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Uncharted empires
A Kings of WAr
Army supplement BooK
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Uncharted empires
Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . 4 The League of Rhordia . . . . . . . . . . . . . . . 30
New Special Rules . . . . . . . . . . . . . . . . . . . . 5 The Trident Realm of Neritica . . . . . . . . . 38
A Call to Arms . . . . . . . . . . . . . . . . . . . . . . . 6 The Empire of Dust . . . . . . . . . . . . . . . . . . 44
The Brotherhood . . . . . . . . . . . . . . . . . . . . . 8 Night-stalker Armies . . . . . . . . . . . . . . . . 52
Salamander Armies . . . . . . . . . . . . . . . . . . .14 Ratkin Armies . . . . . . . . . . . . . . . . . . . . . . 58
The Herd . . . . . . . . . . . . . . . . . . . . . . . . . . 22 The Varangur . . . . . . . . . . . . . . . . . . . . . . 64
Credits
Kings of War Game Design Special Thanks
Alessio Cavatore The Kings of War Rules Committee would like to
thank the large community of Mantic gamers whose
Uncharted Empires Army Lists invaluable help made this book possible. We would
and Additional Rules Development like to extend our special thanks to the following
Chris Morris, Daniel King, Matt Gilbert, play testers for all their hard work:
Nick Williams, Sami Mahmoud
Adam Langsdorf, Adam Storey,
Background Material Alex Logan, Amy Stamper, Andrew Bettney,
Matt Gilbert Bartjan van Kolck, Ben Kochskamper, Ben Rantall,
Beth Hill, Bill Foreman, Boothy, Carl Newbould,
Additional Background Material Carlos Blasco Ruiperez, Cory Winger, Dan Dourney,
Chris Morris, Daniel King, Sami Mahmoud David Baker, David Overholt, Ed Hamacek,
Erica Sensenbach, Fyrax, Gavin Gossett, Godhead,
Editing Gordon OReilly, Graeme Baldwin, Heather Kniss,
Greg D Smith, Matt Gilbert Iain Skinner, James Atkinson, James Carpenter,
Jason Moorman, Javier Tormo Sanz, Jeff Beaver,
Playtesting
Jeremy Gosset, Jez Gurney, John Dowbakin,
Kings of War Rules Committee,
Jonathan Faulkes, Johnathan Slivkoff, Jon Carter,
The Mantic Community Jonny Watson, Joseph Page, Kara Brown, Karl
Miniatures Booth, Keith Ambrose, Kevin White,
Fireforge Games, Mantic Games, lord_blackfang, Marcus Reid, Matt Blight,
Matt Kolb, Michael C Carter, Nicholas Carpenter,
Warlord Games
njaegara, Panda Fries, Pete Jones, Peter Cooper,
Art Peter Williams, Philip Scicluna,
Alan Lathwell, Heath Foley, Juan Diego Ruben Martnez Hernande, Rob Allen, Russell
Dianderas, Luigi Terzi, Michael Rechlin, Grima, Sam Rounsevell, Scott Harris, Sebastian
Phil Moss, Roberto Cirillo, Shen Fei Chan, Bales, Seth Deaton, Sharad Vora, Simon Chatterly,
Steve Deppe, Sue Foreman, Toin van Kolck,
Yann Hoarau
Tom Alexander, Trevor Younghusband, Tyler Brown,
Graphic Design Vincenzo Idone Cassone.
Dylan Owen, Kev Brett
Mantic, Dungeon Saga, Kings of War, and all associated characters,
Photography names, places and things are TM and Mantic Entertainment Ltd
Ben Sandum 2015. All rights in the design, text, graphics, and other material in
this publication and its selection or arrangement is copyright of
Mantic Entertainment Ltd., or has been granted for use by other
third parties. This includes images, text, graphics, corporate logos
and emblems. Reproduction is prohibited. Colours and contents
may vary from those shown. Photography not to scale.
www.manticgames.com
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introduCtion
Behind the massive walls of Therennia of black ink made from the blood of
Adar, deep down in the twilight gloom hydras, scratches its way endlessly over
of the city streets there is a door. It is a a fantastically detailed map of the entire
nondescript, unremarkable wooden door, world. Since time forgotten, the quill has
passed daily by the feet of thousands as faithfully recorded the ever changing shape
they go about their daily lives. The door of the world; the rise and fall of empires,
has no key, no handle that can be seen by the kingdoms and borders that shift and
those who do not know its secret their merge and come and go. The fate of entire
eyes slide past as they walk on, unseeing. civilisations and the decisive events and
battles that have dominated history have all
Yet behind this unexceptional door, been steadily and dispassionately recorded
protected by spells woven by Valandor by this unerring cartographer.
himself almost one thousand years ago,
is a vast room, lit by glittering mirrors As an observer you can ask the map to
that cunningly re-cast soft light from the redraw itself to show the world as it was
heavens far above. Tiered wooden shelves at any time. It is possible to watch the fate
surround the central chamber, heavy of nations unfold as they have struggled
with the dusty books and grimoires of the to survive to the present day. The destiny
learned elven races. In studies and lecture of the noble races and their influence
rooms off the main hall, students and on the surface of the world is clear but
teachers absorb the knowledge recorded by perhaps more intriguing is to study the
their ancestors while scholars continue to minor players or those that fall between
chronicle the history of the world and the the cracks of history. The authority of the
secrets it contains. noble races and the impact of the major
forces of darkness are common knowledge.
At the centre of the central hall is an But to study the map is to understand the
immense table made of a single piece of subtle influence that the so called minor
polished hardwood, carved with astonishing peoples have had on the shaping of the
skill by the hands of ancient elven artisans. world and the ripples of their interactions
On the table lies a massive animal hide, down the ages and into the future. You
taken from YRoon Thunderfoot, the long can also see the places you never knew
dead king of the mammoths. As fascinating existed. The world is much bigger than
as they may be, the table and the enormous many people believe.
piece of leather draped across it are not
what will capture the imagination however. ***
A giant quill, filled with a limitless supply
Uncharted Empires is a supplement for
Kings of War and introduces 9 new armies
to the game. From the depths of the oceans,
to the peaks of The Three Kings, Uncharted
Empires gives players all the background
and army list entries they need to help
write the history of Mantica for these
minor players.
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A CAll to Arms
The rusting cleaver chopped down The Brotherhood were hard pressed. The
and Charles wasnt quite fast enough walls of St Victor Dupont, the bastion
to avoid it completely. Spinning to his closest to the Abyss, rang with the shouts,
left he stumbled against a makeshift screams and terror of the battle that
wooden firestep and that was possibly had lasted all day. Too many brothers
what saved his life. The wicked looking had fallen already but the filthy vermin
weapon caught him a glancing blow to had paid dearly with each assault that
his pauldron, leaving a vicious looking was repulsed. Easing life back into his
gouge in the metal and his right arm tingling arm, Charles looked sadly down
numb. Years of ceaseless combat against at what was once Sir Girard, his skull
the agents of despair had honed Charles now crushed inside a crumpled sallet
combat instincts to near super-human that had offered no protection from a
levels. Without thinking, his left arm monstrous blow. Sir Girard had been an
had already buried his short sword up irascible man, dour and with few real
to the hilt into the stomach of the vile friends within the order, but he had been
brute which now slumped over him with a superior warrior and his passing left
foetid breath and dimming eyes. Hed a large hole in the outposts defences.
been twisting the blade as it punctured
A great shout went up and Charles
the massive ratkin warrior and now
looked up to see dozens of hideous ratmen
ripped it free. Always twist the blade. He
crawling through the crenels at the far end
remembered the instructions being drilled
of the eastern parapet. The last of the
into the Initiates during his training.
knights who had been defending the wall
Those that didnt heed the lesson risked
there were now being mercilessly hacked
a desperate struggle to free their sword
to pieces and more of the scum were
from sucking flesh. Those that didnt
scaling the walls to join in the massacre.
heed the lesson were likely now dead.
Charles sprinted through the north eastern
Charles grunted with effort and shoved tower, bellowing at his men to move aside.
the bulk of the ratkin brute off the Sir Philippe too had reacted to the danger
ledge with his good arm and down into and was rushing with his men to the
the courtyard below. It landed with a threat from the opposite direction. Charles
sickening slap onto the muddy ground. grabbed two knights on his way through
Ploughshares, those from the nearby without stopping to see who they were.
villages that had retreated behind the It didnt matter. All his men were highly
safety of the strongholds walls, ensured skilled and knew how to kill efficiently.
the beast was never going to rise again.
