GURPS RALLY CRY !

by Matthew Pook


On January 2nd 1865, elements of the 35th Maine Infantry depart City Point, Virginia aboard the US Navy transport Ogunquit captained by Thomas Cromwell. The regiment under the command of the veteran, Colonel Andrew Keane, have spent the last six months entrenched around the Confederate city of St. Petersburg. They are late for the sailing, having had to hold off a last minute Rebel sally. Keane has orders from General Terry to rendezvous off Beaufort, North Carolina with the rest of the convoy that had sailed ahead, then unload at Fort Fisher. Also aboard the transport are the 44th New York Light Artillery under the command of Major Patrick O'Donald, as well as Kathleen O'Reilly, a nurse from the Christian Sanitation Commission who has missed her transport.

Four days later and 400 miles south-west of Bermuda, the Ogunquit is caught in a thunderous storm. The ship is about to go under, when it is caught by an unearthly silent and brilliantly white light . . .


Contents: Introduction Characters for the 35th (and other Regeiments) The 35th Maine Infantry The 44th New York Light Artillery
The Ogunquit The City of Suzdal and Rus The Tugar Beyond Rus . . . Back to my Games Page


Introduction:

Rally Cry is the first part in a trilogy of books entitled 'The Lost Regiment' by William R. Forstchen. It tells of how ten companies of a Union infantry regiment are washed ashore a strange new land where the sun is a dullish red and there are two moons in the night sky. Only the first book will be detailed here - the second and third books will be detailed later on.

Just as his regiment has been fighting their own countrymen for the right for freedom to all, they must now fight for the freedom of all in the strange new world. The first people they discover appear to be nothing less than medieval Russians who live a miserable life in serfdom under the nobility and the church. After demonstrating their military and technological capabilities in battle, Ivor, the Boyar of the nearest city, Suzdal parleys and despite the warnings of the church, allows the 'blue coats' to stay.

Whilst caught up in the politics of the various cities of 'Rus', Keane discovers that they harbour a far darker secret, one that threatens the future of the regiment. Once every generation the true masters of the world visit every city of Rus in turn and take two out of every ten of the population upon which to feed. The 'Tugar' are spoken of only in whispers, but can be seen depicted in the carvings that adorn the great wooden buildings of Suzdal. They stand ten feet tall with great teeth and a demonic leer upon their faces. Nomads, they have been travelling across the Great Northern Steppes for many circlings in a huge tent city and upon gigantic horses relying upon the cattle not only for food, but also many goods and raw materials such as gold, iron and corn.

Keane must not only overcome the fears of his own men, but also deal with the backward practices and attitudes of the cityfolk, as well as the ideas of freedom and democracy that his troops bring with them from home and which spread like a disease amongst the peasant population . . .


Disclaimer:

All copyrights are recognised and no infringement said copyrights is intended. The material enclosed herein is not intended as a profit making venture, but as infoware may be freely distributed, so long as the above copyrights remain.

The following books will be essential in using this material:

The following books will be useful in expanding this material:

Notes: With all due respect to both William Forstchen and his publishers, none of these books appear to have been edited properly. This results in several discrepancies not only between them, but also during them. Most importantly the name of the world changes from 'Valdennia' in Rally Cry to 'Valennia' in Union Forever. The names and ranks of various minor characters also change. Where possible I have tried to remain faithful to the details in the first book.

Also it is important to note that all the information herein applies to the beginning of 'Rally Cry' only. The intention is not to spoil too much for the prospective reader. Should there be enough feedback to warrant an adaptation of the second, or even third books, the events of the previous books will be included on these pages.


CHARACTERS FOR THE 35TH MAINE INFANTRY:

Building a character for the 35th Maine is relatively easy. Whilst there are no guidelines for creating soldiers to fight in the American Civil War, it is hoped that with a few modifications, that these will be applicable to all. Also there is no reason that civilians such as a journalist could not be with the 35th.

Before spending any points on the character, a player needs to answer the following questions:

