Game Map of Esrolia

All hand-drawn hexes, done in the early 2000’s. The area depicts the lands south of the Dragon Pass boardgame . Upon looking at the official hex maps of the area, I see my map is grievously erroneous.

Once the hex paper comes this week I will decide which is more conducive to the particular style of fantasy wargame I am envisioning.

Grid Cartographer 4

Just purchased this on a steam sale. And I’m very excited by it. It will let me create hex maps of ANY size. So it’s going to be absolutely no problem to handle my Glorantha project. I’m still going to need to push counters around, so have ordered, and am very anxiously awaiting a roll of hexagonal graph paper. 30″ by 120″. Very much looking forwards to coloring it in. Will definitely post progress. It’s a bit of a round-about process, but I’m at least enjoying myself.

Rebel Forces

The Free Army’s Order of Battle at The Battle of Heroes

The Free Army

NameTypeQualitySize
Typical Herowars Abilities
Harrek’s Wolf PiratesLMIIrregular B1,000
Close combat 15w, Berserker fury 10w, Resist magic 10w
FreemenMIRegular C800
Close combat 19, March in Step 15, Magic 18
GuildsmenMIRegular C800
Close combat 19, March in Step 15, Magic 18
Queen’s Own FootMIRegular C1,000
Close combat 19, March in Step 15, Magic 18
Baron’s Sanuel’s HorseKIrregular B300
Charge 10w, Close combat 10w, Resist Magic 10w, Gallantry 18
Dragonfriend’s WarbandHIIrregular B600
Close Combat 10w, Steadfast 5w, Orlanthi Magic 10w
Knight Fort CavalryKIrregular B500
Charge 15w, Close combat 10w, Steady 5w, Aeolian magic 5w
Choralinthor ArchersArchersRegular D500
Archer 18, Marine Combat 16, Boating 16
Karse SpearsMIRegular C1,000
Close combat 17, Hold Formation 16, Magic Defence 16
Wolfe’s HorseHCRegular B400
Charge 15w, Close combat 10w, Steady 5w, Alakoring Magic 5w
GoldgottiLMIRegular B900
Close combat 5w, March in Step 18, Magic 2w, Plunder 5w
Sharpsword’s GuardLHIIrregular A500
Close Combat 5w2
Thieves ArmMCIrregular B400
Free Philosophersmagic100
Eagle Brown Warlocksmagic200
Eleven Lightsmagic200
Storm Walkersmagic300
Knights of St. EhilmKRegular B500
Charge 15w, Close combat 9w, St Ehilm magic 5w, Chivalrous 20
Army of Tomorrow footMIRegular C1,000
Close combat 17, Steady 17, Peity 17
Army of Tomorrow KnightsKIrregular B500
Charge 5w2, Close combat 5w, Resist Magic 5w, Toughness 20
Sartar Sun Dome TemplePhalangitesRegular B1,600
Close Combat (2h spr & shld) 20, March in step 3w, Spear magic 3w, Obey orders 2w
March Light HorseLC500
WolfrunnersLMIIrregular B1,000
Close combat 10w, Run down foe 10w, Scent foe 5w, Telmori magic 3w
Candle Dancers1,000
Warm Sistersmagic100
Wind Children500
From the Storm Walk Mtns
Earth Twinsmagic100
Formed in 1628, after Kallyr’s call to arms, by the earth priestesses of Sartar
Narib Companymagic300
New column of the Army of Tomorrow – sorcery and thiest magic mix
Egglord Warlocksmagic400
Draconic disciples all seek to master the ability to have a Draconic Egg and thus be immortal on their quest for Dragonhood.   
Sartari Fyrds5,000
 
Total21,500

The Aldachuri Army

HeadhuntersMC400
Orgovalt’s Guard  200
Aldachu SpearsLMIIrregular C2,000
Close combat 17, Orlanthi magic 17, Hate Chaos 15
Alone BravesLMIIrregular C1,000
Close combat 17, Orlanthi magic 17, Hate Chaos 15
Snakepipe DancersLHIIrregular B400
Close combat 15w, Hate Chaos 10w, Uroxi & Storm Bull magic 10w, Release Spirits and Daimones 5w
Alone KnightsKIrregular B100
Little Shadows  1,000
Hidden GaleLHIIrregular B100
Close combat 10w, Fanatical 5w, Adventerous Magic 3w, Kill killer 5w, Hate Lunar 12w
Lightning Spears  100
Torkani DarksonsLMIIrregular C1,000
Close combat 17, Orlanthi Magic 17, Hate Chaos 15
 
Total6,300

The Wintertop Army

Yarandros ChargersHCRegular B400
Close combat (lance, sword & shld) 5w, Charge crazy 5w, Yarandros magic 6w, Reform 20
Bush Children2,000
Mitchuinn Moonhaters200
Maniskisson’s Warband500
Baron’s Friendsmagical200
Exile Shieldwall2,000
Exile Archers1,000
Exile Light Cavalry500
Exile Medium Cavalry500
Old Schoolmagical100
Commanding a cunit of Magisaurs
Earth Shakersmagical100
Mounted on triceratops
Grazer Lights1,500
Grazer Mediums1,000
Grazer Heavys1,000
Golden Bows200
Feathered Horse Queen Humakti Hiia Guard300
Total11,500

The Poljoni Nation

Flash Jakshamans 300
Kriseshamans 300
And-jayshamans 300
Poljoni clans  3 x 500
Amber clans  2 x 400
Potor  400
Ansil  400
 
Total4,000

Beast Valley

Iron Hoof  200
Centaurs  1,000
Minotaurs  2,000
Satyrs  1,000
 
Total4,200
Grand Total47,500

Order of Battle -research notes

Jareel’s Order of Battle at the Battle of Heroes.

Corp designations:HC = Heartland CorpCC = Cavalry CorpPA = Provincial Army (A = Argar, E = Esrolia, H = Holay, T = Tarsh, V = Vanch)MC = Magical CollegeSA = Sister’s ArmyIB = Imperial Bodyguard