The Brotherhood counter-attack ran into
You could never be too careful.
a nauseating miasma of gas and flies.
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Disorganised by their frenzied bloodletting earned it but there would be no time for
of the defenders, the ratkin Blight crumpled relaxation or respite. The Brotherhoods
as the two assaulting parties hammered dead would need to be buried, the ratkin
into them from each side, seemingly bodies burnt and replacements and new
unaffected by the mephitic cloud around recruits requested. Before dawn, the knights
them. This was no time for elegant sword of the Abyssal Hunt would track down
play or measured, tactical duelling. This and eliminate any ratkin survivors and
was butchers work and the blades of the news would need to be sent back to the
knights chopped and stabbed, piercing Chamber of another probing assault by
through fur matted with pus, smashing The Scourge. They were becoming more
bone, spattering gore across the ancient frequent with each passing year it seemed.
stonework. As the dark, noxious blood
A cry sounded from the western wall.
of the ratmen began to run though the
Frowning, he left his musings and strode
machicolations to pour onto the vermin
to where the sentry was pointing. Looking
swarming at the foot of the walls, the
out over the killing ground beneath
Villein bowmen on the south battlement
him, his eyes skimmed over the blood
picked off the last of the beasts climbing
soaked earth and up the treacherous
over the wall with unerring accuracy.
declivity beyond. At the top of the ridge
Bodkins designed to pierce the toughest
and silhouetted against the backdrop of
armour slammed into flesh with a sound
a darkening orange sky, thousands of
like blades hitting a butchers block, and
pairs of baleful red eyes gazed back
the corrupted bodies of The Blight were
malevolently from the vast ratkin horde
thrown back onto the milling throng below.
that stretched as far as the eye could see.
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the Brotherhood
The original name of the peoples and
kingdom of the Brotherhood are lost to all
but the most informed of scholars, discarded
The Brotherhood
in the wake of the Time of Ice. Theirs was one Special Rules
of many kingdoms swallowed by the Infant
Seas rapid expansion following the vanquish Alignment: Good
of Winter. As the Brotherhood returned from Noble Heroes
the north following her defeat by Valandor, Some units in this list have the Valiant
they were met by the bedraggled survivors Special Rule. This is identical to the
of their kingdom fleeing the devastation. All Rallying! (1) special rule, except only
that remains today is the mouldering ruins Villeins can benefit from it.
atop the Forsaken Isles.
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Valandors vain sacrifice to try and save darkness. Being one of the first lines of
their homeland was already considered an defence against Abyssal forces moving south,
act of great nobility by the Brotherhood. they cannot afford to relax the Eternal Watch
His actions were perceived as an act lest they be swept to extinction by Orcs,
of martyrdom and following in his Abyssal Dwarfs, or even the dread Abyssals
footsteps became a subject of almost themselves. Military training of some degree
religious devotion. Between battles and is compulsory for even the lowest peasant,
training, many knights are often found and everyone is required to maintain at least
in meditation and contemplation in the basic weapons to defend their lands and
Council Chamber. On one fateful day, on farms or supplement the armed forces. Thus
completing his period of reflection, one the Brotherhood can put a wide spectrum
knight felt an unwavering compulsion to of soldiers into the field, noble knights,
lay his hand on one of the blessed suits standing soldiers to support the knights, and
of ensorcelled armour, an act that had peasant militia for when forces are stretched
previously been unthinkable. In a flash of thin alongside the mystical water creatures
searing blue light, a portion of the water it can summon to the field.
magic was bestowed upon the knight,
and he became the first new recruit into Although much of their activity takes place
the Order of Redemption. Over the years in the shadow of the Abyss, bands of the
other knights have felt the same calling to Brotherhood roam far and wide, lending aid
touch a vacant Armour of the Tides, and to any who face the forces of darkness. As
the Order of Redemption has established time has passed, the Basileans relationship
itself as the mightiest and noblest of the with the Brotherhood has been one of cold,
Brotherhoods warriors. or even arrogant, indifference. Whilst
misunderstandings have on occasion
Brotherhood society exists on a permanent been settled on the field of battle, the
war footing, with every member of society proximity of the Abyss has so far proved
fulfilling a function to support their a strong enough incentive to avoid open
unending quest to thwart the forces of warfare between the two kingdoms.
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Special Special
Headstrong, Valiant Regeneration (6+)
Special
Crushing Strength (1) Villein Bowmen Infantry
In dire circumstances the Brotherhood may be Unit Size Sp Me Ra De Att Ne Pts
required to put as many able-bodied fighters Troop (10) 5 6+ 5+ 3+ 8 8/10 85
into the field as possible, particularly when their
Regiment (20) 5 6+ 5+ 3+ 10 12/14 115
own territory is threatened. These villein march
to war armed with scythes, pitchforks, halberds Horde (40) 5 6+ 5+ 3+ 20 19/21 190
and similar weapons. Special
Bows, Phalanx, Piercing(1), Reload!
All able-bodied members of society are trained
infantry. The Brotherhood operates a rotation
Swains Villein Rangers [1] Infantry system of service so that these most productive
members of society spend several months fighting
Unit Size Sp Me Ra De Att Ne Pts
and several months using their practical skills
Troop (10) 5 4+ 4+ 3+ 10 13/15 185 to provide food and other essentials, weapons,
Special and the bodkin arrows that are a feature of
Bows, Elite, Inspiring (Villeins only), Piercing (1), Brotherhood armies.
Stealthy, Vanguard
The ranger Swain is a hardened veteran leading a Water Elementals Large Infantry
band of merry, some would say crazy rangers.
These legendary fighters can survive out in the Unit Size Sp Me Ra De Att Ne Pts
wild around the Abyss for weeks or months on Regiment (3) 7 4+ 5+ 9 /14 150
end, providing excellent intelligence and supporting Horde (6) 7 4+ 5+ 18 /17 220
sorites by Brotherhood strike forces.
Special
Crushing Strength (1), Pathfinder, Regeneration (5+),
Shambling
Unbridled spirits, Water Elementals are entities
of raw energy, bound together by the magic of
the Devoted and the will of the Green Lady.
Taking the form of sentient tidal waves, their
fury is unmatched on the battlefield.
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sAlAmAnder Armies
The Infant Sea drowned the world and
entire civilisations. The basin now claimed
by an ocean was once a fertile place, full of
Salamander Army
vast rain-forests and rich cropland. A few Special Rules
islands are all that remain of once-mighty
mountains and volcanic ranges, their peaks Alignment: Good
providing isolated pockets of land. On some, Flames of Kthorlaq
weather-worn statues and crumbled temples All units in this list have Crushing Strength
are all that remain of the people that once (1), unless specified otherwise.
lived there. On a handful of others, an
ancient nation struggles to survive and find Also, all infantry models in this list are on
its place in a world shaped anew. 25x25mm bases, unless specified otherwise.
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implacable advance. Riding at the vanguard the frozen seas and the great mountain
of the walls of ice were hordes of foul and ranges of Abkhazla. Eventually, exhausted
unspeakable things intent on destroying all and nearing the end of their endurance,
in their path. Winter was waging her war three great smoking peaks rose into the
on the world. skies before them. Kthorlaq declared that
this was to be their haven. This was the
The mage-priests and battle captains fell place she had seen in her visions all her
back under the onslaught. Few escaped the life. Here were the kings of fire and they
carnage and those that did continued their would offer their protection.
flight into the west. With her people beset
by hunger, cold and the advancing armies The threads of truth are hopelessly tangled
of Winter, Kthorlaq ordered the mass in the fanciful tapestry of myth and legend,
evacuation from the cities and surrounding but the reptilians claim that Kthorlaq gave
lands. Many stayed behind in defiance of herself to The Three Kings; her mind, body
the encroaching doom, selling their lives and soul. They speak of how, summoning
dearly to give their people time to flee. A her most powerful magic, she created a vast
titanic battle was fought outside the gates shield between the fiery summits of the
of the great temple city of Haelthorn as the kings, a crackling vortex made of her very
fourteen reptilian cohorts that had stayed essence. The Reptilians grieved for their
behind fought back Winters ravenous loss while all the time cowering behind the
legions. The cohorts inevitably succumbed barrier that held firm against the onslaught
but their noble sacrifice had bought of ice and beast. Decades past and as the
Kthorlaq the time she needed to make good echoes of Kthorlaqs voice faded from the
the escape. ears of the mage-priests so the barrier began
to fail. Just as they feared the shield would
Tens of thousands died in the great journey finally collapse, with disaster pressing on
as the hordes of Winter pursued them into all sides, Valandor the Great smote Winter
the west. Yet more perished as they crossed down. Her death cries echoed around the
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flames extinguished and their bodies melting judgement known as the Ordeal of Fire. Not
into the magma in a process which has deep all survive this secretive ritual, conducted
spiritual significance for them. by the mage-priests deep in the magma
filled chambers of The Three Kings.
