muddy ground suffer when taken to regions of hard, dry, stony terrain or even used for some distance along stone or graveled roads. On spongy wet ground porous hooves are softened, and hooved animals are prone to disease spirits, and have trouble gaining traction. Horses are especially prone to such problems. Horsemen may equip their horses with booties made from hides and woven from plants to protect against sore hooves. In the Lunar Empire horses used on roads are often outfitted with leather and metal ‘hipposandals’ fitted over the hooves and fastened with leather straps.

Carts, wagons and chariots are liable to break down, even on good roads. Their movement is severely impeded in rough and hilly terrain, and they cannot always travel the same routes as pack-animals. Military vehicles often have bronze-rimmed wheels to reduce the necessity of repairs; whilst effective on roads, travel over rough country will exert a toll. On the march, broken-down vehicles must either be abandoned or mended, delaying progress. There is also a belief among commanders that wheeled vehicles impede the movement and mobility of an army, and are liable to encourage troops to amass excessive baggage. An effective siege train necessitates the use of wagons to carry heavy equipment.

Logistics: Meat-on-the-hoof

Logistics: Pack-animals

It is not unusual for an army to drive meat animals along in its train, though they will affect its rate of travel. Some pack-animals may be routinely eaten after the supplies they carry have been used. Living animals must be fed or allowed to graze. An army may, in dire circumstances, eat its riding animals, though this is a sign of ominous need. On average, one drover can drive 20 cattle or 50 sheep. To be efficiently consumed, the meat must be

Where the largest and strongest riding animals are generally used as mounts, often the middle-sized are preferred for pack transport. The middle-sized are most suitable as packanimals to avoid loads being scraped by bushes or rocks along narrow tracks, and because they are easier to load and unload than taller animals.

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THE ARMIES AND ENEMIES OF DRAGON PASS mobility of cavalry to ride to the battlefield where they can dismount to fight as infantry.

Movement Rates An army moves at the rate of its slowest element. Large armies inevitably move more slowly than small ones. Given the rate of march, unless an army can move in parallel or distributed columns, it takes hours for a large army to commence and end its daily march. When the vanguard has been marching for several hours, the rearguard is still waiting to leave camp. When the troops of the vanguard are filing into camp at the end of the march, the rearguard will not reach the camp for several hours. The time available for marching each day is reduced by the time it takes the end of the column to reach camp before nightfall. Marching time is also reduced by the halts to allow troops and animals to eat, for wagons to be checked, and pack-animal girths to be examined and adjusted. The inevitable resulting delays are commensurably less for a smaller army. If soldiers or bearers are heavily loaded with equipment and supplies, their movement rate is reduced to 16 to 24 kilometers in a day in good conditions on a good road. A forced march by infantry or cavalry can achieve greater distances and may refer to either attempting to march faster or to double the marching period. This has to be used sparingly because they outmarch their supplies and if marching through the heat of the day risk heatstroke and dehydration. Some mounts have to be rested, with the riders alighting and walking. It will also reduce the battle effectiveness of an army through fatigue and the loss of stragglers (who may be captured or killed by the enemy). The additional exertion always leads to a higher rate of breakdown for men and mounts, and reduces the opportunity for foraging. Most mounts need to spend time eating and resting, and if this is not possible significant attrition will occur.

Route Royal Road in good weather.

Royal Road in bad weather; trade road in good weather. Herder’s path in good weather; trade road in bad weather. Herder’s path in bad weather or unescorted travel in wilderness Snow storm; rocky mountains River: upstream. River: downstream. Marsh

Logistics: Cavalry on the March

Movement (km) 48 by horse 43 by chariot 40 by foot 32 marching 24 by wagon (horse/mule) 16 by wagon (oxen) 24 herding 40 by horse 35 by chariot 32 by foot 24 marching 16 by wagon (horse/mule) 12 by wagon (oxen) 16 herding 32 by horse 24 by foot 16 marching 12 or less by wagon (horse/mule) or chariot 6.4 or less by wagon (oxen) 16 herding 19.2 by horse 16 by foot 9.6 marching 4.8 or less by wagon (horse/mule) or chariot None by wagon (oxen) 6.4 herding 8 by horse 4.8 by foot None by marching None by wagon or chariot None herding 10-19 by boat or barge. 28.9-35.2 by boat or barge.

16 by boat 4.8 by horse 8 by foot None by marching None by wagon or chariot Marching: marching in an organized group, ready to fight at the end of the march.

Cavalry regiments on the march often walk their mounts instead of ride, because riding the mounts wears them out. Regiments commonly assign at least two mounts to each rider to reduce this problem, increasing mobility but also the logistical load of the regiment. The marching rate for cavalry without changing mounts is 8 to 13 kilometers an hour. Horses can be pushed harder than this, but only over short distances, and with the risk of rendering the mounts exhausted. Cavalry horses and pack-animals cannot be used for more than seven consecutive days without fatiguing them. In fertile areas, this also gives an opportunity to put them to grazing, if suitable fodder is available.

Terrain and rivers will affect the movement rate, with bridges and fords being important, both as an aid to movement and because they are potential ambush sites.

Fords

These have an impact on the progress of an army, being time-consuming to cross and causing an army to bunch up as units wait their turn.

Lunar dragoon regiments use the enhanced

The usual routine for a professional army on the

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TRANSPORT AND MOBILITY march is:  Arise before sunrise, eat, and break camp.  March for 5-7 hours until before midday.  March for 3-4 hours.  Make camp (this may include building an entrenched camp); forage for additional foodstuffs; maintain equipment; eat. Sentry duty.

connected by a string of fortified depots to ease the passage of supply caravans. The expansion beyond Sartar stretched these supply lines, with the conquest of Prax and invasions of the Holy Country at the very limits of Lunar power. Victory required overwhelming force, which could not be sustained or supplied indefinitely.

Militia forces are rarely so organized, but few fight more than a day or two from home. River travel is not as fast as on the open sea. The values given in the table are for a laden barge, ordinary boats, lightly loaded, can commonly make 64 kilometers in a day downriver; upriver depends on the speed of the river current, typically between 16 and 64 kilometers in a day.

Moon Boats Within the Lunar Empire, magical flying Moon Boats carry messengers and occasionally troops with speed and reliability. Because of their cost and rarity, Moon Boats are not usually used in direct military action or to transport supplies. The Moon Boats are used by the Empire to carry messengers, important passengers, and occasionally elite troops over great distances. They travel on (and are propelled by) special beams of moonlight, focused from the Red Moon itself. They resemble the sleek, oar-driven galleys often seen on the Oslir and Poralistor rivers, but without oars or a mast; when in flight they are surrounded by a reddish glow. The bow and stern are drawn up very high and covered with silver mined from the Moon. The boats are made from special wood, harvested exclusively in the Yolp Mountains and then heavily enchanted. Inside the Glowline, where the moon’s power is always constant, Moon Boats are reliable and very fast: boats regularly travel from Elz Ast on the mouth of the Oslir River to Furthest at the river’s southern reaches in less than a week. Within the Glowline, the beams of the Red Moon propel them as though the Moon were Full, rather than at Half. Outside the Glowline, Moon Boats are less effective, as their motive power depends on the strength of the moon and they are unable to move during the Dying or Black Phases of the Moon. They are also susceptible to weather conditions.

Logistics: Lunar Army

The Lunar Empire’s aggressive and highly successful war-making is made possible not just by its massive reserves of manpower, but its ability to supply armies campaigning great distances away from lowland Peloria. The Oslir River has been an important strategic conduit to the south for Lunar culture, trade and military expansion. However, Dragon Pass marks the continental divide, in a narrow valley near Mount Kero Fin. The Oslir river is navigable as far south as Furthest; above that, cataracts and cascades require portage. Lunar logistics can rely upon the river, unloading at Furthest. As greater loads can be carried by barge than by road, it marks the point where military forces can be easily supplied. Beyond this point, roads are the only means of projecting the military capabilities of the Lunar Army and especially the supply lines upon which it depends. Lunar campaigns in the south have been affected by the requirements of logistics and the need to create local supply depots, which in turn must be guarded by troops requiring supply. The Lunar Army employs three types of base: Strategic, Operational, and Tactical. Strategic bases are found in the area producing the food to be used by the army, acting as collection points, often in a province some distance from the theater of operations. Operational bases are often river ports in the area or province adjoining where the war is being fought, locations providing massive storage facilities including granaries and arsenals, where supplies can be accumulated and sent forward. Tactical bases are set up close to where the army is fighting to provide for its immediate needs, and to maintain control of defeated populations. Tactical and Operational bases are often

Lunar Phase Black Moon Crescent Coming Empty Half Full Moon Full Half Crescent Going Dying

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Range (km) 1 6 5 / 3 2 7

None 28.8 60.8 120 60.8 28.8 None

THE ARMIES AND ENEMIES OF DRAGON PASS Moon Boats require a crew of a dozen, all members of the Red Goddess’ cult. It takes many years of diligent application to learn the magical formulae and techniques required to become the pilot of a Moon Boat. I

saddles, panniers, and wooden frames; grain and similar loads are loaded in sacks, water and wine in leather water skins or bottles; rarely wine in amphorae. A liter of water weighs 3.8 kg, but the containers are bulky, limiting how much water a pack-animal can carry. Over very rough terrain, bearers may be employed instead, often slaves. A human bearer in good health can carry 27-36 kg for 16 to 24 kilometers in a day, so a caravan reliant on bearers requires at least 80 and often 100, to allow for losses along the way. A man can carry only about a third of a load of a mule or horse, but only consumes one third as much grain. However, if the slaves must be shackled, then travel will be slower, with the bearers consuming more of the supplies they carry. The practicalities of projecting supply over distances are limited, as a supply column will consume the supplies it carries. If there is too great a distance between depots and garrisons and armies in the field, then supply lines become overstretched. It is increasingly impractical, though not impossible, to project food and materiel by more than four-day’s journey overland (roughly 96 km) from a depot. Greater distances require greater logistical organization. Navigable rivers provide an often faster alternative. A barge can carry far more than a wagon. A small barge might carry a cargo of 9,000 kg; a very large barge up to 34,000 kg, about the same as a modest sea-going vessel.

Logistics: Supply Caravans

A garrison supply caravan tends to be much smaller than the baggage train of an army – around ten wagons, and is accompanied by an armed guard. A complement for ten wagons is 20 muleskinners, a scribe and caravan master (often a regimental quartermaster) and several files of soldiers, depending on the perceived risk of ambush. Sections of cavalry may be added to supplement the protection of the convoy. Each ox- or bison-drawn wagon carries an average load of 500-544 kg of food or equipment, with a maximum load of 635 kg. Wagons pulled by mules can carry a maximum load of 454 kg. A two-wheeled cart can carry 272-363 kg. The yoke or a throat-girth harness is commonly used. The former is used for oxen. The throat-and-girth harness16 is inefficient for equines and has a load limit for two horses or mules of about 500 kg. While the use of oxen or Pelorian bison allows armies to move larger loads, it slows the rate of movement to 3.2 kilometers an hour for five hours before the animals become exhausted, and then on a good road. Oxen and bison can subsist on a diet of grass but must ruminate after eating. Wagons generate their own logistical burdens: craftsmen to repair them, who in turn require tools and lumber, and drivers, all of which increase the logistics load. Beyond the network of reliable roads, mule and donkey trains are employed. An average army train would number six to eight hundred mules. A garrison supply caravan reliant on mules usually consists of at least 40 mules, five muleskinners, three mounted officers and two files of soldiers. Lunar Deer may replace some of the mules as meat-on-the hoof, being slaughtered at the end of the journey. A mule supply caravan carries approximately 2,360 kg of food and other supplies (the fodder requirements of the pack-animals, and the supplies and baggage of the drivers and guards reduces the load delivered to the final destination). Four or five mules can carry the load of a single ox-cart and travel at around 6.4 km an hour for eight to twelve hours, on a good road. The loads of pack-animals are carried by pack

16

Usage Draught animals Pack-animals

Bison*, horses, mules, oxen Bearers, bison, donkeys, horses#, mules, sables

Pack-animals

Load (kg)

Bearer Bison* Donkey Horse# Mule Sable

27-36 136-204 68-100 90-182 73-136 68-159

* Domesticated Pelorian bison. # Horses are rarely used as military pack-animals because of their sensitivity to changes in diet.

breast strap may have been in use in Kralorela during the early Hero Wars, but is unknown in central Genertela or the West.

There are indications that the more efficient trace harness using a

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Fortifications and Siege Warfare The masonry shuddered as the Earth Elemental delved into its foundations, massive stone blocks grinding together and the guardian spirits bound into it groaning. Flakes of mortar and moss cascaded down, but the wall held firm. The soldiers who had been flung down in a clatter of shields and armor staggered to their feet, even as the elemental burrowed upwards, like a monstrous mole. The attack was seemingly a distraction – scaling ladders reared upwards. High above, boulders thrown by siege engines flew over, their trajectory barely altered by the pale violet flaring as the city god vainly sought to impede them, to land with quaking impacts, pounding buildings into rubble or crushing reinforcements even as they answered the blaring war trumpets. The air filled with a fine powder of pulverized brick, shouts and screams. The defending engines threw back darts and chunks of rock, but to little obvious effect. Defensive magics sparkled as the first man on the ladders to cross their boundary fell backwards, clutching at his seared face, even as his comrades climbed upwards. More screeched and fell as the protective spells blindingly discharged, but others clambering up gained the top, to be met by the defenders in savage hand-to-hand combat. One of the nearby towers collapsed with a jarring concussion and rumbled into ruin, subsiding under its own catapult, pulling its crew down to their doom, successfully undermined by the elemental. Portions of the neighboring wall peeled away, and an immense breach yawned wide. Foot soldiers scrambled over the tumbled wreck, pouring into the city, and a desperate mêlée began in the streets and alleyways. Defending priests frantically summoned a fiery elemental, born from the flames of a burning building. It surged towards the gap in the wall, incinerating friend and foe alike. Stone ran like magma at its touch and men evaporated into ruddy steam leaving small molten pools of metal and suddenly discorporate souls. The Earth Elemental reared up to confront its adversary, to smother its white flame in damp dark loam. The two embodied spirits struggled together in a deadly embrace, until the earthen entity exploded in a gout of desiccated dust. Beyond them the burning city was a scene of smoldering carnage, filled with the roar of battle. rams, borers, bombardment, sappers, deception, treachery, magic. Mining: finding a way under – tunneling, magic.

Siege Weapons A siege is the blockade of a city or fortress with the intent of conquering by attrition or assault.

Types of Siege

Mundane siege weapons include torsion and tension powered artillery, siege towers, battering-rams and assault ladders. Most siege weapons are used with the object of breaching the gates or walls. Least sophisticated and most perilous are scaling ladders, raised against the walls, with soldiers attempting to climb up whilst the defenders throw rocks and attempt to dislodge them. Hooked poles can be used to topple siege ladders sideways or away from the wall. This only delays the assault as they can be raised again. Defenders can attempt to fire or pull a ladder up and over the wall to deny it to the enemy. More complex siege-ladders sit on a wheeled platform with the ladder covered with a frame supporting hides to protect the soldiers climbing up. The end of the pivoted ladder incorporates a counterweight into which rocks are placed to raise the ladder when it reaches the wall. For an attacker lacking the engineering skills to construct siege engines, the alternatives are to break through gates with axes, fire or magic, to use powerful spells to shatter gates and smash down walls or build an assault ramp – a siege-mound - of earth packed between a lattice of criss-crossed logs piled against the city walls. A ramp allows troops to storm up and over the walls, but only if the defenders do not heighten them first, either by extra levels of brick or stone, or by raising temporary hide-covered screens. A gently sloping ramp also permits a ram or tower

Sieges take one of two forms: Active: assaults to overcome the fortifications. These can be an expensive and bloody affair. Passive: attempting to surround and blockade the fortifications. These can be lengthy undertakings and pose logistical problems for the attackers. The attacker prevents the reinforcement or escape of troops or the provision of supplies, and often attempts to reduce the fortifications by means of siege engines, artillery bombardment, mining, spells, and coercion of a defender to allow entry or cause the garrison to surrender. A sophisticated besieger will construct fortified lines of circumvallation, to defend the camps of the besieging army and enhance the blockade. If the siege is not ended by an assault it may be decided by starvation, thirst, or disease, which can afflict the attacker or defender.

Countering Fortifications

There are three active methods of overcoming walled fortifications: Escalade: finding a way over – ladders, siege towers, flight, magic. Breaching: finding a way through – battering

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THE ARMIES AND ENEMIES OF DRAGON PASS to be brought to bear upon the upper portion of a wall; the upper levels are often thinner and weaker than at the foot of a wall. Ramps may be faced with stone slabs to ensure that siege engines and towers can be rolled into place. Siege-shields and siege-sheds covered in hide may be used to protect those laboring to raise the ramp. Expendable prisoners of war and captives are sometimes pressed into service to build the ramp in the face of missiles unleashed by the defenders. Very large Earth Elementals can also be summoned to create ramps. The attack on the ancient city of Pavis by Jaldon Toothmaker in which he summoned massively toothed statues from the Plateau of Statues to eat through the walls is an extreme example of a magical assault. Attackers instead may assault the walls. Many city walls have a ditch before them to make it more difficult to attack them. Attackers must fill the ditches to permit heavy war machines to approach the foot of the wall, whilst the defenders manning the wall attempt to prevent this. Walls may also be fronted with a sloped glacis to hinder the approach of siege engines and provide attackers with the minimum of cover from defending missiles and magic. Natural terrain features are often used to supplement defensive walls. Artillery consists of a variety of dart and stone throwers, which may be magically augmented. They unleash immense missiles and consequently need large crews to operate them. These engines are clumsy, slow to load and can easily be overrun in the field. The effects can be enhanced with magic; often the missiles are ignited to add additional fire damage or strengthened to make the impact even more damaging. The frame can also be strengthened, as can a torsion spring, which will otherwise weaken with prolonged use. The arbalest and ballista are bolt (quarrel) firing on a flat trajectory. The catapult, springal and trebuchet primarily launch stones. The springal can, with

some modification shoot bolts as well. These siege engines are rarely used for individual attack. They are used to bombard walls and masses of men, and to clear battlements of defenders, but not to target individuals unless they are giants or monstrous creatures. Siege towers must be at least as tall as the defending wall, and be wheeled or on rollers so that they can be pushed into position. They are used either to directly assault the wall, some having a drawbridge which is dropped onto the battlements, as archery towers to permit the attackers to shoot down at the defenders, and to shelter sappers operating rams at the base. These towers permit the attackers to use missiles or spells to force the defenders back prior to dropping a gangway onto the walls. These multistoried wooden towers are commonly covered in hides to protect them from incendiary magic and arrows. The towers are propelled either by soldiers inside and behind them, or by draught animals inside or pulling ropes looped around stakes set in front of the tower. When a siege tower is pushed against the wall, in addition to the attackers at the top, gangs of soldiers below may be employed to work at the foot of the wall, weakening it, or excavating pits and tunnels to get beneath it, either to destabilize the wall or to gain access to the interior. Siege towers are often top-heavy, and require firm level ground, or else they become lodged too far from the wall to be used, except as missile towers. The only defense against such siege engines is to destroy them with fire, delivered either by arrows, catapults, magic, thrown pots of earthblood oil or by sorties to set fire to them or turn them over. They are often protected by wet hides or cloth and invulnerable to any but the hottest magical flames. It may be feasible to snare a siege tower with a grappling hook, thrown or shot by a ballista, and the attached rope then pulled sideways to topple the tower.

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FORTIFICATIONS AND SIEGE WARFARE The shed can also be used as a shelter for sappers to use picks and hammers to work at the base of the wall. The hole made is shored up with timber; when a large enough hole has been bored into the wall, the lumber is fired and if the hole is large enough the section of wall will collapse. Darvan can be used to butt and smash through wooden gates, but if attacked with burning oil or boiling water are liable to turn and trample through their own ranks. Mining can be used to either dig a tunnel under the walls to effect entry into the city or fortress, or to undermine the foundations of walls and towers by creating a chamber supported by flammable timber struts, which are then fired. If these tunnels can be detected early, then the defenders can initiate countermining, to intercept the tunnel before it reaches the walls. Often this leads to a desperate fight underground. Enemy mining can be detected using bowls of water set upon stone or close packed earth, with the vibrations of digging causing ripples. The hearing and darksense of trolls is also effective at detecting operations below the surface.

Swenstown sits upon the eastern scarp, which enhances the defenses of its walls and towers facing Prax. Note the characteristic Sartarite square towers.

Engine Names It is common practice to give nicknames to siege machines. A battering-ram is obviously named for a ram (perhaps named for the Iron Ram of Varnaval the Shepherd King which could break anything); a ram raised up on legs is called a horse; the wooden frame and roof of hides protecting a ram or borer is a tortoise; a borer or drill may be called a unicorn; a pivoting siege-ladder is a harp; engines may be called scorpions (for their shape) or onagers (for kicking up stones).

Dwarven Weaponry More unusual, and considerably more expensive are dwarven siege engines and weapons. The dwarves sell Disorder Kegs which when placed against a gate or wall can be set to explode. Unfortunately, they rarely explain how long the delay is before the explosive charge goes off or how large the explosion will be. The bronze guns of the Cannon Cult are highly effective against human defenses, capable of demolishing a stone wall far more quickly than torsion or tension artillery. The dwarves also sell, for exorbitant prices, assault ladders. These are flexible cable ladders, coiled upon a reel with the head of the ladder attached to a replaceable black powder rocket. When fired it carries the front end of the cable ladder high into the air above the target, and when it hits is magically glued in place. The cable ladder can be climbed or run along, depending upon the angle at which it is deployed. Dwarves and trolls are adept at digging tunnels to undermine fortifications or to gain access inside the walls.

The suspension ram consists of a bronze-tipped tree trunk hanging from a wooden cage on wheels, swung against a wall or gate. When used against a wall the hole made by a ram is used to lever and dislodge the surrounding stone or brickwork. Where the lower wall is heavily reinforced, a ram may be raised on legs and rolled to the wall to attack the upper courses. A variant of the ram, the borer, ends in a wide bronze point or blade which is inserted between the stones of a wall. One type is moved from side-to-side to prize or pull blocks out. Another rotates on rollers using rope and windlasses to drill out a hole. In response to these attacks, defenders may attempt to strengthen their wall by reinforcing it with buttresses of piled stones or brick, and by earthen ramps of their own. Both engines are usually enclosed in a strong shed covered with hides or bronze plates, mounted on wheels. Defenders can counter these devices by attempting to shoot the men working it, lowering large hooks over the walls to catch hold of the shed and pull upwards to overturn it or lower pads to deaden its blows.

Magic Many cults have access to magical spells that can be very destructive. Even ordinary battle magic can be effective – enhancing the damage given by weapons or even gluing scaling ladders into place. Temple magic is far greater than that of most combatants.

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THE ARMIES AND ENEMIES OF DRAGON PASS A group of Maran Gor priestesses, for example, can request an earthquake from their goddess capable of levelling the gates or a city wall, or to cause a fissure in a wall. A group of Yelm priests can summon a powerful Sun Spear to annihilate a large body of troops or destroy a massive siege engine. Sorcery can be used to attack or defend – it can be used to strengthen walls or damage them. The Lunar Way includes a unique form of magic, called glamours, derived from the Red Goddess and her actions. All glamours create temporary realities, potentially unlimited in type and power. Any effect that a glamour has caused remains after the glamour has gone. The Lunar Army is the first in Glorantha to organize its sorcerers, shamans, and priests into permanent military units. These vary from the Crater Makers who can bombard enemies with chunks of moonrock to the Spell Archers who can direct bolts of sunfire upon their enemies. The use of these units in a siege is obvious. Even more terrifying is the Crimson Bat, used to neutralize all resistance at Runegate in 1602. As a weapon of war its destructive capabilities upon the bodies and minds of those it attacks are almost unequalled; when it was used against Boldhome in the same year it was only countered by the unexpected appearance of a True Dragon. Both monsters were destroyed and the Empire had to expend considerable resources to return the Bat to the Middle World. The Bat was repelled at the siege of the sacred city of Whitewall in 1620 at great cost to the defenders, again requiring long and arduous rituals to resummon the Bat. When the city was assaulted again in 1621 seven meteors were summoned from the Moon and destroyed parts of the city. The Seven of Vistur built seven ramps from the ground to the wall. Imperial hoplites, glowing with protective magic, led the attack up the ramps. The Seven were a collective of powerful Lunar magicians specializing in siege magic for the Field School of Magic, using the souls of several hundred Lunar troops as a power source. They were devoured in the Dragonrise of 1625. Ordinary Lunar glamours may be less dramatic than those created by the military units, but almost as effective. Using the light of the Red Moon priestesses were able to ignore the walls and heights of Boldhome, scaling the cliffs to blast the defenders with magic. Groups of priests can unleash beams of red light to burn or blind defenders, temporarily or permanently. The shock of even a temporary effect, blinding or deafening, can stun the defending forces for long enough to give the attackers an advantage.

besiegers and defenders. Unless a siege is ended by assault, it is a contest between the supplies of food, fodder and water held within the walls and that available to the attackers. Unlike an army on the march, the besiegers are unable to rely for long upon foraging in their immediate locale. Instead, over time, their foragers must travel further away, with a limit of approximately 96 km before it becomes ineffective. Siege-works require prodigious quantities of timber, and will often deforest the local area to an extent of several kilometers. The besiegers must also interdict the provision of supplies to the defenders; if a port city is under siege they must also institute a naval blockade.

History of Fortification Dragon Pass Many of the cities in Dragon Pass and nearby lands are built atop the remnants of the God Time settlements of the Vingkotlings. These had great walls of stone or earth and were often built incorporating a spiral shape. The Vingkotlings enslaved dwarves or used great magics to build these megalithic walls. As the Gods War became increasingly destructive, these settlements were rebuilt, becoming smaller and more fortified. Many of these citadels survived the Great Darkness. After the Sun rose, they became the centers of the new Theyalan civilization (also called Heortling). Old ruins were the first to be resettled. Broken parapets were cannibalized to build new walls. This civilization was wrecked in the Gbaji Wars that ended the Dawn Age. In the later Second Age, Dragon Pass was the center of the Empire of the Wyrms Friends, which ruled much of the center of the continent and commanded masons and builders from far and wide. Population levels recovered and many of the old cities were rebuilt, sometimes to realign with the mystic experiments of the ruling EWF. Huge monolithic blocks of glassy stone mark the remains of EWF ruins. These are frequently found to have the appearance of having melted like candle wax, as if from great heat, perhaps a dragon’s breath. The EWF ultimately collapsed and all human life in Dragon Pass was extinguished in the Dragonkill. For two centuries Dragon Pass was largely abandoned by humans. Some of the ruins were occupied by the dominant trolls as strongholds, but most remained empty. When Dragon Pass was resettled by humans, the old ruins again were often the first to be resettled. Many of the new conurbations such as Clearwine, Bagnot, Dunstop, Jonstown, and Two Ridge all incorporate walls built by older, richer civilizations.

Logistics: Sieges

A siege is a localized war of attrition between the

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FORTIFICATIONS AND SIEGE WARFARE In many of these reborn cities, there is a citadel or acropolis built upon or within the old Vingkotling refuge. As the urban centers grew they first incorporated the earlier defensive works, and then rebuilt them. The previous names and history were generally lost, though places of obvious power became cult centers. What might have been a Second Age temple to the Diamond Storm Dragon was consecrated as a temple to Orlanth Adventurous; the tombs of early Theyalan kings or queens became shrines of Orlanth Thunderous or Ernalda. The city of Furthest is an exception. The Lunars laid out a planned city, built on a grid, and it was erected largely by and for foreigners. It follows the template developed in the reconstruction of the Lunar Heartlands in the Fifth Wane after the destruction wrought by the nomadic hordes of Sheng Seleris. It boasts Sylilan architecture, and formidable walls.

the city are effectively fortified citadels built around an enclosed courtyard. They present a blank (though vividly painted) exterior, with narrow windows only on the upper floors. Other cities and towns in Esrolia and Heortland are also built on ancient ruins. The sacred city of Whitewall boasts walls dating to the First Age but its core is much older. The port of Durengard has a massive fortresspalace built in the Nochet style by Belintar.

Peloria Peloria boasts many antediluvian cities and ruins. Each of the ancient Dara Happan Tripolis cities of Alkoth, Raibanth, and Yuthuppa boast extensive defenses. The surviving cities of the Tripolis are age-old; some structures are older than mankind. Parts of the cities have been destroyed, rebuilt, and destroyed again many times. The walls of Alkoth are a single piece of emerald jade without doors or openings, said to be a bead from Shargash’s Necklace. Eleven gates into the city have been dug beneath the green wall and are rumored to lead into the Underworld. Alkoth was the last city of the Tripolis to fall to the Lunars, in 1285, after ten years of siege. Other Dara Happan cities boast great towers, and similar towers are found in other cities influenced by their culture. In the south of Peloria, many cities display their long and varied history. Mirin’s Cross boasts the great ruined golden domes of Domanand, wrecked in the war with the EWF, majestic Dara Happan towers and ziggurats, and the more recent Lunar temples and the mighty Citadel of the Seven Seals, built in red marble.

Esrolia The great city of Nochet, the Queen of Cities, is also built upon Vingkotling foundations, and has been continuously inhabited. At the Dawn, it was surrounded by cyclopean walls. During the period of the Middle Sea Empire of the Second Age, Nochet boasted a population of at least a hundred thousand. After the Closing and Dragonkill the population dropped to barely five thousand, growing again only after the arrival of the God-King Belintar. With the Opening of the Seas, Nochet experienced a population explosion, rapidly regaining a size equivalent to the Second Age peak. Belintar oversaw the building of new walls. There have been a number of walls over the centuries protecting Nochet. However, the great destruction at the end of the Second Age destroyed these as well. Belintar ordered new walls constructed from the Lyksos River to the Diros marsh, built over the ruins of the ancient walls of Irillo and Kimantor. He also renewed the Stormwall dividing the city from Orlanth’s Hill, which extends out into a curve of the Lyksos River. Other than these walls and a chain across the river, the city is undefended, relying upon the wooden walls of the God-King’s fleet and the kraken to protect it from seaborne pirates and raiders. The western wall is not impressive, compared with the walls of cities in Peloria, but is adequate to defy the Western Barbarians, who lack any sort of sophisticated siege train. The Sacred City at the center of the city is also walled and is a sprawling complex of courtyards, gardens, temples, and residences for nobles and servants, with many thousands of rooms, as well as storerooms and barracks. Many of the compounds of noble families within

The city of New Pavis in Prax boasts an unusual number of gates for such a small city. This is because the inhabitants placed convenience over defense – the Animal Nomads lack basic siege weaponry. However, the city resisted the Lunar Army for only a day before surrendering in 1610.

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Many Orlanthi cities make strong use of defensive terrain. The most extreme example is Boldhome, the capital of Sartar. It is situated high up among mountain peaks. It can be entered only by two roads. The East Gate sits atop a steep cliff face. The North Gate is approachable only along kilometers of high road which winds north and west along steep cliff faces among the Quivin Mountains. Only a few short portions of Boldhome’s perimeter are surrounded by walls, the rest is defended by the natural slopes and cliffs of the mountains. Swenstown makes similar use of its eastern escarpment, with only the stairs leading up to the Dwarf Gate providing access from the plains below. Jonstown is more mundane, being built upon three hills. The Old City crowns one hill, and uses the natural slopes as its rampart. Many cities, such as strongwalled Bagnot, are built surrounding an acropolis. The capital city of the Volsaxi, Whitewall, is an impregnable fortress built atop a high plateau of white stone, which the builders quarried to make the city’s walls. Hilltop and mountaintop settlements require easy access to water. Deep wells, springs or reliable streams of run-off are necessary. This requires shrines or temples to propriate the deity of the water source, even if they are only a local nymph. It can take weeks and months to capture a city by starving its inhabitants; lack of water is much faster. All fortified locations, whether cities or watch towers, must have a cistern or very deep wells. Sources of water can be seasonal and an assured supply is essential.

entry of rainwater. If a wall is well coated with clay mixed with sand then its surface is almost as hard as stone, but tends to crack as the wall expands and contracts due to seasonal variations in temperature. In moderately wet climates, the plaster must be renewed annually. The top of a brick wall is often protected with terracotta tiles, with the upper walkway of a wall either tiled or paved with slabs of stone. A brick wall may also be strengthened through the use of a timber frame. Bricks are generally far cheaper than stone, especially if stone must be transported a significant distance. Making and laying bricks also requires a less skilled workforce than masonry, but demands a copious supply of water, clay, and sand. Brickwork has the disadvantage that it can be dug away by sappers using picks and rods. More expensive are kiln-baked bricks. Glazed brick can be used for decoration and for improved durability as they are water-proof. The bricks must be fired at high temperatures, necessitating the use of Fire Elementals or considerable fuel, the kiln being fed for two days. In the Holy Country dried reeds are an abundant fuel but require intensive labor to collect in sufficient quantities. Because of the expense, kiln-baked bricks are often only used in areas subject to damp, including foundation walls near rivers or the coast or to form patterns at the tops of walls, on crenellations, or around gateways. Mortar is used as cement to bind layers of brick and stone together, usually made by mixing lime, sand and water. This is often softer than the materials it binds and can be dug away by sappers and is susceptible to rain. The Dara Happans discovered that by using rice milk instead of water the mortar can be made more resistant to moisture.

Materials

Walls

Fortifications are built from easily available resources: stone, soil, brick and timber. In Sartar, Saruvan’s Hills between the Quivini and Stormwalk mountains, at the top of the Sambari Pass are massive blocks of limestone, the tops only thinly covered by soil. Quarrymen have taken the high-quality stone from these hills for the construction of Wilmskirk, Boldhome, and the Royal Roads. In parts of Esrolia and Peloria, suitable stone is less common. Sun-dried mud-bricks are a common building material, using the widely available clay, mixed with chopped straw and animal dung to enhance tensile strength. Too much clay in the mix means that the brick will crack as it dries; too little and it will crumble. However, unprotected mud-bricks have a short life. The simplest solution is a stone base to prevent contact with standing water, and the plastering of the outer surface with clay or alluvial mud to prevent the

Walls and fortifications are essential for the defense of cities. Crenellations provide protection to defenders on the wall-walkway, and towers permit elevated shooting platforms. Walkways may be roofed to protect defenders from the weather and missiles. Right-angled and acute corners are avoided, because these are very prone to undermining. The walls of cities and settlements vary in construction. Sheer vertical walls are invariably unstable, unless constructed with skill, and the simplest solutions are to construct walls that are triangular in cross-section or to add buttresses on the interior. Rough dry-stone walls are the most potentially unstable, with more regular dry-stone improving upon them. Dressed stone of regular blocks with straight edges afford the greatest stability. A sloping base provides protection from rams. Ramparts consist of a length of bank or wall

Fortifications Terrain

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FORTIFICATIONS AND SIEGE WARFARE forming part of the outer defensive boundary. These are usually broad-topped and made of excavated earth and masonry. External dry or water-filled ditches in combination with ramparts are commonly used to defend the outer perimeter. Ramparts and ditches may be faced with stone to protect them from the weather and attack. Megalithic drystone walls with boulders carefully cut to fit together tightly without mortar are often a feature of sites dating from before Time. More recent cyclopean masonry built with massive boulders, roughly fitted together with minimal clearance between adjacent stones and no use of mortar are often the work of enslaved giants. The citadels of Balazar are an example of such crude but effective architecture. The walls of Old Pavis were also built by giants, but later improved by dwarves using Mostali magic to seal the seams where the cyclopean slabs were joined. They used up their Jolanti stone men in the process but gifted the walls with resistance to magic, gods or spirits attempting to travel over or under or through the walls. The exterior faces of the boulders used in construction are often rough, and rarely carefully cut. Some show signs of having been roughly hammerdressed. Most such walls rest on levelled bedrock or are built atop a natural steep rock face to amplify natural defenses. Artificial terraces may be constructed to extend the area of the fortification and the ground within it. Such terraces are built up as compartments for stability and strength, with drains sunk to prevent the interior from being washed away. Ancient sites often feature monolithic walls. More recent walls of huge unworked stone are often composites, with a fill of earth and rubble between two megalithic skins. More pleasing to the eye and having greater structural integrity are walls fashioned of drystone masonry of roughly rectangular blocks, with a solid curtain wall of blocks carefully fitted together at the joints. On each layer, the positioning of joints is alternated to maximize the strength of the wall. Larger blocks are used in the lower levels with smaller blocks higher up. This eases construction, as the smaller blocks are lighter to lift and ensures that the base, most likely to be attacked, is the strongest portion of the wall. A layer of mudbrick with a parapet and crenulations is built on the stone of the masonry. Battlements are often stepped, making it easier for defenders to drop rocks and boiling oil on attackers. Some cities site large bronze cauldrons on the walk-way in which oil or water is heated and then directed by pipes and channels to shower down upon attackers. The cities built by Sartar boast magically erected stone walls six meters high, topped by battlements. He had the walls of Boldhome, Jonstown, Swenstown, and Wilmskirk erected. His son Saronil learned new techniques for making

towers but lost the aid of the dwarves by using his skills to raise a temple to Orlanth. The walls and tower built in his reign lack the excellence of those built by his father, as do those of his son Jarolar. The outer face of Jarolar’s walls are supported by layers of rubble 600 cm thick, separated by long horizontal timber poles spaced 600 cm apart, and faced with a scarp of unmortared stone blocks. As Jarolar’s masons added layers, the higher ones became shorter, creating an interior ramp

Top to bottom:  Type of fortification built on level ground: the wall is set into a rampart of earth faced by a glacis slope and a ditch. Both are intended to prevent siege towers and rams approaching the walls  Type used on sloping ground: the rear of the wall is backfilled to level it off with the upper part of the hill.  Type used on a cliff edge: the cliff face is cut away and the wall built on top with the space behind the wall filled with rubble and earth.  Earth ramparts often used for clan fortifications: a stone or wood facing, with a backfilling of earth and rubble laced with boxes of timber, laid both to reinforce the wall and lengthways nailed to the crossbeams, and fronted with a ditch and earthwork.

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THE ARMIES AND ENEMIES OF DRAGON PASS up to the top of the wall. His walls stand 4.5 to 6 meters high, with a meter-high wooden palisade. Jarolar built the walls at Duck Point, Dangerford, Runegate, and Jarolar’s Keep in this way. This became the style of all subsequent Sartarite wall building. Most settlements around Jonstown have some form of enclosure: a wooden palisade, a dry-stone wall, or a steep dumped rampart, as a defense against the Telmori. Large cities and those bordering potential enemies may boast two or three sets of walls, with the outer wall the main defense of the city. The inner walls are often less strong. The fortified trade city of Dunstop on Kordros Island is divided into three rings, each named for the tribal king who established it. The innermost, Ovurlan’s Ring, is a complex of barracks, fortified palaces, and storehouses. Next is Kabrela’s Ring, characterized by artisans’ workshops, higher status housing, and markets. The outermost is Baburlin’s Ring, a sprawling maze of alleys and byways, cut only by the three wide roads leading from the main gates to the center of the city. Clan forts rarely show the same levels of sophistication in their defenses. The walls are often earth ramparts topped by a palisade of wood. Orlanthi fortifications employ ditch and rampart defenses. The simplest use a palisade made from wooden stakes or tree trunks. More complex constructions use a box rampart in which two lines of wooden uprights, joined at top and bottom form a series of boxes, filled with rubble for strength. The front of the box is vertical and may be faced with drystone walling, and backed with a sloping rampart of earth and rubble, adding strength and rigidity to the inner wall. The transverse cross-beams may protrude through the stone facing. The ramp also provides the defenders easy access to the battlements. Whilst the timber framework contributes to the stability of the wall, it has the flaw that any exposed timbers can be set ablaze. This is difficult to achieve by mundane means, but the wood must be safeguarded from magical fire. Should attackers successfully set a fire the wall will collapse dramatically, opening a breach. In the Grazelands, the trading posts are defended only by flimsy wooden palisades; the Grazers rely upon their cavalry as a mobile defense. The base of a wall is essential to its strength and durability. In some traditions, this is a layer of large blocks bedded down in the earth below ground level, with the wall built up from this base. Alternatively, it can consist of an inner and outer wall with crosswalls between them with the cells filled with earth and rubble. When set on bedrock there is no need for foundations, as the bedrock can be cut to provide a firm bedding for the wall. To keep the stones in place dowels can be used, either fashioned as part of the

stone blocks or made and fitted into drilled holes. Blocks may also be jointed together. If the blocks are sufficiently locked to each other and the bedrock, then only the most severe earthquake can damage them. Stone walls can also be strengthened against earthquakes if the foundations do not rest on bedrock or natural soil. A layer of hard packed earth acts as a shock absorber. Buttresses may be built behind the inner wall to provide greater strength. Pelorian fortifications draw from several traditions. Brick walls with stone foundations are found in Dara Happa and Pelanda. The bricks are either baked in kilns, or, in the southern lowlands, dried in the sun, laid in a cement of earthblood bitumen, with occasional layers of reeds between the courses. The lowest level of brick is attached to the stone foot using dowel-pins. A wide and deep moat protects the wall and on the top low towers are placed around the perimeter placed along the outer and inner edge, tower facing tower, with a wide space between them. Sufficiently tall walls with deep foundations are intended to render scaling and mining ineffective. The Pelorians have a long history (dating back to the Golden Age) of using earthquakes to shake down enemy walls. This has led to the construction of walls that are immune to small earthquakes. Brickwork has the advantage over stone walls that it can withstand minor earthquakes, and better resist a battering-ram or heavy missiles. A timber grid filled in with mudbrick, resting on stone foundations or steps cut into bedrock can also resist lesser earthquakes. However, neither brickwork nor stonework can withstand catastrophic earthquakes. Stasis spells can enhance the structural integrity. Walls may also be built as defensive or political boundaries. One of the most horrifying is the Building Wall, erected by magic during the Building Wall Battle of 1605 to thwart a large-scale Lunar invasion of Esrolia. Its appearance varies along its length, sometimes like a coral with pointed spikes (rumored to be venomous to the touch), sometimes like an earthen rampart topped by Esrolian square shields. Belintar ordered several units of militia to stand where the wall would rise, and incorporated them and their spirits into it. When the Lunar Army awoke, they found a wall standing directly to the south of them. It had been raised overnight by the God-King’s people. The Lunars sent scouts over it, who were killed by the army on the other side. When stronger forces tried to go over the wall they were repulsed with significant losses. When the Lunar Army tried to march around it the wall simply grew up before them, always on their flank as they marched east or west. They divided their army to go both ways, and after they marched far enough apart the wall stopped building, but the God-King’s army met and defeated each half.

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FORTIFICATIONS AND SIEGE WARFARE The Nochet Gate of Life and Death under assault by Lunar besiegers in 1623. Belintar built this new gate to the west of the New Esrola Temple when he had walls constructed from the Lyksos River to the Diros marsh. The lower wall consists of hewn rectangular blocks of masonry laid in alternating horizontal courses. The ashlar stones are of impressive size, requiring considerable technical and magical skill to erect. The blocks are painted in bright colors. The upper portions of the wall are fashioned of turquoise glazed brick with crenellations; the gateway is in the form of an Earth Rune surmounted by a brick-faced parapet. The gates are banded with bronze, with the jambs protected behind an outer frame. The gate is flanked by two rounded and roofed bastions bearing decorative figures; on the left Ernalda in the form of the bountiful mother, and on the right, Ty Kora Tek, goddess of the dead. Her position on the right, on the shieldless and unprotected flank of any attacker, denotes grim death for any enemy. Projecting towers protect the gateway. The right-hand tower, as the greatest threat, has been blasted and shattered with powerful magic. Its ruin shows that the lower levels of the towers are of solid masonry, to impede the towers being undermined. The upper level of each tower is brick, with apertures for archers. The attackers lack heavy siege engines, being at the end of a long supply route. They are equipped with assault ladders and a batteringram slung from a wheeled frame covered in hides to provide some protection from projectiles and burning oil. The defenders are mounting an active defense on the walls using missiles and spells. A counter-attack has been initiated using a hidden postern from a tunnel running under the wrecked tower. A band of berserk Babeester Gor axe women have emerged from the earth to engage the Lunar hoplites in hand-to-hand combat.

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THE ARMIES AND ENEMIES OF DRAGON PASS providing tall vantage points so that line-of-sight spells can be cast against attackers in the air or on the ground beyond the walls. As an internal tower is less likely to be threatened by the enemy undermining its foundations, they are often taller than those protecting the walls and outer gates. Attackers riding flying animals or magic can attempt to infiltrate a siege. Gerak Kag jumped over the walls of Pavis. Very often the lower levels of a tower on the walls are solid, filled with earth and rubble as high as the wall-walk level, with the upper storeys providing storage space, guard rooms and access to the wall-walk. Lower levels will include slit loopholes to be used by archers, whilst there may be larger windows in the upper floors to provide a better view for the defenders looking out. Torsion-based artillery requires a wide arc to be effective, and larger portals are required. The first level of a free-standing tower is often above ground level, entered via steps or a ramp to make it more difficult for attackers to put a ram in place to smash through the door. Towers are topped with a roof or fighting platform. The heaviest defending artillery will be at the top of the tower, frequently covered with a temporary roof to protect the engine from the weather.

Bastions Bastions are built to project from the wall, often at corners, to overlook as much ground as possible. Bastions are often lower than towers and are normally of similar height to the curtain wall.

Towers Towers are built using similar techniques to the curtain wall. They allow long-range surveillance and provide elevated firing platforms. Even if the curtain wall consists of earth and rubble ramparts and a wooden palisade, many Orlanthi forts boast one or more stone or wooden towers. These are spaced around the perimeter and either side of the main gate. Structurally, the term includes pairs of towers with one either side of a gateway connected by a parapet, towers projecting from the outer or inner walls and the corners of fortification, and free standing towers. Gate towers are very common. In Sartar, gate towers are often unequal in size, with the larger on the left, the shorter tower standing nine meters high, the taller 15 meters high, with a parapet running between them. Sartarite towers are usually circular; Esrolian towers square. When towers are set along the outer wall they can project from it to allow the defenders to provide effective flanking attacks upon besiegers. This is particularly important near gateways. Free-standing towers may either be isolated forts, or structures within a larger fortification to provide a strongpoint, a citadel and for defense against aerial attack. These provide fighting platforms for archers, artillery, and mages to hold off such attackers as well as

Posterns These may take the form of tunnels running under the fortifications to allow defenders to make a sally out to attack besiegers in the rear. The outer entrances are well disguised and camouflaged or may be buried, so that the defenders have to speedily dig their way out. The tunnels widen out towards the exit so that defenders can quickly get out, but so that any attacker trying to

The Runes important to a culture are often reflected in its gateways. From left to right:  An Earth Rune gate. A lintel can support less weight than an arch; upper levels are of lighter stone, brick or a wooden palisade. This design is common in Orlanthi lands.  A Luck Rune. The eastern gate of Runegate is in this form. The slanted uprights can support a little more weight than an ordinary lintel but this form is little used, because Luck can be good or bad.  A Solar arch incorporating a Sky Rune. An arch distributes weight better than a lintel.  A Lunar arch incorporating a Moon Rune. This is derived from the Solar arch but its lower ends extend further around the circle until they start to converge. This ‘horseshoe arch’ requires more skill to build but allows more height than the semi-circular arch. This design is not entirely practical as a defensive gateway but is commonly found at major Lunar temples.

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FORTIFICATIONS AND SIEGE WARFARE fight their way in is constrained by the decreasing width of the passageway. The tunnels may also be rigged to collapse, so that if an attacker gains entry to them they can be turned into a deadly trap. Other postern gates may be constructed at ground level in a concealed location to permit defenders to come and go inconspicuously, or to use them as sally ports. Obvious postern entrances are located in a tower or beside the main gate, and outside of wartime may be used to give entry after dusk when the main gates are barred.

earthworks, so that the entrance is down a narrow defile overlooked by ramparts on one or both sides. Additional earthworks might be built to ensure than anyone approaching the gate is flanked by the walls and will be susceptible to missiles and spells long before they reach the gate. Such earthworks are often built or repaired during Fire Season when agricultural labors are over. When the enemy are within the kill zone in front of the gates simple weaponry can be brutally effective. Heavy rocks thrown or dropped from above can kill or incapacitate. If the enemy have locked their shields over their heads, boiling water or oil will penetrate this defense. If a city or fortress is built upon a hill, the main approach and so the main gates are almost always situated at the lowest and most gentle slope. Artificial ramps may be built to enhance their defense, but gates are always the weakest point. Such ramps are often made so that an attacker must also have his shieldless right side presented to the defenders on the walls above. The approach is set either along the curtain wall or by placing a bastion to the right of anyone approaching the entrance. The gates themselves are usually a straight pair of double leaves of heavy timber planks, locked with heavy bars. Bronze sheets or studs provide additional strength. As a common tactic is to set fire to a gate to weaken it, the gate may be treated with magic to prevent this. The richest and most technologically advanced cities may boast a portcullis, a latticed grille of wood or bronze, dropping or sliding into position. There are a variety of designs for defensive gateways. Note that these do not illustrate an evolution of gate design or depict all possible variations. Towers need not be square or rectangular.

Gates City gates provide a point of controlled access to and departure from a walled city vital for its defense. Gateways are usually the most heavily defended positions as they provide the easiest egress. Gateways may employ a system of two gates with a killing ground between them, so that if the outer gates are breached the attackers are faced with a second gate, with defenders to either side. The jambs are strengthened by vertical pilasters or buttresses. Gates tend to be built in a number of distinct styles. Solar gateways are usually arched, whilst Earth gateways use lintels instead. Moon gateways are circles, truncated at the base. Arches are better at distributing and supporting weight than a lintel. The town of Runegate is named for the east gate fashioned in the form of a Luck Rune, associated with the goddess Asrelia. When the town was attacked by the Crimson Bat in 1602, only those sheltering within this gateway survived. Gates may also include shrines to the City God to augment their defense. Other shrines may be present. For example, shrines to Humakt are intended to hinder the entry of undead. As the entrances to cities and other settlements, gates are focal points and decorated to enhance their appearance. Orthostat slabs decorated with reliefs and vibrantly painted may be used to decorate a gateway, portraying gods, monsters, Heroes and kings. As they are carved from soft stone they rarely have any defensive value. The intent of a fortified gateway is twofold: to keep an attacker outside; to maximize the casualties an attacker will suffer. The latter can be enhanced by two simple measures: ensuring any attacker has to present their shieldless right-hand side to the defenders for as long as possible by angling the approach to the gate along the walls; narrowing the approach to funnel the attackers into a restricted space so that only a few can attack the gate, whilst they run the risk of their numbers being bunched up into a killing zone. Even if not boasting the defenses of a Pelorian or Esrolian city, Orlanthi clan forts are not unsophisticated. Gates may be set back in the

A: A basic gateway flanked by two towers with a walkway over the gate. B: A gateway augmented by sally ports – tunnels running under the wall and leading outside. These permit defenders to attack besiegers from the rear. Such posterns can be added to any other defensive gateway, or run under the walls. C: Attackers are forced into a ‘killing zone’ and cannot directly attack the gate. D: The gate defenses are augmented by a projecting bastion covering the approach route. This functions as an extended fighting platform allowing defenders to aim missiles and magic into the unshielded right side of any attacking the gate. E: Each gate tower is a projecting bastion, providing an extended ‘kill zone’ protecting the gate. F: The gateway is at the end of a three-sided enclosure, subjecting besiegers to enfilading attacks from above on three sides. G: A double gateway using a barbican outside the main

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THE ARMIES AND ENEMIES OF DRAGON PASS line of defenses, connected to the city walls with a walled road. H: A double gate meaning that attackers cannot immediately breach the gate defenses. I: An entrance combining two gates, with a ‘killing box’ between them. Attackers are forced to turn left, leaving their unshielded side vulnerable to attack. J: A double gate with a ‘killing box’ between them. K: Another double gate with the gates offset, crowding attackers into the narrow space. L: A larger double gate, including an interior courtyard. M: A Sartarite-style gateway with two towers, one larger than the other, with a parapet running between them. N: Sartarite-style gateway with two small towers.

facilitated by filling a ditch with soil or rubble, or more quickly using by logs or bundles of branches, reeds or straw. Earth Elementals can be summoned to fill a ditch. The defenses of permanent Lunar forts are augmented by ditches, crossed by a drawbridge which can be drawn up.

Brochs Saronil and his son, Jarolar, constructed many tower forts across Sartar. The most famous is Jarolar’s Keep; Saronil built the tower and his son Jarolar built the outer walls. Most brochs17 stand around 13.5 meters tall and 18 meters in diameter, and have two concentric walls, creating a hollow-walled tower. The double-skinned walls support each other and make possible a relatively tall building with a lightweight construction. The space between the walls holds galleries and stairways connecting the floors. Most have an interior well or cistern. Wooden floors partition the towers into several levels, with a storeroom and shelter for animals in the ground floor and the upper floors holding public and private rooms. Ceilings tend to be fairly low. The towers are crowned with a conical thatched roof surrounded by a narrow crenulated walkway. A lower outer wall encloses the tower, creating a courtyard. Some brochs have blockhouses guarding the front gate. The towers only have only one entrance, a passage running the whole thickness of the wall. The doorway and passage are low, forcing anyone entering to stoop, putting any attacker at a disadvantage. Whilst a broch is unlikely to hold off an active siege by a professional army, its defenses are sufficient to withstand an attack by raiders, whether Praxian, Telmori or Sartarite, unless a raider can break down the door, scale the walls or enter by subterfuge or treachery.

Ditches A ditch acts as an obstacle to attackers, slowing their advance, and hinders siege engines attempting to reach a wall. Ditches may be left empty or filled with sharpened stakes. If the climate is suitable gorse or brambles may be allowed to grow in a ditch to act as natural hazards and to hide footfalls and traps. A water-filled moat is also effective. Attackers must cross the ditch. This can be 17

Jarolar’s Keep the Nuraghe towers of Sardinia.

Although the term Broch is used here, the towers also resemble

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FORTIFICATIONS AND SIEGE WARFARE that era. Some are now abandoned but are often visited, since they are the best sites for commencing many Heroquests. Others are now obscured by the settlements of later history. The demigod Vingkotlings raised huge earthworks. Most are made of earth, and even the ones that were made by scooping out a hill instead of raising a mound appear to be man-made. They vary in diameter from Vingkot’s Fort, which is over 6 km, to twelve that are over a kilometer and a half wide, and many others that are 400 to 800 meters wide. The latter are most numerous and date to the Storm Age. Traditional Heortling hill-forts combine rude but rugged defensibility with a plan spiraling out in homage to Orlanth. Some are built upon, or within, the remains of the ancient Vingkotling forts. They employ ditch and rampart defenses with a palisade, with the most prestigious having timber-laced stone walls, which may be faced with dry-stone walling. Some boast multivallate earthworks, with several banks and ditches surrounding the innermost walls, intended to hinder and disorder an assault, rendering the attackers vulnerable to missiles and magic cast by the defenders stationed at the inner walls. Many hill-forts make use of terrain to enhance their defenses. Towers similar to a broch in construction are sometimes found on the walls or at the center of a fort. Some feature a stone-built citadel or fortified hall set within an enclosure or sited on a raised platform or natural outcrop. Hill-forts are effective at deterring or holding off attacks by neighbors and nomads who lack sophisticated siege engines or the time to starve the defenders into surrender. As a hill-fort will hold much of the clan or tribal stores, and outlying farms will attempt to drive their livestock within its walls, attackers must bring their supplies with them. As a gateway is the main weakness in any defenses, attackers will concentrate upon attempting to break in by setting it afire or using a makeshift ram. The gateways of a hill-fort are rarely as complex as those of a city. They are often inset in a stone-lined passageway that enables defenders to enfilade the attackers on three sides; in conjunction with earthworks in front of the gateway these also serve to ensure that the assailants are vulnerable for as long as possible before they can attempt to storm the entrance.

Crannogs Partially or entirely man-made islands are used as defenses in some areas of Sartar where there are suitable lakes. Most date to the First Age and are now very overgrown and the favored lairs of bandits and other outlaws. Modern Duck villages in the Upland Marsh resemble crannogs in construction. A crannog is built using an existing shoal or small island; oak piles are driven into the lake bed to form an enclosure; the space between the piling is filled with rubble, wood, and earth and packed down to make a flat surface. Houses and a palisade can then be built upon this foundation. A causeway is built, often just below the usual water level to hide them from strangers. They are also disguised by reed beds. Such hidden causeways give defenders a huge advantage against attackers who must pick their way through. These sites are still used as defendable refuges.

Giant Defenses The small city of Alone is surrounded by deep hostile forests and lies near the Giant’s Path. The palisade and many houses have protrusions of sharpened and often poisoned tree-trunks to injure or dissuade giants from stomping the city. Other defenses include trap houses concealing deadfalls and cages of parasites such as giant ticks.

Hill-Forts Large ancient hill-forts are found throughout Dragon Pass. In peacetime, these large earthwork enclosures serve as religious, economic and political centers; in wartime, they provide defensive strongholds. The Vingkotlings were the first people to build these fortifications (though some claim that the entirety of Dragon Pass and its surrounds display the remnants of a huge divine ‘hill-fort’), and several are known from

Steadfasts These are fortified village with a circular wooden palisade with ramparts 3.6 meters high. A pair of strong doors bar access. Steadfasts are found near the old Telmori territories of the Wolf Hills, Torkan’s Vale, Dogbone Hills, and Stagland in Sartar. The houses of the local farmers, byres and stables are crowded within the walls. A steadfast is capable of deterring raiders,

Sartarite hill-fort built within the remains of a small example of an ancient Vingkotling fort.

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A. The gate of Red Cow Fort is made of wood; the gateway is a short dry-stone wall lined passage above an earth bank. Carvings of ram and bull’s heads adorn the gates, and visitors must pass “under the ram and bull.” A parapet over the gateway provides a platform for

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B.

C.

D. E. F. G. H.

defenders. The inner wall is a box rampart. Two lines of wooden uprights, joined at top and bottom form a series of boxes, filled with rubble. The front of the box is vertical and faced with dry-stone walling. It is topped by a dry-stone wall breastwork, and is backed with a sloping rampart of earth and rubble, adding strength and rigidity to the inner side of the wall. The South Gate of Dangerford boasts two great wooden gates, set back in the earthworks, so that the entrance is down a narrow defile overlooked by ramparts on either side. The passage runs under a gatehouse. The town walls have a rubble or earth core, horizontal timbers, and a stone face with cross beams protruding through the stone facing. On the inside an earthen bank backs the wall. The walls are topped by a wooden parapet. The gates of Jonstown are defended by two round towers of differing height, with an overhanging rampart over the main and postern gates. This style of dual gateway is distinctively Sartarite; it was adopted when the walls of New Pavis were built. The smaller gate is used at night to permit legitimate travelers to enter after the main gate is closed. The gate of Jonstown is reinforced with iron bars; the gates of New Pavis can be barred with large logs. Two square towers defend the dual gates of Swenstown. The gates of Wilmskirk are similar. The walls are built of hammer-dressed stone. The gate towers and Earth Rune gate of an Esrolian city. Both towers are topped by a cupola to protect defenders from missiles and rain. The stepped battlements are adorned with glazed tiles depicting sacred geese. The lowest level of the wall consists of ashlar dressed stone, with lighter brick above. A side entrance to the temple of Esrola in Nochet. The façade is heavily decorated, with the figures of two priestesses carven into the wooden gates. Each tower has a troll guardian at the base, with a goddess depicted above. A delicate carven stone frieze is atop the Earth Rune gate. The Moon Gate of Raibanth. Red-painted plaster covers the stone and brickwork of the wall, with two black-lined figures depicting a Lunar and Solar guardian. A balcony is located over the Moon Rune gate. The gateway lacks crenellation and seems more decorative than defendable. A more practical War Gate lies hidden behind this gateway. The ancient Griffin Gate of Yuthuppa. The tall wooden brass- and iron-bound gate is surmounted by the gilded Face of Yelm, who surveys all who enter or leave the city. He is surrounded by an arch bearing the Runes of his Eight Celestial Sons. Beneath the Sun God, are busts of the heads of the city patrons Dayzatar and Herustana. At least three levels of stone and brickwork are apparent. The upper levels are of glazed or painted brick; each tower is decorated with painted stars denoting that Yuthuppa is the city of the Stargazers. The lowest level of dressed stone is solid, with the layer above having a rubble-filled core.

especially in wolf-form but its defenses are no deterrence to a serious military force.

may boast an upper floor; windows on the outer walls are high or narrow. Thatched roofs are a vulnerability, the houses of wealthier thanes may have a tiled roof. A cistern or well is usually located under or in the courtyard; a cistern serves to hold runoff from the inward sloping roofs.

Fortified Steads In Sartar and Heortland farmsteads may take the form of an ‘Ernalda House’, a square stead with a barn, storerooms and living accommodation set around a central courtyard. The style was brought north when Dragon Pass was reoccupied, and follows a pattern common in the south, especially in Longsi Land and Porthomeka. The rural palaces of the Warlords of Porthomeka resemble large versions of these square ‘Ernalda Houses’, and Esrolian fortress-palaces are similar, though on a much grander scale. In Sartar, stout drystone walls surround the house, weather-proofed with clay, and there are only two doors: one for the people at the front and a larger one at the rear for livestock in the barn. Wealthier houses

Urban Esrolian

Guardian Spirits The strength of the defenses of cities and fortresses is often enhanced through magic and the provision of guardian spirits, sometimes those of sacrifices made when the walls were dedicated. Guardian Spirits are specially bound to a specific area, and will engage anyone entering this in spirit combat. They are often set to guard secret sally ports and escape tunnels, to attack anyone not bearing the correct sigil or giving the password. Sacrifices and other offerings are made and buried

Ernalda Houses

Urban Sartar and Heortland

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Rural Sartar and Heortland

THE ARMIES AND ENEMIES OF DRAGON PASS when the foundations are dug. If human sacrifices are made, their spirits and ghosts can be bound as protectors. The bones of ancestors may also be deposited to safeguard walls and buildings from collapse. Most towns and cities have their own special proprietary spirit, often named for the settlement. The welfare of the spirit and of the settlement are intermingled, and citizens worship the spirit to increase its powers. Usually such a City God has only one temple, located in the settlement, the size of which varies with the size of the supporting population. Along with its other capabilities, a City God will act to protect the city from hostile spirits, limiting the capability of besiegers to unleash their own spirits and elementals within the city, obstruct enemies from flying or otherwise circumventing mundane defenses and block hostile magics. These spirits are rarely as powerful as even a minor god, and a prolonged siege will severely deplete their powers. It may take many years for them to regain their strength, leaving their community vulnerable. Other temples within a settlement will have their own spirit guardians, dedicated to their defense. Whilst these will only sometimes contribute to the defense of the city directly, sometimes temples are located by the gates or walls to provide additional protection. Special rituals are performed yearly by priests and celebrants to strengthen the City God on their High Holy Day, commonly in the form of processions and dances along the streets and around the walls. Among the Theyalans, the route of the dance often describes a spiral pattern, and may be represented pictorially as a maze or labyrinth, the difference being that a maze includes branches with choices of path and direction, whilst a labyrinth follows a single path. Gateways are also magically protected against enemy spirits and malevolent demons. Frequently, sculpted gateway guards represent these defenders.

and density, but was killed when elves shattered the central shaft of the World Machine. Only by means of sorcerous magic can they return a brief semblance of life to stone. The finest walls and bridges built in Sartar are all of dwarven manufacture. Sorcery can be used to Command a material. Combine and Separate spells can be used to change the nature of things. Stone can be made more solid and static, enhancing the strength of a structure or more fluid permitting it to be molded and then set. Manipulating Runes permits heat to be used to swell wedges to split rock, to convert sand into glass or to melt metals. Walls of polygonal masonry can be shaped and then laid without the use of mortar; the stones can be so precisely shaped that a thin blade cannot be shoved in between them. If these walls are slightly inclined inside, and the polygonal stones laid with great precision, the resulting structure will have a high seismic resistance due to its steadiness and absence of stress concentration points. During a small or moderate earthquake, the masonry will remain stable; in a stronger earthquake, the blocks ‘dance’ in their positions and almost always return to their original places afterwards. Powerful Glue spells can be used to fix stones, bricks and timber supports in place. Repair spells can be used in maintaining defenses. The use of elementals can significantly shorten the time required to complete a mammoth building project. Earth Elementals can dig foundations and support walls during their construction. A Fire Elemental can crack stone with intense heat splitting the stones along the natural fracture lines or even metamorphose rock to transform its nature to make it harder or more brittle. Urzani can also be used to create vitrified ramparts so that the walls are glassy and impossible to climb. Air Elementals can carry materials that would otherwise require cranes, or hold heavy objects until a structure is firm. Water Elementals can mix clay and sand to prepare the materials for making bricks. Powerful spells and spirits may be woven into the essence of walls and gates, anchored in runes carven into the surface, or reliefs or statues. Eyes might shoot out beams of blinding or burning light; figures animate to bite and lash out at attackers. Those climbing scaling ladders may have their hands and feet bitten off, or their ladder chewed into kindling.

Magic Magic can be utilized in the construction of walls, towers and gateways as well as applied in their defense and destruction. Many masons (and smiths) learn sorcery as a means of manipulating the world. Most of the secrets human masons know were either gifted, purchased or stolen from the dwarves. The Mostali claim the skills of mining, quarrying, dressing and building with stone, the use of lead and ceramics in plumbing, and the use of metals to make tools, utensils and weapons were all originally developed by them. Dwarves have entire grimoires dedicated to the secrets of rock and metals, and it is rumored that humans have only obtained their lesser secrets. According to the dwarves, Stone was once a great and living being which could move and change its texture

Aqueducts, Cisterns, Sewers and Silos Whilst walls can keep an enemy out, at least for a time, supplies of food and water are essential if the defenders, whether of a city or a hill-fort, hope to hold

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FORTIFICATIONS AND SIEGE WARFARE out against besiegers. If a defensible location lacks wells, then cisterns are a necessity, to hold rainwater. Silos are used to hold supplies of foodstuffs. Underground chambers are cooler than the air above, and keep perishable foodstuffs for longer. For a city reliant upon aqueducts, they are potential weak points exploitable by an attacker, who can block the flow, or even redirect it to undermine the foundations of walls and towers. Underground tunnels are less vulnerable, but if found can be blocked or used to gain entry bypassing defenses. Those hewn out of solid rock are more secure than those excavated, bricked over and buried. Sewers and storm drains also present weaknesses, and must be secured. Stout bronze grills and grates will delay but not deter a determined besieger. These half-flooded passageways must be at least large enough for someone to walk through for inspection and maintenance. Guardian spirits and wards may be located at entries and exits, and Darkness and Water Elementals can be employed to protect the tunnels.

Lunar Temple Guardian or priests’ quarters, and a quarter to the outer defenses. The boundary of a sanctified site shimmers slightly in a bright light, and especially at dawn and dusk. An important temple and worship site may be allocated one or more Spirit Guardians by the deity. These serve to scare away the sendings of hostile priests and shamans and other discorporate entities. A major temple will have six or seven Spirit Guardians: one for each of the cardinal directions, above and below, and perhaps a powerful spirit guarding the inner holy of holies. Some cults also place spirits in animal guardians. Animals sacred to a cult may prowl the temple grounds. Other guardians may be present in what appear to be life-sized or larger statues standing at the entrances of the temple precincts or at doorways. The Snake Daughters of Ernalda have the form of sculptures of green stone with the torso, arms, and head of a beautiful woman with the lower body of a giant serpent. The Thunder Brothers of Orlanth often take the form of huge winged bull-men. Sunbird statues of yellow marble with veins of gold guard many of the temples of Yelm. Particularly favored Lunar temples boast sentinels of potent moonrock or moon silver, usually shaped into the form of female warriors with multiple arms, each bearing a curved sword. Underground troll temples may have crudely hewn (or chewed) stone guardians. Very ancient or historic temples may have additional defenses. A site which is known to be the site of Orlanth’s birth, though only a shrine due to lack of worshipers in the area, may have potent defenses because of its importance to the god. Worshipers may also volunteer to serve as Spirit Guardians upon their death. Some cults bind unwilling ghosts to protect sacred or secret places. Temples and sacred sites sanctified to a deity

Urban Warfare Once the walls or gates are breached, the struggle becomes even more intense. Fighting is constrained by buildings, making it almost impossible to know what is happening, even nearby. If a city has not surrendered before this stage, often the civilians within will be killed, raped, or enslaved in the chaos of combat and plundering. Even roof tiles and bricks become deadly weapons if thrown from upper windows, balconies or roof gardens. In the Holy Country and southern Sartar, many town houses have the form of stout square ‘Ernalda Houses’. These present an almost blank façade to the world, with only sturdy doors on the ground floor, with outside windows restricted to the upper floors. Each is effectively a small citadel. At its worst, confused and dangerous house-tohouse fighting is the only way to prevent defenders breaking out and assaulting the rear of the attackers. Whole blocks and quarters may be set afire to hinder the enemy. The defenders may retreat to a citadel, or other substantial buildings such as temples to make their last stand.

Temple Defenses Most sites of active worship are sanctified, either by magic or by being a holy site of the religion. As a side effect of worship, initiates worshiping at a temple provide magical power used for the magical defense of the temple. The spells regenerate each day. Typically, half the magical defenses are allocated to the inner sanctum and sanctuary, a quarter to the outer sanctum

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THE ARMIES AND ENEMIES OF DRAGON PASS cannot be penetrated by another, even by divination. A god cannot have knowledge of what is going on within the sacred temples and precincts which are sacred to another. This also interferes with the link that a deity has with their Rune Lords and Priests if they are imprisoned within enemy temple grounds, though they can often hear their prayers. It is not possible for a worshiper of one deity to teleport within the boundaries of the temple of another. This impenetrability has military significance as an enemy cannot learn through divination what is happening in the sacred space of an enemy god. In such circumstances, the only way to know what is happening in an enemy temple is to send in physical spies. Unlike divination, divine intervention can work in an enemy stronghold. The enemy god’s power is still stronger there and the god being called upon has no way to focus their energy on the right spot. Rune Lords and Priests who get captured by enemy cultists may possibly be prevented from using divine intervention to escape. Vormaino slave bracelets and collars will prevent the enslaved individual from calling on their god for aid. Certain cults also have developed rituals of enslavement which will, when completed, deprive the victim of both divine intervention and the passing on of information to the god for use in later divinations by other cult members. Temples, even non-martial ones, will also often

have dedicated temple guards and walls and enclosures to keep out unwanted visitors.

Temples of the Reaching Moon These are powerful and imposing circular fortresstemple complexes built by the Lunar Empire to hold and extend the Glowline. A temple to Yara Aranis is at the heart of each complex, twinned with one to the Red Goddess, and a central Celestial Hall holding a detailed representation of the Air and Heavens. These are surrounded by lesser but still ornate temples to the Red Emperor, the Seven Mothers, and other Lunar Immortals. In frontier lands, the temple complex is a military citadel and serves as a center of imperial administration. In addition to its warrior-priestesses and other temple guards, troops are also assigned from Lunar regiments. Criminals and rebels are sacrificed to feed Yara Aranis and power the Glowline. The temples are defended by a regiment of Lunar magicians and their guards.

Whitewall Whitewall is an ancient sacred fortress, also called Ililbervor and Seriasdova (the Temple of Serias), built atop two adjoining steep and solid limestone outcrops towering over the Northvale in Sen Senrenen.

Siege of Whitewall

Officers of the Doblian Dogeaters and Standfast regiments and the Full Moon Corps confer below the pale limestone walls of the sacred Orlanthi temple-fortress of Whitewall. The officer of the Doblian Dogeaters wears no armor save for bronze greaves and the helmet he holds in one hand. The helmet lacks a horsehair crest; the central rib serves to add strength to the helmet. Instead of his regiment’s rhomphaia he has a sickle-sword tethered by a strap to his belt. His shield is a typical peltast’s crescent shield. The bearded Standfast officer wears bronze greaves (each decorated with a Moon Rune) and a crested helmet with cheek guards. Instead of his regular bronze torso armor he is wearing a leather cuirass with shoulder pieces, but with the usual leather pteruges with round bronze bosses. A sheathed kopis sword is secured at his hip. The clasp of his red cloak bears his family sigil. The face of the officer of the Full Moon Corps is hidden behind his grim silver facemask. The members of this regiment wear armor according to their personal preferences; this officer wears an ornate gilded and crosswise crested helmet decorated with golden Magic Runes with a flared neck guard, a silvered pectoral bearing a gold Mastery Rune, gilded vambraces marked with a Death Rune, and bronze greaves displaying Illusion Runes. He carries a curved moonsword on each hip, and a crescent shield strapped to his back. The Runes denote this demigod immortal as magically potent. Two regimental standard-bearers and a Major Class magician of the Field School of Magic stand behind the officers. The standard-bearer of the Doblian Dogeaters wears the same style of helmet as his officer, with a horn at his belt (useful in communicating commands when the regiment is dispersed in open order) and a short sickle-sword. The standard consists of a pole carrying an antlered sakkar skull. The Standfast standard-bearer is similarly equipped to his officer, but has neglected to wear his helmet during this lull in the siege. His cloak is of a style common in Karasal. The standard consists of a silver horse’s head surrounded by a wreath of golden chains mounted above a medallion bearing the Runes of Moon and Mobility. The Illuminated magician is casting a spell or blessing. Her garb is rich and eccentric, including a tusked silver mask, long robes bearing Moon Runes and more obscure symbols. The black cloak and mask denote her membership of the Gerran School. Her hair is coiled up and embellished by ornamental falcate moons. In the background, Whitewall stands proud and defiant, as yet still unassailed.

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Tarkalor’s Gate at Whitewall, before and after the Lunar siege and assault. The walls of Whitewall are ancient, with the lowest layer dating to the Vingkotlings of the Storm Age. Subsequent levels date to the First and Second Age; most of the wall circuit dates no earlier than the late Second Age. The upper level was restored and rebuilt by the masons of Prince Tarkalor of Sartar with much of the work paid for by Belintar. The Earth Rune gate is surmounted by a triangular stone forming a corbelled arch, which depicts Orlanth as King of the Gods, with a guardian figure to either side. The stepped battlements above are decorated with figures of Orlanth and Ernalda, followed by their retinues. It is a near impregnable fortress surrounded by high gleaming white stone walls some 15 meters high and 9 or more meters thick, rebuilt by the Heortling king Jan the Maker in the First Age. The foundations predate Time and consist of huge marvelously shaped blocks of stone, some still visible above ground. Legend says they were laid by the dwarven slaves of the mighty Vingkotlings. The site is now the capital city of the Volsaxi and a religious center for the Hendrikings for it holds the first temple to Orlanth, built at the place where he came back to life after the Great Darkness. Within the Upper City are a palace complex and temples to Orlanth and Ernalda, and their pantheon. The star god Garan, the lover of Serias, has defended the fortress since the Great Darkness. The site is well-provided with granaries, warehouses (some excavated down into the bedrock) and wells. It held stores adequate for several years and these were not exhausted at the time of the Lunar assault. As a sacred temple-fortress, the Lunars could not divine what was happening inside until they finally physically penetrated its defenses. It took the Lunar Army three years to overcome the formidable fortifications, surrounding it with fortified lines of circumvallation to defend their camps and to enhance the blockade, intended to prevent the defenders escaping or obtaining reinforcements and supplies. Even the Crimson Bat was repelled by the defenders in 1620. When the final assault came, it required the combined forces of the Field School of Magic, and

most of the Provincial Army, reinforced by many of the best units of the Lunar Army. Seven blazing meteors were hurled from the Red Moon and devastated key parts of the fortress, including the Temple of Orlanth - a great gout of lightning burst outwards when the temple was destroyed, arcing over the walls to incinerate many hundreds of the soldiers below. The Seven of Vistur built seven long ramps from the ground to the wall, expending the life force of several hundred more troops. Massed archers sent volleys over the walls to force the defenders to seek shelter, whilst hoplites stormed up the ramps - to be met by an avalanche of tumbling rocks released by the guardian spirits from the walls. The survivors reached the battlements, to find no living defenders and only twenty-three corpses. None of the leaders were found, as they had already escaped. In contrast, the assault cost the Lunar Army over a thousand lives. I

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Arcane Warfare Standing in the very eye of the ritual upon an elevated dais the High Priest raised his arms, staring adoringly upwards to the shining Sun. Around him a circle of priests sang a paean of praise; behind them were further circles of singers and servitors, and the outer circle of soldiers bound into the ceremony, to lend their prayers and life force. Incense spiraled up from a mobile gilded altar. Few beyond the boundary of the great Sky Rune could understand the sibilant syllables of the ancient spell he intoned, but all could feel its power as the sunlight pulsed and brightened, glittering off the robes of saffron silk and auric ornaments, off silvered helms and polished bronze. The rite had begun with the dawn and now at noon reached its crescendo. The High Priest made a final sweeping gesture and pointed his gold staff of office towards the battle where men and women were fighting. A single tall figure wrapped in white fur dominated the fray, his bearskin unsullied by blood and gore as he waded through the mêlée. With every strike of his sword and axe his foes staggered back, dead or dying. “Kill the beast!” An invocation capable of decimating an army was unleashed upon a single man. The daylight intensified; a beam of brilliant aureate radiance speared downwards, targeting the white-clad figure, strengthening into a solid incandescent pillar. The bear-man dissolved within the dazzling blaze. Anyone too close was blinded as his inverse image was seared into their vision and they were badly burned. The High Priest had barely time to rejoice. The fire from heaven suddenly blinked out. The barbarian snarled, not with pain but unbridled wrath. His leather breechclout had been burned away; his trinkets of bronze, silver, gold and iron ran in rivulets down his scarred brown skin to drip upon the hard-baked earth. If he had been berserk before, now his fury knew no bounds. He lashed out with long black claws, shattering shields and raking through armor, releasing a rain of ruined metal scales and bloody flesh. He roared, and those few witnesses who survived his onslaught claimed now he was one with his bear skin – the ursine head merged fully with his own. Soldiers reeled backwards, their ranks breaking before the murderous assault of the White Bear. The standard-bearer was struck down, the pole severed and its wounded spirit shrieked. The berserker bellowed in triumph as an entire regiment routed before him. But the High Priest had no time to perceive this, as his own bones charred and cracked within his melting flesh, igniting his robes, light spilling from his sockets as his eyeballs liquesced, and he was utterly consumed by a raging inferno. The priests surrounding his immolation wailed in terror as they too were incinerated. The fire leapt outwards, burning the singers and soldiers. Those in the outer ranks were mortally scorched. A hundred miles distant, unlucky Solar priests burst into flame as the firestorm of thwarted divine energy dissipated… Magic has a fourfold function in warfare:  To boost individual units, making them more effective in combat than their rivals. In effect, making “heavies” heavier.  To disrupt and break up enemy troops. In effect, setting the stage for the heavy infantry or cavalry to attack the enemy much more successfully. This disruption is especially good for keeping opposing light troops from being able to retreat easily, so that the heavies can catch them.  Titanic effects to kill opposing troops: summoning demons, lightning storms, fire from the sky, and earthquakes. This kind of magic is rare, but spectacular.  To hide and conceal; to disguise reality with illusion, or using more mundane magics such as creating a fog or region of darkness.

Magic acts almost like field artillery, capable of disrupting units and breaching defenses. More powerful magic can rout or eliminate units entirely, as Magical Regiments unleash destruction roughly equivalent to that of a tactical nuclear weapon. Given time, a Roman Legion could devastate and lay to waste a countryside almost as thoroughly as a massed artillery bombardment, or a tactical nuclear strike, but unleashed Gloranthan magic takes almost immediate effect.

The Nature of Magic There is little theoretical understanding of magic other than spirit magic is performed by the spirit of the mage, while Rune Magic is done with the aid of a deity. It is known that living mortals are a combination of spirit and matter, with spirit also widely known as power, soul, life-force or life-energy to differentiate living bodies from disembodied spirits. The universal requirement for working magic is the manipulation of magical power, usually drawn from the manifestation of an individual’s life-energy. Members of cults permanently sacrifice a portion of their life-energy to their god to gain access to their

While Gloranthan infantry and cavalry are, even with the availability of spirit magic, comparable to their historical terrestrial equivalents, more powerful magics radically alter the battlefield. Embodied allied or bound spirits can act as surveillance and scouting drones, whilst some Rune

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THE ARMIES AND ENEMIES OF DRAGON PASS magic. This requires a full week of prayer and meditation in a temple. Some divine magic can be replenished through worship on a Holy Day and participation in cult rites. The implementation of arcane warfare involves mass worship, rituals and sacrifices. Lower levels of magic are available to many combatants and might be in the form of:  Shamans summoning the ghosts of old enemies to drive the enemy mad with fear.  Priests casting bolts of sunfire or lightning to blast the enemy.  Regimental spirits empowering its ranks against an ancient enemy or to weaken an enemy.  Priests who can counter a particular foe, such as forcing fliers down to earth.

Coordinated Magic This is an ancient means of coordinating and combining the magic of sorcerers, shamans or priests. This effectively permits the massed casting of spells to achieve a result greater than any single magician. Greater spirits can be summoned (including massive elementals such as the demigod Oakfed) and other magic combined to achieve a devastating result. Instead of each individual casting their own spell, and choosing their own target, all the spells can be combined against one target or for one result, or coordinated to strike distinct targets. This magical barrage might, for example, direct Sun Spears or Lightning against one powerful individual or split along the front of a regiment; Create Fissure or Shake Earth might be combined to cause a massive crack in the earth or a powerful earthquake. The force of these spells can be enhanced by the time and place of casting.

Rituals Rituals consist of structured worship involving gestures, invocations and often sacrifices to establish the conditions necessary for summoning or invoking divine powers. They are notably time-consuming and powerconsuming to perform. Gods pay especial attention to their worshipers when they make proper sacrifices, because these add to the god’s power and prestige. Ceremonies are routinely used in conjunction with other rituals to augment an individual magician’s chances to successfully cast any spell in exchange for time. Larger ceremonies are used to worship regimental standards, and to create far greater magical effects than those available to an individual. Such ceremonies permit groups of priests, shamans and sorcerers to call upon major magical powers. Often these rituals require a number of roles to be present, including assistants, supporters, and other willing or unwilling participants. Specific sacrifices may be required. In some cases, the supporting troop types must conform to ancient formulae and Sacred Numbers. A large ceremony requires a leader to act as its focus – a high priest or senior shaman or sorcerer. They coordinate the complex rituals performed by the other celebrants and their assistants. The nature of the ceremony varies according to the traditional practice of the participants. The ceremony can have the attributes of an in-world Heroquest, with the ritualists reenacting divine actions. Gesture, dancing, singing and other activities can all have a place in the ceremony. The energy of the magic is drawn from the magicians, their bound and allied spirits, certain magical items, their assistants, and other participants. Troops and others can be bound into the ceremony to act as a battery of life energy. Sacrifices may be slain, and their souls used to boost the potency of the ceremony. When used to unleash divine energies upon the battlefield, these ceremonies fall into three forms.

Regimented Magic First developed by the Lunar Empire, and subsequently duplicated by Argrath, this merges together diverse sorcerers, shamans and priests to form a magical unit with far greater power than the sum of its members. Its magic is far more powerful than the coordinated magic of a group of magicians. Magical combat between two powerful groups of priests, shamans or sorcerers is roughly equivalent to artillery counter-battery fire. Whilst powerful Shields can be erected, these rarely provide a full defense against hostile magic and can only protect a limited area. As massed magic is highly destructive, a defense is rarely effective. Because of the difficulty in locating the enemy magicians, the usual tactic is instead to destroy or disrupt the troops of the opposing army.

Ritual Heroquests Ritual Heroquests are predominantly performed against ‘things in this world’ but occurring in both the mortal world and in the otherworld that manifests deeper mythic forces. These takes place in a magical geography that is still recognizable as the mortal world. Sometimes these rituals require the presence of representatives of the mythic opponents. Prisoners are usually used in the role of the opponent and are often sacrificed when they are mythically defeated.

Sacrifice This is a form of worship which includes the giving away or destruction of valuable or living things. The nature of the way in which sacrifices are destroyed vary by cult. Fire and Air cults often use

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ARCANE WARFARE burning (the former as an expression of the nature of the deity, the latter for the smoke); Water cults throw valuable objects into lakes or rivers; Darkness and Earth cults bury sacrificed objects. Living creatures are usually slain as a blood sacrifice, using the weapon associated with the Element of the deity. If the god is not linked with an Element then the most popular weapon is used. Some cults regularly sacrifice prisoners of war to their deity. Rarely, save in the darkest cults or most critical circumstances, a living sacrifice is killed using the elements: death by burning or being thrown into the air from a precipice, drowning or burial alive.

After a summoned entity has performed the required task the magician must often dismiss it back to the Otherworld.

Lunar Magic Lunar Magic is claimed by its practitioners to constitute an additional path, in addition to the four universally recognized. Lunar magic is most obviously subject to the phases of the Red Moon, strongest at the Full Moon and weakest at the Black and Dying Moon. Within the Lunar Empire the magical Glowline the power of the Red Moon does not wane and, as a result, the Lunar sorcerers and magicians are far more powerful; the Crimson Bat gives off a pulsating red light which acts in all ways as the Lunar Glowline for Lunar magicians. The benefits of the Bat are offset, however, by the requirement to keep it fed: if there are no enemies or prisoners to sate its appetite it will devour its own people, requiring an average of 220 intelligent beings once a week. If it is not fed the Bat will fade and disappear from the Middle World. Rarely one of the Temples of the Reaching Moon fails and, as a result, the Glowline collapses briefly, meaning that Lunar magic is subject to cyclic effects for up to a week before rituals can be performed to reinstate it. The Glowspot of the Crimson Bat extends 4-20 kilometers in every direction, and within its influence all Lunar magic functions as though it were Full Moon. Outside the Glowline Lunar regiments are often at a magical disadvantage and so Lunar armies often include units not subject to the cyclic nature of Lunar magic.

Worship A form of ritual, this is the method by which mortals interact with the divine in a religious manner. There are numerous forms: ascetism (mysticism), sorcery (impersonal materialism), adoration (mass celebration), devotional, veneration, orgiastic and shamanism. Most War Gods are worshiped by sacrifice, though a few in the Lunar Empire are subject to devotional worship, in which the worshiper has a personal relationship with the deity and devotes their life to the deity. Illuminates recommend that only enlightened deities are approached in this manner. Members of a regiment gather to worship the spirits of their standards and their patron deity. They stand in ranks in their companies to participate in the rites and sacrifices performed by their priests. Among the Orlanthi, the clan serves as a temple to both Orlanth and Ernalda, as well as the clan ancestors. Clan fyrds gather to worship their clan wyter, which only rarely accompanies them to war. The wyters or genii of Magical Regiments often involve a variety of worship practices. The warlocks of the Sartar Magical Union utilize the widest diversity.

Pollution For many religions not tied to the Death Rune, warfare brings spiritual pollution. Those who have wielded death are tainted, and must be ritually cleansed before they can enter sacred spaces, or, in some circumstances, return to ordinary society. This is especially true for cults associated with the Fertility Rune, for which killing is anathema, and even meat animals must be slain and butchered according to proper practices. Priests and shamans can perform rites to remove this contamination; regimental priests can purify their followers in massed ceremonies, often requiring sacrifices. Ernalda cultists treat all Humakti as polluted, and they are forbidden from entering into certain sacred spaces. Even if they guard the liminal boundaries, they cannot enter the main worship ground. The same is true for other Life orientated cults. For most religions, mere contact with Chaos causes spiritual pollution, requiring purification, whilst consorting with Chaos is far worse. Lunars accept Chaos as part of the Cosmic Balance

Summoning These are rituals calling specific types of entities to the caster or to dismiss them. Otherworld creatures do not usually live in the mundane world, and a magician must summon them and then command them. To summon an entity, the summoner must constantly keep in their mind the image of the creature to be summoned. Symbolic depictions of the creature such as small statuettes, a sand painting, or a magic circle are commonly used. For some creatures, such as elementals, appropriate matter for the entity to inhabit must be present. Often magicians summon an entity already known to them, which is possible if they know its True Name. A True Name is the magical, unique name, which every being has individually and is rarely widely known. To learn it, magicians must force the creature to disclose its name using control and domination spells.

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THE ARMIES AND ENEMIES OF DRAGON PASS but do not condone the widespread worship of Chaos entities which follow the ways of the Devil. Only a minority of Lunars are intrinsically tainted by Chaos: those who have used Chaos, who know Chaos magic or have had it cast upon them.

Many serve as standard-bearers. Regiments count as a major temple, unless severely understrength as they have hundreds of initiates and lay members in their ranks. The senior priest of such a regiment is entitled to be called a Chief Priest. Other priests, god-talkers, cultic functionaries, assistants and servants will be present. Where a regiment’s religious devotions are split between a soldier cult and an officer cult, soldiers will participate as lay members of the officer cult, only becoming initiates when promoted. In such circumstances a regiment will support two distinct priesthoods, with the officer cult often equivalent to a religious site or shrine. Regiments sharing the same cults may combine their worship to obtain the benefits of a larger temple.

Religion and Warfare Religion is implicit in warfare, where deific conflict in the God Time is continued by mortal worshipers in Time. The ascension of the Red Goddess into the Middle Air inevitably places her in conflict with Orlanth. Virtually all military regiments have spirit or divine patrons, save for purely secular mercenaries. The presence of priests is essential in battle, and the experienced officers of a regiment are often Rune Lords. Soldiers are usually initiates or lay members in the regimental cult, and lay members of the cult of their officers, where they are different. Temples of Humakt are typically built as halls or houses for its warriors, with the cult regalia and treasures in the rear of the building. These temples act as hiring halls for mercenaries.

Regimental Religious Hierarchy Chief Priest Priests Chaplains Assistants

Magical Warfare Guardians

Magic involves the forceful alteration of the fabric of Middle World reality using the power of a mortal, spirit, demigod or god. This transformation divides into two distinct forms: direct attacks upon a target, and indirect attacks. These are sometimes called spiritual and physical, because the targets have some chance of resisting the former with their own magical potency, whilst the latter is a localized effect. In battle, it is rare for contending groups of magicians to seek to neutralize each other, as their own magics will guarantee them some measure of protection. Instead, they direct spells at opposing troops, for when sufficient of the enemy have been put to rout, the battle will be won.

A Lunar innovation, sometimes called Monitors, they are competent combat and support spell-casters, usually with healing magics. Many alumni of the Lunar College of Magic who are not inducted into a Magical Regiment are obligated to serve a term in the Lunar Army as a disbursement for their education.

Rune Lords Warrior-nobles who exemplify the principles of the deity are common to almost all warlike cults, leading the fighting arm of their religion. Some small cults, such as that of Storm Bull, have no Rune Priests but only Rune Lords. Rune Lords are often the warleaders, regimental commanders and senior officers. Rune Lord-Priests are less common, and in warbands and regiments Rune Priests are often members of the retinue of the commander.

Battlefields Old battle sites are often spirit vortices, places where the Middle World and the Spirit Plane lie close together. This is due to the great amounts of magical energy discharged and the number who died there. Other effects of combat and magic may linger for centuries, with the site of God War conflicts still scarred and ruined. Recent battlefields often manifest associations with the Death Rune, described as grim and unsettling, with the faint unintelligible whispering of unquiet spirits.

Rune Priests There is a hierarchy of priests in most temples and this is reflected in regiments. In some regiments the priests occupy stations in the organization; in others, they are supernumerary. In addition to leading religious rituals, priests are specialists in using Rune Magic. Part-time priests, popularly called “god-talkers,” may also be present, and be expected to fulfill religious and military roles in the regiment. They are often titled Curators or Chaplains.

Levels of Magic Arcane warfare may be viewed as consisting of different levels, where each level is exponentially more powerful.

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ARCANE WARFARE Note that the effects of sorcery vary enormously with the proficiency and power of the mage or mages performing it.

spirit defenders of Whitewall to repel the Bat. Whitewall is the site of the oldest temple to Orlanth with correspondingly powerful guardian spirits. The Cult of the Crimson Bat subsequently had to perform long and arduous rituals to resummon the Bat into the Middle World.

Directed Magic This class includes almost all offensive magic, whether relatively weak spirit magic, more powerful Rune Magic, greater spirits, elementals, demons, massed Temple Magic or that of a Magical Regiment. The target can attempt to resist the attack, if conscious, but an individual, even if a great warrior or High Priest can rarely shrug off such an attack. Greater spirits, whether the guardian spirits of a settlement, temple or regimental standard, attempt to resist or mitigate such an attack, but if the spell punches through the protection provided by them then those under their defensive aura are reliant upon their own puny magic and power. Greater magic is often so powerful, backed with the essence of spirits, crystals, sacrifices and supporters in the ritual that it will penetrate any defense. Only the mightiest guardians – City Gods and Temple Spirits – have any capability to fend off truly massive magical assaults.