  1. How old are you ? The youngest at which you can legally enlist is eighteen, but younger men served, though unless they were particularly young that they would have been sent home.
  2. What is your gender ? The majority of characters should be male for obvious reasons. There are few if any reasons why a woman would be travelling with the 35th. Being a nurse is one of them - more than one nurse and the players do not have a chance !
  3. Where are you from ? The recruitment of soldiers was done region by region and there would be few if any from outside the place from which the unit was raised. It may though be, that like Hans Schuder and Emil Weiss, you are an actual emigrant to America.
  4. What is your ethic background ? Important for social reasons. It may also help determine your religion as well. It is unlikely that your family has been in America more than four generations and also that they will have come from somewhere. Your ethnic background may also determine whether or not you speak another European language other than English (which even then may not be your native tongue). Please note for that for purposes of the setting and the historical background you cannot be black. The same would also apply to Chinese or Native Indians. Where Blacks did serve in the war, it was in Black regiments only. An interesting variant on this setting would be for one of those Black regiments to be transported through the tunnel of light. For more information on Black regiments, I recommend the excellent film, 'Glory'.
  5. What is your religion ? Closely bound up with your ethnic background is the question of your religious persuasion. Almost any 'Western' religion is acceptable, so Islam, Hinduism, Buddhism are highly unlikely unless the character has an unusual background. It is likely that such religions would not be socially acceptable at the time anyway. Virtually any form of Christianity, and to a certain extent, Judaism is perfectly acceptable.
  6. What did you do before enlisting ? Everybody has some kind of life before the army, even if it is only attending school. Even layabouts would have had some kind of trade. This allows plenty of scope for interesting occupations, such as Hank Petracci's balloon piloting skills !
  7. What is your level of education ? Initially the better educated or the wealthier men will be commissioned as officers, but as the war goes on this will change slightly as officers are promoted on the field or as a result of the death of those above them.
  8. When did you enlist ? When you enlisted determines what battles you may have fought in. There is some stigma attached to raw recruits, and even more so to those that joined the Union Army because they were paid a bounty.
  9. What is your initial rank ? When you enlisted may determine what your rank finally is.

Point Cost: Characters should be designed on about 100 points, although I would suggest doing it in increments. The initial points should be about 80, with another 5 for basic training. There after add in another 5 points per year served on the battlefield. This may seem tight-fisted, but is a more realistic solution. All characters serving on the front-line receive Duty, To The Union Army (Hazardous and All the time) for -15 points. Prior to enlistment they also receive the following:

1. Area Knowledge (Home Town / City) at IQ-1 (0)

2. Language (Native) at IQ (0)

3. Language (Secondary) at half cost where applicable


Advantages and Disadvantages:

Absent-Mindedness: Not acceptable on the battlefield where either death or the beatings of your Sergeant would have cured you, plus the endless hours of drill.

Addiction: Chewing tobacco would have been the norm for the time (cigarettes were yet to see widespread use) and for the more wealthy there were cigars, with Cubans still the preferred choice.

Age: Unless of a particularly high rank or useful position then it is unlikely that this is applicable. Maximum age would be about 55.

Albinism: A condition such as this would probably mean serving anywhere other than the front-line, either in a support role or as a medical orderly.

Alcoholism: Can get away with Mild only.

Bad Sight: Bad sight can be corrected by glasses, though if a character is a very poor, then the GM may rule as being worth the full value.

Code of Honour: Religious (Quaker). This new disadvantage is worth only -05 points. See the GURPS Compendium I for more detail on religious codes of honour.

Combat Paralysis: Something that might be suffered by a raw recruit, but would not acceptable on the battlefield where either death or the beatings of your Sergeant would have cured you.

Cowardice: Something that might be suffered by a raw recruit, but would not acceptable on the battlefield where either death or the beatings of your Sergeant would have cured you.

Deafness: Completely deaf characters would be invalided out of the army, you could get by with being deaf just in one ear.

Enemies: A fellow soldier or officer or your sergeant.

Illiteracy: Available at no cost.

Lame: Any injury such as this that kept you from the field of battle would invariably do so. Officers who acquired such a wound in battle would be able to remain in service.

Literacy: Schooling would have been available, even if it was to the age of twelve or so. Most soldiers would be able to read and write their own name, and this partial literacy costs 5 points. Full literacy costs 10 points.

One Arm: Any injury such as this that kept you from the field of battle would invariably do so. Officers who acquired such a wound in battle would be able to remain in service.

One Eye: Any injury such as this that kept you from the field of battle would invariably do so. Officers who acquired such a wound in battle would be able to remain in service.

One Hand: Any injury such as this that kept you from the field of battle would invariably do so. Officers who acquired such a wound in battle would be able to remain in service.

Nightmares: Easily acquired on the field of battle.

Pacifism: Something that might be suffered by a raw recruit, but would not acceptable on the battlefield where either death or the beatings of your Sergeant would have cured you.

Youth: Although the official enlistment age is eighteen, boys as young as 14 could and did enlist.


Equipment:

The average soldier will carry equipment that is totally unsuitable to a long term campaign of war. Clothing tends to be of wool and thus incredibly hot during the summer and very cold when wet, as well as heavy. A waterproof poncho is also standard issue and though designed to be 'one size fits all', on tall people the lower legs are completely unprotected from the rain. The standard hat is the 'kepi', but this is unpopular because it does not protect from the sun or from the rain. A broad brimmed hat is often a popular option.