On land, the salamanders form the main fighting
arm of the reborn reptilian civilisation. They Those that re-emerge do so with eyes and
see it as their sworn duty to be the protectors skin glowing from an intense inner fire.
of their people and the oppressed of the world,
following the example and sacrifice made by They have shortened their lifespan in order
the greatest of their kind, Kthorlaq. While to be able to serve away from the homelands
they utilize other races in their armies to fulfil for extended periods of time, taking the fight
various battlefield roles, it is the salamanders to the darkness in the world. These super-
that are the core of any reptilian army. charged veterans are often seen leading the
younger salamander warriors on foreign
Some young, adventurous salamanders join battlefields, taking command of them when
the Arkosaur navy to add muscle to the fighting alongside their allies.
fighting crews on-board but most ships will
have no more than a dozen such individuals; Ghekkotah
captains are wary of these boisterous youths The Ghekkotah are a diminutive sub-
and fire has never been a sailors friend - species of the salamander line and similar in
but their fighting prowess and usefulness is appearance to the now extinct Gheko race.
grudgingly acknowledged. They are rogues They remained unscathed as the magical
and it is not unheard of for some to slip away backwash transformed the salamanders
looking for further personal adventure if life and so retain their warm-blooded bodies.
on the oceans becomes too monotonous for They are very social creatures and often
their fiery characters. operate in large family groups when hunting
or farming. They are fiercely loyal and are
more than prepared to offer their skills to
Ordeal of Fire the salamander army in times of war. They
Some individuals that have proved are rarely seen in the great cities of the
themselves in battle against the forces of homelands, preferring the jungles and plains
evil will put themselves forwards for the at the bases of The Three Kings.
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Options
Ghekkotah Clutch Warden Hero (Inf)
Mount on Kaisenor Raptor Mount (increase Speed
to 8, gain Thunderous Charge (1), change to Hero
Unit Size Sp Me Ra De Att Ne Pts (Cav)) (+20 pts)
1 7 4+ 4+ 4+ 3 10/12 85 The heralds call the cohorts to war with sonorous
blasts from the sacred horns they carry reverently
Special
Blowpipes (treat as thrown weapons), Individual,
into battle. The sound of a heralds call stirs the
Inspiring (Ghekkotah only), Pathfinder, Vicious, dying embers of faltering friends and puts fire
20x20mm base back into their bellies.
This unit does not have Crushing Strength (1),
Ghekkotah Skylord Hero (Large Cav) Firebrand is a legendary Corsair, renowned for
breath-taking feats of bravery, swashbuckling action,
Unit Size Sp Me Ra De Att Ne Pts and daring escapades. The stories of her adventures
1 10 3+ 3+ 4+ 5 11/13 130 go back for centuries however and Firebrand often
vanishes for years at a time before resurfacing in
Special some spectacularly explosive way. Her fantastically
Blowpipe (treat as thrown weapons), Fly, Inspiring exciting life and phenomenal skill are what all other
(Ghekkotah only), Vicious
Corsairs aspire to. To have the enigmatic Firebrand
This unit does not have Crushing Strength (1) fight alongside them is something they can rightly
The true lords of the sky and masters of the boast of in their old age. Whether Firebrand is
hunt. These deeply respected elite hunters have the same person now as when the legend was
formed an incredible bond with their sleek, born nobody knows. Its highly likely that when an
elegant jrooka mounts incumbent dies, another picks up the mantle to keep
the mystique and adventure alive.
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the herd
When the Mother world was young there Dark Kyron lurked in the shadows and
lived one called Kyron who would be our helped Garkan the Black forge the beasts
Father. He was tall and strong and brave we call orcs. He reached out and tore many
and had many friends amongst the beasts of our ancestors apart, offering their lives
of the forests, mountains and plains. They to the smith for his forges and anvils.
ran together, played together, and hunted Garkan and Kyron also pulled apart the
together. They were content. They were free. wild men, the elves and dwarfs, and he
put both animal and man-thing together,
One day Kyron and his family were struck imprisoned in strange minds and bodies.
down by an unseen blow. Kyron fell to the After 900 days, the darkness was born and
ground in great pain and when he arose unleashed upon the world.
he became two people, one was brave and
kind and the other cunning and cruel. They Good, Brave Kyron saw all that had
argued and bickered about what path to occurred and knew what he must do. He
take, each having different ideas on what watched from afar, rescuing the lost souls
should happen to their animal friends as discarded by his brother and Garkan as of
the Mother world cried in pain. no use to their schemes. He gathered light
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from all around him, from the earth and They are blind to our purpose.
the sky, and he gave this light to us. Brave
Kyron could not remake The Lost as they Dark Kyron tried to run away but Brave
once were but he rebuilt their shattered Kyron chased him, flying high across the
lives and bodies and purified the evil in sky. You can still see them both today,
their hearts. We opened our eyes and we still chasing each other in The Great Hunt.
knew one another as brothers and sisters. At night, Dark Kyron skulks in the sky,
In return, our father, Brave Kyron gave us sometimes showing his face, at other times
to the Mother world, to protect her from cowering and hiding. Our lost kin worship
the evil forged by Garkan. him in the darkness. In the day, Brave
Kyron rises and chases away the shadows
But Dark Kyron saw his brave halfs magic and once again shows us the light.
and cursed his brothers new children. He
led some of us away from the brightness. We live to protect and serve the Mother.
Our siblings ran too far and they did not We are The Lost now Returned. We are the
see the light, instead they fled and joined Centaurs, Fauns, Satyrs, Lycans, Minotaurs
the black, evil things that now infested the and more. Some are more beast than man,
Mother world. Laughing, Dark Kyron also some more man than beast. We live in the
whispered mistrust into the hearts of the forests, in the hills, the mountains and the
weak-minded humans. Men have resented rivers. We listen to the world and the world
our presence and distrusted our kind ever speaks through us. We are the heartbeat
since but we do not seek their acceptance. and voice of the Mother.
Let them live in their filthy towns and
cities, away from the bosom of our Mother. We are The Herd.
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Longhorns Infantry
Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 6 3+ 4+ 10 10/12 100
Regiment (20) 6 3+ 4+ 12 14/16 145
Special
Crushing Strength (1), Thunderous Charge (1),
25x25mm bases
The biggest and bulkiest of The Herds infantry,
these beastmen are powerful and hard hitting
Tribal Spears Infantry
with vast combat experience. Before leading Unit Size Sp Me Ra De Att Ne Pts
The Herd into battle, the shamans will bless Troop (10) 6 4+ 4+ 10 8/10 90
their arms and armour during solemn and Regiment (20) 6 4+ 4+ 15 12/14 125
ancient rituals.
Horde (40) 6 4+ 4+ 30 19/21 205
Special
Phalanx
Some tribespeople are less suited to the rigor of
frontline combat but are still duty-bound to protect
the tribes, families and world around them. The
Herd know all too well how the humble spear
can destroy the momentum of an assault and use
it themselves in defence and counter-attack.
Hunters Infantry
Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 6 5+ 5+ 3+ 8 8/10 75
Regiment (20) 6 5+ 5+ 3+ 10 12/14 105
Special
Throwing Weapons, Vanguard
Options
Exchange Throwing Weapons for Bows for free
Tribal commanders greatly value the skills of
these warriors who can glide silently through the
land, stalking their unknowing prey. They are
lightly armoured and use a variety of throwing
weapons or bows to lethal effect.