Jareel’s Army

NameTypeSizeCorp
Demon LoversMgHI250IB
Granite PhalanxHoplites1,000HC
University GuardsMI1,200MC
Blue Moon Schoolmages100MC
Upland HorseMC500CC
Wyvren RidersFlyingC200CC
Slate LegionHoplites800HC
Lavic LegionHoplites800HC
Hell SistersHC250IB
Crater Makersmages100MC
Zarkosiansslingers800HC
Jerdic Spell Schoolmages100MC
Turrogus StrikersMC500CC
Lunar Deer ArchersLC500CC
Khans of JaquatMgHC50CC
Silver ShamanMgHC50CC
Queen’s RegimentK500CC
StarkinMC500CC
Breakerssiege engineers300HC
Golden Axlesskirmish chariots100HC
Gilt Scythesassault chariots100HC
Silver Sable LancersHC500CC
Paradisal HeraldsFlyingC200HC
Charguataycossacks500CC
Yergun-garucossacks500CC
Drednyari Orboscossacks500CC
Brogandicossacks500CC
Panishi LancersHC400CC
SkyburnersMgHC50CC
1st Thunder Delta Slingersslingers800HC
4th Thunder Delta Slingersslingers800HC
Iceland StarclubsHI1,000HC
Sticks of Addimages50SA
Seven of Vistursiege mages60MC
Deretinitesartillery chariots100HC
Damuski Clawmenshamans100MC
Wine DanceLC500CC
Spirit Dancersmages50MC
War Daughtersmages100MC
Colleges of Magicmages600MC
Lost CompanyHI (penal)500HC
ChainedMI (penal)1,000HC
2nd Household FootHI1,000IB
BloodspillersHC250IB
 
Total18,570

Provincial Expeditionary Force

Harvar’s WarbandLHIIrregular B300
Harvar’s personal warband and bodyguard, built up with refugees from Sartar’s lunarised orlanthi.
Flying WarbandLHIIrregular A200
Close combat 10w, Steadfast 5w, Orlanthi magic 10w
Ogunjar’s Sacred BandHIRegular A300
Close Combat (2h Spr & Shld) 15w, March in step 15, Spear magic 5w, Obey orders 5wNotes: His bodyguard, serve with the phalanx, adding to it but are distinct, these men have served with Ogunjar for years and are very competent fighters 15w is standard
The Mercenary Sun Dome PhalanxhoplitesRegular B700
Close combat (2h spr & shld) 20, March in Step 3w, Spear magics 3w, Obey orders 2w   
Templar Light InfantryLIRegular C500
Notes: younger men, poor archers
Kuschiles SonsLCIrregular B500
Notes: horse archers of Kuschile tradition, mostly from the Saird region.
Bigger Wind BandLMIIrregular C500
This is a mixed force of Tarumathi, Bigger Wind and other storm groups who have accepted the illuminated side of teh Storm and follow Umatum.
Storm Sons of UmatumLMIIrregular C1,200 
Notes: Tarumathi from Talastar & Umatum supporters froma cross the Provinces
Order of Black IronHIIrregular B300
Notes: Mystics recruited up to strength led by Kao Lu. They form a heavy infantry group using spear and shld
Servants of the CleansingLIIrregular C500
Close combat 18, Pillage 4w, Darkness fetish magics 18Notes: operating now near Balazar, Jarst and Garsting. HQ in Soldier Fort and sponsored by the Provincial Gov’t
Servants of Immortal JusticeHIIrregular B100
Notes: From the heartlands and gaining recruits from the Yelmalio population in the Provinces. Phycho warriors with many shargashi among them.
House GerenthashHIRegular A200
Notes: House troops led by Young Kastokus’ father Venerable Gerenthash.
Black Horse TroopEHKRegular B3 x 500
Charge 10w, Close Combat 10w, Resist Magic 10w, Dour courage 10w, Horse demon 10w
Tusk RidersHCIrregular C1,500
Close Combat 5w, Charge 10w, Cruelty 10w, Bloody Tusk magic 10w
Moirades PhilosophersmagesIrregular C200
Close combat 17, War magic 15w, Ride 19, Argue pointlessly 15w, Debate esoterica 5w2
Tarumati StormbringersLHIIrregular B200
Close combat 10w, Tarumathi battle magics 10w, Invoke High Storm 5w, Hardy 2w
The RamsLHIIrregular B100
Close combat 15w, Ram of Talastar magic 10w, Charge 5w, Fierce 2w
Total

Lunar Army List partial

Lunar Headquarters

The 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, servants, and slaves. It is a mobile temple, home to the wargods of the Lunar Empire, and attended to by scores of priests.

Red Emperor
TypeHero

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.

Bellex Maximus
TypeHero

The Imperial Warlord was appointed in 7/36 (1607) by the current Mask of the Red Emperor. He serves as high priest of all the Lunar wargods 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.

Jar-eel
TypeHeroine

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.

Great Sister
TypeHeroine

The Daughter of the Red Moon, this demigod is one of the very few beings not responsible to the Red Emperor, instead owing allegiance to the Red Goddess herself.

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.

Crimson Bat
TypeMagical
Magic FactorDemigod

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 10 miles in all directions. It is served by a cruel Chaos cult that keeps it fed with human victims.

Crater Makers
TypeMagical
Magic Factor4 High

The Crater Makers are an independent school of the Lunar Magical Corps. Their training allows them to call upon the Red Moon to hurl down huge chunks of roaring rock from the sky to fall upon their foes.

Field School of Magic
TypeMagical (Minor Classes)/ Mounted Magical (Major Classes)
Magic Factor4 Medium (Minor Class units)/ 4 High (Major Class units).

The Field School of Magic consists of six priestly/magical units, each with some 200 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 other cults (except the wargods) 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 is organized so that its members collectively master the Seven Phases of the Moon. The members of a Minor Class Unit all dress alike.

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.

University Guards
TypeLight Infantry
ArmorBronze
WeaponsBow, kopis
MoraleRegular
Notes

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 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.

Blue Moon School
TypeMagical
Magic FactorMedium
NotesNot subject to Lunar Cycle.

The Blue Moon School is an independent school of the College of Magic. They preserve ancient Lunar secrets from lost Mernita that predates the rebirth of the Red Goddess.

Spell Archers
TypeMounted Magical
Magic FactorMedium
NotesNot subject to Lunar Cycle

The Spell Archers are an independent school of the College of Magic. They are sun priests who can cast fiery bolts down from the heavens with their spells.

Comet Seers
TypeMounted Magical
Magic FactorMedium
NotesNot subject to Lunar Cycle

This order of stargazers is an independent school of the College of Magic and use celestial magic to disrupt the enemy.

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.

Full Moon Corps
TypeMagical Heavy Infantry
ArmorIron with magical Silver Masks
WeaponsVarious
MoraleElite
Magic FactorHigh

This magical regiment assigned to the Imperial Bodyguard is feared throughout Glorantha. Its soldiers are demigod immortals, heroes in training who descend to earth from the Red Moon to fight for the Red Emperor. When they are slain, they return to their Mother, who heals them and sends them back to the Lunar armies.

Beat-Pot Aelwrin
TypeHero

This former kitchen slave led a successful slave rebellion, using only the tools of his trade. The rebellion was crushed by Jar-eel, but Beat-Pot became her constant companion and high priest of the Bloodspillers cult.

Bloodspillers
TypeHeavy Cavalry
ArmorEnchanted Silver
WeaponsKontos, javelin, sickle-sword
MoraleElite
NotesSilver Regiment

First of the Silver Regiments 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.