A soldier carries the Springfield 1858, which is a virtual copy of the Enfield 1853 .577 (Basic Book 209). This also comes with a bayonet. The officer carries a sabre and often a rifle as well. The Colt "Navy" .36 revolver was the favourite sidearm of the American Civil War, though few will actually be translated across to Valdennia. For more information about weapons and equipment of the time, check out GURPS Hi-Tech.


THE 35TH MAINE INFANTRY:

The 35th Maine Infantry was raised from volunteers in 1862 to serve in the Army of the Potomac. Commanded by Colonel Estes, the regiment has served with distinction throughout the war and has seen action in 'the Cornfield' at the battle of Antietam, Fredricksburg and finally at Gettysburg. It was at Gettysburg that Colonel Estes was killed and Major Keane took command. He was promoted to replace Colonel Estes after recovering from a wound incurred during the battle.

The contingent that departs City Point, Virginia aboard the US Navy transport Ogunquit consists of 500 well drilled soldiers organised into eleven companies, labelled A to K. They are experienced in digging entrenchments after spending six months besieging Rebel positions around Richmond and St. Petersburg. With them are enough supplies for six months.

Notable members of the 35th include Captain Bob Fletcher, commander of Company B and the Regimental quartermaster; Captain Tracy Houston, commander of Company D and at 19, the youngest officer in the Regiment, having won a field commission for gallantry in the Wilderness Campaign; Captain John Mina, commander of Company E, who has studied metallurgy at State University; Jim Ferguson, the sickly Private of Company D who studied engineering at University; Bill Webster, the balding Private of Company A whose father is a Portland banker; and Hank Petracci, a Private of Company A who worked in a circus and knows how to create and fly a balloon, but has never flown before.

An average member of the regiment will have the following skills: Black Powder Weapons (Rifle) at DX, Brawling at DX, Carousing at HT-1, Climb at DX, Drill at IQ+1, Engineering (Combat) at IQ-1, Jump at DX-1, Quarterstaff at DX-1, Savoir-Faire (Military) at IQ, Spear (Bayonet) at DX. This assumes that they have had at least a year's service. Of course veterans will know these skills at higher levels, and new recruits at less.

COLONEL ANDREW LAWRENCE KEANE, Commander of the 35th Maine Infantry.

+10 ST: 11
+20 DX: 12
+45 IQ: 14
+10 HT: 11

SPEED: 5.75 DODGE: 5.75 THRUST: 1d-1 SWING: 1d+1

SABRE: THT: 1d+1 SWG: 1d+2

PARRY: 6

DESCRIPTION: Tall (6'6") and thin, wears glasses. Aged 36.

RELIGION: Christian.

OCCUPATION: Professor of History at Bowdoin College.

HOME: Brunswick, Maine.

ADVANTAGES: Attractive (+05), Charisma +2 (+10), Literacy (+10), Rank: Colonel (+30), Reputation (As a Blood Thirsty Officer) +1 (+05), Reputation (As a Caring Commanding Officer) +1 (+05).

DISADVANTAGES: Duty, To The Regiment & Union (All the Time) (-15), Nightmares (-5), One Arm (-20), Reputation (As a Blood Thirsty Officer) -1 (-5), Sense of Duty, To The Regiment & Union (All the Time) (-10), Short-Sighted (-10).

QUIRKS: Not Religious, Rubs Stump of Left Arm when in Thought, Suffers from Seasickness, Knows the name of every soldier under his command

SKILLS: Administration-13 (1), Astronomy-11 (1/2), Black Powder Weapons (Pistol)-13 (1/2), Broadsword-12 (2), Dancing-10 (1/2), Diplomacy-13 (1), Engineering (Combat)-13 (2), French-12 (1/2), Greek (Classical)-12 (1), History-15 (6), Drill-14 (1), Intelligence Analysis-12 (1), Latin-12 (1/2), Leadership-15 (1), Literature-12 (1), Poetry-12 (1/2), Riding-12 (2), Savoir-Faire-13 (1/2), Savoir-Faire (Military)-14 (1), Strategy-13 (2), Tactics-13 (2), Teaching-12 (1/2), Weathersense-12 (1/2), Writing-12 (1/2).

BACKGROUND: Keane was commissioned as a Lieutenant in 1862 in the 35th Maine Infantry. His commanding officer described him as a "bespectacled, bookish college teacher". After 'the Cornfield' at the battle of Antietam though, Colonel Estes promoted him to Captain for displaying cool headed courage on the field. It was during 'the Cornfield' that Keane first met Sergeant Major Hans Schuder, the regiment's only veteran, who took the young officer under his wing after immediate superior had been killed ten minutes into the battle, and taught him all he knew. As a captain he commanded Company B of the 35th Maine and still carries the watch that the men under his command presented to him in 1863. After Fredricksburg he was promoted to Major and when Colonel Estes was killed at Gettysburg, he took command of the regiment.