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Harpies Infantry
Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 10 4+ 3+ 8 9/11 90
Special
Base Size: 25x25mm, Fly, Vicious
Bestial, bird-like creatures with the heads and upper
torsos of woman, their connection to the Mother is
flawed by a terrible hunger which they can barely
keep under control. The Herd does what it can
Guardian Brutes Large Infantry
for them to protect them from themselves, feeling Unit Size Sp Me Ra De Att Ne Pts
the connection bestowed upon them by the Father, Regiment (3) 6 4+ 5+ 12 12/15 150
Brave Kyron himself. Once embroiled in battle Horde (6) 6 4+ 5+ 24 15/18 230
however, the Harpies will often be so overcome
with frenzy that they sacrifice themselves while Special
tearing the enemy apart all the while. Crushing Strength (1), Fury, Thunderous Charge (2)
This unit does not have the Pathfinder special rule
In times of peace, those known as the Guardians
Lycans Large Infantry are typically solitary, territorial and reclusive
individuals. Each innately knows the land for
Unit Size Sp Me Ra De Att Ne Pts
which they are tasked with protecting. When the
Regiment (3) 9 3+ 4+ 9 12/14 160 threat is great, or when The Herd must gather
Horde (6) 9 3+ 4+ 18 15/17 245 to march to war, all manner of these powerful
beastmen will band together, from Minotaurs to
Special
Owlbears and even more unusual forms. They
Crushing Strength (1), Nimble, Regenerate (5+)
form blocks of massive shock troops within
Lycans are those of The Lost that Kyron The Herds front lines. As well as their natural
rescued after Garkans experiments in merging savagery, they are often equipped with brutal
man and wolf. The Werewolves were lost to weaponry and huge wooden shields. Others
darkness, becoming perverse and twisted things may have armoured hides, razor-sharp claws
shut off from the Mother. Lycans are at one and powerful beaks which they use to rend
with nature and share a deep connection with their enemies. Not given easily to fear or defeat,
the world. Their very life force is sustained by where others would bow their heads the mighty
the Mother and nothing other than death itself guardian will bellow their defiance and smash
can bring them down for long. their way back into the fray.
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Brutox Monster
Unit Size Sp Me Ra De Att Ne Pts Stampede* Large Cavalry
1 8 4+ 4+ 1D6+8 16/19 220
Unit Size Sp Me Ra De Att Ne Pts
Special Horde (6) 7 4+ 4+ 30 18/22 260
Crushing Strength (2), Fury, Regenerate (5+), Strider,
Thunderous Charge (2) Special
This unit does not have the Pathfinder special rule Crushing Strength (1), Strider, Thunderous Charge (3)
Part giant or cyclops, these huge beasts tower Droves of wild horses, cattle, steppe-rhino and
over even the mighty Guardian Brutes and are even larger beasts can be goaded into war.
indomitable in battle. While relying only on its Lacking true intelligence, they still have an
hide for armour, it has a deep connection to instinct to fight to protect the Mother world.
the Mother and can regenerate all but the most Willed by the shamans, a stampede thundering
grievous of wounds. towards the enemy is a sight to behold!
Special Special
Advanced Deployment, Base Size 75x75mm (cannot Crushing Strength (2), Vicious
be increased by exceptional base sizes) Height 4,
Inspiring, Rallying (2) Options
Wings (gain Fly and increase Speed to 10) (+50)
Tall, wood-carved monuments that often depict
the forms of animals and legendary tribal heroes. A bizarre combination of animals makes this a
These tell stories of great import, recording the truly ferocious beast. Like the brutes, Chimeras
essence and history of The Herd. They symbolise tend to live solitary lives but are most commonly
the tribes beliefs and all tribespeople that see found in caves and patrolling the hills and
them are filled with pride and a deep spiritual mountains of the world.
connection to the ancestors that built them.
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While the fallen Lykanis are twisted monstrosities The biggest and bravest of the Guardians rise up
the Lycan Alphas are noble and brave. They are to lead the others to battle. Strong and bullish, woe
fast and immensely powerful beings and their betide anyone, or anything, that gets in their way.
feral looking eyes glitter with a surprising intellect.
Avatar
of the Father [1] Hero (Mon)
Unit Size Sp Me Ra De Att Ne Pts
1 9 3+ 5+ 9 /19 270
Special
Crushing Strength (1), Elite, Iron Resolve,
Thunderous Charge (3), Very Inspiring
Options
Heal (6) (+25 pts)
Wings (gain Fly and increase Speed to 10) (+50 pts)
Summoned by the shaman only in the most
desperate of times, this manifestation is an
avatar of Brave Kyron himself. Its form can
vary: one time a large hunting cat another
perhaps a great bird of the sky; but always the
godlike power and wisdom of it is self-evident, a
palpable aura of humbling and compassionate
spiritual power surrounding it.
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the leAgue
of rhordiA
Basilea is the self-appointed successor to
the old republic of Primovantor but that
doesnt mean that other realms do not claim
The League of Rhordia
the same. Whereas Basilea is geographically Special Rules
closer and has close contact with the Shining
Ones, Rhordia claims that it is politically Alignment: Neutral
and culturally closer to the old republic, Supreme Command
less corrupt by the new-fangled dedication All units in this list with Inspiring have
to the Shining Ones and standing on its own the Very Inspiring rule instead (already
two feet. The Rhordians acknowledge the noted in their profile), including
presence of the Gods as were, while not being Inspiring granted by other means such
enslaved to either their darker or lighter as magic Artefacts.
aspects. Where Basilea relies on the fickle,
often whimsical support of the Shining
Ones and their celestial armies, Rhordia
places its faith in science, reason, and the worlds fiery core: the minor tremors
gunpowder. It lacks the haughty arrogance and quakes that are often felt in the plains
of the Basileans, thereby enabling it to form are the echoes of the conflict raging still
alliances and closer friendships with other beneath the feet of mortals.
races like halflings and dwarfs. Free will
and cultural progress are encouraged in the The story of Eoswain and Zbortan, and its
League, concepts that are anathema to the derivatives, survive today in Mantica mostly
Basilean way of thinking. as myths and in childrens rhymes. In a
small area of the Ardovikian Plain however,
At the height of the God War, the former the story is still recalled and used as a
Celestian known as Eoswain waged a moral against excessive belief and action.
terrible and far reaching war with her own An extreme of anything the Rhordians
dark reflection. Her wicked side, now reborn believe, can be corrupting and damaging,
as Zbortan, raged across the firmament even if the intentions seem good. Today, the
and attempted to rain devastation upon Children of the Fall preach this mantra as
the lands of the noble races while Eoswain a key part of their dogma. They yearn for a
battled to thwart her at every turn. The return to the golden age of stability, before
collateral damage from the titanic feuding the shattering of the mirror, and thus their
between these two deities wrought terrible churches worship the former Celestians,
destruction upon the world below. The those that oversaw a world in balance.
culmination of the struggle resulted in
a cataclysmic impact in the area now Following the impact, the survivors
known as the Ardovikian Plain as the pair slowly pieced their shattered lives back
plummeted from the heavens, locked in together. As is the human way, centuries
a deadly embrace, and slammed into the of toil and warfare rolled across the land
ground below. The shockwave scorched the as minor realms and kingdoms came and
land for scores of leagues in every direction went. As elsewhere, settlements grew into
as the gods conflict was buried in the heart towns, towns into cities, and religion and
of the world. Some say they are still there, politics vied equally for reasons to quarrel
locked away in an eternal struggle deep in with bordering states. Tensions reached
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breaking point resulting in an episode now on the council, ensuring the Church plays
known as the Reaping Time. Relations its part in keeping the alliance together.
between five major city-states dissolved Unlike the Basilean religion however which
into open warfare. Alliances were forged indoctrinates an introverted and hidebound
and broken and a series of vicious and mentality, the church of the Children
bloody battles stained the land with the encourages open debate and encourages
lifeblood of brothers and friends alike. At advancements in science and technology.
the height of the conflict, the orcs came.
The Halfling Shires joined the League several
Sweeping through the farmlands around decades after its inception. Originally the
the north-eastern cities, the orcs razed and halflings were simply neighbouring trade
destroyed everything in their path. Already partners providing mainly food and tools.
broken from years of warfare and grief, the However, several extremely harsh winters
land and the people crumbled before the new, and then a devastating plague that swept
terrible menace. Two cities fell and the rest up from the south into Rhordia saw the
looked on in fear, knowing their fractured shires sheltering refugees and providing
armies could not withstand the onslaught. much needed aid. In return, the Dukes
mooted the idea, and eventually agreed, to
At least not on their own, but together they offer the shires a seat on the council and
stood a chance. From the City of Eowolf, one a place in the League. The halfling council
man spoke up. The chaplain Alobart Rhor, seat is filled by election with the candidates
head of the church of the Children saw his coming from the various shire captains who
people forgetting the lessons of the past. form the shires administrative assembly.
