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Galahir, 'The Great Forest', is one of the largest and most terrifying forests in all of Mantica. While the Great
Forest is ruled over by the mysterious Forces of Nature, it is also home to noble Elven warhosts, Dwarven
prospectors, brutal Orcs and every other race of Mantica. Deep within Galahir, overgrown by vines and groves,
lie the decrepit ruins of ancient civilizations. Iron, gold and precious gemstones burst from veins deep beneath
the soil and the forest is home to some of the finest lumber and stone on the planet. For centuries, adventurers,
mercenaries and ambitious young lords have led their retinues into the Great Forest in search of fame and
fortune. Over time, a vibrant economy has sprung up deep within the forest in the famous trading posts of
Galahir. It is these trading posts which serve as the beating heart of the forest, and as such these outposts are
protected by ancient and sacred oaths. If any one retinue within the forest becomes too powerful, the enigmatic
Forces of Nature spring into action, evening the scales of power.
GETTING STARTED
To start this campaign you will need two or more players. Each player will control one Retinue. The Retinues
entered Galahir for reasons of their own but have all been trapped there now. The Forces of Nature won't let
them leave!
The Retinues trapped within Galahir have established many Trading Posts throughout the great forest complete
with blacksmiths, fletchers, etc to outfit their Units as well as taverns and halls to share rumours, gossip and intel
on opportunities to increase their wealth and power. A general treaty is in place preventing bloodshed within the
perimeter of these Trading Posts. However, the Retinues will battle each other if need be when they come across
each other in the wilds of Galahir.
Roll for territories. (If you already have at least 3 territories, skip this step.)
Roll for terrain.
Roll for scenario.
Roll for weather.
Roll for sides.
Roll for game length.
TERRITORIES
Each Retinue has a number of Territories within the forest of Galahir.
To begin with, each Retinue rolls THREE random Territories from the Territories table below.
Throughout the campaign a Retinue may acquire new Territories but can never control more than FIVE
Territories in total they simply don't have enough men to work all that land! If the total number of
Territories controlled exceeds FIVE immediately discard one or more Territories of your choice until
back down to FIVE total. If the retinue's total territories drops below THREE, roll up a new territory.
TERRITORY TABLE
D66 ROLL
TERRITORY
INCOME
1116
2126
20 GOLD.
3136
30 GOLD.
4146
50 GOLD.
5156
D6X10 GOLD.
6165
2D6X10 GOLD.
66
3D6X10 GOLD.
D3X10 GOLD
THE BATTLEFIELD
The battlefields of Galahir have claimed the lives of thousands upon thousands of warriors.
Skirmishes in the Great Forest are quick and brutal affairs often ending as quickly as they begin. It is
not uncommon for retinues to clash in dense forest, the ruins of ancient holds or putrid swamps. As
such, guerrilla warfare is the dominant style of combat employed by the retinues that do battle there.
Games played in Galahir take place on a 48 square table. The table contains D6+2 Terrain features
roughly 6 in diameter each. After the number of Terrain features have been determined roll a D6 for
each Terrain feature and consult the table below.
D6
Terrain Feature
Height 4 Forest.
Height 2 Hill.
Height 1 Ruins.
Height 4 Building.
SCENARIOS
The Scenarios from the Kings of War Rulebook are used. However, each Scenario has an additional
effect on the game itself.
1. Kill! All units which successfully rout an enemy unit add +D6 when rolling for EXP for this
game only. If more than one unit is involved in the action that routs an enemy unit, choose one.
Make sure to take note of which units score kills when they do!
2. Invade! The Winning Retinue takes 1 Territory as determined at random from the Loser. The
Loser immediately generates a new Territory using the Territory table.
3. Dominate! The Winning Retinue may immediately roll a new Territory.
4. Pillage! The Winning Retinue immediately generates D6X10 GOLD and adds this to their
income for this game only.
5. Loot! One unit from the Winning Retinue may work 1 of the Losers' Territories instead of one
of their own. The Loser may not work this territory until their next game.
6. Kill and Pillage! The Winning Retinue immediately generates D6X10 GOLD and adds this to
their income for this game only. All units which successfully rout an enemy unit add +D6 when
rolling for EXP for this game only. If more than one unit is involved in the action that routs an
enemy unit, choose one. Make sure to take note of which units score kills when they do!