Feathered Axe
TypeHeavy Infantry
ArmorBronze
WeaponsTwo-handed battle axe, javelins
MoraleVeteran
Notes

This ancient regiment is comprised of the followers of a ferocious wargod from Alkoth. The Carmanians set the wargod against the Red Goddess, but instead swore to serve as one of Her guardians outside of Raibanth in 0/15 (1235).

Grim Soldiers
TypeHeavy Infantry
ArmorEnchanted Silver
WeaponsLong spear, oval shield, kopis
MoraleVeteran
NotesSilver Shield

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 join.

Hell Sisters
TypeHeavy Cavalry
ArmorLeather
WeaponsKontos, bow, sickle-sword
MoraleElite
NotesAll female

This regiment originally consisted of crazed followers of Jakaleel the Witch and now worship a variety of Hell deities. It is a ferocious unit feared by friends and foes alike.

Household Foot
TypeHeavy Infantry
ArmorEnchanted Silver
WeaponsLong spear, rectangular shield, sickle-sword
MoraleVeteran
NotesSilver Regiment

One of the Silver Regiments founded by Yanafal Tarnils to protect the Red Goddess, the soldiers of this unit wear silver facemasks.

Mother’s Guard
TypeHeavy Cavalry
ArmorLeather
WeaponsKontos, bow, sickle-sword
MoraleVeteran
NotesAll female

This regiment was originally founded to protect the Red Goddess as she wove her great magic at the Battle of Castle Blue.

Heartland Corps

The Heartland Corps are the heir of the pre-Lunar Dara Happan Field Army and consists of regiments of heavy and light infantry.

Beryl Phalanx
TypeHeavy Infantry
ArmorBronze
WeaponsLong spear, large round shield, kopis
MoraleRegular
NotesStonewall Phalanx

One of the ancient Stonewall Phalanxes, this regiment has special magic for fighting against the Ram People of Talastar and Brolia.

Phalanx Standards
Granite Phalanx
TypeHeavy Infantry
ArmorBronze
WeaponsLong spear, large round shield, kopis
MoraleRegular
NotesStonewall Phalanx

One of the ancient Stonewall Phalanxes, this regiment has special magic for fighting against trolls.

Jasper Phalanx
TypeHeavy Infantry
ArmorBronze
WeaponsLong spear, large round shield, kopis
MoraleRegular
NotesStonewall Phalanx

One of the ancient Stonewall Phalanxes, this regiment has special magic for fighting against the people of First Blessed.

Marble Phalanx
TypeHeavy Infantry
ArmorBronze
WeaponsLong spear, large round shield, kopis
MoraleRegular
NotesStonewall Phalanx

One of the ancient Stonewall Phalanxes, this regiment has special magic for fighting against Darkness.

Raibanth Line
TypeMixed
ArmorBronze
WeaponsBow, long spear, shield
MoraleRegular
NotesLine Regiment

One of the surviving Line Regiments of Emperor Elmexdros, this unit consists of 300 spearmen and 700 archers. The spearmen wear bronze cuirasses and carry long spears; the archers wear leather armor, and carry medium shields and kopis swords for close combat.

Silver Shields
TypeHeavy Infantry
ArmorLeather
WeaponsLong spear, medium round shield, kopis, javelin
MoraleVeteran
NotesHypaspists

This unit of well-drilled hypaspists is capable of fast marching and operating in difficult terrain. They are named after their famous silver-plated shields.

Steel Sword Legion
TypeHeavy Infantry
ArmorIron
WeaponsIron sword, throwing spear, rectangular shield
MoraleVeteran
NotesDwarf-forged weapons and armor

This unit originated in Second Age Fronela, and is armed with weapons made by the dwarves of Nida. They served the Carmanian Shahs until after the Battle of the Four Arrows of Light. The soldiers worship Humakt the Iron Sword.

Blessed Daughters
TypeLight Infantry
ArmorNone
WeaponsBow, kopis
MoraleRegular
NotesAll female

This archery unit is traditionally commanded by one of the daughters of the Red Emperor.

Copper Girls
TypeLight Infantry
ArmorBronze
WeaponsJavelin, sword, crescent shield
MoraleRegular
NotesAll female

This Darsenite regiment once guarded the Earth Temples of the Darsen Hills from despoliation by men. They are especially effective on broken ground.

Doblian Dogeaters
TypeLight Infantry
ArmorNone
WeaponsRhompia, javelin, crescent shield
MoraleRegular
Notes

This Old Carmanian unit is protected by an ancient Sakkar (saber-toothed tiger) spirit. They have an ancient rivalry with the Lasadag Lions.

Graineaters
TypeLight Infantry
ArmorBronze
WeaponsJavelin, kopis, crescent shield
MoraleRegular
Notes

This ancient Suvarian unit fights as peltasts. They carry crescent-shaped wicker shields and wear square bronze pectoral plates.

Hadrian’s Skirmishers
TypeLight Infantry
ArmorBronze
WeaponsJavelin, kopis, crescent shield
MoraleVeteran
Notes

This Darjiini unit fights as peltasts. They carry crescent-shaped wicker shields and wear circular bronze pectoral plates.

Iceland Starclubs
TypeLight Infantry
ArmorLeather
WeaponsTwo-handed mace, javelin
MoraleRegular
Notes

This regiment of Eolian auxiliaries is famed for its surprise attacks and skillful, tactical withdrawals.

Jintori
TypeLight Infantry
ArmorLeather
WeaponsSling, small round shield, dagger
MoraleRegular
Notes

These slingers from the Orayan hills are skilled skirmishers in broken country. They wear their slings, made of hair and sinew, wrapped around their temples.

Lasadag Lions
TypeLight Infantry
ArmorLeather (Lion hides)
WeaponsShort spear, sword, rectangular shield
MoraleVeteran
Notes

The lion-soldiers of Pelanda are an ancient and well-known regiment. They served as bodyguards to the Lion Shahs of Carmania. They wear lion hides and some can even transform into lions. They have an ancient rivalry with the Doblian Dogeaters.

Lost Sky
TypeLight Infantry
ArmorLeather
WeaponsJavelin, crescent shield, kopis
MoraleRegular
Notes

This ancient unit of Darjiini skirmishers has served the Dara Happa Empire since the First Age. They wear lamellar cuirasses of lacquered leather.

Nest Thieves
TypeLight Infantry
ArmorLeather
WeaponsJavelin, sword, crescent shield
MoraleRegular
Notes

The soldiers of this Darsenite regiment decorate their helmet crests with eagle feathers. They are skilled woodsmen.

Thunder Delta Slingers
TypeLight Infantry
ArmorNone
WeaponsSling, spear
MoraleRegular
Notes

These two regiments of skilled slingers come from Eol and are widely considered the best missile troops in the Lunar Army.