Indirect Magic This magic initiates an effect distant from the target and is relatively rare but corresponding lethal when unleashed upon the battlefield. Massive earthquakes, dragon fire, and bombardment by moonrocks or starfire are all included in this class. Protective magic can provide only limited shelter, but survival of these titanic events is a matter of individual luck and pleas for divine intervention.

Rites and Rituals Rune Magic stems from the generosity of a god, who allows a mortal to wield a fraction of the godly attributes in the Mortal World. Such spells can create results which even Divine Intervention cannot normally accomplish, since that would directly involve the god in the affairs of the material world, possibly precipitating godly participation in mortal affairs, and perhaps lead to a new war of the gods. Most major Temple and Magical Regiment spells require the enacting of specialized rituals. Other, more common rituals can be used to influence campaigns and wars. The Summons of Evil can be used to draw a foe to come at a chosen time and place to increase the odds of victory. Rituals incorporating a psychopompos, whether a spirit or deity, can be invoked in a ceremony to weaken an enemy before battle, or even draw such guides of the dead to cluster about them all too ready to convey them to the afterlife. Figurines representing a powerful

The Crimson Bat

The Crimson Bat is a formidable Chaos demon, possibly one of the most terrifying in Glorantha. In 1232 at the First Battle of Chaos, the Bat consumed the Quartz Phalanx, one of the ancient Stonewall Phalanxes despite its mighty regimental spirit. In 1602, the Crimson Bat attacked and destroyed the small city of Runegate in Sartar, despite the brave but doomed resistance of the defending city spirits. Only the magical stone lintel in the form of a Luck Rune the city founders had brought from the Holy Country preserved the lives of a very few inhabitants. However, in 1620, King Broyan coordinated the Magic Individual Magic Minor Rune Magic

Temple Magic Heroes and Demigods Magical Regiment

Type Spirit Magic: Often misleadingly called ‘battle magic’, this is the magic of individuals. It may have an impact on a localized melee but otherwise has little tactical importance. Rune Magic: A tiny fraction of a god’s Rune power; it may have an impact on a localized engagement. This can involve the summoning of lesser elementals. This equates to the abilities of lesser shaman. A small group of priests and mages working together. The result often appears as magnified Rune Magic. This roughly approximates the abilities of a greater shaman. This can have a significant effect on the outcome of a battle. Regimental wyters are mostly at this level, enhancing the defenses of their regiment against magical attacks and empowering the mundane capabilities of their soldiers. Some wyters have a limited offensive capability. A group of priests enacting rituals to significantly empower Rune Magic. This can have a major effect on the outcome of a battle. Powerful individuals with magics of their own. Strange and often idiosyncratic magic capable of devastating entire regiments and routing an army.

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THE ARMIES AND ENEMIES OF DRAGON PASS individual might be buried or mutilated to debilitate their life force and draw their doom upon them. Heroquests can be attempted to discover an enemy’s weaknesses and give them new ones, though if they are unsuccessful the opposite might occur: the enemy might be empowered against those who sought to diminish them. Similarly, the defenses of a city can be weakened by Heroquesting in the myths of the City God. These efforts require considerable time and effort.

Influences A number of factors can enhance or diminish the strength of magic. The greater the energy expended, the more these influences are apparent. The most obvious, which affects even lesser Lunar magic, is the weekly Lunar Cycle. Other cycles are more apparent: the calendar, as the day, week and season have Runic associations; cultic Holy and High Holy Days; the celestial cycles apparent in the sky, ranging from the daily passage of the Sun to the transit of the planets and rotation of the Sky Dome. The Lunar Empire attempts to quantify and manipulate these factors through the art of Chronomancy.

The Temple of Manifestations

The Dara Happan Emperor Elmexdros accepted the service of many new deities into his army. His army was accompanied by the Temple of Manifestations, a collapsible and transportable temple for whatever deities joined the entourage. This temple was a major magical success, and contributed significantly to his magical victories. However, like so much else, the Temple was lost in the Dragonkill. In the Hero Wars the Lunar Empire will attempt to recreate it.

Risks and Reactions Powerful Rune Magic is inherently dangerous, involving divine energies. Rune Magic cast by an individual, which if resisted or repelled, tends to harmlessly dissipate, but if more powerful coordinated spells fail, then the energies involved can create devastating feedback. This will strike those bound into the ritual: the lesser participants, and if they do not absorb it all (potentially dying in the process) then the priests and magicians. A truly powerful spell might kill all those involved in the ritual and then jump to exhaust itself through the bodies of their fellow priests, even if kilometers away. If a deity is truly displeased, the order is reversed, with the priests being the focus of their displeasure. The feedback is often expressed in its related element. Darkness will kill by cold, freezing its victims; Water will kill by drowning, filling the lungs of its victims; Earth will kill by swallowing them in bottomless fissures; Sky magic will kill by fire; Air will rip them apart in whirlwinds; Moon will utterly destroy their minds. Chaos will simply erase them from existence.

Preparation and Prerequisites The more potent the magic, the longer it takes to cast, and the greater resources it requires in the form of sacrifices and spiritual energies. Major spells require a focus; usually a temporary altar is erected (often carried on a wagon or chariot, or in pieces on mule-back) to serve as the center of shorter rituals. These enable multiple priests to gather and join their power and the summoning of their Rune Magic to magnify its effects. The casting of massed Rune Magic requires many priests enacting the rituals, with additional servants and celebrants. These rituals often involve libations and sacrifices – the latter being of animals, or humans, volunteers or prisoners. The ritual must also be powered. The magic uses the energy of a deity, but to create a conduit into the Mortal World, mortal souls must be exploited. Some comes from the casters of the magic, but more can be drawn from magic crystals or from other participants. These may be volunteers or prisoners bound into the ritual. The sacrifice of living things is a potent source of mana, and most efficiently used by Death magic. Just as elemental spells require enough of that element present to form the elemental, powerful Rune Magic requires an altar of the related metal – or, in the case of Lunar magic, moonrock. Whilst major rituals can take days or weeks or even months of preparation and then a similar time to enact, this is rarely practical on campaign. Even so, the powers of massed priests, sorcerers and magicians may take hours or days to unleash, with the shorter duration balanced by a greater expenditure of energies.

The Runes The Runes are the cosmic archetypes, the source of the gods’ powers.

The Elemental Runes The Elemental Runes are commonly conceived as being arranged on an Elemental Wheel. In this progression, Light is overcome by Water, Water by Air, Air by Earth, Earth by Darkness, and Darkness by Light before the wheel cycles again. The Moon Rune is not part of the Elemental Cycle, but wanes and waxes with it. Other versions of the Elemental Wheel exist. This cycle and the relative powers of the Elemental Runes to each other is apparent in warfare, where

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Chaos ?

Moon /

Air g

Fire/Sky .

Earth e

Water w

Darkness o

elemental magic gains an advantage when in combat enmity of much of the rest of the world, though with its inferior neighbor. For example, Fire magic has most Lunar cults follow the stricture to never use an advantage over Darkness magic when their priests Chaos. come into conflict, but is at a disadvantage Rune Effects against Water. Sight: black shadows. o Darkness tends Sensation: cold, apprehension and fear. towards spells of Sound: echoing, unsettling subsonic effects. cold, hunger and Smell: rot. stealth. Darkness Manifest form: insects. has an innate Physical: shifting shadows, light fades to twilight, frost, ice. power to Sight: rippling blue light. overcome Chaos. Sensation: dampness. The Cold and Sound: water dripping or running. Shadow Runes are Smell: wetness. subsets of the Manifest form: fish; rarely amphibians. Darkness Rune. Physical: fog; rain, water welling up from the earth, disturbances in bodies of water. w Water is mercurial, Sight: glowing green light. capricious, and Sensation: vibration. mutable. Sound: rumbling in the earth. e Earth is rich with Smell: moist soil. life and gifts, Manifest form: reptiles, usually snakes. sometimes Physical: plants grow, flowers bud and open, earth tremors. Dark Earth magic terrifying and causes fissures and cracks to appear. deadly. Sight: yellow or golden light. . Fire and Sky Sensation: warmth, heat, thirst. purifies, enlightens Sound: crackling of flames. and destroys Smell: burning, smoke. polluting matter. Manifest form: birds, often a raptor; rarely horses. O The Light Rune is a Physical: warmth, spontaneous combustion, sunlight brightens and can become subset of the blinding. Fire/Sky Rune, Sight: blue or orange light. and lacks heat or Sensation: breeze or wind. flame. Magic Sound: thunder, howling winds. associated with this Smell: ozone. Rune provides an Manifest form: mammals, usually associated with the cult. aura of yellow or Physical: electrical discharges, clouds, thunder, lightning, haze, intensifying winds. orange, but no heat. Red Moon: Blue Moon: Sight: roiling red light, sometimes silver at Sight: shimmering faint blue light. L In contrast, the night; strobing red and black when the Sensation: nausea, phantom presence, Heat Rune Red Moon is not Full; completely black psychosis. provides heat but when the moon is Dying or Black. Sound: faint whispering. no light beyond a Sensation: calm/unease; rarely psychosis. Smell: unidentifiable scent. dim ruddy glow. Sound: faint ringing. Manifest form: none. g Air is violent, Smell: exotic perfume/repellant aroma. Physical: brief tidal tugging. passionate and Manifest form: none. unpredictable. Physical: sunlight reddens; moonlight 4 Moon is mystical brightens. and magical. It can Sight: eerie glowing lights, shifting in color and brightness. create glamours, Sensation: dread, panic, mass insanity. temporary Sound: uncanny discordant sounds, howling, screaming, silence. manifestations of Smell: peculiar sweet-sour stench. reality. The Moon Manifest form: oozing slimes, worms, unidentifiable things. accepts Chaos as Physical: unnatural changes in the environment, crackling or wailing holes open part of the Cosmic leading to the Void. Balance, and thereby earns the Magical Effects

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THE ARMIES AND ENEMIES OF DRAGON PASS Those who use Chaos will be tainted by it and may be warped and cursed. Chaos leads to extreme entropic decay and ultimately oblivion. What Chaos devours ceases to exist, in any form. Its use provides a sensation of unease and nausea in any non-Chaotics as it taints and perverts the natural order of things. The summoning of Chaotic demons opens crackling empty voids in the world. a The Law Rune is the basis of sorcery, allowing manifestations of Runes to be summoned, commanded and combined. Strange abstract patterns and geometries may be perceived.

Condition Runes

The Power Runes

V The Eternal Battle Rune aids combat against Chaos, invoking the berserker traits of frenzy and violence. K The Luck Rune is fickle, and may favour risky stratagems or doom them to failure. h The Trade Rune aids the quartermaster and is embodied by the heralds who carry tidings between enemies. W The Mastery Rune denotes the hero or general who leads their followers.

Most gods are complementary, and rarely oppose each other directly, with some obvious exceptions such as Orlanth and the Red Goddess. Only the gods of Power are actively antagonistic; and then only within their own spheres of interest. The Power Runes are rooted in the cosmic dualities of the Gods World but also affect the Middle World. These runes consist of four opposed pairs of Power Runes. l The Harmony Rune strengthens morale and the cohesion of the troops. It brings a feeling of peace. j The Disorder Rune creates dissention and disorder in the ranks of the enemy. c The Stasis Rune makes an army resolute but unable to easily respond to changing circumstances. It is often used to strengthen fortifications and formations such as shield-walls and phalanxes. s The Movement Rune aids mobility and the ability to adapt quickly to changing circumstances, but also brings the danger of impulsive and reckless actions. y The Truth Rune enables the ability to detect feints and other stratagems, to see through the fog of war to see things as they are. i The Illusion Rune is used to distort truths or fabricate untruths, to distract, deceive and conceal. x The Fertility Rune enhances the strength and health of an army, bringing healing and succor. t The Death Rune makes soldiers relentless, ruthless, willing to kill and even be killed themselves to fulfill their duties.

Magical Effects Magic inevitably displays its runic associations. This is even more apparent when massed energies are unleashed on the battlefield. In the Magical Effects table, some of the effects are listed; not all will happen at the same time, and the more extreme only occur when massive quantities of magical power are expended. At scenes of titanic arcane conflicts, some residual effects may persist for years or even centuries.

Spirits Most deities have an array of subservient spirits. Greater deities have a larger entourage of spirits and a greater variety. Cult spirits swarm around cult holy places including temples and shrines, but also places where their deity performed deeds in the God Time. Some cults have access to Elementals. Argan Argar has cult Darkness Elementals, Babeester Gor and Maran Gor have cult Earth Elementals, Chalana Arroy and Erissa have cult healing spirits, Storm Bull has cult Air Elementals, and Yu-Kargzant has cult Fire Elementals. Ernalda and Orlanth Thunderous, as the rulers of their respective Runes, can claim all elementals of their respective elements as cult spirits.

Form Runes Other Runes have application in war: B The Beast Rune causes a fighter to be bestial, savage, feral, wild, and untamed. It is the rune of berserkers who fight in a nearly uncontrollable, trance-like fury, capable of looting and killing indiscriminately. It is most violently enacted by Hsunchen related to species of carnivore. ? The Chaos Rune is evil, destructive and corrupting.

Elementals An elemental is the union of a spirit, and a particular physical form. The lesser ones are not truly sentient but can be summoned and controlled by powerful

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ARCANE WARFARE magicians. Having both physical and spirit aspects, most elementals are vulnerable to both magical and physical attacks. Having been summoned, they can also be dismissed. Cults associated with Elemental Runes and sorcerers can summon elementals of their Element. Ordinary Elementals are typically relatively small but more powerful Elementals are often used in war, both for offence and defense, in battles and sieges. The most powerful are usually servants of the gods or even lesser demigods in their own right. Those are summoned by a group of priests or mages and will be far larger and formidable than those usually summoned by an individual spell caster. Elemental influences vary in intensity by the day of the week and this affects the power and size of the greater elementals. In addition to being summoned to attack enemy troops, Elementals can also attack each other, with their relative positions on the Elemental Wheel granting advantages and disadvantages. The absence of Lunar elementals on the wheel grants them a tactical advantage for they lack any natural elemental foe. As Lunes are creatures of Light they have a slight advantage over Darkness elementals.

the earth and crushing them. They can also quickly build or demolish earthworks, to enhance strongpoints or destroy them. Ditches can adversely affect the mobility of the enemy and provide cover. Some appear as colossal serpents made of earth or vaguely man-like gnomes. Stone creatures can be utilized in war. Whilst there are very few dwarven giant Jolanti alive in the world, there are a number of large animate stone statues, some broken, such as the Watchdog of Corflu, that can be used as engines of war to batter down gates and walls and to smash enemy formations. Fire Elementals (the urzani) can animate an existing flame, which immediately flares up, but then requires no fuel to continue burning. They are hottempered and hungry, always looking for flammable material to consume. In battle the urzani engulf their victims in flames. Armor provides no protection, but certain magics such as Protection and Shield spells will. They are particularly useful in burning through gates or setting fire to siege engines and wooden palisades. For this reason gates may be reinforced or plated with bronze and protected with spells to thwart combustion. Truly powerful urzani can attempt to melt and crack stone walls. Less dramatically, they can be used to attack and burn troops. Fire Elementals often manifest as creatures of fire, sometimes as lizard-like salamanders, burning hawks or eagles, or fiery lion-like creatures. Oakfed is the most powerful fire spirit found in Dragon Pass and the surrounding regions. Air Elementals (commonly called kolati) are all capable of raising a wind; even the smallest can lift and throw small objects. On the battlefield a kolati attacks by taking up an enemy and dropping them from a height. A large kolati can lift up ranks of troops and throw them to the ground, injuring or killing them, and disrupting formations. They can also whip up dust clouds to reduce visibility, blow winds to reduce the accuracy of missiles, especially arrows, bombard troops with stinging dust and pebbles, and carry friendly troops over the enemy to attack their rear ranks. They can be used to attempt to fly troops into a besieged city or to drop on the attackers. Air Elementals can also be used to attack fliers and push them away or cause them to fall. Massive Air Elementals (called umbroli) can lift or push over siege engines, grab ranks of troops and throw them great distances. Air Elementals manifest as frantic disturbances in the air, often as whirlwinds or masses of writhing mist or cloud. Ice demons (the hollari) can be used to create ramparts of ice to climb up the walls of cities. Hollari can hurl icicles, and strike with ice daggers and spears. Their icy touch can kill and their breath can make metal

Darkness Elementals (commonly called dehori) are pools of darkness, and are supernaturally cold. They can be used to cloak watch fires or fill their victims with such terror they cannot move, causing them to collapse, or even die of fear. Shades appear as tall, figures cloaked in a pool of darkness. More powerful dehori manifest as huge floating shadows. On the battlefield, a mass of these elementals can severely disrupt a formation as terror spreads through the ranks. Water Elementals (the veredthi) may form from any liquid at least nine tenths water. They move through the water like a living ripple or current, able to push a boat or ship through water, and flow over land like a huge liquid amoeba. They attack on land by engulfing foes and forcing themselves into mouths and lungs, drowning their victims. Areas of mud can be created to bog down the movement of troops. A water-filled moat can be emptied or filled using a Water Elemental, or it can be instructed to douse fires or drown troops. Earth Elementals (the talosi) can shape the earth (but not rock or sand) in almost any way: in warfare they can create pits or ramps, dig tunnels, fill tunnels, or undermine walls. Defenders can use them to topple or bury siege engines. Earth priestesses can summon truly monstrous talosi, capable of undermining an entire wall or building a ramp that would take an army with a legion of laborers weeks to construct. On the battlefield talosi can engulf their opponents, opening a pit beneath a foe, swallowing its victims into

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THE ARMIES AND ENEMIES OF DRAGON PASS objects too cold to touch and freeze swords in their scabbards. Ice demons appear as entirely consisting of ice, often with a man-like shape. They are easiest to summon in winter, when ice is most prevalent, and rarely potent at other times. Lunes are Lunar elementals and must form from intense moonglow and can only be produced on the surface of Glorantha by moonrocks from the Red Moon. They can be used to drive opposing troops mad. They shift and vary in shape and power depending on the Lunar Cycle and Phase. They look like fluctuating pools of pulsating red light, capable of faintly illuminating the area around them and are brighter inside the Glowline. They are most effective on the day of the Full Moon and cannot be summoned outside of the Glowline on the Dark or Dying days of the Lunar cycle. They are much like Darkness Elementals in their methods of attack, except that they strike with lunacy rather than fear-shock. Victims completely englobed by a Lune are gradually drained of power and can become unconscious. The attack of a large Lune can spread madness through the ranks. Selenes are spirits tied to rare fragments of the Blue Moon; these stones are difficult to obtain and are only available to priests. These are tactically important because they can be used on the Dark and Dying days of the Lunar cycle when ordinary Lunes are powerless. Selenes are invisible and undetectable to most ordinary senses. They also attack with fear and madness.

These embodied spirits can be used as scouts and spies, and even spotters to guide magical attacks. Bound spirits have the disadvantage that they must return to report their surveillance whilst allied spirits provide an immediate overview of the enemy. For this reason, armies and encampments are wary even of natural animals crossing their line of march or overflying their position. Often predators are used to drive off or kill intruders. Neither priests nor sorcerers have the expertise of a shaman when dealing with spirits. A shaman can have multiple bound spirits, joined into a variety of animals. This provides them with obvious advantages in monitoring and spying upon enemy forces. Examples of cults that sometimes place Allied Spirits in animals are given in this table.

Shades, lunes and selenes are highly effective at disrupting enemy formations. The resulting disorder is especially damaging to cavalry; a disciplined close order infantry unit is more likely to be able to maintain cohesion.

Cult

Allied Sprit Animal Host

Argan Argar Basmol Durbaddath Elmal Ernalda Humakt Karndasal Odayla Orlanth Polaris Red Goddess Rowdril Sakkar Seven Mothers Storm Bull Telmor Waha Yelm

Rat Lion Lion Hawk, stallion Snake Rarely a wolf or raven Lion Bear, alynx Alynx, hawk, wind Hawk Bat War dog Saber-toothed cat Bat, bear, bird Riding beast, rarely a bull Wolf Riding beast Noble: Hawk Ruler: Eagle Hawk Nighthawk, hawk Alynx Hawk, horse

Yelmalio Yelorna Yinkin Yu-Kargzant

Embodied Spirits Allied and Bound Spirits

Standards

Allied spirits are usually put into a weapon or armor, but some are placed into animal familiars. An allied spirit is in mind-to-mind communication with its companion. A Rune Lord can actually see through their ally’s senses. If an allied spirit is killed or destroyed, a new one may be obtained, but this requires Heroic deeds. Awakened familiars retain their native skills and abilities. Some spirits can be bound within a mundane animal such as a bird, dog, or alynx, and take over the animal’s body. The animal may then be commanded by its master or mistress. Unlike an allied spirit, a bound spirit can only communicate when in physical contact with its owner. If the animal dies, the bound spirit is also freed. These possessing spirits must learn how their new body works; if a bird they must learn how to fly, if a wolf how to track.

Almost all units have a regimental wyter and other spirits within its standards. These serve as a focus for the regiment, and even if they possess no significant offensive powers support cohesion and morale, and defend against magical attacks, including those by other spirits. Regimental and company standards are inhabited by spirits associated with their patron deity. These spirits vary in power and origin. Company spirits are the weakest, often belonging to a deceased member of the regiment, who excelled in the qualities the regiment holds dear. Regiment spirits are more powerful, often spirits sent by the regimental deity, or even, in the case of lesser deities, the god themselves. Senior officers, such as generals often have their own standard, inhabited by a spirit almost as powerful as a regimental

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ARCANE WARFARE spirit. Standard spirits usually have several powers, including the defense of the standard and its bearer, and a few offensive powers that often bolster the regiment’s capability in fighting a particular foe. However, even the most powerful are not in the same class as the wyters of magical regiments. In addition to their spirit senses they can also feel, see and hear via their bearer. A spirit inhabiting a standard has few physical abilities. They can tug the hands of their standardbearer to lead them in a particular direction, or, if set in the ground, refuse to be pulled out, or, most inauspiciously, fall over. Such actions are viewed as potent signs by the soldiers of the cult of the standard. If a standard is unwilling to be pulled free it signifies that the spirit is unwilling to move; should it fall to the ground, the troops will become disheartened until the regimental priests appease the guardian spirit with sacrifices. The loss of a standard brings both humiliating dishonor and deprives the troops of a focus of their devotion, seriously reducing morale. Soldiers will fight desperately to defend their standard or attempt to rescue the standard from profane hands. A captured standard is often placed in a temple so that the associated deity cannot see it. Often shamed soldiers will attempt to free their standard. New standards can be established, requiring lengthy rituals. These successors are unlikely to be as powerful as the standard they replace, for like other spirits, a standard increases in power over time, unless destroyed. Every regiment with an established home and no overriding cult affiliation can have a Humakt shrine guarded by a Humakti cult guardian spirit. Instead of Humakt, Lunar regiments with no major cult affiliations will have a shrine to Yanafal Tarnils, the “Ram and Warrior” who they claim defeated his master, Humakt, in battle and became the War God for the Lunar pantheon. There is no hatred between the cult of Humakt and Yanafal Tarnils. If a worshiper of one leaves to join the other, they are said to have “Taken the other sword” and will face no retribution. The cults do not usually work together.

The Choosers of the Slain are female spectral servants of Humakt who select heroic warriors to join his retinue in the War Hell. Disease spirits are often invisible but when they manifest look like distorted grey figures with skeletal limbs and gaping empty orifices. Rarely useful in battle, they can infect troops in camp, weakening units with infection and disease, and are attracted by large quantities of spilt blood. These spirits seem to be drawn to large concentrations of people embodying the Death Rune, making them a danger to temporary military encampments which rarely have the defenses of a permanent camp. Ghosts often haunt places of previous battles or memorials to war dead, manifesting as shadowy images of their former selves marked with wounds and injuries. Glorantha is littered with battlefields, many from before Time. Malevolent spirits of a less categorizable nature are abundant in the Middle World in places scarred by ancient conflicts. The eerie fiery warriors of the Red Tribe at the Battle of the Auroch Hills are an example of ancient dormant powers that can be awakened to participate against their ancestral foes. Passion spirits are filled with emotions and seek to possess their victims to fill them with the same emotion. Those expressing fear, cowardice, hatred, pain and violence are all useful in war, as all these emotions can compromise the cohesion of a unit as its members flee or fight each other. They appear as insubstantial figures with faces appearing and disappearing, silently wailing and screaming.

Demons The term demons is usually used in two ways: entities associated with enemy deities or entities that inhabit the Otherworld but have been summoned into the Middle World. The Crimson Bat is the greatest example of the latter. Demons are malevolent and harmful entities that might otherwise be classified as gods, spirits, or even Heroes. The term covers many categories. Demons are usually the inhabitants of other places, and alien to a particular pantheon. As dangerous and often monstrous creatures they are summoned in war to either combat their natural enemies or simply because their very presence is destructive. Most can be dismissed, but enormous magical resources are required to dismiss the most powerful demons.

Other Spirits Temples are protected by powerful spirits sent by their deity. Shamans and some priests can command spirits to attack, disabling the enemy in spirit combat and potentially possessing them or infecting them with madness, disease or debilitating passions. An attacking spirit must first defeat the guardian of the temple, settlement or regiment, before it can unleash its powers upon those it defends.

Magical Healing Healing The availability of magical healing often permits fighters to survive wounds that might otherwise be

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THE ARMIES AND ENEMIES OF DRAGON PASS disabling or deadly. However, this rarely lessens the trauma of sustaining such injuries, and Gloranthan fighters are frequently scarred or mutilated physically and mentally. Champions and wealthy warriors can often heal themselves in the midst of combat, if they risk the distraction. Poorer fighters must instead rely upon a fortunate comrade or upon a healer. Battles are bloody affairs, and despite the widespread traditions of the honor and glory of war, they remain scenes of carnage and terror. The opportunity for a soldier to heal themselves or be healed in the press of a shield-wall or phalanx is often limited, unless their comrades in the next rank can pull them back from the fray to where a dedicated healer might aid them. If a fighter falls, they are liable to be trodden underfoot by the enemy or by their own comrades. When advancing over the fallen, an enemy will often casually stab incapacitated foes, simply to ensure they do not recover and then assail them from the rear. If a severe wound is taken to the chest or head, then even a fighter with healing magic cannot heal themselves. If they can, they may staunch the blood loss but still need assistance to remove the weapon, if it is still in the wound. Some wounds are beyond the capability of magic to easily heal, and whilst fighters may survive, some are inevitably crippled for life. Gloranthan fighters are more likely to survive but the incidence of lost eyes, limbs, hands or fingers is high. In dire peril or dying, fighters may beg their deity to save them, and sometimes this happens. A War God, however, is likely to return their worshiper to the fray with little concern for their fate.

reliable process, and history is full of tales of Heroes who eventually failed to return.

Magical Regiments The Lunar College of Magic has been a major factor in the superiority of Lunar armies on the battlefield. Throughout Glorantha, every army is accompanied by its priests, or shamans, or by its sorcerers, but no other army had duplicated the Lunar tactic of combining all three. It remained unequalled in magical potency until the formation of the Sartar Magical Union. The presence of these forces on, or near, the scene of combat radically alters the balance and nature of warfare. Ritual Magic performed by magical regiments is more powerful but slower; it can be interrupted before it affects the battle. Examples of their abilities include:  The summoning of gigantic Elementals.  The summoning of a band of golden Promalti bowmen from the Sky who inflict terrible damage with their arrows of fire.  Meteors called down from the Red Moon to annihilate entire armies.  The causing of massive earthquakes to bury regiments or throw down an entire army or a fortification. In the Lunar Empire these units are standing organizations operating under the authority of the Red Emperor. In Sartar, these are secret magical societies that often cross tribal boundaries but are allied with Prince Argrath. There are three types of magical regiment:  Specialists who summon a manifestation of their collective divinity – sometimes conceived of as an “over-soul” or wyter, sometimes as their patron deity. The unit wyter can act at a considerable distance from the magicians – normally between 32 and 48 kilometers, although some are capable of projecting their wyter as far as 96 kilometers or

Resurrection Resurrection is available, but often reserved only for senior officers, champions, and Heroes and their Companions. It is also not without cost, for even if it works, the subject may return with a loss of knowledge and skills, and may suffer from Relife Sickness, unable to fully cope with their return to life. Some may be attracted to cults associated with the Death Rune if they are not already initiated into one. As soldiers, they are more likely to throw themselves into deadly situations, such as attempting to break a shield-wall by grasping an enemy’s shield or be among the first through a breach in an enemy wall or to clamber up an assault ladder. Such warriors are militarily useful, but their comrades are wary of their obvious death wish. As officers or warleaders they are more likely to take risks that will get themselves and their soldiers killed. Heroes and demigods can often bring themselves out of the Land of the Dead and return with little apparent change to the world of the living. This is not a

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more. The regiments of the Sartar Magical Union and the Independent Schools of the Lunar College of Magic are of this type. The Minor Classes of the Lunar Field School of Magic consists of magicians organized so that its members collectively master all the phases of the Moon (save that associated with Illumination). Their abilities overlap the Runic capabilities to provide a variety of magics using glamours. They are subject to the waxing and waning of the Lunar Cycle. The Major Classes of the Field School of Magic consists of Illuminated Lunar magicians. In addition to having access to powerful glamours they can also utilize their Moon Rune to unleash major magics. They are subject to the waxing and waning of the Lunar Cycle.

Sartarites taught the technique by Argrath bear a tattoo of a bird carrying thunder. The unit wyter manifests itself differently depending on the nature of the magicians. The wyter of the Eaglebrown Warlocks is described as a “great brownish eagle with two curling horns, which pulls together clouds with its wingbeats, peals of thunder with its wings clapping, sheet lightning from its eyes when it blinks, and casts down lightning bolts from its feet.” The genius of the Spell Archers is a huge fiery spear cast down from the heavens. The genius of the Crater Makers is a manifestation of the Red Goddess who hurls down rocks from the heavens. What is common with each of these magical wyters is their ability to cause damage and havoc among enemy soldiers. An Irrippi Ontor sage once estimated that the genius of any unit of the Lunar College of Magic has approximately the same destructive capacity as a regiment of soldiers from the Heartland Corps. The essential difference was that it could attack from many kilometers away and was rarely itself vulnerable to direct attacks.

A magical unit engaged in a major ritual is rarely placed on the battle-line where any attack can interrupt and terminate it before it has unleashed its powers. Typically, they are placed in the Reserve or to the rear, and mostly have dedicated guards. The presence and location of magical regiments is as important for a commander as selecting the time and place of a mundane battle. Scouts and embodied spirits are used to seek out not just the opposing army but their magical contingent. Militarily, magical regiments are not unlike ordinary artillery, but with greater range and destructive potential. Locating and interrupting the rituals of a magical unit can be as decisive as fighting on the field of battle, for these units are capable of annihilating entire regiments or even armies, if they can overcome their arcane defenses. Their long-range magic requires Discorporation, to permit the magicians to project the powers of their wyter and to perceive spirits, including those of magicians and priests performing magic, and the magical geography of the land. They cannot see the mundane world. Rune

Darkness Water Earth Fire/Sky Air Moon Death Harmony Chaos Law

Hero Forming

Heroes bring their own, often unique, magic to the battle. In addition, many are lit up by the ‘Hero Light’, far more intense than that of an ordinary warrior, and exhibit a variety of visual effects, the most common being an aura or halo glowing with the color of their Rune. The mightier the Hero the more extreme their heroic manifestation might be. In some cases, the Hero’s body expands, and may be temporarily warped and distorted by the energies they are hosting. They may take on a semblance of their patron spirit or deity, or acquire the attributes of a mighty ancestor. Other effects are possible for Heroes linked to other Runes. The swords of Humakti Heroes shine brightly and might keen or sing in combat. Heroforming rites often reenact divine or heroic acts, Example Hero Effects and, if done properly, the Their shadow moves of its own accord; they are surrounded by a chill aura. ceremony will reproduce the Shimmering blue light; they are surrounded by mist. magical effects which were Green light; plants grow and flower around their feet. done in the original action. Golden light; flames. Orange or blue light and sparks; surrounded by shifting breezes and winds. Red aura; strobing red and black when the Red Moon is not Full; completely black when the moon is Dying or Black. Flowers die and plants wilt in their presence; animals and children are cowered and frightened. They may take on a blackish sheen. Calm, peace. Pulsating unclean colors, an aura of horror or pain, howls and screams, a foul aroma, weirdness. Purple-bluish light.

Hero Effects

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Rune Magic Minor Rune Magic Different cults have access to different Rune Magic. Almost all Rune Magic can have a direct or indirect effect in battle. When working together, groups of Rune Priests or

THE ARMIES AND ENEMIES OF DRAGON PASS sorcerers and shamans can call down effects far greater than the basic spell. Instead of targeting and affecting only one person or a small area, the amplified Rune Magic might be unleashed upon a company or

regiment. Truly massive spells can affect an entire army, though this is rare. Some minor Rune Magic spells are especially relevant in battle. Others are known.

Magic Berserk Clairvoyance Cloud Call Cloud Clear Create Fissure

Rune Death, Beast Truth Air Air, Sky Earth

Effect

Dismiss Magic Earth Shield Face Chaos

Common Air, Earth Air

Fear Fortitude Illusions Impede Chaos

Darkness Harmony Illusion Beast, Air, Death

Causes intense, incapacitating fear.

Increase/ Decrease Wind Invigorate Lightning Madness

Air

Affects the range and accuracy of missiles.

Common Air Moon

Completely revitalizes and refreshes troops even if they are exhausted.

Mindblast Morale Path Watch

Moon Death Communication

Destroys the mind of the target.

Reflection Sever Spirit Shake Earth

Moon Death Earth

Reflects spells which fail to overcome the target back at the sender.

Shield

Varies

Provides protection from physical and spirit attacks.

Spirit Block

Spirit

Protects the recipients from attack by spirits.

Summon Elemental Sunbright

Varies

Greater elementals than those available to an individual may be summoned. These entities are massive and monstrous.

Sky

Sun Spear

Sky

Sureshot Thunderbolt

Sky Air

Turn Undead Warding

Death Common

Demoralizes vampires, ghouls, and other intelligent undead, and if cast directly upon a Darkness elemental, dissolve it. A shaft of sunfire blasts the target as a column of fire descends upon the target. This works only in direct sunlight. Missiles automatically hit their target. A bolt of divine energy from the storm clouds strikes the target. The sky must have visible cloud cover for this spell to be effective. Destroys, immobilizes or causes Undead to flee.

The recipients are sent into a murderous fury. The ability to know what is happening in an area within the spell’s range. Brings a greater density of clouds and increases the chance of rain. This spell decreases cloud density. Opens up a chasm either under troops or a wall, or to create an obstacle on the battlefield. Eliminates magic, and can dismiss elementals and demons. Makes shields indestructible. Makes troops stand their ground and fight Chaotic foes they face, even if ordinarily they would run. Enhances morale around a regimental standard or tribal banner. Creates convincing illusions of illusory monsters or troops. Provides some protection from Chaos creatures.

A blast of crackling energy strikes the enemy. Incapacitates the enemy or renders them a danger to themselves and others.

Establishes a field around the regimental standard of Humakti initiates. Laid upon a known route to alert the caster of the direction and number of all enemies within 90 meters of the road. Especially useful for troop columns and supply caravans traveling through hostile territory. Acts as a sword to cut the bond between body and spirit. Shakes the earth, knocking over troops, toppling trees, and causing avalanches

Protects a camp or strongpoint against physical or spirit enemies of the caster, creating a warning and damage to the enemy.

Minor Rune Magic

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ARCANE WARFARE deities themselves may appear over the battlefield as the actions of their agents briefly and partially release them into the Middle World. This shadowy manifestation lasts as long as the ritual, empowered by the mana expended. Whilst it takes no action of its own volition, they are capable of making gestures and showing expression. A Solar deity might appear to be casting the Sun Spears that strike the battlefield, a Storm deity might throw the lightning and thunderstones. Note however, that greater gods may deign not to appear: Yelm is commonly represented by one of his sons or servants. The Red Goddess has no such reservations.

Temple Magic Open warfare between the proponents of different gods may bring their patrons into the open, making for vast destruction. In addition to the spells available to individual Rune Priests, more powerful spells requiring large groups (and often mass sacrifices) are known and feared. These spells are almost all augmented or reduced by celestial and calendrical influences.

God Forming If sufficient Rune Magic is used, then the deity or Magic

Rune

Effect

Black Shadow

Darkness

A monstrous black cloud spreads to turn day to night beneath it.

Earthquake

Earth

Creates an earthquake, shaking the earth and opening up a chasm capable of swallowing units or collapsing walls and towers.

Flood

Water

The water level of rivers and lakes rises, spilling out over the land.

Lightning Storm Lunacy Moon Beam

Air Moon Moon

Successive and concurring lightning strikes branch down to hit the enemy. Causes an outbreak of mass insanity. A powerful beam of destructive red light strikes the target to burn or blind defenders.

Moonburn

Moon

Liquid red light pours from the Red Moon.#

Moon Glamour

Moon

Bedazzles and confuses the enemy with glamours powerful enough to slay even Heroes and spirits.

Moon Ladder

Moon

This spell creates ladders which can be used to climb unscalable heights or bridge wide gaps using a beam of light projected from the Red Moon.

Rain Storm

Water

Skyburn Sun Bolt

Sky Sky

Heavy rain falls for hours or even days, bogging down the enemy, and causing localized flooding. If the spells lasts for days, nearby rivers will flood. Liquid hellfire pouring from the sky, burning stone and soul.# A large coruscating bolt of solar fire descends from the Sun.

Summon Dark Aspect

Any

Calls forth the Dark Aspect of a deity to enhance their magics. Particularly effective against Chaos or Earth powers. The effects are exhausted earlier in the day than the related Light Aspects.

Summon Chaos Demon

Moon, Chaos

A portal to the Void forms and a monstrous Chaos being slithers, flies or walks from it. Its form and capabilities shift and change as it attacks to sate its ravenous and unnatural appetite. Anything or anyone it consumes is lost forever.

Summon Demon

Any

Summons an alien demigod to attack and slay.

Summon Light Aspect

Any

Calls forth the Light Aspect of a deity to enhance their magics. Particularly effective against Darkness powers and Dark Aspects.

Summon Greater Elemental

Any Elemental

Massive elemental demigods are summoned to attack the enemy.

Thunderstorm

Air

A mixture of heavy rain and destructive thunderbolts and lightning beneath thick clouds. Less powerful than the related spells but mixing their effects.

Windstorm

Air

Powerful winds to reduce the range and accuracy of massed arrow volleys, and to hinder flying creatures.

# These spells are far less powerful than those used in 1279 and 1291, which required years of preparation, but are just as effective against elves.

Temple Magic

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THE ARMIES AND ENEMIES OF DRAGON PASS Often these manifestations may interact; for example, the presence of clouds can aid Air magic and hinder or even block Sky and Moon magic. If opposing priests are attempting to call and dismiss clouds their deities may appear to be contesting high above them. The result of this struggle reflects the outcome in the opposing spells and can have an impact on the morale of the battling troops below. If the worshipers of a deity are fighting each other, the god may manifest as a brooding presence. The perceived appearance of the deity varies – where Orlanthi see Orlanth, for example, Pelorians see Rebellus Terminus or Umatum; where Orlanthi see Hedkoranth, Pelorians see Walindum.

invaders must make careful reconnaissance. For the Orlanthi, shamans following the Kolating and Serdrodosa traditions should have the greatest local knowledge. Foreigners must be even more wary traveling in an unknown spirit land than in the mundane. The Lunar cult of Jakaleel the Witch, herself once a shaman-priestess, is most adept at seeking out the mysteries. Scouting out a foreign spirit realm is as essential to military success as spying out the lay of the land. The perception of Time is also different in the Spirit World, and a magician is wise not to stay there too long in case their physical body dies of thirst, hunger, or the hostile actions of an enemy. If they die and are fortunate, their severed spirit heads to the Path of the Dead before it is captured and enslaved by a more powerful spirit or sent to suffer in an alien Hell.

Divination and War The world is full of omens, signals of divine pleasure and displeasure. All natural phenomena embody the deities or their agents, and may reveal the will of the gods, if correctly interpreted.

Divination Divination permits a priest to ask a question of their god, in a ceremony held in a place sacred to them. For this reason, garrisons and forts contain shrines, and armies regularly carry portable tabernacles, in addition to their standards. The response to a divination, if successful, is usually no more than a few words or in the form of a vision or sensation, or by influencing a creature associated with the god. Sky cults might ask a question and watch for flights of birds, for example. The priest has to understand the response and correctly read the signs. The gods are as bound by Time as any mortal and can neither change history nor predict the future except in very particular ways: powerful deities can answer what they are going to do. An Air god may know that it may rain tomorrow or in which direction the winds will blow, but their perception may be incomplete because of the actions in the meantime of other weather gods, major spirits or powerful mortals. The further into the future such a prediction lies, the greater the chance it will be wrong. If rites are held during the god’s Holy Day, greater accuracy may be given, but often only if it relates to an important seasonal event significant to the cult. They cannot know some things, such as events within the precincts of a temple to another deity. Gods are able to divine where their worshipers are and also general trends taking place within their own realms. They cannot see far away into places where they have no worshipers. Greater gods can perceive things over wider distances than lesser gods but their vision may be so great they cannot perceive the details so important to mortals. Divination can give specific information about coreligionists, aiding the coordination of elements of an

Omens Military leaders ponder omens, signs and portents when deciding how and when to fight a battle. Earthquakes and violent weather can have not only an adverse physical impact on a battlefield but also unnerve troops. Often sacrifices are made to the gods, and the organs or the pattern of blood spilled examined. The sacrifice is intended to gain the favor of the deity. Gods can express their desires but these are driven by their nature. A War God will often favor battle, regardless of the probable outcome. More general omens are taken in the regimental rites held during Sacred Time. These omens are wideranging in that they cover the following year, not a specific battle, and represent not the knowledge of a particular deity but cosmic rebirth. If the annual omens are bad then a regiment’s morale will suffer, with an impact on discipline. Dire portents may prevent a regiment campaigning, as its priests concentrate on offering up sacrifices and conducting rituals of purification.

Magical Geography

Without physical landmarks it is very easy to become disorientated and lost in the Spirit World. The shaman and other magicians must be familiar with the locality, for even spirits move, and strange spirits may drift about. Magical sites, such as shrines, ancient battlefields, sites of divine marriages and birth, and places where sacrifices have been made are often visible and frequently used as doorways to the Spirit World, but contain their own hazards. Indigenous shamans and priests are intimately familiar with their own area, but

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ARCANE WARFARE army, but only provide the most general information about anything else. A god in general knows what its worshipers share with it, if not which worshiper knows the thing, and is unaware of their motivations. A god may know that a group of its worshipers is in a battle, but cannot tell how they are doing. If two groups of a god’s worshipers are fighting each other, the god cannot distinguish between them; the god might know that one side is winning, but not which side that is. Gods associated with Elements know something of what is happening in their element. Earth gods cannot divine details of events in contact with the earth but may be able to tell the priest that an army is approaching and how far away it is, but not necessarily whose army, how big it is, or how fast it is moving. Similarly, Air gods are limited in what they know about anything moving in air, Light gods in what they know about anything moving in the light of day, Water gods anything moving in water, Darkness gods in what they know about anything moving in the dark or at night. The knowledge of the Red Goddess is limited outside the Glowline to what the light of her moon illuminates – in the Dying and Dark phases she can see nothing; in the Crescent phases just a little, more in the Half Phases, and even more in the Full phase. However, the greater the god, the more remote and distant its perceptions are likely to be. A divination can determine if a deity or regimental wyter approves of intended actions, blessing an attack or strategy. Deities lacking Elemental powers can sometimes provide information of use in war, but it is often abstract and obtuse. Form Runes are limited in this regard. The Plant deities of the Aldryami can provide information regarding incursions into their forests. Beast gods can locate large groups of their own creature: a Horse Goddess, for example, can provide details about a herd (or a mounted regiment), but nothing about its riders, if any. Gods with the Man Rune can divine the location of groups of the humanoid species they are associated with, but nothing more. A god or powerful spirit can roughly locate large spirits or groups of spirits, but spirits have very different spacial and temporal senses and their awareness of the physical world is limited at best. No ordinary human can utilize the Dragonewt Rune for the purposes of divination. The Powers similarly can tell very specific, but very restricted information. Fertility can identify the presence of concentrations of life, useful if seeking an oasis, but nothing about the nature of that life. Death can tell of where there have been concentrations of death, useful if seeking an ongoing battle, but nothing about who or what has died. Motion might tell of where many things have been moving. Truth can be used to determine specified facts, and omens, limited however by what the god knows.

Despite these limitations, diviners often provide convenient omens, which serve to steady morale. As sages and mages know, one way to foretell the future is to know the past…

Magical Influences Synchronicity The history of Glorantha is filled with many examples of events that are meaningfully related occurring without a causal relationship. These coincidences are a ripple of the patterns of events established in the God Time. Frayed and rent as it is by the Hero Wars, the Compromise seeks to reassert itself. These apparently cyclic events (and each Gloranthan Age ends in catastrophe) are present in the lesser forms of the calendar and the sequences of the stars and planets, and, most recently, the Red Moon. Calling upon the power of a Rune can summon both ancient enemies and allies of that Rune. Using that Rune may well trigger seemingly unrelated events connected to conflict from the Gods War. The more powerful the use, the more powerful the event triggered. Heroquesters thus find rivals and friends drawn into their quests; Nysalor results in Arkat; Jar-eel in Harrek or Argrath.

The Calendar The calendar of days, weeks and seasons reenact in Time events that occurred before the Dawn. Like the Celestial world above, these affect magic, most apparent in the more powerful spells. Day of the Week

Effect Benefits Penalizes

Freezeday/ Darkday Waterday Clayday Windsday

Darkness Magic Water Magic Earth Magic Air Magic

Fireday

Fire Magic

Wildday Godsday

Chaos Magic Divination

Earth Magic Fire Magic Air Magic Water Magic Darkness Magic Law Magic

Moon Phase (in Dragon Pass)

Crescent Going Dying Black Moon Crescent Coming Empty Half Full Moon Full Half

To the Orlanthi of Dragon Pass the happenstance of the Full Moon coinciding with Wildday reinforces the idea that the Red Goddess is an agent of Chaos. Weeks Disorder Harmony Death Fertility

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Effect Benefits Disorder Magic Harmony Magic Death Magic Fertility Magic

Penalizes Harmony Magic Disorder Magic Fertility Magic Death Magic

THE ARMIES AND ENEMIES OF DRAGON PASS Weeks Stasis Movement Illusion Truth

Seasons Sea Fire Earth Dark Storm Sacred Time

When Orlanth’s Ring is in the night sky certain Orlanthi rituals are stronger but are correspondingly weaker when the Ring is in the Underworld. Moving planets and Orlanth’s Ring can encounter friendly and hostile powers in the Sky. As the Sky Dome rotates there is a wide combination of such events. Planets and Orlanth’s Ring will rise and set in different constellations as the Sky Dome turns. In moving across the background of stars they pass through different constellations. Different planetary conjunctions will occur. All these cycles have been observed and recorded by the Sky Watchers of Yuthuppa.

Effect Benefits Stasis Magic Movement Magic Illusion Magic Truth Magic

Penalizes Movement Magic Stasis Magic Truth Magic Illusion Magic

Effect Benefits Water Magic Fire Magic Earth Magic Darkness Magic Air Magic Rituals

Penalizes Fire Magic Darkness Magic Water Magic Earth Magic Water Magic

Portents in the Sky The sky is important as most peoples remember the Great Darkness, and the gradual reemergence of stars and planets before the Dawn during the Silver Age is vividly recalled. Everyone knows that events in the sky portend events below. The Sunstop, the vanishing and return of the Boat Planet, the rising of the Red Moon and the disappearance and reappearance of Orlanth’s Ring all had significant consequences in the world below.

Cult Holy Days and High Holy Days also have a major effect on Rune Magic, but enemies rarely can be forced to co-operate in their own defeat when their foes are most magically potent.

Celestology Time is both linear and cyclic. Events in the Sky influence events in the Middle World. Earth is represented by Moskalf and the Twin Stars, but is otherwise absent from the Sky; Water is influenced by the Blue Streak and Diros, the Boat Planet. Sky powers and the greatest Air powers are present in the night sky, whilst the Sun dominates the day; the Red Moon is a constant but variable presence in the Middle Air, night and day. The celestial movements are more regular than the seasons and are used for time keeping and to predict when certain deities are more or less powerful. People in central Genertela see their gods in the sky, with the greatest gods being the Sun, planets, and other special bodies. As these move through the sky, their conjunctions with the stars and other planets show the most important or the most remembered myths of those gods because the worshipers see the story told again and again in the sky throughout the years. The interaction of stars, planets and moon all influence the world below. The Lunar cycle is the most obvious, but the cycle of Orlanth’s Ring is also apparent. Certain Runes are more or less potent depending on the relative positions of stars and planets.

Planets moving backwards, the appearance of new stars, the disappearance of old stars, comets, and other unusual events all portend wondrous or dreadful events below. A Cycle is the time it takes a planet to rise in a constellation on the same day of the year as before. This gives a minimum Grand Year in which every planet to rise in the same constellation as before of 248 years. However, the erratic presence (and absence) of unpredictable bodies adds confusion and uncertainty. Deviations from the predictable order of the cosmos are often warnings of dire things. Celestial Body

Type

Cycle (years)

Mastakos Planet 1 Lightfore Planet 1 Twin Stars Planet 1 Diros Planet 4 Red Planet Planet 2 Moskalf Planet 31 Artia Planet 8 Lokarnos Planet 2 Jugger Planet ? Lost Rocks Planet ? Sunpath: Sky gods who traverse the Underworld Sunpath: Sky god which does not traverse the Underworld Southpath: Underworld gods who cross the Sky Celestial River: Water god who traverses the Underworld.

O . o w o . o .

. O o w

Jugger is a grey planet that slowly follows unusual

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ARCANE WARFARE and irregular routes. It has an ominous reputation but its associations are unknown. When Orlanth’s Ring encounters the Red Planet (associated with Jagrekriand by the Orlanthi, and Shargash by the Dara Happans) magical and physical conflict between the two is likely. Orlanth’s Ring uniquely spirals around the entire sky; its conjunctions with almost all celestial objects have major mythic resonances. Many peoples claim it is propitious to make war while the Red Planet is in the Sky. These events in the sky have little relevance for individuals or for lesser magics, but a greater one for armies and nations as the effect on powerful magics is more pronounced. These effects manifest when major magics and high levels of power are unleashed. Orlanthi Lhankor Mhy sages and Dara Happan Buseri Sky Watchers have long been aware of this, and have records chronicling conjunctions in the sky and the implications for those employing related powers on the earth below. The most complete records are held by the Skygazers of Yuthuppa and those in distant Kralorela. These archives go back centuries; Orlanthi astronomical lore is far less complete. Celestial Body Mastakos Sun .

Period 8 hours night 1 day/ night

Deities Mastakos, Uleria Yelm, Yu-Kargzant, Elmal Antirius, Yelmalio, Kargzant, Sun Daughter, Venebain Annilla, Mahaquata

Lightfore .

1 night/ day

Blue Streak o Twin Stars / Red Moon / Diros

2-7 days

Orlanth’s Ring (Sky Bear) Red Planet t. Moskalf Artia to

14 days

62 days 112 days

Star Twins, Verelia & Erelia Red Goddess, Lunar deities Anaxial, Diros, Waertag Orlanth, Odayla, Lestakus the Hunter Shargash, Vorthan, Jagrekriand Entekos, Eiritha Artia, Crimson Bat

Lokarnos

196 days

Trade cults

6 days 7 days 8 days

28 days

Jugger ? Unknown Lost Rocks ? Jajagappa, Giant Ganvaktakarn t t Enemy of Orlanth . Ally of Yelm / Ally of the Red Goddess o Enemy of Yelm

Constellation

Deities

Runes

Arkat Bagog Dragon

Arkat Bagog, Ragnaglar, Bakoka Sh’harkazeel, Aroka, Burburstus Odayla, Lestakus, Ekus Lorion, Engizi, Oslira Humakt Flamal, Erenbaya ?

Arkat Chaos Dragon

Hunt Lorion Sword Stars Tree Whisperers

Beast Water Death Plant Spirit

The position of the stars and planets can define propitious and inauspicious days for engaging in battle and other martial endeavors. Lunar Chronomancers expand upon Buserian knowledge to include the cyclic influences of the Red Moon. Being able to accurately predict the position of the planets significantly enhances the power of major magical rituals, but even the Yuthuppa Skygazers (who can see the stars during the day) must laboriously calculate future astronomical positions. Even during the day when they are invisible in the glare of the Sun, celestial bodies in the sky have an influence on the world below. The Twin Stars are often visible for a time after dawn and before dusk. The Red Moon, in the Middle Air is visible night and day, save when in its Black Phase. Sages and mages know that the presence and interaction of these entities has a variable effect on major magics in the world below, and conflicts in the sky are mirrored by events below. For example, an encounter between Orlanth’s Ring and the Red Planet enhances magical conflict between their proxies below. Numerous, but jealously guarded almanacs record the cycles in the sky and the corresponding magical resonances in the world below. These are especially important in matters of war. Auguries can be taken in various ways. Some spirits can sense the celestial resonances and can answer whether a particular action is likely to be successful or fail. Such predictions, however, are not infallible, but a prophecy of victory will raise the morale of an army. A canny commander can use such omens to either delay or to inspire their troops. The outcome of battle relies upon Luck and Fate, among other things, and not even a god can predict the outcome.

Runes Mobility, Fertility Sky Sky, Truth

Moon, Water Moon, Earth Moon Water Air Death Air, Earth Moon, Death Communica tion Disorder Death

The Red Moon From outside the Glowline the Moon is an orb which changes from red to black to red again in a weekly cycle. The red half is visible night and day, although viewers can only identify the black half at night by the stars and planets it obscures. As the cycle progresses the red face wanes, replaced by darkness creeping around it. This grows to cover half the moon, then three quarters, until the last crescent of red moonlight

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THE ARMIES AND ENEMIES OF DRAGON PASS as a favorable and creative agency by those who worship the Red Goddess. Lunar Phase Full Moon Full Half Crescent Going Dying Black Moon Crescent Coming Empty Half Full Moon

The distinct phase of the Red Moon changes each day outside the Glowline. This map shows the relative positions of the different phases at dusk.

Year 1 27 54

disappears. Inside the Glowline, the appearance of the Red Moon changes dramatically, although the shadows slide across the face of the Moon in the same phases as outside the Glowline. The Red Moon appears lower to the ground than it appears outside the Glowline. Its size seems to grow as the observer approaches the Crater, as if it is closer to the center of the Empire. The dark part of the Moon is visible to the naked eye during the day, and at night a red nimbus surrounds the darkened portions of the Lunar orb. The shadows are ascribed to the mystical Moon of the Moon, Destix, and fluctuations in its effect are scrutinized for meaning by the Chronomancers. Several small Orbiters around the Red Moon are said to be her Heroes. Their periods subtly affect the powers and influence of the Red Moon, varying throughout the day in a complex pattern. Outside the Glowline the strength of Lunar magics vary with the phase of the Moon; Lunar troops are uneasy when the Moon is waning and often disheartened when it is Dark. The Red Moon most obviously embodies celestial cycles, with its power cycling both by the day, by year, and by longer 54-year waxing and waning influences. The weekly powers of the Red Moon are also influenced by the 54-year cycle known as a Wane, waxing towards the end of the cycle and waning towards its center. This pattern can be discerned throughout the history of the Lunar Empire and is of obvious strategic importance. Other cycles, of shorter and longer duration, are known to Lunar Chronomancers. The powers of the Red Moon are strongest during the Full Moon and weakest during the Dying and Black Moon. Outside the Glowline, this has tactical implications. The Red Moon is recorded to have destroyed Jannisor’s Star and a planet; it is perceived as a perturbing influence in the sky by those who fear it, and

Effect

Effect

High - Low

x2

4 3 2 7 1 6

x½ x¼ x¼ x½

5 4

x2

Effect

It is rumored that there are other, greater cycles with a duration measured in Wanes. Lunar Wane 0 1 2 3 4 5 6 7

Events

Effect High-Low

Life of the Red Goddess on Earth Glamour: First Inspiration Daughter's Road Campaign Yara Aranis: Second Inspiration Sheng Seleris’ Celestial Empire Hon-eel: Third Inspiration War for Tarsh Jar-eel: Fourth Inspiration

By this time, at the beginning of the Eighth Wane the Lunar Cycle reaches its greatest potential for 378 years. Lunar Chronomancers know that the patterns of the First Wane will be reenacted in the Eighth. A new Jannisor will arise in the South, Dara Happa will again rebel, and the Empire will decisively defeat its enemies. What disconcerts the Chronomancers is that events are occurring far ahead of schedule. This period marks the commencement of the Hero Wars as other powers, some long dormant, conspire to thwart the dominance of the waxing mystical energies of the Red Moon. Other, unsuspected, cycles are at work.

The Lunar Septaversity The Ways of Lunar magic are based in the methodologies of the seven phases of the Red Moon, embodied in the deities who are the visible masks of the

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ARCANE WARFARE Red Goddess. Each comprises (with one exception) one of the Schools of the University of the Seven Phases.

The measurement of Celestial Time means that Chronomancers are aware of the potentials and strengths of the Red Moon, modified by the circuits of Destix and the Orbiters, the location of the Twin Stars, and the influences of other bodies in the Sky. This makes their prognostications critical for the Lunar College of Magic as they define the optimal timings for magical rituals and Heroquests. This knowledge has obvious military applications and implications. I

Chronomancy Lunar Chronomancy has two related disciplines: the analysis of Celestial Time, especially the cycles of the Red Moon to determine the most auspicious times for magical undertakings; the ability to move through the mythic ages and to identify the critical times to initiate and interfere with Heroquests. Neither capability is perfect. Related to these is the technique whereby a Lunar Hero or Demigod can be within God Time and mundane Time simultaneously. This permits them, with varying levels of success, to enact and influence incidents in the God Time to affect events in their own time18. Chronomancers identified the precise date and hour to implement the ceremony to call down the sky and consecrate the New Lunar Temple in Sartar but failed to foresee the awakening of draconic powers and the Dragonrise. At the beginning of the Hero Wars the Chronomancers can only move forward through the mythic ages of the God Time. Later, they will achieve the ability to move backwards through the mythic ages, enhancing their capability to manipulate myths to their own ends.

18

Chronomancy

Despite the claims of some foolish Lhankor Mhy sages, Chronomancers cannot travel through Time. However, Chronomancy permits powerful Lunar Heroquesters to interfere in the rituals and ceremonies of others. The two most famous examples are Hon-eel’s miraculous appearance at the height of the Inner Rituals of the Kordros Earth Temple in 1490, and Jar-eel’s intrusion into the Tournament of the Masters of Luck and Death to prevent Belintar’s return in 1616. Such actions require considerable effort and energies, and must be focused upon a Hero or demigod.

the rumored techniques of the God Learners, and is not without peril.

Such a capability may be recognized as dangerously reminiscent to

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THE ARMIES AND ENEMIES OF DRAGON PASS

Gods of War Drawn up in ordered ranks, each company arrayed ten-by-ten men wide and deep, the hoplites of the Marble Phalanx stood dressed in their finery, weapons and armor polished, leather oiled, medals and medallions gleaming, shield designs freshly painted and protected with a clear lacquer, all sparkling in the sunlight. Officers and standard-bearers stood at the fore, closest to the regimental priests as they offered up precious incense imported at great cost from distant Kralorela. The perfumed sacrifice to the Star Lord spiraled up from the antique tripod braziers, each decorated with the emblems of the Pole Star. The regimental High Priest stood, arms upraised in an attitude of prayer and supplication, his voice clear as he intoned a prayer in the tongue of Dara Happa. As he chanted, the icon set upon the regimental standard brightened, with a pure white light radiating from the eight rays set about its circumference. “Polaris, constant axis of the circling cosmos, Steadfast and courageous son of holy Dayzatar, Relentless and dauntless adversary of Darkness, King of the Firmament that illumines the Night, Great General of the glorious Host of Heaven, Polemarchos of the shining Star Captains, Defender and maintainer of celestial direction, Who brings order to the starry rank and file, Leader of the astronomic Warriors of Light, Grant us strength and valor to defeat our foes!” As one, the response came from a thousand throats: “Pole Star grant me your strength! Pole Star grant me your valor! Pole Star grant our victory!” Many regiments and some mercenary companies have religious requirements in addition to the veneration of the spirit of the unit’s standard. Humakti Battalions require that their members are initiated into their god’s cult. Lunar regiments worship a variety of deities. Yanafal Tarnils is the main War God of the Lunar Empire, worshiped by both officers and some of the rank and file. Polaris is the Lunar god of officers. Sun Dome regiments require that recruits regularly attend their religious services every Fireday and pay a fee to become lay members of the Yelmalio cult. Temples are also important because warriors and soldiers often lodge their ransoms at the temple, in the hope that if they are captured, their captor will be interested in receiving this payment for their release.

the priests can direct the powers of their god. Some gods have a multitude of aspects that may be summoned. Orlanth, as a greater god, worshiped by leaders, warriors, god-talkers and farmers has more aspects than usual. The generic aspects of Orlanth are roughly the same in all of the ancient Vingkotling lands (Heortland, Sartar, Tarsh, Aggar, and Holay), but less so in the lands colonized or influenced by them (Talastar, Brolia and Vanch). Humakt is severed from his Air aspect and has aspects of Death and Truth. However, although he has no aspect as a fighter of Chaos, many of his subcults, being part of Orlanthi society do, and so his Dark aspect is famed for fighting Chaos, when Humakt is simply bestowing his gift of Death.

Divine Aspects

War Gods

Even deities who are not innately tied to Light or Darkness have dark powers as destructive agents and light powers as creative agents. In daytime, dark powers are weaker than those of light, and the opposite is true at night. However, the dark has a greater power to weaken and destroy Chaos. Summoning the aspect of a deity requires the efforts of many priests performing complex rituals. Once summoned the aspect cannot be changed. The aspect can only embody a limited nature of the deity, and do only what they have done in the past. The aspect has no free will for that would break the Compromise and instead is simply an agency by which

Many of the following deities have functions greater than war or combat. Some are not specifically War Gods but are the patrons of regiments active during the Hero Wars. Anirdavu: an ancient Dara Happan emperor who created the War Temple and allocated places for all the War Gods. Argan Argar: he is messenger and translator for the troll pantheon, and is also the god of troll merchants and interpreters. He is popular with trollkin, who claim that Argan Argar taught them how to use the spear.

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GODS OF WAR Aronius Jaranthir: this Hero was born a lord in Old Carmania but converted to the Lunar Way and became an important general in the Second Wane. Avivorus: Hero of the Sun Spear, who used it to kill evil Emperor Orogoros. This son of Yelm serves Antirius by destroying the unjust with a blast of light from the sky. He is a patron god of spearmen in Dara Happa. Baba Ulodra: the Old God, the ancestor and creator of the Agimori. Babeester Gor: the Orlanthi goddess of vengeance. Baroshi: a very minor denizen of the Storm Age; his father Varalz was a Storm Lord and his mother was Enori, an Earth Queen. A small cult worships him, and he provides them with his powers to defeat and turn away Chaos. Basmol: Lion Spirit of the Basmoli. Bentus & Adayan: Bentus is the god of pleasure, indulgence, drunkenness, and sexual license. He is an ancient deity of Old Carmania, often worshiped with his sister-lover Adayan, the goddess of Sensuality. Bevara: a Healer goddess but counted among the War Women. Bisos: the Bull God of Pelanda. Blood Sun: a Sun God of the Kingdom of Ignorance. Bosjerina: the Bad Sister, a Darsenite form of Babeester Gor. Daxdarius: Pelandan War God, who invented warfare and forged an empire of the city-states of Pelanda before the Great Darkness. Doburdun: a Darsenite Thunder God worshipped by a few troops of the Karasal satrapy army. Drogarsi: the Orlanthi god of battle songs and music. Durbaddath: the carnivorous lord of the grasslands and the Lion-God of Dara Happa. Elmal: the Orlanthi Sun God. Elmexdros: he reorganized the Dara Happan army and is credited with many successes. Only a few regiments remain which worship him as a War God; none retain him as their regimental god. Regiments of cavalry created by this Emperor usually worship Kastokus. Enferalda: Ernalda as Orlanth's supporter in battle. Erantha Gor: the manifestation of Maran in the Tarsh Civil War. Ernalda: the bountiful mother of life is the source of all sustenance. Not a War Goddess, her worshipers bring the magic of Earth and Life to the battlefield. Gagarth: the Wild Hunter. Golden Bow: a son of Kargzant who confers upon his worshipers the archery skill and powers in his father’s name. He is a great Hero among the Pentan nomads because he preserved them from trolls and established many noble families.

Hastatus the Spearman: he is the soldier of Polaris or the other War Gods. Hedkoranth: the Thunder Slinger and leader among the Thunder Brothers. He can make the Thunderstone do great marvels and tricks. Heler: God of Rain and Orlanth’s staunch companion. Hon-eel: the daughter and Third Inspiration of the Red Emperor. Hrestol: the Ascended Man, son of Froalar, last of the Secret Keepers, and the great Hero of the West. A year after the Dawn of Time Malkion appeared to Hrestol, then a noble warrior of Seshnela in the service of his father. Hrestol learned that the old Malkioni philosophies were destructive to Man’s eternal soul and happiness. Humakt: the most feared War God of the Orlanthi, as the god of War and Death, his worshipers are the Living Death, experts at fighting, killing and bringing Death into the world. Hwarin Dalthippa: the Conquering Daughter, worshiped by warrior women, wives and patron of the arts. She is a favorite goddess of the Lunar provinces. Irillo: leader of the Noble Brothers. Jakaleel the Witch: once a shaman-priestess of dark powers in the mountains of Jord, she became the Mistress of Black Magic, Keeper of Secrets, and Source of Mastery for the Lunar religion. She is associated with the Dying Moon. Her cult explores the diverse horrors and solaces contained in the secrets of Darkness in its many forms Kargzant: the Horse God who drove off the Monster Army with his light alone and gathered together the Starlight Wanderers. Karndasal the Lion God: Karndasal the Invincible is the god of the Lasadag Lions regiment from Pelanda. Kimantor: an incarnation of Ezkankekko, the husband-protector of Norinel, the Queen of Nochet during the Great Darkness. Lendarsh: Star Hero founder of the Lendarshi Tribe. Lhankor Mhy: the god of the Grey Lords, the sages of Glorantha. Not a War God, his worshipers bring their knowledge and sorcery to the battlefield. Lodril: god of the Earth and the Lower Worlds. Lokarnos: the Wagon God, the patron of wheeled vehicles. His worshipers include the quartermasters of the Lunar Army and the Yelmalion regiments. Manimat: patron of the Rulers of Darjiin. Manimat was given rule of Dara Happa during the Great Darkness. He was the last light in the Darkness and defended the remaining survivors in their hilltop cities. Manimat was the one who discarded the ancient toga in favor of trews, like those worn by the Reindeer People. Maran Gor: the Earthshaker of Tarsh. Mitchuinn: an Orlanthi Hero from Dara-ni who

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THE ARMIES AND ENEMIES OF DRAGON PASS fought Hwarin Dalthippa. Noonlight: the divine son of the Pentan Most Reverend Mother and the Sun God. Odayla: the son of Orlanth and the Lady of the Wild. The tales told of him are much like those told of other hunters. Odayla is best known for his hunt of the great Sky Bear. Orlanth Adventurous: the martial aspect of the chief god of the Orlanthi and their most popular War God. Orlanth Thunderous: the weather aspect of the chief god of the Orlanthi, his attributes are primarily weather-related phenomena such as clouds, wind, and the thunderbolt. Orogeria: the Huntress, the Lady of the Wild, and Keeper of Life and Death. Pavis: this Second Age demigod who was halfman and half-aldryami founded the city that still bears his name. Perakosus: a Darjiini Earth deity. Phargentes: Battle King of Tarsh. Polaris: the Sky General, leader of the Hosts of Heaven, and Defender of the Sky. Red Emperor: the son of the Red Goddess and the demigod ruler of the Lunar Empire. Red Goddess: Moon Goddess, Mistress of Time, Sister of Chaos, and Lurker Upon the Veil are some other titles given to this unique goddess. She was born in the Gods Age but was broken and scattered during the Gods War, not quite dead but not quite alive either. She was reassembled and reborn in 1220 by the Seven Mothers. After her rebirth, the Red Goddess was not content, and she went on a dire Godquest to find her Seventh Soul. At the culmination of this journey, she made contact with Rashorana, and brought her gift of Illumination back into the world as part of herself. She ascended into the heavens as the Red Moon in 1247. Rowdril: father of war hounds. Sagittus: Archer Deity of Dara Happa. Sakkar: the God of Fear and Hunter of Men. Shargash: Dara Happan God of Destruction. Storm Bull: a popular War God amongst the Orlanthi who must confront Chaos. Telmor: Wolf Spirit of the Telmori. Thunder Brothers: the thanes of Orlanth. Twin Stars: Erelia and Verelia are the twin gods who are the patrons of the Sable Tribe of Prax and Peloria and the twin planetary bodies that travel across the Sky Dome on the South Path. Urvairinus: Army Builder. The first to worship Polaris as the War God, he established the cult and its procedures. Urox: the Storm Bull. Vankamant: one of the ‘lost’ War Gods of Dara Happa. His cult was utterly devoured in the Dragonkill. Varstapoor & Vestenbora: the Twins born to King Arim of Tarsh and Sorana Tor, the divine avatar

of Kero Fin. Varstapoor was frail and his sister sturdy, but one was sometimes mistaken for the other. Together they could raise great earthquakes. Vestenbora destroyed an army at the Battle of the Falling Hills in Holay fought in 1362. In 1375 King Varstapoor became the sacrificial king and ascended to immortal guardianship of the Great Temple of the Earthshaker at Wintertop. Verenmars: ancient hero-king of Saird. Vinga: an aspect or warrior daughter of Orlanth, the warrior goddess for women who take upon themselves the violent and deadly tasks usually done by men. Voriof: shepherd god and one of the Thunder Brothers. Vorthan: Underworld God of War and the Red Planet. Worshiped by the Orlanthi of Jonatela. Vuranostum: the ‘Handsome Equestrian’, a popular god with Pelorian lower ranks. Wachaza: the violent War God of the oceans, worshiped by the navies of the world. Waha: the son of Eiritha and the Storm Bull. War Women: Vinga, Erantha Gor, Maran Devor, Babeester Gor, Bevara, and Enferalda. Yanafal Tarnils: War God of the Lunar Empire. Yanafalio: the ‘little brother’ of Yanafal Tarnils, worshiped as one of the Little Sisters by those not fully initiated into the Lunar Way. Yara Aranis: the Goddess of the Reaching Moon. Yarandros: a great warlord of Tarsh, the ChargeCrazy, the patron of the Veterans Cavalry. Yelmalio: the Sun in the Hills. The cult is famed for its Sun Dome Templar mercenaries. Yelm the Warrior: as leader of the Sky Armies his most important weapons are the long and short spear, and the bow and arrow. As the god of rulers, Yelm the Warrior is only worshiped by the highest of the nobility. Yelorna: Yelmalio’s sister and, like him, she was one of the “sparks” in the Great Darkness after the Sun’s death. Ygg: piratical God of the Winter Wind. Yinkin: the god of shadow cats is a half-brother to Orlanth, born of the same mother, Kero Fin. The lesser animal god served as Orlanth’s friend and ally through all his wars. Yu-Kargzant: the Sun Horse, the Imperial Sun of the Pentans and Grazelanders. Zorak Zoran: the primary War God for trolls, and his worship is even found among humans. Zorak Zoran is the mindless explosion of fear and frenzy against both order and chaos which finds its only justification and satisfaction in unlimited violence. His symbol is a stylized Disorder Rune eye holding two Death Runes.

Cavalry Gods Arandayla: the Horse Goddess of the Grazelanders.

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GODS OF WAR Beren the Rider: an ancient Vingkotling hero, and a famed horseman. Elmal: the Orlanthi Sun God, Horse God and the Loyal Thane of Orlanth. Golden Bow: Son of Kargzant and god of archery. Hyalor: God of horsemen. Kastok: a great general who defeated the nomads. He is worshiped throughout Dara Happa as the cavalry god. Kuschile: ancient Hero who is said to have established the skill of shooting the bow from horseback. The Yelmalio and Elmal cults both claim him as their own. Redaylda: the Horse-riding goddess of the Orlanthi. Ulanin the Rider: an ancient Vingkotling hero, and a famed cavalryman. Vuranostum: “The Handsome Equestrian”.

of the Sun Dome chariot regiments.

Temple Organization Few cults consist of unified temples; each Chief Priest or High Priest rarely recognizes any superior save their deity. In a few extremely large and wellorganized religions the High Priests answer to a higher cult official. A small number of cults continue this process of centralization to have one person or council ruling the entire cult. Customs and traditions vary significantly from region to region. For example, whilst there are many similarities between the Humakt worshiped in Carmania and Sartar there are also distinct differences.

War Gods of the Lunar Empire The Lunar Empire includes many peoples, who worship many gods. These are their most widely worshiped War Gods.

Chariot Gods Almost universally, the horse is recognized as a Solar animal, and the chariot as a Solar vehicle. A spoked chariot wheel with the hub at the center resembles the Sky Rune. The Dara Happans say Lokarnos fashioned the first wheel to honor Yelm.

Aronius Jaranthir This Hero was first born a lord in Old Carmania but converted to the Lunar Way and became an important general in the Second Wane. He defeated the Char-un and led the people of Old Carmania to accept the Lunar Way. He was made the first governor of the West Reaches by the Red Emperor. Aronius Jaranthir was reborn in the Fourth Wane and aided the Red Emperor in defeating Sheng Seleris at the Battle of Kitor. He was honored by being selected to become one of the Egi. Half of his worshipers are his descendants or priests of his cult. Others are Carmanians who have adopted him as the ideal Carmanian soldier. Their temples depict him triumphing atop piles of his slain enemies.

Jenarong: before Time he found the axle of the Imperial Solar Chariot, and had it installed in his personal vehicle which was harnessed to six white horses. For this he is accounted the first and greatest Hero-patron of chariots, and receives sacrifice from other Pelorian chariot demigods, and offerings in his own right at the start of all chariot races. Mastakos: Orlanth’s blue-skinned charioteer continually travels all over the world, driving a chariot pulled by dragonflies, seahorses or winged rams. He is the god with no home, but whenever he is called by Orlanth he instantly appears to serve him. He is rarely worshiped in his own right save by charioteers. Ronance: an obscure fertility deity of the Golden Age who rode a chariot pulled by serpents through Genert’s Garden. Saren: the driver of Elmal’s iron-rimmed sunchariot; he holds the reins when Elmal hurls Sun Spears at the enemy shield-wall and stands ready whilst his lord fights on foot. Saren has few worshipers now, for Mastakos has eclipsed him. Yelm: the Dara Happans claim that Yelm brought the first chariots to mankind when he descended from the Sky World. They say that he stepped down not upon the impure ground but upon the Imperial Solar Chariot, a vehicle perfectly made of fiery living gold and drawn by four radiant angelic Luxites and two others which resemble pure white horses. Yelmalio the Rider: the Cold Sun is still associated with the horse in Saird and by the Zebra Tribe of Prax. In the Second Age, Yelmalio was patron

Bisos The Bull God Bisos fulfills many functions for his worshipers, including being a god of soldiers and the Protector of the Shah. Before Time the legendary Enelvi were ruled by the divine Kereusi dynasty in what is now Vanstal, west of Pelanda and south of the Sweet Sea. The first generation of this dynasty was fathered upon the goddess Esus by the Bull God KefTavar. Bisos was the younger brother of Kereus, and gave his name to the Bisosae, the People of Bisos. Bisos and Esus are now the Bull God and Cow Goddess of Pelanda. The Bull God is variously identified with Urox and Storm Bull by Theyalans, whilst Esus is identified with Ernalda, or her daughter Uralda, the Praxian Eiritha. In ancient times the cult of Bisos involved bull dancing.

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THE ARMIES AND ENEMIES OF DRAGON PASS When the Carmanians came from the west, they defeated his people and their prophet Carmanos slew the Great Bull and confined him to the Underworld, until he was summoned forth to aid in the defeat of the darkness of Spol. Bisos then was rewarded by becoming the intercessor with Idovanus. The Bull Shahs of Carmania claimed their descent from the ancient Bull Lords of Vanstal (and the legitimacy of their rule by taking Carmanian noblewomen as their wives). Ancient statues of Bisos depict him as a great horned bull; Carmanian statues show him as a haloed horned man.

made a place of honor for the conquered deity to serve the royalty of Dara Happa. During the Darkness he loyally defended the people of his lord. He served Emperor Urvairinus so faithfully that the Lion bore the scepter of imperial power, and his golden sons led regiments. After the death of the emperor, Durbaddath rebelled, and his sons and their offspring were treated as wild animals and hunted nearly to extinction throughout Peloria. The Dara Happans claim he is also the father of their god of slaves, Ergesh, and that his human descendants are their rightful thralls. As Father Lion he is worshiped in Oraya and by the Zarkosings of Jarst and Garsting, and by the Balazarings. These people do not recognize the Dara Happan story of Durbaddath and Ergesh, though their ancestors were often enslaved by Dara Happan raiders. For them, Durbaddath is a warrior god, and the defender of his people. The Pelandans recognize that he is the hunter aspect of their own Karndasal.

Buserian Whilst not a War God, Buserian’s cult trains and provides the stargazers, scribes and bureaucrats essential for the smooth running of regiments and armies. Some of the Comet Seers are recruited from his priesthood.

Daxdarius

Granite19

This is the Dara Happan name for the ancient Pelandan War God, who organized the people of Old Pelanda into city-states and its soldiers into armies before the Great Darkness. Daxdarius organized the resistance against the Andam Horde and drove the Blue People into Lake Oronin. He forced his way onto the Ring of the High Gods of Pelanda during God Time and is still considered a High God by his devotees, though he fell from the pantheon when Lendarsh restored the ancient rites of Idomon. He is worshiped by a few regiments from Doblian and eastern Carmania.

Ancient stories tell that he was born in the shadowless sky, a youth of perfection and purity. When his kinsmen called for aid during the Gods War he descended to the world and fashioned his earthly body from the strongest material to hand. Granite was as tough as stone, and he won a hundred victories, but then the digijelm came, who ate stone and he often lost, because these foes had no honor and encircled and mobbed him. Granite did not know how to counter this, because he could only fight well in one way. He met Polaris, the Star General, who knew the way to never be alone. He recruited Granite asking for loyalty in return for his leadership. Granite agreed and asked that his payment be only his verro, which would be big enough to bury his corpse, and the grave goods of a soldier. Under the tutorage of Polaris, Granite learned how to fight the creatures of Darkness. He took over the leadership of the earthly regiment, taking the name Granite Phalanx.

Hastatus Hastatus is often considered to be the soldier of Polaris, or of Granite, or the other War Gods. Some peasants say he is a son of Lodril. He is the god worshiped by common soldiers who seek to defeat their enemy and survive the battle. Hastatus the Spearman is also a title of Avivorus, the “servant to Antirius” who destroyed Emperor Orogoros and burned down his palace with the

Durbaddath The Lion God of Dara Happa; conquered by Yelm who then

attributes of the phalanx soldier: staunch, brave, loyal and steadfast. Other Stonewall regiments have their own legends.

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Granite is the incarnation of one of the Stonewall Phalanxes. Only his initiates know his true name. Granite embodies the classic

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GODS OF WAR cleansing ray of light. Avivorus was rewarded by ascending directly to Antirius. Hastatus is also identified with Avivath, a later incarnation of the Sun Spear Hero. He is the god of the rank and file, the god of the Sun Spear, a destroying blast of light from the sky.

Hon-eel Immortal Heroine of the Red Goddess, Defender of Three Directions, daughter and the Third Inspiration of the Red Emperor. She is the war goddess of Jillaro; in Tarsh she is worshiped by the rulers as the ancestress and protector of the Lunar kings. This wonder-working Heroine aided the recovery of the Lunar Empire after it had been devastated by the Horse Barbarian ocupation. After the barbarians were defeated, Hon-eel appeared and renewed the empire. She restored provincial lands which had drifted from Lunar rule as a result of the barbarian attacks, settled new lands, drove the last of the horsemen off, and discovered a new food grain, maize, for Peloria, a gift from a long lost elf-god, Sinoda, who had been murdered by brutal Alanthore. Her corn rites involve bloody contests where champions try to defeat the evil Alanthore. Usually the person portraying Alanthore is killed; in return the crop is bountiful beyond all measure. The priestesses consider this a humane practice, as only convicted criminals, madmen, or impoverished social outcasts are killed. In a contest with the Most Reverend Mother of the horse nomads, she courted Yelm and bore two divine children, named Twilight and Nightlight. Later, in 1503 Pentan nomad armies overran Oraya and the Redlands, destroying the Lunar Provincial Army in Jarst in 1505. In 1506, the Imperial Army of the West, joined the Heartland Corps in the march up the Arcos River Valley to relieve the surviving Orayan cities. The nomads slowly gave way before the march, gathering strength. The two sides clashed in the Nights of Horror battle which lasted two days. Hon-eel herself died there, fighting desperately to save the Emperor's favorite children. Like the other New Gods of the Lunar Way, including the Seven Mothers, she is depicted in a sensual and striking style; Hon-eel is portrayed as a graceful dancer, balanced upon her right foot, left leg on her right knee, holding a bundle of maize in one hand, and a short scythe in the other.

The façade of a temple of Hon-eel. sword itself. Death is more than killing - it is the end of things, separation, and final boundaries. He is the unyielding fate of all living creatures, both mortal and divine. To the Pelorians he is heartless, and can be circumvented only by following the resurrection paths of their god, Yelm. Thus, most Pelorians do not worship Humakt, but fear him, while the Orlanthi both worship and fear him. He is worshiped in Carmania and the provinces.

Hwarin Dalthippa The Conquering Daughter of the Red Emperor, a warrior-magician who led the resettlement of devastated Rist after the Moonburn and acquired great estates there. Once mortal, she founded the famous and beautiful city of Jillaro and followed ancient Sairdite and Sylilan rites in her path to godhood. In 1309, Hwarin Dalthippa married Ingakotum, Lord of the River, the most powerful chieftain among the Sylilan clans, and together they quickly subdued all of that land. In 1333,

Humakt Humakt is widely recognized as the god of the Death Rune in Genertela. He is sometimes thought of as a war-loving deity carrying a sword, and sometimes as the

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THE ARMIES AND ENEMIES OF DRAGON PASS Phirmax, a son of Hwarin and Ingkot, was killed while building the bridge which later bore his name. His father was drowned in battle slaying the murderer of his son. In revenge for these acts, Hwarin Dalthippa began her celebrated Daughter's Road Campaign. She left Jillaro in 1347 marking out the route of the road now known as the Daughter’s Road leading towards Imther, and later another subsidiary road now called the Singing Road. These became highways for the conquest of the south as she imposed herself upon the tribes, defeating them and setting off to conquer the rest of the land down to Dragon Pass, founding the Lunar colony at Mirin’s Cross circa 1350. Though beloved throughout Sylila, she is primarily worshiped as patroness and founder of New Jillaro, with a large temple also at Mirin’s Cross by the Crystal Bridge gate. Her most famous temple image shows her standing helmeted, a third eye visible on her forehead, holding a spear and shield, with a distaff at her feet.

army led by Talor the Laughing Warrior which included warriors descended from the Basmoli, and some from Seshnelan lion hunters. The regiment survived to be part of the army of Syranthir Forefront, who migrated into Peloria in 719 after being defeated by Arimadalla and his Jrusteli allies. Lions became integral to the imagery of Syranthir’s new kingdom of Carmania, with the imported lion traditions merged with the Pelandan Karndasal. It is said that Carmanos the Prophet summoned lions to serve him, and after the conquest the number of lions ranging across Pelanda increased. The Lion Guard of the Carmanian army loyally served the Lion Shahs, with the first, Saman the Lion, ascending to the throne in 880. They continued the tradition of hunting lions and eating their hearts to be imbued with their strength. Over time, the last decadent Lion Shahs were importing lions to an arena where the Shah would hunt them, and gradually the rites weakened until the last of the dynasty was overthrown by the first of the barbarian Bull Shahs, Shahtavar the Bull-Champion in 1139. The usurper was killed by a lion in 1151.

Jar-eel The Fourth Inspiration of Moonson, she is the current incarnation of the Red Goddess in human form, worshiped within the Lunar Empire as a living goddess of Love and War. Jar-eel is a daughter of the Red Emperor and a great-granddaughter of Hon-eel the Artess. She founded the Moonsword cult, a mystical warrior discipline named for their curved sickle-swords.

Kastok Kastokum was a great general who lived under Emperor Helemshal. He was executed unjustly for treason by an Emperor noted for his goodness, which tarnished his reputation forever. In 549 Kastokus had led a mounted army into nomad territory, winning victories in northeastern Oraya in 550 and the Redlands in 551. His army went into Pent, returning north of the Elf Sea and founding a fort in Garsting in 556 before entering Dara Happa in triumph. His death was political, unjust and undeserved. The nomad auxiliaries of his army went wild and plundered as they rode for the east. The Dara Happan part of the cavalry neglected to hinder them. This made the cavalry suspect, as a matter of course, for the rest of the Erzanestyu Dynasty. This suspicion probably helped to encourage Spolite Umbarism to enter the empire and end the dynasty. Two centuries after he was executed, Kastokum was freed from the shadow bonds which had held him in injustice. A new dynasty, with the New Light, freed him. Kastokum was established as the god of cavalry by Elmexdros the Conqueror (circa 770). His worship is widespread throughout Dara Happa in this role. Regiments of cavalry which were created by Elmexdros usually worship Kastok. Many of his innovations were lost, such the use of stirrups, but the Kastokus Tradition has been maintained and Kastok’s Lance is still a potent symbol against the nomads.

Karndasal The Lion God20 is an ancient deity of Pelanda, the longtime foe of Sakkar of Arir, the god of sabertoothed cats. Karndasal and Sakkar long contested to be the carnivorous lord of Peloria. The Lion-men of Pelanda fought with the Sakkar-men for supremacy, culminating in a massive battle between the two incarnated rival deities. Karndarsal the Invincible is worshiped by his celebrants as Creator and Lawgiver, and has many other attributes. He has a star in the heavens. The temple is rumored to have a secret ritual wherein celebrants eat parts of their foes, gaining different magical powers from different organs. The group tactics and lifestyle of the lions edged the sakkars into an inferior position. Lions came to dominate Peloria, though they too are now rare. The modern cult is a synthesis of ancient Pelandan traditions, and those imported in Time. During Arkat's struggle in Ralios, diverse forces aided him including some Hsunchen, among them Basmoli. A regiment of Lion Men was included in the 20

things in common as both originated in the God Time era of serene feline dominance.

Karndasal is not the same deity as Basmol, though they share some

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GODS OF WAR when Shargash destroyed the world. From his heavenly position, Polaris guided the reconstruction of the world. When Shargash (and the others) returned to the Above World, it was Polaris who guided them. Orlanth’s Ring, which Polaris’ worshipers name the Broken Ring, is an enemy constellation which spirals up the Sky until it reaches Pole Star’s stronghold and is defeated there, and the Rebel God is dispatched to the Underworld. At the Dawn, Polaris was an important god for the chariot riding Horse Lords of Peloria and accounted the War God of Yuthuppa and some of the other cities. The Polaris cult provided a standing army, drill, and a plot of land which a soldier received upon discharge from their regiment. Polaris is the War God for some regiments which have survived since the dynasty of Jenarong. Polaris was also the War God for Yuthuppa and some of the other city-states at that time. In the Khordavu Era he became the Dara Happan officers’ god, too. Later, his priesthood was one of few of the War God cults to survive the Dragonkill relatively intact; men of his cult were placed in complete command of the army for the first time. Polaris is still the Lunar god of officers. His worship is common to the ranks of Centurion or greater, who will be initiated into his cult; lower ranks may participate in his rituals and ceremonies as lay members. He is associated with the Runes of Sky and Stasis, with the latter particularly useful in phalanx warfare, where it hinders a formation being pushed back. The god is depicted as standing to attention, armored and crowned, holding a rolled scroll in his left hand.

Lodril The ancient Earth God of Dara Happa. One of his Aspects is the Spear God. There is a persistent belief among the Lodrilli of the Brotherhood of the Invisible Spear. Ruthlessly suppressed by the lords of Dara Happa, this secret society believes it is the right of every farmer to carry a spear in war.

Odayla Like many hunter deities, Odayla’s worshipers are often fierce warriors. In Sylila and the Lunar Provinces, his cult has not been suppressed by the Lunar Empire.

Orogeria She is the Huntress, the Lady of the Wild, the Keeper of Life and Death and is the sister of Thilla. Her worshipers are all female hunters. She taught people how to hunt and survive in times of trouble. Orogeria bears the inner heat of life and is also the Spear Goddess. The guards of her temples wear the skins of bears or vixens, deer horns, and carry bows and spears. Lunar doctrines recognize that she is one of the Seven Ancient Forms of the Red Goddess and is associated with the Crescent Come Moon.

Polaris Polaris is the Star General, leader of the Hosts of Heaven, God of the Sky, Keeper of the Stars, and Defender of the Sky. He, alone of the sky gods, is stable in his place in the heavens. All of the sky revolves around him. Polaris was the most powerful of the Star Gods. When the Spike exploded, it left a hole where it had pierced the Sky Dome, and around that hole Polaris built a fortress to keep bad influences out of the heavens. Other Star Captains created other strongpoints from whence forces of light sallied out to aid the dark world below. Polaris organized and led their defense. When the sky was destabilized, the Sky People wandered all around, and many of them died. Polaris organized as many as he could, and he even proved he was more powerful than their King Arraz when they had to confront the Unmotionless. Under Polaris the Sky People worked together and they fought against the invaders until the Sky was clear again. He sheltered Silonia, Mistress of the Dance, and thus was born the harmony of the heavens which has the beauty of dance and the precision of military drill. Polaris, the General of Heaven, was the first Dara Happan deity to overcome Shargash. He proved his superiority by defeating the army of Shargash upon the field of battle, even though Shargash himself could defeat anyone in single combat. This was called the Battle of the Center, and from it Polaris alone survived

Red Emperor The Red Emperor is the son of the Red Goddess and the demigod ruler of the Lunar Empire. He has no name, only titles. He is Moonson, Lord of the Four Quarters, Staff and Pillar of God, Leader of the Egi, Shah of Shahs, and the Bright and

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THE ARMIES AND ENEMIES OF DRAGON PASS Illustrious Emperor of Dara Happa. The Red Emperor is worshiped throughout the empire as a separate divine entity apart from his mother. He is the Highest Priest for the cult of the Red Goddess as well as the subject of his own cult. The Red Emperor is the ruler of the Lunar Empire. He is the supreme head of the political government, the highest priest of the Lunar religion, and commander-in-chief of the Lunar Army. Worshiped by every citizen of the empire, he is also the patron of some regiments.

god is so deeply ingrained into Alkoth that it cannot be excised. Instead, it has been overlaid with successive cults which serve to channel and control the savage passions of death which this god incarnates. Thus, the god is invoked only at the regular city services, and by the army in desperate situations. The temples of Shargash are called Enclosures, for they are unlike temples to the other Dara Happan gods. They have high walls decorated with hundreds of heads and skulls of the slain enemies of the cult. The Enclosures are entirely open to the sky, except for a few small buildings where the priests live and supplies are kept. Only a few regiments which worship Shargash are an active part of the regular Lunar Army. The Shargashi followed Jannisor in his war against the Lunar Empire, and thereafter lost prestige. Many regiments of the Kostaddi Satrapy Army worship Shargash. They are a seething mass of berserkers, loving death more than life and responsible for the occasional “We Hate Darjiin Usurpers” outbreaks. When they march in this fervor against Darjiin, they call upon the name of their ancient leader “Urkarmascha, brother of Alkor.” When bound into the service of the Emperor, Shargash has always been the defender of Dara Happa; unleashed and unrestrained, he seeks to immolate everything with his weapons of purifying fire. His worshipers say that after Shargash’s full powers were displayed before Time, the gods were unwilling to let him loose again. Nor did Shargash need to make another demonstration of his power, for he had saved the world and was indispensable. He was willing to retire to his planetary palace and leave the petty work of mortal combat to the lesser deities.

Sagittus The God of the Bow who is also known as Urengeri or Urengerum, is a servant and son of Yelm. He was the god of the city of Elempur, saved from death at the hands of the Ram People by the Emperor Urvairinus. His largest temple is at Raibanth.

Sakkar The God of Fear and Hunter of Men. Great sabertoothed cats prowl the temple grounds at Seksos, attacking all but those chosen by Sakkar. He had many battles in the God Time, and only the mightiest could defeat him, eventually driving him into the wilds so that his children are now rare. The temple musters the Doblian Dogeaters for the Lunar Army.