He browbeat the Dukes from the remaining
cities together and forged an alliance against
the new, common foe. For the next few years
and by sheer force of will, Rhor lead the new
alliance into a counter attack which blunted
and then pushed back the orc assault,
ultimately defeating it at the Battle of
Halmans Farm. Rhor himself was grievously
and fatally wounded in the battle but lived The shires are now considered the main
to hear that the Dukes had agreed to forge breadbasket of Rhordia and the loyalty,
a permanent alliance and work together to cunning and ingenuity of the halflings
rebuild their lands and cities. The pact was is highly valued by all League members.
signed a week after the battle and a council Many of the states now have growing
formed to govern the joint affairs of the new halfling populations and their appearance
alliance. In memory of the man who had led is very common everywhere across the
them to victory and laid the foundations for lands of the alliance.
its creation, the governing body became the
Council or Rhor and the alliance itself known The Leagues army is made up of professional
as the League of Rhordia. human soldiers from the towns and cities
with all states providing troops to a common
Since its creation, the League of Rhordia standing army. Sometimes mercenaries
has rebuilt and grown prosperous but is are used the common sell swords who
still fairly self-contained. It has become a will take coin from all the warring human
significant, if still small player in the realms realms. The College of Warcraft in Eowolf
of men. The individual city-states are still has seen a few, now legendary, halfling
governed by their own nobility but the Dukes engineers pass through its doors. Halfling
from each have a seat on the Council and regiments and battalions form a strong and
rotate the chair every 8 years. In all states, important contingent within the armies of
the church of the Children is prominent the League of Rhordia when they march to
and the chaplain of the Church has a seat war to defend their lands.
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Options
Mount on horse (increase Speed to 9, change to Hero
(Cav)) (+15 pts)
Every city-state, duke and baron have their own
colours which are proudly borne to battle by a
knight-ensign.
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the trident
reAlm of neritiCA
A wind starts in the west, blowing in the
mountains and sighing gently onto the
plains below, following the paths carved
The Trident Realm
by once-mighty rivers. The wind squalls Special Rules
across the ocean, churning the surface
into a boiling and deadly surf that crashes Alignment: Neutral
into the coasts of island chains. As the Bait and Switch
storm unleashes its fury, lands are flooded, All units in this list have the Ensnare
ships and lives are lost. It streams over special rule, unless specified otherwise.
the land, a lofty spectator as it soars over
clashing armies and blood-stained fields.
It howls through the deserted remains of
a city ruined by earthquakes and villages The great Kyron was friend to all beasts of
devastated by flooding. The wind, which the land, air and sea. When his dark side
has travelled so far and seen so much helped reform the beasts of the earth and sky,
goes almost unnoticed by those below the the Dark Smith had also turned his cruelty
surface of the waters of the world. The on those of the sea. Hideous magic and dark
rivers, the seas, the oceans and the lakes powers roiled the waters of the world and
these are the domains of the Neriticans, man and beast were fused in terrible pain.
the fishmen. When The Lost were rescued by Brave Kyron,
those of the sea fled to the dark depths of the
oceans, sent away by their father to escape
his brothers evil curse. The beings that were
now neither of land nor sea but a strange
amalgam of both, hid themselves away in
terror, not understanding what had become
of them, lacking guidance.
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They are fiercely territorial and have clashed ruled by a Neritican overlord or High King.
and sided with many land dwelling peoples, The kingdoms were born from the forced
especially when their watery domain is breakup of a former larger empire when the
encroached upon by the vile, filthy cities war against Winter ended and the Infant Sea
that are built on coasts and rivers. Their was created. This catastrophic event had
relative isolation and remoteness has given far reaching consequences above and below
them a certain aloofness to the general the surface. The three new kingdoms may
woes and conflicts of the other races, but bicker and squabble amongst themselves
when their anger is roused, few can stand but they have a unity of sorts and together
in the way of the hordes that pour forth form the Trident Realm.
from the ocean waters. They still feel the
call in their hearts to protect the Mother The Neriticans major allies are, predictably,
world from the darkness from which they those of the forces of nature and the
were rescued and this more than anything beastmen with whom they share a common
is what drives them to arms and to venture history and empathy. The armies of the
onto the land. The most common of the fishmen will march to war whenever they
Neriticans to be seen above the surface feel threatened or the natural balance of
are the Naiads. These lithe and graceful the world is endangered. Orcs in particular
warriors are often seen fighting alongside have learnt to be wary of water.
the armies of the Mother herself and, far
more rarely, with some human realms lucky When the winds of war blow strong and
enough to acquire their services. sweep across the land, they stir the waters
of the world and nervous eyes keep watch
Deep under the seas and oceans, there of the rising tide. Who knows what will
currently exist three major kingdoms, each emerge from the depths?
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Knucker Monster
Unit Size Sp Me Ra De Att Ne Pts
Naiad Envoy Hero (Inf)
1 9 4+ 4+ 6 13/15 145 Unit Size Sp Me Ra De Att Ne Pts
1 6 4+ 4+ 1 9/11 60
Special
Nimble, Pathfinder, Thunderous Charge (3) Special
Individual, Inspiring, Pathfinder, Regeneration (4+)
These water-wyrms use their natural camouflage
and stealth to slither unseen as they hunt their The large, marbled conch shells carried by these
quarry. They are lightning fast predators and royal courtiers are used to convey messages in
strike to kill with unerring accuracy, stunning times of war as well as announcing the presence
their prey if not killing them outright. of Neritican royalty. The shells reverberate with
a deep, sibilant and mournful tone that echoes
across the battlefield.
Despite their capricious nature, Naiads are very The Captains of the Riverguard are given responsibility
structured in the way they organise themselves for for whole river basins or lake systems. It is their duty
war. Naiad Centurions are trusted with command to relay all news to their Neritican superiors and
of a highly effective combined-arms company of they are regularly visited by the royal envoys of the
Ensnarers, Heartpiercers and Wyrmriders. Trident Realm in order to make their reports.
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exodus began as tens of thousands fled to the Gathering together their most trusted and
east, the remnants of culture transplanted to masterful Magi, the God-Kings summoned
a new home. They settled around the mouth the most powerful and spiteful of the
of the great river, now called Hokh-man, and demonic Djinn. Together, they unleashed
forged themselves a new life. The princes were a monstrous and lethal sand storm that
seen as the saviours of their subjects and were engulfed the Ahmunite armies, flensing
to be revered as the God-Kings of the people. skin and flesh from bone and driving them
back to the wastes. Plagues of insects, so
The great journey had taken its toll and vast they blotted out the sun, descended on
the young Ophidian realm was desperately the cities of the Ahmunites and devoured
vulnerable and short of man-power. Aghast the living so thoroughly that as the swarm
at the decision they must take, the God-Kings passed by, only bones remained.
finally decreed that once again necromancy
must be used to return their people from the The Ahmunite people were driven back into
grave. But this time the motives were different their broken, crumbling cities and scoured
not selfish, not arrogant. Service to the from the face of the world. The Ophidian
new empire would be for altruistic reasons. curse condemned an entire civilisation to
Strict laws were established to control the an eternal torment of undeath, stripped
learning and practice of the once dark art. bare for all to see as a terrible reminder to
As the fledgling empire grew and became the those who seek to abuse power and believe
masters of undeath, the God-Kings cast their they can master both life and death. What
sad eyes south, to the people they had left was once a prosperous, sprawling empire of
behind and watched an ancient empire tear merchants, art, learning and science is now
itself apart. The madness had to be stopped a shattered, bitter, hateful and smouldering
before it could spread any further, before the lesson against hubris and conceit.
armies of the dead turned their baleful gazes
to the wider world. An empire of dust.
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Options Options
Casket of the Damned (+10 pts) Casket of the Damned (+10 pts)
Even in death, the Priests and Pharaohs can rely Ranks of glittering speartips were a common
on the unwavering obedience of their people and sight in the armies of the Ahmunites. These
their skeletons unquestionable esprit de corpse. skeletal warriors still remember how to form a
wall of lethal metal points.
Revenants Infantry
Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 4+ 5+ 10 /13 85
Regiment (20) 5 4+ 5+ 12 /17 120
Horde (40) 5 4+ 5+ 25 /24 200
Special
Shambling
Options
Exchange shields for two-handed weapons for free
(lower Defence to 4+, gain Crushing Strength (1))
Casket of the Damned (+10 pts)
Skeleton Archers Infantry
Unit Size Sp Me Ra De Att Ne Pts
Revenants are the reanimated remains of elite
fighters, belonging to Ahmunite guard regiments Troop (10) 5 6+ 5+ 3+ 8 /12 75
and other troops that were better equipped and Regiment (20) 5 6+ 5+ 3+ 10 /16 100
trained than the average. This results in tougher, Horde (40) 5 6+ 5+ 3+ 20 /23 165
more skilled and more resilient undead warriors.
