Some of the peoples in Aventuria are not at such an advanced stage of political
organization as The Empire ,
Horas' Realm
and the other states. They still live
in tribes or clans.
Hylailos
Hylailos is the largest of the Cyclopes' Islands off the West Coast of Aventuria. Some Cyclopes still inhabit the islands, but they are on good terms with the human inhabitants.
Stronghold: Greek Temple | ||||
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General | ||||
Infantry | ||||
Cyclopes | ||||
Catapults | Crewed by Cyclopes |
The Cyclopes will fight outside their home islands only under
dire circumstances (e.g.against Borbarad) and will not serve as mercenaries.
Allies and enemies: The islands are a semi-independent
province of Horas' Realm.Their people
rarely venture from their island, so their most common enemies are Thorwal
or Al'Anfa raiders.
Figures: Use Greek Hoplites for the spearmen.
The catapults should be as big as possible, perhaps even one scale larger
than the rest of the figures.
Thorwal
Thorwal lies on the northwest coast of Aventuria and is populated by a blonde people who came over the sea from the West. Hard-drinking, hard-fighting and more than a little anarchic, the Thorwalers should be dear to any wargamer's heart, even if their military effectiveness may leave something to be desired. Skilled seafarers, they bear more than a little resemblance to the Vikings. For more details, read here. | ![]() |
Stronghold: Dark Age palisade, or boat camp | ||||
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Chieftain | ||||
Jarls | ||||
Foot Warriors | ||||
Longships |
Allies and enemies: Thorwal raiders have plagued the coasts and rivers of just about any country in Aventuria. Their land borders on the Northern fringes of The Empire, where minor clashes are not uncommon, and on the Orksteppe, fighting with the Orcs is endemic.Recently, a naval war has broken out with the Horas' Realm
Figures: Any Viking or Dark Age figures would be suitable, also fantasy barbarians if not too exaggerated in anatomy and equipment.As these are Fantasy Vikings winged and horned helmets are OK. Thorwalers don't need mercenaries. If anything, they provide mercenaries themselves.
Update: The naval war with Horas realm has resulted in political developments leading to a unified state in Thorwal. This has not been accepted by all Thorwal people. Artillery is being built and used at sea and to defend fortifications.New types of ships are being developed. Tame mammoths have been used as beasts of burden and for work, but not (yet?) in battle.
Stronghold: Palisade | ||||
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Chieftain | ||||
Strong Fighters | ||||
Foot Warriors | ||||
Horsemen | ||||
War Mammouths | ||||
War Chariots | Pulled by wooly rhinoceros |
Allies and enemies: Gjalsk is a very remote region. This and the reputation of its inhabitants is the reason that is has been mostly left alone. Their most serious enemies are the Orcs, and there are occasional clashes with the Nivesian nomads. Far-ranging raids can reach Thorwal or the Bornland
Figures: Any fantasy Barbarians , the wilder,
the better.
Barbarians don't need mercenaries. If anything, they provide
mercenaries themselves.
Stronghold: Camp or Norbarde Wagon Laager | ||||
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Shaman Chieftain |
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Norbarde Axemen |
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Norbarde Horsemen |
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Karen Riders |
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Foot Warriors |
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Archers |
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Hunters |
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Dogs or tame wolves |
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Allies and enemies: Few enemies venture
into the Northern wastes. Orcs and Goblins are the most common enemy. There
are occasional clashes or alliances with Bornland settlers.
Figures: For the Nivesians, Finn or Lapp
figures would be best, but Scythians or Thracians will do. For the Norbarde,
use Renaissance Russian or Polish figures.
Rules:This army is one that cries out for house rules that allow some type of light infantry for HoTT. If you use such rules, replace any of the warband and Shooters with Rangers.
Nivesians are too poor to be able to afford mercenaries.
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The Bornland
The heavily forested Bornland is the last outpost
of civilisation in the North-east of Aventuria. Originally inhabited
by Goblins, it was conquered by the Military Orders on behalf of the
Empire.
Later, it became independent. It is now ruled by a caste of bickering and
squabbling nobles. In the coastal region, a few cities have managed to
wring independence from their overlords. Their burghers are ready to defend
their position by force of arms.
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Bornland Noble's army | ||||
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Noble Commander |
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Dragoons |
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Nobles who can trace their ancestry to the original conquerors of the Bornland |
Knights |
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Lesser Nobles |
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Levy Archers |
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Levies |
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Waldschrat Treemen |
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Some Lords are allied with the treemen of the deep forest for mutual defense. These can only be used against nasty or evil forces. |
Allies and enemies: The main enemies of the Bornlanders are the orcs and such goblins as still inhabit the remoter regions of the Bornland. Apart from that, the nobles mainly fight among themselves or against the cities. There are occasional alliances with the Nivesians
Figures: Use late Medieval or Renaissance Eastern European figures. The Dragoons should be represented by Polish winged Hussars. If you want to be fancy, paint one element as carrying eagle feathers, one with white swan's wings and convert one to dragon wings.
Whereas in most of Aventuria, the population are free men and women, in the Bornland the farmers are serfs, tied to their land and their lord. Its nobles have a very high opinion of themselves and a very low one of their underlings. Accordingly, they prefer to fight without relying on the levy. Indeed many fear to put arms into the hand of their serfs, and not without reason. But there are also more enlightened lords who have better relations. Either way, the levy is only called out in dire circumstances.
Novadis
The Khom desert in the central South of Aventuria is inhabited by the fierce Novadi Bedouin. the realm of the Caliph. It is here, in the holy city of Kheft, that Rastullah revealed himself as the One and Only God. The Novadis set out on a holy war against the heathens who prayed to the Twelve Gods and conquered much of the South-West of the continent. Many settled in those lands now ruled by the Caliph.But most preferrred to hold on to the time-honoured ways of their forefathers and to strictly following Rastullah's commands as interpreted by the Mawdli,his holy men. |
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Stronghold: Oasis or Bedouin camp | ||||
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Novadi Sheikh |
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Novadi horse lancers or camel-riders |
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Novadi foot |
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Allies and enemies: The Novadis are trusty followers of the Caliph against foreign enemies, especially against the Unbelievers. This does not mean that they are above raiding his territory or his caravans when there is no other way to gain fame and fortune. And there are always the blood feuds between the clans to keep things interesting.
Figures: Use Arab Bedouin or Tuareg figures.
RulesThe Novadi tend to charge at the first opportunity. However
compared to other knights in Aventuria, the lancers are poorly equipped.
Depending on which aspect you want to emphasize, make them knights or riders.
True Believers will not employ magicians or heathen mercenaries.
Stronghold: Simple camp | ||||
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Sheikh |
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Pony-riders |
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Foot warriors |
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Archers or Slingers |
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Mohas
The dark-skinned Moha tribes live in tropical South of Aventuria, inhabiting the rain-forests, savannah and lush islands. |
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Shaman Chieftain |
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Chieftains must be either Shamans or warriors |
Chieftain |
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Warriors |
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Archers |
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Hidden Warriors |
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Warriors in Canoes |
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Jungle animals |
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Big cats, hyenas.small dinosaurs... |
Jungle nasties |
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Snakes, spiders, scorpions... |
Crocodiles |
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Allies and enemies: Mostly the Moha tribes fight among themselves. Their main external enemies are pirates and Al'Anfa slave raiders. They also raid the settlements of colonists from more civilised areas who hope make a living at the edge of the jungle - use the City state list.
Figures: Just about any scantily-clad dark-skinned warriors are suitable - Amazon Indians, Zulus, Malays etc..
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