Shargash The God of Destruction, the Lord of Ashes, the Hammer of Yelm, the Red God, the Devourer, the Purifier, Master of War, Lord of the Dark Way, the Overseer of Alkoth, is one of the Eight Celestial Sons of Yelm, sometimes called the Master of Strength, the Thunderer and Drummer. He is the dread wielder of Thunderbolts and Skyspears. In the Sky, he is the Red Planet of War; on the Earth, he is the God of Alkoth; in the Underworld, he is the God of the Dead. Shargash is one of the most ancient deities of the whole empire, being the primal War God of Dara Happa. His center of worship has always been Alkoth, the Green City, where he is much more than just the War God. Shargash is often depicted as armed with spear and mace, with an angry face. Elsewhere in Dara Happa, the cult of Shargash is subject to the authority of the priesthood of Yelm Imperator. Worship of Shargash is primitive and savage. Howling and bellowing are the common prayers. Priests always cut themselves with knives, some dying in the process. Human sacrifice is a primary feature of the cult, occurring at every festival and rite. Worship services are frenzied, often drunken as everyone imbibes the fermented blood of the god. It is expected that some people will die on the way home afterwards. Despite these uncivilized aspects, worship of the

The Old Soldiers According to legend, Shargash was accompanied into battle by nine other gods, making ten War Gods in total. Karmathos, a son of Shargash. Sagittus, the bowman, the divine bow of Shargash.

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GODS OF WAR Vesed, the hurler of stones. Hastatus, the spearman, the divine spear of Shargash. Bakan, the master of the club, also known as Ulkamoon. Damatlodril the pillager. Ordmat the plunderer. Serenevaya the frightener. Stalathos the spear thrower.

he overthrew the dynasty of Hirenmador emperors of the Jenarong Dynasty and then conquered the Veshtargos. Vuranostum instituted many reforms, organizing the peasants as a workforce and as infantry, and established the worship of Oropum, his ancestor and the Goddess of Guidance in Yuthuppa. After performing many great deeds, he achieved his apotheosis becoming a star in the heavens. He remains a favorite of the rank and file.

Eusibus Yanafal Tarnils

Eusibus was a son of Shargash who was crowned Emperor of Dara Happa. He was a mighty man and a great warrior, who defended Henjarl from the Monster Army. After he acknowledged Khordavu as Emperor, he served as the general of the Roving Army and as the guardian of the imperial regalia. He is worshiped in Alkoth as an exemplar of a great Shargashi warlord.

Ram and Warrior, the Second Arrow, the Wielder of Fury are but a few of the titles given to this Lunar god. He was an exiled Carmanian nobleman living in Yuthuppa who still ruled his lands. He later defeated his master, Humakt, in battle and became War God for the Lunar pantheon. Yanafal Tarnils was responsible for bringing the Lunar Way to the Dara Happan army. He also organized new Lunar regiments to replace destroyed Dara Happan units. Most importantly, he transformed the Army Headquarters into Corps Headquarters, and he instituted the Battle Groups, with their sacred headquarters. His priests can awaken the magical standards of vexillae. The cult resembles Humakt’s cult in most respects, though it is less narrow-minded. High honor and bravery are upheld by Yanafal Tarnils’ soldiery. His virtues are steadfast valor and loyalty. Yanafal Tarnils is worshiped by both officers and many enlisted men in the regiments (although the officers also often worship Polaris). Even in many traditional regiments the commander is a Rune Lord of Yanafal Tarnils. One significant factor of the Yanafal Tarnils units (designated as the Modern Lunar tradition) is that they can receive the “normal” Lunar magic. This is different from previous military magic, and is the result of Yanafal Tarnils and his worship. He is shown as a soldier, armed and armored in a Carmanian panoply.

Senderesh Senderesh was another son of Shargash, and a king who successfully led the defense of Alkoth for over two hundred years against the armies of Kazkurtum, the Empty Emperor. He swore to remain forever in combat, and his skull has instructed his followers in every battle since then.

Urvairinus Urvairinus the Conqueror, son of Lukarius, of the Anaxial Dynasty, was a great emperor of the God Time. He was the first person to worship Polaris as an Army God, and he established the cult and its procedures. He was the first Dara Happan Emperor to organize an army with trained men, discipline, and battle standards. His is a cult for generals and officers, the organizers, administrators, and the headquarters. Lower ranks may participate in his rites as lay members. Urvairinus is the War God for the regiments which were created during the dynasties of Khordavu and Erzanestyu. He is invoked before battle to grant victory. His greatest temple is in Raibanth, manned by initiates of his cult who all serve in the Imperial Palace Guard.

Yara Aranis The Goddess of the Reaching Moon, the Great Defender, the Horse Eater, Keeper of the Crimson Web, the Second Inspiration of Moonson, the daughter of the Red Emperor and Gorgorma, conceived in the Underworld. A defensive goddess, she specializes in terrorizing and destroying Pentan cavalry. She is not worshiped by Lunar troops, except those assigned to or coming from the seven Temples of the Reaching Moon. Her cult is most popular in the northeast, but her shrines are found in all borderland temples. A temple to Yara Aranis is the heart of each Reaching Moon complex, where criminals and rebels are sacrificed to feed her and to maintain the Glowline;

Vrimak The King of Birds, the Sky Eagle, the Highest Flyer who sees everything. Considered by Dara Happans to be the highest portion of Yelm.

Vuranostum A heroic and handsome chieftain of the Hyalorings, the son of Hendrustus and Hippoi, the Goddess of Horses. Enthroned as Emperor of Dara Happa in the year 35,

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THE ARMIES AND ENEMIES OF DRAGON PASS their tortured souls are bound forever to the temple as slaves and guardians. She is portrayed as a monstrous red-skinned, sixarmed goddess, her hands holding a sword, sickle, shackles, a glaive, and the other two making gestures of threat and warning.

Kerator A hero who bore the torch of Khemal, sometimes equated with the god himself.

Khelmal Son of the Sun God who led the fight against Darkness after his father was slain. He turned Shargash the Destroyer aside and led his people against Chaos.

Yelm the Warrior Only aristocratic warriors who trace their descent from the Sun God may worship this aspect of Yelm. To the masses, Yelm is the benevolent Sun God, and the divine father of the Red Goddess. The Solar nobility maintain the oldest remembered traditions of the god, and are haughty, honorable, proud and often potent with Solar magics. Each demands the unquestioning obedience and absolute submission of their followers. Yelm the Warrior is the just Conqueror, who subjugated the Rebel Gods and the Underworld to bring his divine justice to the cosmos. He is depicted armed with bow and spear, sternly smiting his foes.

War Gods of Saird Saird, the lowland valley between Jillaro and Mirin’s Cross, has long been the stage for conflict between the north and the south, lowlanders against uplanders, Sun against Storm. The region is now split between the provincial kingdoms of Aggar, Holay, Imther, Tarsh and Vanch, with the core in Holay. Many Pelorian gods can be found alongside the Orlanthi pantheon, including Oria and Lodril. Yelmalio is the most important Sun God here, though Yelm has temples in imperial cities. The Sun Dome Temples scattered throughout the provinces provide welldisciplined regiments of pikemen. In the Second Age, Orlanth, Humakt and Yelmalio were the primary War Gods. The main War Gods in Saird in the Third Age are Yelmalio, Humakt, Shargash, Hwarin Dalthippa, and Yanafal Tarnils. Yara Aranis was popular during the wars against the Pentans, but is now more significant as the goddess of the Glowline. Although many chieftains and temples in Saird paid homage to the Conquering Daughter, during her Road Campaigns, subsequent tribal politics meant that her worship gained no permanent hold. Saird was later completely lost to the Lunar Empire and only regained in 1545, when the Provincial Government was formed.

Yelmalio Yelmalio is unknown in Dara Happa by that name, being native to the southern upland regions of Peloria, popular in Sylila and what was Saird, Jarst and Garsting. The cult is divided between the Sun Domes and tribal and urban groups. These differ in religious rites, their martial traditions and the name they know the god by. His sister, the Star Captain Yelorna, has a small cult scattered across Peloria.

War Gods of Imther and Jarst Jannisor This Hero is renowned for obtaining the magic shield Brighteye, for the confining of the Mad Sultan of Tork, and his victory over the Red Emperor. He was betrayed by his wife the Sable Queen, and slain whilst attempting to conquer the city of Glamour. Imtherite legend says that his body and soul were rescued and burnt upon a pyre in Kostaddi. For the Lunars, Jannisor is remembered as a defeated enemy; but for many Imtherites he is a tragic hero. He is also worshiped in Vanch, Holay and even in parts of Kostaddi (as the Binder of Chaos).

Heliacal A companion of Khelmal who defended his lord at the Hill of Gold with his blindingly bright shield.

Greenbow An ancient ‘elf friend’ cult dating back to the era of the First Council. His cultists grow and fashion

Kareiston A Hero who founded the Sun Dome named for him in the Second Age. He is also famed for defeating the evil queen of the Red Wyrm River.

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GODS OF WAR their own bows, and are skilled in woodcraft.

Yelm the Rider At Mirin’s Cross, Hyalor is given the name and attributes of Yelm the Rider, and shares a ziggurattemple with his wife Redalyda. This temple is rumored to hold some of the ancient regalia of sovereignty, essential for the maintenance of Lunar rule over Saird. The grandest ziggurat to Yelm outside Dara Happa, the Golden Temple of the Brilliant Pillar, rises at Mirin’s Cross. Originally build by King Arvenatar of Saird to bless the Invincible Golden Horde, it was rebuilt by the Red Emperor. The ziggurat was faced by bricks glazed a rich golden color, mostly replaced by gilded bricks by the Red Emperor.

Hyalor Hyalor Horsebreaker, born a leader among men, worked hard to save a crippled spirit from death and made an alliance, changing her name and identity. She was called Hippoi, or simply Horse. Man got the better of the bargain. Ever since then, her descendants have worked more for man than man has ever worked for the horse. He is often depicted as a luminous horseman holding a lance and the bridle he used to bind Hippoi. In Peloria, Hyalor is worshiped in the regions of Saird and Terarir.

Yelmalio The Son of the Sun, the Cold Sun, the Sun in the Hills, the God of the Winter Sun, the Unfailing Light, the Unquenchable Sun, the Templar of the Sun Dome - all are titles given to the stalwart soldier-god in the scattered Sun Dome temples. Sairdite legend states that Yelmalio is the son of Yelm, the Sun, though this deity is unrecognized by this name in lowland Peloria. After the Sun fell and the Sky drew far off, when the volcanoes went cold, Yelmalio endured. Wounded and robbed, he carried the spark of life throughout the Darkness, preserving the dim, cold light until Yelm returned from the Underworld. Yelmalio was a commander and leader. He met and fought many beings for the cause of his father in the Gods War. But at the Hill of Gold he was disarmed by Orlanth, and then he was ambushed by Zorak Zoran, who stole his fire powers. The Son of the Sun fell and bled out his lifegiving heat. His favored weapons of bow and sword fell also, and were absorbed into the knowledge of the whole world. Some say that the name of the god is more properly a title meaning Brightness of

Jajagappa The Jajalarings, largely subsumed into the surrounding Orlanthi population, worship Jajagappa as the god of death. He carries a net he uses to catch any souls that go astray after death, or which have no divine protection, or otherwise are his prey. They are hunted down and shredded, devoured and reshaped to be another hound in his pack. Jajagappa has the ability to fight the souls of the powerful dead, and drag even great magicians to their final Death. Jajagappa is the sire of Rowdril, the father of war hounds, and for whom the breed is named.

Orlanth Dragonslayer An obscure and almost forgotten cult, the divine patron of the great dragonslayers, Alakoring the Dragonbreaker and Great King Verenmars the War Hound.

Redaylda Redaylda the Red Woman is the Orlanthi goddess of horses and the goddess of the Sovereignty of Saird. She is the red-haired daughter of Orlanth and Ernalda, and some say her husband is Hyalor Horsebreaker or his son Beren the Rider.

The Red Man BarDom the Purifier was the guardian of the Sareneshing Dynasty of Saird and the protector of its king. The demigod now slumbers awaiting the restoration of his cult and the kingship.

Verenmars The Hero King, the son of Sarenesh the Regent, and grandson of both the Avenging Shah Nadar and Emperor Karvanyar Dragonslayer. He united the peoples and gods of Saird, founding a dynasty that ruled Saird until the Dragonkill.

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THE ARMIES AND ENEMIES OF DRAGON PASS Yelm but Little Sun God is more accurate. The god is mostly worshiped in southern Peloria, especially among the Alakoring tribes, but also among the Heortlings. In Imther and Jarst a very similar deity is called Khelmal, in Darjiin, Manimat, and in Oraya, Antirius, who is worshiped in Dara Happa as a subcult of Yelm. After Time began, during the fighting between mortals who supported their gods he led his people from the warm lowlands, carrying high the magic and power of his father. The Yelmalio cult is rightly famed for their mercenaries. Their soldiers are of five types: pikemen, hoplites, archers, and less commonly cavalry and charioteers. Their discipline is extraordinary and they are particularly strong in defensive battle. He is depicted carrying a golden spear and wearing a golden helmet crested with dyed horsehair and feathers. The god is commonly shown as wearing a panoply of golden armor, bearing a shield and spear, giving rise to his title as the Golden Spearman.

Arim, Marofdul or Yarandros. Newer regiments revere Hon-eel or Phargentes. Storm Bull is not unknown (although the cult is despised by the Lunar rulers of Tarsh). There is at least one human Zorak Zoran temple in Tarsh.

Arim Arim the Pauper was a priest who became a king. He entered Dragon Pass around 1330 and later courted Sorana Tor the Priestess to become the third Sacred King of Dragon Pass. The Hero created the Secret Kingdom and with Sorana Tor founded a lineage of a succession of sacred kings, known as the Illaro Dynasty.

Marofdul The Earth-King Marofdul was the ninth king of the Illaro Dynasty of Tarsh after killing his predecessor Halifitoor in a duel. He can be consulted at his templetomb, Marof’s House, for oracles.

Palashee Not honored or worshipped in Lunar Tarsh, Palashee Longaxe was never captured or bound by the Lunars. After being slain in battle against Phargentes, his body was returned to the Earthshaker Temple and Palashee has been revered by the Tarsh Exiles in that temple ever since.

War Gods of Tarsh The most popular War Gods in Tarsh are Humakt, Yanafal Tarnils (War God for many of the regiments of the Native Corps), the Seven Mothers, Orlanth, the Earth Twins, Maran Gor, Erantha Gor, Babeester Gor, and Yelmalio. The cults of the Red Goddess and Yara Aranis are centered on the Temple of the Reaching Moon; although these two cults are very small, they are very powerful, both magically and politically. Older regiments might offer sacrifices to one of the HeroKings:

Phargentes The third king of the Dynasty of Hon-eel the Artess. Known as the Battle King, and the Kingslayer, he slew two rebel Tarsh kings, two kings of Sartar, one Balazaring king and one king of Aggar.

Yarandros A great Hero-King and warlord of Old Tarsh who expanded the borders of his kingdom and stole the sacred stallion Glad Leaper from the Grazelanders. He is called the Charge-Crazy because of his headlong assaults on enemy formations. He took advantage of the turmoil in the north during the ascendance of Sheng Seleris to enlarge his kingdom. Yarandros claimed most of Holay as ‘Old Tarsh’ and his declaration, based on little genuine right, was enforced by his military prowess. He changed the nature of Tarshite kingship from elective to hereditary. Yarandros formed a compact band of elite cavalry and is still their patron.

Yelmalio The Sairdite deity has long had a temple at Goldedge, with the temple of Ever-New-Glory founded after the Lunar conquest of Saird. Goldedge musters a regiment which serves in the Tarsh Native Corps.

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GODS OF WAR Humakt is a son of Umath, the Primal Air. When Eurmal found the First Sword, called Death, Humakt saw its use and with it slew Grandfather Mortal, the first deity to die, thus opening the road to Hell for so many others. Orlanth borrowed Death to slay Yelm, the Sun, in a foolish quarrel. Humakt disassociated himself from his brother and any connection with the Air. In this way, he maintained his honor and strength, and did not suffer destruction in the Gods War. Humakt organized the first fighting Battalion, with a standard-bearer carrying his banner, Corpse Eater, and a trumpeter to use his mighty War Horn. In this way, his warriors formed an ordered battle-line, knowing where to rally, and what commands to obey. To the Orlanthi, Humakt is a frightening but necessary agent of eternal change who can be used in a courageous and noble way to preserve the world. Thus, they both worship and fear him. In the great wars of the First and Second Ages, Humakt temples formed many professional battalions called the Thousand Humakti. These were military units with the iron discipline necessary for deadly efficiency in bestowing their god’s gift to their foes. The Hero Efrodar Blackhands founded the first Humakti Battalion in the First Age to fight against Gbaji. Many of the original battalions have maintained a presence since then, although often with only a few dozen members for decades at a time. Each temple of Humakt is associated with its own Battalion, led by its warrior-priests called Swords. Those battalions that survive in the present now number in the tens rather than the hundreds, but their structure still contain echoes from the distant past. Argrath is known to have based much of the organizational structure of his magical regiments on the professional Humakti Battalions. The Sartarite followers of Humakt are extremely meticulous and maintain the traditions (and much of the military lore) of the Thousand Humakti. They do not taunt their foes or ambush them. They would also rather die than break an oath; if they swear to defend a position, they will fight to the death in doing so. Marks of the initiate and Sword levels of Humakt worshipers are the well-polished swords they bear. Once initiated, a Humakti’s sword always shines. Rich members may have an ornamental sword for display as well as a “working” sword. Given the choice, any member will keep the working sword and sell the ornamental blade. Poorer members will have only the basic sword. Humakti commonly tie up most of their wealth in ornamentation for the “show” sword. Humakt is depicted either as a naked sword or as a burly black-skinned warrior, his exposed skin covered in tattoos, wearing armor of grey iron, a belt of skulls and carrying either an ornate sword or the deadly ebonbladed First Sword.

War Gods of Sartar and Heortland The Orlanthi worship several War Gods, including aspects of their chief god Orlanth. Each regiment of the Sartar Magical Union has one or more of these gods as their patron deity (not as the wyter itself, of course).

Babeester Gor Babeester Gor, the Avenging Goddess, is the Orlanthi goddess of vengeance. She guards the temples of the Orlanthi Earth goddesses (particularly Ernalda). Her cultists are all female warriors; hard, cold, and dangerous women intent upon the sacred duty of revenge. Only a death in combat is honorable to them. Her cult is tiny in Sartar, numbering only a few hundred cultists. In her shrines she is represented as a copper axe decorated with scalps, male genitalia, and other grisly trophies or as a woman with black skin, naked except for gruesome garlands carrying double-headed copper axes.

Derik Jaldonkiller The founder of the Pol-Joni Tribe. He defeated the Animal Nomads and slew their Hero Jaldon Goldentooth. Derik is worshiped by the Pol-Joni, and by people fighting the Praxians.

Elmal God of the Sun, the Guardian Sun, the Torch-Bearer, the god of warriors and horsemasters. In the Darkness, Elmal provided light to the Orlanthi, although his light became dimmer and dimmer as he suffered progressively greater wounds fighting to protect them. In Sartar, a religious schism has seen many turn to the worship of Yelmalio instead. Elmal is pictured as a warrior with a glowing shield bearing his Rune.

Gagarth The vicious and violent God of the Wild Hunter, the Lost Wind, the Raging Tempest, the Assailer of Kin; he is worshiped by a very few outlaws, and by brutal mercenaries who are little better than bandits.

Humakt God of War and Death, the Champion, Death-Finder, Lord of the First Sword, the Severed One, the God of Endings, the Unyielding One; if Orlanth Adventurous is the most popular War God of the Sartarites, Humakt is the most dreaded. Humakt’s dour worshipers are the Living Death, experts at fighting, killing and bringing Death to the world. They are widely considered the most dangerous swordsmen in Glorantha.

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THE ARMIES AND ENEMIES OF DRAGON PASS Efrodar Blackhands

Maran Gor

The Hero lived during the end of the Dawn Age and founded the first all-Humakti military unit. His magic reinforces the morale of the battalions in battle.

The Earthshaker of Tarsh, Maran Gor is the incarnation of the destructive aspect of Earth. She is worshiped by those who seek the carnage which is her most precious gift. She resides at the base of mighty Kero Fin and is worshiped by the Tarsh Exiles as a War Goddess. De Garavum, the Temple of the Great Shaker, is the largest Earth temple complex in Dragon Pass. Maran Gor is a crude but fulfilling goddess and well-suited to the harsh ways of the Exiles. She is a ponderous goddess whose every step causes devastating earthquakes. Her high priestess is pulled about in an oak cart drawn by six oxen and always attended to by fortyseven male and female cannibal virgins. Maran Gor is the incarnation of the destructive aspect of Earth. Maran Gor is often portrayed as black-skinned with a necklace of skulls ponderously carrying a heavy mace in each hand.

Ingenew Redson Ingenew made swords for Humakt in the Gods War. He perfected the art of swordcrafting, and forged the first iron sword. Ingenew is a master at metallurgy and weapon smithing, enchanting metal and putting magic into weapons.

Li Phanquan A famed Kralori vampire slayer of the Second Age, reputed to be the author of the treatise known as Six Chapters on Sword Fighting.

The Wooden Sword Oofmartha, an Aldryami god of combat, said to be an avatar of Humakt, manifests as a portable shrine in the form of a wooden sword, known as the Death That Will Not Die. The Wooden Sword reappeared early in the Hero Wars, and its cult was led by a member of the Colymar Tribe for several years. The sword was later reclaimed by the elves in 1615 and now resides in the depths of Arstola Forest.

Orlanth The King of the Gods, Master of Storms, Death Wielder, and Bringer of Light. He is the chief of the Seven Lightbringers. Orlanth is a complex deity, manifesting in numerous forms, some of which are associated with war. His different aspects vary in how they are depicted but commonly show him as a vigorous blue-skinned

Battling Broo A priestess of Ernalda and an Orlanthi Wind Lord fight a mob of broo outside a citadel, somewhere in northern Heortland. The broo have stacked logs and timber against the doorway, with the intent of burning down the gates. The priestess is armed with a dagger and is supporting the Wind Lord with her magic. Her dress is in the Dragon Pass style, richly dyed in green with a fringed red overskirt, with a blue belt bearing Runes. Tattoos of Fertility Runes and smaller Earth Runes are visible on her forearms, hands, cheeks and chin. The priestess wears gold and silver jewelry and a copper lunula around her neck. She is casting a protective spell upon her companion, visible as a copper-colored thread linking them. Fragments of rock are magically suspended above her, held ready to bombard their enemy. The Wind Lord is armored with a bronze cuirass marked with Runes incised into the metal or formed of patterns of dots. A Mobility rune is clearly visible. His full helmet has a heavy cranial ridge and is decorated with two red feathers, denoting a thane. He wears a heavy gold torc and bracelets. A rolled-up cloak is wrapped around his upper body for added protection and to prevent it restricting his movement. Blue Mobility and Air Runes can be seen tattooed or painted upon his arms and face. With a bronze sword in his right hand and an enchanted copper axe in his left, he fulfills the divine role as Defender of the Earth. Both weapons glow with the magic active within them; the sword is the weapon of Air; the axe is the weapon of the Earth. The broo are variously armed and armored. Their corrupt Chaotic nature is readily apparent. Most are armored in what appears to be Lunar infantry panoply. The one on the right holds a Lunar sicklesword and its linothorax cuirass is marked with Death and Moon Runes. Their round shields are of poor quality; one is of basic plank construction. It is likely that rather than being Lunar auxiliaries they are equipped with items scavenged from battlefields – and there have been many recent battles in Dragon Pass. Ernalda and Orlanth are depicted in a relief above the lintel of the square gateway, where the masonry forms a corbelled arch. Ernalda is shown wearing a bell skirt and bare-breasted in the southern style, with snakes coiled about her forearms. A ‘Tree of Life’ stands between the two deities, heavy with bunches of fruit. Orlanth is bearded and crowned, armed with a sword in one hand and a stylized thunderbolt weapon in the other.

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THE ARMIES AND ENEMIES OF DRAGON PASS man with orange eyes, and two or more arms, bearing his thunderbolt and warrior’s weapons, wearing a chieftain’s arm rings.

Sky reenacts his entry into the Heavens. Rigsdal granted him entry when Orlanth performed his War Dance and all the stars obeyed his command to move to his measure.

Orlanth Adventurous Thereltero

The Raider and Warrior, the Larnsting, Defthands. This is the martial aspect of the chief god of the Sartarites and the most popular War God of the Sartarites (and indeed, of most Orlanthi nations). The god emphasizes the qualities of the Orlanthi warrior: courageous, boisterous, handsome, skilled in war, generous in peace, delighting in the decoration of armor and the body, relishing in feasting and fighting, a lover of poetry and dancing, sometimes foolhardy and quick of temper. He values well-made weapons, fine horses, beautiful nymphs and goddesses, and swift chariots. Orlanth Adventurous embodies the ideal masculine virtues of the warrior elite, and those who aspire to that status. His friends are all battle companions, such as Humakt and Urox. The initiates of Orlanth Adventurous are known for their rapid and quickchanging charges, deep-cutting sword strikes, gouts of lightning and terrifying war cries. Most famously, those favored by the god are known as flying combatants who can fly 32km through the air without rest. Some Orlanth Adventurous initiates have displayed even more remarkable magic, such as changing shape or even instantly teleporting to another location. Orlanth Adventurous (variously called Destor, Finovan, Larnsting, or just “the Warrior” depending on the local cult) is a god of Movement and Change, a furious, ever-changing War God famous for the many foes he has conquered (and the many goddesses he has seduced). In this aspect, Orlanth fought hostile gods, dragons, demons and monsters.

The Herald and Messenger, the Son of Issaries. A minor god, his heralds are essential envoys between Orlanthi clans and tribes at war or feud, honestly bearing messages between foes, and exempt from combat.

Urox The Storm Bull, the Old Bull, the Raging One, Foe of Chaos, the Horned Lord, Warlord of the Eternal Battle, the Sandstorm; he is violence and raw strength incarnate, guided by instinct and his hatred for Chaos. Uroxi follow their Bull Priest or Storm Khan killing Chaos. The savage god Urox is a popular War God amongst those Orlanthi who must confront Chaos, whether in its primal form (such the Chaos Eruptions that vomit out of Snakepipe Hollow or Dorastor) or in its more civilized guise (such as Gbaji’s Bright Empire or the Chaos-magic of the Lunar Empire). According to God Learner genealogies he is the son of Umath and Mikyh the Beast Mother – though they never had access to Peloria, where he is known as Bisos, and so their claims may be spurious. Urox himself fathered the first bull-headed minotaur upon a daughter of Uleria, or perhaps upon Velhara or Orunatawara (a cow goddess), or Eiritha, as myths vary. Uroxi are undisciplined and independent bands of warriors prone to a battle rage, who follow their Bull Priest or Storm Khan about at the direction of their god, killing Chaos, and, when that is not available, plundering, pillaging, and demanding gifts. Uroxi alone do not fear Chaos. They have a fanatical and violent hatred of all Chaos, everything tainted by Chaos, and anything or anyone that compromises with Chaos. Because of this Orlanthi society tolerates their excesses. The god is portrayed as a bull-headed burly warrior or as a large bull snorting steam.

Rigsdal The Orlanthi name for the Pole Star, Rigsdal is considered the loyal warrior and night watchman of Orlanth, Elmal and Humakt, who tirelessly stays at his post, never wavering, and warns of the approach of enemies in the night. The passage of Orlanth’s Ring up to Rigsdal’s place in the

Vadrus The God of Winter is worshiped by warrior outlaws and outsiders living in the wilderness who live by hunting, raiding, and banditry.

Vinga The Fighting Daughter, the Rouser of Battle-Strife, the Red-Headed One, the Wielder of the Three-Bladed Spear, the War Woman; the goddess of warrior women, sometimes called Spear Vinga. She protects the helpless and the innocent, wielding Orlanth’s weapons. Vinga is one of the most

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GODS OF WAR war-like of the Thunder Brothers. Worshipers dye their hair red and are called the Red-Haired Women. Some wear a skirt over men’s clothing.

black arms and legs indicates they are man-killing; white on right limbs and green on the left indicates they are spirit-killing; red and yellow face, with yellow and red stripes along arms and legs indicate they intend to kill an entire bloodline or kin group. The goddess is commonly portrayed as blackskinned, with a necklace and girdle of skulls, carring a double-headed axe in each hand.

Yelmalio Yelmalio is a rival of Orlanth, worshiped in Sartar by the Sun Dome Templars of Sun Dome County, and by the Vantaros tribe.

Humakt

War Gods of Esrolia

The Lord of Death, the God of Duelists.

Argan Argar The Night Protector, the troll god of surface darkness, Argan Argar is worshiped by troll merchants and by spearmen. He is depicted as a noble troll carrying a spear and richly garbed.

The Noble Brothers The defenders of Ernalda and Nochet, led by Irillo are worshiped at the Noble Brothers Temple in Nochet. Irillo: He fought in the Last Royal Betrayal, a major battle of the Sword and Helm War ancient feud which destroyed the Kodigvari and the unity of the Vingkotlings. He managed to survive and made his way back home because his sister-in-law came from the land in which the battle was fought. Irillo defended the Grandmothers when Rastagar, the King of the Vingkotlings threatened them and he was slain, but later returned as a dead man offering to defend Nochet. Deresagar: A son of Argan Argar, and the patron of spearmen and the district of Nochet that bears his name. Nolerianmar: A son of Elmal, and god of horsemen. He is especially the patron of the militia of the Nolerian district of Nochet. Harasarl: Beloved Sarl is the patron of warriors who fight in the style of the Orlanthi. He is said to defend Nochet from Orlanth, but is also an aspect of the god acceptable to the Esrolian Grandmothers. Helamakt: The Swordsman, he is the Fighting Storm who uses his winds to fight for him: Killer Rain Gale as his

Babeester Gor Guardian Daughter, Earth-Avenger, Bloody-Handed Bringer of Vengeance, Wader in Gore, Axe Mistress, Avenging Axe, Defender of the Earth, the Pleasant One, these are but a few of her epithets. When the Gods War perverted the world, the earth brought forth its own grim defender. Babeester Gor was born from her mother's corpse, axes in hand, body ritually scarred to carry deadly magic. She destroyed all kin-slayers, all oath-breakers who swore by her mother, and everything which desecrated the sacred places of the earth. Every important temple to the earth deities is guarded by Babeester Gor's initiates and includes a shrine to her. Her cult is important in Esrolia and she is accounted one of the main War Goddesses. Cultists must drink the blood beer to use her magic, and often appear slightly tipsy. They are celibate, ruthless, murderous, unsocial, and terrifying to all normal people. They paint their faces and lower limbs black most of the time, which gives them magical protection against all weapons, and for specific tasks use other colors. Red hands and feet with

Swordthane; Blinding Shadow as his Shieldthane; Searing Bolt as his Spearthane; Falling Wind as his Backboy. He is particularly the patron of the swordsmen of the Helamta district of Nochet. Kalavan: A son of Veskarthan who fights with a flaming spear. He is the

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THE ARMIES AND ENEMIES OF DRAGON PASS patron of the spearmen of the Nochet district of Kalava. Tenderos: The Copper Warrior, the patron of the axemen of the Nochet district of Tendayvora. Tersh: A god of archery and patron of the archers of the Tershis district of Nochet. Yelmalio: Although the Esrolians revile Yelmalio for events that occurred in the Second Age, and know that Elmal is the rightful Sun God, he remains one of the Noble Brothers. Until relatively recently, his cult was banished from Nochet and Esrolia. There is no native tradition of Sun Dome phalanxes in Esrolia.

wide valley.

Orlanth Adventurous Orlanth provides an acceptable outlet for Praxian dissidents who do not wish to follow the rigid role models of Waha and Eiritha, yet wish to remain with the tribe. The cult is popular with the Pol-Joni, an Orlanthi tribe in Prax.

Storm Bull The Storm Bull cult is more important in Prax than in Sartar. In the Golden Age the Storm Bull led his sons down to the fertile lands of Prax where they befriended the peoples and wed the goddesses. The mother of the land was Ernalda, and she gave the Storm Bull her daughter Eiritha as his own wife. In this way the two worked together to create their world. During the War of the Gods the Storm Bull was foremost in combat, and introduced Death to his people when he slew vile Ragnaglar with his horns of iron. But even with such victories the god could not stop the devastation of the land caused by the coming of the Devil. The Devil had slain many gods before it came upon Prax, which the Storm Bull and all his peoples defended. The fight was desperate and doomed. Storm Bull stood firm, though all that he loved died about him, and fought the Devil with raw strength and courage. From the edge of the world came hurtling a piece of the exploding Spike. It struck once or twice and skidded into the Devil, pinning him beneath immeasurable tons of petrified Law. Storm Bull is violence and raw unthinking strength, guided by instinct and hatred for Chaos. His worship can be generalized with the statement that it is popular amongst Praxian (and Orlanthi) savages, and the more savage they are, the more popular Storm Bull is. Even among the cults of Prax, where most people grow up on animal-back, the fighters generally are skilled at fighting on foot as well. Storm Bull worshipers like to wear the horns of their native beast upon their helmets. They like to drink, are not afraid of a fight unless they are obviously outclassed, and are also willing to travel great distances to fulfill their religious goals. In Praxian sand pictures the Storm Bull is a wideeyed and enraged bull of their tribal species of herd animal, furiously snorting steam.

Orlanth Orlanth is violent, cruel, and dangerous. He must be placated and never permitted to restore his rule in Esrolia. The Storm Temple lies outside the walls of Nochet on a hill rising above a bend in the river, much as his cult lies outside the bounds of respectable Esrolian society.

Veskarthan Veskarthan the Deep, the Low Fire, the Great Devourer, the Volcano God of the mighty Vent, is more important in Caladraland than Esrolia. He and his son Aurelion are the patrons of many of the Caladralander spear carrying mercenaries serving in Esrolia. They favor the use of spears and javelins, and use axes as a gift from Aurelion’s sister Caladra.

War Gods and Spirits of Prax Bronze Treasure Known to foreigners as Tolat or Shargash, this planet is home to a fierce warrior spirit. Bronze Treasure has no holy places in the Wastes, so those wishing his charms travel to the Sky to meet him or call him down in a ritual. This Sky spirit provides formidable talismans that aid in battle.

Humakt The cult of the Sword Man was the first of a foreign god to enter Prax after the Dawn. It came at the head of an army of mixed humanoids out of Dragon Pass as early as 35 ST.

Jaldon Toothmaker Jaldon is a famous Hero of a previous age who managed to unify all of the tribes to help in the destruction of the Empire of the Wyrms Friends. He has since been cursed, and cannot easily return to Prax, but is still revered as a perfect and true worshiper of Waha. Jaldon has no aid to give his worshipers, unless they venture in force into Dragon Pass. Then Jaldon may materialize and again guide them to plunder the

Waha Waha is the founder of the Praxian way of life. He appeared in the Wastelands among the leaderless peoples, teaching them the new ways necessary to survive, and taking wives from among them to breed new chiefs. Waha taught men the secrets of Death. He taught

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GODS OF WAR them the Peaceful Cut, whereby they could return their sister-animals to bliss within the womb of Eiritha, thereby supplying the tribes with provender from the goddess. And Waha taught them the warlike blows, whereby men could send their foes to dark hells. Praxian sand pictures show Waha as a bearded god sitting upon his sacred throne holding a skinning knife in one hand. At his feet rest the sacred animals of Prax.

The Four Winds The Storm tribes of Pent worship the Four Winds. These are Orlanth as West King Wind (Wingkolad), Humakt as North War Wind, Storm Bull as South Rage Wind and Gagarth as East Sting Wind.

Golden Bow Golden Bow is a son of Kargzant who confers upon his worshipers skill in archery and other powers in his father’s name. He is a great Hero among the Pentan nomads because he preserved them from trolls and established many noble families. He is also known as Jardan, the Warrior, the patron of archers, lancers, and all who would strive face-to-face against their foes. The shamans of Golden Bow can summon powerful spirits of Fire and Sky to aid them, so long as their people ride upon horses and herd no other animals. Among the Pentans he is described as a gigantic, shining warrior. Across his chest, arms, and legs are painted all the warrior Runes. He carries a bow of gold and a quiver of arrows with golden heads, but no other weapons, and rides upon a winged horse. Among the Grazelanders, his worshipers ride Goldeneye horses.

Yelmalio The Yelmalio cult was imported intentionally by the rulers of Pavis in the year 875 to aid them against barbarian raiders. It was subsequently adopted by some Praxians. Yelmalio has lost his associations with the horse but is still venerated as Yelmalio the Rider by the Zebra Tribe of Prax.

Yelorna the Starbringer Her cult was introduced to Prax by the First Council around 35 ST. Her worshipers ride unicorns, remain celibate, and enshrine holy axes (though no cultist may ever lift an axe in anger). Even though the goddess is a stranger to Prax, the unicorns ridden by her followers are treated as taboo, being from the Green Age and so treated with reverence. She is represented as a young woman with radiant star rays surrounding her head riding upon a unicorn.

Hiia Swordsman An exiled one-armed Humakti from Kethaela who dwelt among the Grazelanders between 1360 and 1380. He fought trolls, invaded the Lunar Empire, and was adopted into the tribe. According to his legend, he had died to pass through the Crossline and enter Dragon Pass when it was forbidden to humans. Hiia shunned the bow because he had lost his left hand. The Feathered Horse Queen Eneera Tor revived his Hero cult, transforming it into her personal guard recruited from the vendref serfs. Followers of Hiia must know how to ride and fight on horseback, and must never use poison in any form. His cult is unknown beyond Dragon Pass and the Holy Country.

War Gods of the Horse Nations The horse tribes of Pent and the Grazelands worship Solar gods. In their myths Yelm is the Sun God and the father of Kargzant. When Yelm died, he gave rule to Kargzant, who proved himself in the Great Darkness. He and his Star Captains brought together the scattered bits of flame and starlight which had ebbed in the Great Darkness. As Kargzant did this, the stars reappeared in the sky. Solar tribes worship Kargzant, Golden Bow, Hippoi the Horse Goddess, Pole Star, and tribal ancestors and spirits. The Pure Horse People worship the Imperial Sun, calling him Yu-Kargzant. After the Battle of the Nights of Horror in 1506, the Pentans sought new ways to survive and new gods were worshiped, sometimes thought to be, and sometimes discovered later to be, Storm Gods. Even the gory cult of the Blood Sun has been adopted by some.

The Blood Sun The Blood Sun, the Heart Eater, is claimed to be a secret part of the sun, usually invisible, until human sacrifices are made on its altars, their still beating hearts ripped out, when it bleeds blood down upon its worshipers. This brutal cult originated in the harsh eastern land of the Kingdom of Ignorance.

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THE ARMIES AND ENEMIES OF DRAGON PASS Hyalor

Yu-Kargzant

Among the horsemen of Pent, Hyalor is the model chieftain and the patron god of the Pure Horse tribes. The Grazelanders say he was the first king of the people at the Dawning, who made their folk great and tamed the haughty Horse Goddess. It is said he claimed descent from a dead Sun God named Yamsur.

He Who Rises, the Ruling Sun, the name they give Yelm. He is the bright Sun Horse, the Imperial Sun of the Pentans and Grazelanders, whose cult progression prescribes the nomad ideals for manhood: as Youth, Archer, Warrior, Sun Lord, and Elder. The Sun God ruled over all during the Golden Age but was betrayed by the Rebel Gods who sent him to the Underworld, returning with the Dawn to rule the world and give primacy to the Horse People. Yu-Kargzant gallops across the sky each day as a radiant golden stallion, and is served by the great herd of stars and planets. At night, he raids the Underworld, to rescue the souls of his worshipers. The Horse Lord, he is the source of fire, justice and life. Among the Pure Horse Peoples, members of the cult must ride and herd only horses, and may not practice agriculture. Ornaments and jewellery (especially belt buckles) portray Yu-Kargzant as a galloping golden-white horse bearing the dazzling sun disk.

Kargzant Kargzant the Wanderer, the Moving Sun, the Golden Wheel, is the son of Yu-Kargzant who brought light back and ended the Great Darkness. He is accompanied and served by many Star Captains. Kargzant gathered the pieces of the broken world, and revived the cosmos. He and his Star Captains brought together the scattered bits of spark, flame, and starlight which had dwindled in the Great Darkness. As Kargzant did this, the stars rekindled in the sky. He found among the survivors a folk who worshiped him as their divine ancestor, the heroic survivors of the True People and their enslaved steeds. Kargzant adopted them as his people, and he divided them into three groups, their herds into three kinds, and their generations into three ages. At the earliest glimmer of light at the Dawn, his followers mounted their chariots and made themselves the rulers of Peloria, calling themselves the Sons of the Sun. After they were defeated at the Battle of Argentium Thri’ile, they retreated to Pent. Kargzant is represented as a warrior riding a horse or chariot bearing a bright planetary disk.

Gods of the Wolf Pirates By 1625, only a third of the Wolf Pirates rampaging and ravaging the seas and shores of the Middle World hail from Ygg’s Islands, and the other two thirds worship a widespread variety of gods drawn from the coastlands.

Ygg The God of the Winter Wind, he is the Sea Storm who sends raging winds to rip sails and freezing rains to stiffen and weigh down ropes and lines to test his worshipers and destroy his foes. Ygg guides icebergs to hole and wreck ships, and teaches his worshipers how to sail through sea ice unharmed. Like their god, his violent worshipers revel in destruction, taking what they want from their victims, and making sacrificies to their marauding god. Like their deity, they are rootless wanderers upon the wide wild seas of the world. I

Pole Star Lord of the Night and Captain of the Star Army, noted for his courage and staunchness. Pole Star herds the stars and their riders in their courses as they run in ordered circles within the sky corral. The Pentans call Polestar Mountain the Sky Spot, where Pole Star taught the Stargazers the secrets of the celestial realm. The Pentans believe this to be a remnant of the Pillar and that Pole Star is directly above this mountain.

Ulanin the Rider A Vingkotling Hero of the Storm Age, worshiped by the Orlanthi but especially by the Pol-Joni. With his deeds, Ulanin proved himself worthy of wedding Orgorvale Summer, the daughter of Vingkot, and their descendants founded the Orgorvaltes tribe. Ulanin always led the Orgorvaltes’ charge from the front, forming the thanes into a flying wedge. Few could withstand it without running, as the wind lifted the hooves of his horses to speed them at their foes. His worshipers can perform great feats on horseback.

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ARMIES OF CENTRAL GENERTELA

Armies of Central Genertela In the distant hills, a dozen miles away, a storm loomed, fringed with lightning. It was too far away to aid the beleaguered Orlanthi infantry, even now striving to form square shield-forts in the face of the oncoming horsemen. If any priests among them were calling the clouds, they had left it far too late. Their own cavalry had been drawn off with a feint, whooping and howling in pursuit upon their barbarous beasts. By the time the undisciplined rabble returned, their allies would have been slain or scattered. Horse archers peeled away to either side. Their composite bows - laminated horn, wood and sinew - had sown a deadly crop, weakening the ragged shield-walls. Thunder grumbled in the distance, echoed by the pounding of hooves as the Carmanian heavy horse began their charge in response to the braying brass battle horns. Starting from a trot, their pace increased, man and mount encased in plate and scale, long lances grasped with both hands as each rider relied upon the horns of their saddles to hold them firm, directing their cantering warhorses with their knees. A metallic avalanche of burnished bronze, their progress would not be halted, rumbling relentlessly forward in the classic rhomboid formation. Helmet plumes and feathers swayed and danced as their gathering pace became a gallop. A shadow swept over the surging heavy cavalry. Any rider peering up saw a curiously translucent wide-winged bird, monstrous in size. Thunder spoke from above, deafening even over the din of the drumming hooves. The gigantic horned raptor stooped down upon the armored mass, rising with one screaming horse briefly grasped in the vortex of its talons, the rider cartwheeling earthwards. The eagle screeched, coruscating discharges arcing down from its claws, every beat of its brown wings a booming thunderclap. Horses reared in panic. The ordered charge disintegrated as mounts tripped and fell or sought to turn, colliding with their fellows. Others were blasted by the scintillating bolts. The cataphracti crashed into jangling, gory ruin. Very few won free of the wreck. A regiment of Carmanian chivalry shattered into a tangle of flailing equine and human bodies. The horse archers bravely regrouped, sending a cloud of shafts against the manifested wyter. Their arrows flew harmlessly through its form, and they fled as it retaliated, unleashing fulgent lightning. With howls and war cries, the foot soldiers dashed forward, ready to dispatch the fallen riders, the living crippled by broken bones, burdened by the weight of their panoply or pinned beneath their shrieking struggling horses, the dead silent and still. Daggers and axes eagerly sought gaps in armor. High above, the thunderbird voiced a triumphal cry as it soared over the slaughter until it faded from sight. Away beneath the distant storm the warlocks were arrayed in a spiral. Some sat as if in calm meditation; some mutely chanted; some sat and drummed; some danced; others slumped with exhaustion. One by one they awoke from their battle-trance, pulling off their stylized eagle masks. each with their own recruitment center, tactics, gods, equipment, and attitude. It is a complex organized force, integrating many specialist units of diverse type and origin. The Lunar Army built upon the pre-existing Dara Happan and Carmanian traditions (for example, the Stonewall Phalanxes and Carmanian cataphracti, with infantry from Pelanda). Several important regiments were founded directly by Yanafal Tarnils (the Silver Regiments of the Imperial Bodyguard), a few by the Conquering Daughter, and others were formed during the wars against Sheng Seleris and the reconquest of the Arcos River Standard of basin. the Red Pelorian soldiers make up the Emperor bulk of the Lunar Heartland

Regimental Organization

The organization and strengths detailed represent the ideal. In practice, regimental structure is rarely so neat and tidy. In the field, files and sections may be understrength due to losses, or over-strength as partial sub-units are combined or new recruits are added. Lunar regiments may also be understrength because of components serving within vexillae.

Lunar Army The Lunar Army is the most powerful military in Glorantha. In 1621 it numbered 64,000 soldiers, consisting of 36,500 infantry, 18,000 cavalry, 5,750 magicians (including the 1,200 magicians of the Field School of Magic), and 3,750 siege and supply soldiers. In subsequent years it would suffer significant losses and then be expanded by the raising of the militia. The army is divided into over a hundred units,

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THE ARMIES AND ENEMIES OF DRAGON PASS Corps. The Dara Happan cities are renowned for their drilled regiments of heavy infantry, spearmen armored with bronze cuirasses and helmets. Throughout Peloria there is much local variation in the style of armor; for example, Darjiini heavy infantry typically wear a corselet and helmet of bronze scales. Peloria is also feared for its cavalry, armed with bows, lances and curved swords, and effective against both the Pentan nomads and the barbarian nations of the upland hills. The Sixth Wane saw the institution of seven new families among the satraps, indicative of the inwardturning of the empire. Lunar philosophies increasingly emphasized selfindulgent gratification over reconstruction and military sacrifice. New art styles, magical fads, and bizarre cults flourished, and an increasing gap grew between the leaders and the mass of Lunar peasantry. Only the Provinces remained at war, providing a place for soldiers to hone their skills and for vain aristocrats to search for meaning in life. Dart Competitions grew in number and ferocity, but with increasingly less effect, and several competing clans were wiped out trying to take control of satrapies. These internal conflicts were more highly celebrated by the ruling nobility than the campaigns in Dragon Pass and the Holy Country. The Seventh Wane began in 1572. The greatest event of the period was the overthrow of virtually all Orlanthi resistance in the south, culminating in the occupation of Heortland, in the Holy Country in 1620. Total number of units for the early Seventh Wane Lunar Army:  38 regiments of infantry (some units are under strength, particularly from the Imperial Bodyguard).  28 regiments of cavalry (some regiments are



Silver Shields hypaspist, Marble Phalanx hoplite, and Antelope Lancer.

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double sized, such as the Char-un). Magical units (approximately 5,750 magicians).

In 1621, the Lunar Provincial Army numbered another 14,000 soldiers, consisting of 9,500 infantry, 2,400 cavalry, 1,300 magicians, and 800 siege and supply soldiers. A river navy patrols the Four Rivers. Within the Empire, magical flying Moon Boats carry messengers and occasionally troops with speed and reliability. In 1625 much of the provincial, military, and religious leadership of the Empire was devoured by the Dragonrise in Dragon Pass. Seven regiments were completely destroyed. The Pentans invade the empire. The Provincial Army is severely depleted and the Heartland Army is fully engaged against the Pentan invasion, augmented by the raising of militias. Oraya is lost and First Blessed is the theater of war where Jar-eel proves herself to be a demigoddess of War and Life. In 1627, the Empire must keep substantial forces in Oraya having just fought a dramatic war against the Pentans to reconquer the satrapy and much of First Blessed. By 1628, the nomad offensive is blunted and fullscale warfare reduces to a truce (with opportunistic raiding). The Empire underestimates the threat from Dragon Pass and dispatches an army no more than 20,000 to 35,000 strong. Broo and other Chaos horrors swarm from Snakepipe Hollow and the Footprint. Outside the city of Bagnot, Harrek and Jar-eel confront each other for the first time, and Argrath defeats and routs the Lunar Army at the Battle of Heroes. The Lunar Empire first truly discovers how dangerous a foe Argrath Dragontooth is, and the situation becomes worse for the Empire. The Lunar Army retreats to the Heartlands. Discontent with the Red Emperor grows in the highest circles, and in the same year, the Great Sister sacrifices her drunkard brother in the Hon-eel rites. The Red Moon pulses with light, and weeps glowing tears. The Glowline fails for a whole Lunar cycle. The Mad Sultanate of Tork is freed and the Syndics Ban also lifts from Charg in 1628, revealing tribes of Storm worshipers. Forces must be kept in the Western Reaches to defend against them. Soon the Dart Competitions become far more destructive Dart Wars. Civil war breaks out between satraps and claimants to the imperial throne. Enemies send raiders, and take advantage of the civil chaos. Dart Competitions increase, rivalries are exacerbated, and there are Dart Wars on the Red Moon. Oraya is lost

ARMIES OF CENTRAL GENERTELA again. In 1629, a Chaos horde marches forth from Dorastor; at the same time, the Talastari raid deep into the empire. In 1630, a new Lunar Emperor (who is not the returned Red Emperor and is not proclaimed Emperor of Dara Happa) is crowned in First Blessed. He seeks to reclaim Oraya from the nomads. Around the same time, Carmania proclaims its independence and comes to the defense of the Arrolian Properties against Loskalm. Having defeated the Army of War, the Loskalmi and their allies advance eastwards along the Janube. Civil war continues and it is not until 1632 or 1633 that Glamour regains control of most of the Lunar Heartlands. Other lands such as Carmania and Velthil become independent. By 1634, the size of the Lunar Army grows as troops and militias are enrolled to fight the Pentans, and the rebellious satraps, kings, barbarians, and new would-be rulers. When the Empire does strike at Argrath in 1635, it is with a far larger army than in 1628. Argrath flees and raises a new, bigger army of Orlanthi, Praxians, giants, and Elder Races – and according to legend then defeats the Lunar Army in 1638 in the Battle of Dwernapple. Argrath wins seven years of peace, and then the cycle restarts, but with even greater risks and destruction.

Command creates subordinate formations as needed and appoints the Generals to lead them. Rank

Level of Command

Number of Stars

Red Emperor

Commanderin-Chief Field Marshal

Six Five

Full

Army Corps Division

Four Three Two

Half Waxing Crescent

Brigade

One

New

Imperial Warlord Lord General Captain General Field Commander Commander

Lunar Phase

The Number of Stars denotes the number appearing on their standard.

Lunar Army Organization

A Division is often itself divided into three brigades: the vanguard, main body, and rearguard.

Command Standards The Star Standards were first created by the Dara Happan Emperor Elmexdros when he was recognized to bear the power of Polaris, the Lord God of the Army. Each starred standard incorporates special powers of authority. Elmexdros became the first four-star Lord General and implemented the Polarian Manifestation. The standard of Elmexdros became the Imperial Standard of Dara Happa. Each of the four armies had a standard bearing three stars, and each commanded by a threestar general. The Lunar Empire created the sacred Five Star Standard, wielded by the Imperial Warlord who serves as high priest of all the Lunar War Gods. The stars form a pentagram at the top of the standard. The Five Star Standard denotes the authority of the Imperial Warlord over the five corps of the Lunar Army, who reports directly to the Red Emperor. The Standard of the Red Emperor incorporates the Solar disk of Dara Happa, surrounded by six stars and radiant sun bursts, set atop a standard with a Moon Rune set below the disc, with an Earth Rune below it. In the Lunar system, a Lord General has a Four Star Standard, with the stars in a slanted square. A Captain General is entitled to a Three Star Standard, organized as a triangle. A Field Commander has a Two Star Standard, one star set above the other. A Commander has a single star standard. In all cases, a

Organization The hierarchy of the Lunar Army is in part derived from that of the Dara Happan army, with certain additions and modifications. Supreme command is vested in a council of generals known as the High Command, ably led by Bellux Maximus, the Imperial Overlord. The High

Lunar Command Standards.

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THE ARMIES AND ENEMIES OF DRAGON PASS Moon Rune is normally at the top of the pole above the stars. The standard of Fazzur Wideread, for example, displays the Red Goddess standing upon the Crimson Bat.

Pelorian soldiers make up the bulk of the Lunar Heartland Corps and fight wars in far-off Dragon Pass, the Holy Country, and Prax. Each Corps is divided into Divisions according to strategic and tactical requirements, and each Division consists of one or more Brigades. A Brigade is a wellmixed unit, comprising infantry, cavalry, sometimes magical regiments, and auxiliaries. In the Lunar Revitalization, in addition to the transformation of the four Dara Happan armies into four more flexible corps, vexillae and a Corps Headquarters were added. The old regimental structures were retained. As is usual in Lunar organization, all of the persons attached to the governing body are practicing magicians. Even the humblest mule skinner is used to generate power during battle, thus allowing communication and magical attacks. The Corps headquarters can summon any of the usual spirits and deities or powers available to Lunar magicians. In addition, they have a store of spirits available only to them. The most powerful of these spirits incarnate the will and zeal of the men of the army. The separate intelligence and power of the spirit is actively worshiped by all the members of the army, thus insuring a continual feedback between deity and soldiers. The powers of its magical hierarchy are considerable, including the summoning of the spirits of long dead heroes and soldiers to fight in physical or ethereal form.

Imperial Lunar Headquarters The Imperial Headquarters of the Lunar Army is more than merely the command center. It is the mobile household of the Red Emperor, with dignitaries, consorts, priests, clerks, scribes, imperial hangers ons, cup bearers, heralds, spies and spy masters, messengers, cooks, labourers, servants, slaves, and is guarded by a detachment from the Imperial Bodyguard. It is a mobile temple, home to the War Gods of the Lunar Empire, and attended to by scores of priests. The permanent staff is augmented by yet more people when the Red Emperor personally takes the field. He is then normally accompanied by most of his Imperial Bodyguard. It is not uncommon to find one or more regiments of the Imperial Bodyguard operating under the command of a Corps. The Imperial Headquarters can send orders to the Corps, to Divisions, to Brigades, to Regiments, and to anyone else - it is the Red Emperor and he stands outside of any formal structure. There is no distinction between the Red Emperor's martial, civilian, and religious roles.

Logistics: Lunar Army

Despite the Lunar maxim ‘We Are All Us’, the diversity of the Heartland, Provincial, Allied and mercenary units present logistical difficulties. Regiments, many predating the Empire, fight with their own weapons, tactics and military traditions. Many have differing supply requirements. Lunar supply officers must organize and satisfy these needs, which are also apparent in the vexillae where contingents with significantly different needs and expectations are combined.

Corps

Field Corps

Imperial Bodyguard Heartland Corps Cavalry Corps Eastern Corps Field School of Magic Southern Corps Provincial Army

Lunar Army organization circa 1625

Corps Organization A Corps Headquarters includes all the requisite powers, though weaker, of an Army Headquarters, but provides a command structure to which regiments may be are added.  Field Commanders: command Divisions of the Corps. Beneath them are ranked the commanders of regiments and vexillae.  Chief of Intelligence: commands scouts, spies and assassins.

Lunar Army Corps In 1621 the Lunar Army is organized into four Corps21: the Imperial Bodyguard, the Heartland Corps, the Cavalry Corps, and the Magical Corps. A field corps, called the Provincial Army, serves as a separate army for the Emperor with no political connections to the Heartland. A sixth force called the Sister’s Army is under the autonomous command of Great Sister.

Heartland Corps, Southern Corps, Eastern Corp and Provincial Corps. This may be due to nuances in New Pelorian that cannot be adequately translated. These four have a distinct strategic deployment, and the first three are often also titled Imperial Field Armies; in the same texts, the Cavalry Corps is called a division with regiments often assigned to the Field Armies.

21

The term ‘corps’ refers to an entity which has a permanent headquarters upon which is hung a self-sufficient number of combined arms regiments. These headquarters have a permanent magical existence. In Lunar texts, the term is used to refer to the five corps described here, and to another grouping, the field corps: the

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ARMIES OF CENTRAL GENERTELA 

generals are directly responsible to the Red Emperor or his proxy.

Chief of Liaison: commands liaison with local authorities. Chief of Wagons: quartermaster. Chief of Companions: commands the bodyguard of the Captain General.

 

Field Corps Headquarters An Army Headquarters is broadly similar in structure to a Corps Headquarters, but more magically powerful, with a Four Star Standard. Each consists of the general, their household, bodyguard, mobile temple, priests, scribes, messengers, labourers, and servants as a permanent staff.

Imperial Captain General Chief of Companions

Chief of Wagons

Chief of Liaison

Chief of Intelligence

Field Commanders

Miscellaneous Titles A number of quasi-military titles are used by the Lunars and other nations. Duke: once the leading military commander in a region or territory. In the heart of the Lunar Empire this title had become hereditary in addition to an appointment, except in the Redlands where it is adopted by several warlords of the Sixth Wane and later. In the Provincial Kingdoms this title is often given to regional deputies appointed by the king. Count: either a military or administrative official set to rule a territory on the behalf of a higher authority, or a courtesy title which may assist in dealing with Lunar officials. The term is derived from an ancient method of calculating tax revenue by dividing land into Countings. Legate: an officer higher in rank than a Centurion, often assigned command of a vexilla. A Legate is usually from a senior noble family. The rank is Pelandan in origin, and is also used by the Carmanians. Tribune: an officer below a Legate in rank but above a Centurion, often assigned command of a vexilla. A Tribune is sometimes promoted from the rank of Centurion but the rank is often a purchased commission. A Tribune serving with a regiment is not tied to a company like a Centurion but is able to take command of companies and reserves as necessary.

Commanders [of Brigades] Regiments and Vexillae

Corps Secretariat Above the regimental level, the secretariat is responsible to the Imperial Captain General and Field Commanders. Its primary task is supporting the Chief of Wagons, recording and allocating supplies. It is divided into sections, each under a secretary with specific tasks, who in turn is assisted by a number of inspectors. The Lunar bureaucracy is perhaps only second in scale and efficiency to the older exarchies of the Kralorelan Empire.

Vexilla Organization A vexilla has a sub-regimental headquarters which is similar to the Corps on a much smaller scale, but weaker than an equivalent Regimental headquarters. Nonetheless, it allows a group of soldiers from different regiments to act on a small scale with great flexibility.

Field Corps Organisation

Lunar Regiment Organization

Lunar flexibility permits Divisions, regiments and even vexillae to be assigned to army Battle Groups as required, with command assigned to a senior general, usually a Lord General. Unlike the old Dara Happan Field Armies, the composition of these armies can be augmented or reduced as required, and can be disbanded, save for the sacred Field Army Headquarters. These are typically titled the Imperial Army of the East22, West, and South; the army of the North has been forever tainted for the actions of Parg Ilisi in the Second Wane. Each of these army groups maintain independent operations from each other, and their

22

The smallest unit of a professional Lunar infantry regiment consists of a squad of seven to fourteen men, including the senior soldier, often called a file or half-file. File size differs between the older Dara Happan regiments, which favor a file of ten, and newer Lunar regiments, which favor a file of seven or fourteen. On active service the members of a file or halffile share a tent, and in barracks the same billet. They live, work and fight together as a “band of brothers and sisters.” The soldiers are often of different ages and levels of experience, the older and more experienced steadying the younger when in combat. as the Heartland, Provincial, Eastern, and Southern Corps.

From approximately 1622, the four active mobile armies are given

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THE ARMIES AND ENEMIES OF DRAGON PASS Chiliarch has deputies responsible for training, morale, and supply. In addition, there are ‘double-pay’ troops including veterans (including promachoi), standard-bearers, bodyguards, trumpeters, heralds and guardians, which are sometimes supernumerary to the numbers of a regiment. When assigned to garrison duties, a Lunar regiment is often divided into three: one part on patrol in the field, one part garrisoning outlying forts and outposts, and one third on garrison duty at its designated base. In the event of hostilities, it is anticipated that a regiment can muster its full force within a week. Each regiment has a base and training camp in or near a city or temple. These regimental posts serve as the focus for training recruits, healing the wounded, storing food, weapons, and other supplies, and performing the regular rituals necessary for the regiment’s continued well-being.

This small group is the closest thing the soldiers have to a family. Sometimes two auxiliary “servants” are assigned, responsible for the care of their pack-animal, making sure that the soldiers have water during the march, and often have special skills including redsmithing or carpentry. In a cavalry unit, these auxiliaries are grooms, with at least one able to doctor horses. Exact organization of a phalanx file varies, but the leader is called the file-leader or half-file leader. Sometimes the senior soldier has an assistant, the filecloser, an experienced veteran. In many regiments, the first ‘company’ is composed of more experienced troops, and is sometimes double the size of the other companies. Its officer is the most senior in the regiment, below the regimental commander. Often the bodyguard of the commander is drawn from these troops.

Lunar Regiment Organization Infantry Cavalry

Military Intelligence Corps The Lunar Army maintains an intelligence apparatus called the Entalothosium. Members of the Entalothosium serve as Intelligence Officers as supernumerary officers for regiments and vexillae, and answer to the Chief of Intelligence. The agents and spies of the Emperor’s Spoken Word, an internal security and spy network, also operate within the military.

Chiliarch/Commander Senior Kentarch/Centurion

Hipparch/Commander# Senior Tetrarch/Troop-Leader Kentarch/Centurion Tetrarch/Troop-Leader Optioon/Optio/ Subaltern Ilarch/Wing-Leader Phylax/Custos/ Monitor Lochagos/File-Leader Dekarchos/Decurion /Section-Leader Dimoirites/ Ouragos/Adiutor/Rear Half-file Leader/ Section-Leader File-Closer Soldier Trooper

Lunar Regiment Organization The Lunar Empire rests upon the foundations of Dara Happa, and the army reflects this Solar origin. Many regiments come from Dara Happa and other regions dominated by Solar religions and predate the Lunar Empire by centuries; some predate Time. These all embody the traditions of hierarchy and discipline. Most of these regiments retain their traditional organization because their structure is implicitly tied to their martial and magical capabilities. Only three regiments have been disbanded since the Dara Happan Revolt in First Wane forced the reorganization of the army. Regiments destroyed by the enemy are ‘restored’ once sufficient resources exist. In the Third Wane, the Jewel Points were annihilated three times by barbarian cavalry, but their name is still found in the troop lists of the Hero Wars period. Provincial regiments often retain their traditional organization, with those from the region of Saird retaining a similar sixteen-man file also found in Yelmalion regiments. Regiments formed by the Lunar Empire itself vary significantly from these older forms. The commander is assisted by supernumerary staff officers, including priests who aid him in presiding over the worship of the regimental gods and genius. The

# The commander of a Sable Lancers regiment is titled Khan.

It will be noted that in many cases the titles of a level of rank varies. Different regiments use different titles, depending upon their origin. Some use ancient Dara Happan ranks, others use related New Pelorian equivalents. Notes found in Pavis after the Lunar Defeat The date of the report is unclear. Net number of the Silver Shields, of which the commander is Banaryos, 752, including six centurions, of whom there are absent: guards of the governor 46 including one centurion, at the office of Nomelion at Corflu 337 including two centurions, on patrol 72 including one centurion, at Boldhome one centurion. Total absentees 456, including five centurions. Remainder, present 296 including one centurion. From these: 15 sick, 6 wounded, 10 suffering from inflammation of the eyes. Total of these 31 remainder, fit for active service 265 including one centurion.

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ARMIES OF CENTRAL GENERTELA Infantry Lunar infantry regiments differ in organization, reflecting their histories. Many regiments predate the Lunar Empire and retain their ancient structure. The basic unit of a modern Lunar regiment remains the file, consisting of seven soldiers, to fourteen soldiers divided into two half-files. Actual regiment organization can vary significantly even in those derived from the Lunar Heartlands. Some preLunar and Provincial regiments retain their traditional and often idiosyncratic compositions. Even Lunar regiments can deviate from the structure given here. Origin/Founder Dara Happan Pelandan Carmanian Yanafal Tarnils Hwarin Dalthippa Hon-eel

Infantry Organization Ten file Organization; ten Centuries of a hundred soldiers. Ten Fifties each of fifty soldiers. Ten File Organization; ten companies of a hundred soldiers. Seven File Organization Dragoons, varied Fourteen File Organization

Seven File Organization The seven-man file consists of five soldiers and a senior soldier, the file-leader, and his deputy, the half-file Leader. The smallest tactical unit, the platoon consists of three files. When acting independently, an under-officer (often one of the Centurion’s aides), and two senior soldiers, often veterans, and a Guardian (also known as a Monitor) are assigned to a platoon. Seven ordinary platoons, plus a Kentarch (a Centurion), standard-bearer and a trumpeter make up a company, a total of 150 soldiers. Seven companies, including the command company, and a support company of specialists make up a full regiment, led by a Chiliarch, a Commander of a Thousand. The regimental commander has at least one assistant commander. The command company includes the bodyguard of the Commander of a Thousand, organized into two platoons. The Centurions are ranked one above the other. Thus, there is a lowest and a highest Centurion, though each controls a full company. Centurions are kept with their companies even when they rise in rank. Each Centurion has at least two aides, who help him manage his company. Units that do not fight in ‘files’, such as peltasts are still grouped into seven-man units.

Lunar Infantry Company Organization

With the exception of B, all companies are facing forward to the left, with the first rank consisting of file-leaders. Note that the uniformity of shield designs is not representative. A: Seven File Company organization. Twenty-one files plus a Centurion, standard-bearer and trumpeter form a company. The senior platoon includes the Centurion’s aides, standardbearer, trumpeter and veteran soldiers. In battle, the veterans and Guardians of the double-file would be dispersed to support the other files. B: A Seven File platoon detachment. In a change to the usual practice, the files fight as ranks, with the most experienced file at the front. Note the Guardian present to support the platoon with magic. C: Dragoon Company organization – two troops, each with their own standard. D: Fourteen File Company organization. This composition discloses the lack of veterans in the Lunar Army in the early Fifth Wane (as there were insufficient to provide the number of under-officers required by the older Yanafal Tarnils’ regimental structure) and the poor quality or inexperience of the recruits making a deeper file than usual necessary. Note the lack of Guardians. Modern regiments retaining this organization now often halve the depth, with the front rank consisting of alternating file- and half-file leaders.

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THE ARMIES AND ENEMIES OF DRAGON PASS Fourteen File Organization

Cavalry

The fourteen-man file consists of twelve soldiers, the file-leader and the half-file leader. Seven files plus a Centurion and standard-bearer comprise a company. A regiment consists of ten companies. The first company is usually under the direct command of the Chiliarch and includes the regimental specialists. In combat a regiment shifts to battle file, or close order, in companies of twenty-eight half-files.

Lunar cavalry traditions are a mixture of Carmanian “citizen foreigners” and barbarian light cavalry from the Redlands. Cavalry grew in importance in the wars against Sheng Seleris and the Pentan nomads in the Fourth Wane. The basic unit is the section of troopers. A troop consists of several sections, led by a Troop-Leader. Several troops comprise a regiment, plus the commander, standard-bearer, the bodyguard and a trumpeter. Each Troop-Leader is also served by a standardbearer and trumpeter. The title ‘troop’ varies. Regiments of lancers are instead divided into Lances. A regimental cavalry commander typically relies on his Wing- and Troop-Leaders to act as his aides at need. Each is in charge of one of the regiment’s troops, and they are ranked, with one being the highest. When a regimental commander needs to have one or more at his side during battle, that Troop-Leader’s troop is grouped with another troop. The Troop-Leaders are served by their SectionLeaders, one per section, ranked first to last. And as

Dragoons The organization of dragoon regiments is a curious mix of infantry and cavalry traditions. Seven files of seven soldiers are a troop; two troops with the addition of a Centurion and standardbearer comprise a company. A file usually consists of five hippobatas, and two hippostrophos who hold the horses. A regiment consists of five to ten companies, with the regiment commanded by the leader of the senior company, which includes the usual specialists.

Lunar Cavalry Troop Organization

All sections are facing forward to the left, with the first rank consisting of officers or section-leaders. A: Troop of four Sections organization. B: Troop of seven Sections organization. C: Troop of two Sections organization. Again, this composition discloses the lack of veterans in the Lunar Army in the early Fifth Wane.

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ARMIES OF CENTRAL GENERTELA with the regimental commander, the Troop-Leader uses his Section-Leaders as his aides, temporarily attaching sections to other sections at need. The more flexible command structure for the Cavalry Corps regiments reflects the highly variable employment of cavalry in the field, as well as the varied origins of the soldiers within the Corps. Origin/ Founder Dara Happan Carmanian Char-un Sables Yanafal Tarnils Hwarin Dalthippa Hon-eel

comprised of non-Dara Happan or Lunar troops. These include skirmishers and missile troops, as well as some units trained for specific terrains. It is noteworthy that although the Lunar Empire recognized the value of archery, it never fielded large numbers of bowmen, preferring to close with an enemy quickly. The armies often hire auxiliaries from subject peoples and neighbors. Many of these regiments have served within the Lunar Army for centuries.

Cavalry Organization Ten troops each of ten sections of five. Five troops each of ten troops of ten. Eight troops of four sections of thirty. Four troops of four sections each of thirty. Seventeen troops of four sections of seven. Ten troops each of seven sections of seven.

College of Magic A prominent superiority of the Lunar Army is their unique use of sorcerers, shamans, and priests organized into permanent military units. Most magical units are assigned to the College of Magic, including, among others, the Field School of Magic, the Crater Makers, and the Crimson Bat. Ordinary magical regiments are quite small – they are the priests of a single major temple and their bodyguards. They are typically assigned to the Lunar College of Magic when the Red Emperor commands them to take the field. The Lunar College of Magic has about 4,500 magicians. The Provincial Army has about 1,300 magicians. The Field School, which is one organization, has 1,200 magicians with just the Major and Minor Classes, or about the same size as all the magicians in the Provincial Army put together. Having 1,200 magical specialists who are trained to work together is a devastating weapon. Most regiments in the Lunar College of Magic have up to 250 magicians and fewer bodyguards than their Sartar Magical Union counterparts. They are collectively defended by the veteran University Guards. There are several ad hoc Lunar magical units assigned to the College of Magic. The priests are conscripted from the various colleges of magic in the Empire and trained to use their magical abilities in unison. No other nation in Glorantha duplicated the Lunar tactic and this made the imperial army nearly invincible when it deployed the College. Many army officers have grave concerns about the magical devastation caused by the unrestrained use of magic and prefer instead the clean certainties of honorable battle. The notorious Broo Regiment and the Vampire Legion are assigned to the College of Magic when mobilized by the Red Emperor.

Sixteen troops of two sections of fourteen.

The command troop is often oversized, including the regimental specialists.

Chariots Chariots were traditionally grouped into squadrons of ten. There are rarely sufficient manned and working Deretinic chariots to form a full squadron.

Specialists A regiment includes several different specialists, including scouts, bodyguards, quartermasters, scribes, engineers, musicians, messengers, magicians and priests. These are often assigned as required to particular companies, troops, files and sections.

Guardians A Guardian or Monitor is a magic specialist. Their task is to keep the men in their platoon in line, standardize their spellcasting, to support them with magic in battle and provide healing. The use of Guardians provides not only offensive capability, but defensive toughness and endurance to a Lunar unit. They are the Lunar substitute for other nation’s practice of having junior priests, shamans or sorcerers scattered through their regiments. Typically, a Lunar regiment has few senior priests or sorcerers within its ranks. These are instead usually organized into one of the College of Magic units.

University of the Seven Phases Officially also titled the Imperial Institution of Insight, the university is a major source of the recruits for the military Field School. The university was founded with the approval of the Red Goddess, divided into seven schools, each headed by a Principal. Of the seven, the Principal of the Rashoranic School immediately departed and was never

Auxiliaries Within the Lunar regular army are many units

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THE ARMIES AND ENEMIES OF DRAGON PASS seen again. Each of the other schools is responsible for investigations as well as teaching, with their own official ceremonial clothing. Their respective theaters of magical influence originated with the Lunar agenda of the deities who were the visible masks of the Red Goddess. Most people who enter the schools from their own cult and as students, wearing their native or cult ritual clothing. As pupils move upward through the training, they are given portions of the Upper Class dress, until, by the time they graduate, they are qualified to wear the full uniform.

Lesillan

Seven Mother Teelo Norri Deezola

Gerran

Jakaleel

School Verithurusan

Rashoranic Orogerian Nathic Zayteneric

She Who Waits Danfive Xaron Yanafal Tarnils Irripi Ontor

Lunar Phase

Full Uniform

3 2 7 1 6 5 4

Divided into red (top) and white (bottom). Mostly blue with a red crescent headdress. Black hooded cloak and mask. Not applicable.

An illuminated cultist of the Red Goddess and a member of a Major Class unit. She is one of the elite of the Empire, responsible only to the Dean of the College of Magic and the Red Emperor himself. Her clothing is rich and heavily decorated as befits her status. Her staff bears a glowing red stone taken from the Red Moon.

Hunting garb, deer horns and a ceremonial spear. Divided into black on one side and red on the other. Lower ranks: red. Upper ranks: white.

seven is organized so that its members collectively master the Seven Phases of the Moon. The members of a Minor Class Unit may all dress alike or wear the garb of their school. Major Class units are composed of Illuminated Lunar magicians, each trained to master at least six of the seven phases. The Major Class magicians are mounted on horses. Individual classes in the Field School are often known by idiosyncratic names (such as Minor Class Four named the Red House Class after the red house the unit was headquartered at in 1620, or Major Class Two named the Queen of Stars class after the statue of the Red Goddess they gathered near). The Minor Classes tend to belong to Lunar cults and are not always Illuminated.

Rashoranic Illumination can never be taught, only achieved, usually through the extremely dangerous Sevening Rites.

Field School of Magic Priestly and magical units have always been a part of the Dara Happan military tradition. Although the War Gods have always been pre-eminent, especially since Emperor Elmexdros, more and more cults have contributed some of their devotions to the battlefield. Since the accession of the Red Emperor magicalmilitary affairs have been overseen by the Field School of the Lunar College of Magic. The Field School of Magic magicians are trained to work together to create mass magical effects on the battlefield. They are the core of the Lunar College of Magic. It consists of six priestly magical units, each with some two hundred Lunar priests, sorcerers, and shamans from the University of the Seven Phases in Glamour. The purpose of the Field School is to serve the Red Goddess by serving the Lunar Army. They also oversee the coordination of all other cults (except the War Gods) with the Lunar Army. Their magic is subject to the Lunar Cycle. The Field School is divided into four Minor Class units and two Major Class units. Minor Class units provide as many squads of flexible Lunar magicians as possible. Each squad of

This magician from a Minor Class is an initiate of the Spindle Hag, Jakaleel the Witch, whose cultists explore the diverse horrors and solaces concealed within the realms of Darkness and insanity. He wears long robes, a goatskin cloak and ankle boots, and a headdress fashioned from goat horns and ears.

University Guards The Field School of Magic is protected by two regiments of University Guards. They worship Yanafal Tarnils and are sworn to defend their magicians to the

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ARMIES OF CENTRAL GENERTELA death. Sometimes the magicians have to be quite close to the fighting, and since they are likely to be involved in otherworldly activity and utterly helpless in the mundane world, they are very dependent upon their guards for defense. As a result, the University Guards are beloved by the Field School magicians and a part of the Field School’s magic is always given to their Guards.

in Oraya (having just fought a dramatic war against the Pentans who reconquered Oraya and even much of First Blessed) and starting in 1628 in the Western Reaches (to defend against what emerges from Charg).

Chaos It is widely known that the empire utilizes the powers of Chaos, with the Crimson Bat the most obvious and terrifying manifestation. Other forces are rumored, such as the Broos Regiment, the Madness College, and the Vampire Legion. The existence and location of these are unknown, though the Vampire Legion is rumored to reside in the West Reaches, thought to be somehow connected with the ancient Spolite Empire. Concentrations of Chaos are also said to reside at the Dislocated Zoo, Third Hand Illumination Town and Undragon Land. Outside the empire, Chaos resides in the Mad Sultanates (that of Tork the most famous), Beyond Nightmares, and Dorastor.

The University Guards fight as Light Infantry; they are fast moving strike troops and skirmishers. Their purpose is to defend the magicians of the Field School, not to fight in a regular formation. They wear a lamellar shirt of bronze and a bronze helmet, and are equipped with a kopis, a small round shield, and a bow.

Imperial Bodyguard The Imperial Bodyguard is a special group of elite regiments that serves as the bodyguard of the Red Emperor and the tactical reserve for the Lunar Army. The first Imperial Bodyguard grew from the personal defenders of the Goddess and her nobles during their struggle for power in the years of her time on the material plane. After her apotheosis, the Red Emperor saw the value in the maintenance of such an elite, whose prime loyalty was to the goddess and her dynasty. At first, the Bodyguard was a regiment of warrior-priests but over time various Masks of the Red Emperor have added more regiments to its rolls. Upon the death of Yelmgatha, the Dara Happan Imperial guard was added to its roster. Other units followed as the Empire’s power grew. Many additions were the result of a regiment distinguishing itself, the latest military fashion, pet projects of the Emperor and his family, or simple expediency. As the population of full Lunar citizens within the Empire increased, especially after Sheng’s rampages, the source of recruitment for the Guard became less a matter of skill and more a matter of religious and political loyalty. Physical appearance and good breeding have become increasingly important in the furtherance of a guard’s career. The Full Moon Corps consisting of Lunar demigod warriors is often assigned to the Imperial Bodyguard.

Independent Schools These include the Crater Makers, the Crimson Bat, and the Seven of Vistur: These are Lunar specialists, magicians who either call upon the Red Goddess to hurl stones down from the sky, keep the Crimson Bat fed and controllable, or build magical siege ramps. The Seven of Vistur were destroyed in the Dragonrise. Others are the Blue Moon School, the Spell Archers, and the Comet Seers: These are pre-Lunar temples sworn to the Red Emperor.

The Sister’s Army They are magicians under the sole authority of Great Sister. Rarely called up in the wars of the Red Emperor, the Sister’s Army is a magical unit, not a military regiment. They do not fight on the battlefield in the mud and the blood, but perform elaborate and elegant ritual dances and choreography with great magical results. It is widely rumored that the dancers are forbidden from spilling blood and their decorated weapons must never strike their foes.

The Cult of the Red Emperor The Lunar Empire also has magicians in Glamour and Raibanth, to perform rites and ceremonies for the Red Emperor. The Red Emperor rarely commits these into a theater of war because they are not very effective, and tend to be very high maintenance and costly.

The Glowline The Lunar Empire has magicians stationed in First Blessed and Oraya, who keep the Glowline powerful against the Pentans. In 1627, the Empire has to keep substantial forces

This officer belongs to the Full Moon Corps. She wears a gilded bronze muscle cuirass depicting an anthropomorphized Red Moon. Underneath her armor and

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THE ARMIES AND ENEMIES OF DRAGON PASS pteruges she wears a highly decorated tunic and a wrap-around kilt. Her helmet is gilded and ornate, crested and decorated with feathers, with a silver faceplate modeled on her own face, but tusked and grimacing ferociously. She bears a curved kopis sword.

called the Ten Traditional Phalanxes, were all extant in the time of Khordavu, and helped that great Emperor to hold his throne. At that time, they all had their own mythic connections with other War Gods which gave them their great durability and fervor. They served in peace and war and throughout the Arkat Wars. For this whole time, whenever all ten fought side by side, they were invincible. This perfection was not to last as regiments were slowly eliminated forever, beyond resurrection. In 1100 the Invincible Golden Horde mustered nearly all the military-aged men of Peloria and marched south to annihilate all dragonewts. The ancient Stonewall units generally survived the vast slaughter of the Dragonkill because they had been assigned to the Home Garrison Army by Emperor Elmexdros, along with most of the other Traditional Units. They, considered old and inferior, were left behind to guard the women when the Invincible Golden Horde marched to their destruction. Most of the Stonewall Phalanxes worship Polaris as their founder. They are each guarded by a star up in the Celestial City, one of the officers of Polaris.  The legendary Basalt Phalanx of the city of Iothaka was the first to be shattered when it rebelled against Emperor Erzanestyu in the early Second Age. Both the regiment and the city were destroyed, leaving only haunted ruins. It had special magic for fighting the sokastori but no one recalls what they were.  The Beryl Phalanx of the city of Darleep has special magic for fighting against the Ram People of Talastar and Brolia. It now serves in the Heartland Corps of the Lunar Army.  The Diamond Phalanx of A Dara Happan hoplite Yuthuppa was the fifth to wearing a bronze cuirass be destroyed, crushed decorated in gold, bronze and mangled by the Mad greaves and leather Sultanate during one of pteruges. His tunic its invasions. reaches down to his knees.  The Emeraldite Phalanx He carries a kopis sword was destroyed by Sheng and a spear. Seleris. The shield is bronze decorated with a gold  The Granite Phalanx of eight-pointed star of Melsorkorth has special Polaris. Note the disks magic for fighting against representing the Eight trolls. It now serves in Sons of Yelm. the Heartland Corps of

Heartland Corps The Lunar Heartlands supplies the Empire with the famous Heartland Corps of drilled regiments of spearmen. They can be sent anywhere in the Empire to serve. Each Satrap also keeps a small private army, as do the nobles under their command, but these are purely for local security and protection. The Heartland Corps are the heirs of the preLunar Dara Happan Field Army and consists of regiments of heavy and light infantry. The Lunar Army is a professional military and most of its regiments are well established with histories going back to at least to the Fifth Wane. Some of its organization will be disrupted during the Lunar succession wars of 1629 to 1630. The Heartland Corps is the largest of the mobile armies and is sent to the main theatre of action. Although its troops are no better or worse than the other mobile armies, the Heartland Corps receives more than its share of the glory (and more than its share of crushing defeats). The Lunar Heartlands are the richest region of the Lunar Empire, and these troops have always been wellequipped. The mounted hoplites are unique to this corps. The Silver Shadow gives more than its portion of troops, but it is also the imperial capital and divine axis, well capable of providing manpower, money, and supplies for the troops. The Heartland Corps is made up of 23 regular regiments, often with mercenary troops attached. Of the total, 8 are hoplites (including three which are “horse-mounted”), 5 are cavalry, and 9 are light infantry. The nine Satrapies provide troops drawn from a variety of military traditions. Each satrapy supplies an average of six regiments of varying troop types. There are also regiments from the Western Reaches in the Lunar Army.

The Ten Wall Phalanxes The Dara Happans are obsessed with the number ten and consider it and its multiples to be the perfect number. There were once ten fabled Dara Happa elite regiments known as the Stonewall Phalanxes. All were active since the time of the Gods War. Unlike later regiments, the Wall Phalanxes all shared two characteristic magical effects: Their ability to stand against an impacting charge and take much less damage than a normal infantry unit, and their ability to be unbeatable if with the other nine Wall Phalanxes. Each also had a traditional foe, against whom they were especially effective in melee. These regiments, later

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ARMIES OF CENTRAL GENERTELA





 



the Lunar Army. The Jasper Phalanx of Kalvostos in Naveria. This phalanx defeated the Bird People of Rinliddi for the Dara Happan Empire. It has special magic for fighting against the people of Rinliddi. It now serves in the Heartland Corps of the Lunar Army. The Marble Phalanx of Mesavos in Naveria has special magic for fighting against Darkness. It now serves in the Heartland Corps of the Lunar Army. Apocryphal sources indicate that at least some elements of the phalanx were destroyed at Pavis in 1625. The Onyx Phalanx was the second to be destroyed, swallowed whole by Dragons. The Quartz Phalanx originally of the city of Katchpidi conquered Rinliddi for Emperor Urvairinus in the Gods War. The phalanx was the fourth to be destroyed when it was entirely consumed by the Crimson Bat at the First Battle of Chaos. Its destruction was one of the deciding factors for the other Traditional Regiments to acknowledge Yanafal Tarnils as their newest God of War. The regiment was refounded in 1625 by the Red Emperor. The Slate Phalanx was the first regiment to record the genealogy of its founding god in public. During the Sacred Time drills the regiment would recite these names, and they would appear to the men. This subsequently became a widespread means of teaching soldiers their regimental histories. It was the third to be destroyed, defeated by the Carmanians. CarTavar the Conqueror recalled the regimental genius Deksdeddius’ human form, and then beheaded the demigod and mounted it

atop the walls of his own fortress. This regiment had special magic against the Matti Kukur, the Hilltop Bandit People. Each surviving phalanx is highly disciplined and well trained. When maneuvering, a phalanx is composed of ten ranks, each of which includes 100 files at two meter intervals. This leaves room for skirmishers to pass through the ranks prior to contact with the enemy. Just before this, the five rear ranks come forward into these gaps so that the phalanx presents a solid wall of shields and weapons 200 men wide and five men deep. The men in the front rank are veterans and the best soldiers in the regiment. For maximum defense, a Stonewall Phalanx adopts the ancient Sunstand static formation: every soldier stands shoulder to shoulder, curving around to form a circle. The soldiers are divided into four outer groups with the fifth inner group at the center. This formation presents a bristling array of spears in every direction, with no flank to turn, and is especially effective when defending against heavy cavalry. The Stonewall regiments are numbered among the few units capable of setting spears to successfully withstand a charge by heavy cavalry. By tradition, one of these elite regiments is assigned to the Provincial Army.

Stonewall Standards

The standard of the Stonewall Phalanxes mostly consist of a spear of ancient form, set across the pole with a counterweight, surmounted by a star medallion of Polaris with eight rays. At the center of the medallion the face of the regimental deity is portrayed in profile. Where appropriate, commemorative ribbons, feathers and animal tails descend from the spear. The counterweight, made of the stone for which the regiment is named, bears a Stasis Rune. The standard of the Jasper Phalanx bears a horizontal gold disk with the rays descending like the spokes of an umbrella instead of a vertical Polaris medallion. The standards of the Granite, Beryl, Marble and Jasper Stonewall Phalanxes. The standards are decorated with Like other Lunar ribbons, animal tails and a feather commemorating previous campaigns.

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THE ARMIES AND ENEMIES OF DRAGON PASS standards, those of the Stonewall regiments are decorated with victory medallions hanging from ribbons attached to the crossbar.

Stonewall Regiment Organization The phalanxes retain the organization stipulated by Emperor Urvairinus before Time. A regiment consists of ten Centuries each of a hundred soldiers; each Century consists of nine Tens of nine soldiers and a Guardian, and one Ten of specialists: the Centurion, his deputy, three bodyguards and five healers. A Polemarch commands the regiment. Stonewall Organization Polemarch/Commander Senior Kentarch/Centurion Kentarch/Centurion Lochagos /Decurion/File-Leader Dimoirites/Half-File Leader Hoplite

Daxdarian Phalanxes Dara Happan Company and Troop Organization

The Pelandan Daxdarian base number for a phalanx is five hundred men, instead of the thousand associated with a Dara Happan unit. This was a source of pride to the Daxdarians in that their phalanxes often won a fight with the larger Solar regiments. Daxdarian Pelandans boast that they are the best hoplites in Peloria. There are several Daxdarian phalanxes in the Carmanian armies. Despite their names, the Flint and Lavic Legions are not among the Ten Stone Phalanx regiments.

A: Infantry Century – ten files of ten soldiers. B: Cavalry Troop – ten sections of five riders and five horses. Line Regiment Organization Polemarch/Commander Senior Kentarch/Centurion Kentarch/Centurion Lochagos /Decurion/File-Leader Dimoirites/Half-File Leader Hastatii Sagittarii

Daxdarian Organization A regiment consists of ten companies each of fifty soldiers; each company is composed of four Tens of nine soldiers and a Guardian, and one Ten of specialists: the Commander-of-Fifty, his deputy, three bodyguards and five healers. A Rab Kisir commands the regiment.

Hightlight Regiments Throughout Dara Happan history some units have shown themselves to be more magical than others. They have been called Highlight Regiments because the high light is the special and most pure light of Yelm. The terminology has remained, even though not all such regiments are associated with Light. In general, these regiments have been favored by the generals who led them if they had a tactic which offered some battlefield advantage. Other regiments are incapable of voluntarily learning these magical maneuvers. Rarely, these unique regimental results can be duplicated by battlefield magicians, and then be cast upon an ordinary regiment.

Daxdarian Organization Rab Kisir/Commander Rab Hanse/Commander-of-Fifty Rab Eserti /Commander-of-Ten Kallabu

Line Regiments Formed by the Emperor Elmexdros, this type of regiment consists of three Centuries of Hastatii and seven Centuries of Sagittarii, named respectively for the gods Hastatus and Sagittus.

Dara Happan Standards The standards of regiments from Alkoth carry a nonhuman skull with the rune of Shargash above it, with

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ARMIES OF CENTRAL GENERTELA various bones dangling from the cross-piece. Militia standards carry a human skull, the fresher the better, instead of a non-human skull. Regiments of Yuthuppa carry a Solar disk bearing the portrait of a god in profile.

Carmanian Organization Infantry Cavalry Hazarapatis/ Asapatis/ Commander Commander Satapatis/Centurion Pascasatapatis Dathapatis/File-Leader Pascadathapatis/Half-file Leader Pasti Asabari

Carmania The Carmanian satraps maintain their own small armies. The Great Houses each maintain a household force of hazar cavalry and hoplites. The upper classes are thoroughly Lunarized, though they maintain Carmanian social traditions, including a noble class of karmanoi, a wizard class of viziers and magi, and fighters called either hazars (noble landowners) or romanak (landless soldiers). Prior to the rise of the Lunar Empire, the Carmanian army was a professional permanent standing force. The high command, using a manual they called The Twelve Commands, was flexible and efficient. Discipline and drill were held highly, regimental traditions encouraged, and adherence to magical strictures was absolute. Magic, provided by the viziers and magi, was welcomed. Hazars were the professional elite of the army, a hereditary class of heavy cavalry, many of whom prayed to Humakt and other War Gods before battle. They were supported by city hoplites, local levies, mercenaries, and foreigners. During the Zero and First Wanes, the Carmanian army was defeated by and subsequently incorporated into the Lunar Army. Ten regiments of hazar cavalry now serve in the Cavalry Corps of the Lunar Army. Three regiments of well-drilled Pelandan infantry serve in the Lunar Army. Carmanian redsmithing is considered amongst the best in Genertela, thanks to the Third Eye Blue smiths and the dwarf slaves of the City of Brass.

Cavalry Corps During the wars with Sheng Seleris, the Cavalry Corps gained in prestige and importance at the expense of the Heartland Corps. It declined in importance during the long peace of the Sixth and Seventh Wanes but in the Eighth suddenly acquires new significance when its officers were sent to hire troops and report to the front. The Cavalry Corps includes heavy and light cavalry, drawn from a variety of traditions within and outside the empire. From 1625, Lunar texts no longer describe the Cavalry Corps as a ‘true’ corps, but a collection of regiments that can be attached to the others when needed. The Cavalry Corps always included more barbarian mercenaries than citizens of the Empire. Its purpose is to form a flexible and mobile reserve for the borders of the Lunar Empire.

Hungry Plateau

The standard of a Carmanian shah consisted of a disc, half-light, half-dark, to represent the Sun and Darkness.

A tribe of Sable People settled atop the Hungry Plateau early in the First Age and have remained there ever since. The Hungry Sable Tribe and the Satrapy of Kostaddi are both ruled by their Queen, whose consorts command the Sable cavalry. The Silver Sable Lancers ride ‘Lunar Deer’, the Pelorian name for the giant antelope with curving horns. Unlike their distant cousins in Prax, they fight as a close ordered, drilled heavy cavalry regiment. They provide the Lunar Army with cavalry capable of operating in hostile terrain.