Yalamese
TypeLight Infantry
ArmorLeather
WeaponsJavelin, small shield, kopis
MoraleRegular
Notes

This regiment from Doblian was founded by Hon-eel the Artess at the end of the Fourth Wane.

Blue Dragoons
TypeMounted Heavy Infantry
ArmorBronze
WeaponsLong spear, round shield, kopis
MoraleRegular
NotesAll male

This regiment was founded in the Second Wane by Hwarin Dalthippa for the Daughter’s Road Campaign. The soldiers fight as a phalanx, but move around the battlefield and on campaign on horseback.

Red Dragoons
TypeMounted Heavy Infantry
ArmorBronze
WeaponsLong spear, round shield, kopis
MoraleRegular
NotesAll female

This regiment was founded in the Second Wane by Hwarin Dalthippa for the Daughter’s Road Campaign. The soldiers fight as a phalanx, but move around the battlefield and on campaign on horseback.

Standfast
TypeMounted Heavy Infantry
ArmorBronze
WeaponsLong spear, large round shield, kopis
MoraleVeteran
Notes

This superbly drilled regiment fights as a phalanx, but moves around the battlefield and on campaign on horse. The regiment was founded by Hon-eel the Artess at the beginning of the Fifth Wane.

Total: 23 Regiments out of 36

Cavalry Corps

During the wars with Sheng Seleris, the Cavalry Corps gained in prestige and importance at the expense of the Heartland Corps.

Antelope Lancers
TypeHeavy Cavalry
ArmorBronze
WeaponsKontos, kopis
MoraleRegular
NotesRides Sable Antelope

The Antelope Lancers are Sable Riders from the Hungry Plateau. They worship the Twin Stars.

Arrowstone
TypeHeavy Cavalry
ArmorLeather
WeaponsKontos, bow, mace
MoraleRegular
Notes

This regiment was founded by Hon-eel the Artess to fight against the Pentans in the Fifth Wane.

Char-un
TypeHeavy Cavalry
ArmorBronze
WeaponsKontos, bow, kopis
MoraleRegular
NotesPure Horse People

This tribe of Pure Horse People have been allies of the Red Goddess since the Battle of Seven Horses in 0/8 (1228).

Flowers of Death
TypeHeavy Cavalry
ArmorLeather
WeaponsKontos, kopis
MoraleRegular
Notes

This regiment was founded by Hwarin Dalthippa during the resettlement of Rist in 1/49 (1296).

Goldwave
TypeHeavy Cavalry
ArmorBronze
WeaponsKontos, bow, small shield, kopis
MoraleRegular
Notes

This aristocratic regiment from Birin was founded by Avivath in the First Age. They are notable for the golden sun on their shields.

Upland Horse
TypeHeavy Cavalry
ArmorBronze
WeaponsKontos, sword
MoraleRegular
NotesCataphract

This regiment of Carmanian cataphracts comes from the province of Jhor.

Whipstock
TypeHeavy Cavalry
ArmorBronze
WeaponsKontos, sword
MoraleRegular
NotesCataphract

This regiment of Carmanian cataphracts comes from the province of Worion.

Moon Arrow
TypeLight Cavalry
ArmorLeather
WeaponsBow, kopis
MoraleRegular
NotesHorse Archers

This regiment from First Blessed is always commanded by a priestess of the Red Goddess.

Riverfork
TypeLight Cavalry
ArmorNone
WeaponsBow, kopis
MoraleMilitia
NotesHorse Archers

This regiment of Carmanian horse archers is noted for its skill at fighting Pentan cavalry.

Starkin
TypeLight Cavalry
ArmorLeather
WeaponsBow, kopis
MoraleRegular
Notes

This ancient regiment maintains the taboos of the Pure Horse People and worships Hyalor. They ride in the ancient manner, and do not use saddles.

Unriver
TypeLight Cavalry
ArmorNone
WeaponsBow, short sword
MoraleMilitia
NotesHorse Archers

These mounted archers from the Redlands are noted for their ability to shoot their bows while retreating away from the enemy.

Wine Dance
TypeLight Cavalry
ArmorNone
WeaponsJavelin, kopis
MoraleMilitia
Notes

These scouts from Terarir revel in reckless behavior, drunkenness, and death.

Wing Temple
TypeLight Cavalry
ArmorNone
WeaponsBow, shield
MoraleMilitia
NotesHorse Archers

These horse archers from Oraya are scouts and skirmishers.

Provincial Army

Tarsh

Veterans Cavalry
TypeHeavy Cavalry
ArmorBronze
WeaponsKontos, sword, round shield
MoraleVeteran
Notes
2nd Furthest Cavalry
TypeHeavy Cavalry
ArmorLeather
WeaponsKontos, sword, round shield
MoraleRegular
Notes
3rd Furthest Cavalry
TypeHeavy Cavalry
ArmorLeather
WeaponsKontos, sword, round shield
MoraleRegular
Notes
Bagnot Foot
TypeHeavy Infantry
ArmorLeather
WeaponsSword, spear, round shield
MoraleRegular
Notes
Dunstop Foot
TypeHeavy Infantry
ArmorLeather
WeaponsSword, spear, round shield
MoraleRegular
Notes
1st Furthest Foot
TypeHeavy Infantry
ArmorLeather
WeaponsSword, spear, round shield
MoraleRegular
Notes
2nd Furthest Foot
TypeHeavy Infantry
ArmorLeather
WeaponsSword, spear, round shield
MoraleRegular
Notes
Goldedge Foot
TypeHeavy Infantry
ArmorLeather
WeaponsLong spear, large round shield
MoraleRegular
Notes Yelmalio cultists

Yelmalio cultists organized around their Sun Dome Temple.

Talfort Foot
TypeHeavy Infantry
ArmorLeather
WeaponsSword, spear, round shield
MoraleRegular
Notes
Reaching Moon
TypeMagical Infantry
ArmorBronze
WeaponsKopis, javelin
MoraleElite
Magic FactorHigh

Holay

Bell Temple
TypeHeavy Cavalry
ArmorBronze
WeaponsLong spear, sword, round shield
MoraleRegular
Notes

Supported by the Bell Temple in Filichet.