WEATHER
After rolling for scenario, but before rolling for sides, roll on the table below to discern the weather in
Galahir for your battle.
D6
Weather Conditions
1.
2.
3.
4-6.
GAME LENGTH
The Skirmishes in Galahir are not the epic confrontations seen in other parts of Mantica. Instead of the
standard six turns, games of Galahir last for D3+3 turns. There is no 'extra turn' in Galahir.
53-55 Captured. The Unit has been captured by the enemy. Captured units must be ransomed back to the
enemy for 1/2 their Points Cost in GOLD. If such an amount of GOLD is not available for ransom, captured
units must be traded back to the enemy in exchange for a Captured enemy unit on a one for one basis starting
with the most expensive captured units first. If neither the GOLD nor an appropriate UNIT is available for
trading, the Captured unit is listed on the Captor's Retinue sheet in the Captive section and remains there until
after the Retinues meet again (after the game is played). At which point, the Ransom process starts over again.
Captured units do not count towards the REP of either player until they are ransomed back to their controlling
player.
55-56 Grizzled. By surviving the injury, the unit has gained the respect and fear of everyone who meets them.
Nerve Checks caused by this unit add +1. This is cumulative with the effect of rules like Brutal.
61-62 I've Had Worse! The Unit survives their brush with death and now fears neither injury nor death. The
Unit now counts as being Inspired at all times much like if it was wearing the Helm of Confidence.
63-64 The One That Lived. The Unit survives their ordeal and now serves as a rallying point for the rest of the
Retinue. The Unit now counts as Inspiring. This does not count towards the total number of Inspiring
Characters in the Retinue for purposes of Retinue Composition.
65-66 I've Seen Things. The Unit has recovered from their injuries but not without experiencing an eyeopening journey to the afterworld and back. The Unit adds +d6 experience points to their experience roll this
game only.
EXPERIENCE
As soldiers take part in fights, those who survive become more experienced and gain new skills. This is
represented by EXP Points.
All Units start with 0 EXP Points. So long as the Unit survives a game (after rolling on the Lasting Injuries
table) it gains +D6 EXP Points.
When a Retinue clashes with another Retinue with a higher REP, it's Units gain extra EXP. The amount of
which is detailed below.
Difference in REP
1-19
+1/0
20-39
+2/+1
40-69
+3/+2
70-99
+4/+3
100-149
+5/+4
150-199
+6/+5
200-299
+7/+6
300-499
+8/+7
500-999
+9/+8
1000+
+10/+9
LEVELLING UP
As Units gain EXP they may be entitled to a Level Up. The following table shows how much EXP a Unit must
accrue before it gains a Level.
EXP
Level
09
1. Recruit
1019
2. Regular
2039
3. Veteran
4069
4. Elite
7099
5. Super Elite
100149
6. Champion
150199
7. Myrmidon
200299
8. Hero
300399
9. Superhero
400
10. Demigod
PERKS
When a Unit Levels Up, they are entitled to roll 2D6 on the Perk table below. Roll these Perks
immediately after the game so your opponent can vouch for your Perks in the Campaign Thread.
2D6
Result
Stat Increase. +1 Ne
1011
12
Special Rule
Phalanx.
Vanguard.
Elite.
Vicious.
Brutal.
10
Nimble.
11
Pathfinder.
12
Ensnare.
INCOME
Each Regular Unit (not Irregulars, Individuals, Monsters or War Engines) may work ONE Territory
after each game. TWO Units may not work the same Territory. Units which roll on the Lasting
Injuries tables may not work Territories until after their next game (provided they don't roll on the
Lasting Injuries table again after that game).
COLLECTING INCOME
Retinues cost money to run. Larger Retinues cost even more money. The Soldiers must be fed and
housed, their weapons must be sharpened or repaired and their mounts must be watered and tended to.
To determine how much of their total income the Retinue nets after all other deductions refer to the
chart below.
Number of Units in Retinue
Income
13
46
79
1012
1315
1618
1921
0-29
15
10
30-49
25
20
15
50-79
35
30
25
15
80-119
50
45
40
30
20
120-169
65
60
55
45
35
15
170-229
85
80
75
65
55
35
15
230-299
105
100
95
85
75
55
35
300-379
120
115
110
100
90
65
45
380-459
135
130
125
115
105
80
55
460-559
145
140
135
125
115
90
65
560-669
155
150
145
135
125
100
70