The battle also saw his only regret, that he did not post his younger brother to the rear. Johnnie was killed and Keane still suffers nightmares about it. He also lost the lower half of his left arm at the battle, a wound that he was lucky to survive. Under the care of Doctor Weiss it still took three months for Keane to recover from it. When he had, it was to find Lincoln personally awarding him the Congressional Medal of Honour and promoting him to Colonel and command of the 35th.

As much as Keane loves the pageantry of battle, he abhors the carnage of it. He knows what must be done to win a battle and as a result has a reputation as a highly courageous officer.

One of the reasons why he throws himself into battle is because he was betrayed by the woman he loved. He remains unattached and very wary of women in general.

ATTRIBUTES: +85
ADVANTAGES: +64
DISADVANTAGES: -65
SKILLS: +29
QUIRKS: -04
TOTAL COST: +110

SERGEANT MAJOR HANS SCHUDER, of the 35th Maine Infantry.

+30 ST: 13
+20 DX: 12
+10 IQ: 11
+30 HT: 13

SPEED: 6.25 DODGE: 6.25 THRUST: 1d SWING: 2d-1

BRAWLING: THT: 1d-1 SWG: 2d-1 PARRY: 8

DESCRIPTION: Short (5'6"), thin and careworn, his beard is flecked with grey and his skin is dark like weathered canvass. There is a scar on his cheek from a Commanche arrow incurred whilst serving on the frontier. He has grey eyes.

RELIGION: Christian.

OCCUPATION: Professional Soldier.

HOME: None.

ADVANTAGES: Alertness +2 (+10), Literacy (+10), Rank: Sergeant Major (+10), Reputation (As a Caring Officer) +1 (+05).

DISADVANTAGES: Addiction (Chewing Tobacco) (-05), Duty, To The Regiment & the Army (All the Time) (-15), Reputation (As a Disciplinarian) -1 (-05), Sense of Duty, To The Regiment & the Army (All the Time) (-10).

QUIRKS: Suffers from Seasickness, Hates Boats, Proud of his Men, Constantly offers Keane tobacco, Hates Doctors, Speaks with slight German accent under stress, Limps (Rebel sniper got him in the leg at Cold Harbour).

SKILLS: Black Powder Weapons (Pistol)-13 (1), Black Powder Weapons (Rifle)-15 (4), Brawling-13 (2), Carousing-14 (4), Engineering (Combat)-13 (8), German-11 (0), Guns (Rifle)-15 (4), Drill-14 (6), Intelligence Analysis-11 (4), Leadership-12 (4), Riding-12 (2), Savoir-Faire (Military)-14 (4), Speed-Load (Sharps Carbine)-12 (1), Strategy-12 (6), Survival (Plains)-11 (2), Tactics-13 (8), Teaching-12 (4).

BACKGROUND: Hans Schuder came to the United States in 1844, after deserting from the Prussian army because it was too brutal. The first thing he did in America was to enlist in the army and he has served ever since.

At Antietam he took Lieutenant Keane under his wing and taught him how to be a good commanding officer. He is immensely proud of the result and there is a great deal of respect between the two men. Like his commanding officer, he is also very protective of the soldiers he commands, but at the same time is not above using his fists to instil discipline amongst the ranks. For that reason he is the most feared man in the 35th, but also still respected. He is never without his Sharps Carbine, with which he is a crack shot.

ATTRIBUTES: +90
ADVANTAGES: +35
DISADVANTAGES: -30
SKILLS: +64
QUIRKS: -07
TOTAL COST: +157

DOCTOR EMIL WEISS, Surgeon of the 35th Maine Infantry.

+00 ST: 10
+10 DX: 11
+30 IQ: 13
+10 HT: 11

SPEED: 5.50 DODGE: 5.50 5.50 THRUST: 1d-2 SWING: 1d

DESCRIPTION: Stout, balding with a white beard that surrounds a ruddy complexion. Wears glasses.

RELIGION: Judaism.

OCCUPATION: Doctor & Surgeon.

HOME:

ADVANTAGES: Literacy (+10), Rank: Surgeon (+15), Reputation (As a Doctor who works miracles) +1 (+05).

DISADVANTAGES: Age: 60 (-30), Duty, To The Regiment & Union (All the Time) (-15), Overweight (-5), Reputation (As a as 'Crazy Jew Doctor') -1 (-5), Sense of Duty, To The Sick (All the Time) (-10), Short-Sighted (-10).