Dalini
TypeHeavy Infantry
ArmorLeather
WeaponsSpear, sword, round shield
MoraleRegular
Notes
Green Bows
TypeLight Infantry
ArmorNone
WeaponsBow
MoraleMilitia
NotesMale and Female units.
Mirin Moon Mages
TypeMagical
ArmorNone
Weapons
MoraleElite
Magic FactorMedium
Queen’s Horse
TypeHeavy Cavalry
ArmorLeather
WeaponsKontos, javelin
MoraleRegular
Notes
Golden Shields
TypeHeavy Infantry
ArmorLeather
WeaponsLong Spear, large round shield
MoraleRegular
NotesYelmalio cultists

Aggar

Sun Dome Templars
TypeHeavy Infantry
ArmorLeather
WeaponsLong Spear, large round shield
MoraleRegular
NotesYelmalio cultists

Vanch

Foot Bison
TypeLight Infantry
ArmorLeather
WeaponsSpear, javelin, sword
MoraleRegular
Notes
Sun Dome Templars
TypeHeavy Infantry
ArmorLeather
WeaponsLong spear, large round shield
MoraleRegular
Notes

Art of War pt.2

Truth rune The Genertelan Art of War Death rune

by Sandy Petersen

[This follows Sandy’s review of The Art of War in the Western World]

THE LUNAR EMPIRE

The Lunars, who use an Alexandrian style of warfare, have all four types: heavy infantry (the Heartland corps), light infantry (Thunder Delta Slingers), light cavalry (Erigians), and heavy cavalry (Cavalry Corps). Plus magician units, of course, whose function appears to be threefold:

  1. Boost individual units, making them more effective in combat than their rivals. In effect, making “heavies” more heavy.
  2. 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 your heavies can catch them.
  3. Titanic effects to kill opposing troops, such as summoning demons or fire from the sky or whatever. In effect, artillery. This kind of magic is rare, but since it’s the most spectacular it gets all the press. Note that the two areas in which the Lunars are weakest are light cavalry (especially) and light infantry. This is probably because their magicians make up for this failing in large part.

PRAXIAN TRIBES

The Praxian tribes are, in effect, cavalry. There are few large bodies of infantry among them. When such bodies do show up, as with the Cannibal Cult, Sun Dome Templars, or Men-and-a-Half, they demonstrate significant dominance over the nomads.

Now, there is a large difference between the Praxians and the Earth analog. Namely, the Praxians don’t ride horses. This means that their interactions with one another are not quite the same as the typical Light Cavalry > Heavy Cavalry set up.

For one thing, the “heavy” and the “light” warriors of the various tribes wear about the same amount of armor. The only real difference is that bow-armed warriors generally don’t carry shields (though javelin-armed ones might). This means that heavy and light Praxian mounted warriors are about the same speed, which would appear to invalidate my theories. However, light cavalry normally fights and moves in a rather open, relaxed order. Heavy cavalry, to be at its most effective, must fight in a close-ordered mass. This mass, 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. As a result, Praxian light warriors can generally get away from heavies, unless the heavies are willing to break up their formation and run, in which case the lights are still just as fast (and so hard to catch), plus if the heavies do catch the lights, the lights can pull out axe or club and fight back with almost equal facility to the heavies! The only way heavy Praxian warriors can keep a melee advantage over light ones is by maintaining formation, but if they maintain it, then they can’t catch up to the lights. It’s a catch-22.

Let’s look at the major tribes.IMPALA RIDERS:they entirely consist 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 big trouble.SABLE RIDERS, BISON RIDERS:these are both the same, really. Both are composed partially of heavy cavalry and partially of light cavalry. The light sables are a tad better than the light bison, and the reverse is true for the heavies. Why aren’t they light cavalry only, which is generally the solution for earth’s nomads?

(1) Because of the High Llama folk (see below). (2) Because when facing fortifications (even the puny circles of brush that pass for corrals in Prax), heavy cav is better than light. (3) because of the Morocanth (see below). (4) Because when light cavalry is ambushed by heavy cavalry, the lights get massacred unless heavy cavalry is nearby to countercharge and save their tails.

So the heavy cavalry of the Sables and Bison serve three functions — to battle the morocanth and high llamas, to accompany the light cavalry in places that might hold ambushes, and to lay ambushes for enemy light cavalry.HIGH LLAMA RIDERS:High Llamas are in a peculiar position. They are so fast that they can run down anyone else’s steeds. This means that unlike all other heavy cavalry, they tend to be able to both keep their formation (admittedly not as tight as Bison Riders) and still run down light cavalry. Yowza! They actually reverse the normal relationship between heavies and lights! At first glance, this would appear to be bad news for Impala people (for instance).

However, the High Llamas are so large and gawky, and comparatively ill-armored, that they make fine targets for missiles. This doesn’t mean that they can’t 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 folk, are still somewhat superior to missile-armed warriors, but the gap is narrow enough that experienced or well-led archers can beat green or poorly-led high llamas. Or if the archers can obtain a terrain advantage, etc. The impala folk 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 main target.

The sables and bison don’t have enough superiority in numbers to use this technique (which does result in losses for the impalas, but on the other hand the high llamas can’t 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.MOROCANTH:the morocanth, as non-humans, are naturally enough the weirdest. As skilled heavy infantry, a serried mass of morocanth can generally stand off heavy cavalry. They are vulnerable to light cavalry, and make up for this by emphasizing ambush, fortifications, and difficult terrain. They have a herd to support their numbers, pathetic as it is, and this enables them to support many more individuals than the other non-mounted tribes.

The minor tribes all have troubles.RHINO RIDERS:pure heavy cavalry and as such vulnerable to light cavalry. They’re so heavy, however, that they can even bust up heavy infantry. Still, it’s easy to see why the rhino riders are so few, since bust-upable heavy infantry are rare in Prax, and there’s heaps of mounted archers.BOLO LIZARD & OSTRICHES:pure light cavalry. One would think they could do as well as the impala riders, but sadly no, because they are both tied to helpless eggs during the laying season. A baby impala or bison can walk within minutes after birth, and can run within an hour or two. But an egg just sits there, vulnerable. Hence, during the laying season, the bolo lizard folks and ostrich folks are forced to stay put and defend fixed positions, no easy task for light cavalry which by its nature emphasizes the fighting retreat. And they’re totally unsuited for use as heavies. No wonder they’re a minor tribe.THE FOOT “TRIBES”:Cannibal cult, baboons, Basmoli, and men-and-a-half all act as stout heavy infantry, to withstand the charge of the animal nomads. Presumably each group also includes some missile troops, to protect themselves from light cavalry. These tribes have two major handicaps. First off, they have no herds to support them, and must exist solely by hunting and gathering (which limits overall numbers). Second, though they can usually beat off mounted attackers, they can’t carry the battle to those mounted attackers. Which means that 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. Again, this is not a recipe for success.

Thus, we can see why certain tribes have prospered, and why certain tribes have failed to prosper.

Glorantha Art of War

The Art of War in the Western World

by Sandy Petersen

I just finished Archer Jones’ The Art of War in the Western World, which is a dandy book (Archer Jones is one of my favorite military historians, and I recommend his books to anyone with an interest in the subject. He is always clear and incisive, and makes complex situations highly understandable without needing to simplify).

In his latest book, he points out that, starting with the Macedonians, ancient warfare consisted of four combat arms: Light Infantry (missile-armed), Heavy Infantry, Light Cavalry (missile-armed), and Heavy Cavalry. These have a very specific interrelationship, which has been demonstrated in numerous battles throughout history (up till the invention of the pistol).

