The Men of Hambley
North of the vale, a fledgling power rises in the region: The men of Shantytown (032,002)—survivors of a shipwrecked prison galleon—have allied with the men of the Trollwood (032,004) and the Valley of Nora-to, a loose confederation of cottars and woodsmen now centered around the newly built Fort Hambley (030,005). The chaos in the region creates an opportunity for these men to build a lasting legacy for themselves. Unlike other factions, the Men of Hambley have no specific win condition. Instead, they have the opportunity to solidify or even enlarge their position, gaining independence from (or becoming a powerful ally to) the Principality of Oraving.
Settlements and Garrisons
- Fort Hambley – Class VI Settlement
- 1 company of 120 Heavy Infantry A (spear, sword, shield, banded), led by a 5th level Human Fighter
- 4 companies of 120 Light Infantry E/Hunters /each (spear, hand axe, shield, leather), each led by a 3rd level Human Ranger
- 1 company of 60 Light Cavalry A (3 javelins, sword, shield, leather, light warhorse), led by a 3rd level Human Fighter
Nora-To Temple
- No garrison, but capable of being fortified
Special Rules
The Men of Hambley can move through forest hexes at normal speed, just like elves.
The Men of Hambley are expert hunters, and surprise their enemies on a 2-in-6.
Reinforcements: Once per week, the Men of Hambley receive random Hunter/Explorer units at Fort Hambley and Shantytown.
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