QUIRKS: Calls everyone 'Son', Drinks too much, Worries about supplies, Worries about the dangers of disease.

SKILLS: Administration-12 (1), Black Powder Weapons (Pistol)-12 (1/2), Carousing-12 (4), Chemistry-11 (1), Dancing-10 (1), Diagnosis-14 (6), Diplomacy-12 (1), First Aid-14 (1), French-13 (2), German-13 (2), Hebrew-12 (1), History-15 (6), Hungarian-12 (1), Latin-13 (2), Literature-12 (2), Physician-14 (4), Physiology-13 (8), Polish-12 (1), Riding-10 (1), Russian-11 (1/2), Savoir-Faire-13 (1), Savoir-Faire (Military)-12 (1/2), Surgery-13 (8), Teaching-13 (2), Teamster-10 (1), Writing-11 (1/2), Yiddish-13 (0).

BACKGROUND: Originally from Poland, Doctor Emil Weiss is old enough to remember the French controlling the country during the Napoleonic wars. His mother was raped and killed by French soldiers, and his older brother died of typhoid fever not long after. The orphan was brought up by family in Hungary, where he suffered the injustices of the time as any other Jew would.

During the 1840's Doctor Weiss studied in Vienna under a little known Doctor called Simmelweiss. There he learnt about the idea of 'antisepsis' and which he has used constantly over the duration of the war. His techniques, though ridiculed by many other surgeons, have saved many lives, including that of his commanding officer, Colonel Keane.

His manner is that of a kind country doctor and he cares for all his patients, worrying especially about the conditions in which they live. His anger is aroused though when he witnesses the old fashioned medical practices of others.

His wife, Ester, died during a cholera outbreak whilst in Vienna. Her greatest desire was to take a train ride and every time he is aboard one, he is reminded of her.

ATTRIBUTES: +50
ADVANTAGES: +30
DISADVANTAGES: -75
SKILLS: +59
QUIRKS: -05
TOTAL COST: +59

PRIVATE VINCENT HAWTHORNE, of the 35th Maine Infantry.

+00 ST: 10
+20 DX: 12
+20 IQ: 12
-10 HT: 09

SPEED: 5.25 DODGE: 5.25 THRUST: 1d-2 SWING: 1d

DESCRIPTION: 5' 3"; red hair, freckles, skinny.

RELIGION: Quaker.

OCCUPATION: Clockmaker and Student.

HOME: Vasalboro.

ADVANTAGES: Attractive (+05), Charisma +1 (+05), Danger sense (+15), Literacy (+10), Strong Will +2 (+08).

DISADVANTAGES: Code of Honour (Religious) (-05), Duty, To The Regiment & the Army (All the Time) (-15), Honesty (-10), Secret (Lied about age to join up) (-05), Sense of Duty, To The Regiment & the Army (All the Time) (-10), Truthfulness (-05), Youthfulness (Age:17) (-02).

QUIRKS: Never without a bible in his breast pocket.

SKILLS: Black Powder Weapons (Rifle)-13 (1/2), Engineering (Combat)-9 (1/2), Drill-12 (1), History-10 (1), Latin-11 (1), Leadership-6 (0), Literature-10 (1), Mechanic (Clockwork)-11 (1), Savoir-Faire (Military)-11 (1/2), Sculpting-11 (1), Spear-10 (1/2), Swim-12 (1), Teaching-12 (2), Woodworking-11 (1), Writing-11 (1).

BACKGROUND: Vincent Hawthorne's religion forbade him to take part in the war, but after a long moral struggle he decided that he could not at the same time condone slavery and so enlisted. At seventeen he is the youngest in the regiment, although his age he keeps a secret as he is not yet old enough to legally join up.

ATTRIBUTES: +30
ADVANTAGES: +48
DISADVANTAGES: -52
SKILLS: +13
QUIRKS: -01
TOTAL COST: +38

KATHLEEN O'REILLY, Nurse from the Christian Sanitation Commission.

+00 ST: 10
+20 DX: 12
+45 IQ: 14
+10 HT: 11

SPEED: 5.50 DODGE: 5.50 THRUST: 1d-2 SWING: 1d

DESCRIPTION: In her late 20's / early 30's with pale skin, high cheekbones, reddish blonde hair

RELIGION: Christian.

OCCUPATION: Nurse.

HOME: Boston, Massachusetts

ADVANTAGES: Beautiful (+15), Literacy (+10).

DISADVANTAGES: Duty, To The Christian Sanitation Commission(All the Time) (-15), Sense of Duty, To The Sick (All the Time) (-10), Stigma (women) (-05), Stubbornness (-05).

QUIRKS: Does not want to get involved with men again.