“Offensively Superior” means that the combat arm is able to defeat its rival in an attack — though the “attack” may not look much like one. The classic example is Light Cav vs. Heavy Cav. The Light Cav constantly retreats during an action, so it can’t be caught, but it is offensively superior because it can force an action upon the Heavy Cav, who can’t get away from the faster, more loosely-organized horse archers.

“Defensively Superior” means that the combat arm’s rival is not able to successfully overcome its rival in an assault.

  • Light Infantry is offensively superior to Heavy Infantry.
  • Light Cavalry is offensively superior to Heavy 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

When fortifications are involved, of course, these relationships change. Cavalry becomes useless, and the offensive superiority of light infantry is canceled out.

Also, if heavy cavalry can get to the flank of heavy infantry, they can triumph. This was one of Alexander’s techniques — by pinning down the enemy hoplites with his own, and thus keeping them from maneuvering, he could take his Companions and charge the enemy mass from the side or rear.

Note that at Hastings (for instance), the Norman knights were unable to penetrate the Saxon infantry line until they’d broken it up with repeated small charges and sustained archery, thus slowly wearing down the Saxons.

NOTE: 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 have to run away when the heavies charge (usually they can do this, because they’re 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 batch of slingers — just slower.

There are exceptions to this general rule, but not nearly as many as you might think. Some well-known sample exceptions are below:

“At Marathon, Athenian heavy inf defeated Persian light inf.” The Athenians were able to close with the Persians, whose back was up against the sea. Under normal circumstances, the Persians should have been able to flee while keeping up harassing fire upon the Athenians. There were many cases in which peltasts were able to destroy unsupported hoplites. Obviously, if lights (cavalry or infantry) can be trapped so as to prevent retreat, the heavies have it all over them. But this is the exception.

“At Crecy, English light infantry (longbowmen) defeated heavy cavalry.” In fact, the French did not attack the longbowmen, but instead charged the main English line, basically heavy infantry. The infantry was well able to resist the charge, especially after the archers had sowed confusion. On those occasions when cavalry charged longbowmen, the longbowmen ran away, were massacred, sought shelter among accompanying heavy infantry, or were saved by a countercharge from friendly cavalry.

“The Romans managed to rule an entire empire, relying entirely on their excellent heavy infantry”. The Roman infantry was excellent. But the Romans also had significant numbers of auxiliaries serving as light infantry. In addition, they invariably had locally-recruited cavalry forces, normally the equivalent of heavy cavalry. They did generally lack light cavalry, and this showed in their Parthian campaigns.

NOTE: “heavy” cavalry does not necessarily mean heavy armor. It just means they’re trained to fight in large masses in a melee rather than in the Parthian style. For example, during the Crusades, the Crusaders learned to hold off Saracen horse archers by using crossbowmen (using light infantry to defeat light cavalry) for their heavy infantry and cavalry to shield behind. The Saracen light cavalry was trained to fight both with bow and sword, and thus could “switch” over to a heavy-style melee combat. On occasions that the Crusaders crossbowmen did not have support from nearby heavy infantry or cavalry, the Saracen cavalry was able to charge and, despite their light arms and armor, disperse and kill the crossbowmen. In effect, they could act as light or heavy cavalry. Of course, if they had to face genuine Crusader knights, the Saracens couldn’t hold up in melee with these horsemen. Instead, they evolved their own form of genuine heavy cavalry, which was still not as good as the Crusaders, but a heck of lot better than nothing.

Lunar Army Notes

Formations of the Army

Ordenviru

This is the High Command of the Imperial Armed forces. The Ordenviru includes the heads of each force and is overseen by the Imperial Warlord. It consists of:

  • The Red Emperor
  • General of the Heartland Corps
  • General of the Cavalry Corps
  • Commander of the Imperial Bodyguard
  • Commander of the Hunter Corps
  • General of Anirestyu Corps
  • General of the Garrison Army.
  • Admirals of the Imperial Navy
  • Admiral of the Middle Air Navy
  • Lord Dean Potentate of the College of Magic
  • Great Sister
  • Jar-eel the Razoress
  • Grand Marshal of Carmania

Imperial Bodyguard

The Imperial Bodyguard began as the personal defenders (Vorderos) of the goddess in the Bold Rebel period of her Teelo Estara time. The Bodyguard was maintained by the Emperor Tekenegi after the apotheosis of the goddess and added to by the different Masks of the Emperor which followed.   The Bodyguard began as a force of Warrior-Priests but subsequently elite units have been added from many areas of the Empire as well as specifically Lunar troops. The Bodyguard has grown into a large formation which is used as a single body to add power to armies for important campaigns.

Heartland Corps

The Heartland Corps contains the infantry and mounted infantry units of the Imperial Army. It has recently started to gain newly raised avilry units. It is a group for administration purposes but is never used as a tactical formation. Regiments of the Corps are deployed separately to armies on different fronts as required.

The Corps was originally the field army of the Empire and primarily Dara Happan in character. After Jannisor’s Rebellion units from other regions of the Empire were gradually incorporated into the field army to form what was then known as the Heartland Army. After the war with Sheng Seleris the Cavalry Corps was created, the Heartland Army lost all its cavalry regiments and was given its current name. Following the huge losses at the Night of Horrors in which many traditional regiments were destroyed more Lunar worshippers and citizens were recruited.

Units of the Corps maintain a home barracks and temple which is responsible for recruiting and training. 

Cavalry Corps

The Cavalry Corps was formed by the Emperor Magnificus after the Seleric War as a response to the mobility of the Empire’s Pentan enemies. It incorporates cavalry regiments from a variety of military traditions which are often no longer confined to their native regions.

Sister’s Army

The Great Sister formed her army to fight Sheng Seleris originally from the widows of soldiers and citizens killed by the Pentans. In the hills of Darsen they defeated many Pentans. After the end of the Seleric War the Great Sister maintained the force and they have their headquarters in Graclodont. They remain an all female force.

Provincial Army

The Provincial Army consists of two main parts. The professional regiments of the Regular Provincial Army can be added to armies for campaigns by order of the Provincial Overseer or the Emperor. The part-time soldiers of the Provincial Militia  are usually only called up for defence of their own provinces. However the ruler of each province can order the militia of their own province to fight in external wars but is then responsible for their pay. Provincial Army officers are trained at the Provincial School of Battle in Mirin’s Cross. This provides the officer corps with an understanding of Lunar tactics and military doctrine. Since 1611 the Provincial Overseer has frequently levied a War Tax on the provinces instead of demanding military service on the Southern Front. This unpopular tax has been used to pay for the large Tarshite military effort in Dragon Pass.