Carmanian Regiment Organization

Char-un

Carmanian Standards

The Char-un of Erigia are Pentan nomads, famous for their light horse archers, who are supplemented by a small number of elite heavily armored cavalry. The Char-un are followers of Kargzant and his council. Their purity is maintained by their priestly caste; they still herd only horses, considering all other animals to be abominations. Although this makes subsistence on their herds more difficult, it gives their priests and shamans great magical potency. They became Lunar allies in 1228 after the Battle of Seven Horses. In the battle they were fixed into place first by spells, and then by enchantment at the spectacle of the destruction of their allies. At the end of

The basic unit of a Carmanian regiment consists of a dathabam, a unit of ten men led by a dathapatis, a Commander of Ten. Ten of these comprise a satabam led by a satapatis, a Commander of a Hundred, and ten such companies are a hazarabam commanded by a hazarapatis, a Commander of a Thousand. A cavalry regiment, an asabam, is commanded by a asapatis, a Commander of Horse. It should be noted that the Carmanian term for a landed fighter, a hazar, has connotations of both free and noble, and a one of a thousand.

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THE ARMIES AND ENEMIES OF DRAGON PASS that day, the Char-un warriors swore loyalty to the Goddess in the most demeaning terms, virtually offering themselves in slavery to her. She accepted, and shortly afterwards the savage barbarians moved close to the Lunar lands, shielding the eastern border from the other nomads. After fifty years of loyal service, the Char-un received Erigia as a long-promised land grant. The tribe was displeased, for it was a dense conifer forest inhabited by elves. But in 1279 the Skyburn spell poured liquid fire upon the forests and destroyed almost all the elves. The Char-un suffered heavily in the following battle against the elf survivors, but have since adapted to live in the tough region. But opportunity there is bleak, and most Char-un people leave their bitter land when still young. The double sized regiment they provide to the Lunar Army greatly increases the number of armored horse archers available to the empire. The Char-un regularly supply one unit of heavy cavalry to the Cavalry Corps. Hundreds of volunteers from the tribe also join other regiments.

Silver Shadow is ruled by the Imperial families, many of whom maintain their own guards, though the nobility is charged to keep the Emperor’s peace. Their forces may be summoned by the Muster of Glamour, but only for divine battles or the direst of circumstances.

Lunar Allies and Auxiliaries A number of auxiliary units serve with the Heartland or Cavalry Corps.

Blue Moon Plateau The Blue Moon Plateau supplies only trollkin as troops. Persistent rumors stigmatize the dark trolls as assassins and secret marauders.

Eol The Thrice Blessed people are nomadic hunters, fishers, and herders of reindeers. They have no military tradition, other than the Thunder Delta Slingers who can manufacture special magical flint stones for their slings, and the Iceland Starclubs. Two regiments of the slingers serve with the Heartland Corps of the Lunar Army as light skirmishers.

Satrapy Armies All the satrapies maintain their own armed forces. Their makeup varies considerably. Some are little more than ceremonial guards, whilst others are better equipped and trained for war. The latter are similar to regular Lunar troops, with cities commonly fielding hoplites or cavalry, and rural regions, peltasts and light cavalry. Private armies are also maintained by temples, the wealthiest clans and other powerful organizations. These form a very small portion of the military in the satrapy but often exhibit colorful and exotic abilities. Satraps raise regiments who fight in their traditional manner, but also hire mercenaries and special Dart Warriors. Only the latter are used aggressively in Dart Competitions, whilst others can be used defensively. Regiments raised and maintained by a Satrapy are equipped according to the local traditions and the tastes and funds of their patron. Often, but not always, their tunics, helmets and shields feature some of the colors of the Satrapy.

Satrapy

Common colors

First Blessed Darjiin Doblian Karasal Kostaddi Oraya Oronin Silver Shadow Sylila

Red, white Yellow, green, white, blue trim Various; green, brown are common Red, white, green Red, white, yellow White, blue Crimson, white Red, silver, white, black Red, silver, yellow

Erigia The homeland awarded to the Char-un nomads.

Jarst and Garsting Zarkosing goat herders are often employed as slinger auxiliaries. Aristocratic Yelmalion bison-riders may also be hired.

Redlands The Redlands do not form military units beyond local militia and the Spear Sons. However, several units of Pentan nomads are recruited from the Redlands to serve as cavalry for the Lunar Cavalry Corps.

Provincial Army The army of the Lunar Provinces. Prior to 1625, the Lunar Provincial Army numbered approximately 14,000 soldiers, consisting of 9,500 infantry, 2,400 cavalry, 1,300 magicians, and 800 siege and supply soldiers. It was supplemented with over 10,000 soldiers from the Lunar Imperial Army. Each of the Provincial Kingdoms must send and support regiments trained and commanded by loyal Lunar officers of the Provincial Army. Called the Native Corps of their respective kingdoms, they are usually geographically identified, such as the Goldedge or Slavewall Regiments from Tarsh. Infantry are generally equipped with a large shield,

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ARMIES OF CENTRAL GENERTELA spear, short sword, and leather armor. Cavalry are similarly armed. No large magical units are present in the Provincial Army. The Reaching Moon priestesses and Mirin Moon Mages are powerful magicians but they cannot create cooperative mass-magical effects as the Minor or Major classes of the Field School of Magic can. Four regiments were devoured completely in the Dragonrise, as well as several elite units (such as the Aggar wyvern riders) – even their spirits were destroyed.

(1613-1621 Fazzur Wideread, 1621-1625 Tatius the Bright). The quartermaster is empowered to requisition food and goods, and distribute them to the regiments. He is assisted by teams of scribes, teamsters, wagon trains, sutlers, and other private agents. Barges and boats can also be pressed into service, where feasible, to aid in the supply of the army. The Chief of Wagons is outside of the regimental structure, reporting directing to the Provincial General. However, foraging is typically done at a regimental level, and each regimental commander makes his demands on the quartermaster for regular supply via the regimental quartermaster. Requisition is habitually done on a large scale. Vast amounts of grain (particularly maize, barley and rice) was also brought from the Provinces and the Lunar Heartlands to supply depots in Dragon Pass.

Provincial Army Organization The Provincial Overseer at Mirin’s Cross oversees the Provincial Church, the Provincial bureaucracy, and the Provincial Army. The Provincial Army is divided into the Native Corps regiments provided by each of the Provincial Kingdoms. The hierarchy of the Provincial Army is divided into a number of commands.

Logistics: Lunar Army

The army on the march usually supplies itself through a combination of carrying necessary supplies with it, baggage trains from the supply depots, and foraging from the surrounding land. Overland supply lines must be protected, with troops assigned to convoy duty to protect them from ambush. On the march in conquered and pacified regions, a Lunar regiment takes food, fodder, animals and water from the settlements it passes by. Sometimes the regiment commander pays for provisions; often locals are lucky if the supplies are all they take. Foraging was exceedingly difficult in the winter of 1622 and the famine year of 1623 (some suspect Tatius moved the main Lunar Army to Esrolia simply to more easily feed it). March discipline varies with the regiment. Some march in good order and formation, others are less organized and look like an undisciplined mob. There are usually several short halts and a longer midday halt of an hour, during which the soldiers eat. Regiments are typically billeted on local villages, or, if there are no villages or the populace are considered too dangerous, the regiment must make camp. A typical day’s march of a Lunar regiment and its baggage train is about 16 km, but 24 km or forced marches of 32 km are not unknown. A regiment is preceded by scouts, often mounted, followed by the bulk of the regiment, with a rearguard behind the baggage train. The baggage train carries materiel for the regiment when in the field. For sieges, the additional siege engines or artillery, ammunition, and its required transport is called a siege train. The baggage train may also include noncombatants, including auxiliary servants taking

Imperial Provincial General Chief of Companions

Chief of Wagons

Chief of Liaison (Chief of Barbarian Affairs)

Chief of Intelligence

Field Commanders

Commanders [of Brigades] Regiments and Vexillae     

Field Commanders: command Divisions of the Provincial Army. Beneath them are ranked the commanders of regiments and vexillae. Chief of Intelligence: commands scouts, spies and assassins. Chief of Liaison: commands liaison with local authorities, including native chiefs and kings. Chief of Wagons: quartermaster. Chief of Companions: commands the bodyguard of the Imperial Provincial General.

Quartermasters The Chief of Wagons is quartermaster for the Provincial Army and must know all the roads, sources of food and goods, and other necessary cogs for efficient supply of the Lunar Army in Dragon Pass. Anqus Farquinils was the quartermaster for the Provincial Army and reported to the Provincial General

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THE ARMIES AND ENEMIES OF DRAGON PASS care of pack-animals, specialists such as redsmiths and carpenters and more informal services. The number of camp followers can outnumber the regiment itself, adding to its logistical problems. On the march, Lunar soldiers in the provinces can requisition locals to carry their packs for up to seven kilometers. Regimental quartermasters answer not only to their regiment but also to the Chief of Wagons. After the conquest of Sartar, fortified supply depots were established in cities throughout Dragon Pass. The Field of the Tents of Silver (the Chief of Wagon’s main supply base and training camp) was just west of Alda-Chur. The presence of the vast camp, with its constant need for crafters, supplies, and transport, added much to the economic life of the city. When Alda-Chur joined Argrath’s kingdom, the stores there equipped a large proportion of the Sartar Free Army with Lunar equipment. Much was pressed into service, with the Lunar emblems and symbols removed.

Aggar A rough land of craggy hills and steep valleys, mostly untamed. Its hills and woods are still ruled by Orlanth worshiping barbarians who regularly exert their surly independence. Many claim descent from the Alakorings settled there by Verenmars in the Second Age. The valleys are ruled by a Lunar king whose loyal subjects include the lowland farmers, the small populations of the cities, and the merchant class. West of Aggar lies chaotic Dorastor, and north of it lie other Lunar provinces. Highland Aggar armies are typical Orlanthi in composition. The lowland Lunar armies are similar but include two regiments of Yelmalio pikemen. Aggar is in the midst of a civil war. Since 1615 an escalating series of feuds and raids between leading hill clans have reduced the king’s authority to little more than the lowlands. In 1620 the king attempted to restore order by force, but merely succeeded in causing civil war between the traditionalist Orlanthi and the more cosmopolitan lowlanders.

Holay The Provincial government is headquartered at Mirin's Cross in the Citadel of the Seven Seals. Although Yelmalio has been the divine defender of Mirin’s Cross since the Second Age, its tribal guardians are Redaylda and her husband Hyalor. Holay contributes a variety of regiments to the Provincial Army.

Military Intelligence Corps The Emperor’s Spoken Word is an internal security organization policing the political and military spheres. In the provinces, the Spoken Word reports to the Provincial Overseer in Mirin’s Cross, the superior of the Imperial Provincial General. The Provincial Army maintains its own intelligence assets.

Holay Standards When the Lunar Empire expanded into Saird and created the provincial headquarters at Mirin’s Cross they appropriated the old standard of the ‘Land of Heroes’ for the newly created Provincial Army to inspire the armies of Saird and Tarsh. Saird has always had a special relationship with canines, kept alive through the peasants’ worship of Jajagappa, often in defiance of their overlords. King Verenemars organized Saird against the dragons and began Holay standard and shield great sacrifices to depicting the Dog God Rowdril. strengthen Jajagappa The standard also features the and roused the Dog Dog Rune.

The Lunar Provinces

An Aggar Weaponthane wearing a decorated bronze cuirass with attached pauldons over a long wool tabard embroidered at the edges. His legs are protected by laced boots of thick leather. The helmet has hinged cheek-pieces decorated with feathers and a horse-hair plume. His leaf-shaped bronze sword is used for slashing and thrusting. Its scabbard is richly decorated.

The five tributary kingdoms of the Oslir River and Dragon Pass (Aggar, Holay, Imther, Tarsh, and Vanch) are much larger and more important than the tribal areas in Talastar to the west. These all have troops that are not part of the Provincial Army (although Holay committed a substantial amount of its forces to the Provincial Army in Dragon Pass).

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ARMIES OF CENTRAL GENERTELA Peoples against the EWF. One of his actions was to raise a prehistoric war banner to rally them. Upon that banner was the great war hound Rowdril, a son of Jajagappa.

The Tarshite tribes were the descendants of refugees who fled from the expanding Lunar Empire into Dragon Pass during the time of Arim’s Secret Kingdom. They came from southern Peloria, most from the Kynnelfing Alliance, from the lands that are now Aggar and Holay. Some were patrilineal, belonging to their father’s lineage; others are matrilineal, belonging to their mother’s lineage. The Tarshites own slaves. Lunar Tarsh is no longer organised along tribal lines. The cities instead serve as administrative centers for the local region, though clans continue to endure, but are much less geographically defined. Tarshite armies are typically Orlanthi in composition though several regiments of Lunarized professional soldiers are maintained by the king and various cities. These form the core of the Lunar Provincial Army. The strip along the Oslir River from Furthest to the Temple of the Reaching Moon is densely settled with colonists from the Lunar Heartlands. Most have been there several generations, the descendants of those were granted land by King Phargentes. They speak New Pelorian as their primary language, although many speak Tarshite as well. There are garrisons in each of the major cities, augmented when necessary by the city militia on the walls. The Lunar king can also call on a regiment of Yelmalio pikemen. After the Dragonrise in 1625, the Provincial Army is replaced by the Native Furthest Corps.

Imther Imther lost much of its southern agricultural land to Holay in 1612 and only continued to prosper because of its ruler’s relationship with the dwarves of the Imther Mountains. When King Margor died in 1623, last of his line, the trade with the dwarves ended, throwing the kingdom into political and economic turmoil. Whilst he lived, the king avoided sending his Wilktar tribesmen to serve in the Provincial Army as it would have made Hilltown vulnerable to Vanch. The Laramite tribe tend to send their sons to Kareiston's Temple to serve as mercenaries there.

Tarsh A land of rolling hills and lush valleys, Tarsh is a large tribal confederation ruled by a Lunar king. His dynasty has provided peace and security to the dominant farming culture for many generations. The King of Tarsh serves as the chief priest, commander-in-chief, and chief judge for the tribes and cities of Tarsh and as the chief judge and military commander for the Lunar province of Tarsh. The king pays an annual tribute of silver, goods, slaves, and Standard of Tarsh obedience to the Lunar Empire in the person of the Provincial Overseer, whose residence is in Mirin’s Cross, several days down the Oslir River. As a Provincial King, his decisions can be appealed to the Provincial Overseer, although that is an expensive, and thus, rare process.

Tensions in Tarsh

Until his retirement, General Fazzur Wideread was the most powerful noble in Tarsh and second only to the king. The uncle of King Pharandros, holding the imperial offices of Provincial General and previously Governor-General of Dragon Pass, Fazzur was a valued counselor and loyal supporter of his nephew. In early 1622, however, the Red Emperor removed Fazzur from his imperial offices. Although Fazzur remained the king’s preeminent general, King Pharandros attempted to assassinate his most powerful supporters in 1625, while Fazzur was fighting in Sartar. The king failed and Fazzur returned to his family lands on Kordros Island with many armed supporters. In 1627 he rules much of Kordros without regard for decrees coming from Furthest. The soldiers of the Tarsh Native Corps remain devoted to him, perhaps more loyal to him than to his nephew, the king. His eldest son, Onjur of Dunstop, remains in his post as the captain of his father’s old cavalry regiment.

Pharandros, King of Tarsh

The king was educated in Sylila and Glamour and is steeped in the subtleties of Lunar Magic and imperial intrigue. An initiate of the Red Goddess, Pharandros is descended from the Red Emperor on both sides of his family. The most powerful king in the Provinces, Pharandros spends regally on both frivolities and the military. Like his father before him, Pharandros is a patron of scholars and mystics.

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THE ARMIES AND ENEMIES OF DRAGON PASS farmsteads and tribal capital. The following example tribal totals are typical.

Tarshite Standards The standards of the Kingdom of Tarsh carry a gilt figure of the Red Goddess at the top, with a banner depending from the crossbar depicting Hon-eel, the founder of the Lunar dynasty of Tarsh, standing over a fallen foeman.

Tribe

Militia in the field

Tribal Cavalry

Cinsina

500 800 500 750

100 300 130 150

Vanch

Colymar

Vanch provides light troops, hoplites, and Sun Dome Templars.

Kheldon Malani

Noble Cavalry

Chariots

130

20 20

100

The cavalry especially later formed the core of regiments in the Sartar Free Army, with bands of militia rotating through the tribal levies. Each of the cities of Sartar have their own fyrd, which rarely numbers more than a few hundred. As tribal centers, each confederation can raise fighters drawn from several tribes. Jonstown, for example, theoretically combines the forces of the Cinsina, Culbrea, Malani, and Torkani, but tribal rulers may not commit any or all of their fighters to confederation forces. These maximums may not be realized.

Private Vexillae Numerous private vexillae composed of mercenary companies are active in the borderlands of the Lunar Empire. Those active in Sartar prior to the Rebellion included the Scorching Swords, raised in First Blessed, and the Silverflames raised in Silver Shadow.

Sartar Free Army The Kingdom of Sartar is the epicenter of the Hero Wars. This rugged mountain kingdom has a traditionalist Orlanthi culture related to the Hendriki of the south. It is a tribal confederation held together by loyalty to a sacred ruling family. Sartarite armies were typically Orlanthi in composition until the formation of the Sartar Free Army.

City Confederations Boldhome Jonstown Swenstown Wilmskirk

Kallyr’s Army Kallyr’s army of the rebellion of 1625 was primarily composed of the tribal armies, though it also included elements that later formed part of Free Army. City Ring and tribal fyrds formed the core of her army at the Battle of Dangerford, which also marked the first appearance of the Eleven Lights. At the Battle of the Queens, her forces numbered some 4,000, facing approximately 5,000 Lunar soldiers drawn from the Native Furthest Corps supported by the Silver Shields regiment. Her mobile army at the Battle of Queens was drawn primarily from the Cinsina, Colymar, Culbrea, Kheldon, and Malani tribes. These comprised a half muster of the militia fyrds, cavalry, noble cavalry and chariotry. After Kallyr’s death, Queen Leika Black Spear of the Colymar drove the enemy facing her into the river where they drowned, halting the Lunar attack. Next day, she harried the survivors as they retired to Alda-Chur. Sartarite tribal armies are typically divided between the militia, who make up the major portion of the fyrd and fight in the shield-wall or as skirmishers, and nobles and priests sufficiently wealthy to fight afoot in the shield-wall, on horseback or from a chariot. The full muster of a tribal army rarely fights away from its lands, as sufficient numbers must be held back to protect the

Militia

2,000 2,000 1,000 1,000

Cavalry

1,000 1,000 500 500

Chariots

40 5 10

Argrath’s Free Army Argrath began assembling his Free Army soon after he was driven from his home on Starfire Ridge, when he took refuge among the nomads of Prax. Very few units of the Sartar Free Army units existed prior to 1621 and many others do not appear until after 1628. The Sartar Free Army is an innovation created by Argrath. As a professional army, it can fight all year round. Many within its ranks are mercenaries, but for the fact that Argrath gives them a banner to fight under. However, warbands come and go, raised by local leaders, ambitious warlords, and charismatic priests. The composition of the army and its allies varies from season to season except for the Sartar Magical Union and some of the core Free Army units. The Sartar Free Army is a motley conglomeration of many causes, defying neat and easy organization. Constant warfare, and the appropriation of supply depots gained much booty from the better-equipped Lunar Army, so that arms and armor often resemble that of their Lunar foes. Steady fighting evolved some units that were trained as regulars and well outfitted. The other major Sartarite military forces consist of the heavily armed and armored hosts of the most powerful tribes, the Culbrea Headhunters, the Kheldon

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ARMIES OF CENTRAL GENERTELA Antlercase, the Colymar and the Malani Tworidge. The warbands within these tribal hosts are not static and the composition of a tribal regiment varies over time. Whilst the Sartar Free Army includes some troops from Esrolia and Heortland, those nations provide much of the coin required to fund the army. Argrath receives tribute from Nochet and the other cities of the Holy Country, which allows him to maintain the Sartar Free Army as a full-time force. The war-torn Sartarites form the bulk of the troops.

being renowned ‘ring-givers’. The standing army of a Prince of Sartar prior to the Lunar conquest consisted of the Telmori Royal Guard numbering a hundred braves who swore loyalty unto death to the House of Sartar, other mercenaries, local and foreign, including the local Humakti Battalion of Dragon Pass and the City Ring militias. Some elements of Argrath’s Sartar Free Army continued to reflect the traditional composition of units by a fluid number of warbands. The new regiments, both magical and mundane, adopted the basic organization of a Humakti Battalion, utilizing the structure of Ten-Thanes and Hundred-Thanes. The numbers of fighters in a militia remained variable, affected by season and the size of a clan or tribe. The size of a warband varies.

The noble companion of a petty king, a thane is trained to fight from horseback and usually wears short trousers of leather or wool beneath the skirt. He wears a bronze corselet with shoulder pieces and neck guard, and a decorated bronze helmet with cheek-pieces and feathered crest. The exposed throat is covered by a silver-plated gorget, decorated with bands of relief ornamentation. He also wears bronze greaves and carries a long leafshaped sword, an ornate round shield, and javelins for throwing.

A professional warrior equipped by a clan chieftain or tribal king and who serves as one of his household bodyguards. She rides a sable antelope (Praxian beasts are common riding animals in much of Dragon Pass) and wears short trousers of leather or wool beneath the skirt. The bodyguard wears a bronze helmet with cheek-pieces and a nose guard, bronze greaves, and short cuirass of boiled-leather scales. She carries a leafshaped sword, and a round shield marked with magical runes of Movement and Mastery. The bodyguard also carries two javelins. Such a warrior is typical of the heavy cavalry that formed the household retinue of Sartarite kings during the Hero Wars.

Sartar Regiment Organization Orlanthi culture is based in the organization of clans and tribes and the confederations derived from these. Amongst the tribes, most Orlanthi men have some military training, and are required to carry at least javelins and thrusting spears. Many carry an axe or sword, and bear a round shield; some carry bows or slings and bear light shields. They wear at least a quilted and padded jerkin or doublet, and a stout hat. The thanes and nobles can fight from horseback, and wear bronze armor. Orlanthi armies have always consisted of bands of free footmen and women, armed with spears, swords or axes, and skirmishers armed with slings, javelins and bows. These tribal armies are led by elite mounted thanes, supplemented by bodyguards known as housecarls and by bands of mercenaries. The latter groups are the actual warriors of the tribe and most likely to be well trained and equipped. The clan and tribal militia is effective in fighting with the fyrds of other clans and tribes, but it is not a standing force and rarely fights far from its own territory. The tribal militias of the City Rings formed the militias of the old Sartar royal army, but after the years of the Occupation these were ill-equipped and poorly organized. A large portion of Sartar’s forces are mercenaries, much as tribal kings attract men to their service by

Military Intelligence Corps The Sartarite intelligence apparatus is primarily derived from the spy networks of the period of the rebellion. The largest and most extensive is the Issaries cult’s ‘Two-Penny’ network of contacts and professional spies.

Miscellaneous Titles The political organization of the restored nation and the growing polity ruled by Argrath retained and reused historical titles. Eorl: a rank equivalent to general or warleader, appointed by the Prince of Sartar prior to the Lunar conquest. Sherriff: a thane given delegated authority over a locality by a clan chief or tribal king. Warlord: a historical title used by the Princes of

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THE ARMIES AND ENEMIES OF DRAGON PASS Sartar as rulers of the Far Point. Argrath takes the title Warlord of Kethaela in 1628.

clan system but hire out to clans, tribes or cities. The most famous Humakti Battalions in the early Hero Wars in Dragon Pass are the Brotherhood of Death, the Swordbrothers of Prax and the Temple of the Wooden Sword, a ‘wandering regiment’ that has formed and disbanded throughout history.

Humakti Battalions The Humakti form distinct groups outside the society of clan and tribe. They are often divided into warbands organized within a militia or a mercenary company. To be a Humakti Battalion, a mercenary company must have a Rune Lord or High Priest titled a ‘Sword’ in command. Battalions are known as ‘The Thousand Humakti’ but battalions of that strength are rare. A Battle Leader commands the battalion and commands ten other Swords called Hundred-Thanes, each of whom in theory commands ten Swords called TenThanes. In Saird, due to northern Pelorian influence, Battle Leaders are sometimes titled Polemarch, Hundred-Thanes are titled Centurions, and TenThanes, Decurions. Battle Leader is an elective post, selected by the Hundred-Thanes when the previous commander dies or resigns. The Battle Leader of the battalion has a bodyguard including a standard-bearer who must guard the standard with their life, and a horn blower to relay commands. The battalion usually has a support staff consisting of redsmiths, administrators and Arroin healers. Each Hundred-Thane commands a Hundred and has a dedicated bodyguard consisting of a Shieldman and Swordman, a servant to look after their gear and a secretary to attend to the administrative needs. A Hundred includes one or more healers, usually Chalana Arroy cultists who are specialists in Arroin tradition healing using organic and mineral materials (many Humakti have geasa against magical healing). A Ten-Thane commands a Decad consisting of themselves and nine Humakti. In practice, this structure is rarely as clean as it should be. Humakt being the sort of deity he is, holes always are appearing in the Table of Organization. Sometimes there are more Ten-Thanes depending on the current population. These extras are fitted in wherever they can be, with the sure knowledge that vacancies for their promotion will arise shortly, as other Swords move on or die. It is more common for a battalion to be well under strength even just of Initiates, and for a Sword to hold a senior and junior officer position to fill all the required ranks.

Pavis Royal Guard The Pavis Royal Guard and the Zebra Tribe retain their ancient military organization (which may date back to the days of the Empire of the Wyrms Friends). Pavis Royal Guard Organization Champion of Pavis Commander of Horse Regiment/ Tribal Band Captain Troop Sub-captain Section Trooper

Uroxi Warbands Many Orlanthi clans include Uroxi among their mercenaries and bodyguards. These Bullmen are prone to frenzied battle rages, reckless of their personal safety or survival. They are excellent spearhead troops, especially at the apex of a Boar’s Head wedge. Most Uroxi belong to independent warbands commanded by a Bull Priest or Storm Khan – the Praxian term for a chieftain. They wander searching for and eradicating Chaos. If two warbands meet, a ritual duel of head-butting determines which is senior for the duration of the meeting. Uroxi warbands are independent of any clan or tribe; an Uroxi may serve as a housecarl to a chieftain or tribal king but must always answer the call of his warleader.

Orlanthi Standards In battle some Storm standards crackle and spark with orange or blue lightning or may be surrounded by a blowing wind.

Humakt’s Raven Banner A red banner depicting a raven upon a Death Rune. When carried into a fight, this battle standard is claimed to guarantee victory in battle. However, it does so at great cost: the standard-bearer is always killed. The raven is a common scavenger on the battlefield. As a banner it warns the foe of the fate awaiting their bodies for opposing it.

Humakti Organization Battle Leader Hundred-Thane Ten-Thane Warrior

Battalion Century Decad

Battle Banner of the EWF The Battle Banner depicts a standing dragon about to

Humakti mercenary battalions exist outside the

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ARMIES OF CENTRAL GENERTELA bite its own tail, which arches over its back. The draconic banner of the EWF had not flown since the empire was betrayed by their dragon allies and destroyed. Before that time it had helped to assure victory whenever it was unfurled. The banner was left intact in the headquarters of the EWF when they were annihilated. Although people tried to use it afterwards, no one could unfurl it. When the Invincible Golden Horde came from the north they burned the old headquarters down, and everyone presumed that the banner was destroyed then. Argrath went into the east and found people awaiting him, who aided him in its recovery and to master its powers. The banner depicts a dragon, which moves and roars as the banner furls and unfurls.

them together by creating new secret societies; it is a compliment to his skills that he put together such diverse and often hostile individuals to make compact and effective fighting units. This high understanding of magical principles should have been far beyond Argrath’s skill and experience. A warlock of one of the Eaglebrown Warlocks magical society. She is trained to fight from horseback and is heavily tattooed. Her hauberk is of bronze scales with shoulderpieces. The ornately decorated helmet has feathers and bronze wings. The magicians of the Sartar Magical Union are popularly called warlocks after a derisive comment by the Lunar general who opposed them at the Battle of Sword Hill. They have been taught techniques to wield great magical power through meditation and other strenuous disciplines. They include men and women in roughly equal measures, as well as a substantial minority not so easily classified, far more than in the surrounding population. Argrath taught them to perceive a higher consciousness through their inner eye; these teachings are very similar to those Arkat taught his Companions but include some element of draconic communication. The meditative disciplines practiced by Argrath’s warlocks include dance, chants, breathing techniques, postures, and other rites. Some rites include elements of Auld Wyrmish, both spoken and danced. The warlocks belong to other cults as well as that of the magical regiment; Lightbringer cults predominate, but some warlocks are Malkioni, shamans, and even Lunar cultists. Argrath’s magic uses an eldritch blend of Arkati secrets, Praxian shamanism, God Learner theory, draconic mysticism, and even Lunar illumination, combined with more traditional cult practices. The magicians in most units come from a variety of different magical backgrounds and cults; by using Argrath’s teachings they can summon their collective over-soul, the wyter. To do this, the magicians perform arduous disciplines, which can take the form of meditation, austerities, chants, ecstatic dance, and even sex, to achieve a higher consciousness and unshakeable focus. This technique is sometimes called “egg hatching” or “hatching and birth” and is analogized with the labor every mother puts in delivering her baby. While performing their collective rites, the magicians are physically defenseless and must be defended by bodyguards. Many commoners suspect the warlocks are Argrath’s bonded tricksters (and a substantial number

Sartar Magical Union The Sartar Magical Union was Argrath’s extraordinary innovation. The first documented appearance of what became the Magical Orlanthi Banners Union is thought to have been at the Battle of Pennel Ford in 1624. The Battle of Sword Hill in 1627 is rightly celebrated as the first joint appearance of the Eaglebrown Warlocks and the Eleven Lights. In Sartar, these are secret magical societies that often cross tribal boundaries but are allied with Prince Argrath. While the Lunar Schools are trained together and have comparable magical power, the magical regiments that Argrath organizes are a dizzying array of temple priests, bush shamans, twisted philosophers, wandering devotees, crazed holy men, a mystic or two, and numerous adventurers. The more powerful magicians are relatives of the Storm God, who has headed the local pantheon since the God Time. Yet Argrath melds

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THE ARMIES AND ENEMIES OF DRAGON PASS are Eurmal cultists). The warlocks are widely feared, and their cryptic and often transgressive words and deeds do not endear them to the superstitious. They are nonethe-less under the direct protection of the Prince, who favors them greatly.

The Sartar Royal Guard The Royal Guard has a longer history than most Sartarite regiments. When the Hero Sartar sought peace with the Telmori Hsunchen, he brought them Ostling Four-wolf to be their king. Ostling knew the secrets of their Wildday change and the people had hope that their curse could be lifted. Sartar’s granddaughter, Onelisin Cat-Witch took Ostling Four-wolf as a lover. Their child was Kostajor Wolf-Champion who was always loyal to his kin, and he formed the Telmori Royal Guard to protect the House of Sartar. When one of the bodyguards died, the body was sent home to the Wolf Hills and another brave traveled to Boldhome to take their place. When a body could not be recovered then there was no replacement - the bodyguard once numbered 120. In 1613, when Starbrow raised the tribes in rebellion, the Telmori Royal Guard fought for her, but when Prince Temertain was installed in the Royal House in Boldhome that year, their oaths required them to support the pretender. When rebel Humakti assassinated him, the Telmori blood connection to the House of Sartar was severed. The Telmori Royal Guard disbanded, abandoning their homes in Boldhome, and returned to the Wolf Ridges. In 1628 Argrath refounded the Royal Bodyguard to replace the Telmori bodyguards who had previously guarded the Prince of Sartar, the Sacred Flame of Sartar and the Royal Palace. The new Royal Guard recruits from amongst the Orlanthi of the nation, being equipped as heavy infantry (using much captured Lunar armor and equipment) and armed with sword, spear, bow, and shield. Their captain is titled the Guard-Thane, one of the royal functionaries of the court of the Prince of Sartar.

Sartar Free Army The Free Army assembled gradually. Initially it consisted of the native Sartar tribal militia and the first regiments of the Sartar Free Army and the Sartar Magical Union, reinforced by Praxian nomads and some Holy Country volunteers, carried the weight of the early fighting. At the outset of the Hero Wars, it includes a very large number of outlanders. Three Praxian secret societies, united by loyalty to Argrath formed the initial core. Tribes such as the Colymar and the Malani joined the Free Army when Argrath came to Sartar. To this were added exiles and outlaws who fought against the Lunar Empire, like the Thieves’ Arm and the Freemen, and volunteers from elsewhere, such as the unit led by Gold-Gotti, himself a Wolf Pirate. In 1625, Argrath became king of New Pavis and Pavis County. The reformed Pavis Royal Guard are sworn to his service as their king and high priest of Orlanth for the city and surrounds. As the rigours of war continue, the early tribal militias are supplemented and then gradually replaced by volunteers, both natives who joined the standing regiments, and others, individually, in companies or even entire regiments who come to Dragon Pass from across the world. This permits the militias to return to their lands to work and defend them. Militia units on campaign are paid as if mercenaries. A member of the local clan militia. All free men (including women who are members of warlike cults) are expected to fight on behalf of their clan and follow their chief into war. This warrior is dressed like an ordinary herder or farmer, but is armed for war. He carries a round shield, made of wood and covered with tough cowhide fixed to the wood with bronze nails (forming patters like the Air Rune). The hide is often painted with blazons of geometric patterns (likely favored Runes), animals, or mythological scenes. These are purely individual in character. He wears a helmet made of leather or bronze. This is his most valuable piece of armor. He wears a leather or quilted-wool jerkin to defend his torso, and carries a pair of javelins, and a thrusting spear. Belted to his waist is a bronzeheaded axe.

Sartar City Militia The tribes of Sartar are organized into economic cooperative ventures centered on the cities. Their troops, when summoned, formed the tribal militia of the Sartar Army.

The Barbarian Horde In 1624 Argrath allies with the immortal Hero Jaldon Toothmaker at the edge of Prax. Many Praxians warleaders flocked to Jaldon, as they had in ancient times. One such leader was Yazurkial Blue Llama, who owed Argrath an old debt and brought many clans and several spirit societies to his cause. Other leaders came because they too owed Argrath, and still others were lured by the prospect of Lunar plunder. The exact composition of the Barbarian Horde changes year by year, although Jaldon Toothmaker and

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ARMIES OF CENTRAL GENERTELA the magical units are present every year. Some years, the High Llama Tribe predominates, other years the Bison Tribe, the Sable Tribe, or even the Impala Tribe.

and run down almost any creature that walks. They are effective fighters in desert, steppe, or mountains but are susceptible to very cold conditions. In time of war their basic unit is a Ten of ten warriors; five Tens is a Line; ten Lines are a Wing, and two or more Wings is an Impi or regiment. An Impi is commanded by a senior warrior titled the Iduna. The Agimori tribe can rarely field more than two Impi at a time. The majority of warriors of an Impi carry pikes and fight in a phalanx at least four men deep. The first four ranks will have their pikes lowered in combat; the ranks behind them hold their pikes at vertical as protection against missiles. The first rank carries the shortest pikes: about 3.6 meters long with each successive rank roughly a meter longer so that the pikes of the fourth line extend the same distance from the front of the phalanx as those of the first rank. To be in the first line is a great honor; only the bravest and most experienced fighters can win a place there. Either flank of the phalanx is protected by younger warriors armed with javelins and fighting as peltasts.

Independents Androgeus Androgeus is a complex and intriguing figure. She has claimed that the masculine Sky was his mother and the feminine Earth is her father. Others claim Androgeus is such a liar that he would lie to herself. His physique upholds her bizarre claim, for he is sometimes a man and sometimes a woman, but never quite content with either. As a result of her history, nearly everyone distrusts him, and Androgeus in turn trusts almost no one and causes trouble wherever she goes. Androgeus came to Glorantha during the Great Darkness when the world was turned upside down and he did her best to turn the world from Darkness, using methods of war and love to achieve her ends. His travels covered three continents, and she even walked the upper slopes of the Spike before it crumbled into sand and pearls. During the God Time, he mothered five children and fathered four, and managed to save thousands of mortals from Death. Her children are too many to name, but five are well-known: the Preserver, the Twisted Horse, Goldtooth, Wily Joker, and Yellow Bear. The agonies which they inflicted upon mortals since the Dawn are hideous and innumerable. His actions resulted in her baneful attachment to this world by a web of grievances, vengeance, debts, and a mystic link between Time and the God Time. As a result, he has become the eternal servant of suffering people. During Time, Androgeus has appeared in almost every region of the Middle World. She has died many times, but he has always been reborn. She appears without warning, and he departs without farewells. Androgeus is destined to play a role in the forthcoming Hero Wars. Some say she only wandered through Dragon Pass once during the Hero Wars in 1633, when he instigated an uprising among the clans of the Bush Ranges.

Beast Men The Beast Men include centaurs, manticores, minotaurs, satyrs, and many other rare forms. The Beast Men live an utterly simple existence, disdaining most tools, shelters, or other human items. Daily life revolves around rituals of fertility and natureworship. Beast Man culture is dominated by the centaurs, who are considered to be first in prestige among the various subtypes. Centaurs are almost always accepted as leaders of the many types of Beast Men in times of emergency. Thus, when warfare intrudes into Beast Valley in Dragon Pass, bands of satyrs, minotaurs, and even manticores are found following Ironhoof and his captains. Centaurs are unafraid of mêlée even against armored cavalry; many are skilled archers and act as skirmishers. Minotaurs fight using fearsome double-headed axes in an open formation. When charged by cavalry minotaurs meet the attack head-down to utilize their horns, in a manner similar to a human shield-wall. Satyrs use missile weapons and magic pipes capable of causing enemy cavalry to charge or halt. When attacked, satyrs retreat through the open ranks of the minotaurs.

The Agimori of Prax Great hunters and deadly fighters, the Agimori are considered by many to be the finest infantry in Glorantha. They originally came from Pamaltela in the God Time and stand much taller than most humans, and need little water and less food to thrive. They fight with very long spears against their foes, unafraid of even the charge of the Bison people. Unlike the Five Great Tribes of Prax, the Men-and-a-Half do not rely on herd animals for sustenance. The average Agimori stands 1.8 meters tall, they have the advantages of reach and height over other fighters. They have been known to run 64 km a day,

The Black Horse Troop Sir Ethilrist was a famous fighting man before he was twenty. He formed the world’s finest fighting unit, later called the Black Horse Troop. Their devotion to war took them across Glorantha, and Sir Ethilrist filled his home (modestly called Muse Roost) with the plunder of

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THE ARMIES AND ENEMIES OF DRAGON PASS empires. His veterans retired to the lands surrounding his home (an illegal land grant from the Red Emperor) and in exchange for the grant, Ethilrist gave thirty years’ loyalty to the Empire. For all his military fame, Sir Ethilrist is most famous for his invasion of the Underworld, in which he gained his Hero status and returned with the plunder of Hell. Among his treasures, he captured the Hound and the Cloak of Darkness, and a herd of demonic Black Horses. He stole these from the herds which had accompanied the Sun into the Underworld. In Hell, the Sun Horses had become demonic, carnivorous, with razor sharp teeth and retractable claws, with natural armor and the ability to see in the dark. A new Black Horse is not foaled until one has died, for Ethilrist took only 2,600 Black Horse spirits. The Black Horse Troop mercenaries wear heavy bronze or cuir bouilli armor in diverse styles, and helmets decorated with red feathers or red horsehair. They carry lances, swords and shields. They call themselves Ridderan (warriors). Those who ride the demon horses are controlled by their mounts. Each troop is supported by fearsome sorcerers who follow a strict and harsh regimen, and use magic developed by Sir Ethilrist himself during his Heroquest through the Underworld.

himself where he has endured as one of the Unliving. At the heart of the ever-expanding Upland Marsh are many undead strongholds, most inhabited by his bizarre undead constructs. In the waters swims an undead killer whale and other abominations. The Necromancer has remained safe within his domain through the Inhuman Occupation and the eventual human resettlement of Dragon Pass. The Princes of Sartar forbade their subjects from entering the marsh, reinforcing the fortifications on the east shore of the marsh. The coming of the Lunars ended the virtual truce between undead and the living. In 1602 Lunar emissaries convinced the Necromancer to send his walking corpses to engage Runegate to weaken the fort for their onslaught, promising him all the defenders as corpses. His undead walked and shambled out of the marsh, weakening the defenders and exhausting their healers and other magicians. The Lunar troops used the fallen walking corpses as assault ramps but pulled back just before the surrender seemed imminent. Instead, the Crimson Bat flew over the town and settled, crushing the walls, and devouring everyone. There were no corpses to replenish the ranks of Delecti’s undead army, and since that day he has sent few minions outside the confines of his marshy realm.

Dorastor Cragspider and her Allies

Broo warbands are common, but Ralzakark has imposed unparalleled levels of organization and structure on his followers. They are well trained, but the size of his army is unknown, though he is acknowledged as commanding the largest broo army in Genertela23. His Sword Broo profess to worship Humakt and form the equivalent of Humakti Battalions, A Sword Broo in perhaps similar to the rumored the service of Broo Regiment of the Lunar Ralzakark. Empire. They name Humakt as the Harbinger of Chaos, claiming that his sword made the wounds that permitted Chaos into the world. Chaos creatures often manifest Chaos Features, making their abilities, strengths, and weaknesses unpredictable.

Trolls claim that Dagori Inkarth is the oldest troll settlement on the Surface World, originally dug out by the great Heroes, Gore and Gash. Even the air and sky around it seems infected by Darkness. Sporewood, a vast forest of fungi, covers a portion of its land, and the Spiderlands, haunted by spiders, covers another portion. Though often invaded, it has never been conquered.

Cwim Cwim, the spawn of Thed and Wakboth, is a monstrous Chaos entity of the Wastelands beyond Prax. It moves its feeding grounds on occasion, although it prefers to be in relatively fertile Prax. It has been known in past centuries to roam into regions bordering the Wastelands: Dragon Pass (during the Second Age); Kralorela (in the First Age); and Teshnos (First and Third Ages). In Sartar, it is most likely to be encountered east of Swenstown in the Pol-Joni March.

Delecti

Logistics: Everlast Biscuits

Delecti the Necromancer is one of the few existing relics of the Empire of the Wyrms Friends. After the fall of the empire he made a vast marsh to protect 23

These are the rations of Ralzakark’s troops, consisting of a durable jerky of prepared walktapus tentacle, stored in a container. On the during the Hero Wars, expanding out of the Nargan Desert to overrun large tracts of the continent.

The broo Dinsender Army in Pamaltela grows to be much larger

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ARMIES OF CENTRAL GENERTELA been known to use weapons which are undreamed of by other races. In the Second Age they used devices called guns, and mustered an unbeatable regiment armed with pike and musket. It is believed that this invincible regiment of the Second Age still drills inside Nida to the northwest. The whimsical Dwarf of Dwarf Mine has rented out a battery of giant guns, called the Cannon Cult, on several occasions.

march, the soldier flays off and eats pieces of the fresh ever regenerating meat. This reduces the need for foraging or a baggage train. The biscuits can also be sown in enemy territory as deadly weapons. Each matures to become a fully-grown walktapus.

Dragonewts The dragonewts appear in several different shapes, although they claim all of them are one species. It has been generally agreed that the various forms of dragonewt are different stages of growth. Their colors are variable from individual to individual, and even sometimes changes according to instinctive needs or the creature’s intelligent volition. In any case, they have been reported to be of every natural color. The dragonewts are feared by other sentients, as much for their unpredictable behavior as for their kinship with the dragons that devoured all during the Dragonkill. Dragonewt weapons are never made of metal. Stone and wood are the most common materials for both crested and the younger beaked stages. They later attain weapons made from dragonbone which are magical in nature and can be made to grow along with the individual. The klanth, a weapon made with flint or obsidian blades set into a wooden haft and grip, is the sacred ritual weapon of the dragonewt warriors. It is used (along with the stone utuma) only on special occasions; on journeys of particular meaning; or used for the first stroke of extremely important battles. Crested dragonewts use slings and crude stone throwing blades and stars. The beaked stage uses a wooden klanth and other weapons only until it has undertaken its Weapons Quest and attained the materials needed to make its dragonbone tools. The weapons made of bone are the korff, a one- or two-handed sword; the gami, which is a three-pronged weapon that can catch and break swords; throwing blades and stars, cut from dragon teeth; and the utuma, a short-sword used either for fighting or for the ritual act of the same name, where the body of the dragonewt is destroyed so that it can be reborn in a higher form. Additionally, the beaked dragonewts use a large bone bow that has incredible range and power, but can only be used by the dragonewts. Dragonewts avoid using body armor except for that which they grow upon themselves or for ornate and magical dragonbone armor. As they age and develop, their skin mostly thickens and hardens. All dragonewts are left-handed. If they die, they are reborn in the “nests” of their own home city.

Gemborg The dwarf city of Gemborg is located within the Bluesmoke Volcano in Caladraland. In the Third Age, Gemborg has occasionally mustered an Iron Dwarf pike and musket regiment, furnished with equipment taken from the Machine City when it fell. The Iron Dwarves are armed and armored with the best quality weapons, and are superbly trained and disciplined. They fight in formations in square close order phalanxes armed with the pike, and looser formations armed with muskets, firing massed volleys, and taking shelter with the pikes if threatened by cavalry. To human eyes, the muskets look like lengths of wood mounted by iron tubes. They emit large clouds of smoke and fast moving projectiles, taking time to reload.

Giants Mountain giants, known as Hecolonti, are huge, dumb people. The typical giant is six meters or so in height, but smaller and larger individuals are common. A few giants are double this size. Few giants exceed 15 meters in height. These giants have low intelligence and are aggressive and argumentative, even amongst themselves. They lack the tools necessary for even a simple culture. Almost all other races fear the mindless destruction that giants often cause. They have a fondness for human flesh and the smell of carnage and carrion will lure them from their mountain lairs in the hope of easy feasting.

Grazeland Pony Breeders The Grazeland Pony Breeders call themselves the “Pure Horse People”. They are descendants of the ancient Hyaloring people who ruled Saird and southern Peloria at the Dawn. They exclusively ride and herd horses, and do not plough, craft metal, or practice trades other than warfare and priestly offices. They are a nomadic barbarian culture which occupies the ridges and is supported by their Orlanthi peasants called vendref. The ruling Pure Horse People worship the sun, horses, and earth deities, and have a traditionally close relationship with Ironhoof and his

The Dwarf of Dwarf Mine Dwarves usually use conventional weapons, but have

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An aristocrat of the Pure Horse People wears a long coat of bronze scales, a bronze helmet and riding trews. He is armed with a long bronze slashing sword, a thrusting spear, and a composite bow. His small round shield is faced with bronze fittings.

centaurs. The Luminous Stallion King is customarily responsible for arranging mercenary service for his warbands, each led by a War Captain. The Grazelanders are among the best cavalry in Glorantha. They combine light cavalry skirmishers with a nucleus of heavy cavalry lancers. In battle, they typically harass and disrupt their enemies with repeated fast attacks on the flanks and rear until their heavy cavalry either make a charge or retreats, protected by the light cavalry. They ride Goldeneye horses which have a golden coat and white mane, and yellow-gold eyes.

Esrolian armies consist of local militia and a standing army of professional soldiers. The local militias are free men armed with whatever they can provide and organized by clan. The professional soldiers are led by soldier-priests of Argan Argar. Mercenaries are common in Esrolia, including Humakti swordsmen, Babeester Gor axe women, Caladralander spearmen, Sartarite skirmishers and thanes, trolls from the Shadow Plateau, and even Westerners.

The Irillo Hundreds Every Esrolian city, town or village settled or resettled from Nochet has a local defensive militia called the Irillo Hundreds. A given Irillo Hundred is grouped around approximately one hundred households. The Hundred is geographically but not necessarily kinship based. Whilst most rural Hundreds use weapons they might use to hunt or defend their herds, urban Hundreds are often better equipped with weapons made specifically for war; some even have swords. The Hundreds fight under the command of their chosen leader and under the divine protection of the Irillo cult, or sometimes another one of the Noble Brothers. The leaders are usually well equipped with bronze scale and a sword. Nochet has eight such militia regiments, each raised from a particular district of the city, though occasionally incorporating an ethnic or status group. They consist of two regiments of heavy cavalry (the well-trained Golden Racers from the Nolerian district, and the largely untrained levy that is the Green Horses from Dearno), five regiments of heavy infantry (four regular units: the Blackpoints of Deresagar, the Copper Axe of Tendayvora, the Rain Blades of Old Helamta, and the Flamespears of Kalava; and the levy of Sarli that comprises the Wild Ones), and one regiment of light infantry (the Quick Arrows from Tershis). The local free men bring what weapons and armor they own or their house provides (in accordance with their regiment): usually axe, spear and shield, or bow, sling, or javelin. In emergencies, the cities traditionally provide a shield, leather helmet, club or spear for those too poor to provide their own. It is considered a sign of a poor House if they cannot meet their obligation of militiamen or adequately equip them. The Hundreds of North March and Longsi Land are famed as skirmishers and slingers and often invoke Hedkoranth as their guardian War God.

The Holy Country

From 1616 to 1627 the Holy Country is in civil war and too disorganized to follow a single leader. Prior to the Esrolian civil war, Esrolia had about thirty regular regiments, and another twenty-four militia regiments. After 1628, Argrath is able to rally most of Kethaela behind his Dragon Banner.

Caladraland Caladraland armies consist of local skirmishers and elite warriors; their armies are organized by clan. This barbaric culture practices slash and burn horticulture on the rich slopes of their volcanic ranges of hills and mountains. They worship the gods of the volcanoes they live upon above all else, and recognize an elected High King for a term of years. They are stubbornly traditional and their magic has allowed them to maintain independence throughout history. They speak a local dialect similar to the Orlanthi and were part of the Holy Country of the God-King Belintar. Caladraland armies consist of spearmen, accompanied by volcano priests who have powerful Fire magic. They have surprisingly good weapons and armor, due to their ancient friendly relationship with the dwarves of Gemborg.

House Guards Esrolia is a densely-populated, heavily farmed land ruled by a number of clans headed by a matriarch called the Grandmother. The Grandmothers form a council which selects a High Queen. Though Orlanthi, they are heavily Earth-oriented and urbanized. Each Esrolian franchised House or clan has its own band of House Guards. These bands are equipped

Esrolia Esrolia is a civilized matriarchy ruled by queens. Although primarily rural and agricultural, it has a large urban population and is a great center of trade.

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ARMIES OF CENTRAL GENERTELA and led as per the traditions and resources of the House. They are fanatically loyal to the house and serve only them, not in the army. The richest Noble Houses recruit marines to serve upon their triremes and biremes.

both local and foreign. This high plateau of good farming land is surrounded and broken by hills and woods. Traditional Orlanthi dominate, though the southern cities are influenced by Malkioni military culture. Their armies are similar to those of the Hendriki but organized around an elite nucleus of Western heavy cavalry. The army that followed King Broyan consisted of sworn men, rebel bands, and volunteers. Some elements such as the Stormwalkers and the Egglord Warlocks later became part of the Sartar Magical Union.

The Kimantorings The Kimantorings of Nochet serve outside the walls of the city. They are professional soldiers led by soldierpriests of Argan Argar. Drums and horns are used to convey orders to the troops. Formed in the Darkness to fight Chaos, they still obey Kimantor’s Orders on how to discover, avoid, report, and fight Chaos.

Shadow Plateau Shadow Plateau armies are troll in nature. Their trollkin spearmen and slingers are legendary for their discipline and few can confront the ferocious charge of dark and great trolls. They fight at night and attempt to ambush their foes.

Mercenaries The mercenary tradition is well established in Esrolia. In the Dawn Age the Grandmothers’ Council often hired warriors to protect their land when the regular army was away fighting in Peloria. Afterwards, some Grandmothers complained that their local forces “lacked the incentive to learn the arts of war, and were constantly beaten by smaller armies.” In such cases mercenaries were hired again. Their effectiveness insured their durability. These are not permanent standing armies, although some have a nearly permanent contract with the rulers. Between employments the mercenaries are dismissed by their leaders, and hired again as needed. Some mercenary units are well established and respected in Esrolia. Most revolve around a single war entity, but a number have mixed troops. Among the permanent mercenaries are Humakti Swords, Babeester Gor axe women, Caladralander spearmen, and Hedkoranth slingers. In times of need other mercenaries are regularly employed. In addition to the types mentioned, mercenaries can include Heortling weaponthanes, trolls from the Shadow Plateau or even Rokari knights from the Trader Princes or beyond.

The Islands The Islands, inhabited by sea-going fishermen and coastal peoples maintain the fleet of the Holy Country, despite the disappearance of Belintar. Most of the Islander navy was sunk by the Wolf Pirates in 1616; the Esrolian queens paid for the creation of a new, albeit smaller, fleet. The Islands has no army, relying on its fleet of triremes to defend themselves. Islander warships are capable of travel along coast or open sea, and each carries marines armed with clubs, nets, and spears. Almost all Holy Country oarsmen are recruited from the Islands. Rowers are professionals, and there is no lack of recruits able to handle an oar for a good salary. The Islanders are exempt from all taxes as long as they provide the crews as needed.

The Hydra The colossal Chaos monster after which the Hydra Mountains in Tarsh are named is rarely seen, and is the only Greater Hydra known outside Pamaltela. It has resided in this area since the Great Darkness. Its number of heads change from time to time, ranging in number from one to six, though it was once reported to have twelve heads. The creature can be enticed out by feeding it huge amounts of live food. It is the slowest breeding hydra known and only lays up to a half-dozen eggs each year that hatch Lesser Hydras to plague the surrounding lands.

God Forgot God Forgot armies consist entirely of members of their soldier caste, the horali. They are extremely wellarmored but rely heavily upon crossbows and disciplined formations. Their costumes, in shades of red, are militaristic and they must be armed with a weapon at all times, and own at least a ‘corselet, greaves, shield, and a helmet.’

Heortland Mercenaries in Pavis

Heortland armies consist of warbands of free Orlanthi footmen, armed as spear or swordsmen, and skirmishers armed with slings, javelins, and bows. They are organized by clan, tribe, temple, or city. They are led by elite mounted thanes who are supplemented by housecarls and by bands of heavily armed mercenaries

A number of mercenary companies existed in Pavis prior to 1625. Some served noble clans or were affiliated with particular temples. 

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Ingilli Guardsmen - Preferred guards of river craft.

THE ARMIES AND ENEMIES OF DRAGON PASS     

 

In addition to the Five Great Tribes, there are many other peoples that exist there including: the Baboon Troop of large intelligent baboons; the Basmoli Berserkers, the only large group of Hsunchen in the Wastelands; the Bolo-Lizard Tribe who ride a lean reptile; the Ostrich Tribe; the Cannibal Cult of maneaters; the Men-and-a-Half, the Agimori who fight with very long spears against their foes; the Pavis Survivors, a wandering band of mercenaries; the Rhinoceros Riders noted for the ferocity of their charge in combat; the Pol-Joni, whom the Praxians call the “bastard tribe” and the “illegal tribe” because they are not worshipers of the Prax and Paps deities and ride horses, feared because they are strong enough to force themselves onto the plains despite the enmity of all other tribes. All clothing is made of leather and fur, usually decorated with various types of available natural substances such as porcupine quills, cactus spikes, thorn bush beads, feathers, or hair. Imported clothing is considered a luxury and sign of wealth, especially since the harsh living conditions wear them out so quickly while being worn. Weapons are a combination of locally produced stone, horn and bone weapons, including bow and arrow, spears and lances, and horn axes, and imported bronze weapons such as spearheads and swords. The Forge Bone spell is used to make weapons which are more fragile and do less damage than metal weapons.

Govoran’s Men - Orlanthi mixed foot and horse. Jordan’s Scouts - Light Infantry. Longspear Slayers - Heavy Infantry. A mercenary regiment from Tarsh who worked for those who wanted pikemen but dislike the Sun Domers. Magan’s Grey’s - Horse Archers riding horses and zebras. Sir Holburn’s Axe Brothers - Heavy Infantry, equipped with broadswords, two handed axes, and thrown axes. One of the larger mercenary companies, consisting of between 80 and 120 men with a core of adventurers from the Holy Country. Sun Dome Spears - Yelmalio Heavy Infantry mercenaries. Sunspear Guards – Yelmalio Light Infantry mercenaries equipped with spear and bow.

The Pol-Joni These are Praxian Orlanthi who have taken to living on the plains of Prax. They ride horses and herd cattle. They worship Orlanth, Storm Bull and the other Lightbringer gods and are closely connected with the tribes of Sartar. They pay respect to Eiritha, but do not worship Waha or respect the authority of the Paps. The Horse Orlanthi are patrilineal and own slaves. Many Pol-Joni ancestors were Orlanthi or Praxians and outcasts from other peoples, including the Grazelanders. Within a few generations the new tribe had grown strong enough to stand as equal to the peoples in the limited area of Prax. The Pol-Joni had an alliance with the Kingdom of Sartar, and kept its Praxian borderlands safe. Prince Sartar established a special trading relationship with the Pol-Joni, providing them with a monopoly of Sartarite weapons in Prax. Only when the Animal Nomads were unified under a Hero or the resurrected Jaldon Goldentooth do they pose a threat to them.

Bison Tribe The Bison Tribe prefer to charge into almost any enemy, relying on the force of their beasts to break any line standing against them. They scorn the bow as unmanly, and dress in the thick cured hides of their brethren beasts. Heavy lances and trusty blades make up their armament.

Praxian Animal Nomads Prax is a semi-arid plain further troubled by various God Time curses. It is inhabited by the Praxian nomads whose unique culture suits them to the harsh life. Praxian armies are mostly various types of cavalry organized by tribe; warriors from different tribes rarely cooperate unless organized by one of the few intertribal magical societies. There are five Great Tribes of Prax, all descendants of the original people who migrated from the Spike with their mighty leader, Storm Bull. Four of the tribes are based on a pairing of humans (which the Praxians call two-legs) and beasts (which they call fourlegs), each named after the beast of the tribe: the Bison, High Llama, Impala, and Sable. The fifth tribe consists of the four-legged and intelligent Morokanth who are paired with two-legged unintelligent herd-men.

Bolo-Lizard Tribe One of the small independent tribes, this wiry race of pygmies ride upon a slick and lean reptile. The creature runs with its head and tail stretched horizontally, leaving plenty of room for the riders to use their twometer bolas with devastating effect. The tribe fight as skirmishers, using their bolas to entangle a foe, and then ride in to finish them off using short spears and daggers.

High Llama Tribe High Llama people are the smallest Great Tribe, but can be counted as the most powerful. Their beasts tower over other Praxian steeds and

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ARMIES OF CENTRAL GENERTELA can run down even the swiftest skirmishers. The riders are armed with long spears and long-handled axes to reach the earth, clothe themselves in leather, and are said to fear no one on the plains.

crescent shape of these horns, they are sometimes called Lunar Deer. Each clan has men of a different troop type mixed together. Some are lightly armed skirmishers, while others are prepared for close combat.

Unicorn Tribe

The Impala Tribe She wears a leather vest with a scorn protective bronze pectoral and carries a armor, preferring to long-hafted bronze axe. trust in the speed of their beasts to protect them. They are a clever and wily people, never closing with a foe if possible, but standing back and filling the sky and their enemies with their arrows. Although experts at the bow, they are quite weak in close combat.

The Unicorn Women are divided into two parts: the small group based in the Big Rubble of Pavis around a temple to Yelorna, and those living in the Wastes. The Yelornans are allies of the Yelmalio cult. There are approximately three hundred Yelornans in the tribe, of which 270 ride unicorns, whilst the rest ride other mounts. There are effectively two forms of the Yelorna cult; the theistic version found at the temple in the Big Rubble, and the Praxian version found out in the Wastes, which is primarily spirit based (with a shamanic path), but with a theistic component. There is an awkward relationship between the two groups. The Pavis group are the pure virgin unicorn riders but the other is formed of women who reject the Way of Waha, and do not want or cannot follow their prescribed Praxian gender roles.

Ostrich Tribe

Yelornan Regiments

Another of the small independent tribes, this race of pygmies ride upon ostriches. They fight as skirmishers, using their war boomerangs and javelins to wear down their enemy before closing to use their spears and short swords. Since the Second Age the Ostrich and Bolo-Lizard tribes have maintained the Two-Legged Alliance.

The cult of Yelorna in the Third Age is very small, with the largest number comprising the Unicorn tribes of Prax and Ralios, and some horse riders in Peloria. The cult in Pavis retains some of the ancient organization.

Impala Tribe

Yelornan Organization Star Priestess Temple Chief of Staff, commanding the four Shield Maidens who protect the Star Priestess. Commander of the Unicorn Riders

Rhinoceros Tribe Once one of the major tribes of Prax but now much diminished. They are especially noted for the ferocity of their charge in combat. Although they are relatively slow moving, their strength more than makes up for it. In addition to their earthshaking beasts, their warriors are armed with long spears and twohanded axes, and wear treated rhinoceros hide as stiff as bronze. The Rhinoceros Tribe only congregate for war, whether hired as mercenaries or on their own account.

Sable Tribe Sable people ride giant antelope with curving horns. Because of the

Regiment Star Lady

Wanderers Wanderer Commander Troop-Leader Section-Leader Rider

No Yelornan regiments have existed in Prax since the Second Age, but unicorn riders often serve as auxiliaries for the Sun Dome Temples of Mo Baustra (Sun County) and the Karia March.

Zebra Tribe When the Hero Pavis built his city, one of his horseriding followers overcame nomad horse-hatred by magically mating zebra and warhorses to breed war zebras, which the men rode. Although horses are taboo in Prax, the Pavis Zebra is allowed because of its

He wears a helmet made of leather and sinew decorated with antelope horns, and a corselet of leather and beads.

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THE ARMIES AND ENEMIES OF DRAGON PASS striped disguise. During the wars of the Second Age, war zebras were set loose and went wild. When the Pavis Survivors were outlawed by the Lunar Empire in 1610, the Zebra Tribe were forced out of the old city. They retained their social system, based upon the military cavalry model and escaped out onto the plains. Each clan was led by a commander of horse, and their children were raised in military fashion, with little distinction between the sexes. All grew up on zebra-back, ready to fight or flee. Some clans survived enduring a precarious existence as hunters and others kept their connections with Pavis. In part due to their hereditary military skills, they gained or kept their ancient scale or lamellar armor of hard leather or bronze, armed with bow, lance, and sword. They are extremely disciplined and live according to strict military codes of honor. When Pavis was liberated in 1625, the Zebra Tribe swore loyalty to Argrath and reformed the Pavis Royal Guard, ejecting from its ranks the bandits and outlaws the Lunars had filled it with.

they ravaged central Heortland and captured the fortified city of Backford.

Solanthi Confederation In recent years, Maniria has been dominated by the fierce Solanthi tribal confederation and their Ditali allies.

Solanthi The Solanthi warbands are typical Orlanthi. In 1614 a Solanthi force raided the borders of the Holy Country, and destroyed the army of the Holy Country in the Battle of the Lion King’s Feast in 1616. Two years later their warlord Greymane led another massive raid through the Ditali lands and deep into the Holy Country, taking great plunder and avoiding a decisive battle.

Ditali Ditali armies are largely Orlanthi, aided by a handful of sorcerers. Nobles form small units of heavy cavalry that fight with the kontos lance. This barbaric culture occupies some rich river valleys and the surrounding hills. It is a lush, heavily forested area which supports many clans in its wilds, and sits upon the east-west trade routes to Ralios and beyond.

The Puppeteer Troupe The Puppeteer Troupe are, in peaceful times, a wandering minstrel show with actors, jugglers and acrobats. They are much sought after by kings and emperors, but spend far more time among farmers and slaves. In more stressful times, the Troupe unfolds its inner strength and shows its real power. The Puppeteer Troupe is among Glorantha’s foremost cults of Illusion. Stories claim Tylenea founded the Troupe and that they once entertained the Cosmic Court atop the Spike with their arts and mastery of Illusion. In the Lesser Darkness, Donandar, the god of dance and music, led them. Their performances are worship rituals for Donandar and Tylenea.

Sun Dome Temples At the end of the Second Age, when all the lowlands united against the Empire of the Wyrms Friends, Yelmalio led the fight. The destruction of the Invincible Golden Horde in the Dragonkill in 1120 marked a massive decline in the cult. The Sun Dome Temples in Saird contributed much of the manpower of the Invincible Golden Horde, and the destruction and devouring of those armies critically wounded the Temples for generations. Though its Dragon Pass temples were destroyed, the cult lived on among elves, and in Prax and southern Peloria. In the Third Age, the cult moved back into Dragon Pass at the request of the House of Sartar. There it restored some of the cosmic balance of the area and stabilized the kingdom for the ruling house. Both the Dragon Pass and Prax temples have proved relatively minor, though they have always been well-supported by their worshipers. Throughout the entire region of central Genertela, including the Lunar provinces where the temples probably originated, there are no more than fifteen great temples extant during the Hero Wars period. The region in Southern Peloria called Saird is clearly the center of the cult, with ten Sun Dome Temples (three in Holay, two in Tarsh, two in Aggar, one in Sylila, one in Vanch, and one in Imther). The

Queendom of Jab Four tribes of scorpion men have joined into one, under the domination of Gagix Two-barb. Having defeated and eaten the other three queens, all are now incarnate in her and all four tribes follow her without question. She rules the “Queendom of Jab” in the Foulblood Woods, and treats with human leaders as if she was simply another queen. The woods lie within Larnste’s Footprint; monsters grow on the trees, many trees move, and it is a refuge for Chaos horrors of all types. In 1622 Tatius the Bright allied with the Queendom of Jab and encouraged the scorpion men to erupt out of Larnste’s Footprint as he dispatched the Lunar Army to destroy King Broyan in Hendrikiland. By 1626 the leaderless Hendriki were unable to stop Queen Gagix Two-barb and her Chaos demons devastating the lands around the Footprint. Unchecked,

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ARMIES OF CENTRAL GENERTELA hands when in battle. The basic unit is the sixteen man ‘file’ consisting of fourteen soldiers, a file-leader and a half-file Leader. Two files are a double-file, and two double-files are a Square. Yelmalion Organization Light Captain Light Captain Lieutenant

Regiment

Militia

Regiment Captain Guardian Captain File-Leader Half-file Leader Hoplite/Phalangite

In combat they shift to battle file, or close order, in Squares of eight half-files (64 men) with levelled shields to present a forest of pikes to their foes. In column for road or frontier travel, this unit of 64 marches in a two-abreast double-file formation. For battlefield march or maneuver it moves in open order, four lines 16 men deep, with wide spacing between the lines to permit skirmishers and missile troops to move through the ranks prior to contact with the enemy. Each man wears a corselet of lacquered boiled leather, linen, or bronze and a crested full or closed helmet. A Square is commanded by a Captain. Eight Squares comprise a company, with additional skirmishers and bearers, and two companies a regiment. A Yelmalion regiment is commanded by a senior captain, usually the Light Captain or his deputy. All Light Sons may pick three Templars as their bodyguard, and in the regiment the commander’s retinue act as his dedicated bodyguard and standard-bearer. The militia is commanded by the Guardian, also a Light Son, who has Templar bodyguards and standard-bearer. The Sun Dome militia uses similar formations, but are more typically are arrayed in a line two ranks deep or fight as skirmishers on the flanks of a phalanx.

Sun Dome Templars fight trolls in the Big Rubble of Pavis. Daysenerus cult was given good lands confiscated from rebellious Heortlings after the Theyalan Wars, and Mirin’s Cross was the Second Age center of the cult. The Yelmalio cult supported Verenmars and his Kingdom of Saird. Most Yelmalio cultists are farmer-soldiers who belong to one of the Sairdite cities of South Peloria. They are a very well-drilled and rarely fight outside of their own domain unless paid (which compensates for the loss of agricultural labor for a season or two). These strategically located temples are the military anchor of the ‘Sairdite’ Solar culture and defend the lowland farmers. Yelmalio is the main soldier cult of the river cities of Saird, coexisting with the cults of Humakt, Hwarin Dalthippa, and Yanafal Tarnils. Historically, Jannisor’s Rebellion included the Sun Dome Temples of Saird, allied with the Sable Tribes, and the many Orlanthi tribes surrounding Saird. At least some of the Sun Dome Temples were part of the Kynnelfing Alliance that resisted but ultimately was defeated by the Conquering Daughter. The Sun Dome Temples fought on all sides of the wars during Third and Fourth Wanes, but have been mostly allied with the Lunar Provincial Government since the Sixth Wane. Outside of Saird, there are only four major temples – one in Fronela, one in Delela (near Karia), one in Sartar, and one in Prax. These temples are almost entirely autonomous and independent of their cousins in Southern Peloria.

Yelmalion Standards The standards of Yelmalion regiments depict a golden Solar disk.

Mo Baustra The Yelmalio cult was imported into Prax by the rulers of Pavis in the year 875 to help against barbarian raiders. The Templars brought their phalanxes, their cavalry and chariotry to support the beleaguered city. Regiments rode and marched as part of the Invincible Golden Horde in 1100 to plunder and destroy the Dragonewt cities in Dragon Pass. They were entirely obliterated in the Dragonkill. This disaster was traumatic, and the cult purged itself of any vestiges of EWF-inspired Solar Draconism to return to the

Yelmalion Regiments The Yelmalion military is under the command of the Light Captain, one of the administrative assistants of the High Priest of a temple. Templar phalangites carry a 4.5 meter pike and fight in close formation, resting their round shields on a neck strap, permitting them to grip the sarissa with both

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THE ARMIES AND ENEMIES OF DRAGON PASS unsullied, pure light of Yelmalio. The Great Ballista was constructed to protect the Sun Dome Temple, but when draconic retribution never came it was later moved to the high bluffs above the river and renamed the Harpoon. Eighty years later the city of Pavis fell and Sun County, still reeling from the losses in Dragon Pass, struggled to survive surrounded by hostile Animal Nomads. Their last cavalry regiment perished at the Battle of Alavan Argay in 1250, fighting beside their Pure Horse Tribe allies. The theocratic enclave of Sun County spent most of the Third Age in isolation in what they call the Solitude of Testing. Their tradition of horse rearing was lost in the enduring face of nomad hostility; their Solar pride prevented them from adopting any lesser mount. Instead, they relied solely upon their infantry. The capability of Sun Dome Templar Squares to set pikes to withstand a heavy cavalry charge was one of the factors in their survival during the Testing. Since the founding of New Pavis and the subsequent Lunar conquest, horses remain revered animals, and are only kept by a privileged few; for the first time in centuries the count’s ceremonial chariot is pulled by a team of horses instead of men. Sun County maintained its autonomy from the Lunar Empire at the price of military alliance. It can muster spearmen militia and a regiment of Templar pike.

Tribe

Number of Initiates

Agimori Tribe Bison Tribe Bolo-Lizard Tribe High Llama Tribe Impala Tribe Ostrich Tribe Pol-Joni Tribe Rhino Tribe Sable Tribe Zebra Tribe

225 400 158 163 7,000 90 42 90 5,625 34

Claws of the Leaping Sun A Basmoli bachelor spirit society in the area around Sun County, the society is named for the Hero Leaping Sun who first served the Yelmalions as a mercenary. The first Basmoli to serve as auxiliaries rapidly spread the word amongst their kin, and Basmoli seeking mercenary service can expect a welcome in the lands of the Sun worshipers. Wandering males, ejected from their home pride, have a deep yearning to ‘belong’, and transfer this desire to the bachelor societies and mercenary bands. The Basmoli are renowned for their strength and their ferocity in combat. Lean and fleet of foot, they are adept at serving as scouts, trackers and light infantry, equipped with bow, spear and light shield. Most Basmoli have long auburn or red hair, and are vain about their appearance, decorating their hair with brightly colored ribbons and bells. The Templars have a very superior attitude to their auxiliaries, though many of their victories have been won with the aid of Basmoli scouting and reconnaissance.

Auxiliaries When required, the Templars have been forced on occasion to rely on allied nomad tribesmen of their religion for cavalry support, and on the Yelornaworshiping Unicorn Tribe. Scouts and light troops are also recruited from the Basmoli Berserkers, the Hsunchen Lion-People.

Vanntar Vanntar, the Sun Dome County, in southern Sartar is an ancient sacred site to the cults of Sky and Light. It was depopulated by the Dragonkill and mostly abandoned until 1579, when King Tarkalor recognized the Yelmalio cult as the legal possessor of Vanntar and the land surrounding it. The Yelmalio cult survives in hostile Dragon Pass through its drilled pikemen. It fiercely defended its independence, until the right price came along, at which point the inhabitants of military age become dedicated mercenaries. Since 1585 this County has sought its own way, independent of the Princes of Sartar. It can muster

Yelmalions in Prax There are about 14,700 Yelmalio worshipers amongst the Praxian tribes. The population of Sun County is only 20,000, given that half are children, the remainder is half men, giving a maximum of 5,000 Yelmalio initiates. The nomads significantly outnumber them. Yelmalio amongst the nomads is very different from the organization of the Sun Dome temples. The nomads eschew the use of the pike and shield foot tactics, favoring instead their mounts, and the long spear and the bow or javelin. They have none of the fixed structures of the temple-bound Sun Domers, having only Light Khans, but no priests, so the sedentary Yemalio temples are their major worship sites.

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This Yelmalion Templar officer wears a bronze muscle cuirass, a crested closed helm, vambraces and greaves, with a leather pteruges skirt. He is drawing an Orlanthi-style leaf-bladed sword.

ARMIES OF CENTRAL GENERTELA massed archers, spearmen and two regiments of Templar pike, though half the army always remains to guard the county and to keep an eye on the Ergeshi. The Sun Dome Temple of Vanntar is served by half-thrall helots called the Ergeshi, named for the Dara Happan god of slaves. When the Kitori were crushed, the strong and the lucky escaped to the Wilds or places like Teken. The rest became the Ergeshi slaves of the Templars and forced to renounce their ancestor Varzor Kitor and their Kitori magic. Legally, the Ergeshi count as half a thrall in law and are subject to routine ceremonial and magical humiliation. Unlike Orlanthi thralls, the children of Ergeshi are Ergeshi ‘as long as they are tainted with Darkness.’ The Ergeshi claim that they were made by Orntar the Plow, who freed them from the Darkness when he turned the soil. They worship a variety of Earth deities, ancestors, and spirits, but are forbidden from sacrificing to the Darkness. The Ergeshi serve as field-workers and as naked baggage-carriers. The Vanntar phalangites are able to stay in the field almost indefinitely because of the helots working on their land holdings. Unlike their Orlanthi neighbors, their campaigning season is not tied to the agricultural calendar.

impressive, but there is no tradition of Templar regiments here. The Yelmalio cult is the largest disciplined military force in the Far Place, directly under the command of the Alda-Churi temple’s Light Captain.

Tarsh Exiles The Exiles are openly antiLunar Orlanthi, a harsh, ruthless group of mercenaries, raiders, and bandits who refuse to submit to the Red Moon and its Lunar kings. They hold a precarious independence around Wintertop Fort in the foothills of Mount Kero Fin, where good defensive terrain and the protection of the Shaker Temple provide them This Tarsh Exile is of with refuge. the 1st Archers Prior to 1582, Bagnot was regiment; light infantry the capital of the Tarsh Exiles feared for their and a line of fortified cities and ambushes in the rugged towns from Dunstop to terrain around Kero Slavewall defended their Fin. He wears a independence. One by one, patterned wool tunic, these cities fell to King and a heavy wool Phargentes. cloak. His boots are The Tarsh Exiles have fur-lined for warmth. little arable land and support The Exile carries a themselves through herding, composite bow, an hunting, and raiding. ornamented quiver, Their tribes originated and carries a bronzefrom the area around headed axe. He has a Wintertop and Shakeland, and small square, leather are often called the Kerofini. covered wooden shield. They came from South Peloria but have been heavily influenced by their proximity to Earthshaker’s Temple and the goddesses Maran Gor and Sorana Tor. They worship Orlanth and Ernalda and Maran Gor, herd, farm and hunt, and fight amongst themselves. They are matrilineal, and many clans have female chiefs, although tribal kings are customarily male warleaders. The Earth Tarshites own slaves. In 1625, Unstey became the king of the Wintertop Exiles. He was raised by the Shaker Priestesses and is loyal to the High Priestess, but otherwise fiercely independent. Unstey steadfastly opposes both King Pharandros and the Fazzurites.

Logistics: Vanntar A Vanntar regiment requires at least seven hundred Ergeshi bearers to carry sufficient supplies to keep it (and its bearers) in the field for a month. It is also common for each Templar to be accompanied by one bearer who carries their cuirass, vambraces and greaves, shield, and other equipment. The Ergeshi are not permitted to carry weapons and so each Templar carries his own. In 1627 Argrath installed his Companion Rurik as the new Count of Vanntar. Thereafter, the regiments of Vanntar served in the ranks of the Sartar Free Army.

Alda-Chur The second-largest city in Sartar, Alda-Chur was an important trade center linking the Lunar Empire with Sartar. In 1611, Harvar Ironfist, a Light Captain of Yelmalio of the Vantaros tribe established himself as the ruler of Alda-Chur and the Far Place. He ruthlessly quelled the Righteous Wind Revolt and punished whoever had not helped him or resisted the rebels. The Lunar Provincial Governor named him Duke of the Far Place. He was killed in the Dragonrise in 1625. Whilst he ruled, he was a Lunar Ally, but the Far Place provided no regiments to the Lunar Empire. Argrath White Bull freed the city and its citizens proclaimed him their ruler, and when he later became Prince of Sartar, Alda-Chur rejoined the kingdom. The large temple of Yelmalio Golden Spear is

Troll Mercenaries The kings of Old Tarsh were the first to hire trollkin in regiments of trained spearmen with the Troll Legion being formed around 1350. After the downfall of the kingdom, the regiments, usually led by a core of dark trolls, could be hired by almost anyone. During the occupation of Dragon Pass by the

279

THE ARMIES AND ENEMIES OF DRAGON PASS Lunar Empire they most often worked for the Red Moon, who could tend to the trolls well in her Dark Phase. Lunar worship was accepted by some trolls at that time. This continued until the rulers in Dagori Inkarth agreed a declaration of war against the Lunar Empire. Troll military units are called “gangs” by humans for their apparent lack of organization. Sometimes the more dignified expression, “war gangs,” is used. Troll war gangs are not organized like human regiments. They have no sergeants and no officers. Each war gang is centered on three to ten magically powerful devotees of troll War Gods. These individuals exercise control over the unit, not by command, but by example. When the leaders charge a foe, the other warriors do likewise; when the leaders stop marching, so do the rest. If, as occasionally happens, the leaders are all killed, the followers are thrown into disarray, and flee to join other nearby gangs. This weakness is offset by the quickness with which troll armies take action on the battlefield. Trolls serving in war gangs are often not volunteers, the troll queens using a form of conscription to fill the ranks. Some units even raid rival troll gangs for warriors (usually to take trollkin or great trolls). Troll war gangs typically consist of a large number of lightly armed trollkin around a nucleus of heavily armed and armored dark and great trolls. They ambush foes, maximizing their strength by attacking at night. Typically, the trollkin are used to wear the enemy down, while the dark trolls wait for an opportune time to charge.

strong foe, they try to lure the Orlanthi into a trap by sending out a small band as bait; against a weaker foe they will send out pursuers to drive the Orlanthi into an ambush. Their preferred weapons are the javelin, spear and short sword.

Tusk Riders Nomads, they inhabit the Stinking Forest. It is a haunt of other non-humans, including the local Aldryami, lurking trolls from nearby Dagori Inkarth, dwarves from Greatway Mountain, dragonewts from their nearby city, and Chaos horrors from Snakepipe Hollow. Tusk Riders are weird man-troll hybrids who are loathed by both trolls and humans and live as brutal raiders, with every man’s hand turned against them. Their Cult of the Bloody Tusk demands blood drinking and further abominations. The Tusk Riders ride tuskers, gigantic boars as big as buffalo. These beasts are fierce and ill-tempered, but love their masters beyond all comprehension. The Tusk Riders ride in family warbands, accompanied by their herd of swine. Their largest mercenary armies rarely number more than a thousand warriors. The riders fight with lance and spear. They will hire as mercenaries to any who meet their price of coin and blood.

Wolf Pirates The Wolf Pirates are adept at fighting at sea and raiding on land, proficient at using open water and inland waterways to maximize their mobility. Despite being culturally and linguistically unrelated to other Gloranthan peoples, the pirates from Ygg’s Islands have easily adopted the weapons and armor of others, and swiftly developed effective tactics, based on their knowledge of the sea and sailing. Their numbers have been swollen by recruits drawn from all around the Homeward Ocean, meaning that they can draw upon numerous fighting traditions, often unfamiliar to those they raid and pillage. Their basic tactical unit is of a crew commanded by a captain. A Wolf Pirate penteconter typically has a crew of 50 warrior rowers, five officers, and one captain. This is their basic fighting unit, strengthened by comradeship and discipline, and a reputation for ferocious, often savage fighting qualities. Whilst an opportunistic raid may be made by a single vessel, several ships are usually united under a senior captain; their piratical brotherhood is dominated by the toughest and most competent captains, who usually own the best ships and are followed by the most vicious crews. Their raids have demonstrated an unnerving ability to scout out the wealth and weaknesses of their prey. I

The Telmori The Telmori Wolf-People are the largest Hsunchen group in Dragon Pass and originated in far-off Ralios and Fronela. They primarily hunt, although some herding and farming is practiced by a few. They fight incessantly with their neighbors. The Telmori are patrilineal, belonging to their father’s lineage. The Telmori take (and sell) slaves. A Telmori raiding party is a mixed band of wolves and men. Usually a Telmori shaman leads the raiding party and uses his magic to fell enemy champions or support his braves. Sometimes spirit wolves lead the raiding pack. These wolves are the pups of Telmor, and are the size of horses with a vice-like bite that crushes bronze and splinters bone, with fiery red eyes, and a terrifying howl striking fear into men. They are capable of leaping 4.5 meters in a single bound. A spirit wolf often leaps onto a target to knock it down before savaging it. They are capable of breaking an Orlanthi shield-wall with the ferocity of their charge. Spirit wolves are also clever. They can speak although they have a gruff voice. When on a raid the spirit wolves issue orders to common wolves and braves alike. The Telmori use pack ambush tactics. Against a

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HERO WARS ARMY LISTS

Hero Wars Army Lists The portly scribe paused, catching his breath. He had been sent down to the Great Barracks and now ascended the roadway spiraling up the gradient of the Lookout Rise, the imposing bulk of the ruddy marble of the Citadel of the Seven Seals rising above him. This was in truth a messenger’s chore, to run hither and lither at the behest of the lordly officers of the Imperial Provincial General, but the entire bureaucracy was in turmoil, like a kicked wood ants’ nest. When the task had landed in his lap there was no one to hand to bestow it upon. Rumors of disaster had swept through the city overnight; one of his colleagues had claimed to have seen the dragon circling that absurd mountain skewering the heavens in the barbarous southeast. He had scoffed - but even here the earth had trembled. Hitching the scroll tubes up on his shoulder, he wiped sweat from his eyes though the early morning air was still cool. Two files of soldiers came running up the slope, heedless of the weight of their buffed bronze armor and heavy shields; he quickly stepped out of their way, the balustrade of the roadway catching his back. Still winded, he glanced across the civic panorama of Mirin’s Cross, the wide blue waters of the Oslir glittering to the northwest where the Black Eel joined its mighty flow. From this height, it was almost possible to believe the city was unchanged, the great Way of the Towers filled with orderly processions of priests, merchants and tribute-bearers, the rich villas directly below him scenes of domestic harmony, wealthy with the gathered treasures of empire. Scattered across the scene the shattered ruined domes of an earlier age hinted at ancient conflicts, and the impermanence of mortal power. The thought made him shiver with a premonition of how the waves of the catastrophe might even rise to sweep him from his comfortable cubicle in the Hall of Scribes. He could linger no longer, and gathered up his robes and gasping reached the summit. The guards at the tall entrance of the citadel checked his wrist seal with unusual diligence and he hastened through the uproar in the corridors and chambers. Rough soldiers with grim expressions had noisily invaded the lofty well-lit hall where Buserian and Irripi Ontor scribes and sages were usually serenely busy with their rolls, abacuses and tally-sticks engaging in their enduring contests of prestige and patronage. Through the unruly crowd he discerned the senior officer who had indirectly set him to the task. “Where are the Army Lists?” this one impatiently snarled, his polished parade cuirass silvered and chased with gold, depicting the Goddess riding the Bat, each of its multitude of eyes a ruby, as he saw the scribe vainly pushing through the throng. Senior soldiers, arrayed in a variety of liveries, parted to grant him passage. “Here lord,” he wheezed, proffering the leather tubes. They were snatched from his hand, and he gratefully withdrew from their martial circle, one hand clutching his pounding chest. These lists reflect the early years of the Hero Wars.

Armor Bronze

The lists of the units of the Lunar Empire and Sartar are incomplete to permit gamemasters to create their own regiments. The equipment used by individual units is detailed here. If Player Characters are on the field of battle it allows the GM to describe the enemy they are facing, and to utilize their weapons and armor to construct suitable foes for combat.

Enchanted Silver Iron

Unit Descriptions

Lacquered Leather/ Linen Lead

The Red Goddess’ embrace of freedom and tolerance means that a quarter of the Lunar Army is made up of women, while citizenship has been granted to members of all species. Some Lunar regiments are exclusively female. The Orlanthi have very different attitudes to the Empire, but women warriors are not rare in their ranks.

Leather/ Linen Natural None

Armor The armor listed is that worn by the majority of troops in the unit. Commanders and other officers will often wear better armor (if the rank and file wear leather, officers are likely to have bronze or even iron armor). In a phalanx, the first rank often also has better armor: bronze cuirasses instead of leather or linothoraxes, for example.

Scale hauberk or a bronze breastplate. Typically includes an open or full bronze helmet and greaves. Some Pelorians and Carmanians may use brass instead. Enchanted silver breastplate. Typically includes an open or full enchanted silver helmet and greaves. Scale hauberk or an iron breastplate. Typically includes an open or full iron helmet and greaves. Linothorax or a lacquered leather cuir bouilli cuirass. Typically includes a conical or open bronze helmet. Scale hauberk or a lead breastplate. Typically includes an open or full lead helmet and greaves. Linothorax or a cuir bouilli lamellar or scale cuirass. Typically includes a conical or open bronze helmet. Only natural armor. Typically includes a leather or cuir bouilli cap or open bronze helmet.

Scouts and other members of a regiment may be more lightly armored, and carry lighter and possibly smaller shields. Some regiments are more uniformly equipped than others; in these cases, the most commonly worn armor

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THE ARMIES AND ENEMIES OF DRAGON PASS is listed. Where only the material is given, gear will vary according to individual preference and wealth.

magics.

Quotations

Style

Several Lunar regiment descriptions are accompanied by quotes from Peliatt’s Guide to Generalship and other souces. For years, his book was kept as a sacred document available only to the descendants of the Red Emperor, despite being written by a foreigner. Nothing else is known about Peliatt, unless he was also the Big-eared One of folklore or the Twistface Demon, known in curses and prayers. As the empire expanded, the book became more widely available, eventually falling into foreign hands. Within a few generations, it was being quoted as far away as Seshnela and was translated into dozens of languages.

The style the unit fights in:  Open order is a skirmish formation.  Close order is a compact order.  Drill implies a practiced and regular action performed under battle conditions. Drilled troops have more articulation, being more maneuverable than undrilled troops.

Uniforms In this period, even within a professional regiment, the colors, shades, and styles of tunics, helmets and shield decorations are rarely uniform. The lists identify where a regiment utilizes specific colors, though even in these cases, the shade of color varies within the ranks. Where not otherwise indicated, most regiments of the Lunar Army wear shades of red and white, or red and silver for officers. Yelmalion regiments generally use yellow or orange (sometimes white, never red); wealthy officers may wear gilded armor.

Lunar Army List Lunar Headquarters The headquarters of the Lunar Army is a command center, the mobile household of the Red Emperor and a mobile temple, home to the War Gods of the Lunar Empire. When in the field the emperor is normally accompanied by all or most of his Imperial Bodyguard. It is not uncommon, however, to find one or more regiments of the Imperial Bodyguard operating within the command of the Heartland, Field or even the Provincial Corps.

Morale Detailed in the Army Lists, it represents the comparative cohesion of the unit due to its training and élan. A unit with Veteran Morale is likely to continue fighting against a superior foe, while a unit with a Militia’s morale is easily broken; Veterans will stand firm and obey the chain-of-command when their commander is killed, Militia in the same circumstance will often break and run – or rush the enemy in an attempt to avenge their fallen leader. A unit’s morale ranges from Immortal, Elite, Fanatic, Veteran, Regular, to Militia. A unit’s genius or wyter reinforces the morale of a unit – but the loss of a standard can have a dire effect on its troops. Most of the deaths in battle are caused when units break and run and the enemy cavalry and light infantry chase them down.

Red Emperor Type

Hero

Magic Factor Missile Factor Melee Factor

10 0 4

The Red Emperor is the immortal, ever-reincarnating ruler of the Lunar Empire, responsible only to his mother, the Red Goddess. He is the supreme head of the political government, the highest priest of the Lunar religion, and commander-in-chief of the Lunar Army. A minor deity in his own right, he obtains his potency from several sources, and is far more powerful than any ordinary mortal. As Emperor, he alone can see the greater needs of all, and order the movement of the Empire’s gods. The Emperor of Dara Happa always includes a part of Yelm within his personal being, as the Ten Tests infallibly check that at least one part of the candidate for Emperor is simultaneously a portion of Yelm. The Red Emperor has proved that he shares in the Great Eagle soul of Yelm. He carries a baton named Arm of the Moon and may bear the Dara Happan Imperial Sceptre of Order fashioned in the likeness of Dayzatar.

Weapons In addition to the weapons listed, troops will often carry daggers or other secondary weapons.

Magic, Missile and Melee Factors These denote the relative strengths of units. The strengths given for Heroes and Heroines includes not only their individual ability, but also their band of Companions. / denotes that the magic of a unit is subject to the Lunar Cycle. A few Lunar regiments have special ‘high light’

282

HERO WARS ARMY LISTS The Red Emperor is sacrificed by the Great Sister in 1628 following severe reverses for the empire. He does not reappear and a new emperor, lacking his capabilities, is chosen in 1630.

College of Magic A prominent superiority of the Lunar Army is their unique use of sorcerers, shamans, and priests organized into permanent military units. Most magical units are assigned to the College of Magic, including, among others, the Field School of Magic, the Crater Makers, and the Crimson Bat. The spiritual and magical needs of an army are met by the schools of magicians from the Lunar College of Magic. Some serve as priests for the regiments, while many serve in the units of the Lunar Field School of Magic used to create magical battlefield spells.

Bellex Maximus Type

Hero

Magic Factor Missile Factor Melee Factor

0 0 5

The Imperial Warlord was appointed in 1607 (7/36) by the last Mask of the Red Emperor. He serves as high priest of all the Lunar War Gods and wields the sacred Five Star Standard. The corps of the Lunar Army report to Bellex Maximus, who in turn reports directly to the Red Emperor. He leads the council of generals known as the High Command.

Crimson Bat Type

Magical Demigod

Magic Factor Missile Factor Melee Factor Notes

1 2 4 In addition to its Glowspot its horrible keening demoralizes opponents. Its jaws unhinge to swallow very large things, including entire regiments. Flies.

Jar-eel Type

Heroine

Magic Factor Missile Factor Melee Factor Notes

20 0 20 Invulnerable to spirits.

The Crimson Bat is a Chaos demon alive in the Middle World and bound in service to the Red Goddess. It is the most awesome exotic magical unit of the Lunar Empire, capable of devouring entire regiments and routing armies. The Crimson Bat generates its own Glowspot, extending approximately 4-20 km in all directions. The demon takes the form of a giant scarlet bat with multiple long tongues, tentacles around its mouth, dozens of eyes all over its body, and other hideous Chaotic details. It has a 90-meter wingspan, and its body length is about 20 meters. Giant ticks crawl through its cerise fur. The Crimson Bat flies through the air with a distinctive slow beat of its wings. Anyone approaching within 800 meters of the Bat hears its terrible scream. It is served by a cruel Chaos cult that keeps it fed with human victims.

This Heroine of the Lunar Empire is the Fourth Inspirations of Moonson and the current incarnation of the Red Goddess. She is the greatest Hero of the Lunar Empire. She leads the mystical warrior discipline known as the Moonsword cult, from which the Bloodspillers regiment of the Imperial Bodyguard is drawn. Jar-eel is armed with two swords, named Moon Dancer and Moon Singer, forged by deities on the Red Moon. Her magical living harp called My Song is capable of several powerful spells; its strings are made of solidified red moonlight. A skilled musician, she uses her harp to inspire, seduce, and produce a wide range of other strong emotions. Her charmed implements include her armbands and bracelets blessed with the prayers and spells of a thousand priestesses, which protect her as if she were wearing heavy armor.

The Bat Feeders

Great Sister Type

Heroine

Magic Factor Missile Factor Melee Factor

5 0 4

The Daughter of the Red Moon, this demigoddess is one of the very few beings not responsible to the Red Emperor, instead owing allegiance to the Red Goddess herself. She and her army are independent of the Lunar military command.