SKILLS: Administration-12 (1), Chemistry-10 (1), Dancing-10 (1), Diagnosis-12 (4), Diplomacy-10 (1), First Aid-14 (4), French-11 (1), History-11 (2), Latin-11 (1), Literature-12 (4), Physician-12 (4), Physiology-10 (2), Riding-11 (2), Savoir-Faire-13 (2), Savoir-Faire (Military)-12 (1), Singing-11 (1), Surgery-11 (4), Teaching-12 (2).

BACKGROUND: Kathleen O'Reilly was engaged to be married as the war broke out, but her fiancee, Jason was killed early on. This spurred her on into involving herself in the war and becoming a nurse.

She has had no suitors since Jason's death and is scared that were she to do so, they might be taken away from as he was. After several years of work as a nurse, she is highly competent and were she not a woman, she could do the job of any surgeon.

ATTRIBUTES: +50
ADVANTAGES: +25
DISADVANTAGES: -35
SKILLS: +38
QUIRKS: -01
TOTAL COST: +77


THE 44TH NEW YORK LIGHT ARTILLERY:

Recruited from the Five Points District of New York, the 44th New York Light Artillery have one of the worst records for conduct and discipline in the army. They are all hardened drinkers, and capable of both starting a fight, and finishing it. That though is their reputation off the field of battle. On the field they are just as hard, and are regarded as a stalwart unit.

The 44th New York Light Artillery survived the transfer from Earth to Valdennia with eighty men equipped with two 12 lb. Napoleon pieces of artillery, as well as one caisson - the two wheeled closed cart used to carry powder and ammunition. Only a few of the horses survive.

Notable members of the 44th New York Light Artillery include Sergeant Dunlevey, the company blacksmith; Private Jackson a former apprentice baker and Private Mike Polawski, the only Pole in the 44th, who is a former coal miner from Scranton.

MAJOR PATRICK O'DONALD, Commander of the 44th New York Light Artillery.

+30 ST: 13
+10 DX: 11
+20 IQ: 12
+20 HT: 12

SPEED: 5.75 DODGE: 5.75 THRUST: 1d SWING: 2d-1

BRAWLING: THT: 1d-1 SWG: 2d-1 PARRY: 8

DESCRIPTION: Stocky, and of average height. Has red hair and beard cut in mutton chops and a walrus moustache.

RELIGION: Catholic.

OCCUPATION: -

HOME: New York.

ADVANTAGES: Attractive (+05), Literacy (+10), Rank: Major (+20), Reputation (As a Tough Fighter) +1 (+05), Toughness (+10).

DISADVANTAGES: Alcoholism (-15), Bad Temper (-10), Duty, To The Regiment & Union (All the Time) (-15), Overweight (-05), Reputation (As a Dumb Irish Drunk) -2 (-10), Sense of Duty, To The Regiment & Union (All the Time) (-10), Stubbornness (-05).

QUIRKS: Acts the part of a dumb Irish drunk, Missing two of his front teeth, Willing to settle an argument using his fists.

SKILLS: Administration-11 (1), Armoury (Artillery)-11 (1), Axe / Mace-10 (1), Bard-13 (4), Black Powder Weapons (Pistol)-12 (1/2), Brawling-13 (4), Broadsword-09 (1/2), Carousing-13 (4), Dancing-11 (2), Diplomacy-09 (1/2), Engineering (Combat)-12 (2), Fast Talk-12 (2), Gambling-12 (2), Gunner (Artillery)-14 (4), Drill-13 (2), Knife-11 (1), Leadership-12 (2), Literature-10 (1), Packing-12 (4), Riding-11 (2), Savoir-Faire-11 (1/2), Savoir-Faire (Military)-14 (4), Singing-12 (1), Speedload (Artillery)-13 (4), Strategy-11 (2), Tactics-12 (4), Teamster-12 (2).

BACKGROUND: Major Patrick O'Donald is originally from Ireland and grew up during the Potato Famine of 1846. He survived his family, including his sister Eileen and like so many of his countrymen, he emigrated to America.

A rough and ready sort, O'Donald is more than ready to settle any argument with his fists, and like the regiment he commands he has a reputation to match.

ATTRIBUTES: +80
ADVANTAGES: +50
DISADVANTAGES: -70
SKILLS: +58
QUIRKS: -03
TOTAL COST: +115


THE OGUNQUIT:

The Ogunquit, named after the town in Maine, is a US Navy transport that is assigned to carry the rearguard of the 35th Maine Infantry. Fitted with three masts, she also carries a steam engine.

CAPTAIN TOBIAS CROMWELL, Commander of the US Navy Transport Ogunquit.