Garrison Army

The Garrison Army is a term used for units not assigned to the mobile forces.  The Garrison Army has only a small headquarters in Glamour. The ruler of the region or the General placed in charge of an area commands the Garrison Army units. They can be transferred temporarily to an active force.

Almost all of the Garrison regiments are location specific, though a few are assigned to a large region such as a Satrapy or an area like the Orayan March.  In general they defend their area and that is the extent of their role.

They usually have a full time element who typically double as both watch and firemen in cities or law enforcers in the country. In times of trouble, these formations are brought to full strength by the call up of reserves and militias.  All able bodied men of military class and standard are on the rolls but often only perform garrison training and provide funds for weapons and equipment reluctantly.

Imperial Navy

The Imperial Navy was only created in 1600 ST. Until then defence of waterways was the responsibility of local forces.The Navy has its HQ at Yuthuppa. It is a force of around 200 triremes, dromans and pentekonters and operates on the main rivers, the Sweet Sea and White Sea.The most prestigious part of the Navy is the Moon Boat fleet of the Middle Air Navy.Currenly this force mainly provides transport and scouting but new warships are under construction.

The College of Magic

The College was founded by Irripi Ontor and provides magical support for the army. It consists of specialists schools and cults such as  the Blue Moon School, Spell Archers and Crater Makers and from the Minor and Major Classess of the Imperial Universities. The Minor Classes are undergraduates and the Major Classes are graduates. All are trained to operate together. The College has its HQ in Glamour. Security for the magicians is provided by the College Guards.

House Forces

Satraps, noble houses and associations maintain their own forces.  These vary greatly in quality and training from elite untis such as the Rinliddi Iron Beaks who guard the Paradisal Aviator and the Shadow Born Cavalry of Silver Shadow to the tribal levies avaialble in Satrapies which has a warrior tradition. A particularly formiddable example of house forces would be those of the the Satrap of Kostaddi who can call on the 10 000 clansmen of the Sable Tribe of the Hungrey Plateau and the Killmen of Alkoth as well as normal temple and house troops.

Red Hairs

Moon Slaves are recruited using the the Red Hair Tribute exacted on the Pentans after the Nights of Horrors.  Red Haired children are sent ot the Empire in tribute.  They become the Red Hair Tribe: allies of the Empire.

Hunter Corps

The Hunter Corps was formed by Emperor Artifex to deal with the Solgil Gal Mind Eaters. Originally it was a collection of bounty hunters and specialized warriors or game hunters but has added a growing list of unique groups and units to its rolls, from the infamous murderers of the PargAddi penal regiment to the peerless Fervent Brass Guard of Carmania.The units of the Hunter Corps are smaller than full regiments and are deployed in situations requiring unconventional warfare.

Anisrestyu Corps

This is the logistical forces of the army. It maintians supply depots, ships and convoys.

Carmanian Army

The four Carmanian satrapies are  outside the Imperial military, the Garrison Army system and the Imperial Satraps Charter as they count as as Citizen Foreigners.  They are tied to to the Empire by their loyalty to the Shah – the Red Emperor.  By his will the Carmanian army works with the rest of the Imperial forces to deal with joint issues efficiently, usually through the Ordenviru. 

Carmanian contributes some regiments to the Heartland Corps or the Cavalry Corps such as the Queens Regiment or the Bashkar Lion Helms of the Bodyguard but otherwise maintains its own military institutions and commitments.

Allies

The most important Lunar Allies are the Char-Un. Usually around 3500 Char-Un serve in the Cavalry Corps.  In times of trouble the Empire can call on the full muster of the Char-Un. Should they answer the call some 20,000 warriors could ride with their leader – the Pan.

Some of the people of the Redlands serve as Lunar allied cavalry.

The Uz of the Blue Moon Plateau rarely provide troops for the Lunar army directly though they do serve in the Monster Men unit or the Blue Moon School.

Warbands and Mercenaries

Many warbands have been used by the Empire especially  in response to the troubles of Dragon Pass.  Many have been absorbed by the Hunter Corps but others are freelance groups. 

Special Forces

Special forces groups are not part of the order of battle for some reason and/or are part of a different part of the Imperial Administration. One example is the  Vampire Legion.  This force is trained in the City of Dreams but are rarely seen.  They serve as the bodyguard for the Emperor, when he is heroquesting into dangerous places or against enemy heroes. 

The Broo Guard consists of chaos creatures able to control their nature through the Lunar Way to control their natures. They are well equipped and extermely effective.  They are based in the crater,  under the Hungry Plateau and in the the Jord Mountains.  At least 1000 were deployed against the rebels of Rone.

Jar-Eel the Razoress serves the Empire but is not under the command of the army as she is the personal incarnation of the Goddess.

The Full Moon Corps is composed of Vecors, Lunar spirits of dead heroes of the Empire that manifest to aid the Empire when summoned. They are also the Garrison of the Moon and usually only a small number will be deployed to the material world .

Army of the Lunar Empire Notes

Lunar Army

The following information concerns the Lunar Army in 1617. A lot of this information is debatable in the YGWV (Your Game Will Vary) sense. Also remember that the Lunar Empire embraces contradictions!

Size of the Army

The Lunar Empire’s population is about 7.3 million. Its establishment strength (if every regiment had a full number of around 1000 infantry or 500 cavalry) may be as high as 183 000. Its actual strength (of troops actually servinng) is from a maximum of 137 000 to as low as 73 000 depending on the source of information you use. This probably doesn’t include militia units and household troops.

Order of Battle

The main formations of the Lunar Army are shown in the sidebar. The following PDF shows the Lunar Order of Battle in 1617. Entries which are blank are where I’m not sure about something. I have only put in the regiments with names – particularly with the Garrison Army, there are many more.

Lunar Order of Battle

Deployment

Field Armies are usually named for their location . The Empire currently has four Field Armies; Dragon Pass, Oraya, Prax and Pent.  The army commander is appointed by the Ordenviru and assigned forces to acheive a set of military and political goals. The commander is then, in general, then left to achieve them.  The size of such armies varies, as does their composition.  For example, the Army of Dragon Pass is fighting in difficult terrain and requires flexible troops often drawn from the Provincial Army and infantry formations of the Heartland Corps.