Special
Bows, Shambling
Options
Casket of the Damned (+10 pts)
The Ahmunite armies liked to darken the skies
with a hail of death. Their archers have been
raised from the grave with a modicum of their
former skill.
Options Options
Casket of the Damned (+10 pts) Casket of the Damned (+10 pts)
Consider new-fangled and highly experimental The embalmed corpses of these ancient Ahmunite
by the Ahmunites, these dry, cracked and ancient princes from the southern deserts are slow but
weapons can still pack a lethal punch. fearsome and immensely strong.
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Options Options
Casket of the Damned (+10 pts) Casket of the Damned (+10 pts)
Once the light cavalry of the Ahmunite armies, Adept at sniping and hit and run attacks, the
these desert horsemen and their steeds now serve speed of these skeletal riders is as unnerving as
the same function in death as they did in life. their baleful glowing eyes.
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Options
Mount (increase Speed to 8, change to Hero (Cav))
(+15 pts)
Most undead are uninterested in honour and duty,
but the sorcery that imbues the gory standards
of their armies are a source of unliving energy
that sustains the minions of the Pharaohs.
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night-stAlKer Armies
The elven Conclave of Heaven was a
secretive intellectual project devoted to
the study of higher consciousness and
Night-stalker Army
the nature of divinity. The pinnacle of Special Rules
the conclaves achievements came when
it attracted the attentions of the young Alignment: Evil
and seemingly curious Celestian known Stolen Dreams
as Oskan. While contact was often brief All units in this list have the Mindthirst
and sporadic, Oskan seemed to display special rule, unless specified otherwise.
a bond with the elves and hinted at great
changes soon to come with wonderful gifts Trans-dimensional
bestowed upon the mortal world. Oskan All units in this list have the Stealthy
began to teach the elven arch-mages how special rule, unless specified otherwise.
to travel the paths between worlds and Mindthirst
walk in the footsteps of the gods, luring If this unit is within 12 of an enemy
them ever further away from their bodies, unit with the Inspiring or Very Inspiring
testing their minds for his own amusement. special rule and is Routed, the opponent
One day, the entire conclave were invited must re-roll that Nerve test. The second
deeper into the paths, beyond the mists result stands.
of time, with Oskan leading and the elves
In addition, a Night-stalker army may not
displaying an almost childish glee to see
take the Inspiring Talisman magic artefact.
the wonders of the galaxy and other,
unimaginable planes of existence.
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dimensions and feeds them in return. Its They take many forms often perceived by
dark energy in constant flux, the power of different races in different ways depending
the Abyss will wax and wane over time. on the superstitions and fears of a culture
or individual. As in the life they were so
The Abyss and other sites like it across the cruelly ripped away from though, there are
world of Mantica are areas where reality has many different types of stalker, sometimes
thinned and it is such places that draw the even remnants of memories and personality.
things from other dimensions to the mortal Great forces of the stalkers band together
world. Its here, behind these fragile barriers when the Abyss pulsates with power and
between realities, that unimaginable things ghastly phantasms will sweep through the
gather and lurk, desperate to return to the shadows of the mortal realm and the fear
world from which they were so horrifically that precedes them is the very thing they
torn. These are what remains of the beings need for nourishment.
ripped from the world as Oskan was born.
These are the Night-stalkers. As the power of the Abyss wanes, the
stalkers are no more dangerous than bad
The Night-stalkers are the dreams, dreams and tales to frighten children.
nightmares, fears and horrors of mortals When an army marches to feast however,
become manifest. They lurk in the shadows their feeding frenzy is a terror of death
and feed on the most powerful of mortal as they frantically try to occupy mortal,
emotions such as fear, hatred and pride. or even undead bodies, in a futile attempt
As the strength of the Abyss swells and to root themselves in something physical
fades, so too do the armies of the stalkers, within Mantica once more.
living in the minds of mortals as they sleep.
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Reapers Infantry
Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 3+ 4+ 20 11/14 155
Regiment (20) 5 3+ 4+ 25 15/18 220
Special
Crushing Strength (1)
Armed with a bewildering array of wicked
looking knives, limbs, claws and scythes, Reapers
stalk the dreams of those who abhor wanton
violence, torture or pain, hell-bent on delivering
their worst fears.
Spectres Infantry
Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 6 6+ 4+ 3+ 8 10/13 100
Regiment (20) 6 6+ 4+ 3+ 10 14/17 140
Special
Firebolt, Pathfinder, Piercing(1)
Ghostly, skeletal and cowardly creatures. Spectres
stay close together and lurk in the freezing air
which eddies and swirls around them, lashing
out with tendrils of white soul-sucking mist at
the choicest and most vulnerable targets. Doppelgangers Infantry
Unit Size Sp Me Ra De Att Ne Pts
Regiment (20) 5 5+ 4+ 10 14/17 150
Special
When this unit attacks an enemy unit in melee, it
may opt to use the enemys profile for its melee
attacks instead of its own. If it does so then it
uses the enemy units Melee stat, Attacks stat and
Crushing Strength value for that turn instead of
its own. Any magical artefacts the enemy unit has
are ignored. The Dopplegangers themselves may
still use a magic artefact as normal if they have one
(apply any bonuses granted after the decision on
which stats to use).
Faceless, silent and yet spine-chillingly creepy.
No matter how desperately the enemy fight,
Blood Worms Infantry the Doppelgangers match them blow for blow,
turning their own fear and panic against them.
Unit Size Sp Me Ra De Att Ne Pts
Regiment (20) 5 4+ 4+ 15 11/14 120
Horde (40) 5 4+ 4+ 30 17/20 200 Scarecrows Infantry
Legion (60) 5 4+ 4+ 40 23/26 290 Unit Size Sp Me Ra De Att Ne Pts
Special Regiment (20) 5 5+ 3+ 15 /14 80
Lifeleech(2) Horde (40) 5 5+ 3+ 30 /21 130
Slithering and sliming their way over the ground, Legion (60) 5 5+ 3+ 40 /27 190
through windows and up walls; the glistening
Special
black and swollen bodies of the blood worms
Shambling
are fat with the lifeblood of their victims. Even
giants have been brought down once enough The zombie-like scarecrows are always right
worms have swarmed over them and sunk a behind you, shuffling relentlessly and endlessly
multitude of teeth into their juicy flesh. no matter how fast you run.
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Phantoms Infantry
Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 10 4+ 5+ 10 /12 130
Regiment (20) 10 4+ 5+ 12 /16 185
Special
Crushing Strength (1), Fly, Shambling
Phantasms that appear as cloaked, floating bodies.
Their partially hooded heads reveal glimpses of
the screaming and bloody skulls of people trapped
between worlds.
Shadowhounds* Cavalry
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Terror Monster
Unit Size Sp Me Ra De Att Ne Pts
1 6 3+ 3+ 15 /20 255
Special
Crushing Strength (1), Ensnare, Regeneration (4+),
Shambling
This unit is not Stealthy
Even the beasts of the ocean were ripped bodily
from the world by Oskans deception. The plunging
depths and trenches of the worlds seas were no
refuge from the catastrophe. Terrors are grotesque
masses of blubber, slime and indiscriminate parts
of the kraken they might once have been.
Mind-screech Monster
Screamer Monster
Unit Size Sp Me Ra De Att Ne Pts
Unit Size Sp Me Ra De Att Ne Pts
1 5 6+ 4+ 4+ 12 16/19 230
1 4 6+ 4+ 3 11/14 115
Special
Firebolt, Height 2, Pathfinder, Piercing (3) Special
Height 2, Lightning Bolt (5)
Armour is of little use against the probing and
invasive psychic attacks of this insidious and Like the Mind-screech, the Screamer attacks the
devious monstrosity. Victims fall to the ground senses but will strike out in a savage assault that
screaming silently, their hands clasped to bleeding overloads the targets nervous system, stunning them
ears. Their comrades are powerless to help them... where they stand for others to leech from.
and then they feel it inside them too
Shadow-Hulk Monster
Unit Size Sp Me Ra De Att Ne Pts
1 5 3+ 4+ 9 /20 170
Special
Crushing Strength (3), Strider
This unit is not Stealthy
Titans of the ether, these former giant Cyclopes Portal of Despair [1] War Engine
retain only a passing resemblance to their long Unit Size Sp Me Ra De Att Ne Pts
forgotten mortal forms. Now they are covered in
1 5+ /18 80
weeping sores, extra mouths, wicked spines and
hands that have fused into fleshless lumps of Special
solid bone. Base Size: 75x75mm (cannot be increased by
exceptional base sizes) Advanced Deployment,
Height 4
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rAtKin Armies
The fires of the Abyss burn fierce
and strong, their baleful light casting
malevolent shadows that flicker and chase
Ratkin Army
across the sheer rock sides. Between the Special Rules
walls, and within the warren of chasms,
mines, tunnels and caverns they imprison, Alignment: Evil
the screams of the slaves echo through the Pack Mentality
endless night as the rest of their fleeting Unless specified otherwise, all non-
lives are played out in a never-ending irregular, Hordes or Legions in this list
nightmare of misery, brutality and pain. have Rallying! (1).