Type

Magical Light Infantry

Armor Weapons Style Morale Patron Deity Notes

Bronze Kopis, bat fangs Open order, drilled Regular 4 Crimson Bat The five Bat Feeders can sprout bat wings and fly. Low 2 2 2

Magic Factor Missile Factor Melee Factor

The elite fighters of the Crimson Bat. They ride upon the bat protecting its priests and enable and assist the

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THE ARMIES AND ENEMIES OF DRAGON PASS mundane functions necessary for the regular feeding of the Bat. The Feeders are distinctively garbed with crimson cloaks and silver and red fanged masks. They are fearsome combat specialists and expert hunters of human prey. They attack with kopis swords and magical red fangs. Each of the Feeders leads a team of at least five armed cult initiates on the hunts for Bat Food.

Field School of Magic – Minor Class 1

Magical

Style Patron Deity Notes Ritual Magic Factor Ritual Magic

Magicians Irrippi Ontor, Crater Maker Subject to Lunar Cycle. 5

Magic Factor Missile Factor Melee Factor

Magical

Magic Factor Missile Factor

Medium / 0

Melee Factor

1

5

Field School of Magic – Minor Class 2

Crater Makers Type

Type

Type

Magical

Magic Factor Missile Factor Melee Factor

Medium / 0 1

5

Field School of Magic – Minor Class 3

(Moon) Call upon the Red Moon to hurl down huge chunks of rock from the sky. High / 6 0 6

Type

Magical

Magic Factor Missile Factor Melee Factor

Medium / 0 1

5

Field School of Magic – Minor Class 4

The Crater Makers are a small independent school of the Lunar Magical Corps, numbering fifty magicians. Their training allows them to collectively call upon the Red Goddess to hurl down huge flaming chunks of roaring rock from the Sky to fall upon their foes. Their genius manifests as the spirit Crater Maker. They demonstrate their formidable power by their ponderous regalia, and mighty incantations. They are all initiates of the Red Goddess as well, and their magic is subject to the Lunar Cycle. The magicians wear minimal clothing, usually just a bright red wrap-around kilt that is bound with a sash, and a necklace made up of moon stones. Each magician has an armed attendant-servant, who guards the mage while they meditate. They protect them from the elements with a red-colored parasol fringed with silver thread, often bearing a silver figurine of the Red Goddess bombarding her foes with fiery moonrock.

Type

Magical

Notes Magic Factor Missile Factor Melee Factor

Known as The Red House Medium / 5 0 1

Field School of Magic – Major Class 1 Type

Mounted Magical

Magic Factor Missile Factor Melee Factor

High / 0 2

6

Field School of Magic – Major Class 2 Type

Mounted Magical

Notes Magic Factor Missile Factor Melee Factor

Known as The Queen of Stars High / 6 0 2

The Field School of Magic consists of six priestly/magical units, each with some two hundred Lunar priests, sorcerers, and shamans from the University of the Seven Phases in Glamour. The Field School is divided into four Minor Class units and two

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HERO WARS ARMY LISTS Major Class units. The units consist of a triarchy of senior magicians, their personal retinue, each served by seven lesser magicians, again with their own retinue of lesser magicians, and a number of assistants, servants, and bodyguards. The Minor Classes include sections of seven magicians. Each unit has its own genius guardian which assists the magicians and can accompany their discorporate spirits almost 48 km from its sacred regimental regalia under a Full Moon. The guardians are linked with their Chief Priestess and with the priestess of each sevenmember section. The spirit can manifest as a very large Lune. The guardians differ in appearance but most look like an intangible red woman with fourteen arms. The costumes of the magicians vary, but most wear red cloaks with silver trim and decorations. The Major Class are all mounted on horses for ease of movement. They wear extremely ornate clothing that shows their status and power. They often carry magical items and wear Moon Stone jewelry. The Minor Class are on foot. They wear a variety of costumes, long decorated robes, and ankle boots with curved toes. They carry magical items and wear moon stone jewelry. The guards of each triarchy are organized into a company consisting of two troops of seven sections each of seven soldiers. Each company includes a centurion and standard-bearer. Some Lunar magicians are accompanied by allied or bound spirits embodied in bats, often used to scout. Two Minor Class and one Major Class unit were present at the Battle of the Auroch Hills in 1622. Their standards consist of a silver scroll mounted on a pole.

University Guards

Light Infantry

Armor

Bronze lamellar or scale corselet, open helmet Composite bow, kopis, small round shield Regular 4 Open order, drilled Yanafal Tarnils Low / 2 2 2

Weapons Morale Style Patron Deity Magic Factor Missile Factor Melee Factor

Light Infantry

Armor

Bronze full helmet, lamellar corselet Composite bow, kopis, small round shield Regular 4 Open order, drilled Yanafal Tarnils Low / 2 2 2

Weapons Morale Style Patron Deity Magic Factor Missile Factor Melee Factor

The two regiments of University Guards are rarely in the field together.

Blue Moon School Type

Magical

Patron Deity Notes Magic Factor Missile Factor Melee Factor

Annilla Not subject to the Lunar Cycle. Medium 5 0 3

The Blue Moon School is an independent school of the College of Magic. They preserve ancient Lunar secrets from lost Mernita that long predate the rebirth of the Red Goddess. They serve the Red Emperor to honor the kinship between their goddess and the Red Moon. It is rumored that they are based in the city of Elz Ast in First Blessed. Their magic is rumored to involve concealment, invisibility, and mysterious Otherworldly forces. The magicians wear dark blue robes robes, a blue headdress that combines a veil with a turban, and are said to bear poisoned indigo blades. In the field many are mounted upon Seredae ponies.

University Guards Type

Type

Spell Archers

Always keep these men in reserve to guard the magicians, or else they will see to it that the Goddess frowns upon you - Peliatt

Type

Magical Light Cavalry

Armor Weapons Style Patron Deity Notes Ritual Magic Factor Ritual Magic

Cloak, open helmet Bow, kopis, staff Open order, drilled Yelm, Sagittus Not subject to the Lunar Cycle. 5

Magic Factor Missile Factor Melee Factor

(Light) cast fiery bolts down from the heavens with their spells. Medium 4 0 2

The Spell Archers are an independent school of the College of Magic. They predate the Lunar Empire and are now sworn to serve the Red Emperor. They are Sun priests from Vonlath mounted on Seredae horses, who can collectively cast fiery bolts down from the heavens. They also drill to cast massed volleys of arrows and spells. This regiment normally functions more like a conventional light cavalry unit

The Field School of Magic is protected by two regiments of University Guards, defending the magicians of the Field Schools when they are engaged in magical rituals. One wears full-length tunics, striped with red and white with red sleeves, and the other, tunics usually striped with dark blue and white with blue sleeves.

285

THE ARMIES AND ENEMIES OF DRAGON PASS than the other regiments of the Lunar College of Magic. The Spell Archers and their mounts retain the tribal gear, clothing, and personal adornments of their nomadic past. Each Spell Archer wields a fetish staff that serves as a weapon in melee and as a magical prop for spellcasting. They wear a golden cloak fringed with red and a tall conical helmet with yellow plumes. They are said to have sworn to live and die on horseback without ever touching the polluting Earth. Their genius manifests as a gigantic fiery spear cast down from the sky.

Sister’s Army

Sister’s Army

Magical Cavalry

Armor Weapons Style Patron Deity Notes Magic Factor Missile Factor Melee Factor

None Bow, kopis, staff Magicians Polaris, Arraz, Buserian Not subject to the Lunar Cycle Medium 5 0 2

This ancient order of stargazers is an independent school of the College of Magic and uses applied celestology magic to disrupt the enemy. A prophet should only be able to see the true future but the Comet Seers can use their insights to make pronouncements of doom to draw additional enemies to battle their foes in the future. They can also divine auspicious times and places to wage war, based upon the position of the planets and the cycle of the constellations. The Seers come from Yuthuppa, the City of the Sky, the Center of Celestial Lore. The Buserian priesthood of Yuthuppa are directly beneath Pole Star, and are heirs to wisdom forgotten or unknown to others. They wear long sleeveless and gaudily embroidered robes over their tunics. Their Seredae mounts are chosen from those with dark hides dotted with lighter spots resembling stars.

Magical Cavalry

Notes Magic Factor Missile Factor Melee Factor

Not subject to the Lunar Cycle Medium 5 0 2

5 10 High / 0 1

6

Imperial Bodyguard The Imperial Bodyguard is a special group of elite regiments that serve as the bodyguard of the Red Emperor and act as the tactical reserve for the Lunar Army. When in the field, the Red Emperor is normally accompanied by most of his Imperial Bodyguard. It is not uncommon to find one or more regiments of the Imperial Bodyguard operating under the command of a field corps.

Full Moon Corps Type

Magical Heavy Infantry

Armor

Moon-iron cuirass, full helmet, greaves, vambraces and silver mask Various; long spear, kopis or sickle-sword Militia - Elite 1-6 Open order, drilled but with a tendency to charge without orders Red Goddess Low - High / 1-6 0 4

Weapons Morale Style

The Seven of Vistur Type

Magical

Ritual Magic Factor Ritual Magic Magic Factor Missile Factor Melee Factor

The Great Sister commands a small mobile regiment called the Sister’s Army that is completely outside of the command of the Red Emperor and the Lunar Army. They are rarely involved in the wars of the empire. It consists of approximately five hundred beautiful young men and women in fantastically glamorous uniforms. When viewed from afar, her “army” is often mistaken for flocks of gigantic birds or moving miniature forests. The Sister’s Army is a magical unit, not a military regiment. They do not fight on the battlefield but perform elaborate and elegant ritual dances and choreography with great magical results.

Comet Seers Type

Type

Patron Deity Magic Factor Missile Factor Melee Factor

The best of fellows to go drinking with if they will have you. It is true what they say about these men and women knowing the hidden side of Glamour - Peliatt

The Seven of Vistur, a small city in Silver Shadow, were a collective of powerful Lunar magicians specializing in siege magic, including the raising of massive earthen ramps. They were devoured in the Dragonrise of 1625.

This magical regiment assigned to the Imperial Bodyguard is feared throughout Glorantha. Its soldiers are demigod immortals, Heroes in training who

286

HERO WARS ARMY LISTS descend to earth from the Red Moon to fight for the Red Emperor, incarnated in mortal bodies. When they are slain, they return to their Mother, who heals them and sends them back to the Lunar armies. Their arrogance and bravery are a product of their relative individual immortality. Yanafal Tamils regularly sends members of the regiment to train at the Fields of Conflict on the Red Moon. The Full Moon Corps employ a variety of magical weapons, shields, and armor. Their only ‘uniform’ item is a magical silver facemask presented to them on joining the Corps. It resembles their own face, but with terrifying additions such as tusks and horns. Their power and strength is linked to the phase of the Red Moon: when the moon is Full, they are each twice as powerful as any mortal man; but when the Red Moon is Dying or Black, they are little better than green levies. Their magical prowess is similarly variable. Their armor is gilt with silver, and their crest and skirt have alternating stripes of black, red, and white. They carry a diverse collection of exotically shaped shields. The corps is accompanied on campaign by shieldbearers who act as their servants in camp.

Bloodspillers

Hero

Magic Factor Missile Factor Melee Factor

10 / 0 4

Style Morale

Silvered moon-iron cuirass, closed helmet, greaves and vambraces Lance, javelins, sickle-sword, shield Close or open order, drilled Elite 6

Patron Deity Notes Magic Factor Missile Factor Melee Factor

Yanafal Tarnils, Jar-eel Silver Regiment; Machairaphoroi Medium / 5 1 6

Count on the Bloodspillers as if they were immortals, but humor their arrogance and postures if you wish to save your other troops from needless cruelty - Frankonus Bittereye First of the Silver Regiments24 founded by Yanafal Tarnils to protect the Red Goddess, this regiment is made up of men and women who dedicate their lives to the martial arts, and the defense of the Red Emperor. This regiment fights as well on foot as when mounted on their Daron destriers. Applicants are accepted only from members of other guard or elite regiments in the Lunar army. They wear gilt silver armor (Lunar enchanted silver is often called Moon Iron), their helms have yellow and red crests, and their tunics are yellow and red. Their boots are black leather. Their horses often wear bronze scale barding. They embraced Jar-eel’s cult of the Moonsword. In 1602 during the conquest of Sartar she led them and other elements of the Imperial Bodyguard up the sheer cliff face to storm the Sartarite capital of Boldhome.

Beat-Pot Aelwrin was born in 1592 amongst the Varn Aks nomad tribe in the Redlands. Aelwrin was captured as a boy when his tribe revolted against the Lunar Empire and made a kitchen slave in the Imperial Train. Undaunted, he organized and led a successful slave revolt in 1613 (7/42), earning his name by using only the tools of his enforced trade. But Aelwrin’s plunder of the holy Frantic Ground outside the city of Palbar in Oraya satrapy, and his rape of the dowager PriestMother, brought Jar-eel into combat, and the revolt was soon repressed. The rebellion was crushed by Jar-eel, but Beat-Pot became her constant companion, sometime lover, and high priest of the Moonsword cult. His favored weapon is a giant’s meat cleaver he names King Cleaver. 24

Heavy Cavalry

Armor

Weapons

Beat-Pot Aelwrin Type

Type

Feathered Axe Type

Heavy Infantry

Armor

Bronze cuirass, leg and shin protectors, full helmet Sickle-sword, javelins Open order, drilled Veteran 5 Shargash Medium 4 1 4

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

They will not fight when their feathers are white - Peliatt This regiment was originally formed as a ‘free company’ paid for using the melted down armor of the Golden Giants, the last of the three Golden Regiments.

Yanafal Tarnils is said to have founded seven Silver Regiments, all

287

THE ARMIES AND ENEMIES OF DRAGON PASS during the early Third Age. Its captain earned a city by his trade and kept the regiment alive as the personal bodyguards of the rulers of Kostaddi. When the Red Goddess conquered Kostaddi, this regiment was the last to remain intact after a particularly grisly battle in 1237 (0/18). Rather than waste such an obvious military asset with needless slaughter, the Red Goddess offered to adopt their long-dead captain among her personal guardians, and when the hero-captain agreed, the regiment filled a similar position for the rulers of the Empire. Despite their name, they actually use sickle-swords. Their bronze armor has a gold trim.

Hell Sisters

Heavy Infantry

Armor

Silvered moon-iron cuirass, greaves, vambraces, full or closed helmet Long spear, oval shield, kopis Close order, drilled Veteran 5 Yanafal Tarnils Silver Regiment Medium / 4 0 4

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Heavy Cavalry

Armor

Enchanted iron cuirass and full helmet Lance, kopis, javelins Close order, drilled Elite 6 Jakaleel the Witch/Hell cults All female Medium / 4 2 5

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

A bloodthirsty bunch, best kept on border patrol than garrisoned within any normal human civilization - Peliatt The members of this ferocious all-female unit, feared by friend and foe alike, were originally taken from the priestesses of goddesses deposed by the Red Moon at the Battle of Castle Blue, creating a highly volatile regiment of dissatisfied witches. This tradition of membership has persisted and created an extremely tough band of warriors who are as likely to harass friendly troops as the enemy, even though they now worship Jakaleel the Witch and a variety of Hell deities They have no regular uniform colors; the women usually dress very colorfully as their personalities and traditions dictate. Their Daron horses often wear bronze scale barding. They are also known as the ‘Mad Women’, but few dare call them that in their hearing.

Grim Soldiers Type

Type

Household Foot

If you need a translator, ask in this regiment first - Peliatt One of the Silver Regiments, members of this regiment must be veterans of ten years’ service, and have lost a close relative to enemy action before they can enlist. This regiment fight as hoplites. The revival of hoplites was an innovation of the Red Goddess who instructed her fledgling army to don the bronze cuirasses of the dead Carmanians. The Silver Shieds wear gilded silver armor, their helm crests and tunics are dyed blood red. Their boots are black leather; these provide additional protection to the lower leg and knee in battle, but can be folded down for comfort when on the march. Officers carry command batons decorated with Death and Truth Runes.

Type

Heavy Infantry

Armor

Enchanted silvered moon-iron cuirass, full helmet, greaves, and vambraces Long spear, rectangular tower shield, sickle-sword Close order, drilled Veteran 5 Yanafal Tarnils Silver Regiment Medium / 5 0 5

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Will stand like moon-iron in a battle, but will drive you half mad with grumbling if they do not get beef during the campaign Peliatt One of the Silver Regiments founded by Yanafal Tarnils to protect the Red Goddess, when she walked in mortal form, the soldiers of this unit wear silver facemasks and armor. It is also known as the Legion of Strangers. This unit had its origin in Glamour, where recruits for its doughty ranks are easy to come by. Members serve as guardians for all the Red Emperor's favorite possessions as well as serving in the field. This regiment

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HERO WARS ARMY LISTS numbers 3,000, of which only a thousand are fielded at a time, the rest being on guard duty at the Emperor’s numerous palaces and treasure houses. Their cloaks and helmet decorations are scarlet; their pteruges are marked with Truth Runes; their silver armor is gilded. The regimental standard is in the form of a silver crescent mounted upon a pole, with a central spike.

took part in the failed attempt to capture the Giant’s Cradle at Corflu. The riders wear bright red cloaks and crimson streamers trail from their helmets.

Heartland Corps The Heartland Corps have inherited many regiments of the pre-Lunar Dara Happan Field Army. It consists of regiments of heavy and light infantry and cavalry.

Heavy Infantry

Beryl Phalanx

Mother’s Guard Type

Heavy Cavalry

Armor

Padded and reinforced furs, open helmet Javelins, composite bow, sicklesword Open order to skirmish, close order for shock, drilled Veteran 5 Red Goddess, Yanafal Tarnils All female Medium / 4 2 4

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

One of the ancient and respected Stonewall Phalanxes, this regiment has special magic for fighting against the Ram People of Talastar and Brolia. They fought alongside the Red Goddess, but did not join the Lunar Empire until the Red Emperor became emperor of Dara Happa. The regiment recruits from Henjarl and is headquartered in the city of Darleep in Kostaddi. Many soldiers are from the city of Alkoth, about 32 km from Darleep. They are contemptuous of all barbarians (anyone who is not a Dara Happan). The Beryl Phalanx notably reveres the ancient Emperor Urvairinus who founded the regiment and led it to defeat the Ram People at the Field of Hurdurus. They have a guardian star in the Celestial City. This regiment was one of the most active in carrying out a reign of terror in Eol during the ten-year occupation by Lunar Troops in the Second Wane. Distinctively, they wear one greave on their left leg, which is jointed and even covers the top of the foot. Their blue shields all display yellow variations of the eight-pointed star of Polaris, with a variety of

Wyvern Riders Fliers Iron Kontos, small shield, sickle-sword Fliers Veteran 5 Red Goddess Fliers Medium / 5 0 3

Bronze cuirass, greaves, closed or full helmet Long spear, hoplite shield, kopis Close order, drilled Regular 4 Polaris, Urvairinus Stonewall Phalanx Fighting Ram People (Orlanthi) Medium 4 0 5

Do not bring these men into Thrice Blessed - Peliatt

This regiment was originally founded to protect the Red Goddess as she wove her great magic at the Battle of Castle Blue. Their armor and cloaks are fashioned from animal hides – mainly that of wolves, bears, and dogs. They wear animal hides over their helmets and ride large Daron horses. Hand picked members of this unit also serve as the bodyguards for the wives, mistresses, paramours, and lovers of the Red Emperor.

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Heavy Infantry

Armor Weapons Style Morale Patron Deity Notes Hightlight Magic Factor Missile Factor Melee Factor

If you have no dragonewts, there is no better unit than the Mother's Guard upon your right - Peliatt

Type

Type

The Wyvern Riders are the elite messengers of the Lunar Army. In 1621 a detachment of Wyvern Riders

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THE ARMIES AND ENEMIES OF DRAGON PASS background colors. Their green and blue tunics have a yellow trim; their helmet crests are also blue and green. The regimental genius is Darvesh the Unyielding who protects the regiment against the Ram People (Storm worshipers) as long as his battle standards are secure. The standard consists of a spear of ancient form with a spearhead of beryl with a counterweight, set across the pole, surmounted by a star medallion of Polaris with eight rays. Within the medallion there is a portrait of Urvairinus. The square counterweight is set at an angle. This regiment was present at the Battle of the Auroch Hills in 1622 and took the brunt of the Sartarite ambush.

accepted the new uniforms and colors of the Lunar Army. The standard consists of a spear with a spearhead fashioned from granite, set across the pole with a counterweight, surmounted by a star medallion of Polaris with eight rays. Within the medallion there is a portrait of Urvairinus. Ribbons, animal tails and a massive feather (recalling a Rinliddi victory) hang from the spear. They wear muscle cuirasses; their tunics are striped alternating red and white, and their plumed helmet decorations are red and white; their shields all display yellow variations of the eight-pointed star of Polaris on a red background.

Granite Phalanx

Jasper Phalanx

Type

Heavy Infantry

Type

Heavy Infantry

Armor

Bronze cuirass, greaves, closed or full helmet Long spear, hoplite shield, kopis Close order, drilled Regular 4 Polaris, Urvairinus Stonewall Phalanx Standfast; Fighting Darkness creatures Medium 4 0 5

Armor

Bronze cuirass, one greave, one vambrace, closed or full helmet Long spear, hoplite shield, kopis Close order, drilled Regular 4 Polaris, Urvairinus Stonewall Phalanx Fighting Bird People Medium 4 0 5

Weapons Style Morale Patron Deity Notes Highlight Magic Factor Missile Factor Melee Factor

Weapons Style Morale Patron Deity Notes Highlight Magic Factor Missile Factor Melee Factor

These soldiers will not fight griffins, unless they have been given Haruvulia root to drink a week beforehand - Peliatt

Will fight well, but are uneasy near dragonewts - Peliatt An ancient Stonewall Phalanx, its rituals provide this regiment with special magic for fighting against trolls and other creatures possessing the Darkness Rune. Its home city is Melsorkorth in Kostaddi where Granite built his store house to keep his trophies. The city was destroyed by Sheng Seleris, but resettled in the Fifth Wane. The regiment’s warcry is ‘Fight for Life, Fight for the Emperor, Fight for Justice!’ There is a story that the regiment survived the Dragonkill only because the dragon intent on devouring it owed a favor to some of the men; other sources state that the regiment did not march with the Invincible Golden Horde but was assigned to the Home Garrison Army by Emperor Elmexdros. This regiment resisted the Lunar Army in the War of Three against One, and fought until only the Granite and Quartz Phalanxes remained, surrounded by Lunar foes. Both were offered quarter, but the Quartz Phalanx refused and was destroyed. Granite Phalanx accepted the honorable terms, and to honor their new leaders,

One of the ancient Stonewall Phalanxes, this regiment has special magic for fighting against the Bird People of Rinliddi. The home of the phalanx is Kalvostos in Silver Shadow, where it is based in its hilltop barracks, the Enkholagesh Fastness. This phalanx defeated the Bird People of Rinliddi for the Dara Happan Empire. The shield decorations of the phalanx, unlike those of its brother Stonewall Phalanxes, are of uniform design. Their shields display yellow eight-pointed stars of Polaris on a green background, edged with bronze for soldiers, silvered for officers and under-officers and gilded for the Polemarch. Their tunics and helmet decorations are green. They wear one greave on their left leg in the Daxdarian tradition, and one vambrace on their right arm. The standard bears at the top a horizontal gold Solar disk with descending rays which look like the spokes of an umbrella instead of a Polaris medallion.

290

HERO WARS ARMY LISTS Beneath this is a horizontal spear with a counterweight and below that a jasper disc.

Quartz Phalanx

Marble Phalanx Type

Heavy Infantry

Armor

Bronze lamellar corselet or bronze cuirass, greaves, closed or full helmet Long spear, large oval hoplite shield, kopis Close order, drilled Regular 4 Polaris, Urvairinus Stonewall Phalanx Fighting the Sokastori and Darkness creatures; holding against cavalry Medium 4 0 5

Weapons Style Morale Patron Deity Notes Highlight

Magic Factor Missile Factor Melee Factor

Heavy Infantry

Armor

Bronze cuirass, greaves, closed helmet Long spear, hoplite shield, kopis Close order, drilled Regular 4 Polaris, Urvairinus Stonewall Phalanx Medium 4 0 3

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

This Stonewall Regiment was destroyed by the Crimson Bat at the First Battle of Chaos in 1232 (0/12). The Red Emperor restored the Quartz Phalanx with all its rights and privileges in 1625 (8/1), following the Dragonrise and the fall of Oraya to the Voor-ash nomads. The regiment originally had a Highlight when fighting the Bird People but has not entirely regained its ancient magics as the original regimental standards, their spirits, and their standard-bearers were eaten by the Bat. The hoplites wear a red crest and skirt, and their shields are red bearing a profile of the Red Emperor. They are now mustered from the city of Mesavos (sharing a regimental depot with the Marble Phalanx) in the Oronin satrapy.

Another of the ancient Stonewall Phalanxes, this regiment has special magic for fighting against Darkness creatures and the Sokastori – though no one now knows what they were. The Temple of Polaris in the city of Mesavos in the Oronin satrapy is the temple-patron of the Marble Phalanx. In the Gods War, legend says the regiment fought the warriors of the Yellow City in what is now Jarst, and defeated their armies at the Camp of War. They fought alongside the Red Goddess, but did not join the Lunar Army until the Red Emperor became the emperor of Dara Happa. Three companies of the regiment were stationed in Pavis until the rebellion in 1625. Honathum the Shining God is the regimental genius who protects the regiment against cavalry for so long as the regimental standard is secure. Their full helmets cover their faces and their tunics and helmet crests are white. Their shields all display variations of a yellow eight-pointed star of Polaris on a white background, typically edged with bronze. The standard consists of a spear with a counterweight, set across the pole surmounted by a star medallion of Polaris with eight rays. Within the medallion there is a portrait of Emperor Urvairinus the Conqueror. 25

Type

Raibanth Line Type

Mixed

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Bronze/Leather Bow, long spear, shield, kopis Close order, drilled Regular 4 Polaris Line Regiment Low 3 2 2

One of the few surviving Line Regiments25 of Emperor Elmexdros, this unit consists of three hundred spearmen and seven hundred archers. The spearmen wear bronze cuirasses with leather leg and arm protection, and carry long spears and large round shields; the archers wear leather armor, and carry medium shields and kopis swords for close combat. Heartlands Corps after 1622.

Some sources indicate the regiment was no longer assigned to the

291

THE ARMIES AND ENEMIES OF DRAGON PASS The archers form the front ranks for massed shooting at distant targets; they shelter between the spearmen taking advantage of their shields to individually shoot horizontally at close quarters; they retire behind the line of spearmen if charged to loose arrows over their heads. The regiment suffered losses at the Battle of the Auroch Hills in 1622.

Empire if they would quit the field (without surrender) and join them. Since no rescue had come for the Legion within the customary period of 28 days (a Frontem custom), they agreed and moved to the Carmanian capital of Shardash. They served the Carmanian Shahs until after the Battle of the Four Arrows of Light. The soldiers still revere Humakt the Iron Sword. After Shardash was destroyed by the Red Goddess, the legion agreed to embrace her ways and empire. Their broadswords are irreplaceable, so the regiment has been shrinking over time as individual weapons are lost. It now numbers approximately eight hundred legionaries. Their warcry is ‘No Foe is our equal!’ Instead of a standard, the regiment has a banner depicting a sword. The regimental home is now the Temple of the Steel Sword at Moonwall in the Silver Shadow satrapy.

Mounted Heavy Infantry

Steel Sword Legion Type

Heavy Infantry

Armor

Leather or bronze corselet, full helmet Steel broadsword, throwing spear, rectangular tower shield Close order, drilled Veteran 5 Own cult Dwarf-forged weapons and armor; Machairaphoroi High 7 1 5

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Blue Dragoons Type

Mounted Heavy Infantry

Armor

Bronze cuirass, greaves, full helmet Long spear, hoplite shield, kopis Close order, drilled. Although they travel mounted, they always fight on foot Regular 4 Hwarin Dalthippa, Seven Mothers Hippobatas; all male. Also called the Blue Men. Low / 1 0 3

Weapons Style

Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

I am glad there is only one regiment of this type in the world - Eklastos Jaranthir

Do not joke with them about toes, elbows, or the city of Ulawar Peliatt

This regiment originated in Second Age Fronela, and is armed with weapons made of enchanted dwarf iron, taken from Nador’s Marsh in Ralios, said to be the garbage dump of Nida. Eklastos Jaranthir was a Carmanian general fighting in Frontem, and he annihilated or drove off an entire God Learner army, save for the Steel Sword Legion, who were defending the body of their dead lord. Eklastos tried everything against their seemingly hopeless position, but every assault failed to break them. When the Steel Swords refused to surrender, the Carmanians dug ditches upon the battlefield and besieged them. After the prescribed four weeks, Eklastos offered to institute hero worship for the dead regimental commander and to accept the Legion as full brothers and citizens of the Carmanian

The Blue and Red Dragoons regiments were founded in the Second Wane in 1343 (2/43) by Hwarin Dalthippa, in the Doblian Satrapy, for her Daughter’s Road Campaign. Their home is now the city of Hariij, in the satrapy of Oronin. Both regiments ride Seredae horses. An apocryphal tale of the creation of these regiments declares that the Blue Men were the wooers of the Red Women, followers of the Red Goddess, who formed a military sisterhood to rid themselves of their unwelcome male suitors. The Blue Men, in sorrow, also enrolled, vowing themselves to brotherhood in battle beside their former loves. This gives them their other names: the Red Women and the Blue Men. The soldiers fight on foot as a phalanx, but move around the battlefield and on campaign on horseback. They rarely fight well when mounted, as their hoplite shields are too large and cumbersome to use in the

292

HERO WARS ARMY LISTS Standfast Type

Mounted Heavy Infantry

Armor

Bronze cuirass, greaves, full helmet Long spear, curved hoplite shield, kopis Close order, drilled. Although they travel mounted, they always fight on foot. Veteran 5 Hon-eel, Yanafal Tarnils Hippobatas Standfast Medium / 5 0 4

Weapons Style

Morale Patron Deity Notes Highlight Magic Factor Missile Factor Melee Factor

Their motto is 'Ride hard and Stand Fast.' They do. Trust them Peliatt

saddle. The half-file leader has the responsibility to oversee the hippostrophos who tether and hold the horses of their file at the rear of the phalanx. They also deploy caltrops to slow enemy cavalry charges. These were used to good effect in the First Battle of Moonbroth, breaking up the charge of the massed Animal Nomads who had never encountered such things before. The helmet decorations, shields and tunics of the Blue Dragoons are shades of blue. The designs upon their shields vary according to individual preferences, though many depict their founder Hwarin Dalthippa.

The ‘twin’ regiment of the Blue Dragoons. Both regiments ride Seredae horses, trained to be ridden but rarely as cavalry mounts. Their helmet crests, shields and tunics are all shades of red. The shield designs vary according to the individual preference of each hippobatas.

This superbly drilled regiment fights as a phalanx, but moves around the battlefield and on campaign on horseback. They ride Seredae horses, trained to be ridden but rarely as cavalry mounts. They deploy caltrops to slow enemy cavalry charges. If fighting on horseback they are at a severe disadvantage since they are not equipped or trained as cavalry. The regiment was founded by Hon-eel the Artess at the beginning of the Fifth Wane. Their home is Perkos in the Karasal satrapy. Its recruits are drawn from the veterans of other regiments, a practice not uncommon in elite regiments. The regimental magic is used to make their horses ‘stand fast’ when the soldiers deploy to fight on foot, and is distinct from the Standfast Highlight of the Granite Phalanx. The standard consists of an enchained horse’s head mounted above a medallion bearing the Runes of Moon and Mobility. An enslaved horse spirit is bound into the head atop the standard, which gives the regiment control over their horses when they dismount to fight as a phalanx. Whilst the standard is secure, their horses stand fast without a need to be picketed, meaning that every member of a file can fight. Their tunics are scarlet, with a darker trim (purple for officers), a skirt trimmed with black, silver, and scarlet; their parade helms have black and white crests, and their shields are red with silver and black trim. The regiment was present at the siege of Whitewall.

26

Peliatt’s comment may be apocryphal.

Red Dragoons Type

Mounted Heavy Infantry

Armor

Bronze cuirass, greaves, closed helmet Long spear, hoplite shield, kopis Close order, drilled. Although they travel mounted, they always fight on foot Regular 4 Hwarin Dalthippa, Seven Mothers Hippobatas; all female. Also called the Red Women. Medium / 4 0 4

Weapons Style

Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Don't make them fight if they say they are hunting manticores 26 – Peliatt

Manticores have always been rare in Peloria in the Third Age, so

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THE ARMIES AND ENEMIES OF DRAGON PASS Copper Girls

Light Infantry

Blessed Daughters

Type

Light Infantry

Type

Light Infantry

Armor

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

None, open helmet Bow, short spear Open order, undrilled Militia 1 Red Emperor Psiloi. All female. Low / 3 2 1

Copper breastplate, open helmet, greaves Javelin, broadsword, crescent shield Open order, drilled Regular 4 Bosjerina All female +1 fighting in Mountains, Ruins Low 1 1 1

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

This archery regiment is traditionally commanded by one of the daughters of the Red Emperor. Its original members were recruited from the camp followers who followed the Red Goddess’ army. She offered them the opportunity to fight against their oppressors, and gave a rare chance for desperate women to find opportunity in the Lunar Empire. They are now recruited from camp followers and the unwanted girl children who have been adopted into well-to-do Lunar families. The Emperor has commanded that no man may look upon their faces in battle and live; they wear a veil, removing it only to perform the mercy killing of a fallen enemy. Those who prove themselves may be recruited into other regiments.

Put them on your weak cavalry flank, or on the hinge of your strong flank - Peliatt This Darsenite regiment from Korola-ator in the Satrapy of Karasal once guarded the Earth Temples of the Darsen Hills from despoliation by men. They are especially effective on broken ground. This regiment finds itself in more than its share of fights against various barbarians. Their helmet decorations and tunics have alternating green and white stripes.

Doblian Dogeaters

Blue Boys Type

Light Infantry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Linothorax, blue-dyed open helm Bow, kopis, large shield Open order, undrilled Regular 4 Yanafal Tarnils Peltasts Medium / 4 1 2

Type

Light Infantry

Armor Weapons

None Rhomphaia, javelin, crescent shield Open, undrilled Regular 4 Sakkar Peltasts. They have an ancient rivalry with the Lasadag Lions. Great Rush, once per day Low 3 1 2

Style Morale Patron Deity Notes Highlight Magic Factor Missile Factor Melee Factor

This Old Carmanian regiment is protected by an ancient sakkar (saber-toothed tiger) spirit. It is mustered by the Arastin Temple of Sakkar at Seksos in the hills of old Arir. They worship Sakkar, the saber-toothed tiger god, whom the Dara Happans know as the Great Fear. Their warcry is ‘You are meat!’ For many centuries, Arir was a battleground between Carmania and Dara Happa. The regiment was so badly mauled at the hands of General Yanafal Tarnils they became followers of the Red Goddess. The regiment is much feared for its Great Rush

As brave as any, but do not squander them in melee too early Frankonus Bittereye This was one of the first Lunar archery regiments raised in the Second Wane when tacticians discovered their need for this type of troop in the Southern Wars and the Nomad Invasion. As their name denotes, they wear tunics and helmets that have been dyed blue. The regiment was founded in the small city of Mephos in Doblian satrapy.

294

HERO WARS ARMY LISTS charge. They carry javelins with which they pepper their targets before charging the enemy and cutting them down with their fearsome twohanded rhomphaia which are capable of severing heads and limbs with a single stroke. These peltasts are issued with brown tunics but are permitted to wear whatever clothes and colors they choose; the color of the sleeves denotes their rank, red (officers and senior fileleaders), black (file-leaders), or green (soldiers). Many also carry a pale blue cloak with a white border. Their standard is a staff surmounted by a sakkar skull which has great deer antlers; a bright red glow hovers between the antlers. The regiment was present at the siege of Whitewall, with half the regiment stationed in Sartar, at Jonstown, providing garrisons at a number of forts located in tribal territories, and escorts for supply convoys.

Lasadag Lions

Light Infantry

Armor

Bone-plate cuirass, padded legs, padded open helmet, Two-handed mace, javelins Open order, drilled Regular 4 Twice Blessed spirit cults +1 in Ambush Low 1 1 1

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Light Infantry

Armor

Leather (Lion hides), lion-skin helmet Short heavy spear, broadsword, rectangular tower shield Closed or open order, drilled Veteran 5 Karndasal the Lion God They have an ancient rivalry with the Doblian Dogeaters. The regiment is also known as the Lions and the Maneaters. Leonine Powers including magical protection and fighting shields Low 3 0 2

Weapons Style Morale Patron Deity Notes

Highlight

Magic Factor Missile Factor Melee Factor

The Lion-soldiers of Pelanda are an ancient and wellknown regiment. Their home is the Lasadag Temple in Carmania, below the Brass Mountains. Their warcry is ‘Our God eats the Weak! We aid Him!’ Of themselves they say: Where beasts gather, lions rule. Where men gather, warriors rule. When warriors gather, we rule. The Daxdarius temple records at Pelandre mention the Lion-men from the legendary Pelandan era when they fought for the warlord. In Time, they warred for and against Dara Happa in the Gbaji wars, but over the next centuries were occasionally hired by Dara Happan emperors, but more often by the Darjiini. The Lasadag temple was suppressed, unsuccessfully, by the dark regime of the Spolite Empire. After the defeat of the Spolites, the Carmanian Shahs formed the first modern military units consisting entirely of the Lion-men, and established the religious Bull and Lion Rivalry. Under that aegis, the lion rituals and panoply were spread widely by the Carmanian Empire. This elite regiment, originally named the Great Lions, was founded to serve as the bodyguards of the Lion Shahs of Carmania. They fought well against the nascent Lunars, but because the Lion could not leave the land, after the Battle of Castle Blue, He accepted the position of honor the Red Goddess offered among her entourage. Since then, this regiment has served in the Lunar Army (other Lion-soldiers serve in the armies of the Oronin satrapy and the West Reaches). Membership is now hereditary, and accompanies initiation into the Lion God cult. The soldiers wear lion pelts with the tail hanging to

Iceland Starclubs Type

Type

Give them fresh mutton before a battle and these bumpkins will face dinosaurs for you - Peliatt This regiment of Eolian auxiliaries is famed for its surprise attacks and skillful, tactical withdrawals. The land of Eol is a taiga inhabited by reindeer herding people who shun cities. Much of their equipment is obtained from their herds; their cuirasses are fashioned from reindeer bones, cut and drilled and then secured together using cords of sinew. This regiment is often the butt of jokes, hence the reference to ‘bumpkins’ by the unkind general in the quote. Their reputed backwardness, however, is unfounded as this unit often wins fame for itself in battle.

295

THE ARMIES AND ENEMIES OF DRAGON PASS the ground, with the head over their helmets (Carmanian lions have a distinctive black mane), and laced sandals with leggings which leave no footprints save in snow. Some can even transform into lions. The lion hides give them protection equal to rawhide leather. Their swords are made to an ancient Wendarian pattern called the leaf-blade; it has a pommel shaped like the Magic Rune. Their heavy spears are normally used in close hand-to-hand fighting, but can also be hurled by these stronger-than-average soldiers. Lasadag shields denote rank and power. The soldiers of the rank and file carry shields which are flatfaced and rectangular, made of wood and leather. To qualify for higher rank requires passing rigorous tests for the candidate to prove themselves worthy to the regimental god. As they progress through the ranks, they adopt more ornate shields resembling a lion, with senior officers carrying shields which can bite and claw. The highest ranked officers bear no shield, having no need of a conduit for their inner lion. Instead, when they wish to do so, they can summon their leonine soul and transform. The regimental standard has a golden lion (about 30cm tall in repose) atop the pole. The lion is normally at rest, but is on all fours when the regiment marches, and stands rampant during a battle. Before contact, the standard makes a huge roar to frighten the enemy. The regiment suffered losses in Sartar at the Battle of the Auroch Hills in 1622, and in the rebellion of 1625, with elements being lost in the fall of Jonstown.

Militia

Light Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Linothorax, open helmet Bow, small shield, kopis Open order, undrilled Regular 4 Yanafal Tarnils, Halera Low / 3 1 3

Light Infantry

Armor Weapons

Leather, linen Spear, shield, whatever weapons they own Open, undrilled Militia 2 Various None 0 0 1

Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

After 1625, the Lunar Army is augmented by conscript militia, to attempt to hold off the assault of the Pentan nomads. With minimal training, drilled to fight in a phalanx at most, these units provide numbers but little military capability. The lucky ones are used to supplement garrisons, though some are called upon to fight in battle. Their officers are retired veterans, intended to provide an experienced core for their green troops.

Nest Thieves Type

Light Infantry

Armor Weapons

Cuir bouilli, open helmet Javelin, broadsword, crescent shield Open order, drilled Regular 4 Vrimak Low 1 1 1

Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

They love to chase elves out of woods - Peliatt

Halera’s Chasers Type

Type

The soldiers of this Darsen Hills regiment decorate their helmets with eagle feathers. They are skilled woodsmen. The name of the regiment derives from the ancient custom of the native warriors stealing the feathers of the Royal Eagles from their eyries. These feathers were used to decorate their helmets.

Keep every fifth one in camp when within the borders of Sylila Frankonus Bittereye

Pittance Regiment

This regiment from the Doblian satrapy was founded in the Second Wane. Their name comes from the spirit Halera who is worshiped at the temple of Yanafal Tarnils where the regiment is based, and because they will chase down any foes who rout under their sustained arrow volleys, fighting with their swords and small shields.

Type

Light infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

No armor, open helmet Bow, kopis open order, undrilled Militia 1 Lodril None 0 1 1

After the Dara Happan revolt of the First Wane, the Lunar Army permanently disbanded many Dara Happan regiments and impressed their soldiers into these scorned regiments. Each of the Tripolis cities are required to maintain a Pittance Regiment, which is

296

HERO WARS ARMY LISTS made up of conscripts from the lower classes.

Food Song prayers for the rebirth and recycling of eaten vegetable matter to the mother soil, returning plant spirits in peace to Aldrya’s bosom. This satisfies Aldryami customs, laws, and religion and their presence makes it easier for the Empire to make alliances with the Aldryami.

Thunder Delta Slingers Type

Light Infantry

Armor Weapons Style Morale Patron Deity Notes Highlight

Furs Sling, spear, small shield Open order, undrilled Regular 4 Traditional Eolian animism Psiloi. The ‘one magically effective volley’ mentioned refers to the Thunderstones the women of this unit all carry. Low 1 2 1

Magic Factor Missile Factor Melee Factor

Hadrian’s Cavalry Heavy Cavalry

Armor

Bronze scale hauberk, open helmet, greaves Lance, kopis, shield Close order, drill Veteran 5 Yanafal Tarnils, Hadrian Medium / 4 1 5

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

If you bless the commander in the Goddess’ name before the battle they will have one magically effective volley against cavalry - Peliatt

If you must choose between feeding these men or their horses, buy oats - Frankonus Bittereye This regiment was brought into the Lunar Army in 2/32 as the result of a complicated plot by the Red Emperor. The soul of Hadrian, the commander of the household bodyguard of the Arir royal house was kidnapped and his body possessed for a whole year. This expedited the conquest of Arir (now called Doblian) through treachery. Hadrian was offered immortality as a worshiped hero in the Empire or the freedom to return to his now-conquered homeland. With the royal house wiped out, Hadrian led the survivors into the service to the Red Emperor. Their Daron horses are often partially armored with leather or bronze scale barding on the head, neck, and forequarters.

These two regiments of skilled slingers come from Eol and are widely considered the best missile troops in the Lunar Army. They manufacture special magical bloodstones for their slings obtained from the dangerous Thunder Delta islands. The land of Eol is a taiga inhabited by reindeer herding people who shun cities. They wear no uniform but northern furs which are tied open, on their backs, in the summer.

Heavy Cavalry

Jintori

Graineaters Type

Heavy Cavalry

Armor

Copper cuirass, greaves, vambraces, open helmet Javelins, kopis, shield Open order, drilled Regular 4 Plant goddess secret society Low 1 1 1

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Type

Type

Heavy Cavalry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Lamellar hauberk Kopis, javelins, shield Open order, undrilled Regular 4 Yanafal Tarnils Low 3 2 3

These men are extremely rude while eating, but might rebel if they are reminded of it - Peliatt

These people are vegetarians, and were very useful to me once in dealing with Aldryami - Peliatt

From Karasal, this regiment is famous for their extraordinary stand during the fighting of the Nights of Horror when, magically augmented by several fullstrength Lunar magic schools, they successively fought off two waves of barbarian heavy cavalry (while they were still aided by the rest of the Lunar army), then faced a charge by darvan supported by naked savages, then a swarm of trollkin, and finally an amorphous

Each soldier carries six javelins in a quiver and one inhand. Their tunics are green and the helmet decorations of their officers are green and white. The regiment’s warcry is ‘Ride to kill, dismount to live!’ Their cult forbids the crushing of grain for cooking so they eat the same food as their horses. They know

297

THE ARMIES AND ENEMIES OF DRAGON PASS mass of krjalki from the hole into the Void that Honeel was closing as she died. Only 162 soldiers survived the battle, all of whom are offered hero worship as guardians of the Heartland Corps and are said to reside on the Red Moon. Their tunics are blue and the helmet decorations of their officers are blue and white.

Cavalry Corps This administrative corps lacks the usual benefits of a corps headquarters, with the troops not permanently assigned and always includes more barbarian mercenaries than the other corps. It provides a flexible and mobile reserve for the borders of the Empire.

Lost Sky

Heavy Cavalry

Type

Heavy Cavalry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Leather cuirass, open helm Lance, kopis Close order, drilled Regular 4 Polaris Low 3 1 3

Antelope Lancers

It is mandatory to persuade them to sing their war chant backwards if going into battle under the Black Moon, but if you give them arkove wine beforehand they will do it without trouble - Peliatt The Silver Sable Lancers, better known as the Antelope Lancers, are Sable riders from the Hungry Plateau. This regiment has been in the empire’s service since the Sable Recognition of 1275 when the Twin Stars gave the inspiration of the Red Goddess to the Sable People of the Hungry Plateau. In 230, the Second Council of Dragon Pass trapped and slaughtered the Horse Lord rulers of Peloria at the Battle of Argentium Thri’ile. Instrumental in the battle were the Praxian animal riders, whose leaders received grants of land in Peloria for their valor, and thus began the Sable dynasty of what is now Kostaddi. The Hungry Sable Tribe and the Satrapy of Kostaddi are both now ruled by their Queen, whose consorts command the Sable cavalry. The Antelope Lancers are a close ordered, drilled heavy cavalry regiment, riding only sable antelope bucks. The lancers wear bronze breastplates, bronze helmets with crests of red, yellow and black, and greaves. Their sable mounts often have head protection. Officers may wear silver breastplates. They were born to fight on the backs of their antelopes, and they and their mounts dance around the battlefield with awe inspiring grace. Their giant

Light Cavalry

Yalamese Light Cavalry Lacquered leather cuirass, open helmet Composite bow, kopis Open order, undrilled Regular 4 Yanafal Tarnils, Hon-eel Low / 3 1 3

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Bronze or Moon-iron cuirass, open helmet, greaves Lance, kopis, shield Close order, drilled Regular to 4-5 Veteran Twin Stars, Yanafal Tarnils Ride Sable Antelopes Medium / 5 0 5

Patron Deity Notes Magic Factor Missile Factor Melee Factor

The temple home of this regiment has provided them to any ruler of Yuthuppa since the the Second Council drove off the Horse Barbarians for the first time, circa 230. They wear lamellar cuirasses of lacquered black cuir bouilli, with green sleeves upon their linen tunics and black leather trews upon their legs. Officers wear scale helmets. Their Seredae horses commonly have a dark hide with lighter spots.

Armor

Heavy Cavalry

Armor Weapons Style Morale

Bring criminal action against any member of this unit who mentions the Goddess on Clayday - Peliatt

Type

Type

This regiment needs a green-headed duck to sacrifice before each battle - Peliatt This regiment from Doblian was founded by Hon-eel the Artess at the end of the Fourth Wane for her campaigns against the Pentans. It is organized as sixteen troops of two sections of fourteen typical of the cavalry regiments raised by Hon-eel. Their lacquered leather armor is dyed green, and their shields are decorated with duck feather tassels. Troopers ride any Seredae horses; officers ride upon the breed known as the on Hon-eelan, which are piebald black and white.

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HERO WARS ARMY LISTS antelopes have crescent horns, and the lancers wear the same horns on their headgear. The commander of the regiment is titled a ‘khan’ and is accompanied by a standard-bearer, a bodyguard, and a trumpeter. The regimental genius is Abas the Little Father, who resides in the regimental standard: two silver stars mounted below a silver moon disk. Three companies of the regiment were stationed in Pavis until the rebellion in 1625; others were at the Battle of Dangerford in the same year.

Battle of Dangerford in 1625.

Flowers of Death

Heavy Cavalry

Armor

Bronze scale hauberk – no helmets Kontos, composite bow, kopis Open order, undrilled Regular to 4-5 Veteran Kargzant Pure Horse People Medium 5 2 5

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Heavy Cavalry

Armor Weapons

Leather/Linen Kontos, kopis, some carry a small crescent shield Close order, drilled Regular 4 Hwarin Dalthippa Low / 1 0 4

Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Char-un Type

Type

This regiment was founded by Hwarin Dalthippa during the resettlement of Rist in 1296 (1/49). Its name reflects the destruction of the great Aldryami forest in the Moonburn when no living plants were spared, leaving only ash and burnt dead flowers. Their small shields (worn strapped to their left forearms to free both hands to hold the kontos lances) bear a picture of a stylized flower. They ride Seredae horses. Their home is at Thubana in Dara-ni and the regiment is sponsored by the Garden Temple of Atonement at the Flower Palace. Their battle cry is ‘Sweet smell, sweet now, sweet death!’

This tribe of Pure Horse People have been allies of the Red Goddess since the Battle of Seven Horses (1228). The Char-un supply only one regiment to the Lunar Cavalry Corps but it is a doublestrength unit of one thousand mounted warriors. Hundreds of volunteers from the tribe also join other mounted regiments. The Pentan nomads are famous for their light horse archers, who are supplemented by a small number of elite heavily armored cavalry. Most males are fighters, either Riders or Warriors. Riders scout and skirmish, but try to avoid closing with a foe until ready to become a warrior. Warriors skirmish, but also engage in close melee, as well as qualifying to accept heroic challenges of single combat with warriors of renown. Most do not wear helmets to display their tribal topknots and red ribbons. Their horses are usually partially armored. The regiment is mustered at the trade city of Kargzikitor in Erigia where the Char-un khan holds court. Their standard is in the form of a golden wheel or disk mounted upon a pole. In wartime it may also flaunt a freshly flayed human skin as a banner, usually of a famed enemy champion captured and sacrificed to the Sun. A large detachment of the regiment was at the

Light Cavalry

Arrowstone Type

Light Cavalry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

No armor, open helmet Composite bows, kopis, shield Open order, drilled Regular 4 Sagittus, Hon-eel, Yelm the Archer Low 3 2 4

This regiment comes from First Blessed satrapy, and was founded by Hon-eel the Artess to fight against the Pentans in the Fifth Wane. They fight in the Kastokus style, riding Seredae horses, and are also trained to fight on foot in a shieldwall. The Arrowstone are horse archers famed for their coordinated volleys of arrows. Their Kastokus tradition means that each carries of two bows: a smaller bow used mounted and a taller bow used afoot which has a greater range. These horse archers wear heavy yellow-dyed cloaks and green-dyed trousers; their helmet decorations are blue and white. The regiment is named for the red stone arrows they wear as necklaces. A very few troopers have been rewarded with pendants of rare red moon stone. The regiment suffered losses at the Battle of the Auroch Hills in 1622, and in the Dragonrise, the fall of Jonstown and the Battle of Dangerford in 1625.

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THE ARMIES AND ENEMIES OF DRAGON PASS trousers. In 1602 a troop of the regiment vanished into the Upland Marsh of Dragon Pass.

Moon Arrow Type

Light Cavalry

Armor Weapons

Light leather Composite bow, kopis, small shield Open order, undrilled Regular 4 Red Goddess, Seven Mothers Horse Archers; all female Low / 3 2 4

Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Starkin

This regiment from First Blessed is always commanded by a priestess of the Red Goddess. The regiment was founded by a band of women inspired by a vision of the Red Goddess. The feather decoration of their Seredae horses and accoutrements recall the Bird People of ancient Rinliddi. Their red tunics have a white trim. The regiment was at the Battle of Dangerford in 1625.

Type

Light Cavalry

Armor Weapons Style Morale Patron Deity Highlight Notes Magic Factor Missile Factor Melee Factor

None, open helmet Bow, kopis Open order, drilled Regular 4 Yelorna Ability to heal their own wounds Horse archers; all female Low 2 2 2

This pre-Kastok regiment maintains the taboos of the ancient Pure Horse People and claims to have worshipped the Star Goddess Yelorna from before the Dawn. The first recorded historical appearance of these horsewomen was in fighting against the charioteers in Jenarong’s Era. Their warcry is ‘Yelm! Truth! Life!’ Another slogan is ‘The stars choose our targets, we worship them with our arrows’ as they can see the stars in the daytime. They have a modern rivalry with the Moon Arrow regiment. Their home city now is Pillini in Doblian, famed for the Handsome Horseman who defeated the monsters there in the Dawn. Each archer carries quivers of arrows before them on each side of their horse. All are skilled in Kuschile archery. They wear knee-length tunics, with the arms bare to the elbows, and adopt a short hooded blue cloak with white borders in cold or wet weather. Their standard retains the form of the Jenarong Era. They ride Seredae horses. The regiment was at the Battle of Dangerford in 1625.

Riverfork Type

Light Cavalry

Unriver

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

None Bow, kopis Open order, undrilled Militia 2 Seven Mothers Horse Archers None 0 2 2

Type

Light Cavalry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

None Bow, short sword, shield Open order, undrilled Regular 4 Seven Mothers Horse Archers Low 2 2 2

These horsemen from the Oraya satrapy make up for their lack of training with enthusiasm and energy, and they are noted for their skill at fighting Pentan cavalry. This unit has an affinity with water and are known for their skill in finding river fords and for making dramatic river crossings against their foes. They wear a decorated coat over their riding

These mounted archers from the Redlands are noted for their ability to shoot their bows while retreating away from the enemy. They dress in the Pentan fashion, with trousers and coats of leather, felt, or wool, and they ride Seredae horses.

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HERO WARS ARMY LISTS and his sons.

Wine Dance Type

Light Cavalry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

None Javelin, kopis Open order, undrilled Militia 2 Bentus and Adayan Prodromoi Low 1 1 1

Whipstock

Light Cavalry Light scale corselet, closed helmet Bow, shield, light kopis Open order, undrilled Regular 4 Vrimak Horse Archers Low 2 2 1

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

None Javelins (which double as thrusting spears), shield Open order, undrilled Regular 4 Hyalor, Humakt Low 3 1 4

These horsemen from the Doblian satrapy are famed for the speed they drive their horses (many use short braided leather whips which give the regiment its name). The Whipstock ride their Seredae horses in the ancient manner (sometimes called the Hyaloring), and do not use saddles. A blanket is secured to their steed; a light bridle and their knees are all they use to guide their mount. They wear heavy long-sleeved tunics over their colorful trousers. The regiment was at the Battle of Dangerford in 1625.

Wing Temple Armor

Light Cavalry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

These scouts are from Terarir, a broad valley athwart the middle Oslir River in Sylila; they revel in reckless behavior, drunkenness, and death. These horsemen are famed as scouts and are notorious as scroungers and looters. The regiment was founded during the period of the Darjiini Rebellion against Sheng Seleris in the Fourth Wane, surviving his reign of terror to be incorporated into the Lunar Army. Their tunics are the color of red wine; the helmet decorations of their officers are red and white. They ride Seredae horses.

Type

Type

Chariots Deretinus mounted heavy missile machines and multiple arrow shooters upon sturdy chariots capable of rapid movement and deployment. These are still used by the Lunar Army, but require rare skilled technicians capable of using the magic necessary to stabilize their equipment. The torsion springs have a great sensitivity to any variation in temperature or moisture and are most effective in the heat of summer. The chariots are drawn by four matched Seredae horses. Ordinary chariots are ridden, when practical, by priests, magicians, generals and other senior officers.

These horse archers are from Diavizzi in First Blessed; the members of the Wing Temple regiment are famed for the feathered “wings” they attach to the back of their torso armor. They also wear feathers on their helmets in the Rinliddi fashion. Some of their helmets are styled as beaked eagle heads, not unlike Yelmalion hawk helms. Their tunics are blue and the helmet decorations of their officers blue and white. These scouts and skirmishers ride Seredae horses. The Wing Temple is an important temple of Vrimak, who is the paramount birdancestor, and is famed for its gilded avian sculptures of the god

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THE ARMIES AND ENEMIES OF DRAGON PASS Deretinic Charioteers

Infantry

Type

Chariot Artillery

Twilight Spears

Armor Weapons

None Heavy missile machines and multiple arrow shooters Open order, drilled Militia 2 Yelm the Warrior Only usable in open country and on roads. Low 2 4 1

Type

Heavy Infantry

Armor

Bronze cuirass, greaves, vambraces, closed helmet Long spear, kopis, hoplite shield Close order, drilled Veteran 5 Yanafal Tarnils, Twilight, Hon-eel Low / 3 0 4

Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

This hoplite unit is from the Oraya satrapy and was founded by Hon-eel to serve as the bodyguards for her son Twilight. It has the fourteen file organization typical of the regiments raised by her. The regiment is supported by the Twin Lights Temple in Palbar, and its male recruits are also members of Twilight’s cult. Their shields variously depict the head of a pale-eyed blond boy or youth surrounded by a solar nimbus, or a reddish sun on the horizon; their standard consists of a sun disk atop a pole surmounted by a gold figurine of Twilight, with many trophies of horse tails and nomad topknots and scalps hanging from the crosspiece.

The heavy missile machines shoot single large metal bolts with remarkable precision and power whilst the multiple arrow shooters shoot repeated mass volleys of smaller bolts. The multiple arrow shooters have a system of gears powering a flat-link chain connected to a windlass drive that places bolt after bolt from the magazine on top of the device into the firing slot. The mechanism is worked by moving either a rectangular lever forward and backwards or a rotating handle. Both are prone to jamming, requiring constant care and maintenance. Each chariot requires a crew of three: a driver, aimer, operator-magician. This requires a large chariot car, and a team of four horses. Traditionally, these chariots performed a wheeling charge, turning to present the rear to the chariot to the enemy, halted, and then unleashed volleys of missiles, until the enemy attacked or broke under the barrage. The crews wear leather jerkins or cuir bouilli lamellar corselets with gold decorations. Their standard has the form of a gold eight-spoked wheel, crossed by a spear, on a pole. It radiates a visible hemisphere of protective golden light when the chariots engage the enemy.

Nightlight Spears Type

Heavy Infantry

Armor

Bronze cuirass, greaves, vambraces, closed helmet Long spear, kopis, hoplite shield Close order, drilled Veteran 5 Yanafal Tarnils, Nightlight, Hon-eel All female Low / 3 0 4

Weapons Style Morale Patron Deity

Eastern Field Corps The Eastern Corps is drawn primarily from the First Blessed and Oraya satrapies, and various frontier regions including Jarst and the Redlands. In the Sixth and Seventh Wanes, there was a serious lapse in military preparations, although the traditional units kept at least a core cadre in preparedness. The ‘Officers’ Demands’ of the early Eighth Wane allow the region to field trained, if inexperienced, conscripts, including Lodrilli spearmen, against the renewed and looming horse barbarian threat. Due to the nomadic and unpredictable nature of the horse barbarians, the Eastern Field Corps has a higher percentage of mobile cavalry than the Heartland or Southern Corps.

Notes Magic Factor Missile Factor Melee Factor

This all-female hoplite unit is from the Oraya satrapy and was founded by Hon-eel to serve as the bodyguards for her daughter Nightlight. It has the fourteen file organization. The regiment is supported by the Twin Lights Temple in Palbar, and its recruits are female members of Nightlight’s cult. Their shields variously show the head of a pale white-haired girl or maiden surrounded by stars, with the number of large stars indicating the rank of the bearer. The regimental standard consists of a fivepointed silver star with a silver figurine of Nightlight

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HERO WARS ARMY LISTS above it, one hand raised in greeting or warning.

Althil Chasers

First Victory Type

Light Infantry

Armor

Cuir bouilli cuirass, greaves, full or closed helmet Javelin, kopis, shield Open order, drilled Veteran 5 Seven Mothers Low / 3 2 2

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Light Infantry Leather cuirass, greaves, and vambraces, composite helmet Hooked spear, javelin, kopis, shield Open order, undrilled Regular 4 Tholm Low 2 2 2

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Cuir bouilli cuirass, open helmet Javelin, spear, kopis, shield Open order, drilled Regular 4 Hastatus Low 2 2 2

Spear Sons Type

Light Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Leather cuirass, leather helmet Javelin, spear, dagger, shield Open order, undrilled Regular 4 Lodril Low 1 2 1

This new regiment is recruited from Lodrilli settlers, determined to prove their mettle as worshipers of the lusty Spear God. The regiment has a reputation for being illdisciplined and are looked down upon by officers from the Oslir valley for their short reddish-brown tunics or loincloths (which many discard entirely in warm weather, especially in Fire Season), and the phallic designs on their shields.

Feathered Dancers Armor

Light Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

This regiment is raised at Shushz in Althil and traces their origins back to when it was an independent kingdom, a thousand years ago. They generally despise Dara Happans as arrogant fops. Their favored tactic is to pepper a phalanx or shield-wall with javelins, retiring if charged and only going hand-to-hand when the enemy is in disorder or rout.

This regiment is based in the sacred city of Torang in the First Blessed satrapy. It was founded by the Red Goddess herself at the start of the Zero Wane. This regiment is named for the battle on the Tener River in 1220, (now the site of the city of First Victory) where the ragtag army of Torang and the surrounding towns established the realm of the Goddess. The arms and armor of this regiment reflect those of this first Lunar army, though their shields show the goddess performing the various acts for which she is famed before she departed upon her Godquest. The soldiers of this regiment might be classed as heavy peltasts. Their standard has the goddess portrayed as a young girl standing upon a Moon Rune, poised in the act of dancing, one hand holding a sickle and the other a silver mirror.

Type

Type

Cavalry

Noonlight Horse

This regiment from Rinliddi numbers eight hundred peltasts. Their helmets, armor, and shields are decorated with eagle feathers. They are adept at using their hooked spears to snag and pull aside an opponent’s shield before swiftly stabbing with their spears. The soldiers perform elaborate war dances before battle. Their shields often display hawk designs.

Type

Heavy Cavalry

Armor

Bronze cuirass, full or closed helm Lance, javelins, kopis, shield Close order, drilled Veteran 5 Yelm, Noonlight, Hon-eel Low 3 0 5

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

This heavy cavalry regiment is from the Oraya Satrapy, and was founded by Hon-eel to serve as the bodyguards for Noonlight, the Pentan hero-spirit. It is organized as sixteen troops of two sections of fourteen typical of the cavalry regiments raised by her. The regiment is supported by the Twin Lights

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THE ARMIES AND ENEMIES OF DRAGON PASS Temple in Palbar, and its recruits are members of Noonlight’s cult. As the divine son of the Most Reverend Mother of Horses, his worshipers have a special affinity with their mounts. Noonlight is also revered by many Pentan nomads. Their shields depict the radiant face of a young boy or youth.

arrow mounted atop a pole which always points towards the nearest enemy.

Ommmo

Goldwave Type

Heavy Cavalry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Bronze cuirass, open helmet Spear, bow, kopis, round shield Close order, drilled Regular 4 Yelm the Warrior Low 1 1 4

Type

Heavy Cavalry

Armor Weapons Style Morale Patron Deity

Leather, open helmet Kontos, sagaris Loose, undrilled Regular 4 Kerator - a local variant of Yelmalio Ride Pelorian bison Low 2 0 4

Notes Magic Factor Missile Factor Melee Factor

This small auxiliary unit of bison-riding cavalry recruit from the ruling nobility of Garsting who reign over the local Zarkosing goat herders. The bison of Garsting and Balazar are bigger and shaggier than their Praxian cousins, and the founder of the regiment heroquested to gain the ability to tame and ride them, winning the friendship of the bison-spirit Ommmo. The nobility now maintains herds of bison, selecting those most suitable as cavalry mounts. The noble clans are loosely associated with Kareiston’s Temple, and the Serene Victory temple up in the hills; they claim the use of the axe as a gift to their god from a grateful earth spirit. Their standard is a magically burning but smokeless golden torch, in which the spirit of their hero-founder resides.

This aristocratic regiment of landholders from Birin was founded by Avivath the Prophet in the First Age. They ride Seredae horses and are notable for the golden suns painted or gilded on their shields. They often wear yellow cloaks (with gold thread or even of gold hued Kralorelan silk for senior officers); the name of the regiment derives from how these billow behind the riders when they charge. The lowland region of Birin lies between the mouths of the Oslir and the Arcos Rivers. It has enjoyed independence from Dara Happa several times in its history. The regiment had been transferred to the Cavalry Corps during the long peace of the Seventh Wane, and was assigned to the Provinicial Army, fighting in the Battle of Dangerford in 1625. Following the increasing threat from the Pentans it was reassigned back to the Eastern Field Corps, bringing much needed combat experience to the enervated field army.

Jewel Points Type

Light Cavalry

Armor Weapons Style Morale

No armor, open helmet Composite bow, kopis, shield Open order, undrilled Regular to 4-5 veteran Vrimak Low 1 1 1

Patron Deity Magic Factor Missile Factor Melee Factor

A cavalry regiment raised in the First Blessed satrapy. In the Third Wane, they were destroyed three times by barbarian cavalry, being restored again at the beginning of the Fifth Wane after the defeat of Sheng Seleris. The regiment is named for the cross-section shape of the bodkins of their polished bronze arrowheads, and for their bejeweled standard of a large feathered

Southern Field Corps The Southern Corps is drawn from regiments native to Sylila, Kostaddi, and Darjiin. During the Dragonrise, three regiments of the Southern Corps serving with the Provincial Army were entirely devoured by the True Dragon, leaving only the regiments listed here.

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HERO WARS ARMY LISTS Iskalos

Infantry

Kill You Regiment

Type

Heavy Infantry

Type

Heavy Infantry

Armor

Armor Weapons

Magical – equivalent to bronze Two clubs, one per hand; or large two-handed club. No shield. Open order, undrilled Fanatic 6 Shargash, Senderesh Medium 4 0 4

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Bronze cuirass, greaves, closed helmet long spear, kopis, hoplite shield Close order, drilled Regular 4 Shargash Low 3 0 3

Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

This hoplite regiment is from the old Henjarl region in what is now the Kostaddi satrapy. It fights as a Dara Happan phalanx, though it lacks the Highlight magics of the Stonewall regiments. The tunics and helmet crests are white. The helmet faces are styled as skulls and many display the k Rune of Shargash.

Fanatic fighters of the Temple of Senderesh, in the city of Alkoth in Henjarl. The size of the regiment varies according to how many devotees answer the muster. When the city itself is threatened or when personally mustered by the Red Emperor, large number throng to the call. Never have only a few answered the muster. Like many other rituals of Shargash, the Senderesh Rites are not scheduled, but occur whenever Senderesh awakens and summons his followers when the city is threatened by invasion. Their garb consists of white cloth sacks and flimsy black robes, worn with a red skull mask. Prepared individuals may have much more ornate pieces ready for assembly (all the wealthy houses of Alkoth are equipped in this way). Their warcry is ‘Death is Us!’ The regiment is known for its Senderesh Death Strike in which the soldiers are guaranteed to kill any opponent they face, and to themselves die and go to Shargash. It is normal for this regiment to rush against their opponent and trade self for self. Generals try to hold this unit back until they find a suitable foe, and then let them go against them. They attempt to oppose these berserkers with a superior enemy regiment, knowing they will use the Death Strike. Alternatively, some general have tried to make a single thin line across a wide front with them, but rarely have succeeded. This regiment is always among those marching on the “We Hate Darjiin Usurpers” campaigns. It did not join the Invincible Golden Horde which was wiped out in the Dragonkill, since there was no threat to their city, or their god. Their standard consists of a near-human skull, with a huge jaw and four oversized canine teeth, set on three vertebrae (with spikes in the back), on a tall pole. This is the divine skull of Senderesh. His thigh bones are part of the temple regalia, used as drumsticks to pound out the beat on the great kettledrums to summon the regimental muster.

Silver Shields Type

Heavy Infantry

Armor

Cuir bouilli breastplate, greaves, full or closed helmet Spear, hoplite shield, kopis, javelin Close order, drilled Veteran 5 Hwarin Dalthippa, Yanafal Tarnils Hypaspists Low / 1 1 4

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

This modern unit of welldrilled hypaspists is capable of fast marching and operating in difficult terrain. The Silver Shields are more maneuverable and flexible on the battlefield than the Stonewall Regiments and usually are placed on the flank of the Lunar line. Theirs shields are gilded with silver. They are named after their famous silver-gilded bronze shields. The regiment was created by the Conquering Daughter for her campaigns against the Blue Deer Princes of Vanch and the Kynnelfing Alliance.

305

THE ARMIES AND ENEMIES OF DRAGON PASS Its recruits are drawn from across the southern reaches of the Empire and even the Provinces, with its home in Jillaro in the satrapy of Sylila. They wear hardened leather breastplates and white tunics and red parade cloaks. In cold weather they also wear brown trews. The regiment is led by a Commander of a Thousand and is based around files of seven soldiers. Ten files plus a command group of fourteen led by a Centurion make up a company, a total of 85 soldiers. Ten regular companies, a command company, and a support company make up the full regiment. Three companies of the regiment were stationed in Pavis until the rebellion in 1625. The regiment was assigned to bolster the Native Furthest Corps in 1626 and fought at the Battle of the Queens. The regimental genius is Ipharia Enestratos, who resides in a gold and silver bat atop a silver moon disk on a blackwood staff. In life, he performed a Heroquest which turned the shields of his regiment silver.

Vahangi Archers

Light Infantry

Armor Weapons

None, open helmet Long spear, javelins, broadsword, shield Open order, undrilled Regular 4 Yelmalio Low 1 2 2

Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Light Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

None, open helmet Bow, kopis, light mace Open order, undrilled Regular 4 Sagittus Low 2 1 1

This regiment originates from the south of the satrapy of Kostaddi. They are also known as the ‘Heavenly Radiance’ archers, perhaps because it was claimed that the arc of their volleys of burnished arrowheads were bright with the light of the sky. The Vahangi Archers wear long fringed tunics extending to their knees, and Dara Happan-style conical helmets.

Cavalry

Redflags

Thubana Peltasts Type

Type

Type

Light Cavalry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Cuir bouilli cuirass, open helmet Javelins, kopis, shield Open order, undrilled Regular 4 Yanafal Tarnils Low / 1 0 2

This regiment of light cavalry skirmishers from Kostaddi gets its name for the small Red Moon banners its soldiers attach to the back of their cuirasses. Their tunics are red with a yellow trim (gold thread for officers) and their helmet crests are red and white.

Members of this regiment from the largest city of Dara-ni in Sylila wear distinctive yellow-crests on their helmets and have decorated crescent shaped shields. Their tunics are bleached white. Originally a Dara Happan colony, the valley of Dara-ni was long been contested by Dara Happa, Old Sylila, and Talastar, and its culture is now a mélange of their cultures. This regiment combines Dara Happan and Sairdite military traditions, with their arms and helmets in the Dara Happan style with the exception of their Orlanthi style straight swords.

Yereni Horse Type

Heavy Cavalry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Scale hauberk, open scale helm Lance, kopis, shield Close order, drilled Regular 4 Yelm/Manimat Low 2 0 3

This regiment from Darjiin is recruited from the landholding petty aristocracy of the satrapy. They wear traditional Darjiini scale armor and scaled helmets and provide their own horses as a matter of pride.

306

HERO WARS ARMY LISTS Provincial Army

Aggar Sun Dome Templars

Aggar

Type

Heavy Infantry

Most wild and least controlled of the tributary kingdoms, its rugged hill country is populated by defiantly traditionalist Orlanthi who regularly exert their surly independence. Due to the ongoing civil war since 1620, Aggar is unable to release the regiments listed to the Provincial Army. Its elite wyvern riders were eaten, body and soul, in the Dragonrise. Regiments from Aggar tend to wear tunics and helmet decorations of either yellow or black, or a combination thereof. When not wearing their bronze helmets the highlanders wear long-eared caps made of fox skin.

Armor

Lacquered leather/linen cuirass, bronze helmet, greaves and vambraces, closed or full helm Sarissa, small phalangite shield Close order, drilled Regular 4 Yelmalio Yelmalio cultists Medium 5 0 5

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Raised by the Orenair and Upper Forantin Sun Dome Temples. Their tunics and helmet decorations are dyed yellow or orange.

Billiz Highlanders Type

Light Infantry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Bronze chest plate, helmet Javelin, kopis, crescent shield Open order, drilled Veteran 5 Yanafal Tarnils Peltasts Medium / 4 1 4

Holay Holay is a land of gentle hills, plains and lowland valleys, cut into three parts by the Oslir and Black Eel rivers. It is the most civilized of the Lunar Provinces, although the hills and plains are inhabited by many persistently traditionalist Orlanthi. Prior to the Dragonrise, Holay was committing a substantial proportion of its forces to the Provincial Army, but afterwards provided the minimum allowed. Regiments from Aggar tend to wear tunics and helmet decorations of green or white, or a combination of these colors.

Recruited from the foothills of the Soren Mountain where the inhabitants defend their sheep herds from a local tribe of Telmori. They wear high soft boots to enable them to run in difficult terrain. The Billiz Highlanders were commanded by Field Commander Jomes Hostralos, and many veterans retired to his grantland of Stagland in Sartar, which was known as Wulfsland.

Infantry

Drenthi Grims Type

Light Infantry

Dalini

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Bronze chest plate, helmet Javelin, kopis, crescent shield Open order, drilled Veteran 5 Yanafal Tarnils Peltasts Medium / 4 1 4

Type

Heavy Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Linothorax, closed helmet Spear, broadsword, round shield Close order, drilled Regular 4 Verenmars, Seven Mothers 0 0 3

The name derives from a warlike tribe of Saird of the Verenmars era. Their regimental depot is at Mirin’s Cross. They are of the native ‘hill barbarian’ tradition but are now trained in Lunar formations and drill having embraced the Lunar Way in the Fifth Wane. Many soldiers are accompanied by Rowdril-breed war dogs. The regiment fought at the Battle of the Queens in 1626.

Another Aggari highlander regiment, the Drenthi Grims were present at the Battle of Caroman Pass where Jomes Hostralos led them in a decisive charge, and they were also at the siege of Whitewall. Their usual tactic is for a peltast to run in, throw the javelins, and then run away before an enemy can close, but the javelins can be used as a stabbing spear if needed.

307

THE ARMIES AND ENEMIES OF DRAGON PASS The soldiers wear leather and felt armor and carry a large round shield, a heavy throwing spear, and a sword. Half the regiment was assigned to Sartar in 1618. The regiment took heavy losses in the Dragonrise and the fall of Jonstown in 1625. After 1625 it retired from frontline duties, acting as a garrison at Mirin’s Cross.

Mirin Moon Mages Type

Magical

Morale Patron Deity

Elite 6 Seven Mothers, Red Goddess, Yara Aranis Medium / 5 0 1

Magic Factor Missile Factor Melee Factor

Mirin’s Cross is the capital city for the Lunar Provincial Government. The Lunar colony was founded by Hwarin Dalthippa but later lost to the Empire, before being regained around 1545. The city boasts many temples including the great Lunar Temple of the Provincial Church, and a Temple of the Reaching Moon. The Mirin Moon Mages are powerful magicians but they cannot create cooperative mass-magical effects like the Minor or Major Classes of the Lunar College of Magic. Their magics are particulary effective against horse riders. They include Lunar Provincial Army priests, and priestesses of the Mirin’s Cross Temple of the Reaching Moon. They number approximately two hundred magicians and two to four hundred guards drawn from local regiments. The priestesses of the Holay temple wear red capes and white helmets with a red crest. Their helmets include a white mask with a demonic face, mouth open, and fangs bared. The priests wear a variety of costumes, mostly with long robes and headresses. Their standard consists of a black pole surmounted by a moon metal statue of a man with a crescent moon held in his hand; this is the mage Hardanus, preserved in metal to guide and protect his friends.

Redarms

Heavy Infantry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Leather, felt Javelin, broadsword, round shield Close order, drilled Regular 4 Humakt Machairaphoroi None 0 1 3

Light Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Linothorax, composite helm Bow, long spear, shield Open order, undrilled Regular 4 Seven Mothers 0 2 1

The members of this regiment from Fyllich Kwan in Holay paint their right arms red before battle, whether they are naked or clothed. This denotes their intent to kill their enemies. Their shields depict elaborate faces of grotesque men, animals, or monsters, resembling those that are carved upon the towers of their home city.

Golden Shields

Mirinite Swords Type

Type

Type

Heavy Infantry

Armor

Lacquered leather/linen cuirass, bronze helmet, greaves and vambraces, closed helm Sarissa, small phalangite shield Close order, drilled Regular 4 Yelmalio Yelmalio cultists Medium 5 0 5

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Raised by the Daughter’s Road, Domanand (Mirin’s Cross), and the Zalan Sun Dome Temples in the Zalador Hills. The helmet decorations of these phalangites are dyed yellow or orange. As their name denotes, their shields may be painted to resemble gold, be covered with a thin layer of polished brass, or for wealthy officers actually be gilded.

This regiment consists of traditional Sairdite swordsmen from Mirin’s Cross, well drilled and fighting in close order with sword, spear, and shield. They interlock their shields to form a shield-wall and throw their heavy spears before closing with opponents to stab with their famous iron swords. Fileleaders blow a whistle to rotate exhausted front-rank troops with those in the rear, keeping the fighters fresh. They form a wedge to break an enemy shield-wall and a shield-fort square if threatened by cavalry.

308

HERO WARS ARMY LISTS as their own and to which they brought the Helmet of Perides27, which was later claimed by Hwarin Dalthippa. The tunics and helmet decorations of the regiment are green. The regiment was at the Battle of Dangerford in 1625.

Saird Bowmen Type

Light Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Linothorax, composite helmet Bow, spear, large shield Open order, undrilled Regular 4 Yelmalio Low 1 2 1

Chiton Cavalry

This traditional Sairdite regiment provides masses of archers for the Provincial Army. It recruits from the three Sun Dome temples in Holay. The regiment claims a long unbroken tradition, dating back before the Dragonkill. It fiercely resisted the invading Lunar Empire before being converted to the Lunar Way. The regiment’s depot is in the small port city of Bostok on the Oslir. Their slogan is ‘We point, We kill.’ The archers wear a long ankle-length tunic, either white or yellow. This style may date to when they habitually rode in chariots.

Heavy Cavalry Bronze cuirass, open helmet Long spear, broadsword, round shield Close order, drilled Regular 4 Redaylda, Hwarin Dalthippa Supported by the Bell Temple. Medium 5 0 5

Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Leather linothorax, bronze full helmets Kopis, bow, thrusting spear, shield Open order, drilled Regular 4 Yanafal Tarnils Prodromoi Low / 1 2 2

Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Medium cavalry from Saird, named for their distinctive wool chiton (a tunic fastened at the shoulder) which they wear under their lacquered leather linothorax.28

Queen’s Horse Type

Heavy Cavalry

Armor

Light scale hauberk, composite helm Spear, shield, javelin close order, drilled Regular 4 Humakt, Red Haired Woman All female Low 1 1 5

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Bell Temple Armor Weapons

Light Cavalry

Armor Weapons

Cavalry Type

Type

The personal bodyguard regiment of Inrana, the Queen of Holay, based at Filichet. Their standard is a running horse with a red mane and tail mounted on a pole. They worship two war gods – Humakt and a war goddess popularly called the Red Haired Woman. They wear scarlet cloaks and have black plumes in their helmets; their mounts are of the Seredae Sairdite breed, tan colored with distinctive darker stripes. The regiment was at the Battle of Dangerford in 1625.

The city of Filichet on the shores of Lake Invaress is famed for its Great Earth Temple known as the Bell Temple for the great copper bell suspended in its central stupa. The temple was built in the late Second Age around 1041, at the site where the sacred Golden Stallion of King Yusando the Conqueror ended his progress. There, the priestesses built a temple to Redaylda Holaya, the Red Woman, which they claimed

Imther A petty kingdom of Orlanthi woodsmen, cheese makers, and goat-herding pastoralists, dominated by the Laramite and the Wilktar tribes. When the king dies in 1623 the kingdom descends into political and economic confusion.

27

28

A fragmentary text suggests this was the First Age Vanchite King Periades, who fought in the Battle of Night and Day.

A source suggests the regiment was destroyed or disbanded around the time of the Dragonrise.

309

THE ARMIES AND ENEMIES OF DRAGON PASS Kareiston’s Templars Type

Heavy Infantry

Armor

Lacquered leather/linen cuirass, bronze helmet, greaves and vambraces, closed helm Sarissa, small phalangite shield, short sword Close order, drilled Regular 4 Yelmalio/Khelmal Medium 5 0 5

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Infantry The Tarsh infantry is not to be despised, and can form a shield-wall strong enough to stop a cavalry charge. The rulers of the cities of Tarsh are responsible for levying, training, and maintaining foot regiments. There are customarily seven regiments of Tarshite Foot, with the city of Furthest providing two. Each numbers about a thousand soldiers and they tend to be organized along tribal and clan lines.

Bagnot Foot

Kareiston’s Temple is the center of the Laramite tribe and benefits from the kingdom’s trade with the dwarves, meaning that the Imtherites are rich in bronze. Their helmet decorations are dyed yellow or orange.

Light Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

No body armor, open helm Spear, sword, javelins, shield Open order, undrilled Regular 4 Humakt, various Medium 5 0 3

Heavy Infantry

Armor

Leather chest piece, leather greaves and vambraces, composite helm Broadsword or axe, spear, round shield Close order, undrilled Regular 4 Various Low 3 0 3

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Hilton Type

Type

Trained to fight in a shield-wall. They are very similar to Sartarite mercenaries and worship their own tribal gods. The regiment suffered severe losses at the Battle of Dangerford and the fall of Jonstown in 1625. Bagnot was the former capital of Tarsh and fell to the Lunar kings in 1582.

These are the Wiktar tribal warriors, the militia of Hilltown. Their weapons were finely made by the dwarves of the Imther mountains but with the king’s demise in 1623, the ancient pact has ended; while he lived this regiment was held back to defend his capital. They wear fur cloaks and shaggy fur leggings.

Dunstop Foot Type

Heavy Infantry

Armor

Leather chest piece, leather greaves and vambraces, composite helm Broadsword or axe, spear, round shield, (javelin) Close order, undrilled Regular 4 Various Low 3 0 (1) 3

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Dunstop is a heavily fortified trade city on Kordros Island. It has a reputation as a rough and martial city whose people are pragmatic and forceful. It remained independent of the Lunar kings until King Phargentes took it by force. Most troops in this regiment worship their own tribal gods; only a few officers are initiated into Lunar cults. When out on patrol the soldiers carry javelins. The regiment is trained to fight in a shield-wall.

Tarsh (Native Furthest Corps) The richest of the provincial kingdoms, Tarsh profits from its fertile valleys, wide hill lands, and its position along the main north-south trade route. Each of the major cities of Tarsh maintain a small garrison for defense, augmented by militia. Regiments from Tarsh tend to wear tunics and helmet decorations of blue or yellow, or a combination of these colors. After 1625, the Native Furthest Corps essentially replaces the Provincial Army due the Dragonrise and the widespread strife in the other Provincial Kingdoms.

310

HERO WARS ARMY LISTS Elements of the regiment were billeted in Runegate during the Occupation. The regiment participated in the siege of Nochet, and later the Battle of Pennel Ford in 1624, and the Battle of Dangerford in 1625, again taking heavy losses. During the Tarsh civil war, the Dunstop Foot fights on the side of the Fazzurites and so is not part of the Native Furthest Corps.

the Battle of the Queens.

Goldedge Foot

Heavy Infantry Leather/Linen cuirass, leather greaves and vambraces, full helm Broadsword, spear, round shield Close order, undrilled Regular 4 Yanafal Tarnils Low / 3 0 3

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Magic Factor Missile Factor Melee Factor

Raised by the Goldedge Sun Dome Temple. The Templars’ helmet decorations are dyed yellow or orange. The temple has raised a regiment of phalangites for Tarsh since the kingdom was founded, first for Old Tarsh, then the Tarsh Exiles (when the kingdom fractured in civil war), and now Lunar Tarsh.. The regiment survived the Battle of the Auroch Hills in 1622 but sustained losses at the Battle of Dangerford in 1625.

The city of Furthest is the center of Lunar Tarsh culture. It is the home of the king and his family, as well as a major Seven Mothers temple. Its residents, and the farmers who thickly populate the river valley in an arc from Filichet in Holay to just past the Temple of the Reaching Moon, and around Dunstop, are thoroughly Lunarized in attitudes. The Furthest regiments recruit from the Lunar and Lunarized populace of the city, and are mostly equipped and fight in the manner of modern Lunar infantry. When not in the field, the regiments guard the walls and gates of the city. Unlike the other regiments of Tarsh these regiments boast a standard Lunar hierarchy. The regiment was at the Battle of the Auroch Hills in 1622 retreating when it was apparent the battle was lost, and suffered losses at the Battle of Dangerford in 1625 and again at the Battle of the Queens in 1626.

Temple of the Green Bow

Heavy Infantry

Armor

Leather chest piece, leather greaves and vambraces, composite helm Broadsword, spear, round shield Close order, undrilled Regular 4 Yanafal Tarnils Low / 3 0 3

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Type

Light Infantry

Armor Weapons Style Morale Patron Deity Notes

Open helmet Bow Open order, undrilled Militia 2 Greenbow Psiloi. Male and female unit. +1 fighting in Woods None 0 2 1

Magic Factor Missile Factor Melee Factor

The Green Bow cult is popular in parts of Tarsh and in regions that once comprised the old kingdom of Saird. It allows its members to use only their self-grown sacred bows. They go into to battle virtually naked save for their quivers and bows, but perform their tasks admirably. Some camouflage their helmets with leaves or paint. Many stain their skin with green woad and other plant-derived dyes, and at a distance may be mistaken for Aldryami. What little clothing they wear is dyed a dappled green. They are particularly effective in woodland and forests. The regiment is split into male and female companies.

2nd Furthest Foot Type

Lacquered leather/linen cuirass, bronze helmet, greaves and vambraces, closed helm Sarissa, sword, small phalangite shield Close order, drilled Regular 4 Yelmalio Yelmalio cultists organized around their Sun Dome Temple. Low 3 0 3

Style Morale Patron Deity Notes

1 Furthest Foot Armor

Heavy Infantry

Armor

Weapons

st

Type

Type

The regiment was also at the Battle of Dangerford and

311

THE ARMIES AND ENEMIES OF DRAGON PASS Talfort Foot

Slavewall Foot

Type

Heavy Infantry

Type

Light Infantry

Armor

Leather chest piece, leather greaves and vambraces, composite helm Broadsword or axe, spear, round shield Close order, undrilled Regular 4 Yanafal Tarnils Low / 3 0 3

Armor

Leather chest piece, leather vambraces, composite helm Javelin, small shield, kopis Open order, undrilled Regular 4 Various Also known as the Slavewall Regiment Low 3 1 3

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Talfort is a small fortified market town on the Oslir River. The regiment was present at the Battle of the Auroch Hills in 1622, and the Battle of Dangerford in 1625.

This regiment, also called the 1st Tarshite Light Foot, recruited from around Slavewall is very similar to Sartarite mercenaries and they worship their own tribal gods. They are skilled at suppressing guerilla fighters, and have a reputation as slave-takers, with their captives being sold on the slave blocks of their native city. Half of the regiment was stationed in Sartar in 1618. Elements of the regiment were lost in the fall of Jonstown in 1625.

Reaching Moon Type

Magical Heavy Infantry

Armor

Bronze cuirass, closed helmet, leather on legs and arms Kopis, javelin Open order, drilled Elite 6 High Yara Aranis All female priesthood High / 5 1 3

Weapons Style Morale Magic Factor Patron Deity Notes Magic Factor Missile Factor Melee Factor

Cavalry The decisive arm of the Tarshite military has traditionally been the heavy cavalry.

The Reaching Moon priestesses number around a hundred powerful magicians but they cannot create cooperative mass-magical effects like the Minor or Major Classes of the Lunar College of Magic. When deployed for battle, they also have between two to four hundred guards drawn from various local regiments. These priestesses and their guards are answerable to the hierarchy of the Seven Mothers cult but are nominally under the command of the king of Tarsh. The women receive good quality weapons, and are noted for the beauty of their ornate armor. Each Reaching Moon temple has its own Reaching Moon company, distinguished by different colors. The priestesses of the Tarsh temple wear black capes, and black helmets with a red crest. Their helmets include a mask with a demonic face, mouth open, and fangs bared. Their warcry is ‘What we Reach, we Touch.’

Veterans Cavalry Type

Heavy Cavalry

Armor

Bronze cuirass, greaves, vambraces, full or closed helmet Spear, kopis, round shield Close order, drilled Veteran 5 Yarandros, Yanafal Tarnils Medium 4 0 4

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

The elite Veterans Cavalry, also known as the Veterans Horse, is the noble bodyguard of the king, and has the best armor and equipment, as well as horses descended from Grazelander stock. They revere Yarandros the Charge-Crazy, the founder and patron of the regiment. This is traditionally the favorite regiment of the king, personally financed and overseen by him. They reside at the Royal Barracks in Furthest. Their horses are piebald black and white, of the Seredae breed often named the Hon-eelan. The regiment was at the Battle of Dangerford in 1625 and the Battle of the Queens in 1626.

312

HERO WARS ARMY LISTS Imther and Jord Mountains, the Vanchites have been ruled by an alternating succession of Dara Happan governors and native kings. Vanchites are said to be a mercenary, pragmatic people, willing to readily worship any god that can aid them. Fairly or unfairly, the Vanchites have a reputation as thieves. Vanch provides the bare minimum of support to the Provincial Army. Regiments from Vanch tend to wear tunics and helmet decorations of red or white or a combination of these. After the Dragonrise, Vanch is unable to release any troops to the Provincial Army.

2nd Furthest Cavalry Type

Heavy Cavalry

Armor

Bronze disk plate cuirass, greaves, vambraces, full or closed helmet Spear, kopis, round shield Close order, drilled Regular 4 Various, Yanafal Tarnils Low 3 0 3

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Second in status to the Veterans Cavalry, this regiment is sometimes called the Landholders Cavalry, financed and traditionally recruited from those granted lands by the king. The numbers for the 2nd and 3rd Furthest Cavalry regiments vary widely. Their members are retired soldiers now notably loyal to General Fazzur Wideread and his Orindori clan, who pay their pensions and give them their land. The regiments were at the Battle of Dangerford and both fight on the side of the Fazzurites during the Tarsh civil war.

Foot Bison

Heavy Cavalry

Armor

Bronze disk plate cuirass, greaves, vambraces, full helmet Spear, kopis, round shield close order, drilled Regular 4 Various, Yanafal Tarnils Low 3 0 3

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Light Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Leather, bison pelt, helmet Spear, javelin, broadsword, shield Open order, drilled Regular 4 Waha the Butcher Low 1 1 1

In 230, the Second Council of Dragon Pass destroyed the Horse Lord rulers of Peloria at the Battle of Argentium Thri’ile. Instrumental in the battle were the Praxian Animal Nomads, whose leaders received grants of land in Peloria for their valor, and thus began several dynasties of Pelorian animal riders, such as the Bison dynasties of Sylila and Vanch. In 1349 the Bison Kings of Vanch were defeated by the Conquering Daughter during her Second Daughter’s Road campaign. The defeated Vanchites were bound to Hwarin’s roadmaking magic. Vanch itself became tributary to the Lunar Empire, but was not organized as a Lunar province until 1545. Their talent to ride bison is long lost, because they became rulers and gave up their herds, but the Foot Bison retain their use of ancient magics to charge en masse with spear and shield. This regiment wear bison skins, and their shields are shaped like bison heads with horns. Feathers hanging from the shield’s horns denote ranks in the regiment. The two hundred healers accompanying the regiment are called the Cows, as a term of honor, and they have special magics which help the men in battle. This custom is derived from the Eiritha priestesses who accompanied their Waha-warriors into battle many centuries ago. Their warcry is ‘Stomp ‘em, stab ‘em, slice ‘em’!’ and

3rd Furthest Cavalry Type

Type

The regiment was at the Battle of Dangerford.