Troop Types

These are the troop types described in the Order of Battle:

  • Alkothi – unarmoured medium infantry armed with a mace and carrying a large shield. They rely on a swift advance to contact and personal ferocity in combat.
  • Auxiliary: a recent attempt to integrate Heortling Fyrd into the Provincial Army has led to the introduction of this troop type. They have a helmet and a medium-sized, round, wood and leather shield and carry 2 light spears and a small axe. They are loose order infantry for operating in hilly and wooded country.
  • Avilry: troops mounted on giant birds. Some can fly and are thus Flying Avilry.
  • Carrobalista: mobile bolt shooters mounted on carts.
  • Bows – medium infantry with light armour and a composite bow fighting in close order.
  • Cataphracts – heavy cavalry wearing complete heavy armour on fully armoured horses armed with a long two-handed spear and sometimes a composite bow.
  • Dragoons – mounted heavy infantry with a large heavy shield, heavy armour and long spear.
  • Fyrd – mixed tribal militia, largely medium infantry with large shields and two light spears but stiffened with small numbers of thanes wearing heavy armour and with swords and also some huscarls.
  • Heavy Maul – heavy infantry with heavy armour and a two-handed maul.
  • Heavy Swords – heavy infantry with a large shield, heavy armour and sword. Some have a heavy throwing spear.
  • Hoplites – heavy infantry with a large heavy shield, heavy armour and long spear.
  • Horse Archers – skirmishing light cavalry with composite bow.
  • Huscarls – heavy infantry with heavy armour and a long-handled two-handed axe.
  • Hypaspists – fast moving light-medium infantry with large heavy shield, light armour and long spear.
  • Javelin Cavalry – heavy cavalry wearing heavy armour and carrying a large shield and javelins.
  • Light Chariots – light two horse chariots carrying an armoured archer and a driver.
  • Light Horse – unarmoured light cavalry with a bundle of javelins.
  • Magicians – any predominantly magical unit. Some are mounted.
  • Peltasts – skirmishing light infantry with a small light crescent-shaped pelte shield and javelins. Some also carry a heavy curved bladed weapon called a rhomphaia.
  • Pike Phalanx – heavy infantry with medium armour, small shields and long two-handed pikes.
  • Prodromoi – light cavalry with a long two handed spear (sarissa).
  • Psiloi Archers – skirmishing light infantry with composite bow.
  • Psiloi Slingers – skirmishing light infantry with sling.
  • Sables – sable mounted troops usually in light armour and with a long spear.
  • Scythed Chariots – heavy four horse chariots carrying a heavily armoured driver in an armoured cab. These have scythe blades attached to the axels, yoke-pole and chariot body and are designed to be driven into enemy formations to break them up.
  • Shieldwall – close order medium infantry with large shields and short spears.
  • Spear and Bow Cavalry – heavy cavalry wearing heavy armour and sometimes on partially protected horses armed with a long spear and a composite bow.
  • Thureophoroi – fast moving light-medium infantry with a large light oval thureos shield, long spear and javelins.
  • Xystophoroi – heavy cavalry wearing heavy armour and armed with a long two-handed spear called a xyston.
  • Warband – tribal infantry with mixed weapons and little armour relying on an aggressive charge to contact.
  • Wardog Pack: a mixture of light infantry, often similar to peltasts, with trained war dogs. Common amongst Jajalorings.
  • Wargang – uz armed with mixed blunt weapons.
  • Wyvern Riders – troops mounted on fierce flying reptiles.

Sources

The main source is:

Discourse on the Armed Forces of Our Glorious Lunar Empire, an unpublished essay by Martin Laurie written in about 2000, contains many details about the Lunar Army

Martin sent this to me and it is used with his permission.

Other sources:

Jeff Richard’s list at Glorantha.com.

Dragon Pass by Greg Stafford and Robert Corbett- the wargame published in 1983 by Avalon Hill contains an order of battle for the Lunar Army in Dragon Pass at some point in the Hero Wars.

Tarsh in Flames, Unspoken Word 1, published 2001, edited by Mark Galeotti and Simon Bray contains an article called ‘The Army of Tarsh’ by Martin Laurie which provides an order of battle for the Tarsh army in the 1610s and 1620s. (ISNN 1473-7930).

Sons of Kargzant, Unspoken Word, published in 2004, edited by Mark Galeotti, contains information on Char Un regiments.

Masters of Luck and Death, from Issaries (ISS 1303) published 2004 contains a description of the Silver Shields regiment.

.Imperial Lunar Handbook Volume 1, The Lunar Empire, from Issaries (ISS 1302) published in 2003, by Mark Galeotti, Martin Laurie and Wesley Quadros contains an article on ‘The Imperial Army’ which talks about the sizes of regiments.
  
Imperial Lunar Handbook 2, Under the Red Moon, from Issaries (ISS 1304) published in 2006, by Greg Stafford, Mark Galeotti, Martin Laurie, Wesley Quadros and Roderick Robertson contains an article on the Lunar Army.Barbarian Adventures and Orlanth is Dead, from Issaries (ISS 1401 and ISS 1402) contain some information about the Lunar Army in Sartar.Details of particular regiments are also found in various issues of ‘Tales of the Reaching Moon’.

Lunar Empire Notes


Description

  • The Empire is divided into three portions:

Culture

  • The Empire contains several diverse cultures.
  • Uniting the cultures is the Lunar Way which claims to be part of each and every society in Glorantha
  • The subjects of the Empire live according to their own mores; relying on the Lunars to deal with other cultures and the Empire.
  • The cultural breakdown of the Empire is:

Government

  • At the head of the Empire is the Red Emperor, the Son of the Red Goddess.
  • The core of the Empire is the Lunar Heartlands. These are divided into nine satrapies.

Military

  • The armed forces are divided among several corps.
  • In addition each Satrap maintains armed forces of their own as do important nobles.
  • The troops of the Empire are a mixture of hoplites, peltasts and cavalry.
  • In addition, the College of Magic has regiments of magicians.

Religion

  • The Lunar Way is the state creed of the Empire.
  • Being based on inclusion and tolerance, it coexists peacefully alongside the native faiths.
  • The sole exception to Lunar tolerance is Orlanth; his worship is forbidden.

History

Modern Age

  • The Empire began with the birth of the Red Goddess in 1220 ST
  • The Goddess controlled Rinliddi
  • With the help of Dara Happa, they fought the Carmanian Empire and destroyed at the Battle of the Four Arrows of Light
  • When the goddess rose, the Empire controlled the eastern portions and had a close alliance with a restored Dara Happa.
  • The Empire seems to have been divided into seven provinces: First BlessedVelthilEsvulthilVonlathHenjarlSaird and Darjiin
  • However many of those provinces were allies at best.
  • The remains of the Carmanian Empire were subjugated in the Blood Kings War.
  • War broke out between Dara Happa and the Lunar Empire; the result of which was Dara Happan independence was crushed.
  • The barbarians of southern Peloria was brought under lunar control due to the efforts of Hwarin Dalthippa.
  • The empire was dismembered by the Seleran Wars; the Lunar Way only continued due to the survival of Sylila and the Western Reaches.
  • Although the Empire was restored due to the efforts of HonEel, its nature was subtly changed.
  • HonEel also enlarged the empire by adding Tarsh and Oraya.
  • When Tarsh revolted, the southern territories were reorganized as the Lunar Provinces.
  • Currently the Empire has conquered SartarPrax and Heortland