+10 ST: 11
+10 DX: 11
+30 IQ: 13
+00 HT: 10

SPEED: 5.25 DODGE: 5.25 THRUST: 1d-1 SWING: 1d+1

DESCRIPTION: Short (5'6") and slightly overweight, balding.

RELIGION: Christian.

OCCUPATION: Naval Captain.

HOME: -

ADVANTAGES: Literacy (+10), Rank: Captain (+25), Reputation (As a Competent Officer) +1 (+05).

DISADVANTAGES: Bad Temper (-10), Bully (-10), Duty, To The Navy & Union (All the Time) (-15), Eunuch (-05), Intolerance (Negroes) (-05), Jealousy (-10), Odious Personal Habit (Arrogant), -2 (-10), Odious Personal Habit (Pride), -2 (-10), Reputation (As a Coward) -2 (-10), Secret (Homosexuality, Disgrace) (-10), Sense of Duty, To The Regiment & Union (All the Time) (-10), Stubbornness (-05).

QUIRKS: Dislikes Women

SKILLS: Administration-12 (2), Armoury (TL5 Black Powder Cannon)-13 (4), Armoury (TL5 Naval Armour)-13 (4), Astronomy-13 (6), Black Powder Weapons (Pistol)-12 (1/2), Blacksmith-12 (2), Boating-12 (4), Brawling-10 (1/2), Broadsword-09 (1/2), Climbing-11 (2), Dancing-10 (1/2), Diplomacy-09 (1/2), Engineering (TL5 Ocean-going Vessel)-13 (6), French-12 (2), Greek (Classical)-10 (1/2), Gunner (Black Powder Artillery)-13 (4), Gunner (Naval Artillery)-13 (4), History-12 (4), Latin-11 (1), Leadership-12 (2), Literature-10 (1), Mathematics-12 (4), Mechanic (TL5 Ocean-going Vessel)-14 (6), Mechanic (TL5 Steam Engine)-13 (4), Metallurgy (TL5)-12 (4), Meteorology (TL5)-12 (2), Navigation (TL5)-14 (8), Riding-11 (2), Savoir-Faire-11 (1/2), Savoir-Faire (Military)-11 (1/2), Savoir-Faire (Naval)-13 (2), Seamanship (TL5)-14 (4), Shipbuilding (TL5)-14 (8), Strategy (Naval)-10 (1), Swimming-13 (4), Tactics (Naval)-11 (2), Teaching-10 (1/2), Writing-10 (1/2).

BACKGROUND: Despite being a highly competent Naval officer, Tobias Cromwell feels that true success has eluded him. Instead of commanding one of the new ironclads for which he rightly feels that he is qualified (having studied the designs of Ericson, the designer of the Monitor), he is the master of a three masted steam transport, the Ogunquit. The decision lay with the Board of Enquiry that was convened to investigate his conduct as the engineering officer aboard the Cumberland during its encounter with the Merrimac. The suggestion was that at the time of the Merrimac's first shot struck the Cumberland, Cromwell cowardly dived overboard. The truth is that he was blown into the water by that very same shot, but it could not be proven either way and he was promoted to captain and given the command of the Ogunquit.

Cromwell has always had a chip on his shoulder, ever since he received heavy punishment from the wife of the Schoolmaster he had an affair with as a schoolboy. At some point in the past he has also had some experience whaling.

ATTRIBUTES: +50
ADVANTAGES: +40
DISADVANTAGES: -105
SKILLS: +104
QUIRKS: -01
TOTAL COST: +98

ENSIGN JOHN BULLFINCH, Officer aboard the US Navy Transport Ogunquit.

+00 ST: 10
+10 DX: 11
+20 IQ: 12
+00 HT: 10

SPEED: 5.25 DODGE: 5.25 THRUST: 1d-2 SWING: 1d

DESCRIPTION: -

RELIGION: Christian.

OCCUPATION: Naval Officer.

HOME: -

ADVANTAGES: Appearance: Attractive (+05), Literacy (+10), Rank: Ensign (+15).

DISADVANTAGES: Duty, To The Navy & Union (All the Time) (-15), Sense of Duty, To The Regiment & Union (All the Time) (-10), Truthfulness (-05).