Vanch The ancient kingdom of Vanch is a mixture of Orlanthi and Solar farming cultures dating back to the First Age. Located in the hills and plains between Terarir and the

313

THE ARMIES AND ENEMIES OF DRAGON PASS their standard is a black bison head with the pelt hanging from it, decorated with many battle ribbons and other victory emblems.

White-Legs

Jahara Type

Light Infantry

Armor Weapons

No body armor Sword, spear, composite bow, shield Open order, undrilled Regular 4 Orogeria All female. Psiloi. Low 1 1 1

Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Peralam Sun Dome Templars Heavy Infantry

Armor

Lacquered leather/linen cuirass, bronze helmet, greaves and vambraces, closed helm Sarissa, small phalangite shield Close order, drilled Regular 4 Yelmalio Yelmalio cultists Medium 5 0 5

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

New Lolon Foot Light Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Bronze helmet Spear, javelin, kopis, round shield Open order, drilled Militia 2 Yanafal Tarnils, Khelmal Low 1 1 1

Linothorax, closed helmet Long spear, kopis, hoplite shield Close order, drilled Regular 4 Yelmalio the Light Protector Low 1 1 3

Upland Horse

Raised by the Peralam Sun Dome Temple near the Hill of Gold. As is usual for Yelmalion regiments, their helmet decorations are dyed yellow or orange.

Type

Heavy Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

A native regiment of Vanch from the city of New Lolon, the WhiteLegs paint themselves white from the waist down before a battle. With their bleached linothorax torso armor and white shields this lends them an otherworldly appearance. Their custom is said to be similar to that of the ancient worshipers of Verithurus, one of the eight sons of Yelm, commonly named as Verithurusa. A solution of white clay or powdered chalk is used to paint their skin; limewater is too corrosive to be used as body paint but is used to lighten hair, bleach linen and wash their shields. The White-Legs fight as hoplites, not phalangites.

The members of this ancient regiment from Bikhy have many privileges in the Provincial Army, which stem from the aid they gave the Red Goddess at the Battle of the Four Arrows of Light in the Zero Wane.

Type

Type

Type

Light Cavalry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

None bow, kopis, small shield Open order, undrilled Regular 4 Seven Mothers Horse archers Low / 1 2 1

This regiment was originally a Vanchite mercenary unit, hired and integrated into the Provincial Army.

Sartar

Border Wulf Peltasts

A young regiment founded in 1618 and sent to Sartar to garrison the tribal lands of the Sambari. The regiment fared poorly, being reformed or disbanded after its survivors retreated from Sartar in 1626. They wear white tunics and helmets with a red crest.

Type

Light Infantry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

None Javelin, kopis, crescent shield Open order, drilled Veteran 5 Yanafal Tarnils Psiloi. Low / 1 1 3

Jomes Hostralos had a responsibility to raise a local unit

314

HERO WARS ARMY LISTS for the Provincial Army from the settlers of his grantland. They were organized as a modern Lunar unit with standardized equipment; most were veterans of the Billiz Highlanders, who had experience of fighting the Telmori in Aggar. Their uniform was a white tunic, banded in red, with a long cloak, and high soft boots for running. Headgear, when not wearing an open helmet, was a longeared cap, traditionally made of fox skin though Jomes permitted wolf skin to be used instead. The regiment remained active in Sartar until 1626.

Flint Legion

Queen’s Regiment Heavy Cavalry

Armor

Bronze scale corselet, manica, laminated leg armor, closed helmet Kontos, broadsword Close order, drilled Regular 4 Humakt Cataphracti Low 3 0 4

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Heavy Infantry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Bronze cuirass and greaves Long spear, hoplite shield, kopis Close order, drilled Regular 4 Daxdarius Pelandan Phalanx Medium 4 0 4

One of the three Daxdarian phalanxes in service with the Lunar Army. In combat, these phalanxes have the same close order frontage as a Dara Happan phalanx but a file depth of only five. Daxdarius was the first person who gave shields to his soldiers, and who separated the brave men from the weak. He held contests, and to the strong and brave he gave large round shields and stabbing spears, to stand face-to-face and kill the enemy. To the other men he gave smaller wicker shields and javelins, so they could run back and forth, scout, and harass the enemy, and run around to attack from behind. These hoplites wear metal breastplates, helmets, and a greave on their left leg in the ancient manner. Each Daxdarian phalanx is accompanied by at least a company of peltasts to act as skirmishers and protect the flanks. Despite their name this phalanx is not one of the Stonewall regiments.

Other Regiments Carmania Type

Type

This regiment of Carmanian cataphracti is the privately funded regiment of Alehandro of the Brass Arm, Satrap of Spol. The riders are fully armored in bronze plate armor, including face masks. Their Daron horses are often partially or fully armored with leather or bronze scale barding. The satrap is often at the front with his regiment.

Lavic Legion Type

Heavy Infantry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Bronze cuirass and greaves Long spear, hoplite shield, kopis Close order, drilled Regular 4 Daxdarius Pelandan Phalanx Medium 4 0 5

This phalanx is not one of the Stonewall regiments, but is said to be at least as ancient. Their home city is Karresh in the Darsen highlands.

315

THE ARMIES AND ENEMIES OF DRAGON PASS Horde Breakers

Doblian Satrapy

Type

Heavy Infantry

Starspears

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Bronze cuirass and greaves Long spear, hoplite shield, kopis Close order, drilled Regular 4 Daxdarius Pelandan Phalanx Medium 4 0 4

Type

Heavy Cavalry

Armor Weapons Style Morale Patron Deity Highlight Magic Factor Missile Factor Melee Factor

Bronze cuirass, open helmet Lance, kopis, round shield Close order, drilled Regular 4 Kastok Ability to heal their wounds Low 3 0 3

The home city of this elite regiment is Pelandre (also commonly called Peldre). This city beneath Mount Jernotius is famous for its temple which holds the panoply of Daxdarius.

Mustered and headquartered at Doblian City, they fight in the Kastokus style, riding Seredae horses; their warcry is ‘Stars for us, spears for you!’ Each troop carries shields bearing a different copper planetary sigil.

Danfive Xaron Penal Battalions

Danfive Xaron Penal Battalion Type

Light Infantry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Bearskin cloak Varies Open order, undrilled Varies Danfive Xaron Psiloi. Low / 1 0 1-3

Sartar Free Army List Argrath began assembling his army soon after he was driven from his home on Starfire Ridge, when he took refuge among the nomads of Prax. Very few units of the Sartar Free Army existed prior to 1621 and many others do not appear until after 1628. The units consist of volunteers and mercenaries.

Sartar Headquarters

One of the many Danfive Xaron punishment regiments. The inmates perform menial tasks on campaign, such as digging ditches and latrines, and as screening for the army at the front in battle, to take the brunt of enemy missiles and magic, and as forlorn hope units. These regiments vary in size and martial capability. Some include fierce fighters, often unrestrained by much military training or discipline, and trained soldiers sentenced to serve in a penal battalion for lapses in discipline. In some circumstances, the inmates may be shackled and chained together to ensure their can neither advance nor retreat, to hold the battle-line. Most such punishment battalions number between 200 and 2,000 undrilled penitents. Each member knows their place within the regiment hierarchy and must obey their overseers without question on pain of torture and death. Their standards take the form of shackles suspended from a pole. Most standards display the Runes of Death, Harmony and Moon, sometimes as the Crescent Come Moon.

Queen Kallyr Type

Hero

Magic Factor Missile Factor Melee Factor

10 0 4

This heroquester was famous for her long fight against the Lunar invaders. Queen of the Kheldon tribe and a member of the royal house of Sartar, Kallyr warred against the Lunars her entire life. She was with High King Broyan at Whitewall, and with him, in 1622, ambushed the Lunar Army at the Battle of Auroch Hills. In 1624, not long after the victory at Pennel Ford, Kallyr led a small army into the Grazelands and joined the effort to raise the Boat Planet into the heavens. While there, she befriended the Star Dragon so that she could defeat the Empire and free her people. This came to fruition the next year, when she and her companions raised a dragon which devoured the best Lunar magicians and much of the Lunar Army which were gathered to consecrate the New Lunar Temple. Under her command, the tribes defeated a Tarshite army at Dangerford and Sartar threw off the Lunar yoke. Some say Kallyr relit the Flame of Sartar to be named Prince of Sartar, others that she dared not do so after a heroquest went disastrously wrong. Later in 1626, the Lunar Provincial Army marched again to invade Sartar. Queen Kallyr gathered her allies

316

HERO WARS ARMY LISTS and met the Lunars at Old Top. In the Battle of Queens the Lunars were driven off, but at a high price. Queen Kallyr was killed29.

This is the premier Humakti Battalion of Dragon Pass. They swore loyalty to Argrath upon his return to Prax and aided him with the liberation of Pavis. Other battalia exist in Sartar, but early on are little more than small warbands. As the Hero Wars progress, they will grow in size, and new regiments of Humakti will also muster.

Prince Argrath Type

Hero

Magic Factor Missile Factor Melee Factor

20 0 4

Dragontooth Runners

Prince of Sartar, King of Pavis, Warlord of Kethaela, and (after 1629) King of Dragon Pass. Argrath is descended from Sartar through his mother’s line. Argrath is an Orlanthi word meaning “Liberator”. While barely more than a boy, he was forced to flee his home on Starfire Ridge after killing Lunar tax collectors. He found refuge in Prax, where he proved himself by defeating the Dragon of the Vast Teeth Hills and by returning the White Bull. In 1621 he aided the Giant’s Cradle, and met Harrek the Berserk at sea. Together they circumnavigated the Inner Seas. They returned to the Holy Country in 1624 and aided King Broyan to defeat the Lunars. After returning to Sartar, he raised an army in Prax to liberate Pavis. Argrath brought insights and innovations that should have been far beyond his skill and experience into the war with the Lunar Empire. Most notable is the extraordinary innovation known as the Sartar Magical Union. Argrath became Prince of Sartar in 1627 and the Sartar Free Army defeated the Lunar Army led by Jareel near Bagnot in 1628. Left-handed, he is armed with a magical blue-glowing broadsword named The Flame of Sartar.

Sir Narib’s Company

Bronze Broadsword, shield, javelin Close order, drilled Elite 6 Humakt Sartarite Humakti Low 1 1 5

29

Type

Magical Heavy Cavalry

Armor

Bronze scale hauberk, closed helmet, leather and padding on horse Spear, broadsword, shield Close order, undrilled Veteran 5 Arkat Esrolian/Western 5 They use a huge adamant nail to summon their wyter in the form of a demonic entity wielding a flaming sword and riding a blue lion. Medium 5 0 4

Weapons Style Morale Patron Deity Notes Ritual Magic Factor Ritual Magic

Brotherhood of Death Heavy Cavalry

Draconic hide Broadsword, spear, medium shield Open or close order, drilled Immortal 8 Medium 5 0 3

Argrath won the Dragontooth Runners from the Dragon of the Vast Teeth Hills. Normally, they have the form of dragon’s teeth, and Argrath keeps them on a cord worn around his neck . When the Prince sows the teeth, immortal warriors spring forth ready to aid him in battle. He need only throw one of the teeth to the ground and a band of 50100 fierce Toothstone magical warriors spring up. They are immune to magic, and reflect spells cast against them to the sender. Once sown, they cannot return to tooth-form. As of 1625, Argrath has three dragon teeth. Their existence is not known of outside of Argrath’s closest Companions.

The Sartar Magical Union was Argrath’s innovation, first appearing at the Battle of Pennel Ford in 1624.

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Magical Heavy Infantry

Armor Weapons Style Morale Magic Factor Missile Factor Melee Factor

Sartar Magical Union

Type

Type

Magic Factor Missile Factor Melee Factor

Narib is a sorcerer from Pithdaros, who aided the adventurer Rikard the Tiger Hearted to conquer his kingdom of Malkonwal as a sorcerer in his service. When his employer fled from the Lunar Army in 1620, World at the time of direst need.

Some legends say that Kallyr Starbrow will return from the Sky

317

THE ARMIES AND ENEMIES OF DRAGON PASS Narib formed a ‘company’ with his fellow surviving sorcerers and found their way into Esrolian service. For several years they occupied barracks outside Nochet in Meldektown. The regiment is divided into the War Societies of the Boars and the Stags. The Boars are known for their tenacious and ferocious attacks, as well as their thick and bristly mustaches; the Stags are known for their speed and maneuverability. Horali of the Stag society never sport beards or mustaches and keep their hair cropped short. Most are horsemen from the West, primarily Ralios, seeking to fight for the new incarnation of Arkat. Sir Narib entered Argrath’s service in 1624 after the Battle of Pennel Ford, and he has taught some of Argrath’s magical techniques to his fellow sorcerers. The unit combines Malkioni sorcerers with Esrolian and Heortling warlocks. Their techniques combine sorcery and Rune Magic, and some draconic disciplines. The horali of the Company wear red tunics.

personal followers, plus three Chief Priests, their followers, and three Priests, again with their own retinue. They fight on three-man chariots, offering them mobility and permitting the magician to meditate and engage in rituals on the move. The organization is the ideal for other magical regiments of the Sartar Magical Union. The magicians ride in chariots accompanied by a driver and bodyguard; their other bodyguards accompany them mounted on horses or riding in the spare chariots. Trained to pull chariots, the horses can be ridden at need. The Orlanthi associate eagles with the Evil Emperor, but the Eaglebrown totem spirit is actually the Thunderbird from Prax. In Prax, Thunderbird is one of the Three-Feathered Rivals, always besting the Sunbird and always being driven off by Raven. It manifests as a large brownish eagle with the attributes of a thunder storm. They summon their wyter through sacrifices and austerities followed by ecstatic dances and chants.

Earth Twins

Eaglebrown Warlocks Type

Magical Chariotry

Armor

Bronze cuirass, greaves, vambraces, open helmet Spear, broadsword, shield, composite bow Drilled, open order Regular 4 Orlanth Adventurous Sartarite 5 Eagle Spirits of Sweeping Death Shield of the Brown Earth Medium 4 2 4

Weapons Style Morale Patron Deity Notes Ritual Magic Factor Ritual Magic Magic Factor Missile Factor Melee Factor

Type

Magical Light Cavalry

Armor Weapons Style

None Sacred axe, square shield Open (very loose) order, undrilled Regular 4 Ernalda Esrolian Medium 5 2 1

Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

This magical brotherhood originates in Old Tarsh; the Earth Twins wield the elemental powers of the Earth Rune. Although they are closely associated with both the Feathered Horse Queen and the Shaker’s Temple, they are loyal only to the King of Dragon Pass. The warlocks of this regiment use Argrath’s techniques to wield powerful Earth magic, both malevolent and benevolent. The Earth is so receptive to their pleas that they can even create fords and temporary bridges across rivers, and causeways across lakes. Their rituals combine blood sacrifice and fertility dances, and their wyter takes the form of two young women: one corpse blue and garlanded with skulls; the other rosy and angelic, decked with flowers. They joined Argrath in 1628 and aided him at the Battle of Heroes later that year.

The Eaglebrown Warlocks are the first of the new Sartar Magical Union regiments, and were organized by Argrath in 1625. They were the first adventurers, exiles, freebooters, madmen and tricksters who volunteered to follow Argrath upon his return to Dragon Pass and Prax. It is a secret society that unites priests, devotees, and adventurers into a single unit. This regiment consists of 525 guards and 58 magicians. The guards are organized into the Chief Bodyguard and his personal force of 25 warriors, with five Hundred-Thanes each commanding a hundred warriors each. The magicians consist of a High Priest, his

318

HERO WARS ARMY LISTS Orlanthi mages. Its original members were drawn from the Cinsina tribe. They joined Argrath after Kallyr’s death and learned new insights that greatly increased their effectiveness. Their wyter manifests as a gigantic Wind Hawk, which has the ability to summon a rain of starfire from the Three New Stars in Orlanth’s Ring, causing them to flare, sending down silvery shooting stars which break apart into smaller stars as they descend. These become incandescent white-hot fragments, which burst on impact, the pieces burning remorselessly through clothes and armor. These star slivers cannot be easily extinguished and burn their victims through to the bone. The Eleven Lights have one limitation - they can only use their magic when Orlanth’s Ring is in the Sky (whether in day and night), but not when Orlanth’s stars are in the Underworld. They are well-known for their heroquesting skills.

Egglord Warlocks Type

Magical Light Cavalry

Armor

Linothorax or disk plate, bronze greaves and vambraces, open helmet Lance, broadsword, shield Close order, undrilled (for maneuver), drilled (for magic) Veteran 5 Orlanth Thunderous Hendriki High 6 2 5

Weapons Style

Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

The Egglord Warlocks are feared Storm magicians, and some were originally the bodyguards of King Broyan of the Hendriki. They joined Argrath in 1628 when he became the Warlord of Kethaela. Their name is a poetic allusion to Orlanth’s defeat of Yelm. This is a large unit, usually around 1,000 members, but less trained than other components of the Sartar Magical Union. The initiation is easier, and more people are able to join to lend their power and weapons. Argrath taught these warlocks secrets and riddles forgotten since the Second Age. The Egglord Warlocks are fanatical in their devotion to Argrath. They summon their wyter through collective meditation with their members sitting in precise postures; the wyter manifests as a dragon.

Free Philosophers

Eleven Lights Type

Magical Heavy Cavalry

Armor

Linothorax or disk plate, bronze greaves and vambraces, open helmet Javelins, broadsword, shield Close order, undrilled (for combat), drilled (for magic) Veteran 5 Orlanth, three star deities Sartarite 4

Weapons Style Morale Patron Deity Notes Ritual Magic Factor Ritual Magic

Magic Factor Missile Factor Melee Factor

Type

Magical Light Infantry

Armor Weapons Style

None Broadsword, shield Open (very loose) order, undrilled Veteran 5 Lhankor Mhy secret society Psiloi Medium 4 0 2

Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

This magical unit is famed for its remarkable knowledge of the strengths and weaknesses of other magical units, its ability to divine the secrets of others, and for its esoteric sorcery. They are better employed using their sorcery than on the battle-line. Originally from the Holy Country they were so disturbed by the cosmic and psychic turmoil coming from Dragon Pass that they felt it their duty and calling to help right the Lunar wrongs committed there. It is widely rumored that several major magical events, including the Dragonrise, were conceived of and planned by the Free Philosophers. This group of warlocks is closely affiliated with the Free Sages of the Lhankor Mhy cult. They perform purification rites and use theurgic symbols to enable their souls to ascend the layers of existence and commune with the divine. Their collective over-soul manifests itself as a brilliant white light. Their friendship with the elemental powers allows them to easily ford rivers and cross water.

Starfire – a rain of starfire from the Heavens. When they strike the ground they burst, showering white-hot chunks burning remorselessly through clothes and armor. Medium 4 0 4

This unit predated the crowning of Argrath and is known to have fought at Kallyr’s side at the Battle of Dangerford in 1625. It claims to have placed three new stars in Orlanth’s Ring and calls upon them for magic. Their star-oriented mysticism sets them apart from other

319

THE ARMIES AND ENEMIES OF DRAGON PASS Night Jumpers

Snakepipe Dancers

Type

Light Infantry

Type

Magical Heavy Cavalry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

None Broadsword, shield Jump and skirmish Regular 4 Orlanth Night fliers Medium 4 0

Armor

Bronze cuirass, greaves, and vambraces, open helmet Spear, shield, broadsword Close order, drilled Veteran 5 Baroshi Medium 5 0 5

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

2 The Night Jumpers are an ancient Hendriki secret society who hunt trolls for sport. They are feared for their ability to leap behind enemy lines to terrible effect. They also possess the ability to see in Darkness, which allows them to fight trolls in their home territory.

Originally formed of Tarsh Exiles and people from the Far Place, this unit predated the Sartar Magical Union30 and has its own magical abilities. Its core was formed around adventurers who had braved the horrors of Snakepipe Hollow and reclaimed an ancient magical artifact, a pipe carved from glass and shaped like a snake. Through ecstatic dances and songs, they can summon their collective spirit - an immense draconic serpent that can fly great distances through the sky - and send it against their foes. They are rumored to have powers over dragons and snakes. Their home is in Alda-Chur. They joined Argrath at the Battle of Sword Hill. The Snakepipe Dancers are a mixture of ecstatic ritualists, holy madwomen, crazy visionaries, and combat celebrants.

Mularik’s Men Type

Heavy Cavalry

Armor

Iron cuirass, manica, leggings, helmet Kontos, broadsword Close order, drilled Veteran 5 Invisible God Western mercenaries Sorcerers, cataphracti Low 3 0 5

Weapons Style Morale Patron Deity Notes Notes Magic Factor Missile Factor Melee Factor

This regiment of Western adventurers follows Mularik Ironeye, an Arkati warrior-wizard and former Wolf Pirate. They combine iron-clad cataphracti with amoral armored wizards to deadly effect, all riding their large Daron destriers. Mularik is from Rindland, originally of the zzaburi caste. He is descended from Arkat with some Darkness blood, is Illuminated and is a fierce soldier despite being a sorcerer. Initiated into the mysteries of his ancestor, Mularik wields strange and terrifying sorceries. He has dark blue skin and ascetic features; one eye is made of iron, able to see into the Other World and view the world with RuneQuest Sight. He fled to the Castle Coast when Tanisor conquered Dangim in 1615, and raised a mercenary company of ironclad soldiers and sorcerers. Mularik and his company joined the Wolf Pirates of Harrek the Berserk, meeting Argrath in 1621, and sailed on the circumnavigation of the Inner Seas, coming ashore to aid Argrath in his war with the Lunar Empire. Mularik is awarded rulership of much of Tarsh by Argrath in 1632 and is slain by angry tribesmen two years later. 30

Stormwalkers Type

Magical

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Magical Lightning, thunder, storms Magical society Elite 6 Orlanth Thunderous Fliers Medium 5 5 7

The Stormwalkers are a mixed band of men and demigods who live at the Old Wind Temple and are devoted to the Storm God Orlanth. The men can fly Argrath) claimed the Snakepipe from the Caves of Chaos and subsequently founded this regiment.

An apocryphal source claims that Argrath himself (perhaps another

320

HERO WARS ARMY LISTS and the demigods can create a physical body at will. Until 1618, they had not stirred from their temple since the beginning of the Third Age. They were present at the Battle of the Auroch Hills in 1622, and supported Kallyr Starbrow in 1625, and later pledged loyalty to Argrath in 1627. The naked bodies of these mystics are covered by tattoos, and their hair and beards are wild. They often sit cross-legged, floating in the air. The collective spirit of the Stormwalkers is a thunderstorm that follows their will and can move against the wind. They can control the weather throughout Dragon Pass, and can destroy entire armies with their storms and floods. When they call down a storm against an army, rivers within 32 km will flood for 96 km downstream, making fords impassable. If they cause it to rain across Dragon Pass then all rivers remain in flood for many days; the duration depends upon the season with floods in Storm and Dark Season the greatest, and in Fire Season lasting only a day or two.

dark grey Runes. Tosti Runefriend has devised a series of rituals whereby he can draw on the magical power of the participants to create large magical effects. This magic is performed through the oversoul of the participants, a lion-faced dragon surrounded in flame. The troopers wear grey robes and tunics; the women also wear false beards.

Warm Sisters

Magical Light Cavalry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Leather, open helmet Broadsword, long spear Open order, drilled Militia 2 Lhankor Mhy secret society Sartarite Medium 4 0 3

Magical Light Infantry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

None Axe, shield Open (very loose) order, undrilled Regular 4 Ernalda Esrolian Psiloi. Medium 5 0 2

This powerful Esrolian Earth Temple uses magic of Earth and Life. They are defended by fierce Babeester Gor Axe Maidens. A part of the Warm Earth Alliance which had aided in the expulsion of the Lunars from Esrolia, the Warm Sisters joined Argrath in 1628 when Argrath was acclaimed Warlord of Kethaela. The Warm Sisters are one of the first units of warlocks and were formed soon after the Battle of Pennel Ford. They use a variety of physical disciplines – meditation, posture, dance, and sex - to create a spiritual fire to enliven the Earth to give birth to a powerful collective over-soul, which takes the form of a brilliant white swan.

Tosti Runefriend’s Company Type

Type

This regiment uses exotic and foreign magic, including draconic secrets from the Empire of the Wyrms Friends. Although undersized in comparison to most others, this unit is very powerful, and built around a group of sages and scribes who had rediscovered lost secrets of the Second Age. They specialize in identifying the magical vulnerabilities of their foes and exploiting that knowledge with spells, rituals, and stratagems. Their mastery over the elements is often used to make surprise crossings over rivers. Tosti Runefriend is a Lhankor Mhy priest who traveled to Kralorela and learned forbidden magics of both the EWF and the God Learners. He has quested to climb the primeval Spike, seeking the secrets of the Runes at the very feet of the Celestial Court. This Knowing Man dresses in grey robes decorated with

Wasp Riders Type

Fliers

Armor Weapons

None Poison stingers, javelins, darts, bows Flying, undrilled Regular 4 Isalla, the Wasp Queen Spirit Fliers Low 2 2 2

Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

The Wasps are a species of giant insects tamed before the Dawn by a tribe of savage pygmies. The giant wasps are over 2.1 meters long and attack by dropping out of the sky onto their victim and stinging it with their deadly venom. The riders and their wasps live in the Wasp’s Nest Cavern in the northwestern Storm Mountains. The riders are all less than 1.5 meters tall. They fight with poison-tipped javelins, darts or arrows. Their

321

THE ARMIES AND ENEMIES OF DRAGON PASS giant wasps are their most deadly weapon. The Wasp Riders wear little clothing beyond something wrapped around their waist, with their hair tied up through a hair tube. The Wasp Riders typically hunt in groups of up to six wasps, though war parties will be larger. They coordinate their attacks but will flee from determined foes.

than mere death to the sever their contract with him. It is made up primarily of riders from the High Llama, Bison, and Sable tribes, all of which can act as sub-units to each other if desired. They typically muster up 1,200 warriors to the field.

Swordbrothers

Fliers

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

None Swordstick, Javelins Flying, undrilled Regular 4 Orlanth Thunderous Fliers Low 3 3 3

Magic Factor Missile Factor Melee Factor

The Swordbrothers are led by the Sword Khan Zamalath (Yazurkial’s half-brother) of the High Llama Tribe. This is the Humakt temple centered on Tourney Altar, which has served as the site of sacred combat since at least the era of Tada. It includes members of all the major Praxian tribes, as well as a number of nonPraxians. When required, the Swordbrothers of each clan and nation form bands of 50 or more riders and join together. Each band is led by the most respected one among them, determined by age, deeds and bravery. The Swordbrothers Society worships Humakt as the Sword Man. All Swordbrothers are blood brothers and may not fight each other except in ritual duels. The wyter of the society is the Star Metal Sword, forged from a shimmering metal unknown in the mortal world.

Sartar Free Army Heavy Cavalry

Twin Spears

Bullocks Type

Heavy Cavalry

Armor

Bronze cuirass, greaves, and vambraces, open helmet Long spear, broadsword, javelin, shield Close order, drilled Elite 6 Storm Bull (White Bull) Praxians; Ride Praxian beasts Medium 5 2 6

Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Bronze cuirass, greaves, and vambraces, closed helmet Long spear or lance, broadsword, composite bow or javelin Close order, drilled Veteran 5 Humakt (Sword Man) Praxians, some outlanders; Ride Praxian Beasts Medium 5 2 6

Style Morale Patron Deity Notes

The Wind Children are descendants of kolati and humans who mated during the Gods Age. These bands live around the hills and peaks of Dragon Pass and joined Argrath in 1628 when he was acclaimed Warlord of Kethaela. They can summon kolati and umbroli to fight for them.

Weapons

Heavy Cavalry

Armor Weapons

Wind Children Type

Type

Type

Heavy Cavalry

Armor

Bronze cuirass, greaves, and vambraces, open helmet. Armor is often enchanted. Long spear or lance, broadsword or axe, javelin Close order, drilled Elite 6 Orlanth Adventurous Medium 5 2 6

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

The hand-picked Companions of the Prince, it is said that Argrath knows each of the 800 warriors in this regiment by name. They are all of Sartarite blood, even after the requirements of recruitment in the traditional Sartarite units was relaxed. It was subsequently

This is the secret warrior society called the White Bull that Argrath joined as a youth and worked up to become the undisputed leader. Members have sworn loyalty to Argrath for all Time, and it requires more

322

HERO WARS ARMY LISTS traditional for Sartarite noble youths to seek to enlist in this unit after attaining manhood and proving themselves in battle. The unit is named for the thrusting and throwing spears they carry.

Colymar

Heavy Cavalry

Armor

Bronze cuirass, greaves, and vambraces, closed helmet Lance, broadsword, shield Close order, undrilled Regular 4 Orlanth and Humakt Low 3 0 5

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

This regiment consists of noble warriors and their companions from the Colymar tribe and is led by Queen Leika Black Spear. The Colymar are commonly accounted the first tribe of Sartar, both in history and in status. The thanes decorate their helmets with red feathers to display their status, a custom neglected during the Lunar Occupation, when red was the color of the enemy. The Colymar count Argrath as a member of their tribe. They can number up to 500 mounted warriors, but on most occasions, may muster only 50 to 100 riders.

Antlercase Heavy Cavalry

Armor

Bronze cuirass, greaves, and vambraces, closed helmet Broadsword, javelin, shield Close order, drilled Regular 4 Orlanth Sartarite Kheldon tribe Low 3 1 2

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Bronze cuirass, greaves, and vambraces, open helmet Broadsword, shield, composite bow or javelin Close order, undrilled Veteran 5 Orlanth Sartarite Colymar tribe Low 3 1 3

Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Baron Sanuel31 was a Sartarite nobleman who received his title from distant Maniria, where he earned his way into a ruling Trader Prince’s family through adventure and marriage. When the war against the Lunar Empire began, he was one of the first to come to Dragon Pass. After his unfortunate death, his spirit returned to inhabit the regimental standard, providing the necessary focus for a permanent regimental organization.

Type

Heavy Cavalry

Armor Weapons

Baron Sanuel Type

Type

Foreigners’ Companies Type

Heavy Cavalry

Armor

Varied, commonly linothorax, leather greaves, vambraces, open helmet Lance, sword, composite bow, shield Close order, undrilled Militia 2 Varied Low 3 1 2

Weapons

This regiment mostly consists of noble warriors and their retinues from the Kheldon tribe. It is so called because they carry Heort’s Antlers as their sacred regalia, often carried in a secure padded case to protect the revered relic. The regiment arose during its adventures in Argrath’s early reign, especially when used to perform duties on the borders. Its permanence was supported by the general integrity and coherence of its warriors. The Kheldon became a War Tribe during the Rebellion. They formed the core of Kallyr’s forces from 1624 to 1626, fighting at the Battle of Dangerford in 1625, and the Battle of Queens in 1626; after her death they pledged their loyalty to Argrath in 1627.

Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Bands of adventurers and freebooters rich enough to own a mount and arm themselves. They lack formal training and whilst loyal to Argrath and the war against the Lunar Empire, feel little devotion to their units. They tend to fight more like distinct warbands than an organized regiment. Each company numbers up to 1,200 troopers; Argrath usually maintains at least three of these companies.

31

Some texts confuse Baron Sanuel with Mularik, one of Argrath’s Companions.

323

THE ARMIES AND ENEMIES OF DRAGON PASS Headhunters

Tworidge Farm

Type

Heavy Cavalry

Type

Heavy Cavalry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Bronze Broadsword, javelin, shield Close order, undrilled Regular 4 Orlanth Sartarite Culbrea tribe Low 3 1 2

Armor

Bronze cuirass, greaves, and vambraces, open helmet Broadsword, shield, composite bow or javelin Close order, undrilled Regular 4 Humakt Sartarite Malani tribe Low 3 1 4

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

This regiment consists of warriors from the Culbrea tribe. They received this name for their treatment of Lunar soldiers during their rebellion in 1622-1625, taking their heads as macabre preserved trophies suspended from their mounts’ harness and from their standards. The regiment was at the Battle of the Auroch Hills in 1622, the Battle of Dangerford in 1625, and the Battle of Queens in 1626.

This regiment consists of noble warriors and their companions from the Malani, a War Tribe. Named for their tribal capital of Two Ridge Fort, it is led by Sarostip Cold-Eye, the Deadeye King. They are well-trained and equipped and can number up to 250 warriors each, but on most occasions, they muster only 50 to 100 riders.

Light Cavalry

Thieves’ Arm

Heavy Cavalry

Armor

Lacquered bronze scale hauberk, cuirboilli greaves, vambraces, open helmet Long spear, broadsword, composite bow Loose order, drilled Veteran 5 Pavis, Yelmalio, Orlanth, Humakt Ride zebras or disguised horses. Medium 4 2 5

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Light Cavalry

Armor

Leather/Linen linothorax, open helmet Broadsword, javelin, shield Open order, undrilled Regular 4 Local war gods (Orlanth Adventurous, Humakt, Babeester Gor, Storm Bull) Pavisites - many Sartarite adventurers. Low 3 1 3

Weapons Style Morale Patron Deity

Notes Magic Factor Missile Factor Melee Factor

Pavis Royal Guard Type

Type

This regiment is a collection of outlaws, cattle-rustlers, treasure hunters, bandits, and adventurers who were unified into a single unit by Argrath. During the Lunar Occupation of Dragon Pass, irregular bands carried on a guerilla war against the invaders, often unsupported from outside help. After Argrath returned, these guerillas flocked to his banner, and since that time, this unit

This regiment consists of Zebra Tribe warriors from Pavis. They swore loyalty to Argrath as their king in 1625 when he liberated Pavis from the Lunar Empire. The regiment eschews using shields to keep their hands free for their weapons, using the lance and bow interchangeably. They are famed for their hardiness and selfsufficiency.

324

HERO WARS ARMY LISTS has existed under the Prince’s patronage. Its core is recruited from the Big Rubble in Pavis, but also includes many bands of Sartarite adventurers.

Free Men

Bush Rangers Type

Light Cavalry

Armor Weapons Style Morale Patron Deity Notes

None Bow, broadsword, shield Open order, undrilled Militia 2 Various Tarshite, Grazelander, and Sartarite mercenaries. None 0 2 2

Magic Factor Missile Factor Melee Factor

Heavy Infantry

Armor

Leather/Linen cuirass, open helmet Broadsword, spear, bow, shield Close order, drilled Militia 2 Orlanth Hendriki and others Low 3 2 3

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

The Free Men (or Freedmen) were born in the rebellion of the enslaved Hendriki against the Lunar Empire in 1622. Later it was taken to mean that enlistment into its ranks bought automatic manumission, and its standard attracted many seeking an escape from bondage or tenancy, whether named as slavery, thralldom, or indenture. They have attracted people from all the lands oppressed by the Lunar Empire who wish to live free or die fighting.

The Bush Rangers are a mixture of Tarshite, Grazelander, Sartarite, and other mercenaries and adventurers. They are renowned as scouts, skilled at tracking and traveling through rough country, using the terrain to their advantage. Their hardy ponies are able to live off the sparse fodder of the hills.

Gold-Gotti

Heavy Infantry

Boldhome Royal Guard Type

Heavy Infantry

Armor

Bronze cuirass, greaves and vambraces, closed helmet Sword, axe, javelin, shield Loose order, drilled Regular 4 Orlanth Sartarite Low 2 2 3

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Type

Type

Heavy Infantry

Armor

Bronze cuirass, greaves, and vambraces, open helmet Sword, axe, throwing axe, long spear, bow, shield Close order, drilled Elite 6 Various Low 1 1 3

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

This regiment is formed of several shiploads of Wolf Pirates, the pirates who followed Harrek and Gunda to raid and plunder across the world. They are the kings and queens of the sea, and their highquality bronze armor is trimmed with silver and gold. They are fanatically devoted to Harrek, skilled in implementing many tactics, and said to chant magic songs together through the whole of a day in battle. These pirates are led by Gold-Gotti and remain in Dragon Pass even after Gunda is killed and Harrek departs. Gold-Gotti and his followers first distinguished themselves in the heavy fighting at the Battle of Pennel Ford, and continued to fight in Argrath’s campaigns even when the other Wolf Pirates returned to the seas. Many survive to greet the White Bear on his return.

This regiment was refounded by Argrath in 1628 to replace the Telmori bodyguards who had previously guarded the Prince of Sartar. This unit is made up of picked troops. It was initially raised to defend the capital, to guard the Sacred Flame of Sartar and the Royal Palace, and to travel with the Prince as his personal bodyguard. They were later fielded like a regular unit. They number about 1,000 warriors. Their shields display variants of Sartar’s Rune G.

325

THE ARMIES AND ENEMIES OF DRAGON PASS Guildsmen

2nd Bush Children

Type

Heavy Infantry

Type

Light Infantry

Armor

Bronze cuirass, greaves, and vambraces, full helmet Spear, shield, sword Close order, drilled Regular 4 Local war gods (Orlanth, Humakt, Babeester Gor, Storm Bull) Sartarite machairaphoroi Low 3 0 3

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

None Bow, broadsword, shield Open order, undrilled Militia 2 Yinkin Tarshite Psiloi Low 2 2 2

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

This group are skilled woodsmen and women, pursuing their enemies unseen until they strike. Many are accompanied by their alynx hunting-cats, some of whom are inhabited by allied spirits.

This mercenary regiment is raised and paid for by the craft and trade guilds of the cities of Sartar. These men were sponsored by the city guilds of Sartar, and the merchants of those guilds made sure their men have the best equipment. Men (but curiously, not women) have to pay their own way into this unit’s initiation, but membership is free afterwards.

3rd Bush Children

Light Infantry

1st Bush Children Type

Light Infantry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

None Bow, broadsword, shield Open order, undrilled Militia 2 Voriof Tarshite Psiloi Low 2 2 2

Type

Light Infantry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

None Bow, broadsword, shield Open order, undrilled Militia 2 Odayla Tarshite Psiloi Low 2 2 2

This group are accomplished hunters, who bring their skills at stalking prey to the battlefield. Some are accompanied by spirits embodied in bears, and use their keen senses to augment their scouting.

Candle Dancers

The Bush Ranges are rugged hill-land on both sides of the north Dragonspine. The irregular steep hills and overgrown valleys make poor farming and grazing. It is well suited to the bandit clans who live there. The Bush Children are the settlers of the Bush Ranges in the foothills of Kero Fin. They are herders, hunters, and bandits, who excel at scouting and hit-andrun skirmishes. These bandit clans usually have no loyalty to each other or any outsider lord. They trace their origins to the days after the Battle of Grizzly Peak, when many Tarshites fled the Lunar ravaging of the clans in the hills of the Bush Ranges. Many sought sanctuary in Sartar where they served as mercenaries, fighting the Lunar advance. This group are adept at fighting in craggy terrain, scaling sheer cliffs, and setting ambushes.

Type

Light Infantry

Armor

Heavy cape or light cuirass, greaves, vambraces, open helmet Bow, broadsword or axe, shield Open order, drilled Regular 4 Vinga Sartarite Psiloi; All female, temple unit Low 3 2 3

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Some sources say this regiment of peltasts was founded by Kallyr Starbrow during the rebellion against the Lunar Empire, and accompanied her to the Shiprise in 1624. It was at the Battle of Dangerford in 1625 and was originally formed from the female members of a number of rebel warbands, including the Storm Rams, Mudhens, Silent Wind, and the Hidden Gale. Another source claims the regiment came from Esrolia. The regiment is named for a ritual they perform on the night before battle.

326

HERO WARS ARMY LISTS aquatic abilities make them surprisingly useful; they are skilled in amphibious and litoral warfare, using small boats and coracles.

Wolf Runners Type

Light Infantry

Armor Weapons Style Morale Patron Deity Notes

Werewolf hide, leather Javelin, broadsword Open order, undrilled Regular 4 Telmor, Orlanth Sartarite; ½ are skirmishers, ½ fierce dogs. Low / 3 1 3

Magic Factor Missile Factor Melee Factor

Tribal Chariots

These are very small units, normally the elite of the tribal aristocracy and the few tribes or temples can afford to muster twenty at a time. They fight on three-man chariots, with a driver, a warrior-priest or noble, and a bodyguard shield-bearer.

Tribal Levies

Magic Factor Missile Factor Melee Factor

Light Infantry

Armor

Varies widely; usually at least a composite helmet and a leather chest piece. Spear, shield, bow, or axe Close order, undrilled Militia 2 Local war gods (Orlanth, Humakt, Babeester Gor, Storm Bull) Sartarite Low 3 2 3

Notes Magic Factor Missile Factor Melee Factor

Ducks None Sling, short sword Open order, undrilled Militia 2 Humakt Sartarite; Can cross lakes and rivers Low 1 1 1

Type

Weapons Style Morale Patron Deity

The tribes of Sartar are organized into economic cooperative ventures centered on the cities. Their troops, when summoned, formed the tribal militia of the Sartar army.

Armor Weapons Style Morale Patron Deity Notes

Bronze cuirass, greaves, and vambraces, open helmet sword, javelins, composite bows, shields Drilled, open order Veteran 5 Orlanth Rex Sartarite Medium 4 2 3

Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Sartar City Militia

Light Infantry

Chariots

Armor Weapons

This unit was founded in 1628, recruited from those Sartarites who destroyed the Telmori. They wear the pelts of the defeated Telmori and gain magical powers every Wildday when the Red Moon is full. The wolfskins cover their heads and shoulders, fastened by crossing and knotting the forelegs over the chest. The dogs are especially effective against mounted foes.

Type

Type

These are militia infantry drawn from the tribes of Sartar. They are experts at hit-and-run raids and ambushes, and are also skilled skirmishers, many of whom are women. Their weapons and armor varies, depending upon personal wealth and what they can plunder on the battlefield. The best armed and armored may also fight in the ranks of a shield-wall, supplementing the heavier armed housecarls and thanes who fight in the front ranks. They might be led by a tribal king, a chieftain, or just a charismatic local warlord. They number 150 to 1,500 warriors each.

The Duck People were cruelly oppressed by the Lunar Empire during its occupation of Sartar. They supported Kallyr Starbrow in her rebellion and recognized Argrath as Prince in 1627. The little duck people of Sartar and the Beast Valley are staunch supporters of the House of Sartar. Although they are comparatively poor fighters, their

327

THE ARMIES AND ENEMIES OF DRAGON PASS Tribal Levies

Flash Jack

Type

Light Cavalry

Type

Magical Heavy Cavalry

Armor

Varies widely; usually at least a composite helmet and a leather chest piece. Spear, shield, javelin, axe Open order, undrilled Militia 2 Local war gods (Orlanth, Humakt, Babeester Gor, Storm Bull) Sartarite Low 3 1 3

Armor

Bronze cuirass, greaves, cuir bouilli neck armor for llamas Lance, axe, dart, shield Close order, undrilled Elite 6 Waha Praxian High Llama Tribe Low 3 1 5

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

The High Llama Tribe magical society led by Khan Yazurkial Blue Llama. Born in 1595, Yazurkial is the high priest of Waha for the High Llama Tribe. He has been a close ally of Argrath since they were initiated together in the Dragonteeth Hills in 1615. He owes Argrath an old debt and brought many clans and several spirit societies to his cause. Yazurkial hates the Lunar Empire and has earned great renown for his defiance of the Empire. By 1625, he is already worshiped as a hero by the nomads. Yazurkial plays a role in all of Argrath's campaigns and even though he often returns to the plains of Prax, he always returns to Argrath's side. Yazurkial Blue Llama’s bodyguard is led by Waha Khan Bastaki the Poet and consists of 48 warriors. Magical support is from Flash Jack, the tribal Shaman of the High Llama Tribe and his assistants. The regiment often includes four Waha Khans leading 120 warriors each. This warrior society is part of the White Bull society. This large warband makes up about a tenth of the High Llama tribal levy.

These are the militia cavalry from the tribes of Sartar. They are experts at hit-and-run raids and ambushes and acting as a screening force. They might be led by a tribal king, a chieftain, or just a charismatic local warlord. They number 150 to 1,500 warriors each. Volunteers from these levies participated in Argrath’s invasions. Although horses are the most common mount, bison and sables are also commonly ridden.

Barbarian Horde The following units reflect the Barbarian Horde mustered in 1628.

Jaldon Toothmaker Type

Hero

Magic Factor Missile Factor Melee Factor

10 0 4

Jaldon Toothmaker, also called Goldentooth, and the Raider Khan, is an immortal Hero. He was slain in battle many centuries ago, but since has often appeared sitting astride the lanky steed called Home, to escort and help the nomads against whomever they fight in Dragon Pass. When victory is assured and the ale about to flow in the hills, Jaldon disappears until the next war. Even if he had been killed in the fighting, which happened often, he always returns for the next invasion. Jaldon never speaks, using the ancient sword command signals to communicate; all the tribes obey his leadership. Jaldon wears tattoos which no one can look at. His only armor is a helm, greaves, and gauntlets, and he carries an unusual three bladed sword named Doomrake, oddly shaped throwing discs, and a lance which leaps out to reach its foe. Jaldon’s steed is said to be not like any of the six great steeds of Prax, nor like any of the twenty-one lesser mounts. In 1624, Argrath summons Jaldon Goldentooth and together they cleanse Prax of the Lunar Empire.

328

HERO WARS ARMY LISTS And-Jay

Pol-Joni

Type

Magical Light Cavalry

Type

Heavy Cavalry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Leather Lance, broadsword, javelin, shield Open order, undrilled Veteran 5 Waha Praxian Sable Tribe Low 3 1 5

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Bronze Lance, broadsword, bow Close order, drilled Veteran 5 Orlanth Pol-Joni; Bastard Tribe Medium 5 2 5

A Sable Tribe magical society led by the Sable Tribal Khan, Roneer the Hue. Magical support is from And-Jay, the tribal shaman of the Sable Tribe and his assistants. Also present are four Waha Khans leading 120 warriors each.

Praxian Orlanthi who have taken to living on the plains of Prax. They traditionally own weapons and armor of Sartarite manufacture, though their bows are powerful Praxian recurve bows; some may now have Lunar equipment taken as plunder. Their horses are hardy, adapted to the harsh conditions of Prax and able to subsist on a poorer diet than other cavalry horses. Others, outcasts from their original tribes, ride a variety of Praxian beasts and fight with their tribal weapons.

2nd Pol-Joni

Krise Type

Magical Heavy Cavalry

Armor

Bronze scale hauberk or cuirass, greaves, and vambraces, closed helmet, medium shield. Rune Lords often have iron. Lance, darts, kopis, shield Close order, undrilled Elite 6 Waha, Storm Bull Praxian Bison Tribe Medium 4 1 5

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Type

Heavy Cavalry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Bronze Lance, broadsword, bow Close order, drilled Veteran 5 Orlanth Pol-Joni; Bastard Tribe Medium 5 2 5

Another large warband of Pol-Joni.

The Krise are led by the Bison Tribal Khan, Akasha Ironspear. Magical support is from Krise, the tribal shaman of the Bison Tribe and his assistants. Also present are four Waha Khans leading one hundred and twenty warriors each. These well armored warriors, rich in bronze, are sworn to Argrath White Bull and are feared for their deadly headrush charges against any foe. Once in melee (their lances may shatter given the force of impact), they fight with their swords and darts as their mounts bellow and gore enemy mounts with their sharp horns to deadly effect. They make up about a tenth of the Bison tribal levy. They are willing to coordinate with other tribes.

329

THE ARMIES AND ENEMIES OF DRAGON PASS bow and short sword. The Bison Warriors fight as Heavy Cavalry. They are equipped with leather armor, and lance, sword, javelin, and shield. The Sable Warriors fight as Light Cavalry. They are equipped with leather armor, spear, javelin, sword, and shield.

3rd Pol-Joni Type

Heavy Cavalry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Bronze Lance, broadsword, bow Close order, drilled Veteran 5 Orlanth Pol-Joni; Bastard Tribe Medium 5 2 5

Potor

1st Amber Type

Heavy Cavalry

Armor Weapons

Leather Lance or spear, javelin, broadsword or axe, shield Close order, undrilled Veteran 5 Waha Praxian High Llama Tribe Low 3 1 4

Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Leather Lance or spear, broadsword or axe, javelin, shield Close order, undrilled Veteran 5 Waha, Orlanth Praxian High Llama Tribe Low 3 1 4

Led by Wind Khan Khardaziel Blackwind (cousin to Yazurkial's wife) of the High Llama Tribe leading 120 warriors. He is accompanied by Wind Khan Bistungji (kin to Yazurkial) leading 120 warriors, Wind Khan Lower Farangli (son of Bistungji) leading 120 warriors and a Wind Khan, the sister of Khardaziel leading another 120.

Ansil

2nd Amber Type

Heavy Cavalry/Light Cavalry

Armor Weapons

Leather Lance or spear, javelin, broadsword or axe, shield Close order, undrilled Veteran 5 Waha Praxian High Llama Tribe plus members of other tribes Low 3 1 4

Magic Factor Missile Factor Melee Factor

Heavy Cavalry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Led by the High Llama Tribe Waha Khan with five Waha Khans leading 120 warriors each.

Style Morale Patron Deity Notes

Type

Type

Heavy Cavalry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Leather – mostly rhino hide Lance, axe or mace Close order, undrilled Regular 4 Waha Praxian Rhino Tribe Low 3 0 4

Led by the Rhino Tribe Waha Khan with five Waha Khans leading 120 warriors each. Their relentless charge can even break formations

Led by Storm Khan Eight-Horn of the High Llama Tribe leading a hundred and ten warriors, with a mixture of three hundred other warriors including three khans. The Impala Warriors fight as Light Cavalry. They wear no armor and are equipped with

330

HERO WARS ARMY LISTS of heavy infantry.

and archery. They are formidable when charging with lances. Up to four regiments of centaur cavalry may be called upon by Ironhoof.

Independents List Androgeus

Manticores

Androgeus Type

Hero

Magic Factor Missile Factor Melee Factor

6 0 20

The Agimori of Prax

Impi Type

Heavy Infantry

Armor Weapons Style Morale Patron Deity Notes

Leather Sarissa, large round shield Close order, drilled Regular 4 Baba Ulodra The Agimori have tough skin in addition to their cuir bouilli leather armor. Low 1 1 5

Magic Factor Missile Factor Melee Factor

10 0 4

Ironhoof is a centaur and the lord of all horses. The demigod ruler of the Beast Men has reappeared several times throughout history and was the first sacred King of Dragon Pass. When the Beast Men hire out as mercenaries, Ironhoof himself leads their armies in person when their interests are involved.

Light Cavalry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

None Lance, spear, bow Open order, undrilled Veteran 5 Lady of the Wild Low 3 2 3

Heavy Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

None Horns, axe Open order, undrilled Veteran 5 Lady of the Wild, Storm Bull Low 3 0 5

Satyrs

Centaurs Type

Type

These creatures have a large humanoid body with a bull’s head. They often go berserk in combat, ignoring parrying and any defense they may have as they focus on dealing terrible blows. Minotaurs carry great axes and can gore and charge with their horns. Ironhoof may call upon three war parties of Minotaurs.

Ironhoof Hero

None Teeth, claws and sting Charge, bite, sting Regular 4 Lady of the Wild Low 3 0 6

Minotaurs

Beast Men

Magic Factor Missile Factor Melee Factor

Heavy Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Manticores are lion-bodied with a scorpion tail, topped off by a human-like head. Manticores fight with their powerful front claws and poisonous sting.

Peltasts armed with javelins fight on the flanks.

Type

Type

Type

Light Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

None Horns, bows Open order, undrilled Militia 2 Lady of the Wild Low 3 1 1

These Beast Men have the torso of men and the legs of a goat. Up to two war parties of satyrs may be called upon by Ironhoof. They are magicians, blowing their pipes to cast their magic, demoralizing enemies and driving them mad. Sometimes the satyrs act as a skirmishing screen for the minotaurs, retreating through their ranks when threatened.

Centaurs are the most important Beast Men, they have the body of horses with the upper body of a human in place of the horse’s neck and head. Centaurs are the leaders among the beasts, known for their musicianship

331

THE ARMIES AND ENEMIES OF DRAGON PASS The riders wear armor of various designs, though heavy scale predominates. Sir Ethrilrist has seven of these regiments at his command.

The Black Horse Troop

Sir Ethilrist Type

Hero

Magic Factor Missile Factor Melee Factor

10 0 4

A famous mercenary, whose White Horse Troop became the Black Horse Troop after plundering the Underworld. When not riding upon his Hound, Ethilrist is mounted upon one of the demon steeds.

Keener Than Type

Hero

Magic Factor Missile Factor Melee Factor

4 0 1

While in the Underworld, Ethilrist met Keener Than, his childhood companion and former scout. Keener Than was instrumental in Ethilrist’s success in the Underworld, and they rode back to life together. Immediately after their ascent from the Underworld, Keener Than turned against Ethilrist and has been his most determined foe ever since. Keener Than can also control and ride the Hound.

Black Horse Auxiliaries

The Hound of Zeral Type

Magical Demigod

Magic Factor Missile Factor Melee Factor

10 0 10

The Hound is a demonic being tamed by Sir Ethilrist, capable of destroying entire regiments when released upon its Doom Run. It has a pitch-black coat and glowing yellow eyes. The Hound can change its size at will, and can take the form of a gigantic dog the size of an elephant. Only Sir Ethilrist and his former scout Keener Than can ride and command the beast.

Heavy Cavalry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Bronze Kontos, sword, small shield Close order, drilled Veteran 5 None Ride demon horses Medium 5 0 5

Heavy Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Leather/Linen Sword, spear, round shield Close order, drilled Regular 4 None Low 3 0 3

The Black Horse Auxiliaries wear leather armor in diverse styles, and carry spears, swords and shields. Each is trained and ready for when they are picked by one of the demon mounts of the Black Horse Troop when its previous rider is killed in combat. Sir Ethrilrist has two of these regiments at his command.

Black Horse Troop Type

Type

Cragspider and her Allies

Cragspider the Firewitch Type

Demigoddess

Notes Magic Factor Missile Factor Melee Factor

Can command a pillar of fire 7 0 4

This demigoddess is the best known and perhaps most powerful of all trolls. She began as a dark troll in the spider cult of Aranea and worked her way to demigodhood. At her beck and call are all the powers

The Ridderan of the Black Horse Troop ride carnivorous black horse-shaped demons. The demons control their riders and are immortal, being reborn if they are killed.

332

HERO WARS ARMY LISTS of Fire and Darkness. In the Second Age, she created the first great trolls in an ultimately unsuccessful attempt to overcome the Curse of Kin, and she commands an immense black dragon. Beyond politics, beyond mortality, she is a demigoddess with designs which come to fruition in other worlds.

A gang of lightly armed and armored trollkin, usually acting as skirmishers for the dark troll war gangs, sent into combat to wear the enemy down before the dark trolls enter combat. The trollkin are variously armed and more terrified of the dark trolls than any enemy. Cragspider has two such swarms of skirmishers.

Cwim

Cwim

Black Dragon Type

Dragon Demigod

Notes Magic Factor Missile Factor Melee Factor

Immune to magic, flies Special = all units with it. 0 Special = all units with it.

Bound to Cragspider by favors she did for it before the Dawn, Oren Fanath is darker in coloration than its kin. In the Dragonkill it burned the largest city in Dragon Pass and devoured two entire tribes. Were Cragspider to be killed it would depart. Oren Fanath sleeps near Cliffhome at the Dragonrest.

Heavy Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Lead Mauls, maces, shields Open or close order, drilled Veteran 5 Zorak Zoran High 6 0 6

Delecti

Light Infantry Morale reduced to 2 in daylight Leather Spear, shield, club, sling Open order, undrilled Regular 4 Zorak Zoran Demoralized in daylight Low 1 2 3

Type

Demigod

Magic Factor Missile Factor Melee Factor

10 0 5

Delecti the Necromancer was a powerful sorcerer of the Empire of the Wyrms Friends. By his arts, Delecti has achieved a gruesome sort of immortality: he can transfer his spirit into a freshly slain corpse and live through it until the rotting flesh can no longer sustain him, at which time he seeks out another corpse. When the Invincible Golden Horde invaded the land, Delecti used his magic to create the Upland Marsh, where he has endured as one of the Unliving, protected by his army of Walking Corpses, ever since.

Trollkin Skirmishers Notes Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

8 0 15 Cwim is a foe for entire armies, not for individuals.

Delecti

A Troll war gang consisting of heavily armed and armored dark trolls and a few great trolls. The great trolls act as bodyguard slaves to the war gang leader. The trollkin gangs are used as skirmishers to use up enemy missiles and magic before the dark trolls attack. The trolls prefer to fight at night using Darkness magic to douse fires and other sources of light. They excel at ambush. Cragspider has three such war gangs at her command.

Type

Demigod

Magic Factor Missile Factor Melee Factor Notes

An awful Chaos horror. Cwim has three bodies, attached at the neck to a single huge head. Each body stands about 15 meters at the shoulder and has two arms, each with a huge magical claw. In 1625, when Argrath Whitebull and his Praxian horde marched on the New Lunar Temple and camped near Hender’s Ruins, the Lunar College of Magic summoned Cwim and set it upon them, while hurling magic from a great distance. The nomads were slaughtered or driven temporarily insane; the survivors retreated to Pavis, where Argrath began to assemble a new army.

Dark Troll War Gang Type

Type

Daughters of Darkness Type

Magical

Magic Factor Missile Factor Melee Factor

5 0 1

The Daughters of Darkness are a cult of demonic women serving Delecti. They usually work to extend the bounds of the Upland Marsh but individual Daughters can command his armies of Walking

333

THE ARMIES AND ENEMIES OF DRAGON PASS Corpses.

His broo followers worship him. In 1623, Hahlgrim of Talistar led an army into Dorastor to confront Ralzakark and reportedly killed one of his avatars.

Walking Corpses Type

Varies

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Varies Varies Open order, undrilled N/A Delecti Immune to missiles None 0 0 2

Sword Troop Broo Type

Heavy Infantry

Armor Weapons

Iron Iron broadsword, throwing spear, rectangular tower shield Close order, drilled Veteran 5 Humakt Machairaphoroi Medium 4 1 4

Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

The Walking Corpses vary in appearance; some appear life-like, others as desiccated or rotting corpses; some are little more than animated dead, others possess a malign intelligence; some fight with nothing but tooth and bone, others with dire sorceries or mundane weapons. An army of Walking Corpses obeys only the mission Delecti has given them, or the commands of one of his Daughters of Darkness. The ranks of the undead are drawn from Orlanthi warriors, Lunar soldiers, ducks, dragonewts and trolls. Their weapons vary from their own teeth and bones to those they wielded in life - spears, swords, axes and mauls. The oldest are often little more than skeletons. Delecti can create more Walking Corpses from those who die (excepting dragons or giants) in proximity to him or to one of his armies. Those who die fighting his Walking Dead may be doomed to replenish their ranks.

Commanded by Ralzakark’s deputy and priest, Thresher. An unknown number of these battalions is in the service of Ralzakark.

Javelin Broo Type

Light Infantry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Leather Javelin, sword, shield Open order, drilled Regular 4 Various Chaos deities Peltasts Low 3 1 3

Commanded by Ralzakark’s deputy and priest, Shrike.

Dorastor

Broo Warband

Ralzakark Type

Demigod

Magic Factor Missile Factor Melee Factor Notes

8 1 7 Typically accompanied by his lieutenant Shrike, a Chalana Arroy priestess and eight of his elite Sword Troop Heartguard broo.

The many-bodied broo king of Dorastor is a demigod from the First Age. Descriptions of Ralzakark vary, but many describe him as having the form of an albino man, with the head of a pure white horse with a single horn, or perhaps a unicorn, dressed in richly embroidered garments. He has several other forms that may manifest simultaneously in different locations. Ralzakark knew Gbaji personally, and was cut down in battle by Arkat Kingtroll. He was brought back to life by unwise God Learners who are now his abused slaves. He is cruel and ambitious, but patient enough not to squander his festering resources in futile conquest before the time is right.

Type

Light Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Leather Spear, shield, club Open order, undrilled Regular 4 Various Chaos deities Low 2 1 2

Dragonewts

Inhuman King Type

Demigod

Magic Factor Missile Factor Melee Factor

8 0 8

The ruler of the dragonewts is a dangerous and capricious being, motivated by things which no human being wants to understand. Within his own “city” his will is reality, and all the dragonewts of Dragon Pass

334

HERO WARS ARMY LISTS obey him infallibly. He can be approached and negotiated with, but when bothered for trivial reasons he routinely devours the petitioners. The Inhuman King can call upon numerous units of Crested, Beaked and Priest dragonewts from the Dragonewt cities in Dragon Pass.

combat. The demi-bird is fearless and carnivorous, adding to the fierceness of the dragonewt warrior.

Tailed Priests

Crested Dragonewts Type

Light Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Natural Sling Open order, undrilled Militia 2 Ouroboros None 0 1 1

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Natural Klanth, korff, gami Close order, drilled Veteran 5 Ouroboros 3 Low 1 3

Isidilian

Mounted Beaked Dragonewts Heavy Cavalry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Natural Klanth, korff, gami Open order, drilled Veteran 5 Ouroboros 3 Low 2 5

Type

Demigod

Magic Factor Missile Factor Melee Factor

7 0 3

The Dwarf of Dwarf Mine is one of the friendliest Mostali leaders in the world. Isidilian is ancient, having been forged in the God Time, and it is said that he was a member of the Unity Council in the First Age. The Dwarf was an ally of King Sartar and supported the House of Sartar until Saronil misused the secrets Isidilian had given his father. The Dwarf may still bestow gifts, but at a price. The Dwarf will not leave his mine but may agree to bestow a Stone Man, the Cannon Cult or the Alchemical Transformer to fight on behalf of an emissary.

The beaked dragonewt is larger than the crested (between 1.8 and 2.1 meters tall high and weighing over 79 kg) and is carnivorous. As the second stage matures, the warrior’s skin thickens to armor-like material, sometimes concentrated on the back, forepart, tail, or other body part.

Type

Dragonbone armor None Magical Regular 4 Ouroboros Medium 5 0 6

The Dwarf of Dwarf Mine

Beaked Dragonewts Heavy Infantry

Magical

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

The tailed priest is smaller than the beaked dragonewt (less than 1.8 meters tall and weighing around 79 kg). Second-stage armor and natural weapons are, in the third stage, nearly replaced by frills, spines, wattles, pouches, and other decorative and communicative devices.

The crested dragonewt is small (between 1.2 and 1.5 meters tall and weighing around 45 kg), short-tailed, and has an arched crest upon the head. A vegetarian, it prefers leaves and fruit.

Type

Type

Stone Men Type

Magical

Magic Factor Missile Factor Melee Factor

2 0 8

The two large Stone Men (a pair of Jolanti) usually guard the entrance to Dwarf Mine. They are statues carved from stone and animated by the Dwarf’s arcane wisdom. They are extremely powerful in combat, striking with their stone fists. The Jolanti were originally made for a single purpose: to provide bodies to fight in the great wars before Time. Most of the larger Jolanti were destroyed in the Great Darkness. Being constructs, Jolanti have difficulty detecting pain. Even if they lose a limb they cannot be

Many beaked dragonewts ride upon horse-sized creatures called demi-birds. These are feathered, bipedal, beaked, and lay eggs, but their bones are solid and they have vestigial arms, not wings. When attacked, a demi-bird will kick and peck. Because each demi-bird leaps and fights as an individual, these units adopt an open formation in

335

THE ARMIES AND ENEMIES OF DRAGON PASS functionally incapacitated but at worst suffer minor imbalance problems.

The Holy Country Esrolia Prior to 1624 Sir Narib’s Company of mercenaries was also present in Esrolia. After 1628, Argrath becomes Warlord of Kethaela, and the regiments of the Holy Country join his host.

Cannon Cult Type

Magical Artillery

Magic Factor Missile Factor Melee Factor

7 8 2

Infantry

The great bronze guns of the Cannon Cult are maintained by pale humans, gaunt from their slavery underground, who worship them, pray to them, and care for them properly so they can fire rapidly and with deadly accuracy for their dwarf masters.

Sisters of Mercy

The Alchemical Transformer Type

Magical

Magic Factor Missile Factor Melee Factor

x2 0 2

Type

Magical

Morale Patron Deity Magic Factor Missile Factor Melee Factor Notes

Elite 6 Chalana Arroy Medium 5 0 0 No offensive magic.

The Healers of the Chalana Arroy Temple of Nochet, who follow the Esrolian army and can even resurrect the dead.

The Alchemical Transformer is a marvelous piece of equipment, with the ability to dramatically enhance the power or the range of magicians who incorporate it into their rituals. It is widely rumored that the Dwarf also learns the secrets and weaknesses of those same magicians. The Transformer’s parts are loaded on sturdy wagons, which are drawn by blind cave oxen, and tended by devoted dwarves.

Grace Priestesses Type

Magical

Morale Patron Deity Magic Factor Missile Factor Melee Factor

Veteran Ernalda High 0 1

Pike and Musket Regiment Magical Heavy Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Iron Pike, musket, axe Close order, drilled Elite 6 Iron God High 5 5 6

6

The Grace Priestesses of the Great Temple of Ernalda in the Sarli district of Nochet, who can bless the Esrolians and curse their foes. This is the principal Ernalda temple in the city and one of the largest in the world, with hundreds of priestesses. The priestesses may be accompanied by Axe Maidens and a contingent of guards drawn from the ranks of the Wild Ones.

Gemborg Type

5

Axe Maidens Type

Heavy Infantry

Mountain Giant

Armor

Type

Giant

Magic Factor Missile Factor Melee Factor

10 2 15

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Leather cuirass, cuir bouilli helmet Axe, square shield Open order, drilled Elite 6 Babeester Gor All female Medium 5 0 5

Giants

Giants smash their opponents with tree trunks or simply stomp them into the ground. They rarely wear any but the most primitive armor. Sometimes a giant will throw boulders to crush people or dwellings. They are often bad tempered and always hungry. Giants show little to no imagination in combat, and are easily outmaneuvered or tricked by a clever opponent.

A regiment drawn from the defenders of numerous Earth Temples. These are regiments of brutal berserkers who terrify most male-dominated units. They have

336

HERO WARS ARMY LISTS significant powers against oath-breakers – and are the most feared regiments in all Esrolia. Their armor is often lacquered to be the color of dark blood, and many decorate their shields with grisly trophies: dried heads, hands and male genitalia. In Nochet, the great Axe Temple lies in the Tendayvora district, as does the Axe

Rain Blades

Blackpoints Heavy Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Bronze pectoral, open helmet Axe, spear, square shield Close order, drilled Regular 4 Deresagar Low 3 0 2

Heavy Infantry Bronze pectoral, open helmet Axe, spear, square shield Close order, drilled Regular 4 Tenderos Low 3 0 2

Type

Heavy Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Bronze pectoral, open helmet Axe, spear, square shield Close order, drilled Regular 4 Kalavan Low 3 0 2

The Irillo Hundred of the Kalava district of Nochet. The militia includes potters, masons, stoneworkers, sculptors, and redsmiths, the latter better equipped than most.

Wild Ones

Copper Axe Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Bronze pectoral, open helmet Sword, spear, square shield Close order, drilled Regular 4 Helamakt Low 3 0 3

Flamespears

The Irillo Hundred of the Deresagar district of Nochet. Most of the members are field workers for the Esrola temple, stoneworkers, and common laborers. Like all militias, the type and quality of their equipment varies according to the wealth of each household. The district borders Belintar’s Wall to the west, and the militia may be called to serve on the wall and at the Filial Gate.

Type

Heavy Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

The Irillo Hundred of the heterogenous Helamta district of Nochet which includes the docks and wharfs on Choralinthor Bay. Foreigners are not unusual in their ranks and may fight using their native arms and armor. This militia includes the skilled swordsmen of the district.

Maidens barracks.

Type

Type

Type

Heavy Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Cuir bouilli cuirass, open helmet Axe, spear, square shield Close order, undrilled Militia 2 Harasarl Low 1 0 1

The Irillo Hundred levy of the Sarli district of Nochet, where they are mustered to defend the district and the Great Temple of Ernalda. The militia barracks can be found near the Storm Gate. They enthusiastically fight in an Orlanthi shieldwall, despite their use of Esrolian square shields. These shields are larger than those carried by other Irillo Hundreds, and easier to lock together aslant. Many are

The Irillo Hundred of the Tendayvora district of Nochet. This district has a large Caladralander minority who fight with spears. The district abuts upon Belintar’s Wall to the south, and the militia may serve on the wall and at the Harst Gate.

337

THE ARMIES AND ENEMIES OF DRAGON PASS refugees from Heortland and Sartar.

overthrown in the coup of 1622. Their tunics, shields, and helmet decorations are all dyed black. Many of the trolls shield their eyes from daylight by wearing eye shades of polished thick dark volcanic glass.

Quick Arrows Type

Light Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

None, leather helmet Bow Open order, drilled Regular 4 Tenderos Low 3 1 0

Water Brother Marines Type

Heavy Infantry

Armor Weapons

Bronze Broadsword, round shield, javelin, bow Open or close order, drilled Veteran 5 Helamakt Bow/javelin used as ships close, then sword & shield as they cross to foe's ships and attack. Low 1 2 4

Style Morale Patron Deity Notes

Another Irillo Hundred of the Tendayvora district of Nochet.

Humakti Battalion Type

Heavy Infantry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Bronze Broadsword, shield, javelin Close order, drilled Elite 6 Humakt Mercenaries Low 1 1 4

Magic Factor Missile Factor Melee Factor

This regiment specializes in fighting aboard triremes and biremes, and is maintained by the Delainaeo Noble House. Although heavily armored, they are superb skirmishers fighting with javelins and bows. Officers may wear aluminum armor. Their tunics, shields, and helmet decorations are shades of blue. The regiment is commonly split into files which serve on different warships.

This elite mercenary regiment is maintained by the Humakt temple of Nochet, which is situated beside the Storm Gate, and has barracks next to the temple. They fight with swords and are fanatically brave. The battalion is very expensive to hire but always fulfills its contracts.

Cavalry

Sons of Argan Argar Type

Heavy Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Bronze, Lead scale or plate Spear, mace, round shield Close order, drilled Elite 6 Argan Argar Low 1 1 5

Axe Maidens Type

Heavy Cavalry

Armor

Leather cuirass, cuir bouilli helmet Sagaris, axe, square shield Open order, drilled Elite 6 Babeester Gor All female Medium 5 0 5

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

A regiment of the Kimantorings, this veteran regiment of heavy infantry includes ranks of spearmen, backed up by two or three hundred heavily armed and armored dark and great trolls. Their commander is typically a member of the Norinel clan and they were loyal to Queen Hendira until she was

A regiment drawn from the defenders of the numerous Earth Temples. Their stables and barracks are located beside the Axe Temple in the Tendayvora district of Nochet. In any charge of Axe Maidens, the old, sick and wounded will be in the front rank, giving them the boon of a worthy death. Their armor is lacquered the color of dark blood, and many decorate their horses’ harness with gruesome trophies to terrify their foes.

338

HERO WARS ARMY LISTS Noble Brothers

The Islands

Type

Heavy Cavalry

Holy Country Warship

Armor Weapons

Bronze Spear or lance, square shield, axe, mace, flail or sword Close order, drilled Veteran 5 Noble Brothers Low 3 0 5

Type

Trireme

Armor Weapons Morale Patron Deity Crew

Timber, canvas side-screens. Bronze ram, marines Veteran 5 Dormal 170 free rowers, 15 marines, 15 officers. Low 1 2 4

Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Magic Factor Missile Factor Melee Factor

This regiment of veteran heavy cavalry serves the war gods of the Noble Brothers’ Temple in Nochet. They are all subservient to the Most Noble Aunt, a hereditary office held by the matriarch of the Delaeos clan, one of the most powerful Noble Houses. The weapons of individual soldiers depend upon their preferred Noble Brother, with spear or lance being the primary weapon, and then sword, axe, mace, or even flail.

The ubiquitous warship of the southern Genertelan coast.

Holy Country Warship

Green Horse Type

Light Cavalry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Leather/Linen Spear, axe, square shield, javelin Open order, undrilled Militia 2 Irillo, Green Horse Low 1 1 3

Light Cavalry Leather/Linen Spear, round shield, javelin Open order, drilled Regular 4 Irillo, Nolerianmar Low 1 1 3

Timber, canvas side-screens. Bronze ram, marines Veteran 5 Dormal 50 free rowers, 15 marines, 10 officers. Low 1 3 2

These vessels are best suited to the calm waters of Mirrorsea Bay.

Holy Country Flagship Type

Trireme

Armor

Timber, canvas side-screens, enclosed chamber at the stern. Aluminum ram, marines Elite 6 Dormal 170 free rowers, 15 marines, 15 officers. Medium 5 2 5

Weapons Morale Patron Deity Crew Magic Factor Missile Factor Melee Factor

A flagship of a Noble House is typically slightly longer than a standard trireme, with an enclosed superstructure at the stern used by a Queen or her delegate, which also contains small shrines to protective deities. The size of the complement aboard is increased to include the Queen, her servants and bodyguard. The added weight reduces the maximum speed of the vessel, which is slightly offset by the ram of refined aluminum.

Golden Racers Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Bireme

Armor Weapons Morale Patron Deity Crew Magic Factor Missile Factor Melee Factor

Green Horse is called Dearn by the ignorant and Delarn by those of the Dearno district of Nochet from which the Hundred is drawn, but it is said that only the Noble Husbands and the Green Sages know his true name. Dearno is one of the rich noble districts, and one of the two oldest in the city. The tunics, shields, and helmet decorations of the militia are shades of green.

Type

Type

Kraken

One of the militia Hundreds of Nochet, raised by the Nolerian district, with stables set on the Sacred Way. Their tunics, shields, and helmet decorations are yellow or orange. Officers may wear gilded armor with gold accoutrements, often made by the skilled metalsmiths and jewelry makers of the district.

Type

Monster

Magic Factor Missile Factor Melee Factor

5 0 10

A gigantic tentacled sea monster capable of dragging

339

THE ARMIES AND ENEMIES OF DRAGON PASS ships down to their watery doom. It has a gargantuan nautilus shell.

Grazeland Pony Breeders

Feathered Horse Queen

Heortland Many of the warbands and magicians who followed Broyan later joined the Sartar Free Army.

Hero

Magic Factor Missile Factor Melee Factor

8 0 4

Varies 0 5 Must eat regiments equivalent in number to its Magic Factor before it can initially move.

Hero

Magic Factor Missile Factor Melee Factor

5 0 4

Jadentin the Avenger Type

Hero

Magic Factor Missile Factor Melee Factor

5 0 5

The Luminous Stallion King who aided in the Dragonrise and helped his friend, Argrath, wed the Feathered Horse Queen. He is killed by Mularik in 1633.

Golden Bow Spirit Society Type

Heavy Cavalry

Armor

Bronze scale hauberk, greaves, open helmet Kontos, broadsword, small shield, compsite bow Open order, undrilled Veteran 5 Golden Bow Horse Archers Medium 5 4 1

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

The Hydra of Dragon Pass Magic Factor Missile Factor Melee Factor Notes

Type

The Luminous Stallion King of the Grazeland Pony Breeders, Jarsandron was loyal to the Feathered Horse Queen and a friend of King Pharandros. He often personally led Grazelander bands hired to aid the Lunar Provincial Army. He was killed in the Dragonrise in 1625.

The Hydra Monster

10 0 4

Jarsandron Tenherds

This hero received the sacred Sword and Helm of King Vingkot and was marked as belonging to Vingkot’s own divine bloodline. He was acclaimed High King of the Hendrikings at an assembly at Whitewall in 1617. Two years later he and the last Orlanthi were besieged there by the Lunar Army. The defenders held out, even repelling the Crimson Bat in 1620. After three years of siege, the sacred fortress of Whitewall fell, causing a terrible magical event throughout Dragon Pass and the Holy Country. Broyan and his heroic Companions had already escaped. In 1622 Broyan rallied the Orlanthi and magically defeated the Lunar Army in the terrible cold at the Battle of Iceland, destroying some of the best soldiers in the Lunar Army. The victory revived Orlanth and incited general rebellion in Heortland, quickly overwhelming the overstretched Lunar garrisons. Early in 1623, King Broyan led his army into Esrolia, defeating the Grazeland Horse Army at the Battle of Willford. He allied with the new Esrolian queen, settling the mythical feud between the Vingkotlings and the Esrolian Grandmothers. In 1624, a makeshift army, composed of remnants of the Holy Country army and the Wolf Pirates led by Harrek the Berserk and Argrath, defeated the Lunars in a decisive battle at the ford of Pennel in Esrolia. Broyan the Liberator is acclaimed King of Kethaela. Accounts of Broyan’s death in 1625 vary. Some sources suggest he was killed trying to prevent the Wolf Pirates despoiling his lands; another says he was killed by a Kitori demon, and another by Lunar magic when he and his followers were camped near Twotop.

Type

Heroine

Magic Factor Missile Factor Melee Factor

Ruler of the Grazeland Pony Breeders, the Feathered Horse Queen is a powerful Earth priestess who incarnates imposing powers for her worshipers and is the embodiment of sovereignty for all of Dragon Pass.

High King Broyan Type

Type

Golden Bow is a son of Yu-Kargzant who confers upon his worshipers’ skill in archery and powers in his father’s name. The shaman-priests are feared as magical horse archers without peer, raining fiery arrows and fire elementals down on the battlefield. The members of the Golden Bow Spirit Society wear a long coat of bronze scale with gold ornaments and ride battle-trained Goldeneye horses. Their bows are carried in golden cases, and they can shoot magical

An awful many-headed Chaos horror.

340

HERO WARS ARMY LISTS flaming arrows with inhuman accuracy and also have defensive magics. The society is organized into a strict hierarchy. The leader is titled the Pole Star, and has an honor guard of ten warriors, five assistants, and four servants. He commands the five Star Captains who each lead a company of 80 warriors and seventeen servants. Five shamans serve the society, each with an assistant and servant. The Pole Star holds council with his assistants and Star Captains, but always has the final say. He must approve new recruits nominated by their clan chiefs to fill any vacancies arising from retirement or combat. The society wyter is Jardanroste Polestar, who refounded the society, embodied in the golden lance carried by its leader.

are often at least partially armored. The Grazelanders muster two such regiments of heavy cavalry.

Light Cavalry

Heavy Infantry

Armor

Turtle-shell cuirass, closed helmet, greaves, vambraces Broadsword Close order, drilled Elite 6 Humakt Medium 5 0 6

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Heavy Cavalry Bronze scale hauberk, greaves, closed or open helmet Kontos, broadsword, composite bow, small shield Close order, undrilled Veteran 5 Yu-Kargzant Medium 4 1 6

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Type

Light Cavalry

Armor Weapons

Leather, composite helmet Broadsword, shield, composite bow Loose order, undrilled Regular 4 Yu-Kargzant Horse Archers Low 1 2 3

Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

The clan skirmishers wear leather riding coats, baggy quilted leather trousers and tall leather caps. These are horse archers who loose barrages of arrows at their foe and then retreat, only to return to repeat the attack. They are competent melee fighters as well. The Grazelanders muster four regiments of horse archers.

Heavy Cavalry Armor

Leather, composite helmet Kontos, broadsword, small shield Loose order, undrilled Regular 4 Yu-Kargzant Skirmishers Low 3 0 3

Horse Archers

These vendref warriors all belong to the Humakt subcult of Hiia Swordsman and are fanatical in their defense of the Feathered Horse Queen.

Type

Light Cavalry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

The clan cavalry wear leather riding coats, baggy quilted leather trousers and bronze helmets with horsehair decorations. There are two such regiments.

Feathered Horse Queen’s Bodyguard Type

Type

This regiment consists of noble clan cavalry; they wear a long coat of bronze scale and ride battle-trained Goldeneye horses. Their bronze helmets are decorated with horsehair plumes. They charge their foes with lance and sword once the light horse archers have brought them into disarray. They number around 500 warriors each. Their horses

341

THE ARMIES AND ENEMIES OF DRAGON PASS They make up about a third of the tribal muster.

Pentans

Pentan tribe Type

Heavy and Light Cavalry

Armor

Leather for archers, bronze for lancers Kontos, bow, kopis Open order, drilled Regular 4 Kargzant or the Four Winds Low 3 2 10

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Light Veterans

Heavy Veterans

Sir Holburn’s Axe Brothers Armor Weapons

Leather/Linen Two handed axe, thrown axe, broadsword. Open order, drilled Militia 2 Various Low 2 0 4

Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Type

Heavy Cavalry

Armor

Bronze scale hauberk or cuirass, open helmet, cuir bouilli greaves and vambraces Lance, sword, shield Close order, undrilled Veteran 5 Waha, Storm Bull Low 2 0 4

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

They are organized into units of 600-800 warriors, making up about a quarter of the tribal levy.

These mercenaries wear a white surcoat over their armor.

Elite

Praxian Animal Nomads Bison Tribe Not listed again here, the Krise regiment of the Barbarian Horde, when not serving with Argrath, is a part of the Bison Tribe forces. The Bison Riders scorn the use of the bow, relying upon lances and swords, and the impact of their ponderous beasts. During the Lunar Occupation, the Bison Riders were outcasts, retreating into Vulture’s Country, becoming hardened by the harsh conditions. When Argrath and the White Bull Society rose in revolt, the Bison Tribe were ready to fight their oppressors.

Type

Heavy Cavalry

Armor

Bronze scale hauberk or cuirass, greaves, and vambraces, closed helmet, medium shield. Rune Lords often have iron. Lance, sword, darts, shield Close order, undrilled Veteran 5 Waha, Storm Bull Medium 4 1 5

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

They are organized into units of 600-800 warriors, making up about a tenth of the tribal levy.

Regulars

High Llama Tribe

Type

Heavy Cavalry

Armor

Leather torso armor, composite helm Lance, sword, shield Close order, undrilled Regular 4 Waha Low 1 0 3

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Leather torso armor, composite helm Lance, sword, shield Close order, undrilled Veteran 5 Waha, Storm Bull Low 2 0 3

They make up about a fifth of the tribal levy.

Mercenaries in Pavis Heavy Infantry

Heavy Cavalry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Several thousand nomadic warriors. The tribes are a mixture of light and heavy cavalry.

Type

Type

Not listed again here, the Amber, Potor and Flash Jack regiments of the Barbarian Horde, when not serving with Argrath, are part of the High Llama tribal army. The High Llama are the smallest of the Five Great Tribes, but are often counted as the most powerful, towering over the other Praxian beasts, and able to run them down. Most riders are armed with long weapons, including long-hafted dagger-axes to reach foes afoot or mounted on lower animals.

This is the basic levy of the Bison nation.

342

HERO WARS ARMY LISTS As with the levies, but much more experienced. They make up about a quarter of the tribal muster.

Levy Lancers Type

Heavy Cavalry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

cuirboilli cuirass, greaves Lance, dagger-axe Loose or close order, undrilled Regular 4 Waha Low 1 0 2

Swiftfoot Riders

Veterans Cavalry Heavy Cavalry

Armor

Cuir bouilli cuirass, greaves, neck armor for llamas Lance, dagger-axe, dart, shield Loose or close order, undrilled Regular 4 Waha Low 3 1 4

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Sable Tribe Not listed again here, the And-Jay regiment of the Barbarian Horde, when not serving with Argrath, is a part of the Sable tribal forces. During the Lunar Occupation, the Sables were Lunar allies.

Impala Tribe

Levy Skirmishers

The Impala and their steeds may be small but make up for their stature with sheer numbers.

Levies Light Cavalry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

No armor Composite bow loose order, undrilled Militia 2 Waha Low 1 2 0

Light Cavalry No armor Composite bow loose order, undrilled Regular 4 Waha Low 2 2 0

Light Cavalry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

No armor Composite bow Loose order, undrilled Militia 2 Waha, Seven Mothers Low 1 1 0

Regular Skirmishers

Lightfoot Skirmishers Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Type

These skirmishers usually operate in units of about 500 mounted archers. They do not engage with their enemies but harass them with arrows. They make up about a third of the tribal levy.

These include almost as many women as men. The usual clan muster is between 750 and 1,000 levies per clan. They make up about half of the tribal muster.

Type

No armor Composite bow, short sword, shield Loose order, undrilled Regular 4 Waha, Orlanth Low 3 2 3

This secret society makes up about a quarter of the tribal muster. They close with their opponents after disrupting their formation with missile weapon fire. Many have joined the second Amber regiment of the Barbarian Horde.

These troops number 500 to 750 and make up just under half of the tribal levy.

Type

Light Cavalry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

These troops number 500 to 1,000 and make up just under half of the tribal levy.

Type

Type

Type

Light Cavalry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

No armor, composite helmet Composite bow, sword Loose order, undrilled Regular 4 Waha, Seven Mothers Low 2 1 1

These skirmishers usually operate in units of about 500 mounted archers. They harass their opponents with arrows until they create an opportunity and then they charge. They make up about a third of the tribal levy.

343

THE ARMIES AND ENEMIES OF DRAGON PASS almost the same but one delivers venom in a whip-fast attack and the other sprays a jet of sticky acid.

Sable Lancers Type

Heavy Cavalry

Armor

Cuir bouilli cuirass, greaves, open helmet Lance, sword Closee order, undrilled Regular 4 Waha, Seven Mothers Low 3 0 3

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Superior Scorpion men

Magic Factor Missile Factor Melee Factor

More scorpion than man, these Chaos horrors typically have the chest, head, and arms of a man, but the abdomen, venomous tail, and rear six legs of a scorpion. They attack with clubs and their stinger can easily kill a man with its deadly poison. They eat sentient beings. Many of the warbands serving Gagix are superior creatures, but they are outnumbered by their more bestial siblings.

Puppeteer Troupe Magical 4 0 2

The puppeteers can create illusory regiments capable of deceiving and defeating all but the most powerful entities and magical regiments.

Scorpion men

Illusory Regiment Type

Magical

Notes

Can appear to be any other type of regiment. 2 0 5

Magic Factor Missile Factor Melee Factor

Gagix Two-barb Hero

Magic Factor Missile Factor Melee Factor

4 0 4

Type

Light Cavalry

Armor Weapons Style Morale Patron Deity Notes

Natural Claws, sting, clubs Open order, undrilled Militia 2 Bagog Chaos horrors. These represent the more bestial offspring None 0 0 2

Magic Factor Missile Factor Melee Factor

Queendom of Jab Type

Natural, anything they can scavenge Claws, sting, clubs, anything they can scavenge Close order, drilled Regular 4 Bagog Chaos horrors. These represent the superior offspring Low 1 0 5

Style Morale Patron Deity Notes

The Puppeteer Troupe

Magic Factor Missile Factor Melee Factor

Light Cavalry

Armor Weapons

These warriors usually operate in units of 400 to 600. They charge against their opponents once the skirmishers have created an opportunity. They make up about a third of the tribal levy.

Type

Type

The effectiveness of a brood of scorpion men depends on how recently their queen has ingested intelligent beings. Their warbands reflect a consequent lack of social organization, usually grouping a few followers around one superior individual.

Scorpion Queens are truly dreadful monsters, whose only redeeming feature is that they normally remain hidden from outsiders. Having killed three other scorpion queens, Gagix rules the “Queendom of Jab” in the Foulblood Woods, a terrible Chaos Nest. She treats with human leaders as if she was simply another ruler. Gagix has the chest, head, and arms of a woman, but the abdomen and eight legs of a grotesquely huge scorpion with two venomous tails. She wears a golden diadem bearing the Runes of Chaos, Beast, and Man, given to her by Tatius the Bright. Her tails set her apart from ordinary scorpion men and her human skin is smooth and even, her features symmetrical and well-formed. Her two stingers look

Sun Dome Templars

Rurik Runespear Type

Hero

Magic Factor Missile Factor Melee Factor

4 2 2

A Light Son of Yelmalio, Rurik was slain by trolls. He was sent back by his god to lead his people in battle and inspire all with the Light of the Son of the Sun. Vanishing on the Giant’s Cradle which sailed down the River of Cradles in 1621, he became one of Argrath’s boon Companions, sharing incredible

344

HERO WARS ARMY LISTS adventures across the world, and experiencing the vision of the Many Suns. Rurik is said to have brokered the secret agreement that saw the Sun Dome Templars desert their Lunar allies at the Second Battle of Moonbroth in 1624. He returned to Pavis in 1625 perched on the back of a golden wyrm to participate in the liberation of the city. In 1627 Rurik was instated as the new Count of Vanntar.

Mo Baustra Sun Dome Templars

Heavy Infantry

Armor

Lacquered Leather/Linen cuirass, bronze helmet Sarissa, small phalangite shield Close order, drilled Regular 4 Yelmalio From Vanntar in Sartar Medium 5 1 5

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

This regiment employs files of militia spearmen as peltasts on the flanks of the phalanx. Their helmet decorations or feathers are dyed yellow or orange.

Sun Dome Militia

Heavy Infantry Lacquered Leather/Linen, bronze helmet Sarissa, small phalangite shield, short sword Close order, drilled Regular 4 Yelmalio From Vanntar in Sartar Medium 5 1 5

Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Type

Heavy Infantry

Armor Weapons

Linothorax, bronze helmet Sarissa, small phalangite shield, short sword, composite bow Close order, undrilled Militia 2 Yelmalio Low 1 1 4

Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

These are templars in training and are not often found outside of Sun Dome Temple lands. They lack the training that allows the phalangite units to maneuver about the battlefield.

Unicorn Tribe

Unicorn Tribe

Vanntar Sun Dome Templars Armor

Bronze/Linen cuirass, bronze helmet Sarissa, small phalangite shield, short sword Close order, drilled Regular 4 Yelmalio From Mo Baustra in Prax Medium 5 0 5

Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

They fight using a long 4.5 meter pike, in close formation, resting their round shields on a neck strap which permits them to grip their heavy spear in both hands. The Templars fight and drill in Squares of 64 men, and are superbly disciplined to present a forest of pikes to their foes. The Templars have the best armor the cult can provide: a corset of lacquered boiled leather or quilted linen and a crested full helmet. Their tunics and helmet decorations are dyed yellow.

Type

Heavy Infantry

Armor Weapons

Vanntar Sun Dome Templars Type

Type

Type

Light Cavalry

Armor Weapons

Leather Bow or kontos, broadsword, small shield, sword Open order, drilled Regular 4 Yelorna Skirmishers Medium 5 2 3

Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Approximately 270 of the tribe are mounted upon unicorns, the remainder on ordinary Praxian riding animals including zebras. They combine the lance (and their unicorns’ horns) with the nomad bow. The link between rider and unicorn makes them a deadly foe. Both can cast magic, and unicorns use their horns as weapons and to heal themselves and their rider. This large warband includes a Star Shaman of the Star Witches and her assistants. She can call down stellar spirits to aid the Unicorn Women in battle. The Star Witches are one of the shamanic Hidden

Both Vanntar regiments include files of archers, drawn from the ranks of the militia, employed to protect the flanks of the phalanx. Only one regiment is usually released for mercenary service at a time, the other remaining at the temple to ensure there is no revolt among the Ergeshi helots.

345

THE ARMIES AND ENEMIES OF DRAGON PASS Paths of Prax, an ancient magical school.

ponderous she has to be pulled about in an oak cart drawn by six blind oxen. She is attended by forty-seven male and female cannibal virgins. The cult can unleash a massive earthquake through their Earth Shaker ritual, and the priestess can magically control dinosaurs, the beloved children of Maran. Her attendants have sworn to obey the High Priestess unto death, and must only eat raw meat (including the flesh of human sacrifices), fish, or fowl.

Moon Haters

The Twins Heroes

Armor

Bronze cuirass, greaves, vambraces, closed helmet Axe, broadsword, javelin, square shield Close order, undrilled Veteran 5 Orlanth, Maran Gor, Babeester Gor 5 0 2

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Old School

Earth Shaker’s Cult Magical

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

None Mace Magical, drilled Veteran Maran High 0 2

Bronze cuirass, greaves, vambraces, closed helmet, medium shield Lance, broadsword, axe Close order, undrilled Veteran 5 Orlanth, Humakt, Mitchuinn Medium 5 0 3

Mitchuinn Moonhater was an Orlanthi Hero from Dara-ni who was a member of the Kynnelfing Alliance which fought Hwarin Dalthippa during the Second Wane. He formed a War Clan that harried the Lunar Empire at every opportunity. After his death, refugees from the Alliance went south into Tarsh and his clan grew to become a powerful tribe which continued to fight the empire, being present at the Battle of the Falling Hills in 1362. When Tarsh was riven by civil war, they joined the Tarsh Exiles. His tribe is long gone, but Mitchuinn gives his followers powerful magics against the Red Goddess and her worshipers, with the condition that their transactions with the empire have the sole aim of its destruction.

The twin rulers of Wintertop, Unstey and Unstenbora, and their Babeester Gor worshiping body guards. Born in 1600, and raised in the Shakers Temple, the Twins are skilled magicians, and are aided by the immortal guardians of the temple. The bodyguards defend the Twins as they work their magic together. Together they are the Shaker Twins who can bring down hills and shake the Earth. Unstey is responsible for tribal and political matters, while Unstenbora leads magical and military affairs. The Twins are the reborn Earth Twins of Old Tarsh, King Varstapoor and his sister Vestenbora.