Many of these wretches are from far off
lands, seized by roaming slave gangs and
raiders, or are unlucky prisoners from
battlefields far from the Abyss. Unlucky Bharzak began to experiment. Consumed
that they survived the fighting only to by his madness, he locked himself away
find a fate worse than death. Many more while he worked on his project, rarely seen.
are born into slavery. Some are bred for Strange chittering screeches and agonised
it. wails came from behind the locked doors of
Bharzaks laboratory. After a while, Bharzak
Bharzak the Grim, overmaster of the Gift- was forgotten and a new overmaster took
Piers of Zarak, wanted more. More work, his place.
more blood, more pain, more productivity,
more sacrifice. More slaves. A seemingly Then one day, almost thirteen years since
endless supply simply wasnt enough. Bharzak had sealed himself away, the doors
Issuing a decree to double the number opened and Bharzak reappeared triumphant.
of pitiless creatures hurled into the pits As he emerged from his self-imposed exile,
to appease the wicked ones and working behind him streamed a vast pack of rats.
slaves to death with no rest, mercilessly But not rats as they had been. These were
flaying them to the bone with cruel barbed something new, something terrible a
horsewhips still didnt satisfy his insatiable horrifying hybrid of rats and other races:
insanity. Taking out his frustrations in an dwarf, human, elf, goblin. In their eyes
orgy of torture and hideous experimentation there was a smouldering malignancy and
he butchered over a hundred dwarfen their rapid, jerky movements were spine-
slaves until there was nothing recognisable chilling and beyond natural. Bharzak had
left. In a rage he threw the last of the body bred a new race of slaves, a race he named
parts before him into the darkest corner, Gnorr. Ones that could do more: work
good for nothing but food for the rats. harder, work longer and, with the trait of
the race he most desired, breed more slaves
Rats. in vast quantities.
Rats are everywhere. Rats are vicious, With the biggest brutes he had created,
hard creatures that can survive in the Bharzak reasserted his authority and
harshest of conditions, living in filth and quickly rose back to a position of power,
eating worse. They thrive in adversity. even greater than before. Over the years
The darkest, most miserable places in the that followed, the ratkin became a
world are the domain of rats. If ever a race common place sight in the slave dens, and
was destined for slavery, ideally suited for their endless supply saw them sacrificed,
the despair and brutal life it offered, it was tortured, maimed, worked and discarded
the vermin. in inconceivable numbers. The ratkin
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were bred for oppression and were thus A century after the exodus, and reports of a
cruelly exploited. new menace in the east are reaching the ears
of the civilised lands. The rumours tell of
But they thrive in adversity. The darkest, an army of ratlike beasts, of arcane magics
most miserable places in the world are the and bizarre contraptions all marching to
domain of rats. war. Names have attached themselves to the
rumours like moths to a flame: The Scourge,
The revolt and breakout was a maelstrom Underkin, The Swarm, Skitterfangs.
of blood, fur, teeth and gore. When they
turned on their masters and creator, they The ratkin have learned from their masters.
showed no mercy. Thousands of Abyssal They have learnt about cruelty and
Dwarfs died as the vast pack boiled though suffering first-hand as they watched from
the halls on its way deeper into the earth. the shadows as slaves. They saw the iron
Unknown to their overlords, the ratkin had casters in their forges, blending machine,
been preparing for this moment for years. and flesh and magic to construct lethal
Miles and miles of new tunnels had been artefacts of war.
burrowed away from the Abyss, far away
in an escape route that could expedite the Now they want to show the world what
flight of a new race. Somewhere they could they have learnt.
form their own destiny and plot revenge on
the wickedness that spawned them.
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Blight Infantry
Unit Size Sp Me Ra De Att Ne Pts
Regiment (20) 6 4+ 3+ 15 /14 120
Horde (40) 6 4+ 3+ 30 /21 205
Special
Ensnare, Stealthy
The Blight are foul, noxious beings, infected
with all manner of hideous diseases. They
are accompanied by a suffocating miasma of
pestilence which often assaults the enemy before
the Blight even arrive.
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Hackpaws Cavalry
Unit Size Sp Me Ra De Att Ne Pts
Troop (5) 9 4+ 3+ 8 9/11 95
Regiment (10) 9 4+ 3+ 16 12/14 145
Special
Nimble, Thunderous Charge (1), Vicious
Scurrier teams will raid the fleabag pens of the
goblin tribes they see as easy prey. The captured
beasts are ridden back to the ratkin lairs where
selected warriors train to ride the best of them.
The rest are eaten.
Unit Size Sp Me Ra De Att Ne Pts This fiendish device is crewed by a team of crackpot
ratkin engineers. A bizarre war engine which fires
Regiment (3) 6 4+ 4+ 9 10/13 115
a cloud of spinning, poison-coated blades.
Horde (6) 6 4+ 4+ 18 13/16 185
Special
Brutal, Crushing Strength (2), Fury, Regeneration(5+)
Brutes are bred for war. Hulking slabs of muscle,
claw and fur, they are hard to stop once they
get the scent of blood. Before going into battle,
Brutes are injected with a horrifying cocktail of
steroids and regeneration serums.
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Options
Bane-chant (3) (+20 pts)
Masters of plague and corruption, these foul,
bloated monstrosities are deceptively agile and
chant litanies of hatred to stir the pack into a
wild, frenzied mob.
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the VArAngur
The warlike clans of the Varangur have been
inhabitants of the far north of Mantica for
thousands of years. While most men were
The Varangur
drawn towards the Republic of Primovantor Special Rules
during the Age of Ice, the Varangur alone
stood resolute in their great halls. Instead Alignment: Evil
of fearing and retreating from the frigid Fanatical Devotion
cold, they embraced it, masters of the wild All clan warriors in this list have higher
tundra and the slopes of Ice Mountains. The Nerve than normal. This is already
Varangurs stubbornness was only surpassed included in their profiles.
by the dwarfs and it was this more than
anything that compelled them to stay. They Gift of Korgaan
shunned the outside world and became A unit with the Gift of Korgaan may
insular and disconnected. They rejected the choose to take one of the following
new gods and looked for something more. options for +10 points:
Brand of the Warrior: The unit gains
And something was watching, waiting. the Brutal special rule.
Something immeasurably old was stirred
into life. Once-omnipotent eyes turned their Guise of the Deceiver: The unit gains
gaze on the Varangur, looked into their the Headstrong and Fury special rules.
souls, and found what they sought to return. Mask of the Reaper: The unit gains the
Lifeleech (1) special rule.