Type

Magical Cavalry

Armor

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Tarsh Exiles Type

Type

5

Type

Magical

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

None Broadsword, axe, shield Close order, undrilled Veteran 5 Ernalda and other Earth deities Medium 5 0 2

They are descendants of exiles from the Kordros Earth Temple opposed to Hon-eel’s cult and her maize sacrifices, which they know misappropriate the sacred rites of Sorana Tor, the Goddess of the Sovereignty of Dragon Pass, and the founder of the Twins Dynasty. The Old School priestesses can move easily over rough and mountainous terrain.

6

The cult of Maran, the Goddess of Earthquakes. The High Priestess of the Shaker Temple is so

346

HERO WARS ARMY LISTS Baron’s Friends

Clan Infantry

Type

Magical

Type

Light Infantry

Armor

Cuir bouilli armor, composite helmet Javelin, spear, sword or axe, square shield Loose order, undrilled Regular 4 Orlanth High 6 1 3

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Leather Spear, axe, square shield Open order undrilled Regular 4 Orlanth Low 2 0 2

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

The Exiles muster three regiments consisting of clan warriors skilled at hunting and fighting with the spear and axe, and raiding.

The warriors and mages of Genedros Iristaros, the lord of Irist Hold, ‘Baron’ denoting that he is a free lord, allied to Wintertop, but not ruled by it. The Baron’s household includes a variety of bush mages, shamans, and outlaw priests all loyal solely to him. Irist Hold is built on the remnants of an ancient Vingotling hillfort, on the northeast slopes of Kero Fin. It commands the Harda Pass, one of the five passes across the Dragonspine. The Baron’s Friends are notorious for their magical ambushes, and their knowledge of the rugged region around Kero Fin.

Archers

Heavy Cavalry Type

Heavy Cavalry

Armor

Bronze cuirass, greaves, vambraces, closed helmet Kontos, sagaris, small shield Close order, undrilled Veteran 5 Orlanth Medium 4 0 4

Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Type

Light Infantry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

None Bow, axe, square shield Open order undrilled Militia 2 Orlanth Psiloi Low 2 2 1

Two units consist of clan warriors skilled at hunting with the bow, and raiding.

2nd Archers

This unit consists of clan thanes and housecarls wealthy enough to own bronze armor and a horse strong enough to carry them.

Type

Light Infantry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

None Bow, axe, square shield Open order undrilled Militia 2 Orlanth Psiloi Low 2 2 1

Light Cavalry Type

Light Cavalry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Leather Javelin, shield, sagaris Skirmishers Regular 4 Orlanth Low 3 1 3

Earthshaker Type

Very Heavy Cavalry

Armor Weapons

Leather/thick skin Bows, slings, large bad tempered dinosaur Stomp, stomp, stomp Regular 4 Maran Gor War beast Low 2 2 6

Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

The Tarsh Exiles raise two regiments of light cavalry composed of clan warriors sufficiently wealthy to own a horse but only equipped with lighter equipment. They excel at hit-and-run tactics. These riders have little or no military training or disciple, but are veterans of fighting and ambushing their enemies.

Darvan are sacred to Maran Gor and are sometimes trained by her cult to carry warriors in fighting platforms mounted on their broad backs. They are terrible in their charge and impact but are

347

THE ARMIES AND ENEMIES OF DRAGON PASS procure their services in the conquest of Prax. Many of them stayed in the valley of the River of Cradles, sending word to their kin of the relative lushness of the valley. It takes many years after the defeat of the Lunars in Prax for the Tusk Riders there to be eradicated. Tusk Riders disdain missile weapons, preferring to close rapidly with their foes and slay them in brutal hand-to-hand combat. They will hire out as mercenaries to any who meet their price in blood and coin. vulnerable on their flanks if caught in a formation of disciplined fighters, or if their mahout is killed.

Wolf Pirates

Harrek the Berserk

Troll Mercenaries

Trollkin Spearmen Type

Light Infantry

Notes

Morale reduced to Militia in daylight Leather Spear, shield, club, sling Open order undrilled Regular 4 Argan Argar Demoralized in daylight Low 1 2 2

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Tusk Riders

Tusk Riders Light Cavalry

Armor Weapons Style Morale Patron Deity Notes Magic Factor Missile Factor Melee Factor

Leather Lance, spear Loose order, undrilled Regular 4 Cult of the Bloody Tusk Ride tuskers, giant boars Medium 4 0 5

Hero

Magic Factor Missile Factor Melee Factor

20 0 20

The White Bear is mentioned in nearly every history and tale of the Hero Wars. Chroniclers across the world wrote of the misfortunes this Hero visited upon their lands. He comes from a brutal savage homeland and killed and bound his people’s own god, the White Bear, to serve him. His savagery and brutality have saved his life many times, and he has never lost a fight. Harrek gained fame as a Dart Warrior, a warlord, a Wolf Pirate, a mercenary for the gods, and an ironfisted tyrant of his own realm. He never forgot his common origins and never let a poor man starve. Harrek deserted his realm to come to the aid of his friend Argrath and fight the Empire that he always hated. Harrek is a gigantic 2.1-meter tall barbarian wearing the shaggy living skin of a demi-god. In combat his growling shakes the sky, and he sings a rune-song to his kopis sword which is named White Fang. His silver belt has a ruby-eyed bear’s head and is named the Arcas Power. When not in combat, the bear’s head of his bearskin hangs behind Harrek’s head. In combat or uncertain situations, he wears it over his head like a helmet, his face looking out through its fanged jaws, with the lower jaw under his throat. The bear’s eyes look around, its ears turn, and sometimes it can be heard sniffing. The hide’s forepaws envelop his hands, and he can extend black six-inch claws at will. Harrek was a Rathori Hsunchen, born in 1484. By the age of seven he committed his first murder. Harrek was initiated early, aged twelve. Like all the BearPeople, Harrek went to sleep in 1499. He was among the First Wakeup in 1594 as the Syndics Ban gradually evaporated. When he saw that the planets were wrong

A regiment of lightly armed and armored trollkin, led by dark trolls. Several of these mercenary regiments are available for hire in Dragon Pass during the Hero Wars.

Type

Type

There are five large warbands of Tusk Riders active in Dragon Pass during the Hero Wars and many smaller ones. The Lunar Empire gave one a militia regiment to torture and sacrifice to their cult of the Bloody Tusk to

348

HERO WARS ARMY LISTS he began wandering. For a time, he was a mercenary in Timms, the first portion of Old Jonatela to be released from the Ban in 1597. Noted for his potential, he was taken to the Lunar Empire to participate in the Dart Competitions. In 1607 he was unleashed by the Wylua-oor clan, the rulers of the satrapy of Darjiin, upon their rivals in the Yanoriao-ilart clan, which unintentionally resulted in the death of a Mask of the Red Emperor at the city of Mephos. Leaving the empire, filled with revulsion for its decadence, Harrek returned to Rathorela. He interfered with the annual sacrifice to Rathor in 1609, slaying the White Bear god and binding him within his skin, killing the outraged tribesmen who protested. He left Rathorela. By accident, he opposed some of the first raiding parties coming out of the Kingdom of War in 1612. Harrek became the general of an army of barbarians and mercenaries and led it to plunder Sog City in 1615. Sailing from Loskalm with his loot, the ship he was abroad was intercepted by Wolf Pirates. Harrek killed enough of them to be offered terms, whereupon he took over the captaincy of their vessel. Chosen by the god Ygg to lead the Wolf Pirates he became their SeaKing, and they renamed themselves Ygg’s People of the War Bear. Sailing in his ship, the Ice Serpent, he led them in raids of the coasts of Kethaela in 1616, contributing to the trials suffered by the Holy Country that year. Harrek and his pirates plundered the coasts of Arolanit, Seshnela and Kethaela. They then set off southwards in 1617, led by Vadeli guides, to find and pillage Jrustela. Instead of the rich cities they expected, they found a wild archipelago. Harrek threw the Vadeli to the merman who demanded a human sacrifice to let the fleet go, and then he sailed back to raid Nolos and Pasos. Many other pirate ships joined them, and Harrek accepted them if they obeyed the rules of his fleet. In 1621, Harrek met Argrath of Sartar at sea, sailing upon a giant wooden cradle. Together they circumnavigated the Inner Seas. Sailing eastwards, they plundered Teshnos, launching an assault on Dombain and installing a young queen there. Next, they arrived in Teleos and quickly plunged that land into confusion and war. Harrek captured and enslaved the powerful Emerald Frog, the Eater of Souls. The next year, Harrek the Berserk and his Wolf Pirates reached Pamaltela, and descended in force upon Laskal, defeating the Bat People, ridding the Forest of Disease of its malevolent goddess,

and gaining the submission of the local Sea Gods. Harrek established his claim to the throne of Laskal, conquering the rich coastal region of Banamba. In 1623, Harrek and his Wolf Pirates sailed again to Jrustela, raising part of the isle and uncovering ancient God Learner temples preserved by powerful sorcery. Sailing north, late in the same year, they raided the coasts of Seshnela. Early in 1624, the Wolf Pirate fleet appeared in the Choralinthor Bay. Harrek’s second-in-command, Argrath, agreed to aid High King Broyan against the Lunar Empire. An army led by King Broyan, including the Warm Earth Alliance, and the Wolf Pirates, defeated the Lunars at the Battle of Pennel Ford. Harrek’s price for his aid was to loot the City of Wonders. For the next few years, with civil war in Tarsh and nomad invasions in the north, the Lunar Empire was expelled from Dragon Pass. Harrek returned to the seas, raiding and pillaging, including a foray on the Holy Country in 1628, peacefully prevented by Jarang Bladesong. Instead, when news came of the empire’s counterattack, Harrek and his pirates marched north to aid Argrath. Outside the city of Bagnot, Harrek and Jar-eel confronted each other for the first time, and Argrath defeated the Lunars in the Battle of Heroes. Harrek then marched against Black Horse County, whose lord had fought against Argrath years earlier. Harrek and his men devastated it, and plundered great treasures from its bottomless basement. Harrek’s best friend was killed, throwing him into a black mood. When Harrek stopped at Boldhome to show off his plunder, he got into an argument with Argrath, and when Harrek was insulted, his men sacked Boldhome. The Wolf Pirates sacked Wilmskirk in 1630 before heading south to rejoin their fleet. In 1631, Harrek led his Wolf Pirates fleet back to Laskal. He would return under the banner of the Flame Dragon…

Gunda the Guilty Type

Heroine

Magic Factor Missile Factor Melee Factor

10 0 4

Gunda the Guilty is the daughter of a Jonating warrior woman of Ayos who was conquered and raped by a cruel Brithini philosopher from Sog City. Gunda is favored by Humakt, her mother’s grim Death God. She is widely thought to be one of Humakt’s Choosers of the Slain, the heroes of the war god. In 1607 she became a Wolf Pirate ship’s captain. She is most famed for her stay with the notorious Queen of the Kiss, whose infamous buss seduced man, woman, and monster alike into sworn obedience. Of those so trapped, only Gunda broke the spell, her oath, and the Queen’s back - but at the cost of never

349

THE ARMIES AND ENEMIES OF DRAGON PASS knowing love. Shortly thereafter she met Harrek, and from that meeting their friendship has grown. Gunda is Harrek’s chief lieutenant and is murderously loyal to the White Bear. Her spear is named Sweet Vengeance, and she carries a sword named Hell’s Left Hand and a poisoned dirk called the Queen’s Kiss.

Quinpolic League Warship

Light Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Leather Broadsword, spear, bow, shield Open order, drilled Regular 4 Ygg / Various Low 2 2 3

Magic Factor Missile Factor Melee Factor

With the fall of the Quinpolic League to the forces of Seshnela in 1623, some of the Sea Alliance’s triremes and high-sterned merchant ships escape to join the Wolf Pirate fleet. Navigationalist wizards invoke and propiate various sea entities and are skilled in strengthening and enhancing the capabilities of their ships. I

Wolf Pirates Heavy Infantry

Armor Weapons Style Morale Patron Deity Magic Factor Missile Factor Melee Factor

Bronze Broadsword, spear, bow, shield Close order, drilled Regular 4 Ygg / Various Low 2 2 4

Wealthy pirates often wear corselets of bronze and linen, or just boiled leather. The richest may own plundered aluminum armor.

Wolf Pirate Warship Type

Penteconter

Armor Weapons Morale Patron Deity Crew

Timber Ram, wolf figurehead, warriors Veteran 5 Ygg / Various 50 warrior rowers, 5 officers, 1 captain. Medium 4 1 3

Magic Factor Missile Factor Melee Factor

Timber, canvas side-screens, enclosed chamber at the stern. Bronze ram, marines Elite 6 Dormal, Navigationalism A Navigationalist wizard provides magical support 170 free rowers, 12 marines, 15 officers, 1 wizard, 2 acolytes. Medium 5 2 5

Crew

A third are pirates from Ygg’s Isles, well equipped with plundered arms and armor, used to the ferocious discipline of shipboard life and brutal rapine and pillaging ashore. The other two thirds are adventurers, outlaws, and pirates from around the mortal shores of the Homeward Ocean.

Type

Trireme

Armor Weapons Morale Patron Deity Notes

Wolf Pirates Type

Type

The Wolf Pirate fleet consists of many different types of vessel, either as willing members or captured as prizes. The most common warship is the penteconter, suitable for piracy on the high seas, raiding up rivers, and being beached to pillage ashore.

350

APPENDICES

Appendices temples exist within the borders of a wider state, each owes fealty and service to the ruler, but not through a cult hierarchy.

Sun Dome Temples Throughout the entire region of central Genertela, including the Lunar provinces, there are no more than fifteen major temples during the Hero Wars period. There are Little Sun cults popular throughout south Peloria and Dragon Pass. Most commonly associated with Yelmalio, the Sun Dome Temple god, the god’s myths are diverse and contradictory. All the Little Sun cults claim their god is the son of Emperor Sun; that their god survived the Lesser Darkness and was the Last Light in the Darkness; all dislike trolls; all have at least some connection with horses. However, some Little Sun cults dislike Orlanth, others are allied with him; some believe their cult has a right to rule, others do not; some cults claim the Little Sun has Ernalda as consort, others do not. A God Learner would say, perhaps accurately, perhaps not, that Yelmalio and Elmal are just variations of the same god. It is apparent that the Yelmalio cult is not as unified as it seems to outsiders, and it is difficult to ascertain whether there is a single Little Sun, with regional variations, or many related Little Sun Gods. In Imther, the Yelmalio cult of Kareiston’s Temple preserves local variations in myth from the Yelmalio cults of Dragon Pass and the Mirin’s Cross network of temples. The name Khelmal is given to the god there. The locals call him the God of Kareiston’s Temple, and give him many epithets including ‘Little Sun’, ‘Son of the Sun’, ‘God of the Sky Dome’ and the ‘Cold Sun’. In other places, Yelmalio is also known as ‘God of the Winter Sun’, ‘Preserver of the Light’ and the ‘Golden Spearman’. He has many other titles. In New Lolon his worshipers there claim it as the site of his Seat of Judgment, where the Light Protector Heliacal lived with his wife, the Green Woman. Yelmalio is not alone in this diversity. Orlanth has very diverse aspects (so much so that Thunderous, Adventurous, and Rex are effectively separate cults). Throughout its history, the cults of Yelmalio have sometimes almost been extinguished, but as the light that does not go out, though diminished, the cult of the Cold Sun always reignites. Despite severe reverses, and a variety of names, the cult has a strong continuity, and although distant temples may vary in their rites and theology, strong similarities in ritual and tradition are also apparent. The Sun Dome Temples have never been unified. Even in Saird, where there are close ties between the scattered Sun Domes, each temple is under its own religious and secular authorities. When two or more

The First Age There were Little Sun cults scattered throughout South Peloria, Dragon Pass, and Kethaela at the Dawn. It should be noted that at that time, these cults were not associated with the architecture that now characterizes the cults. In the First Age, the God of the Sun Dome Temple was often identified with Hastatus, God of the Spear (sometimes equated with Avivorus) or Antirius, the Dara Happan God of Order, the Unchanging and Eternal Upholder of Justice and Giver of Victory. Golden domes are now a defining feature of the Sun Dome temples. The temple-fortress to Manimat and Antirius at Haranshold originally built in the First Age also boasts several gold domes. The city of Kesium is now best known for its golden-domed temple to Antirius, built by the Bright Eagle Lords of Rinliddi in the Dawn Age of Peloria. The influence of the domed Pentan kert tents might also be considered. The first temple complex in the style of the later Sun Dome Temples was built by Kestingatha of Kesium, one of the Bright Eagle Lords. His temple of Antirius, a golden dome set atop a square base, was completed sometime between 145 and 155. Mahzanelm, an Emperor of the Khordavu Dynasty, conquered Rinliddi and Vanch around 345350. The Dara Happans sought to ensure that the barbarian lands could be kept under their jurisdiction. The Emperor commissioned the construction of a grand structure that would be both temple and a military enclave for his troops. This temple was in the form of a dome within a walled compound entered via a stepped walkway. One of the settlements the Emperor destroyed during his southern campaigns was Lolon, which had been inhabited since the Dawn. This was the home of the Tunoraling hunter-gatherers who worshiped Heliacal the Sun and his wife Negalla the Green Woman. After the First Theyalan War (366-368), more of the Dara Happan-style Sun Dome Temples were built – one was even built atop the ruins of Urar Baar (a troll trading place at the confluence of the Oslir and the Black Eel rivers). These were similar to the earlier temple built by Kestingatha, being set on a square base, which was now consecrated to Hastatus, the spear god. In all, five Sun Dome Temples served as Dara Happan military anchors to keep the rebellious Theyalans under

351

THE ARMIES AND ENEMIES OF DRAGON PASS the control of the High Council. The Little Sun cults received magical and spiritual patronage from the Broken Council and learned new insights from Dara Happa as well. The Little Yelm sobriquet, Yelmalio, became widespread. It was at the Battle of Day and Night in 379 that the constructed god Nysalor revealed Daysenerus - an aspect of Antirius who brings Antirius’ Justice to the barbarians - to be the deity of the Sun Dome Temples. Daysenerus’ first deed when invoked was to crush the army of Kyger Litor and his first new temple was built upon the site of that victory. The name Daysenerus translates as First Herald God, apparently relating to the appearance of the planet Lightfore, prior to the Dawn. Daysenerus became the Illuminated Protector of the Little Yelm cult. The Little Yelm temples obeyed the Holder of the Orb of Sovereignty – the Dara Happan Emperor – and the form of the temple became firmly associated with that of the Dara Happan military outposts. During the years that followed, new Sun Dome Temples dedicated to Daysenerus were built throughout the lands occupied by the Bright Empire. The Daysenerus cult was given good lands confiscated from rebellious Heortlings after the Theyalan Wars. The military might of these enclaves supported the rule of the Bright Empire. However, their association with Nysalor proved to be their downfall. When Arkat raised the Heortlings in their final successful rebellion, vengeful Orlanthi and their troll allies destroyed every Sun Dome Temple they encountered and eradicated the name Daysenerus from Peloria. According to Monrogh of Sartar, Sereventh in

Sylila was the only temple to Daysenerus to survive the destruction of the Bright Empire. Other sources claim it was used by Ordanestyu in his Cold Light Fires Uprising and to revive the culture of Dara Happa after the fall of the Bright Empire. During the ensuing period of troll and Heortling domination of southern Peloria, the other Sun Dome Temples were relit by the prophet Severinalus the Rekindler. Severinalus named the god Tharkantus, the Empty Saving Hearth, prepared for the darkness to come. Only initiates knew the god’s name as Tharkantus. Only the priests knew that relics of Daysenerus were used to bless their temples, or that the largest temples rose upon the ruins of former Daysenerus sites. Severinalus consecrated many temples, for numerous places prepared once again for the time that the fires all went out. Tharkantus was later recognized to be the same entity as the Elvish Sun God, later known as Halamalao, and in many places the two races shared worship for centuries. Whilst the cult had its origins in the Solar cultures to the north, its presence on the borderlands with the Storm cultures to the south resulted in an increasing intermingling of the two traditions. What began as a title gradually supplanted the northern name.

The Second Age In 562 a Sun Dome Temple was founded in Holay. Trolls resisted the construction but met with disaster when a trollkin lieutenant betrayed the attack because the White Women among the Sun Domers had treated him kindly. Circa 640 another was established at Domanand (modern Mirin’s Cross) in Saird within the boundaries of Orlanthland, and was later strengthened as a stronghold against the dragons and their followers. It boasted unique enclosed domes with anti-dragon runes upon their surface, and despite its Solar nature provided a center of resistance for the Orlanthi Traditionalists against the Draconic Orlanthi to the south for a long time. The city of Lolon was also rebuilt. Orlanthland was, as the name denotes, the land of the Orlanthi, extending south into Dragon Pass. Initially, the cult of Yelmalio fiercely aided the traditionalist Orlanthi and spearheaded armies invading the upland regions to fight the draconic heretics. Saird became a battleground between Domanand and southern Orlanthland, which was transforming into the Empire of the Wyrms Friends. But by 750 the EWF conquered Saird; the gold domes of Domanand were shattered - their ruins are still apparent in the modern city. The Lament of Domeland, composed by several poets who survived the catastrophe, recalls the fall of the city. The EWF revealed the Draconic Sun to the survivors. The Sun Dome Temples subsequently became a major military arm of the empire with their

Sairdite hoplite wearing typical armor.

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APPENDICES soldier-cultists used as mercenaries. Many new temples to Yelmalio were established on the frontiers of the EWF in Ralios, and near Pent and in its core lands in Dragon Pass. Another was built at Hesterneo in Esrolia, later destroyed by Queen Orenda. Dara Happa was occupied by the EWF in 850 after its Emperor was killed by elite members of the Golden Dragon Society. At some point, the distant Sun Dome Temple of North Dona on the Janube River in Fronela was founded as a frontier garrison of the Carmanian Empire. In 877 the first Arrowsmith king of the city of Pavis in Prax requested aid from the Sun Dome Temple in Dragon Pass against the trolls and giants. The mercenaries were granted lands to the south of the city. A new Sun Dome Temple was built on the edge of the Wastelands. Karvanyar slew the imperial Golden Dragon in 910, leading a rebellion that drove the EWF from Dara Happa within seven years. The same year, Alakoring Dragonbreaker flew into Aggar. He defeated Sun Dome armies and other EWF forces. Between the years 910-925, after freeing itself from EWF control Dara Happan armies marched south. In the Three Armies Battle in 920 the armies of Alakoring Dragonbreaker and a Carmanian adventurer fought the EWF. Alakoring fought Drang the Diamond Storm Dragon and slew it, leaving a plain of glittering stones. Over the next fifteen years, Alakoring led the people of Saird, including the freed Sun Dome Temples, in rebellion. The soldier-cult purged itself of all draconic influence. Around this time, ruined Domanand was resettled, and named Mirin’s Cross for a lieutenant of Alakoring who had learned the secret of where to cross the Black Eel River and where he crucified a EWF leader subdued in battle. Mirin subsequently claimed the site for his own and after the cross was removed, built an impressive monument to commemorate the duel. Reliefs on

each side, now almost worn away, depicted Mirin’s four great deeds. Dara Happa retook all its lands from the EWF and expanded southwards. A great army marched through Sylila to the Battle of Zelfield where the dragons were defeated. The EWF counterattacked, reaching as far north as Alkoth in 947 but was unable to regain control of the north. In 960, on the abdication of Sarenesh, (an Emperor of Dara Happa of the Karvanyar Dynasty) to prevent war between his three sons, the priests enacted the Great Division of the World. The High Priest of Dayzatar awarded Dayzatar’s portion, Saird, to Verenmars. King Verenmars rallied all Saird against the dragons. He began great sacrifices to strengthen Jajagappa and raised the Jajalaring Dog Peoples against the EWF. Many Dara Happan colonists followed in the wake of Verenmars’ heroic wars against the EWF. Verenmars and his heirs ruled the Kingdom of Saird until 1120. The Saird Sun Dome Temples had initially fought against and then supported Verenmars and his kingdom. As a result, they survived the fall of the EWF in 1042 when the leaders of Empire of the Wyrms Friends were exterminated overnight. In 1082, the Hero Balazar was sent by King Suzaraug of Saird to introduce the cult of Yelmalio to the barbarous Votanki to the east. He met and wed a local hunting nymph and they had three sons (or two sons and one daughter). The Sun Domes of Saird contributed much of the manpower of the Invincible Golden Horde. The destruction and devouring of those armies in the Dragonkill of 1120 severely wounded the Temples for generations, and extinguished Verenmars’ dynasty.

The Third Age After the Dragonkill, the weakened Sairdite culture was mostly absorbed by the neighboring Orlanthi. Far to the southeast, the now isolated temple in Prax erected the Great Ballista to protect their rebuilt temple complex from draconic retribution. Jannisor’s Rebellion (1271-1275) against the rising Lunar Empire included the Sun Dome Temples of Saird, allied with the Sable Tribes, and the many Orlanthi tribes surrounding Saird. Some of the Sun Dome Temples were also part of the Kynnelfing Alliance that resisted but ultimately was defeated by the Conquering Daughter in 1347. The queen of Filichet was acclaimed as Queen of Holay, as a Lunar tributary ruler. The temple at Goldedge was reconsecrated circa 1355 after Dragon Pass became accessible to humans again. Invasions by savage barbarians from Pent led by Sheng Seleris disrupted the Lunar Empire from 1375 to 1460. Much of the south was lost to the empire during

353

THE ARMIES AND ENEMIES OF DRAGON PASS this time as it struggled to survive. The Sun Dome temples endured this period, hiring out as mercenaries. Holay became a battleground between Tarsh and Sylila, and was finally reduced to Lunar dependency in 1458. Saird was regained around 1480 though Lunar rule in the Provinces was not secure until 1545, when the Provincial Government was formed. The Sun Dome Temples fought on all sides of these wars during Third and Fourth Wanes (13551462), but have been mostly allied with the Lunar Provincial Government since the Sixth Wane (1517 onwards). The ancient temple to the Sun God at Vanntar was rebuilt as a Yelmalion Sun Dome in 1579 after the schism of the Elmal cult in Sartar.

Ever-New-Glory in Tarsh was founded after the Lunar conquest of Saird. At some time after this, Elmal cultists from AldaChur, beset by Darkness and Chaos, went north to find allies against the trolls. They returned with the Golden Spearman and took him with them to their next battle. A brilliant Sun Spear destroyed the trolls. The jubilant Alda-Churi gave the Golden Spearman a shrine in their temple to Elmal, the Orlanthi Sun God, and offered him regular sacrifices as one of the defenders of their people. In the mid-1500s, Lunar missionaries ‘proved’ to the priests that the Golden Spearman was the enemy of Orlanth, as part of a campaign to divide and weaken the southern tribes. The allegiance of some worshipers of Elmal was compromised and they rebelled against their traditional leaders, weakening resistance to Lunar encroachment. In Sartar, the sage Monrogh Lantern revealed that the Golden Spearman was neither Yelm nor Elmal, but the Son of the Sun, Yelmalio. In 1579 Monrogh was given leave to re-consecrate the temple of Yelmalio at Vanntar, to end the strife. During the Resettlement Period of Dragon Pass and the early decades of the kingdom of Sartar, Vanntar had been an important temple of Elmal, belonging to no tribe and defended against the Kitori by determined members of his cult. With the fervor of new converts, the Vanntari insist Monrogh founded the cult of Yelmalio and that

The Sun Dome Temples of Saird The Sun Dome Temples of Saird have, over the centuries endured and enjoyed the patronage of overlords from the Broken Council, EWF, Saird, Tarsh and most recently the Lunar Empire. Throughout history Saird has been a significant battleground between Storm and Solar cultures fighting over the Earth as in the myth of Orlanth and Yelm competing for the hand of Ernalda. Outside of Saird, there are only four great temples. These temples are almost entirely autonomous and independent of their cousins in South Peloria.

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APPENDICES Vanntar was the first temple. The presence of more ancient temples in Saird and elsewhere contradict their claims. With many major temples, Saird is still the center of the cult which is not a unified religious bloc. In addition to the Sun Dome Temples, Saird boasts important sites associated with the god, in many of the forms of the Little Sun, such as the Hill of Gold and New Lolon in Vanch. The Hill is where Yelmalio was sorely wounded, lost his weapons, and bled his power upon the earth before he rose again in Cold Light. Lolon was the place of Yelmalio’s Seat of Judgment, and where the Light Protector lived with his wife. The modern farmers and cities of Saird, are a mixture of lowland Pelorians and upland Orlanthi. There are some vestigial remnants of earlier cultures (especially the Red-Haired Goddess, a title of Redaylda), but mostly submerged beneath many centuries of later settlement. The extant temples of southern Peloria are the military anchor of the “Sairdite” Solar culture. They are all strategically located to defend the lowland farmers. Yelmalio is the main soldier cult of the river cities of Saird, coexisting with the military cults of Humakt, Hwarin Dalthippa, and Yanafal Tarnils. Yelm can only be contacted by those who can claim a line of descent to the old Dara Happan nobility established by Murharzarm (including the Pure Horse People). Yelmalio has been the divine defender of Mirin’s Cross, ancient Domanand, since the Second Age. Great Temples

Location Vanch Holay Holay Sartar Sylila Imther Talastar

11. 12. 13. 14.

Peralam Daughter’s Road (White Rock) Domanand (Mirin’s Cross) Vanntar (Sun Dome County) Little Cafol (True Sky) Laramite Hills (Kareiston’s Temple) Linstingland (Lingsting Sun Dome/Last Light) Zalador Hills (Zalan Sun Dome) Orenair Sun Dome (Cold Sun) Upper Forantin Sun Dome (Crystal Dome) Ever-New-Glory Goldedge Karia March North Dona (Northbank)

15.

Mo Baustra (Sun County)

1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

Location Far Place Balazar

Little Vanntar (Nochet) Boldhome

Sun Dome Temples

Location

Billiz Hesterneo Masassakar Sereventh

Aggar Esrolia Aggar Sylila

The Great Harpoon

Great Harpoon Type

Magical Artillery

Magic Factor Missile Factor Melee Factor

4 6 1

This great machine designed by men and wrought by dwarves now sits high on the bluffs above the settlement of Harpoon, in Sun County in Prax, and serves as a prestigious symbol of the Sun Dome’s military might. It cannot be transported in one piece, but can aim and turn on its axis to track a target horizontally. Capable of shooting enormous arrows over huge distances, the device is only used on rare occasions, such as upriver incursions by sea monsters. Its main use is as a deterrent against sea monsters and raids by pirates, and its presence helps the Sun Domers regulate and impose a tariff on the passing river trade. With a full Square (64 men) manning the winches to prime the weapon and using a block and tackle to load the next missile into place, the harpoon can shoot three projectiles in about 10 minutes. The aiming of the device is done by hereditary priests from the town of Harpoon whose gifts from Yelmalio give them a prodigious aim. While the machine has a number of powerful spell matrixes and spirits to boost both damage and distance, in times of crisis the priests are also supported by others from the Sun Dome. The operators have a number of missiles to choose from, of varying lengths. The great bolts fired at the giant cradle were some 25 meters long and tipped with razor-sharp obsidian points and imbued with incredible magical properties. There are three such arrows, which date from the harpoon's original setting at the Sun Dome. Old stories say they would be powerful enough to pierce the hide of a dragon and kill it, should one

Tarsh Tarsh Delela in Ralios Janube River in Fronela Prax

Alda-Chur Dykene

I J

Balazar Prax Prax Aggar Jarst Janube River in Fronela Esrolia Sartar

x y z ?

Holay Aggar Aggar

Sun Dome Temples

Location

Elkoi Garhound Pavis Salantor Serene Victory Southbank

Extinguished temples include:

There are many lesser temples including:

A B

Sun Dome Temples C D E F G H

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THE ARMIES AND ENEMIES OF DRAGON PASS ever threaten the land. Most of the missiles for regular use are only 10-15 meters long. They are fashioned from redwood by specially trained artisans at the hamlet of High Water, several kilometers downriver from Harpoon. The redwood tree trunks come from the great forest around Leaping Place Lake at the headwaters of the Zola Fel. It is a difficult and dangerous journey floating them downstream through the troll-infested Desolation Hills, then Pavis County and the Big Rubble to the Lands of the Sun.

Recent History The giant harpoon has only been used a few times in recent memory. Most notable was its role in the great Cradle epic, when (to everyone’s surprise) a giant cradle floated down the Zola Fel in Sea Season, 1621, the first in nearly 800 years. As loyal allies of the Lunars, the Sun Domers fired three great missiles at the cradle and used hundreds of oxen to try to drag the prize ashore. Despite a full mobilization of the county, the Templar assault on the cradle was ultimately unsuccessful and resulted in heavy casualties. Sometime shortly before this, the Zola Fel was afflicted by a gorp plague and a colossal gorp formed in the river just below the weapon. Ironically, the harpoon proved completely ineffective against the menace, which had to be destroyed by other means. A Lunar official, Jaxarte Whyded, recounts how a narwhal was spotted swimming upriver while he was visiting Harpoon in 1617. Despite the best efforts of the Sun Domers to show off their prowess in front of him, they failed to hit it. I

The History of the Harpoon The history of the Harpoon is all but forgotten by the people of Sun County. Only Hector the Wise, the temple librarian, knows the whole tale. Its original purpose had nothing to do with skewering sea monsters swimming up the Zola Fel. It actually dates from the period just after the Dragonkill War, when the people of the Sun Dome tore down their old temple, purged themselves of any vestiges of EWF-inspired Solar Draconism and returned to the unsullied, pure light of Yelmalio. Fearing the vengeance of the Sun Dragon, to protect their land the Sun Domers built a series of watch towers throughout the county. The Great Ballista was built at the new Sun Dome Temple, to protect it from draconic retribution. It originally sat atop the temple's lookout tower, always loaded, a great arrow pointing directly at the sky. There it stayed for several hundred years, ever ready to strike deep into the heart of a marauding dragon. But the dragons never came, and the fear gradually passed from people's minds. The County, however, was beset by other enemies during this time, which is known in their histories as the Solitude of Testing. One terrible year (1380), in addition to the depredations of marauding nomads and ravenous trolls, the folk living along the river were ravaged by a beast they called the medusoid. It was a great, many-tentacled sea monster which wreaked a path of destruction up and down the Zola Fel for months, sinking river craft, wrecking settlements and eating people and livestock. When attempts to destroy the menace proved fruitless, in desperation the new count, Monallyn the Calm, performed the River Ritual, seeking the aid of the river nymph Kinope. With her assistance he was able to lure the beast to a spot on the river under some bluffs. Here he had the great spear-throwing machine set up, and using special iron-tipped arrows, killed the monster. For this he is honored in the Light List as one of the county's great leaders, even if few people today actually remember the deed. Sun County fell into desperate times after Monallyn’s short reign, and the device, which became known as the “harpoon” was never returned to the Sun Dome Temple. Instead, a settlement sprung up around it; first just the priests and their retinue, later, a fishing and market town.

Fazzur Wideread Fazzur Wideread Type

General

Magic Factor Missile Factor Melee Factor Notes

2 0 2 Includes veteran bodyguard and personal standard.

Fazzur Orindori, onetime Governor-General of Dragon Pass, onetime Imperial Provincial General, is renown as one of the greatest military captains in Gloranthan history. Heir to the chiefdom of a powerful Tarshite clan, and uncle of King Pharandros, Fazzur was immensely rich and owned vast estates in Tarsh, Sartar, and Sylila. He was a skilled fighter and a military captain of genius. Fazzur was rarely defeated in battle, earning fame first at Grizzly Peak, and later as the architect of the Imperial victories in Sartar, Prax, and Heortland.

The Orindori Clan The Orindori Clan was a wealthy and well-placed people from which the hereditary kings came. They held lands on the west side of Kordros Island, the breadbasket of Tarsh. The small fortified city of Dunstop is the main urban center of the island, its people well known as martial and pragmatic. Tarsh was a tribal confederation, the richest of the Lunar Provincial Kingdoms, wealthy from its fertile valleys, wide hill lands, and position along the main north-south trade route. Faratharn the Wise and Serelana the Queen were from this clan, as was Ureantha, who had served Hon-

356

APPENDICES eel the Dancer. The clan had very close connections to the royal clan, sharing in some commercial enterprises and overseeing one of the royal horse herds. Fazzur himself wrote an obscure Treatise on Horse Breeds.

Early Career Fazzur was only eighteen, a mere junior officer, at Grizzly Peak where his brother died so famously. He led many raids against Sartar and Alda-Chur, and commanded a brigade during the invasion of Sartar in 1602. He was present when Runegate fell to the Crimson Bat during that year, and he led the assault upon Boldhome when the Sartar capital was conquered. Fazzur married Harama of Bagnot, who was descended from the kings of Old Tarsh. They had two sons, Onjur and Annstad. In 1605 he commanded the regiment which feinted an invasion through the Hendriki lands. At the same time the main Lunar Army attacked Esrolia and was defeated by the Building Wall of the God-King. Fazzur pushed aside the defenders and laid waste to the land but was recalled when the main army was vanquished. He was heard to complain, afterwards, that he could have marched all the way to Karse if he had been allowed. Fazzur was second in command when the Lunar Army invaded Prax; he had proposed the invasion plan which worked so easily, but became embroiled in an argument about how to deal with the occupied city. He was withdrawn to spend time training the Tarsh Provincial Army in 1611 by the new king (Moirades having died in 1610). He remained in Tarsh, impatiently, for two years reading many scrolls and books.

Early Life Fazzur was born on Fireday, Illusion Week, Fire Season in 1564. Vostor Blacktooth, Fazzur’s father, was a loyal retainer of General Phargentes, brother to Philigos, the Lunar king driven out of Tarsh by Palashee Longaxe. For many years the exiles lived in the Empire, growing and gathering strength. Vostor was twentyfour when the Empire re-invaded Tarsh in 1556, and commanded a cavalry contingent in the fight, showing himself to be clever, confident, and competent. Though the Lunar Tarsh king was slain, Phargentes made a brilliant recovery, slew Palashee, and became king himself. Vostor was rewarded with a rich dukedom. Although Kordros Island, and especially the city of Dunstop, had fiercely resisted the conquest by King Phargentes, Duke Vostor used his ancestry, military skill and astute political knowledge to win the loyalty of his new vassals. Vostor had four sons and one daughter by two wives. They were all loyal and brave. Three of the brothers became renowned soldiers who fought often for their king. The eldest son, Farrad, died aged twenty-eight in the Battle of Grizzly Peak (1582) where the army of Sartar was smashed. The second son, Goslem, died at the age of twenty-three, in the Battle of Bagnot (also in 1582), when he attacked too soon. The third son was Wassail. He was quick to rise in the priesthood and contributed to the difficult rites which helped kill the Sartar Prince Terasarin in 1600. Fazzur was the youngest son, a gifted child and then a talented soldier, receiving his commission early. Vostor’s last child, a daughter, was born in 1568 and was named Harsta. She was a proud and haughty noblewoman, and wed the Prince-Regent, Pharandros. Fazzur was an avid scholar while young, so avid that his father feared at first that he would prove to be no soldier. Instead, his scholastic energies aided him in his rapid rise through the military. Fazzur was extraordinarily well-read, a master of the Light of Action (a Lunar battle manual), he was eager to apply ancient military tricks and tactics in war. King Phargentes died in 1579. His successor, Moirades was less martially inclined. Most of his generals and senior officers formed a cadre known as the Phargentites, who were in favor of greater imperial influence in Tarsh. The young Fazzur was not a member of this clique, something that would impact his future career.

Victory in Sartar During the 1613 rebellion in Sartar, the commander there, Euglyptus the Fat, proved himself a drunkard and an incompetent. Despite pressure from the Phargentites, King Pharandros requested Fazzur to come out of retirement to take command of the relieving troops. He acted quickly, sending cavalry to threaten the rebellious cities and taking hostages to ensure their compliance. In the face of his advance, the rebels sought the protection of Larnste’s Table. Although a powerful defensive position it lacked a water supply and was easily isolated from all lines of supply. Surrounded, the rebels were faced with a choice of starvation, surrender, or a desperate attempt to break out. Meanwhile, a claimant to the royal throne of Sartar had been found in the Holy Country by other rebels, with the hope that he would lend their insurgency legitimacy and lead to the entire country rising against the invaders. Instead, this new heir was convinced he should bring peace with the Empire and was quickly recognized as a client prince. The rebels up on Larnste’s Table were given the choice of freedom for the tribesmen and exile for their leaders. A few sought to fight but the majority accepted Fazzur’s terms. Thus, he achieved a quick and complete victory.

357

THE ARMIES AND ENEMIES OF DRAGON PASS His soldiers now called him Fazzur Wideread, since he could read several languages, and his officers named him Fazzur the Literate. He is said to have traveled with a library of a hundred books. At that time Fazzur took a weekly salary for personal expenses, though he could have received much more. All other expenses were paid by his cults, and his exact financial worth is now unknown. He owned land in Tarsh, Sartar, and Sylila. His Sylilan property was famed for the rare herbs and roots it produced. Under his leadership, the remaining rebel leaders were either outlawed or killed. Fazzur retained command of the occupying army having proven himself a calm, capable and effective leader and was appointed the Governor-General of the Lunar Provincial Army. He oversaw the rule of the occupied territories, reporting to Appius Luxius, the Provincial Overseer in Mirin’s Cross. At this time, his first cousin, Horatio Hostilus, was the leader of his bodyguard. As Imperial Provincial General, Fazzur led the sacrifices to Yanafal Tarnils, the Red Goddess, the Red Emperor, and Hon-eel, but also in private punctiliously performed the rites to his own ancestors and guardians. At the time of his first victory in Sartar he was a vigorous middle-aged man, with grey hair and beard, and a distinctive booming voice, a Rune Lord of Yanafal Tarnils and the Seven Mothers.

was brought to Sartar in 1619 as a reminder to the inhabitants of the price of rebellion before being sent on to Whitewall. Invasion Forces, 1619:  3,000 Heartland infantry  9,500 Provincial Infantry  5,000 Heartland Cavalry  2,400 Provincial Cavalry  800 Siege and Supply specialists  1,300 Provincial priests and guards  3,500 magicians and guards from the Lunar College of Magic. The first opponent Fazzur faced was the army of Volsaxiland, which he drove to the walls of Whitewall. Jorkandros the Blinder, of the Untarl family of Yuthuppa, was given command of the siege. The rest of the army pushed on, assaulted Smithstone, then marched down river to Karse. An assault failed, and Karse was besieged. After some weeks, elements of the Holy Country army escaped by ship, leaving only the locals to defend the city. The next day an onslaught by dragonewts slew most of the defenders, but spared the majority of the inhabitants. The city was not sacked; Fazzur was welcomed by the grateful populace. The army wintered there, active only in vigorous defense against raiders from Hendrikiland. By the next spring the port was fully operational. At Whitewall Jorkandros ordered the Crimson Bat to assault the city to exterminate the defenders. They were led by King Broyan of the Volsaxi, whom he called ‘the last Orlanthi.’ Astonishingly, the bat was repelled, though at great cost to the defenders. Jorkandros was replaced by Tatius the Bright, dean of the Lunar Field School of Magic upon the order of the Red Emperor.

Victory in Volsaxiland Fazzur proposed in 1617 to lead an invasion of Kethaela to eliminate the merchant middlemen in Pavis and Corflu by gaining true seaports for the Lunar Empire. The Holy Country had fallen on hard times since the disappearance of the God-King. Civil war and insurrection were widespread, and a great fleet of pirate vessels was ravaging the coast and islands. Having lost the opportunity to do this in 1605 he encouraged everyone to believe that he could do it again. King Pharandros agreed, and ordered his priests and generals to aid him. Shortly afterwards the Red Emperor provided regular imperial troops to Fazzur’s command as well. Over the winter General Fazzur received orders to prepare to invade Kethaela to seize a sea port. In 1619 the Lunar armies marched southward. He invaded the Holy Country with more than 22,000 soldiers, constituting of the bulk of the Provincial Army and supplemented by many Lunar Heartlands regiments virtually the entire Lunar Army of Dragon Pass (Sartar at the time was considered pacified). The troops garrisoned in Sartar were judged sufficient to guard the supply lines and to bolster the reign of Prince Temertain. Fazzur relied upon his network of client kings to keep order. The Crimson Bat

Victory in Hendrikiland In 1620 the Lunar Army conquered Hendrikiland easily. The first resistance came

358

APPENDICES from the warlord, Rikard the Tiger Hearted, selfcrowned ruler of New Malkonwal. He was captured and offered the crown as a client king, but rather than betray his short-lived kingdom destroyed the royal regalia and went into hiding. The land broke into its ancient tribal segments. The kingdoms of Hendrikiland and New Malkonwal were hastily reorganized into four military districts (Volsaxar, Hendrikar, Gardufar, and Esvular), and the larger cities given Lunar garrisons. Fazzur also spent time negotiating with Esrolian noble families. In 1621 Fazzur prepared his army to move into Esrolia, the most fertile and wealthy part of Kethaela. Internal dissent there had caused the queens of the Red Earth Alliance to ask him for assistance, (rumors of a romantic liaison between the general and Queen Hendira are unsubstantiated) and he agreed. But the invasion never occurred, as by the command of the Red Emperor many of the troops were withdrawn to assist in the final assault of Whitewall. Fazzur was furious, and instead of the army he sent a picked band of specialists to assist Queen Hendira and her family, who sought to establish a full Lunar temple in the city of Nochet. With this assistance, several blocks of tenements were burned, and the foundations laid to start a grand temple complex. Fazzur considered this a triumph, but the achievement was vastly overshadowed by events at Whitewall. The last rebel city finally fell to the victorious Lunar Army (though most of the defenders had mysteriously vanished). The god Orlanth was fettered in the Underworld. Everywhere within a wide radius all the winds stopped and the air became eerily still. The Red Emperor declared a full year of celebration, to begin on the next Orlanthi Holy Day. All full citizens of the empire were granted a year without taxes, and opportunity to join into the official party which was held, nonstop, at all temples of the Seven Mothers and of the Red Goddess. In the Lunar Heartlands, far from the fighting in the provinces or the starvation along the frontiers, the nobles and citizens held marvelous revels which lit the sky, earth, and waters with glory. In Dragon Pass the consequences were terrible. Orlanth and his spouse Ernalda were dead. Their magic and influence in the world vanished, their worshipers were left breathless. The Great Winter descended upon Dragon Pass and the surrounding lands. Whole clans died, all waters froze solid. Dark ominous clouds shadowed the land and covered it with ice and snow. Even the Lunar garrisons suffered in the unrelenting cold. At Orlanth’s High Holy Day, 1621, while the Lunar celebrations were only eleven weeks old, trouble began. King Broyan, who had driven off the Crimson Bat and tricked the Lunar priesthood at Whitewall,

appeared at the city of Bullflood with his household of heroic Companions.

Imperial Reverses The imperial authorities were hard beset by many problems at this time, and the normal pressures of intrigue were compounded by simultaneous uprisings in several provinces. In what should have been the spring of 1622 the tribal armies of Hendrikiland mustered to oppose the Lunar forces of occupation. At the Battle of the Auroch Hills, High King Broyan and Kallyr Starbrow triumphed in what was a Lunar military catastrophe. Broyan’s forces routed General Tashkeveth’s forces. A coup in Esrolia also toppled the Red Earth Alliance from power, and the Moon Temple which had been begun was demolished. The lands of Queen Hendira were plundered and the Lunar temples there were also destroyed. News of this disappointed the Red Emperor and ruined one of his parties. The high command sought a scapegoat, and Fazzur was relieved of his command and forced into retirement. He gave this news to his commanders, some of whom returned with him to Tarsh, and he withdrew to his family lands on Kordros Island. There, with the hearth fires burning in his villa to keep out the icy chill, he read and spoke long into the night with the younger officers of his close kin who had dared the deepening snow. The Tusk Riders exploited the Great Winter as an opportunity to oppress the humans of Dragon Pass. Under the leadership of the HalfTroll King, an army of Tusk Riders raided deep into Tarsh in 1622. Fazzur Wideread organized the defense against them without any Imperial support and minimal aid from his own king. Despite this, he led his tribal militia to victory at the Battle of Porkers. His son Onjur achieved great fame by killing the HalfTroll King in single combat. Martial success in the south halted for the Lunar Empire with the loss of Fazzur’s leadership. The Lunar Army invested the great southern

359

THE ARMIES AND ENEMIES OF DRAGON PASS city of Nochet in 1623, but the army of the Warm Earth Alliance allied with the Wolf Pirates and others, marched to lift the siege in 1624. The Lunar Army abandoned its ineffective ring of fortifications to meet the enemy. Despite the betrayal of the Western Barbarians, they were decisively defeated in the Battle of Milran32. Of the ten-thousand strong Lunar host, barely a quarter reached safety in Tarsh, harried north in turn by Esrolians, Sartarites, Grazelanders and trolls. The remnants of the Red Earth Alliance crumbled and by 1625 had vanished from Esrolian politics. In Sartar that winter the pliant client prince was assassinated by fanatical Humakti.

spirits howling in agonized torment. Confined together, confronted by horror - it shames me to write this - every one of us fought for our own survival seeking any means of escape: shoving, stabbing and screaming in total panic. Only the bodyguard surrounding General Fazzur stood firm, shields locked together, protected from the incineration by the strength of his personal banner. Fazzur oversaw an ordered retreat by the survivors to the Field of the Tents of Silver at Alda-Chur. When the weather improved and news of the political strife at home reached him, he urgently returned to Tarsh, realizing that it was only a matter of time before assassins arrived to remove him from his command. In his absence, the Phargentites led another army into Sartar the next year and fought at the Battle of Old Top33, where Kallyr Starbrow was killed. However, they were unable to conquer the country because of the huge numbers of warriors opposing them. The rift between the political factions of Tarsh widened. On one side were Fazzur and the Fazzurites, and on the other Pharandros and the Phargentites, backed by the Red Emperor. The kingdom became increasingly polarized between these two hostile camps, with the antagonisms being expressed in minor clashes. In Old Tarsh, the Shaker Priestess appointed a new King of Wintertop, rather than allow Fazzur’s son Onjur to become king. In part due to the weakening rule of their king, the Phargentites were unable to do anything to prevent the growth of Sartar under the rule of Prince Argrath. Fazzur was murdered in 1629 by Blue Moon assassins, a casualty of the continuing covert civil war. As the catalyst leading to wider warfare, it was another major miscalculation on the part of the Phargentites. Onjur, Fazzur’s eldest son, led the rebellion against the tyrannical king, who was already hard-pressed by the resurgent Sartarites. When the policies of the Phargentites failed, the people turned to Onjur for leadership. He forged an alliance with King Argrath, and when Sartar attacked Tarsh, led the uprising that captured the king. Onjur maintained his friendship with the Sartarites, and was a trusted advisor to Argrath thereafter. Fazzur’s younger son, Annstad of Dunstop was later given overlordship of Tarsh by Argrath. This was in return for the many great deeds which he performed, including those at the Battle of Yoran in 1635, which ended in defeat, and in rousing all of Dragon Pass in 1638 when Argrath returned at the head of an army of the Bison Tribe. Annstad was counted among Argrath’s Companions. I

Tarsh in Turmoil By 1625 king and general had become bitter enemies as the intrigues of the royal court became ever more poisonous following the reverses in the south. These culminated in the catastrophe of the Dragonrise, in which Fazzur’s successor Tatius the Bright and many other important Lunar priests and officials and entire regiments were devoured. Even so, King Pharandros ordered Fazzur again to recover the south. As the general marched to Alda-Chur, the king, fearing him as a potential royal rival and swayed by the plots of the Phargentites, attempted to assassinate Fazzur’s most powerful supporters at home. The dissolution of Tarsh into the component parts of its old tribal confederation hastened. For the first time Fazzur was to suffer defeat. He took the bold decision to launch a winter attack in order to defeat the Sartarites before they could organize an adequate defense. In the march south from Alda-Chur in the freezing conditions many of Fazzur’s troops were incapacitated by the cold; few of his regiments were at full strength and he lacked magical units. No elements of the College of Magic were available to him; it seems likely the Phargentites blocked any request for their support. At the Battle of Dangerford he failed, faced by the first appearance of the Eleven Lights, who called forth starfire to decimate the Lunar ranks.

An account of the Battle of Dangerford

Meteoric lights arced down through the Middle Air leaving silvery trails. Each burst into a multitude of fragments accompanied moments later by the thunder of detonations, throwing a dance of white light and shadow across the field of battle. We barely had time to look up in wonder - and terror before the star fire fell amongst us. The conflagration devoured men, women, and horses. Splattered by the molten armor and accoutrements of dead comrades, the survivors lost all military cohesion - a panicked disorganized rabble. Our regimental standards ignited, their

32

33

The Lunar name for the Battle of Pennel.

360

Also known as the Battle of the Queens.

APPENDICES

Terminology Phalanx Commands A number of Pelorian phalanx drill commands are given here. Command

Action

Attention! To arms! Stand to your arms! Raise spears! Front ranks! Lower spears! Fall in! Fall out! Mark distances! Form files! Form ranks! Dress ranks! Eyes front! Leaders, order your files! Take the first distance! March! Advance! Halt! The depth, double! The width, double! Shields lock! About-face! To the spear, face! To the spear, wheel! To the shield, face! To the shield, wheel! As you were! Daxdarius File Countermarch!

Await order about to be issued. Gather weapons and shield, shield resting against knees, spear vertical. Face front, shield in front of body, spear vertical. Spear held upright, base off the ground. Front ranks hold spears in the horizontal attack position.

Polaris File Countermarch! Khordavus File Counter-march! Daxdarius Rank Counter-march!

Polaris Rank Countermarch! Khordavus Rank Counter-march!

Gather in formation. Drop out of formation. Form the correct distance from soldiers in front and to the sides. Files form a straight line. Files maintain a straight line from flank to flank. Straighten the ranks. Look to the front. File-leaders ensure their file is in proper order and spacing. File-leaders stop, defining the first distance. March forward. Advance to contact enemy. Halt. Close order to open order: alternate files merge into the file beside it. Open order to close order: rear file moves forward to the left to fill the gap between two forward files. Adopt close order. Fully turn to face in the opposite direction. Turn right. All soldiers in the formation turn to the right, pivoting about the file-leader on the furthest right. Turn left. All soldiers in the formation turn to the left, pivoting about the file-leader on the furthest left. Disregard the previous order and return to the most recent order. Counter-march by file: formation halts, file-leader about-faces to face in the opposite direction and steps into the space between the files; the file advances past them with each member wheeling about, stepping into position. Once complete the formation is facing in the opposite direction to its initial orientation and positioned ahead of its original position. Counter-march by file: formation halts, the men in each file about face. The file-leaders are now at the rear of the formation. The formation occupies the same location it did prior to the order. Counter-march by file: formation halts, the file-leader about-faces, steps into the space between files and moves down between his file and the next; as each soldier in the file is passed they wheel about and follow the file-leader. Once complete the formation is facing in the opposite direction to its initial orientation and positioned behind its original position. Counter-march by rank: formation halts, and counter-march commences at the wing closest to the enemy. The soldier at the end of each rank steps into the space between the ranks; their original rank advances past them with each member wheeling about, stepping into position beside the previous soldier. Once complete the formation is positioned beside its original position, and closer to the enemy. Counter-march by rank: formation halts, and the counter-march commences with the soldier at the end of each rank stepping into the space between the ranks and moving along between the files, followed by the rest of the rank until the last soldier has stepped back. The phalanx files are now in the reverse order. Counter-march by rank: formation halts and countermarch commences on the wing furthest from the enemy. The soldier at the end of the rank steps into the space between the ranks and moves down between the files; as each soldier in the rank is passed they follow the rank-leader. Once complete the formation is positioned beside its original position, and further from the enemy.

361

THE ARMIES AND ENEMIES OF DRAGON PASS Equivalent Military Ranks The following table provides the equivalent ranks in a number of Gloranthan military traditions, together with the very approximate terrestrial equivalents. Equivalent Rank

Infantry

Cavalry

Stonewall Regiments

Dara Happan Line Regiments

Daxdarian Regiments

Carmanian Regiments

Humakti Regiments

Hipparch Senior Tetrarch Tetrarch

Polemarch Senior Kentarch Kentarch

Polemarch Senior Kentarch

Rab Kisir

Hazarapatis

Battle Leader

Captain

Chiliarch Senior Kentarch Kentarch

Satapatis

HundredThane

Lieutenant Sergeant Corporal Private

Optioon Lochagos Dimoirites Soldier

Ilarch Dekarchos Ouragos Trooper

Pentekontarch Lochagos Dimoirites Hoplite

Pentekontarch Lochagos Dimoirites Hastatii Sagittarii

Colonel Major

Lunar Regiments

Kentarch Rab Hanse Rab Eserti Kallabu

Pascasatapatis Dathapatis Pascadathapatis Pasat Asabar

Ten-Thane Warrior

General Terminology The following terms are used in describing Gloranthan institutions. Whilst there are similarities to a greater or lesser degree between the societies and cultures of Glorantha and those of terrestrial history, the use of these terms should not be confused as indicating anything but a superficial resemblance. No Orlanthi society is analogous to that of the Vikings, Kelts or Anglo-Saxons; the Lunars are neither Romans nor Babylonians. The use of Old or Middle English, Latin or Greek terms should not be taken as indicating an exact correspondence beyond the general meaning. Whilst it is useful to employ historical comparisons, these can be misleading.

Term

General Terminology

Barbarian Belt

A ‘belt’ of Orlanthi cultures extending from eastern Fronela to Dragon Pass.

Carmanian Empire

In the Second and early Third Ages, the Carmanians, a military and sorcerous ruling class of Western and Theyalan origins, ruled a mighty empire dominating the rest of Peloria. Linguistically and culturally, they are Pelandans with a wizardly caste that long-ago merged Irensavalism with local practices. They are now culturally far more similar to the other Pelorian lowlanders than to the Westerners.

Count

Military and often administrative rank settled in a territory, known as a county.

Duke

Warlord exercising military and sometimes political control.

EWF

Empire of the Wyrms Friends

Genius

Guardian spirit. Pelorian equivalent of a wyter.

God-talker

Holy person chosen by the gods to communicate with them.

Grantland

Land granted by the Lunar Empire in the imperial borderlands.

Gunwale

Uppermost row of planks along a ship’s side.

362

APPENDICES Term

General Terminology

Hollari

Ice demons composed entirely of ice. The larger and older examples have freezing breath and the ability to travel through solid ice without leaving any trace.

Hsunchen

The ‘Beast Peoples’ who live with their beast brothers – the animals of their totem – whom they claim as their ancestors and kinfolk.

Invincible Golden Horde

A massive military alliance which marched on the Dragon’s Eye with the intention of annihilating the dragonewts. The horde included Shargashi from Alkoth, Carmanian Hazars of the Golden Lion Empire under their last great Shah, Haran the Great, Dara Happans led by Emperor Kumardros, Sun Dome Templars from Saird, and others. True Dragons destroyed or ate the entire horde, and almost every other human in Dragon Pass in 1120.

Juror

A Lawspeaker or a person designated to speak for a clan or tribe.

King

The head of a tribe.

Kinstrife

Violent conflict within a clan.

Kralorelan

Cultures tracing their origin to ancient Land of Enlightenment; distantly related to the peoples of the East Isles.

Lawspeaker

A person knowledgeable of the laws and traditions.

Lunar

Cultures that have embraced the Red Goddess.

Noble

A clan chief or a tribal king or queen.

Orlanthi

Tribes and nations worshiping the Theyalan gods and goddesses, chief of whom typically being Orlanth and Ernalda, although there is much regional variation.

Prince

The one who takes the ‘First’ position; the supreme ruler of Sartar.

Queen

The head of a tribe.

Saird

The lowland area called Saird is cosmopolitan and diverse, and is famed for its Sun Dome Temples. Its lands are now claimed by Sylila, Vanch and Holay. Saird is historically a hybrid of Dara Happan and Orlanthi cultures, with a tremendous influence on South Peloria and Dragon Pass.

Satrap

The term Satrap means ‘protector of the realm’ and is of Carmanian origin.

Shah

A title of Loskalmi descent; literally meaning “he has command over”. The Carmanian supreme rulers were traditionally titled “Shah,” and it remains one of the titles of the Red Emperor.

Strakes

Horizontal planks forming a ship’s hull.

Syndics Ban

A magical division that separated the lands of the north-west of Genertela when the local god of communication was slain by a group of conspirators 1499. The Ban ended first in Loskalm when Dormal visited in 1582 and gradually thawed moved eastwards along the Janube and up river valleys.

Terarir

A densely populated valley along the middle Oslir River. In the Fourth and Fifth Wanes, Terarir was heavily settled by Dara Happan refugees fleeing from Sheng Seleris. Dara Happan culture is stronger here than anywhere else in Sylila.

Thane

The head of a household, a merchant, a god-talker, craftsperson, a member of the clan council.

Theyalan

Orlanthi and associated peoples. The name is derived from Theya, the Goddess of the Dawn.

Walktapus

A creature of Chaos with the body of a man and head of an octopus, with the ability to emit poison gas and regenerate.

Wane

The primary number in Lunar calendar notation; a 54-year period between the crests of power in the longer cycle of the Red Moon. The greatest power is at the center of a Wane.

Wergild

The legal reparation due according to the value of an individual in restitution for injury or death.

Western

Those peoples who adhere to one of the sects of Malkioni philosophy. There is a broad array of Malkioni sects; some deny the gods completely (Brithinism), others are philosophical monotheists (Rokari and New Hrestoli), and still others combine Malkionism with worship of lesser gods (Henotheists, who are often not accepted by other sects as being Western).

Wyter

A spirit or minor god.

363

THE ARMIES AND ENEMIES OF DRAGON PASS Military Terminology General Term

Military Terminology

Bireme

An oared warship with two decks of oars.

Cataphract

Heavily armored horseman, with both the rider and steed draped from head to toe in armor, typically using a kontos or lance.

Centurion

Professional officer commanding a group of around 100 men.

Chiliarch

A Commander of a Thousand.

Close order

In this formation, infantry stand around 45 cm apart with their shields overlapping. This often creates an interlocked shield-wall that is nearly impenetrable.

Decurion

Under-officer commanding a group of around ten men.

Dekarchos

Under-officer commanding approximately ten cavalry.

File

A column usually 7-16 men strong in a phalanx.

Fyrd

The militia of a clan.

Heavy Cavalry

Engages in direct contact with the foe, usually with lances (spears), sometimes with swords, maces, or axes. A regiment of Heavy Cavalry is typically around 500 soldiers.

Heavy Infantry

Typically armored with bronze or leather armor and armed with spear and sword. Heavy Infantry most typically fights in a phalanx or shield-wall. A regiment of Heavy Infantry is typically around 1,000 soldiers.

Hipparch

Commander of approximately five hundred cavalry.

Hoplite

A type of heavy infantry armed with spears and shields.

Housecarl

The household troops of a chief or king.

Hypaspist

A type of infantry positioned on the flanks of a phalanx.

Impi

An Agimori regiment.

Kentarch

Professional officer commanding a group of around 100 men.

Legate

A general officer of the Lunar Army.

Light Cavalry

Armed with missile weapons, typically bows or throwing javelins. They skirmish with the foe, withdrawing from any offensive only to turn around and counterattack once the offensive is spent. A regiment of Light Cavalry is typically around 500 soldiers.

Light Infantry

Light infantry is used as a skirmishing screen ahead of the main body of infantry. A regiment of Light Infantry is typically around 1,000 soldiers.

Monitor

Lowest rank of sub-officer in command of a file.

Open order

In this formation, soldiers stand up to two meters apart. This permits skirmishers to move between the files of a phalanx.

Peltast

A type of light infantry often deployed as skirmishers.

Penteconter

A fifty-oared warship with a single deck.

Phalangite

Heavy infantry deployed in a phalanx employing extremely long pikes known as a sarissae.

Phalanx

A rectangular mass formation, usually composed entirely of heavy infantry armed with spears or pikes.

Polemarch

Commander of a Stonewall regiment.

Rank

A row in a phalanx or shield-wall.

Shield-wall

A wall of shields formed by fighters standing shoulder to shoulder, holding their shields so that they overlap.

Tetrarch

Troop-leader.

Vexilla

A sub-division of the Lunar Army, often composed of companies from several regiments.

364

APPENDICES Term

Military Terminology

Vingkot’s Muster

Summons to the whole clan fyrd to war.

Weaponthane

A thane specializing in combat in the service of a clan chieftain for tribal king.

Armor Armor Bronze

Commonly a scale or mail hauberk or a bronze breastplate. It typically includes an open or full bronze helmet and greaves.

Leather

Most commonly the linothorax or a leather lamellar cuirass. It typically includes a conical or open bronze helmet.

Pteruges

The decorative skirt of leather or fabric strips worn around the waists of Lunar soldiers.

Corselet

A cuirass consisting of two plates connected on the sides or the full panoply of armor.

Cuirass

Armor formed of a single or multiple pieces of metal or other rigid material covering the front of the torso, usually connected to a back piece.

Greaves

A piece of armor protecting the legs.

Gorget

A circular neck protector

Helmet

Many different forms of helmet, ranging from leather caps to those worn by Hoplites which cover the entire head and neck.

Hauberk

A shirt of mail, usually reaching at least to mid-thigh and including sleeves.

Jerkin

A short close-fitting leather jacket.

Lamellar

Many individual small rectangular plates laced into horizontal rows and to a backing of cloth or leather.

Lames

A solid sheet of metal used as a component of a larger section of plate armor. Multiple lames are used to form an articulated piece of armor that provides flexible protection.

Linothorax

Torso armor of layers of linen fabric or leather laminated together.

Muscle cuirass

A type of body armor cast to fit the wearer’s torso mimicking an idealized human physique.

Pauldron

Shoulder armor.

Pectoral

Armor protecting the chest – a form of partial breastplate cuirass.

Tasset

A piece of plate armor protecting the upper leg.

Vambraces

Forearm guards.

Weapons Weapons Axe

A single or double-headed cutting weapon used either one or two-handed.

Bow

Typically a self-bow or a composite bow.

Broadsword

A straight or leaf-shaped, double-edged sword.

Crossbow

A type of missile weapon based on the bow stolen from the dwarves.

Dart

A short weighted point suitable for throwing.

Javelin

A short spear between one and two meters long and balanced for throwing.

Kestros

A sling made to throw short weighted darts instead of bullets

Khopesh

A sickle-sword with a curved single edged blade used for slashing and disarming an opponent.

Kontos

A type of long cavalry lance about 3.6 to 4.2 meters long used with both hands.

365

THE ARMIES AND ENEMIES OF DRAGON PASS Weapons Kopis

A curved single-edged blade used for cutting and thrusting.

Long Spear

Between 2 and 3.6 meters long and usually used overhand.

Mace

Has a heavy head on a solid shaft used to bludgeon opponents.

Maul

A long-handled hammer with a heavy metal head.

Pike

A long thrusting spear between 3 and 7.5 meters long.

Rhomphaia

A straight or slightly curved single-edged blade attached to a pole considerably shorter than the blade.

Sagaris

Long-shafted axe light enough to be used one-handed by cavalry

Sarissa

A long thrusting spear between 3 and 7.5 meters long.

Scimitar

A curved single-edged blade used for cutting and thrusting.

Shields

Commonly round, crescent-shaped or rectangular and come in a variety of sizes depending on the regiment.

Sickle-sword

A sword with a curved single edged blade used for slashing and for disarming an opponent.

Sling

A pouch on a cord used to throw a blunt projectile of stone, clay or lead ‘sling-bullet’.

Spear

Two meters or less long.

Sword

A blade used for cutting and thrusting.

Swordstick I

A sword with a long thin blade.

366

INDEX

Index Abas the Little Father, 299 Adamant, 28, 29 Adamantine, 28 Adayan, 225, 301 Adiutor, 250 Adjustment Wars, 89 Aeolism, 107 Aggar, 85, 86, 87, 93, 118, 119, 135, 142, 224, 234, 236, 261, 262, 263, 276, 307, 315, 353, 355 Agimori Tribe, 134, 225, 269, 274, 278, 331, 364 Air Elementals, 141, 198, 210, 211 Air Rune, 61, 114, 238, 268 Akasha Ironspear, 329 Alakoring Dragonbreaker, 235, 236, 353 Alchemical Transformer, 335, 336 Alda-Chur, 171, 262, 264, 279, 320, 354, 355, 357, 360 Aldryami, 71, 152, 219, 238, 280, 297, 299, 311 Alehandro of the Brass Arm, 315 Alkoth, 15, 37, 72, 77, 80, 187, 232, 233, 258, 289, 305, 353, 363 Alkoth Regiments, 77 Alkothi, 23, 77, 83 Allied spirits, 212 All-Seeing Eye, 68 Alone, 195 Aluminum, 29, 34, 161, 338, 339, 350 Alynx, 212 Ana Gor, 116 Anadiki, 85, 86, 87 Anaxial, 75, 221, 233 Anaxial Dynasty, 75, 233 And-Jay, 329, 343 Androgeus, 269, 331 Animal Armor, 46 Animal Nomads, 40, 48, 91, 92, 96, 99, 100, 103, 104, 142, 168, 237, 274, 278, 293, 313, 342 Animal People, 44 Ankle-guard, 38 Ankyle, 54 Annilla, 221, 285 Annstad, 357, 360 Annual Pay, 21, 22 Ansil, 330 Antelope Lancers, 298 Antirius, 221, 225, 228, 229, 236, 351, 352 Antlercase, 265, 323 Apple Blossom Racing, 112 Arandayla, 226 Arbalest, 158 Archers, 7, 8, 16, 17, 18, 19, 24, 37, 38, 50, 51, 61, 63, 71, 75, 76, 77, 78, 79, 83, 84, 90, 92, 102, 126, 128, 135, 136, 137, 138, 139, 141, 142, 145, 148, 149, 154, 157, 162, 186, 191, 192, 202, 215, 226, 236, 242, 243, 244, 245, 255, 259, 260, 269, 274, 278,285, 286, 291, 292, 299, 300, 301, 306, 309, 314, 340, 341, 342, 343, 345, 347 Arcos River, 73, 81, 91, 153, 229, 245, 304 Argan Argar, 53, 210, 212, 224, 241, 272, 273, 338, 348

Argrath, 5, 6, 90, 99, 106, 114, 165, 204, 214, 215, 219, 237, 246, 247, 262, 264, 265, 266, 267, 268, 272, 276, 279, 316, 317, 318, 319, 320, 321, 322, 323, 324, 325, 327, 328, 329, 333, 340, 342, 343, 344, 348, 349, 360 Arim, 226, 236, 263 Arkat, 28, 88, 121, 165, 219, 221, 230, 256, 267, 317, 318, 320, 334, 352 Aroka, 221 Aronius Jaranthir, 20, 22, 225, 227, 314 Arroin healers, 266 Arrolian Properties, 247 Arrowstone, 299 Arstola Forest, 238 Artia, 220, 221 Artillery, 8, 157, 158, 184, 302, 336, 355 Asabam, 259 Asabar, 362 Asabari, 259 Asapatis, 259 Asrelia, 193 Assassins, 110 Assistants, 206 Augners, 75, 84, 139, 142 Auld Wyrmish, 267 Auroch Hills, 166, 213, 285, 290, 292, 296, 299, 311, 312, 316, 321, 324, 359 Auxiliaries, 13, 21, 74, 75, 79, 87, 93, 94, 135, 230, 238, 248, 250, 253, 260, 275, 278, 295, 332 Avivath, 229, 304 Avivorus, 20, 225, 228, 304, 351 Axe, 9, 10, 11, 24, 26, 31, 32, 35, 44, 48, 49, 50, 51, 57, 61, 65, 71, 88, 93, 94, 100, 104, 107, 114, 128, 146, 191, 203, 237, 238, 241, 243, 265, 268, 272, 273, 274, 287, 304, 310, 312, 318, 321, 322, 325, 326, 327, 328, 330, 331, 336, 337, 338, 339, 342, 343, 346, 347, 365, 366 Axe Maidens, 89, 321, 336, 337, 338 Axe women, 11, 191, 272, 273 Baba Ulodra, 225, 331 Babeester Gor, 11, 24, 65, 88, 116, 191, 210, 225, 226, 236, 237, 241, 272, 273, 321, 324, 326, 327, 328, 336, 337, 338, 346 Baboon Troop, 274 Baboons, 104, 274 Backboy, 23, 131, 241 Backford, 276 Baggage Train, 21, 123, 132, 157, 158, 174, 178, 182, 261, 271 Bagnot, 106, 121, 186, 188, 246, 279, 310, 317, 349, 357 Bagnot Foot, 310 Bagog, 221, 344 Bakan, 233 Bakoka, 221 Balazar, 85, 86, 87, 116, 142, 150, 189, 304, 353, 355 Balazarings, 86, 87, 228 Ballista, 8, 158, 161, 184 Bao Tribe, 81

367

Barbarian Belt, 23, 37, 41, 43, 65, 74, 81, 85, 86, 93, 114, 127, 130, 362 Barbarian Horde, 268, 328, 342, 343 Barding, 46 Barntar Duel, 107 Baroshi, 225, 320 Basalt Phalanx, 256 Basic Training, 17 Basmol, 212, 225, 230 Basmoli, 93, 104, 225, 230, 274, 278 Bastaki the Poet, 328 Bat Feeders, 283 Battle Banner of the EWF, 266 Battle Column, 129 Battle of Alavan Argay, 92, 278 Battle of Argentium Thri’ile, 75, 90, 154, 244, 298, 313 Battle of Bagnot, 357 Battle of Castle Blue, 288, 289, 295 Battle of Dangerford, 264, 299, 300, 301, 304, 309, 310, 311, 312, 313, 319, 323, 324, 326, 360 Battle of Day and Night, 352 Battle of Denzis Water, 92, 143 Battle of Grizzly Peak, 121, 326, 357 Battle of Heroes, 106, 121, 246, 318, 349 Battle of Iron Fences, 81, 82 Battle of Kitor, 227 Battle of Milran, 360 Battle of Necklace Horse, 92 Battle of Night and Day, 88, 121, 309 Battle of Old Top, 360 Battle of Pennel, 106, 267, 311, 317, 318, 321, 325, 349, 360 Battle of Porkers, 359 Battle of Queens, 264, 311, 317, 323, 324 Battle of Seven Horses, 91, 259, 299 Battle of Sword Hill, 267, 320 Battle of the Auroch Hills, 213, 285, 290, 292, 296, 299, 311, 312, 321, 324, 359 Battle of the Center, 231 Battle of the Falling Hills, 226, 346 Battle of the Four Arrows of Light, 79, 292, 314 Battle of the Kitchen, 121 Battle of the Lion King’s Feast, 276 Battle of the Nights of Horror, 81, 243 Battle of the Sun Horses, 121 Battle of Willford, 340 Battle of Yoran, 360 Battle of Zelfield, 353 Battle Valley, 121 Beaked Dragonewts, 335 Bear, 93, 203, 212, 221, 226, 269, 348, 349, 350 Bear-People, 93, 348 Beast Men, 269, 331 Beast People, 93, 363 Beast Riders, 154 Beast Rune, 100, 210 Beast Valley, 177, 269, 327 Beat-Pot Aelwrin, 287 Belintar, 89, 90, 105, 161, 187, 190, 191, 223, 272, 273 Bell Temple, 309 Bellex Maximus, 283

THE ARMIES AND ENEMIES OF DRAGON PASS Bentus, 225, 301 Beren the Rider, 227, 235 Beryl Phalanx, 39, 76, 256, 289 Bevara, 225, 226 Big Rubble, 178, 275, 325, 356 Bilini, 85, 86, 87 Billiz, 307, 315, 355 Billiz Highlanders, 307, 315 Bird People, 84, 257, 290, 291, 300 Biremes, 80, 161, 162, 163, 273, 339, 364 Birin, 91, 154, 304 Bisodakar, 91 Bison, 100, 102, 104, 114, 140, 141, 142, 144, 153, 179, 182, 269, 274, 278, 313, 322, 329, 330, 342, 360 Bison Kings, 313 Bison Tribe, 100, 102, 114, 269, 274, 278, 329, 342, 360 Bisos, 225, 227, 228, 240 Bistungji, 330 Black Arrow, 94 Black Dragon, 333 Black Eel River, 80, 86, 176, 281, 307, 351, 353 Black Fang, 110 Black Horse County, 106, 349 Black Horse Troop, 10, 11, 16, 269, 270, 332 Blacksmiths, 28, 30 Blessed Daughters, 17, 294 Blood Games, 112, 117 Blood Kings, 79 Blood Sun, 225, 243 Bloodspillers, 165, 283, 287 Blue Dragon, 176 Blue Dragoons, 147, 292, 293 Blue Moon, 83, 110, 212, 255, 260, 285, 360 Blue Moon Plateau, 260 Blue Moon School, 255, 285 Blue People, 176, 228 Blue Streak, 160, 220, 221 Boat Planet, 220, 316 Body Armor, 37, 38 Bodyguards, 12, 13, 16, 79, 93, 96, 110, 132, 159, 162, 165, 250, 253, 258, 265, 266, 267, 268, 277, 285, 288, 289, 295, 302, 303, 319, 325, 346 Boiled leather, 36 Boldhome, 89, 94, 110, 166, 171, 186, 188, 189, 250, 264, 268, 287, 325, 349, 355, 357 Boldhome Royal Guard, 325 Bolo-Lizard, 27, 103, 104, 142, 179, 274, 275, 278, 380 Bolo-Lizard Tribe, 274, 278 Bone, 26, 62, 274, 295 Border Wulf Peltasts, 314 Borer, 185 Bosun, 22 Bow, 22, 50, 51, 87, 94, 100, 104, 225, 227, 232, 243, 285, 286, 291, 294, 296, 300, 301, 306, 308, 309, 311, 325, 326, 327, 338, 340, 341, 345, 347, 365 Bow officer, 22 Bracer, 27, 38, 51 Brass, 15, 28, 31, 78, 86, 197, 245, 259, 281, 295, 308, 315, 325 Brass Mountain, 28, 295 Breaching, 183 Brigade, 247, 248 Brigandine, 36

Bright Empire, 74, 91, 240, 352 Brightnight Storms, 169 Brithini, 106, 349 Broadsword, 58, 104, 107, 292, 294, 295, 296, 301, 306, 307, 308, 309, 310, 311, 312, 313, 314, 315, 317, 318, 319, 320, 321, 322, 323, 324, 325, 326, 327, 329, 330, 334, 338, 340, 341, 342, 345, 346, 350, 365 Brochs, 194 Broken Council, 88, 352, 354 Brolia, 65, 81, 85, 86, 87, 93, 224, 256, 289 Brolians, 87 Brolv Kan Tribe, 91 Bronze, 2, 6, 7, 9, 20, 24, 26, 27, 28, 29, 30, 31, 32, 33, 35, 36, 38, 39, 40, 41, 42, 43, 44, 47, 48, 49, 54, 56, 58, 59, 61, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 74, 75, 76, 78, 79, 85, 86, 87, 88, 92, 94, 100, 107, 108, 114, 116, 118, 120, 136, 137, 140, 141, 143, 153, 155, 157, 158, 160, 161, 162, 163, 174, 179, 185, 189, 191, 193, 199, 200, 203, 211, 238, 242, 245, 246, 255, 265, 267, 268, 270, 272, 274, 275, 276, 277, 280, 281, 283, 285, 286, 287, 288, 289, 290, 291, 292, 293, 294, 296, 297, 298, 299, 301, 302, 303, 304, 305, 307, 308, 309, 310, 311, 312, 313, 314, 315, 316, 317, 318, 319, 320, 322, 323, 324, 325, 326, 327, 328, 329, 330, 332, 336, 337, 338, 339, 340, 341, 342, 345, 346, 347, 350, 364, 365 Bronze Treasure, 242 Broo, 87, 88, 238, 246, 253, 255, 270, 334 Broo Regiment, 253, 270 Broo Warband, 334 Brotherhood of Death, 266, 317 Brotherhood of the Invisible Spear, 231 Brown Elves, 71 Broyan, 90, 106, 207, 273, 276, 316, 317, 319, 340, 349, 358, 359 Buckler, 66, 148 Building Wall Battle, 89, 190 Bull, 24, 44, 68, 79, 85, 93, 94, 99, 100, 110, 114, 142, 144, 148, 167, 168, 206, 210, 212, 225, 226, 227, 228, 230, 236, 240, 242, 243, 266, 274, 279, 295, 317, 322, 324, 326, 327, 328, 329, 331, 342 Bull Challenge, 110 Bull God, 44, 225, 227 Bull People, 228 Bull Priest, 24, 240, 266 Bull Shahs, 79, 228, 230 Bullmen, 266 Bullocks, 114, 322 Bullocks War Society, 114 Burburstus, 221 Buseri, 118, 221 Bush Children, 96, 326 Bush Rangers, 325 Bush Ranges, 269, 326 Butt-spike, 54 Byrnie, 38 Cafol, 84, 85, 87, 135, 170, 355 Caladraland, 88, 89, 90, 242, 271, 272 Caladralander, 11, 242, 272, 273 Caltrop, 48, 293 Campaign Year, 166 Candle Dancers, 326 Cannibal Cult, 104, 274

368

Cannon Cult, 71, 158, 185, 271, 335, 336 Caparison, 46 Captain, 22, 24, 47, 65, 76, 91, 168, 170, 234, 244, 247, 249, 266, 272, 277, 279, 362 Captain General, 76, 247, 249 Carl, 99 Carmania, 77, 78, 79, 81, 83, 106, 112, 225, 227, 228, 229, 230, 247, 259, 294, 295, 315 Carmanian, 8, 23, 41, 47, 69, 78, 79, 80, 83, 112, 125, 141, 227, 228, 230, 233, 245, 251, 252, 253, 259, 292, 294, 295, 300, 315, 353, 362, 363 Carmanian Empire, 79, 112, 295, 353, 362 Carmanian Regiment Organization, 259 Carmanian Standards, 259 CarTavar the Conqueror, 257 Casualties, 124 Cataphracti, 18, 40, 41, 46, 66, 78, 79, 83, 84, 125, 136, 139, 143, 144, 148, 245, 314, 315, 320, 364 Catapult, 8, 31, 157, 158, 183, 184 Cattle Raiding, 167 Cavalry Corps, 80, 81, 84, 248, 253, 259, 260, 298, 299, 304 Celestial City, 256, 289 Celestial Emperor, 81 Celestial Empire, 74, 81, 91, 222 Celestial Time, 223 Celestology, 220 Centaurs, 70, 269, 331 Centurions, 14, 20, 21, 22, 130, 131, 231, 249, 250, 251, 252, 258, 259, 266, 306, 364 Century, 136, 258, 266 Chain Dancer, 83 Chain mail, 36 Chalana Arroy, 165, 210, 266, 334, 336 Chamfron, 46 Champion, 24, 95, 97, 107, 114, 131, 138, 230, 237, 266, 268 Chaos, 25, 79, 81, 87, 88, 91, 93, 94, 95, 110, 125, 143, 178, 205, 207, 208, 209, 210, 219, 221, 224, 225, 226, 234, 240, 242, 246, 247, 255, 257, 266, 270, 273, 276, 280, 283, 291, 320, 333, 334, 340, 344, 354, 363 Chaos Nest, 178, 344 Chaos Rune, 210 Chaplains, 206 Charg, 78, 79, 81, 85, 86, 142, 175, 246, 255 Chariot racing, 112 Chariots, 8, 19, 20, 46, 47, 49, 50, 74, 75, 99, 112, 117, 127, 131, 137, 138, 144, 152, 153, 154, 155, 156, 157, 159, 175, 179, 180, 227, 231, 244, 253, 264, 278, 301, 302, 327 Char-un Tribe, 74, 80, 91, 227, 246, 253, 259, 260, 299, 342 Chief of Barbarian Affairs, 261 Chief of Companions, 249, 261 Chief of Intelligence, 248, 249, 250, 261 Chief of Liaison, 249, 261 Chief of Wagons, 249, 261, 262 Chief Priest, 206, 227, 285, 318 Chieftain, 99 Chiliarch, 250, 251, 252, 362, 364 Chiton Cavalry, 309 Choralinthor Bay, 88, 89, 105, 162, 176, 349

INDEX Chronomancers, 221, 222, 223 Chronomancy, 208, 223 Cinsina Tribe, 121, 264, 319 Citadel of the Seven Seals, 80, 187, 262, 281 City Confederations, 97, 264 City Gods, 193, 198, 207, 208 City of Brass, 78, 259 City Rings, 97, 98, 265 Clan Warfare, 93 Class and Combat, 99 Claws of the Leaping Sun, 278 Clearwine, 96, 186 Cliffhome, 333 Close order, 7, 63, 125, 132, 135, 136, 137, 145, 146, 252, 259, 277, 282, 288, 289, 290, 291, 292, 293, 297, 298, 299, 302, 303, 304, 305, 306, 307, 308, 309, 310, 311, 312, 313, 314, 315, 316, 317, 319, 320, 322, 323, 324, 325, 326, 327, 328, 329, 330, 331, 332, 334, 335, 336, 337, 338, 339, 341, 342, 344, 345, 346, 347, 350, 361, 364 Close-order, 361, 364 Closing, 89, 105, 107, 160, 187 Clothing, 69, 104 Code of Humakt, 108 College of Magic, 8, 206, 214, 215, 223, 253, 254, 283, 285, 286, 308, 312, 333, 358, 360 Colymar Tribe, 96, 99, 238, 264, 265, 268, 323 Combat Games, 111 Comet Seers, 220, 228, 255, 286 Commander, 14, 21, 24, 44, 247, 250, 251, 258, 259, 266, 275, 306, 307, 364 Commander-in-Chief, 247 Company commander, 14 Components of a Phalanx, 136 Composite Bows, 26, 27, 30, 33, 50, 51, 52, 70, 90, 100, 104, 157, 168, 245, 289, 299, 314, 318, 322, 323, 324, 327, 341, 345, 365 Conduct sheets, 13 Conquering Daughter, 85, 170, 225, 229, 234, 245, 277, 305, 313, 353 Constant Guard, 89 Coordinated Magic, 204 Copper, 28, 29, 31, 33, 71, 121, 237, 238, 309, 316 Copper Girls, 138, 294 Corflu, 82, 105, 211, 250, 289, 358 Corps, 18, 41, 63, 74, 76, 80, 81, 82, 84, 85, 93, 200, 215, 229, 233, 236, 246, 247, 248, 249, 250, 253, 255, 256, 257, 259, 260, 261, 262, 263, 265, 282, 284, 286, 287, 289, 291, 298, 299, 302, 304 Corps Organization, 248 Corps Secretariat, 249 Corselet, 38, 365 Cottar, 99 Count, 176, 249, 279, 287, 345, 362 Court of Dead, 117 Cragspider, 270, 332, 333 Crannogs, 195 Crater Makers, 6, 186, 215, 253, 255, 283, 284, 350 Crazed Tribe, 143 Creek, 121, 176 Creek-Stream River, 176 Crescent shield, 63, 65, 200, 294, 296, 297, 298, 299, 307, 314

Crested Dragonewts, 335 Crimson Bat, 6, 8, 15, 44, 79, 91, 116, 186, 193, 202, 205, 207, 213, 221, 248, 253, 255, 257, 270, 283, 291, 340, 357, 358, 359 Criniere, 46 Crossbow, 50, 52, 365 Cuirass, 26, 27, 29, 37, 38, 39, 40, 44, 46, 90, 100, 108, 114, 136, 148, 200, 238, 255, 265, 279, 281, 286, 287, 288, 289, 290, 291, 292, 293, 295, 296, 297, 298, 302, 303, 304, 305, 306, 307, 308, 309, 310, 311, 312, 313, 314, 315, 316, 318, 320, 322, 323, 324,325, 326, 327, 328, 329, 336, 337, 338, 341, 342, 343, 344, 345, 346, 347, 365 Cuisses, 39 Culbrea Tribe, 99, 117, 264, 324 Cult of the Bloody Tusk, 280, 348 Custos, 250 Cutwater, 161, 162 Cwim, 270, 333 Dagger, 48, 104 Dagori Inkarth, 151, 270, 280 Dalini, 307, 308 Damatlodril, 233 Danfive Xaron, 20, 118, 165, 171, 254, 316 Dangerford, 97, 121, 166, 171, 190, 197, 264, 299, 300, 301, 304, 309, 310, 311, 312, 313, 316, 319, 323, 324, 326, 360 Dara Happa, 8, 16, 22, 29, 37, 41, 43, 69, 72, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 90, 91, 112, 117, 120, 125, 135, 136, 137, 153, 154, 155, 159, 167, 169, 176, 187, 188, 190, 208, 221, 222, 224, 225, 226, 227, 228, 230, 231, 232, 233, 234, 235, 236,245, 246, 247, 248, 249, 250, 251, 253, 254, 255, 256, 257, 258, 279, 282, 289, 290, 294, 295, 296, 303, 304, 306, 313, 315, 351, 352, 353, 355, 362, 363 Dara Happan, 8, 16, 22, 37, 41, 43, 69, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 90, 91, 112, 117, 120, 125, 135, 136, 137, 153, 154, 155, 159, 187, 188, 208, 221, 224, 225, 226, 227, 228, 230, 231, 232, 233, 245, 246, 247, 248, 249, 250, 251, 253, 254, 255, 256, 257, 258, 279, 282, 289, 290, 294, 295, 296, 303, 306, 313, 315, 351, 352, 353, 355, 362, 363 Dara Happan Empire, 76, 77, 82, 90, 125, 154, 231, 257, 290 Dara Happan Standards, 258 Dara-ni, 80, 225, 299, 306, 346 Darjiin, 76, 77, 79, 83, 84, 112, 144, 225, 232, 260, 304, 305, 306, 349 Darjiini, 23, 37, 41, 43, 75, 76, 77, 83, 85, 226, 246, 294, 295, 297, 301, 306 Dark Orlanthi, 94, 99 Dark Season, 168, 321 Dark Troll, 333 Darkness, 9, 29, 35, 44, 66, 70, 71, 88, 89, 90, 92, 99, 118, 120, 122, 143, 176, 186, 199, 202, 205, 208, 209, 210, 211, 212, 219, 220, 224, 225, 226, 228, 234, 235, 237, 243, 244, 254, 257, 259, 269, 270, 273, 276, 279, 290, 291, 320, 333, 334, 335, 351, 354 Darkness Elementals, 210, 211, 212

369

Darleep, 256, 289 Daron destrier, 47, 78, 143, 287, 288, 289, 297, 315, 320 Darsen Hills, 294, 296 Dart Competitions, 82, 83, 110, 111, 112, 246, 260, 349 Dart Warrior, 82, 89, 260, 348 Dart Wars, 246 Darvan, 142, 184, 297 Darvesh the Unyielding, 290 Dathabam, 259 Dathapatis, 259, 362 Daughters of Darkness, 333, 334 Dawn Age, 88, 99, 186, 238, 273, 351 Daxdarian Organization, 258 Daxdarian Phalanxes, 258 Daxdarius, 30, 43, 74, 75, 225, 228, 295, 315, 316, 361 Daysenerus, 277, 352 Dearn, 339 Dearno, 272, 339 Death God, 159, 349 Death Rune, 20, 67, 108, 110, 114, 200, 205, 206, 210, 213, 214, 226, 229, 266 Decad, 266 Deck Crew, 22 Decurion, 250, 258, 364 Dehori, 211 Dekarchos, 250, 362, 364 Deksdeddius, 257 Delaeos Noble House, 339 Delainaeo Noble House, 338 Delecti the Necromancer, 28, 270, 333, 334 Demi-bird, 142, 144, 335 Demon Horses, 16, 142, 143, 144, 270, 332 Demons, 213 Deputy of the Master of Soldiers, 89 Deresagar, 241, 272, 337 Dereth, 68 Deretinic Charioteers, 302 Deretinic chariots, 155, 253 Deretinus, 112, 155, 301 Derik Jaldonkiller, 237 Derik Poljoni, 92 Detached Duties, 16 Devastation of the Vent, 89 Diamond Phalanx, 256 Diamond Storm Dragon, 187, 353 Diavizzi, 91, 168, 170 Dilantelm, 77 Dimoirites, 250, 258, 362 Dincoli Tribe, 121 Directed Magic, 207 Diros, 176, 187, 191, 220, 221 Discharge, 22 Discipline, 11, 19, 136, 259 Disease spirits, 62, 117, 177, 179, 213 Disorder Kegs, 71, 185 Disorder Rune, 210, 226 Ditali, 89, 90, 276 Divination, 83, 218, 219 Divine Aspects, 224 Divine Intervention, 207 Division, 44, 79, 247, 248, 353 Doblian, 79, 83, 84, 200, 228, 232, 260, 292, 294, 295, 296, 297, 298, 300, 301, 316 Doblian Dogeaters, 126, 200, 232, 294, 295 Dog Gods, 9

THE ARMIES AND ENEMIES OF DRAGON PASS Dog People, 86, 87, 159, 263, 353 Dogbone Hills, 195 Domanand, 87, 187, 308, 352, 353, 355 Donandar, 276 Dorastor, 87, 88, 93, 240, 247, 255, 262, 270, 334 Dormal the Sailor, 105 Double-file, 277 Double-pay, 20, 21, 250 Dove, 212 Dovgarsh Tribe, 81 Draconic mysticism, 106, 267 Dragon Banner, 272 Dragon Emperor, 81 Dragon of the Vast Teeth Hills, 317 Dragon Pass, 5, 10, 19, 24, 28, 30, 43, 44, 50, 74, 77, 79, 81, 84, 85, 86, 88, 92, 93, 94, 96, 98, 100, 104, 106, 108, 114, 116, 117, 121, 130, 141, 142, 143, 144, 150, 155, 156, 167, 168, 169, 171, 173, 176, 178, 181, 186, 195, 197, 211, 219, 230, 236, 238, 242,243, 246, 248, 261, 262, 263, 265, 266, 268, 269, 270, 276, 277, 278, 279, 280, 298, 313, 317, 318, 319, 321, 322, 323, 324, 325, 328, 331, 333, 335, 340, 348, 349, 351, 352, 353, 354, 356, 358, 359, 360, 362, 363 Dragon Pass Roads, 171 Dragon teeth, 70, 271, 317 Dragonbone, 26, 70, 271 Dragonewts, 26, 27, 42, 44, 58, 59, 70, 93, 100, 142, 173, 256, 271, 280, 289, 290, 334, 335, 358, 363 Dragonkill, 59, 77, 79, 92, 100, 155, 156, 186, 187, 208, 226, 231, 235, 256, 271, 276, 277, 278, 290, 305, 309, 333, 353, 356 Dragonrise, 81, 166, 186, 223, 246, 255, 261, 279, 286, 291, 299, 304, 307, 308, 309, 313, 319, 340, 360 Dragonspine, 121, 326, 347 Dragontooth Runners, 317 Dragoons, 150, 251, 252, 292, 293 Drenthi Grims, 307 Drill-masters, 17 Drogarsi, 15, 225 Dual-use spear, 54 Duck People, 327 Duck Point, 171, 177, 190 Ducks, 70, 327 Duke, 89, 249, 279, 357, 362 Dunstop, 186, 190, 263, 279, 310, 311, 356, 357, 360 Dunstop Foot, 310, 311, 359 Durbaddath, 24, 65, 68, 212, 225, 228, 297 Durengard, 187 Dwarf Mine, 30, 158, 271, 335 Dwarf of Dwarf Mine, 158, 271, 335 Dwarven Weaponry, 185 Dwarves, 28, 30, 32, 37, 50, 70, 71, 86, 158, 171, 185, 186, 188, 189, 198, 263, 271, 272, 280, 292, 310, 335, 336, 355, 365 Dykene, 86, 355 Eaglebrown Warlocks, 114, 215, 267, 318 Earth Elementals, 183, 184, 194, 198, 210, 211 Earth Rune, 191, 192, 197, 238, 247, 318 Earth Season, 95, 96, 100, 104, 166, 167 Earth Shaker’s Cult, 346 Earth Tarsh, 94, 279

Earth Twins, 236, 318, 346 Earthshakers, 142 East Wilds, 143, 155 Efrodar Blackhands, 237, 238 Egglord Warlocks, 273, 319 Egi, 227, 231 Eighteen Occupations, 10, 131 Eight-Horn, 330 Eiritha, 30, 100, 221, 226, 227, 240, 242, 274, 313 Ekus, 221 Elder Races, 5, 247 Elemental Deities, 57 Elemental Runes, 35, 208, 211 Elementals, 141, 184, 188, 194, 198, 199, 210, 211, 212, 214 Elempur, 232 Eleven Lights, 264, 267, 319, 360 Elevens, 77 Elf bows, 71 Elf Sea, 230 Elkoi, 72, 355 Elk-People, 93 Elmal, 24, 47, 99, 131, 143, 212, 221, 225, 227, 237, 240, 241, 242, 351, 354 Elmexdros, 76, 77, 78, 112, 155, 208, 225, 230, 247, 254, 256, 258, 290, 291 Elves, 28, 71, 230 Elz Ast, 91, 181, 285 Emeraldite Phalanx, 256 Empire of Gloom, 78 Empire of the Wyrms Friends, 6, 12, 59, 77, 79, 89, 93, 186, 242, 266, 270, 276, 321, 333, 352, 353, 362 Eneera Tor, 243 Enerali, 143 Enferalda, 225, 226 Engizi, 176, 221 Enlistment, 16 Enori, 225 Entalothosium, 250 Entekos, 221 Eol, 26, 27, 74, 84, 87, 260, 289, 295, 297 Eorls, 97, 99, 265 Erantha Gor, 225, 226, 236 Erelia, 221, 226 Erenbaya, 221 Ergeshi, 279, 345 Erigia, 91, 259, 260, 299 Erissa, 210 Ernalda, 93, 116, 187, 191, 197, 199, 202, 205, 210, 212, 225, 227, 235, 237, 238, 241, 242, 279, 318, 321, 336, 337, 346, 351, 354, 359, 363 Ernalda House, 197, 199 Erzanestyu, 230, 233, 256 Escalade, 183 Esrola, 191, 197 Esrolia, 11, 33, 88, 89, 90, 93, 98, 106, 141, 176, 187, 188, 190, 241, 242, 261, 265, 272, 273, 318, 321, 336, 340, 353, 355, 357, 359 Esrolian, 65, 88, 89, 105, 108, 153, 155, 164, 190, 192, 193, 197, 241, 242, 272, 273, 317, 318, 321, 336, 340, 359, 360 Esrolian Grandmothers, 241, 340 Esrovuling, 88 Esus, 227 Esvularings, 107 Eternal Battle Rune, 114, 210 Ethilrist, 10, 16, 106, 269, 270, 332 Etyries Caravan, 27, 91

370

Euglyptus the Fat, 357 Eurmal, 165, 237, 268 Eusibus, 233 Everlast Biscuits, 270 Ever-New-Glory, 87, 236, 354, 355 EWF, 74, 77, 79, 93, 103, 186, 187, 263, 266, 267, 277, 321, 352, 353, 354, 356, 362 Ezkankekko, 88, 225 Faceless Statue, 71 Fahyenhar, 112 Fahyenhite racing, 112 Far Pent, 92, 93 Far Place, 279, 320, 355 Farangold, 83 Fauld, 39 Favored weapons, 24, 94, 99, 104, 130, 131, 132, 235 Fazzur Wideread, 44, 105, 120, 166, 248, 261, 263, 313, 356, 358, 359 Fazzurites, 86, 279, 311, 313, 360 Feathered Axe, 13, 287 Feathered Dancers, 84, 111, 303 Feathered Horse Queen, 10, 44, 92, 165, 243, 318, 340, 341 Felt, 34, 36 Female Armor, 42 Ferfal Alliance, 121 Ferrule, 53 Fertility Rune, 205, 210, 238 Field Army, 76, 249, 256, 289 Field Commander, 44, 247, 248, 249, 261, 307 Field Marshal, 247 Field of the Tents of Silver, 262, 360 Field School of Magic, 6, 186, 200, 202, 215, 245, 248, 253, 254, 261, 283, 284, 285, 358 Fifth Wane, 111, 176, 187, 256, 290, 293, 299, 304, 307, 363 File, 6, 9, 14, 16, 17, 20, 21, 126, 132, 133, 135, 136, 137, 174, 179, 224, 229, 233, 249, 250, 251, 252, 258, 259, 277, 281, 292, 293, 295, 296, 302, 308, 315, 361, 364 File Depth, 135 File-Closer, 14, 250 File-Leaders, 6, 14, 17, 20, 21, 136, 250, 251, 252, 258, 259, 277, 295, 308, 361 Filichet, 118, 170, 309, 311, 353 Finovan, 240 Fire Elementals, 188, 198, 210, 211 Fire Season, 31, 38, 95, 96, 100, 112, 166, 167, 169, 177, 193, 303, 321, 357 Fire Tribe, 30 First Age, 19, 71, 88, 126, 144, 155, 157, 187, 195, 202, 237, 259, 270, 304, 309, 313, 334, 335, 351 First Battle of Chaos, 79, 207, 257, 291 First Blessed, 79, 83, 91, 112, 246, 247, 255, 260, 264, 285, 290, 299, 300, 301, 302, 303, 304 First Sword, 237 First Theyalan War, 351 First Wane, 82, 222, 250, 259, 296 Five Star Standard, 247, 283 Flamal, 221 Flash Jack, 328, 342 Flier Tactics, 151 Fliers, 8, 150, 151, 152, 289, 320, 321, 322 Flint Legion, 315

INDEX Flowers of Death, 299 Flying Animals, 150 Foot Bison, 86, 313 Foot-guard, 39 Footprint, 178, 246, 276 Foot-races, 113 Foraging, 144, 167, 169, 170, 178, 261 Fore-ram, 161 Forge Bone, 26, 274 Form Runes, 210, 219 Foulblood Woods, 276, 344 Founder, 20, 83, 107, 251, 253, 260 Four Rivers, 80, 105, 246 Four Storms, 24, 131 Four Torches, 94 Four Winds, 243, 342 Fourteen File Organization, 251, 252 Fourth Wane, 227, 252, 277, 298, 301, 354 Free Men, 325 Free Philosophers, 319 Freemen, 268 Friends of the Shah, 79 Fronela, 74, 98, 277, 280, 292, 353, 355, 362 Full Moon Corps, 41, 63, 68, 79, 200, 255, 286, 287 Full Panoply, 39 Furthest, 80, 82, 86, 119, 177, 181, 187, 263, 310, 311, 312, 313 Fuse Bone, 26 Fyrd, 9, 10, 12, 25, 88, 94, 95, 96, 97, 111, 125, 128, 130, 131, 132, 138, 264, 364, 365 Fyrdmen, 93, 96, 97, 132 Gagarth winds, 169 Gagix Two-barb, 276, 344 Galana, 47, 141, 143, 155 Galanin, 143 Galanini, 143 Gami, 70, 271, 335 Garan, 202 Gargoyles, 150 Gargron of Karresh, 82 Garhound, 355 Garrison Army, 76, 256, 290 Garsting, 87, 141, 228, 230, 234, 260, 304 Gate of Life and Death, 191 Gauntlet, 39 Gbaji, 71, 76, 88, 186, 237, 240, 295, 334 Gbaji Wars, 71, 186 Geasa, 35, 114, 266 Gemborg, 271, 272, 336 Generalship, 123, 124, 282 Genert, 28, 227 Genertela, 2, 27, 34, 37, 41, 43, 47, 50, 59, 65, 72, 78, 92, 93, 106, 120, 140, 141, 161, 163, 167, 168, 169, 182, 220, 229, 245, 259, 270, 276, 351, 363 Genius, 13, 15, 20, 120, 157, 205, 215, 250, 257, 282, 284, 285, 286, 290, 291, 299, 306, 356, 362 Gerak Kag, 192 Gerra, 111 Ghosts, 213 Giant Bees, 150, 152 Giant Beetles, 142 Giant Defenses, 195 Giant Hawks, 150, 152 Giant Wasps, 150, 152, 321 Giants, 77, 271, 287, 336 Gladiatorial combat, 111

Gladiators, 43, 111, 117 Glamour, 81, 222, 234, 247, 254, 255, 260, 263, 284, 286, 288 Glowline, 81, 116, 175, 181, 200, 205, 212, 219, 221, 222, 233, 234, 246, 255 Gobbler, 71 God Forgot, 88, 89, 106, 273 God Forming, 217 God Learner, 6, 12, 35, 223, 240, 267, 292, 321, 334, 349, 351 God of Winter, 91, 240 God Time, 74, 151, 186, 206, 210, 219, 223, 228, 230, 232, 233, 267, 269, 274, 335 God Wall, 159 Gods War, 29, 57, 143, 178, 186, 219, 226, 228, 235, 237, 238, 241, 256, 257, 291 God-talker, 362 Gold, 14, 15, 26, 28, 29, 32, 35, 44, 59, 61, 69, 77, 92, 143, 157, 199, 200, 203, 227, 238, 243, 257, 272, 281, 288, 290, 302, 306, 308, 325, 339, 340, 351, 352 Goldedge, 85, 87, 135, 236, 260, 311, 353, 355 Goldedge Foot, 135, 311 Golden Age, 74, 90, 190, 227, 242, 244 Golden Axles chariot regiment, 156 Golden Bow, 225, 227, 243, 340, 341 Golden Bow Spirit Society, 340, 341 Golden Dragon, 79, 353 Golden Ewe, 68 Golden Lion Empire, 363 Golden Racers, 272, 339 Golden Regiments, 29, 77, 287 Golden Shields, 135, 236, 308 Golden Spearman, 236, 351, 354 Goldeneye horse, 47, 92, 143, 243, 272, 340, 341 Gold-Gotti, 268, 325 Goldwave, 304 Good Place, 92 Gopher-People, 93 Gord-un, 93 Gorget, 39, 365 Gorphing River, 167 Gortania the Lucky, 112 Governor-General of Dragon Pass, 263, 356 Grace Priestesses, 241, 336 Graineaters, 297 Grandfather Mortal, 237 Granite Phalanx, 7, 228, 256, 290, 291, 296 Grantland, 362 Grantlands, 22, 116 Grargol Aks Tribe, 91 Grazeland Pony Breeders, 271, 340 Grazelanders, 10, 24, 37, 43, 47, 65, 68, 90, 92, 96, 98, 99, 108, 121, 165, 226, 236, 243, 244, 272, 274, 312, 325, 340, 341, 360 Grazelands, 118, 140, 176, 177, 190, 243, 316 Grazer Trade Road, 177 Great Army of Restraint, 88 Great Ballista, 278, 353, 356 Great Charioteer, 112 Great Darkness, 71, 90, 120, 143, 186, 202, 220, 225, 226, 228, 243, 244, 269, 273, 335 Great Division of the World, 79, 353 Great Enclosure, 77

371

Great Harpoon, 355 Great Houses, 259 Great Sister, 80, 111, 246, 248, 255, 283, 286 Great Temple of Ernalda, 336 Great Winter, 359 Greatsword, 58 Greatway Mountain, 280 Greaves, 32, 39, 46, 108, 365 Green Bows, 296, 311 Green Elves, 71 Green Horse, 272, 339 Greenbow, 234, 296, 311 Griffins, 5, 84, 150, 152, 197 Grim Soldiers, 133, 288 Grizzly Hills, 121 Grizzly Peak, 121, 326, 356, 357 Groin-flaps, 39 Guardian, 197, 199, 237, 241, 251, 253, 258, 277, 362 Guardian Spirits, 197 Guard-Thane, 268 Guige, 64, 66, 67 Guilders, 5, 99 Guildsmen, 326 Gullin Kan Tribe, 91 Gunda the Guilty, 349 Gunwale, 362 Gustbran, 30 Hago, 68 Hagodereth, 68 Half-cuirass, 37 Half-file Leader, 9, 14, 21, 250, 251, 252, 259, 277, 292 Halifitoor, 236 Hall burnings, 100 Hamippoi, 138, 154 Hammer and Anvil, 99, 123, 147 Hand-guard, 39 Harasarl, 241, 337 Hardros Hardslaughter, 88 Harl Ying Tribe, 91 Harmony Racing, 112 Harmony Rune, 112, 129, 210 Haronzangal, 87 Harpies, 150 Harrek the Berserk, 83, 106, 219, 246, 317, 320, 325, 340, 348, 349, 350 Harvar Ironfist, 279 Hastatii, 76, 258, 362 Hastatus, 20, 225, 228, 233, 258, 303, 351 Hauberk, 38, 39, 365 Hawk, 212, 319 Hazarabam, 259 Hazarapatis, 259, 362 Hazars, 78, 80, 259 Headhunters, 117, 145, 264, 323, 324 Heartland Corps, 18, 74, 80, 81, 82, 85, 215, 229, 246, 248, 256, 257, 259, 260, 289, 298 Heavy Cavalry, 7, 8, 285, 287, 288, 289, 297, 298, 299, 301, 303, 304, 306, 309, 312, 313, 314, 315, 316, 317, 318, 319, 320, 322, 323, 324, 328, 329, 330, 332, 335, 338, 339, 340, 341, 342, 343, 344, 347, 364 Heavy Infantry, 7, 8, 104, 274, 286, 287, 288, 289, 290, 291, 292, 293, 296, 302, 305, 307, 308, 310, 311, 312, 314, 315, 316, 317, 325, 326, 331, 332, 333, 334, 335, 336, 337, 338, 341, 342, 345, 350,

THE ARMIES AND ENEMIES OF DRAGON PASS 364 Hecolonti, 271 Hedkoranth, 218, 225, 272, 273 Helamakt, 241, 337, 338 Helemshal, 230 Heler, 68, 167, 176, 225 Heliacal, 234, 351 Hell cults, 288 Hell Sisters, 288 Helmet Furniture, 41, 43 Helmets, 29, 32, 41, 42, 43, 67, 68 Helmsman, 22, 162, 163 Hemithorakion, 37, 39, 42 Hendira, 338, 359 Hendriki, 89, 90, 94, 99, 173, 264, 273, 276, 319, 320, 325, 357 Hendriki Roads, 173 Hendrikiland, 98, 276, 358, 359 Hendrikings, 88, 89, 90, 202, 340 Hendrustus, 233 Henjarl, 81, 84, 233, 289, 305 Heortland, 34, 65, 82, 88, 89, 90, 105, 106, 107, 140, 141, 187, 197, 224, 237, 238, 246, 265, 273, 276, 340, 356 Heortlings, 88, 112, 131, 236, 277, 352 Hercine, 112 Herd Guard, 25 Hero Forming, 44, 215 Hero Light, 77, 81, 89, 90, 95, 215 Hero Wars, 2, 5, 6, 9, 16, 40, 74, 105, 110, 118, 160, 176, 182, 208, 219, 222, 223, 224, 238, 250, 264, 265, 266, 268, 269, 270, 276, 281, 317, 348, 351 Heroes, 5, 8, 15, 43, 44, 61, 66, 106, 111, 114, 121, 123, 126, 151, 152, 153, 164, 165, 193, 213, 214, 215, 222, 246, 262, 270, 282, 286, 318, 346, 349 Herongreen, 173 Heroquest, 204, 270, 306 Heroquesting, 208 Hesterneo, 353, 355 Hethana, 68 Hidden Gale, 326 Hide, 26, 27 High King, 93, 98, 99, 119, 272, 316, 340, 349, 359 High Llama, 100, 102, 104, 140, 141, 142, 144, 179, 269, 274, 278, 322, 323, 328, 329, 330, 342, 343 High Llama Tribe, 102, 140, 141, 269, 274, 278, 322, 323, 328, 330, 342 Highlight, 75, 258, 290, 291, 293, 294, 295, 297, 300, 316 Highlight Regiments, 75, 258 Hiia Swordsman, 27, 37, 165, 243, 341 Hill of Gold, 234, 235, 314, 355 Hill-Forts, 96, 195 Hilltop Bandit People, 257 Hilltown, 118, 170, 263, 310 Hipparch, 250, 362, 364 Hippobatas, 136, 292, 293 Hippoi, 84, 233, 235, 243 Hirenmador Tribe, 75, 90, 154, 157, 233 Hofstaring Treeleaper, 44 Holay, 2, 85, 86, 87, 98, 118, 170, 177, 224, 226, 234, 236, 262, 263, 276, 307, 308, 309, 311, 352, 353, 354, 355, 363 Holay Standards, 262 Hold-rowers, 22, 162 Hollari, 168, 211, 363 Holy Country, 22, 27, 31, 34, 37, 58, 60, 74, 82, 88, 89, 90, 92, 98, 105, 106,

116, 155, 160, 161, 162, 167, 168, 169, 171, 172, 173, 177, 181, 188, 199, 207, 243, 246, 248, 265, 268, 272, 273, 274, 276, 317, 319, 336, 339, 340, 349, 350, 357, 358 Holy Day, 198, 204, 208, 218, 220, 359 Home Garrison Army, 256, 290 Homeward Ocean, 106, 167, 280, 350 Hon-eel, 22, 44, 81, 83, 111, 116, 120, 168, 222, 223, 225, 229, 230, 236, 246, 251, 253, 264, 293, 296, 298, 299, 302, 303, 312, 346, 357, 358 Hoplite shields, 63, 65, 132, 137 Hoplites, 2, 22, 37, 39, 40, 41, 43, 44, 54, 58, 63, 64, 65, 74, 75, 78, 79, 81, 83, 84, 85, 86, 87, 111, 113, 126, 132, 133, 134, 135, 136, 137, 186, 191, 202, 224, 236, 256, 258, 259, 260, 264, 277, 288, 289, 290, 291, 292, 293, 296, 302, 305, 308, 310, 314, 315, 316, 362, 364, 365 Horal, 107 Horali, 88, 107, 273, 318 Horde Breakers, 316 Horn, 26, 30, 237, 330 Horse, 10, 16, 24, 40, 44, 46, 47, 48, 51, 68, 69, 75, 85, 90, 91, 92, 100, 106, 112, 135, 142, 143, 144, 153, 154, 165, 168, 179, 182, 219, 225, 226, 227, 229, 231, 233, 235, 243, 244, 245, 259, 266, 269, 270, 271, 272, 274, 278, 298, 299, 300, 301, 303, 306, 309, 312, 313, 314, 318, 332, 339, 340, 341, 342, 349, 355, 357 Horse archers, 8, 78, 79, 83, 84, 90, 92, 135, 136, 141, 157, 245, 259, 260, 299, 300, 301, 340, 341 Horse archery, 87 Horse Lords, 90, 144, 153, 231 Horse Orlanthi, 274 Horse People, 24, 69, 90, 91, 92, 143, 154, 168, 243, 244, 271, 299, 300, 355 Horse Tribes, 90, 243 Horsethane, 131 Hot Storm, 167 Hound of Zeral, 332 House Guards, 272 Housecarls, 9, 10, 23, 93, 94, 95, 96, 97, 98, 99, 114, 128, 131, 132, 165, 265, 273, 327, 347, 364 Household Foot, 67, 288 Hrestol, 225, 320, 323 Hsunchen, 24, 25, 27, 44, 49, 86, 87, 93, 210, 230, 268, 274, 278, 280, 348, 363 Huang Tribe, 81 Humakt, 11, 23, 24, 28, 59, 78, 88, 94, 95, 96, 97, 108, 110, 114, 116, 131, 193, 206, 212, 213, 221, 224, 225, 227, 229, 233, 234, 236, 237, 238, 240, 241, 242, 243, 259, 266, 270, 277, 292, 301, 308, 309, 310, 315, 317, 322, 323, 324, 326, 327, 328, 334, 338, 341, 346, 349, 355 Humakti, 10, 11, 14, 15, 16, 20, 23, 24, 27, 60, 61, 67, 95, 108, 110, 111, 114, 125, 129, 130, 132, 150, 165, 205, 213, 215, 224, 237, 238, 243, 265, 266, 268, 270, 272, 273, 317, 338, 360, 362 Humakti Battalion, 10, 14, 15, 16, 24, 129, 130, 150, 224, 237, 265, 266, 270, 317, 338 Humakti Duel, 108 Humakti Organization, 266 Human Sacrifice, 114

372

Hundred-Thane, 14, 130, 265, 266, 318, 362 Hungry Plateau, 74, 81, 84, 259, 298 Hunting, 10, 85, 112, 170, 254 Hwarin Dalthippa, 24, 65, 80, 170, 225, 226, 229, 230, 234, 251, 253, 277, 292, 293, 299, 305, 308, 309, 346, 355 Hyalor, 87, 227, 235, 244, 262, 300, 301 Hyalorings, 90, 143, 233 Hydra, 273, 340 Hydra Mountains, 273 Hypaspists, 40, 74, 83, 125, 126, 135, 137, 305, 364 Ice demons, 211, 212, 363 Iceland Starclubs, 26, 260, 295 Iduna, 269 Ignifer, 83 Ilarch, 250, 362 Ililbervor, 200 Illaro, 121, 236 Illaro Dynasty, 236 Illusion Rune, 200, 210 Illusory Regiment, 344 Impala, 44, 100, 102, 104, 142, 144, 179, 269, 274, 275, 278, 330, 343 Impala Tribe, 44, 102, 269, 275, 278, 343 Imperial Bodyguard, 21, 80, 165, 245, 246, 248, 255, 282, 283, 286, 287 Imperial Courier Service, 170, 175, 176 Imperial Field Army, 76 Imperial Provincial General, 118, 261, 262, 281, 356, 358 Imperial Solar Chariot, 112, 227 Imperial Standard, 76, 247 Imperial Sun, 226, 243, 244 Imperial Train, 287 Imperial Warlord, 247, 283 Impi, 269, 331, 364 Imther, 85, 86, 87, 98, 118, 119, 170, 177, 230, 234, 236, 262, 263, 276, 309, 310, 313, 351, 355 Imther Mountains, 86, 263 Imtherite, 42, 234 Independent Schools, 215, 255 Ingakotum, 229 Ingenew Redson, 238 Ingilli Guardsmen, 273 Inginew Redson, 30, 59 Ingini, 83 Inhuman King, 334, 335 Inhuman Occupation, 270 Inverted Wedge, 129 Invincible Golden Horde, 77, 155, 156, 235, 256, 267, 276, 277, 290, 305, 333, 353, 363 Invisible God, 68, 107, 320, 323 Iothaka, 256 Ipharia Enestratos, 306 Irillo, 88, 89, 187, 225, 241, 272, 337, 338, 339 Irillo Hundreds, 9, 88, 89, 241, 272 Iron, 2, 28, 29, 31, 32, 33, 35, 49, 56, 59, 62, 71, 81, 82, 88, 185, 271, 281, 286, 287, 289, 292, 317, 320, 323, 334, 336 Iron Dwarves, 28, 29, 33, 35, 271 Iron Mountains, 28 Iron Ram, 185 Ironhoof, 269, 271, 331 Ironwood, 28 Irrippi Ontor, 165, 215, 284 Isalla, 321

INDEX Isidilian, 335 Isle Dangerous, 121 Issaries, 165, 176, 240, 265, 325 Jadentin the Avenger, 340 Jagrekriand, 221 Jajagappa, 117, 159, 221, 235, 262, 353 Jajalarings, 86, 87, 159, 235, 353 Jakaleel the Witch, 165, 200, 218, 225, 254, 288 Jaldon Goldentooth, 100, 104, 184, 237, 242, 268, 274, 328 Jan the Maker, 202 Jannisor, 65, 143, 222, 232, 234, 277, 353 Janube River, 78, 247, 353, 355, 363 Jarang Bladesong, 349 Jarasans, 75, 76 Jardan, 243 Jardanroste Polestar, 341 Jar-eel, 22, 26, 83, 91, 106, 219, 222, 223, 230, 246, 283, 287, 317, 349 Jarolar, 189, 190, 194 Jarosar, 171 Jarsandron Tenherds, 340 Jarst, 85, 86, 87, 228, 229, 234, 236, 260, 291, 302, 355 Jasper Phalanx, 257, 290 Javelin, 7, 9, 17, 31, 53, 54, 55, 56, 60, 64, 66, 94, 102, 104, 107, 130, 131, 132, 140, 145, 151, 272, 278, 280, 287, 294, 295, 296, 297, 298, 301, 303, 305, 307, 308, 309, 310, 312, 313, 314, 317, 322, 323, 324, 325, 327, 328, 329, 330, 334, 338, 339, 346, 347, 365 Javelin Broo, 334 Javelineers, 18, 138, 145, 149 Jazerant, 36 Jenarong, 75, 112, 154, 227, 231, 233, 300 Jenarong Dynasty, 154, 233 Jenarong Era, 75, 300 Jenet-aror, 83 Jerkin, 39, 365 Jillaro, 80, 81, 118, 119, 144, 170, 177, 229, 230, 234, 306 Jillaro-of-the-Prince’s Green, 170 Jintori, 297 Jofrain, 98 Joker Prince, 79 Jolanti, 71, 189, 211, 335 Jomes Hostralos, 307, 315 Jonatela, 83, 98, 226, 349 Jonstown, 97, 166, 171, 186, 188, 189, 190, 197, 264, 295, 296, 299, 308, 310, 312 Jrusteli, 12, 161, 164, 230 Jugger, 220, 221 Julin Marsk Tribe, 91 Juror, 363 Kalavan, 241, 337 Kalikos expeditions, 91 Kallabu, 258, 362 Kallyr Starbrow, 44, 97, 121, 165, 166, 264, 316, 317, 319, 321, 323, 326, 327, 359, 360 Kalvostos, 257, 290 Karantes the Red City, 116 Karasal, 79, 83, 200, 225, 260, 293, 294, 297 Kargzant, 24, 90, 91, 112, 168, 170, 210, 212, 221, 225, 226, 227, 243, 244, 259, 285, 299, 340, 341, 342 Karia March, 275, 355

Karmanoi, 78, 259 Karmathos, 232 Karndasal, 37, 68, 212, 225, 228, 230, 295 Karresh, 82, 315 Karse, 82, 90, 105, 106, 177, 357, 358 Kashis Tribe, 81, 90, 91, 157, 168, 170 Kastokum, 230 Kastokus, 76, 90, 92, 120, 150, 225, 227, 230, 299, 300, 316 Kastokus Tradition, 150, 230 Katchpidi, 257 Keener Than, 332 KefTavar, 227 Kenstratus, 296 Kentarch, 250, 251, 258, 362, 364 Kero Fin, 181, 226, 238, 279, 326, 347 Kerofini, 279 Kert tent, 52, 168, 170, 351 Kethaela, 88, 89, 90, 105, 116, 143, 243, 266, 272, 317, 319, 321, 322, 325, 340, 349, 351, 358, 359 Kethaelans, 30 Khan, 24, 25, 100, 110, 142, 240, 250, 266, 278, 322, 328, 329, 330 Khardaziel Blackwind, 330 Kheldon Tribe, 99, 264, 316, 323 Khelmal, 234, 236, 309, 310, 314, 351 Khordavu, 75, 87, 231, 233, 256, 351 Khordavu Dynasty, 351 Khordavu Era, 87, 231 Khorisimus the Superior Racer, 112 Khorzanelm the Magnificent, 76 Kill You Regiment, 10, 77, 305 Kimantor, 88, 187, 225, 273 Kimantor of Nochet, 88 Kimantorings, 22, 88, 89, 90, 273, 338 Kingdom of Ignorance, 91, 117, 225, 243 Kingdom of War, 349 Kinstrife, 108 Kitor, 78, 88, 227, 279 Kitori, 88, 99, 279, 340, 354 Klanth, 70, 271 Kolati, 211, 322 Kontos, 18, 54, 56, 62, 78, 104, 145, 148, 276, 287, 288, 289, 298, 299, 301, 304, 314, 315, 320, 323, 332, 340, 341, 342, 345, 347, 364, 365 Kopis, 35, 58, 60, 104, 283, 297, 309, 312, 366 Kordros Earth Temple, 223, 346 Kordros Island, 86, 119, 190, 263, 310, 356, 357, 359 Korff, 70, 271, 335 Korola-ator, 294 Korzant Tribe, 151 Kostaddi, 79, 83, 84, 112, 232, 234, 259, 260, 288, 289, 290, 298, 304, 305, 306 Kostajor Wolf-Champion, 268 Kraken, 187, 339 Kralorela, 27, 32, 81, 91, 144, 182, 221, 224, 243, 270, 321 Kralorelans, 60, 81, 106, 161, 249, 363 Krarsht, 110 Krisa Yor, 106 Krise, 329, 342 Kroft Tribe, 81 Kuranits, 91 Kuschile, 27, 87, 227, 300 Kynnelfing Alliance, 263, 277, 305, 346, 353 Lacquer, 27, 28, 31, 51, 224

373

Lady of the Wild, 226, 231, 331 Lake Oronin, 78, 228 Lakrene, 81, 85, 86 Lamellar, 27, 29, 36, 37, 39, 46, 47, 148, 255, 276, 281, 285, 291, 298, 302, 365 Laminar, 36 Laminated bow, 50 Lance, 54, 104, 230, 287, 288, 297, 298, 303, 306, 316, 319, 323, 328, 329, 330, 331, 342, 343, 344, 346, 348 Lancers, 18, 84, 125, 148, 250, 259, 298, 343, 344 Land of the Dead, 106, 214 Laramite Hills, 87, 355 Lasadag Lions, 37, 41, 65, 225, 294, 295 Last Royal Betrayal, 241 Lavic Legion, 258, 315 Law Rune, 68, 129, 210 Lawspeaker, 363 Leaping Sun, 278 Leather, 27, 30, 36, 41, 42, 46, 65, 67, 69, 99, 119, 281, 288, 289, 291, 292, 295, 296, 297, 298, 299, 300, 303, 304, 305, 307, 308, 309, 310, 311, 312, 313, 314, 321, 322, 323, 324, 325, 326, 327, 328, 329, 330, 331, 332, 333, 334, 336, 337, 338, 339, 341, 342,345, 347, 348, 350, 365 Legate, 8, 249, 364 Leika Black Spear, 264, 323 Lendarsh, 225, 228, 300 Lendarshi Tribe, 90, 225 Lenshi Tribe, 90 Lesser Darkness, 276, 351 Lestakus, 221 Lhankor Mhy, 62, 165, 176, 221, 223, 225, 319, 321 Light Captain, 277, 279 Light Captain Lieutenant, 277 Light Cavalry, 7, 8, 285, 298, 299, 300, 301, 304, 306, 309, 314, 318, 319, 321, 324, 325, 328, 329, 330, 331, 339, 341, 342, 343, 344, 345, 347, 348, 364 Light Infantry, 7, 8, 255, 274, 283, 285, 294, 295, 296, 297, 298, 303, 306, 307, 308, 309, 310, 311, 312, 313, 314, 316, 319, 320, 321, 326, 327, 331, 333, 334, 335, 338, 347, 348, 350, 364 Light Orlanthi, 94 Lightfore, 220, 221, 352 Lightning Strike, 96 Line Regiment, 16, 33, 76, 77, 135, 137, 258, 291, 362 Linen, 27, 33, 34, 36, 38, 281, 288, 289, 295, 296, 297, 298, 299, 307, 308, 309, 310, 311, 312, 314, 323, 324, 325, 326, 332, 339, 342, 345 Linothorax, 27, 34, 36, 37, 40, 44, 136, 148, 238, 281, 294, 296, 307, 308, 309, 314, 319, 323, 324, 345, 365 Linstingland, 87, 135, 355 Lion, 24, 65, 79, 93, 111, 212, 225, 228, 230, 276, 278, 295, 363 Lion Guard, 230 Lion Men, 230 Lion Shahs, 79, 230, 295 Lion-People, 93, 278 Little Cafol, 85, 87, 135, 355 Little Vanntar, 355 Lochagos, 250, 258, 362 Lodril, 28, 30, 53, 225, 228, 231, 234, 296, 303

THE ARMIES AND ENEMIES OF DRAGON PASS Lodrilli, 9, 53, 73, 74, 83, 86, 125, 171, 231, 303 Lo-fak, 93 Logistics, 12, 46, 61, 70, 86, 92, 122, 126, 140, 144, 152, 156, 158, 159, 160, 162, 165, 167, 168, 169, 170, 173, 174, 177, 178, 179, 180, 181, 182, 186, 248, 261, 270, 279 Lokarnos, 171, 220, 221, 225, 227 Lolon, 309, 314, 351, 352, 355 Long Spear, 54, 94, 308, 366 Longsi Land, 197, 272 Longspear Slayers, 274 Lord Demon of Death, 88 Lord General, 76, 247, 249 Lorion, 221 Loskalm, 143, 247, 349, 363 Lost Rocks, 220, 221 Lost Sky, 298 Lottery Swords, 59 Luck Rune, 100, 192, 193, 207, 210 Lunar, 21 Lunar Allies, 260 Lunar Army, 6, 8, 13, 15, 18, 20, 21, 63, 73, 77, 79, 80, 81, 84, 87, 90, 91, 105, 113, 126, 136, 138, 157, 174, 175, 181, 186, 190, 202, 206, 225, 232, 245, 246, 247, 248, 250, 253, 254, 255, 256, 257, 258, 259, 260, 261, 264, 276, 281, 282, 283, 286, 289, 290, 295, 296, 297, 301, 315, 316, 317, 340, 357, 358, 359, 364 Lunar Army Corps, 248 Lunar College of Magic, 8, 206, 214, 215, 223, 253, 254, 283, 286, 308, 312, 333, 358 Lunar Cycle, 208, 212, 215, 222, 254, 282, 284, 285, 286 Lunar Deer, 143, 182, 259, 275 Lunar Empire, 5, 6, 10, 20, 35, 58, 74, 78, 79, 80, 81, 82, 83, 85, 86, 87, 88, 89, 91, 105, 110, 111, 112, 116, 117, 118, 125, 134, 151, 157, 167, 171, 172, 176, 177, 179, 181, 200, 204, 205, 208, 214, 222, 224, 226, 227, 229, 230, 231, 232, 234, 240, 243, 246, 247, 248, 249, 250, 251, 253, 255, 256, 259, 262, 263, 264, 268, 270, 276, 278, 279, 281, 282, 283, 285, 287, 289, 294, 309, 313, 317, 320, 323, 324, 325, 326, 327, 346, 349, 353, 354, 358, 359, 362 Lunar Headquarters, 248, 282 Lunar Heartlands, 10, 16, 17, 58, 79, 80, 125, 187, 247, 251, 256, 261, 263, 358, 359 Lunar Immortals, 200 Lunar Magic, 205, 263, 284 Lunar Method, 21 Lunar Phase, 81, 181, 222, 247, 254 Lunar Provincial Army, 22, 35, 85, 86, 87, 91, 121, 229, 246, 260, 263, 308, 316, 340, 358 Lunar Recruit Training, 17 Lunar Regiment Organization, 249, 250 Lunar Way, 74, 82, 85, 118, 186, 225, 226, 227, 229, 233, 307, 309 Lyksos River, 187, 191 Mace, 48, 94, 104, 346, 366 Machairaphoroi, 130, 287, 292, 308, 334 Mad Sultanate, 86, 246, 255, 256 Magical Armor, 42 Magical Corps, 80, 248, 284

Magical Geography, 218 Magical Healing, 213 Magical Matrices, 42 Magical Regiment, 203, 205, 206, 207, 214 Magical Regiments, 203, 205, 214 Magical Roads, 173 Magnificus, 22 Mahzanelm, 351 Major Classes, 215 Malani Tribe, 99, 264, 265, 268, 324 Malevolent spirits, 213 Malkion the Founder, 107 Malkioni, 90, 225, 267, 273, 318, 363 Malkionism, 107, 363 Man Rune, 100, 114, 219 Manica, 40 Manimat, 225, 236, 351 Maniria, 34, 105, 141, 143, 276, 323, 325 Manirian Road, 116, 172 Manticores, 70, 269, 293, 331 Maran Gor, 116, 142, 186, 210, 225, 236, 238, 279, 346, 347 Marble Phalanx, 74, 224, 257, 291 Marching Camps, 175 Marching Columns, 174 Marine-Leader, 22 Marines, 22, 88, 161, 338 Marofdul, 236 Masassakar, 355 Mastakos, 220, 221, 227 Master of Battle, 89 Mastery Rune, 55, 200, 210 Maul, 48, 366 Melsorkorth, 256, 290 Men-and-a-Half, 104, 137, 269, 274 Mephos, 83, 294, 349 Mercenaries, 6, 10, 11, 12, 13, 22, 23, 78, 80, 86, 88, 93, 96, 97, 98, 99, 105, 106, 113, 118, 119, 122, 132, 139, 150, 157, 166, 206, 226, 236, 237, 242, 259, 260, 263, 264, 265, 266, 268, 270, 272, 273, 274, 275, 278, 279, 280, 298, 310, 312, 316, 320, 325, 326, 331, 336, 338, 342, 348, 349, 353, 354 Mercenary Contracts, 12 Mercenary Officer’s Contract, 12 Mercenary Soldier’s Contract, 12 Merchants, 173 Mesavos, 257, 291 Middle Air, 206, 220, 221, 360 Middle Sea Empire, 89, 93, 143, 187 Middle World, 73, 77, 92, 106, 186, 205, 206, 207, 210, 213, 217, 220, 244, 269, 283 Mikyh, 240 Military Intelligence Corps, 250, 262, 265 Militia, 9, 10, 12, 13, 16, 17, 18, 19, 22, 23, 25, 35, 37, 77, 81, 86, 87, 88, 89, 91, 94, 95, 98, 108, 114, 120, 125, 127, 128, 131, 132, 166, 167, 181, 190, 241, 245, 259, 260, 263, 264, 265, 266, 268, 272, 277, 278, 282, 286, 294, 296, 300, 301, 302, 309, 310, 311, 314, 321, 323, 325, 326, 327, 328, 331, 335, 337, 339, 342, 343, 344, 345, 347, 359, 364 Mining, 183, 185 Minor Classes, 215, 253, 254, 285 Minotaurs, 240, 269, 331 Mirin Moon Mages, 80, 261, 308 Mirinite Swords, 40, 80, 308 Miscellaneous Titles, 249, 265 Mitchuinn, 225, 346

374

Mo Baustra, 37, 43, 135, 275, 277, 345, 355 Mobility Rune, 44, 61 Moirades, 357 Molari-sor, 83 Monitor, 250, 251, 253, 364 Moon Arrow, 119, 300 Moon Boats, 175, 181, 182, 246 Moon Haters, 346, 347 Moon Rune, 44, 67, 192, 197, 200, 208, 215, 238, 247, 248, 303 Moonrock, 186, 199, 207, 208, 212, 284 Moonsword, 58, 230, 283, 287 Moonsword cult, 230, 283, 287 Moonswords, 26 Moonwall, 292 Morale, 165, 282, 283, 285, 286, 287, 288, 289, 290, 291, 292, 293, 294, 295, 296, 297, 298, 299, 300, 301, 302, 303, 304, 305, 306, 307, 308, 309, 310, 311, 312, 313, 314, 315, 316, 317, 318, 319, 320, 321, 322, 323, 324, 325, 326, 327, 328, 329, 330, 331, 332,333, 334, 335, 336, 337, 338, 339, 340, 341, 342, 343, 344, 345, 346, 347, 348, 350 Morokanth, 104, 155, 274 Moskalf, 220, 221 Mostali, 28, 29, 30, 43, 189, 198, 335 Mount Jernotius, 316 Mountain Giant, 336 Mounted Archers, 148 Mounted Beaked Dragonewts, 335 Movement Rune, 67, 100, 114, 153, 210 Mudhens, 326 Mularik Ironeye, 320 Mule, 143, 144, 182 Murharzarm, 75, 355 Muscle cuirass, 40, 365 Muse Roost, 269 Muskets, 71, 271, 336 Muster-roll, 13, 16 Natha, 111 Native Corps, 236, 260, 261, 263 Naveria, 116, 257 Nest Thieves, 296 New Jillaro, 144, 230 New Lolon, 309, 314, 351, 355 New Lolon Foot, 309, 314 New Pavis, 114, 197, 268, 278 New Protectorate, 79 Nida, 271, 292 Night Jumpers, 99, 151, 320 Night Warfare, 99 Nights of Horror, 81, 90, 91, 229, 243, 297 Nivorah, 80, 90 No Man’s March, 92 Noble Brothers, 88, 225, 241, 242, 272, 339 Noble Brothers Temple, 241 Noble Houses, 22, 273, 339 Noble Husbands, 339 Nochet, 82, 88, 89, 90, 105, 106, 176, 177, 187, 191, 197, 225, 241, 242, 265, 272, 273, 311, 318, 325, 336, 337, 338, 339, 355, 359, 360 Nolerianmar, 241, 339 Norinel Noble House, 225, 338 North Dona, 353, 355 North March, 272 Northbank, 355 Northern Theyalans, 35

INDEX Nudity, 44 Nysalor, 74, 91, 219, 352 Oakfed, 6, 204, 211 Oarsmen, 22 Oases, 177 Odayla, 24, 84, 212, 221, 226, 231, 326 Odaylings, 84, 231 Old Carmania, 79, 225, 227, 294 Old Fronelan, 78 Old Hendriki, 94 Old Pavis, 189 Old School, 346 Old Soldiers, 232 Old Tarsh, 94, 98, 236, 279, 318, 346, 357, 360 Old Wind Temple, 320 Omens, 218 Onelisin Cat-Witch, 268 Onjur, 263, 357, 359, 360 Only Old One, 88, 89 Onyx Phalanx, 257 Oofmartha, 238 Open Melee, 87, 94, 104, 126, 127, 128, 147, 156, 164 Open order, 64, 76, 123, 130, 132, 134, 146, 200, 277, 282, 283, 285, 286, 287, 289, 294, 295, 296, 297, 298, 299, 300, 301, 302, 303, 304, 305, 306, 307, 308, 309, 310, 311, 312, 313, 314, 316, 318, 321, 324, 325, 326, 327, 328, 329, 331, 333, 334, 335, 336, 338, 339, 340, 342, 344, 345, 347, 348, 350, 361, 364 Opening, 9, 160, 187 Opili Tribe, 81, 98 Optio, 250 Optioon, 250, 362 Oraya, 79, 81, 82, 83, 90, 91, 112, 116, 228, 229, 230, 246, 247, 255, 260, 287, 291, 300, 302, 303 Ordanestyu, 352 Order of Battle, 122 Ordmat, 233 Orenair, 87, 307, 355 Oria, 116, 234 Orindori Clan, 356 Orlanth, 9, 14, 21, 24, 30, 57, 68, 85, 93, 95, 96, 98, 107, 111, 114, 131, 143, 165, 176, 187, 189, 195, 199, 202, 205, 206, 207, 210, 212, 218, 220, 221, 224, 225, 226, 227, 231, 234, 235, 236, 237, 238, 240, 241, 242, 243, 262, 268, 274, 279, 318, 319, 320, 322, 323, 324, 325, 326, 327, 328, 329, 330, 340, 343, 346, 347, 351, 354, 359, 363 Orlanth Adventurous, 24, 187, 226, 237, 240, 242, 318, 322, 324 Orlanth Thunderous, 176, 187, 210, 226, 319, 320, 322 Orlanthi, 8, 9, 10, 11, 12, 13, 14, 15, 16, 20, 21, 22, 23, 24, 25, 28, 30, 34, 35, 37, 41, 43, 44, 47, 55, 56, 57, 63, 67, 68, 69, 70, 72, 74, 79, 81, 85, 86, 87, 88, 90, 92, 93, 94, 95, 96, 97, 98, 99, 100, 107, 108, 111, 112, 113, 114, 116, 117, 119, 126, 127, 130, 131, 132, 138, 141, 143, 151, 153, 155, 156, 157, 165, 166, 167, 168, 176, 177, 188, 190, 192, 193, 200, 205, 218, 219, 220, 221, 224, 225, 226, 227, 229, 234, 235, 237, 238, 240, 241, 242, 244, 245, 246, 247, 262, 263, 264, 265, 266, 268, 271, 272, 273,

274, 276, 277, 279, 280, 281, 289, 306, 307, 309, 313, 317, 318, 319, 329, 334, 340, 346, 352, 353, 354, 355, 358, 359, 362, 363 Orlanthi Chariots, 155 Orlanthi Duel, 95, 107 Orlanthi Fliers, 151 Orlanthi Method, 12, 20, 21, 22 Orlanthi Standards, 266 Orlanthland, 352 Orntar the Plow, 279 Orogeria, 85, 226, 231, 294, 314 Orogoros, 225, 228 Oronin River, 73, 78, 79, 83, 90, 228, 260, 291, 292 Oslir River, 22, 73, 74, 80, 82, 85, 86, 118, 119, 176, 177, 181, 262, 263, 281, 301, 303, 304, 307, 309, 312, 351, 363 Oslira, 176, 221 Ostling Four-wolf, 268 Ostrich, 103, 104, 143, 144, 179, 274, 275, 278 Ostrich Tribe, 103, 274, 275, 278 Otkorion, 98 Ouragos, 250, 362 Padding, 38, 108 Palace of Black Glass, 88 Palangio the Iron Vrok, 88 Palashee Longaxe, 236, 357 Panoply, 39, 40 Panther-People, 93 Pasat, 362 Pascadathapatis, 259, 362 Pascasatapatis, 259, 362 Passion spirits, 213 Pasti, 259 Pauldrons, 40 Pavis, 24, 71, 92, 93, 100, 103, 110, 114, 155, 156, 173, 184, 189, 192, 197, 226, 243, 250, 257, 266, 268, 273, 274, 275, 276, 277, 278, 291, 299, 306, 317, 324, 325, 333, 342, 345, 353, 355, 356, 358 Pavis County, 114, 268, 356 Pavis County militia, 114 Pavis Road, 155, 173 Pavis Royal Guard, 24, 93, 114, 146, 266, 268, 276, 324 Pavis Survivors, 24, 100, 274, 276 Peace Clans, 96 Pectoral, 37, 40, 200, 294, 297, 337, 365 Pedestal, 105 Pelanda, 74, 75, 78, 79, 90, 111, 136, 190, 225, 227, 228, 230, 245, 295 Pelandan, 8, 41, 43, 68, 74, 75, 76, 78, 79, 80, 83, 85, 135, 225, 228, 230, 249, 251, 258, 259, 295, 315, 316, 362 Pelandre, 295, 316 Peloria, 8, 9, 16, 19, 22, 30, 33, 43, 53, 73, 74, 75, 78, 79, 80, 81, 85, 86, 87, 88, 90, 91, 92, 93, 98, 105, 112, 114, 116, 117, 120, 126, 136, 139, 140, 142, 143, 144, 150, 153, 154, 168, 169, 170, 171, 177, 178, 181, 187, 188, 226, 228, 229, 230, 231, 234, 235, 236, 240, 244, 246, 256, 258, 263, 271, 273, 275, 276, 277, 279, 298, 313, 351, 352, 354, 355, 362, 363 Pelorian, 8, 30, 37, 39, 41, 43, 65, 69, 73, 74, 79, 81, 83, 86, 87, 111, 112, 116, 126, 141, 153, 154, 156, 170, 176, 182, 190, 193, 226, 227, 234, 245, 248, 250,

375

259, 263, 266, 304, 313, 361, 362 Pelorian Chariots, 153 Pelorian Roads, 170 Peltasts, 74, 76, 83, 84, 85, 87, 126, 127, 135, 138, 166, 251, 260, 269, 294, 295, 303, 306, 307, 314, 315, 331, 334, 345, 364 Pent, 76, 81, 90, 91, 92, 93, 117, 120, 140, 142, 144, 150, 168, 230, 243, 244, 353 Pentans, 8, 27, 34, 37, 51, 58, 60, 74, 75, 84, 85, 86, 90, 91, 92, 93, 104, 113, 117, 141, 168, 170, 177, 225, 226, 229, 233, 234, 243, 244, 246, 247, 252, 255, 259, 260, 296, 298, 299, 300, 303, 304, 342, 351 Penteconters, 9, 80, 106, 160, 162, 163, 350, 364 Pentekontarch, 362 Perakosus, 226, 297 Peralam, 87, 135, 314, 355 Period of Service, 11, 20 Peytral, 46, 47, 114, 148, 157 Phalangite shields, 64, 133 Phalangites, 55, 64, 65, 133, 135, 137, 139, 307, 308, 310, 311, 314, 345, 364 Phalanx, 6, 7, 10, 14, 17, 41, 43, 54, 55, 56, 61, 63, 64, 66, 74, 76, 77, 78, 86, 87, 94, 111, 113, 120, 124, 125, 126, 127, 128, 129, 130, 132, 133, 134, 135, 136, 137, 138, 140, 145, 147, 148, 150, 152, 157, 207, 214, 224, 228, 231, 245, 250, 256, 257, 258, 269, 277, 281, 289, 290, 291, 292, 293, 296, 303, 315, 316, 345, 361, 364 Phalanx Commands, 138, 361 Phalanx Formations, 135 Pharandros, 263, 279, 340, 356, 357, 358, 360 Phargentes, 82, 226, 236, 263, 279, 310, 357 Phargentites, 357, 360 Philigos, 357 Phirmax, 230 Phylax, 250 Pikes, 6, 48, 54, 55, 63, 64, 132, 133, 135, 145, 146, 152, 257, 269, 271, 277, 278, 336, 345, 364, 366 Piku, 78 Pithdaros, 317 Plated mail, 36 Plunder and Loot, 12, 20, 21, 22 Polarian Manifestation, 76, 247 Polaris, 4, 20, 22, 37, 68, 212, 224, 225, 226, 228, 231, 233, 247, 256, 257, 286, 289, 290, 291, 296, 298, 361 Pole Star, 224, 231, 240, 243, 244, 286, 341 Polemarch, 258, 266, 362, 364 Pol-Joni, 92, 93, 98, 99, 100, 104, 129, 142, 143, 237, 242, 244, 274, 278, 329, 330 Pol-Joni March, 92, 270 Pollution, 205 Polo, 112 Poralistor River, 73, 181 Potor, 330, 342 Power Runes, 210 Prax, 26, 28, 30, 43, 74, 86, 91, 92, 93, 98, 100, 103, 104, 113, 114, 116, 117, 119, 134, 140, 141, 142, 143, 144, 154, 155, 158, 167, 168, 169, 171, 173, 175, 176, 177, 178, 181, 226, 227, 242, 243, 248, 259, 264, 266, 268, 269, 270, 274, 275,

THE ARMIES AND ENEMIES OF DRAGON PASS 276, 277, 278, 316, 317, 318, 328, 329, 331, 345, 353, 355, 356, 357 Praxian Beast Rune, 100 Praxian Beasts, 142, 322 Praxian Chariots, 155 Praxian Warfare, 100 Praxians, 18, 25, 26, 28, 30, 33, 37, 40, 50, 60, 63, 68, 81, 91, 92, 93, 96, 99, 100, 103, 104, 117, 121, 135, 140, 141, 142, 144, 155, 170, 177, 179, 194, 227, 237, 242, 243, 247, 265, 266, 267, 268, 274, 275, 278, 298, 304, 313, 322, 328, 329, 330, 333, 342,345 Priests, 6, 8, 159, 200, 204, 205, 206, 215, 217, 227, 232, 318, 335 Prince, 79, 82, 97, 98, 99, 171, 214, 265, 267, 268, 274, 279, 316, 317, 322, 323, 325, 327, 357, 358, 360, 363 Prince Sartar, 97, 274 Promachoi, 136, 250 Provincial Army, 22, 35, 44, 80, 82, 85, 86, 87, 91, 98, 118, 119, 121, 202, 229, 246, 248, 253, 257, 260, 261, 262, 263, 264, 304, 307, 308, 309, 313, 314, 315, 316, 340, 357, 358 Provincial Army Organization, 261 Provincial Government, 80, 82, 118, 234, 277, 308, 354 Provincial Kingdoms, 81, 87, 118, 119, 120, 168, 249, 260, 261, 356 Provincial Overseer, 118, 261, 262, 263, 358 Psiloi, 83, 87, 127, 135, 138, 294, 297, 311, 314, 316, 319, 321, 326, 347 Pteruges, 37, 40, 44, 46, 108, 114, 200, 256, 289, 365 Puppeteer Troupe, 276, 344 Pure Horse People, 24, 90, 91, 92, 143, 168, 243, 244, 271, 299, 300, 355 Pure Horse Tribe, 92, 100, 278 Pursuit, 122, 147 Quartermasters, 13, 170, 182, 210, 225, 249, 253, 261, 262 Quartz Phalanx, 120, 207, 257, 290, 291 Queen of Stars, 254, 284 Queendom of Jab, 276, 344 Quel Alarazin Tribe, 91 Quicksilver, 29, 33 Quiver, 51, 54, 61, 76, 100, 148, 149, 154, 243, 297 Quivin Mountains, 98, 171, 188 Quivin River Bridge, 172 Quontang Marn Tribe, 91 Rab Eserti, 258, 362 Rab Hanse, 258, 362 Rab Kisir, 258, 362 Ragnaglar, 87, 221, 242 Raibanth, 72, 75, 78, 187, 197, 232, 233, 255, 291 Raibanth Line, 291 Raider Khan, 328 Raiding, 10, 25, 87, 91, 92, 93, 99, 104, 167 Ralios, 41, 98, 143, 155, 172, 230, 275, 276, 280, 292, 318, 353, 355 Ralzakark, 87, 88, 270, 334 Ram People, 232, 256, 289, 290 Ransom, 30, 63, 96, 113, 224 Rapier, 58 Rashorana, 226 Rat, 212, 349

Rates of Pay, 20, 21 Rathorela, 349 Rathori, 348 Reaching Moon, 80, 116, 200, 205, 226, 233, 236, 261, 263, 308, 312 Reaching Moon priestesses, 62, 261, 312 Real City militia, 114 Rear Section-Leader, 14, 21, 250 Rebel Gods, 79, 234, 244 Red Dragon, 106 Red Dragon Servant, 106 Red Dragon Vale, 106 Red Dragoons, 147, 292, 293 Red Earth Alliance, 359, 360 Red Emperor, 22, 37, 80, 81, 82, 83, 85, 91, 200, 214, 225, 226, 227, 229, 230, 231, 232, 233, 234, 235, 246, 247, 248, 249, 253, 254, 255, 257, 263, 270, 282, 283, 285, 286, 287, 288, 289, 291, 294, 297, 305, 349, 358, 359, 360, 363 Red Goddess, 5, 16, 37, 44, 79, 82, 182, 186, 200, 206, 210, 212, 215, 218, 219, 221, 222, 223, 226, 229, 230, 231, 232, 234, 236, 248, 253, 254, 255, 263, 264, 281, 282, 283, 284, 285, 286, 287, 288, 289, 292, 294, 295, 298, 299, 300, 303, 308, 314, 346, 358, 359, 363 Red Hair Tribe, 91 Red House, 254, 284 Red Mask of War, 63 Red Moon, 57, 80, 81, 122, 175, 181, 186, 202, 205, 212, 214, 219, 220, 221, 222, 223, 226, 246, 255, 279, 280, 283, 284, 285, 287, 288, 298, 306, 327, 363 Red Planet, 220, 221, 226, 232 Red Tribe, 213 Red Woman, 68, 235, 309 Redalda, 143 Redaylda, 68, 87, 98, 227, 235, 262, 309, 355 Red-Haired Women, 241 Redlands, 9, 28, 76, 82, 85, 86, 87, 90, 91, 229, 230, 249, 252, 260, 287, 300, 302 Redsmiths, 28, 29, 30, 31, 59, 70, 262, 266 Regiment Captain, 277 Regimented Magic, 204 Rerebrace, 40 Resurrection, 214 Revitalization, 80, 248 Rhino, 44, 104, 143, 144, 148, 179, 278, 330 Rhino Fat, 44 Rhinoceros Tribe, 18, 26, 27, 103, 134, 275 Rhombus, 145 Rhomphaia, 58, 294, 366 Ridderan, 16, 270, 332 Riding Animals, 141 Rightarm Islands, 105 Righteous Wind Revolt, 279 Rigsdal, 99, 240 Rigtaina, 72 Rikard the Tiger Hearted, 317, 359 Ring mail, 36, 37 Rinliddi, 76, 79, 83, 84, 90, 111, 257, 290, 300, 303, 351 Rist, 80, 229, 299 Ritual Heroquests, 204 Rituals, 204, 207, 220, 223 River of Cradles, 158, 344 River People, 80 River Routes, 177

376

River Spirits, 176 Riverfork, 300 Rockwood Mountains, 73, 74 Romanak, 78, 259 Roneer the Hue, 329 Round shields, 64, 65 Roving Army, 233 Rowdril, 24, 159, 160, 212, 226, 235, 263, 307 Royal Guard, 24, 93, 114, 265, 266, 268, 276, 324, 325 Royal Road, 171, 172, 173, 177, 180, 188 Royal Warfare, 98 Rozgali Sea, 162, 167 Rules of Battle, 121 Rune Lords, 24, 28, 29, 96, 123, 131, 200, 206, 212, 266, 329, 342, 358 Rune Magic, 203, 206, 207, 208, 215, 216, 217, 220, 318 Runegate, 99, 186, 190, 192, 193, 207, 270, 310, 357 Rurik Runespear, 6, 344 Saber-toothed cat, 68, 212, 230, 232 Sable, 21, 74, 81, 83, 84, 100, 102, 104, 143, 144, 179, 182, 226, 234, 250, 259, 269, 274, 275, 277, 278, 298, 322, 329, 330, 343, 344, 353 Sable People, 81, 83, 84, 143, 259, 298 Sable Tribe, 23, 100, 226, 259, 269, 275, 277, 278, 298, 329, 343, 353 Sacred Numbers, 16, 204 Sacred Time, 96, 100, 169, 218, 220, 257 Sacrifice, 114, 204 Saddle, 140, 150 Safelster, 41 Sagaris, 49, 338, 366 Saggitus, 285, 306 Sagittarii, 76, 258, 362 Sagittus, 20, 226, 232, 258, 285, 299, 300, 301, 306 Sailor, 22, 105 Saird, 9, 46, 68, 74, 87, 98, 112, 121, 135, 140, 143, 144, 155, 156, 159, 226, 227, 234, 235, 236, 250, 262, 266, 271, 276, 277, 307, 309, 311, 351, 352, 353, 354, 355, 363 Sairdite, 2, 41, 43, 47, 65, 68, 81, 98, 136, 153, 156, 229, 235, 236, 277, 306, 308, 309, 353, 355 Sairdite Chariots, 156 Sairdites, 159 Sakkar, 24, 68, 85, 212, 226, 230, 232, 294 Salantor, 355 Saman the Lion, 230 Sambari Tribe, 188, 314 Saren, 47, 227 Sarenesh, 79, 235, 353 Sarissa, 53, 54, 55, 56, 62, 134, 137, 138, 145, 277, 307, 310, 311, 314, 331, 345, 364, 366 Saronil, 171, 172, 189, 194, 335 Sarostip Cold-Eye, 324 Sartar, 6, 8, 9, 16, 35, 87, 89, 90, 93, 94, 97, 98, 99, 103, 106, 110, 112, 117, 118, 119, 121, 125, 130, 138, 140, 141, 155, 157, 171, 172, 173, 176, 181, 188, 189, 192, 194, 195, 197, 198, 199, 205, 207, 214, 215, 223, 224, 227, 236, 237, 241, 242, 253, 262, 263, 264, 265, 266, 267, 268, 270, 273, 274, 276, 277, 278, 279, 281, 287, 296, 307, 308, 312, 314, 315,

INDEX 316, 317, 318, 319, 320, 322, 323, 325, 326, 327, 328, 335, 340, 345, 349, 352, 354, 355, 356, 357, 358, 360, 363 Sartar City Militia, 268, 327 Sartar Free Army, 9, 35, 96, 97, 99, 138, 262, 264, 265, 268, 279, 316, 317, 322, 340 Sartar Headquarters, 316 Sartar Magical Union, 8, 125, 205, 214, 215, 237, 253, 264, 267, 268, 273, 317, 318, 319, 320 Sartar Regiment Organization, 265 Sartar Royal Guard, 268 Sartarite, 5, 6, 35, 44, 86, 97, 98, 99, 108, 111, 112, 190, 192, 194, 197, 237, 264, 265, 268, 272, 274, 287, 290, 310, 312, 317, 318, 319, 321, 322, 323, 324, 325, 326, 327, 328 Satabam, 259 Satapatis, 259, 362 Satrap, 256, 315, 363 Satyrs, 269, 331 Sauroter, 54, 56, 136 Scale, 36, 37, 38, 281, 306 Scorpion men, 276, 344 Scritha River, 167, 169 Sea Season, 21, 99, 104, 166, 167, 168 Second Age, 6, 12, 76, 78, 100, 120, 131, 143, 156, 186, 187, 226, 227, 234, 237, 238, 242, 256, 262, 270, 271, 275, 276, 277, 292, 309, 319, 321, 333, 352, 355 Second Battle of Chaos, 81 Second Battle of Moonbroth, 345 Second Council, 75, 84, 126, 155, 298, 313 Second Wane, 225, 227, 249, 289, 292, 294, 296, 346 Secretariat, 13, 249 Section-Leader, 14, 21, 250, 252, 275 Selenes, 212 Self-bow, 50, 51, 365 Senderesh, 77, 233, 305 Senior Kentarch, 250, 258, 362 Senior Tetrarch, 362 Seredae, 47, 84, 143, 144, 285, 286, 292, 298, 299, 300, 301, 304, 309, 312, 316 Serene Victory, 87, 135, 304, 355 Serenevaya, 233 Sereventh, 352, 355 Serias, 200, 202 Seriasdova, 200 Seshnela, 28, 33, 110, 172, 225, 282, 349, 350 Seven File Organization, 251 Seven Mothers, 79, 165, 200, 212, 226, 229, 236, 292, 293, 300, 303, 307, 308, 311, 312, 314, 343, 344, 358, 359 Seven of Vistur, 186, 202, 255, 286 Seventh Wane, 119, 246, 259, 302, 304 Severe Racing, 112 Severinalus, 352 Shadow Plateau, 11, 88, 161, 272, 273 Shadow Tribute, 88 Shadowlands, 88, 89 Shah, 69, 78, 79, 227, 230, 231, 235, 363 Shahtavar the Bull-Champion, 230 Shakeland, 279 Shaker Priestess, 279, 360 Shaker Temple, 238, 279, 346 Shan Shan mountains, 168 Shargash, 22, 24, 77, 110, 116, 176, 187, 221, 226, 231, 232, 233, 234, 242, 258, 287, 305

Shargashi, 16, 110, 117, 232, 233, 363 Shargashi Duel, 110 Shargashi Eleven, 16 Sheng Seleris, 22, 74, 81, 85, 90, 91, 98, 150, 176, 187, 222, 227, 236, 245, 252, 256, 259, 290, 301, 304, 353, 363 Sherriff, 265 Shield Push, 113, 135 Shield-bearer, 23, 137, 155, 287 Shield-fort, 129 Shieldthane, 23, 131, 137, 241 Shield-wall, 6, 7, 10, 17, 23, 26, 54, 56, 61, 63, 64, 66, 87, 94, 95, 96, 97, 99, 104, 111, 121, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133, 134, 135, 136, 138, 140, 147, 150, 210, 214, 227, 245, 264, 269, 280, 299, 303, 308, 310, 327, 337, 364 Shipwright, 22 Shock Attack, 145 Short Spear, 54, 55, 226, 274, 294, 295, 365 Short Sword, 56, 58, 76, 85, 94, 100, 128, 134, 136, 138, 261, 275, 280, 300, 310, 327, 330, 343, 345 Sickle-sword, 58, 230, 287, 288, 366 Sidepieces, 46 Siege towers, 184 Siege Train, 158, 159, 174, 179, 187, 261 Silent Wind, 326 Silk, 27 Silver, 5, 14, 15, 26, 28, 29, 32, 35, 41, 44, 61, 63, 69, 131, 176, 181, 200, 203, 238, 256, 260, 263, 265, 281, 282, 284, 285, 286, 287, 288, 289, 293, 298, 299, 302, 303, 305, 306, 348 Silver Age, 220 Silver Regiment, 245, 287, 288 Silver Sable Lancers, 84, 259, 298 Silver Shadow, 79, 83, 256, 260, 264, 290, 292 Silver Shields, 136, 137, 250, 264, 302, 303, 304, 305 Singing Road, 118, 119, 170, 230 Sir Holburn’s Axe Brothers, 10, 274, 342 Sir Narib’s Company, 10, 317, 336 Sisters of Mercy, 336 Sixth Wane, 16, 83, 246, 249, 277, 354 Skanthi, 85, 86, 87, 93 Skirmishers, 7, 11, 23, 24, 75, 85, 86, 87, 93, 94, 95, 97, 122, 124, 127, 129, 130, 132, 138, 139, 140, 148, 150, 253, 255, 257, 260, 264, 265, 269, 272, 273, 274, 275, 277, 298, 301, 316, 327, 333, 338, 341, 343, 344, 364 Sky Bear, 221, 226 Sky Bulls, 151 Sky Dome, 170, 208, 220, 226, 231, 351 Sky Rune, 68, 192, 203, 209, 227 Sky Watchers, 220, 221 Skyburn, 260 Skyfall Lake, 176 Slate Phalanx, 257 Slavery, 116 Slavewall, 85, 116, 260, 279, 312 Sling, 27, 29, 33, 53, 61, 94, 107, 127, 132, 158, 272, 297, 327, 333, 335, 348, 365, 366 Sling-bullets, 27, 29, 33, 53 Slingers, 8, 11, 53, 61, 71, 75, 87, 88, 126, 136, 138, 142, 151, 225, 260, 272, 273, 297, 298

377

Slingshots, 53 Slontos, 88 Snake, 199, 212 Snakepipe Dancers, 38, 320 Snakepipe Hollow, 178, 240, 246, 280, 320 Snow Line, 91 Solanthi, 90, 276 Solanthi Confederation, 276 Solar Draconism, 277, 356 Solkathi Sea, 162, 167 Solthon, 121 Sons of Argan Argar, 338 Sons of the Sun, 74, 144, 154, 244 Sorana Tor, 226, 236, 279, 346 Soren Mountain, 307 Southbank, 355 Southpath, 220 Spaulders, 40 Spear, 7, 9, 10, 14, 17, 18, 24, 26, 28, 31, 35, 44, 49, 53, 54, 55, 56, 60, 61, 62, 63, 64, 66, 75, 78, 79, 85, 86, 88, 90, 92, 93, 94, 95, 96, 104, 107, 110, 111, 113, 117, 122, 126, 130, 132, 133, 134, 136, 137, 138, 139, 140, 145, 146, 148, 152, 163, 178, 186, 215, 224, 225, 226, 229, 230, 231, 232, 233, 234, 236, 240, 241, 242, 254, 257, 261, 264, 268, 272, 273, 274, 277, 278, 279, 280, 286, 288, 289, 290, 291, 292, 293, 294, 295, 296, 297, 302, 303, 304, 305, 306, 307, 308, 309, 310, 311, 312, 313, 314, 315, 316, 317, 318, 319, 320, 321, 322, 323, 324, 325, 326, 327, 328, 330, 331, 332, 333, 334, 337, 338, 339, 345, 347, 348, 350, 351, 354, 356, 361, 364, 365, 366 Spear Vinga, 240 Spearthane, 23, 131, 241 Spell Archers, 186, 215, 255, 285, 286 Spiderlands, 270 Spirit Plane, 206 Spiritual Corps, 76 Splint armor, 38 Spoken Word, 250, 262 Spol, 76, 228, 295, 315 Spolas, 40 Spolite Empire, 78, 79, 255, 295 Spolites, 74, 76, 295 Sporewood, 270 Springal, 158, 184 Sprites, 151 Square, 35, 135, 144, 277, 355 Staff officers, 13, 14, 123, 250 Stag Riders, 87 Stagland, 195, 307 Stalathos, 233 Standard-Bearers, 89 Standards, 15, 212, 247, 257, 258, 259, 262, 264, 266, 277 Standfast, 15, 200, 290, 293 Stand-off Attack, 145 Star Captain, 29, 65, 66, 90, 91, 168, 170, 224, 231, 234, 243, 244, 341 Star Lady, 24, 275 Star Metal Sword, 322 Star Priestess, 275 Star Shaman, 345 Star Standards, 247 Star Twins, 221 Star Watch, 99 Starkin, 300 Starlight Ancestors, 153 Starlight Tribes, 153

THE ARMIES AND ENEMIES OF DRAGON PASS Stasis Rune, 210, 257 Steadfasts, 195 Steel, 29, 78, 130, 292 Steel Sword Legion, 29, 78, 130, 292 Stinking Forest, 280 Stone Men, 70, 71, 335 Stonewall Phalanx, 75, 77, 120, 134, 207, 228, 245, 256, 257, 289, 290, 291 Stonewall regiment, 65, 76, 87, 228, 257, 258, 315, 364 Stonewall Regiment Organization, 258 Stonewall Standards, 257 Stool-rowers, 22, 162 Storm Age, 84, 121, 177, 195, 225, 244 Storm Bull, 24, 68, 93, 94, 114, 167, 168, 206, 210, 212, 226, 227, 236, 240, 242, 243, 274, 322, 324, 326, 327, 328, 329, 331, 342 Storm Bull Winds, 93, 167, 168 Storm God, 5, 6, 27, 28, 53, 55, 68, 167, 169, 176, 243, 267, 320 Storm Khan, 24, 142, 240, 266, 330 Storm Rams, 326 Storm Season, 100, 168, 169, 170, 176 Stormwalkers, 151, 273, 210, 320, 321 Stormwall, 187 Strakes, 363 Subaltern, 14, 250 Summoning, 205, 224 Summons of Evil, 207 Sun County, 93, 113, 171, 176, 241, 275, 278, 355, 356 Sun Daughter, 221 Sun Dome, 23, 64, 65, 74, 80, 85, 86, 87, 94, 118, 120, 127, 134, 135, 136, 137, 156, 157, 224, 226, 227, 234, 235, 241, 242, 264, 274, 275, 276, 277, 278, 279, 307, 308, 309, 311, 314, 344, 345, 351, 352, 353, 354, 355, 356, 363 Sun Dome County, 94, 241, 275, 278, 355 Sun Dome Spears, 274 Sun Dome Templars, 74, 85, 118, 134, 135, 241, 264, 307, 314, 344, 345, 363 Sun Dome Temple, 85, 87, 118, 120, 136, 156, 157, 234, 275, 276, 277, 278, 279, 307, 308, 311, 314, 345, 351, 352, 353, 354, 355, 356, 363 Sun Horses, 37, 121, 143, 226, 244, 270 Sun Rune, 84, 108, 112, 113 Sun Spear, 186, 204, 217, 225, 227, 229, 354 Sun Spear Hero, 229 Sunpath, 220 Sunspear Guards, 274 Sunstand, 136, 257 Sunstop, 220 Supply Caravans, 182 Surandar, 78 Sutlers, 173 Suvar, 84 Suvaria, 84 Suvarian, 75, 76, 84 Suvarians, 75, 76 Swenstown, 97, 166, 171, 172, 188, 189, 197, 264, 270 Swenstown Road, 172 Sword and Helm of King Vingkot, 340 Sword and Helm War, 241 Sword Decoration, 61 Sword Khan, 322 Sword Man, 242, 322 Sword of Humakt, 131

Sword Orlanthi, 94 Sword Stars, 221 Sword Troop Broo, 334 Swordbrothers, 114, 266, 322 Swordstick, 58, 151, 322, 366 Swordthane, 23, 131, 241 Sword-wall, 129 Sylila, 79, 80, 81, 83, 84, 87, 141, 170, 230, 231, 234, 260, 263, 276, 296, 301, 304, 306, 313, 352, 353, 354, 355, 356, 358, 363 Synchronicity, 219 Syndics Ban, 74, 85, 246, 349, 363 Syranthir Forefront, 78, 230 Tailed Priests, 335 Talari, 107 Talastar, 81, 85, 86, 87, 143, 224, 256, 262, 289, 306, 355 Talastari, 68, 85, 247 Talfort, 312 Talfort Foot, 312 Talor the Laughing Warrior, 230 Talosi, 211 Tamestones, 71 Targe, 66 Tarkalor, 171, 173, 278 Tarsh, 9, 15, 37, 44, 81, 82, 85, 86, 87, 94, 98, 116, 119, 121, 140, 155, 170, 171, 172, 176, 177, 222, 224, 225, 226, 229, 234, 236, 238, 260, 262, 263, 264, 273, 274, 276, 279, 310, 311, 312, 313, 318, 320, 346, 347, 349, 354, 355, 356, 357, 358, 359, 360 Tarsh Civil War, 225 Tarsh Exiles, 15, 37, 236, 238, 279, 311, 320, 346, 347 Tarsh Provincial Army, 98, 264, 357 Tarshite, 44, 82, 94, 98, 116, 236, 263, 264, 310, 312, 316, 325, 326, 356 Tarshite Standards, 264 Tasset, 40, 44, 365 Tatius the Bright, 261, 276, 344, 358, 360 Tattoo matrices, 44 Tawari, 79 Tax Fury, 83 Telamon, 64, 66, 67 Telmor, 212, 226, 280, 327 Telmori, 24, 87, 93, 121, 190, 194, 195, 226, 265, 268, 280, 307, 315, 325, 327 Telmori Royal Guard, 93, 265, 268 Telmori Wilds, 121 Templars, 6, 9, 10, 64, 65, 74, 83, 85, 86, 87, 93, 94, 113, 118, 134, 135, 155, 226, 235, 241, 264, 277, 278, 279, 307, 310, 314, 344, 345, 356, 363 Temple Defenses, 199 Temple of Manifestations, 208 Temple of the Steel Sword, 292 Temple of the Wooden Sword, 266 Temple Spirits, 207 Temples of the Reaching Moon, 116, 200, 205, 233 Ten Arrows, 91 Ten file Organization, 251 Ten Standing Walls, 75 Ten Stone Regiments, 75, 78 Ten Traditional Phalanxes, 256 Ten Wall Phalanxes, 256 Tenderos, 242, 337, 338 Ten-Thane, 265, 266, 362 Terarir, 235, 301, 313, 363

378

Terasarin, 171, 357 Terms of Service, 11, 20 Tersh, 242 Teshnos, 34, 35, 52, 81, 91, 142, 270, 349 Tetrarch, 250, 362, 364 Thanatari, 117 Thane, 9, 10, 11, 14, 20, 24, 60, 63, 93, 94, 95, 96, 97, 99, 114, 116, 131, 132, 143, 172, 197, 226, 227, 238, 244, 265, 266, 268, 272, 273, 323, 327, 347, 362, 363, 365 Tharkantus, 352 The Twelve Commands, 259 The Twins, 226, 346 Thed, 270 Theyalan, 75, 186, 187, 277, 351, 352, 362, 363 Theyalan Wars, 277, 352 Theyvora the Axe, 88 Third Age, 6, 73, 87, 107, 150, 156, 234, 270, 271, 275, 276, 278, 288, 321, 353, 362 Third Battle of Chaos, 91 Third Eye Blue, 30, 59, 74, 78, 259 Third Inspiration, 81, 222, 225, 229 Third Wane, 250, 304 Thousand Humakti, 237, 266 Thralls, 99 Three Armies Battle, 353 Three-Feathered Rivals, 318 Thrice Blessed, 87, 260, 289 Thunder beasts, 142 Thunder Brothers, 63, 95, 199, 225, 226, 240 Thunder Delta, 27, 260, 297 Thunder Delta Slingers, 53, 260, 297 Thunder Shout, 96, 111 Thunderbird, 114, 318 Thunderstones, 27, 96, 217 Thwart-rowers, 22, 162 Tiger-People, 93 Timms, 83, 349 Torang, 79, 91, 303 Tork, 86, 234, 246, 255 Tosti Runefriend’s Company, 321 Tournament of the Masters of Luck and Death, 89, 223 Tower shields, 65, 66, 127 Trade cults, 221 Trader Princes, 11, 273 Training, 10, 11, 17, 23, 128 Treatment of Prisoners, 113 Treatment of the Dead, 117 Trebuchet, 158 Tree, 221, 238 Tribal Levies, 327, 328 Tribal Warfare, 96 Tribune, 8, 249 Triceratops, 142, 144, 185 Trident, 55 Triple-disk cuirass, 37, 40 Triple-disk cuirasses, 37 Tripolis, 72, 76, 78, 80, 83, 187, 296 Trireme, 22, 105, 160, 161, 162, 164, 339, 350 Troll Fliers, 151 Troll Legion, 279 Troll Mercenaries, 279, 348 Trollkin, 53, 71, 333, 348 Trollkin Spearmen, 348 Trolls, 11, 27, 28, 62, 71, 83, 88, 92, 99, 126, 142, 151, 161, 164, 168, 185, 186,

INDEX 225, 226, 243, 256, 260, 270, 272, 273, 279, 280, 290, 320, 332, 333, 334, 338, 344, 348, 351, 352, 353, 354, 356, 360 Troop train, 30, 174 Troop-Leader, 14, 20, 21, 250, 252, 275 True Dragon, 186, 304, 363 True Name, 205 Trumpets, 14, 15, 18, 105, 124, 166, 183 Truth Rune, 108, 114, 210, 288, 289 Tserlag Alarorg Tribe, 91 Tunoralings, 87, 351 Turtle shell, 27, 36 Tusk Riders, 71, 280, 348, 359 Tusker, 143, 144, 179 Twin Spear, 322 Twin Spears, 322 Twin Stars, 220, 221, 223, 226, 298 Two Ridge, 186, 324 Two Spear, 323 Two-Legged Alliance, 275 Tworidge, 265, 324 Ty Kora Tek, 116, 191 Tylenea, 276 Ulanin the Rider, 227, 244 Uleria, 221, 240 Ulkamoon, 233 Umath, 27, 237, 240 Unbreakable Sword, 28 Underworld, 16, 77, 159, 187, 220, 226, 228, 231, 232, 233, 234, 235, 244, 270, 319, 332, 359 Undranda, 87 Unicorn, 103, 104, 135, 140, 143, 144, 275, 278, 345 Unicorn Tribe, 103, 275, 278, 345 Unicorn Women, 139, 140, 275 Unity, 88, 335 Unity Council Army of Defense, 88 University Guards, 253, 254, 255, 285 University of the Seven Phases, 223, 253, 254, 284 Unriver, 300 Unstey, 279, 346 Upland Horse, 314 Upland Marsh, 28, 176, 177, 178, 195, 270, 300, 333 Upper Forantin, 87, 307, 355 Uralda, 227 Urengeri, 232 Urengerum, 232 Urkarmascha, 77, 232 Urox, 24, 79, 94, 226, 227, 240 Uroxi, 43, 44, 79, 95, 110, 111, 240, 266 Uroxi Duel, 110 Uroxi Warbands, 266 Urvairinus, 20, 226, 228, 232, 233, 257, 258, 289, 290, 291, 296 Urzani, 198, 211 Utuma, 44, 70, 271 Valind Winds, 168, 169, 170 Vambraces, 40, 365 Vampire Legion, 253, 255 Vanch, 80, 85, 86, 87, 98, 119, 141, 224, 234, 262, 263, 264, 276, 305, 313, 314, 351, 355, 363 Vanchite, 76, 309, 314 Vanganth Breath, 151 Vangstal, 78 Vankamant, 226 Vanntar, 6, 87, 135, 278, 279, 345, 354,

355 Vantaros Tribe, 241, 279 Vanyoramet, 77 Varalz, 225 Varn Aks Tribe, 91, 287 Varnaval the Shepherd King, 185 Varstapoor, 226, 346 Varzor Kitor, 88, 279 Vayuang Nation, 81 Velthil, 91, 168, 170, 247 Venebain, 221 Veredthi, 211 Verelia, 221, 226 Verenmars, 226, 235, 262, 277, 307, 308, 353 Verro, 22, 228 Vesed, 233 Veshtargos Tribe, 90, 154, 157, 233 Veskarthan, 30, 90, 241, 242 Vestenbora, 226, 346 Veterans Cavalry, 98, 226, 312, 313, 343 Vexilla, 8, 13, 16, 80, 125, 157, 174, 233, 245, 248, 249, 250, 261, 264, 364 Vexilla Organization, 249 Vinga, 69, 226, 240, 326 Vingkotlings, 96, 186, 187, 195, 202, 224, 227, 241, 244, 340 Void, 298 Volsaxi, 90, 105, 188, 202, 358 Volsaxiland, 358 Von Mountains, 28 Voor-ash, 91, 291 Voracius, 83 Voriof, 68, 226, 326 Vormain, 81, 116 Vorthan, 221, 226, 349 Votanki, 353 Vrok, 27, 68, 157 Vuranostum, 20, 75, 226, 227, 233 Waertag, 221 Waha, 24, 30, 100, 110, 142, 176, 212, 226, 242, 243, 274, 275, 313, 314, 322, 323, 328, 329, 330, 342, 343, 344 Waha Duel, 110 Waha Khan, 100, 142, 323, 328, 329, 330 Wakboth, 270 Walking Corpses, 333, 334 Walktapus, 363 Wane, 16, 79, 82, 83, 111, 119, 176, 187, 222, 225, 227, 246, 249, 250, 252, 256, 277, 289, 290, 292, 293, 294, 296, 298, 299, 301, 302, 303, 304, 307, 314, 354, 363 War belt, 40 War Chants, 111 War Clans, 9, 15, 96, 166, 167 War Cries, 111 War dances, 10, 17, 95, 111, 303 War Dogs, 9, 159, 160, 212 War God, 8, 23, 44, 77, 78, 88, 94, 97, 113, 125, 205, 213, 214, 218, 224, 225, 226, 227, 228, 231, 232, 233, 234, 236, 237, 238, 240, 241, 242, 243, 247, 248, 254, 256, 259, 272, 280, 282, 283 War horns, 15 War mask, 62 War Tribe, 97, 323, 324 War Women, 225, 226 Warband Leader, 131 Warbands, 15, 16, 23, 24, 25, 87, 88, 93, 94, 95, 97, 98, 102, 107, 110, 112, 120,

379

125, 126, 127, 131, 164, 206, 264, 265, 266, 270, 272, 273, 276, 280, 326, 334, 340, 344, 345, 348 Warleader, 15, 20, 25, 93, 127, 129, 156, 265, 266, 362 Warlocks, 106, 111, 205, 245, 267, 318, 319, 321 Warlord, 90, 112, 155, 240, 247, 265, 283, 317, 319, 321, 322, 362 Warlord of Kethaela, 90, 266, 317, 319, 321, 322 Warm Earth Alliance, 90, 321, 349, 360 Warm Sisters, 321 Warriors of Wood, 71 Warships, 9, 160, 161, 162 Wasp Queen Spirit, 321 Wasp Riders, 151, 321, 322 Wastelands, 27, 28, 81, 91, 92, 100, 103, 120, 142, 144, 155, 176, 177, 242, 270, 274, 353 Water Brother Marines, 338 Water Elementals, 198, 199, 211 Way of Waha, 275 We Hate Darjiin Usurpers Regiment, 77 Weapons Quest, 70, 271 Weapontake, 9 Weaponthanes, 10, 20, 23, 25, 30, 93, 94, 95, 96, 98, 127, 128, 131, 132, 137, 273, 365 Wedge, 129, 136, 145 Wergild, 99, 108, 171, 363 Western, 11, 68, 78, 81, 88, 99, 106, 107, 125, 140, 161, 187, 246, 255, 256, 273, 317, 320, 360, 362, 363 Western Barbarians, 187, 360 Western Reaches, 81, 246, 255, 256 Whetstones, 27 Whipstock, 301, 305, 306 Whisperers, 221 White and Red Dart Warrior schools, 83 White Bull, 99, 100, 114, 279, 317, 322, 328, 329 White Bull spirit society, 99, 100 White Horse Troop, 332 White Pillar God, 91 White Sea, 74, 83, 84, 105, 169 Whitewall, 2, 90, 171, 173, 186, 187, 188, 200, 207, 293, 295, 307, 316, 340, 358, 359 Wild Hunt Storm, 169 Wilmskirk, 97, 166, 171, 188, 189, 197, 264, 349 Wilstorite, 87 Wind Children, 151, 322 Wind Khan, 142, 330 Wind Lord, 24, 28, 114, 238, 240 Wine Dance, 301 Wing Temple, 301 Wing-Leader, 14, 250 Wintertop, 226, 279, 346, 347, 360 Wintertop Fort, 279 Woad, 35, 44, 70 Wolf, 9, 24, 25, 41, 42, 43, 82, 89, 90, 93, 105, 106, 161, 162, 163, 195, 212, 226, 244, 268, 273, 280, 320, 325, 327, 340, 348, 349, 350, 360 Wolf Hills, 195, 268 Wolf Pirates, 25, 41, 42, 43, 82, 89, 90, 105, 106, 161, 162, 163, 244, 268, 273, 280, 320, 325, 340, 348, 349, 350, 360 Wolf Runners, 9, 159, 327 Wolf-People, 93, 280

THE ARMIES AND ENEMIES OF DRAGON PASS Women Warriors Tribe, 91 Wooden Sword, 238, 266 Worian, 79 World Machine, 198 Worship, 205, 232 Wowander, 87 Wulfsland, 307 Wylua-oor, 349 Wyrms, 6, 12, 59, 77, 79, 89, 93, 151, 186, 242, 266, 270, 276, 321, 333, 352, 353, 362 Wyter, 13, 15, 20, 94, 205, 212, 214, 215, 219, 237, 245, 267, 282, 317, 318, 319, 322, 341, 362, 363 Wyvern Riders, 175, 289 Wyverns, 93, 150, 151, 152, 175, 289 Yak-People, 93 Yalamese, 296, 298 Yamsur, 244 Yanafal Tarnils, 20, 23, 24, 77, 80, 110, 125, 165, 213, 224, 226, 233, 234, 236, 245, 251, 253, 254, 257, 277, 285, 287, 288, 289, 292, 293, 294, 296, 297, 298, 302, 305, 306, 307, 309, 311, 312, 313, 314, 355, 358 Yanafal Tarnils Duel, 110 Yanafalio, 226 Yara Aranis, 4, 116, 200, 222, 226, 233, 234, 236, 308, 312

Yarandros, 98, 99, 116, 226, 236, 312 Yarsk Aks Tribe, 91 Yazurkial Blue Llama, 268, 322, 323, 328, 330 Yelm, 12, 16, 21, 37, 77, 82, 84, 111, 144, 150, 153, 186, 197, 199, 212, 217, 221, 225, 226, 227, 228, 229, 232, 233, 234, 235, 236, 237, 243, 244, 258, 282, 285, 299, 300, 302, 303, 304, 306, 314, 319, 340, 352, 354, 355 Yelm Method, 12, 21 Yelm the Archer, 37, 299 Yelm the Rider, 235 Yelm the Warrior, 226, 234, 285, 302, 304 Yelmalio, 10, 23, 24, 51, 87, 113, 135, 155, 212, 221, 224, 226, 227, 234, 235, 236, 237, 241, 242, 243, 262, 263, 274, 275, 276, 277, 278, 279, 304, 306, 307, 308, 309, 310, 311, 314, 324, 344, 345, 351, 352, 353, 354, 355, 356 Yelmalio Gifts, 113 Yelmalio Golden Spear, 279 Yelmalio the Rider, 227, 243 Yelmalion Duel, 110 Yelmalion Standards, 277 Yelmalions, 9, 10, 11, 15, 17, 20, 35, 43, 68, 84, 94, 110, 111, 113, 125, 134, 135, 156, 157, 225, 250, 260, 277, 278, 282, 354 Yelmgatha, 79, 255

Yeloranan, 37 Yelorna, 24, 29, 212, 226, 234, 243, 275, 278, 300, 345 Yelornan Organization, 275 Yelornan Regiments, 275 Ygg, 24, 105, 226, 244, 280, 349, 350 Yinkin, 212, 226, 326 Yolp Mountains, 181 Young God, 111 Yu-Kargzant, 24, 112, 210, 212, 221, 226, 243, 244, 285, 340, 341 Yuthuppa, 5, 72, 76, 78, 187, 197, 220, 221, 231, 233, 256, 259, 286, 298, 358 Zalador Hills, 87, 308, 355 Zalan Sun Dome, 308, 355 Zamalath, 322 Zangshi Kinool, 117 Zarkos, 87 Zarkosings, 34, 65, 75, 76, 86, 87, 228, 260, 304 Zebra, 103, 104, 114, 143, 144, 179, 227, 243, 266, 275, 276, 278, 324 Zebra Tribe, 103, 114, 227, 243, 266, 275, 276, 278, 324 Zero Wane, 79, 303, 314 Zola Fel River, 82, 167, 168, 169, 176, 356 Zorak Zoran, 88, 226, 235, 236, 333

Sources Primary Sources:  Dragon Pass board game  HeroQuest Glorantha  King of Sartar  Pavis – Gateway to Adventure  Pavis boxed set  RuneQuest  Sartar – Kingdom of Heroes  Sartar Companion  The Coming Storm  The Guide to Glorantha  www.glorantha.com  Wyrms Footnotes

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Borderland Strangers in Prax Sun County

The following were used to a lesser degree:  Arcane Lore  Armies and Enemies of Dragon Pass Board Game (outline)  Cults of Glorantha  Dorastor Land of Doom  Encyclopedia Glorantha  Esrolia: The Land of Ten Thousand Goddesses

Secondary Sources:  Borderlands  Cults of Prax  Glorantha Sourcebook  Gods of Glorantha (boxed set)  Griffin Mountain  River of Cradles  RuneQuest Bestiary  RuneQuest Companion  RuneQuest Glorantha  RuneQuest Glorantha Bestiary  Shadows on the

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History of the Dara Happan Army History of the Heortling Peoples Revealed Mythologies The Fortunate Succession The Official Book of Regiments of the Lunar Empire in the Seventh Wane (outline) I