But this was not a remnant of the former
Celestians, those who were worshipped by
the great realms of the elves, dwarfs and
men of the south. This was an ancient and that would bind it to the world ever tighter.
malevolent thing, a deity long neglected Appearing to the clans in three different
that had become nothing more than a guises; Warrior, Reaper and Deceiver, it
forgotten imprint on the world. A memory united them with a strengthened desire to
of an immortal past; a mere fading shadow. wage war on the world, but divided them
Once pushed aside by the Celestians and with a distrust of each other as they strove
discarded by the mortal races, it now reached to seek approval from whichever face of
out, a whisper in the ears of the priests and Korgaan they followed.
sorcerers of the Varangur, probing and
exploring. Over time the shadow god grew This primeval being, both fickle and cruel,
bolder and the bond became stronger. Gods began to craft a new culture in its image,
only survive if someone believes in them and the Varangur started to venture out once
and it had found a new source of faith and more, south through the frozen wastes on
mortal emotion on which to feed. The clans great expeditions by land and sea, raiding the
called their new god Korgaan. fringes of every great empire. Word spread,
and coastal settlements feared the inevitable
The basest mortal emotions are the raids of these warlike and bloodthirsty
most malleable, the easiest to control savages. The clans began to thrive and their
and provoke: hate, anger, jealousy and god swelled with power, wreaking havoc in
ambition. They are also powerful, if the wake of the chaos Winter was sowing.
anarchic emotions and in the presence of
conflict and war, both within and without, After decades of ever more aggressive and
the source of Korgaans nourishment violent raiding and pillaging, the High
bloomed. The god began to weave the cords Consul of Primovantar ordered a great fleet
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to sail north and crush the Varangur once debated. For now, the outside world sees a
and for all. Mere days after the fleet set fractured society, with bloodthirsty disputes
sail, the Winter War came to its cataclysmic and skirmishes preventing any meaningful
end. Primovantar was destroyed by the or long-term alliance that would threaten
birth of the Infant Sea which rushed in to regional stability on a wider scale. The
drown the realms of men. The fleet was Shattered Clans, as they have become known
never seen again. to the outside world, seem mostly contained.
For now.
As the Infant Sea engulfed the republic
and the Age of Ice drew to an end, the As the for Varangur themselves, those
world was in upheaval. Korgaan was using in Korgaans favour, the champions and
all its nascent power to protect its grip trusted lieutenants of disorder, have
on the mortal realm as the world around strange and wonderful gifts bestowed upon
took on its new shape and the clans faith them but those that cause displeasure are
was wavering. The god saw courage and quickly cast aside. The clan warriors battle
confidence replaced by fear and uncertainty. skills are constantly honed against each
It had woken into a new world, a world of other and in minor raids and border clashes
new gods and rivalries and it would not with both the realms and kingdoms to the
give up its precarious foothold so easily. Its south, other, scattered northern clans
mortal followers must be absolute in their and, more recently, with the mysterious
belief, purpose and worship. Northern Alliance. Wary of the revenge
the Wicked Ones are surely plotting, the
Korgaan led the clans to war against the three-faced god bides its time, growing
armies of the Wicked Ones, the deceitful ever stronger as the clans begin their slow
and insidious deities imprisoned in and insidious spread into the world, and
the hellfires of the Abyss. Crossing the preparing to revel in a maelstrom of havoc.
treacherous Frozen Sea, a vast horde of
clansmen cut a bloody swathe
through the edge of the Ogre
Lands and into the heart of the
craggy, fiery peaks that ring
the infernal scar of the Abyss.
Driven by the omnipotent
will of Korgaan, the fanatical
clansmen pushed all the
forces the Wicked Ones could
muster right back to the edge of
the Abyss itself. All but spent, the
horde of the clans claimed victory over
the power of the new gods and declared
Korgaan to be the only true, complete
god in Mantica. The Varangur retreated
north, the survivors spreading the word of
Korgaan and the time now known to the
clans as The Reckoning.
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Special
Crushing Strength (1), Gift of Korgaan
Options
Exchange shields for two-handed weapons for free
(lower Defence to 4+, gain Crushing Strength (2))
The Bloodsworn are warriors who have made
a blood sacrifice to Korgaan in exchange for
unnatural strength and resilience, Wearing heavy
armour and armed with even heavier weapons,
They form the solid core of Varangur forces.
Options Special
Exchange shields for two-handed weapons for free Crushing Strength (3), Regeneration (5+)
(lower Defence to 4+, gain Crushing Strength (3))
In the harshest of winters, even the hardy clans
The Sons of Korgaan are blessed by the god are driven into shelter deep in the mountains and
itself. These near-immortal soldiers are the over time, they have formed an unlikely alliance
most elite and ferocious fighters from within with the trolls that infest the dark caverns of
Varangur society. They, however, answer directly the north. Closely related to the trolls which
to Korgaan and its not unheard of for whole are often seen accompanying the likes of both
groups of Sons to disappear in the night, halfway Orcs and Goblins, cave trolls are slower and
through a raid, called away by Korgaan towards stronger than their cousins and this makes them
some unknown end. adept at hunting and eating the larger creatures
which inhabit the gloom. Under the influence of
the clans, the trolls are Korgaans most recent
followers.
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Special Special
Crushing Strength (1), Nimble, Pathfinder, Stealthy, Crushing Strength (3), Regeneration (5+), Strider
Strider, Thunderous Charge (1)
Cavern Dwellers are but one of the horrors
Options found within the expansive northern ice caves.
Noxious Mist (gain Breath (10) and Vicious on These colossal creatures are able to slow their
ranged attacks) (+15 pts) metabolisms and go years without food. They
lurk motionless in the darkness, waiting for their
Devourers are giant earth and rock-eating worms prey to wander within their ensnaring reach.
which inhabit the frozen north. Able to burrow They are blind but their remaining senses are
underground and attack from unseen angles, these highly tuned. With the willing assistance of the
beasts are driven by Korgaans will to bypass cruel cave trolls, a clan may risk the dangers of
enemy defences while remaining unseen to would capturing one of these ghastly beings to keep it
be attackers. chained up for years. Starving and half mad, it
will then be goaded to battle where its voracious
appetite is then unleashed upon the enemy.
Jabberwock Monster
Unit Size Sp Me Ra De Att Ne Pts
1 7 4+ 5+ 4 13/15 140
Special
Brutal, Crushing Strength (2)
* Feeding Frenzy - in addition to its basic 4 Attacks,
this unit has a number of additional Attacks equal
to the amount of damage already on the unit it is
attacking in Melee at the start of the Melee phase.
Korgaans bitter hatred of all dragonkind is a Magus Conclave War Engine
terrible grudge that is rooted in the time before the Unit Size Sp Me Ra De Att Ne Pts
Celestians. If any descendant of one of the former
1 5 4+ 3+ 2 11/13 100
Great Drakes is foolish enough to stray within
Korgaans reach, its fate is to become captured, Special
tortured, twisted and deformed by Korgaans 36" Range, Blast (D3), Individual, Piercing 2
eternal spite. The resulting abominations are
known as Jabberwocks. Each is different, mutated Options
into ever more repulsive and mocking effigies of Famulus (gains Elite special rule) (+10 pts)
their former selves, stripped of their freedoms and Some lesser clan Magi are made to combine
bound to Korgaans malicious will. their power as a trio, each channelling a different
facet of Korgaans will and together they can
unleash powerful bolts of explosive energy over
vast distances. The effort leaves them drained
and all but defenceless. If a single Magus were
to attempt to channel such a spell, the sheer
power would tear them apart.
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Special Special
Individual, Inspiring, Piercing (1), Throwing Base Size: 25x25mm, Crushing Strength (2), Elite,
Weapons (Axes) Fly, Iron Resolve, Individual, Inspiring, Judgement,
Lifeleech (1)
Options
Mount (increase Speed to 8, change to Hero (Cav)) Judgement of Korgaan
(+15 pts) If Herja is included in your army, you may bestow
this gift on an single non allied infantry unit,
Skalds record the heroic feats of the Varangur including heros(Inf) before the game starts. The first
during battle. Their very presence, and their time this unit is routed, your opponent must roll
bellicose rhetoric, drives the warriors of the clans 1D6; on a 4+ the unit is judged worthy and instead of
against even the most monstrous of foes and being Routed, is healed by 1D6+3 damage instead. On
impossible odds, in order to immortalise themselves any other result, the unit is Routed as normal. This
in song. Effect only works once per game, whether the unit
is healed or not, and takes place after any Inspiring
rerolls.
King on Chimera Hero (Mon) Herja was once the ruthless leader of the long
dead VarKyr, the first followers of Korgaan
Unit Size Sp Me Ra De Att Ne Pts from a time long since forgotten. During the
1 10 3+ 5+ 10 18/20 310 ritual performed by the Sons, her remains
were fused with the body and essence of
Special
Breath Attack (10), Crushing Strength (3), Elite, Fly, Soriksu, the bride of Basusu and queen of
Gift of Korgaan, Inspiring his lofty serail.
The mightiest of warriors, chieftains who have Captured during The Reckoning, her fierce
combined the might of multiple clans under their will and resistance took an age to break and
control through conquest and bloodshed will such power and resilience was an ideal match
proclaim themselves a King. To prove their claim for Herja. Soriksus spirit didnt fracture and
it is clan tradition that a king capture and tame succumb completely and Herja was reborn as
a wild Chimera to ride in battle. a true merging of two mighty individuals and
with the potency and malevolence of both.
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