QUIRKS: -

SKILLS: Administration-12 (2), Armoury (TL5 Black Powder Cannon)-11 (1), Armoury (TL5 Naval Armour)-11 (1), Astronomy-12 (4), Black Powder Weapons (Pistol)-12 (1/2), Blacksmith-10 (1/2), Boating-12 (4), Brawling-10 (1/2), Broadsword-09 (1/2), Climbing-12 (4), Dancing-12 (4), Diplomacy-11 (2), Engineering (TL5 Ocean-going Vessel)-10 (1), French-12 (2), Greek (Classical)-11 (1), Gunner (Black Powder Artillery)-11 (1), Gunner (Naval Artillery)-11 (1), History-12 (4), Latin-12 (2), Leadership-10 (1/2), Literature-11 (2), Mathematics-12 (4), Mechanic (TL5 Ocean-going Vessel)-12 (1), Mechanic (TL5 Steam Engine)-11 (1), Metallurgy (TL5)-10 (1), Meteorology (TL5)-12 (2), Navigation (TL5)-13 (6), Riding-10 (1), Savoir-Faire-12 (1), Savoir-Faire (Military)-11 (1/2), Savoir-Faire (Naval)-12 (1), Seamanship (TL5)-13 (2), Shipbuilding (TL5)-11 (2), Strategy (Naval)-09 (1/2), Swimming-13 (4), Tactics (Naval)-10 (1), Writing-10 (1/2).

BACKGROUND: -

ATTRIBUTES: +30
ADVANTAGES: +30
DISADVANTAGES: -30
SKILLS: +68
QUIRKS: -00
TOTAL COST: +98


THE CITY OF SUZDAL AND RUS:

The Rus are a people rather than a nation. Rus consists of ten semi-independent feuding city states that share the same religion, culture and language. The Primary Chronicles, records of which are kept by the Priesthood (the only literate group within Rus), but are passed on through oral means. Descended from Medieval Russians, the Church of Rus worship 'Perm' and his son, 'Kesus', this a variant of the Russian Orthodox Church that like the language has evolved since the 'great crossing' through the gate centuries before.

Each city is ruled by a hereditary Boyar who rules as he sees fit. It used to be the case that the Church ruled alongside the Boyar as well, but this has changed within the last twenty years. The Tugar decreed that Church and Boyar rule together with both nobles and churchmen exempt from the harvesting. The church also collected a tithe from the populace and choose who went to the harvesting pits of the horde. Ivor, the Boyar of Suzdal, lead a revolt against the Church and stripped it of its powers. Ivor was declared the prelate of the Church of Rus and thus Arch-Boyar. His son, also called Ivor, now rules.

Suzdal is the largest and most important city in Rus because its Boyar is the prelate of the Church of Rus and because it stands at one of the two mouths of the Nieper River on the coast of the Inland Sea. Fish are caught in the sea and occasionally some trade is done with the Republic of Roum far to the South West along the coast of the Inland Sea. The city itself is large and bar one building, the cathedral, is built entirely of wood. The people of the city are proud of their city and have decorated it with a great many carvings, some of which have been brightly painted. The majority of these carvings are of animals (the bear is a particular favourite) and religious scenes, but demon-like carvings of the Tugar are not unknown.

Conditions within the city are unsanitary and outbreaks of disease are common. Approximately once each decade a fire destroys a portion of the wooden city. Most of the population live as the property of the boyar and remain a superstitious and relatively ignorant, though not unintelligent people. The Merki know of one other tribe of Rus on Valdennia, but none in Suzdal know of it.

STATUS TITLE
-2 Former 'Pet' of the Horde
-1 Wanderer
0 Serf
1 Free Peasant
2 Priest
3 Noble
4 Prelate (Bishop)
5 Boyar / Arch-Prelate

(Arch-Bishop)

IVOR IVOROVICH, Boyar of the City of Suzdal, Arch-Boyar of Rus and head of the Church of Rus.

+45 ST: 14
+10 DX: 11
+00 IQ: 10
+20 HT: 12

SPEED: 5.75 DODGE: 5.75 THRUST: 1d SWING: 2d

BRAWLING: THT: 1d SWG: 2d PARRY: 8

AXE: SWG: 2d+2 PARRY: 8

SHIELD: Medium PD: 3 BLOCK: 6 ARMOUR: Chain Coif and full tunic of chain mail, plus corselet PD: 3 / 4 DR: 4 / 7

DESCRIPTION: Stocky and muscular, with a black beard tinged with grey down to his waist.

RELIGION: Church of Rus.

OCCUPATION: Noble.

HOME: City of Suzdal.

ADVANTAGES: Status-5 (Boyar) (+25), Strong Will +1 (+04)

DISADVANTAGES: Duty, To The City of Suzdal (All the Time) (-15), Enemy, Rasnar, Prelate of Church of Suzdal (All the time) (-15), Enemy, his brother Mikhail (Though he does not know it) (-05), Sense of Duty, To The City of Suzdal (All the Time) (-10), Short-Sighted (-25).

QUIRKS: Hates to be called 'Weak Eyes', Hates to have to think about anything, Dreams of uniting all the cities of Rus under one banner - his.

SKILLS: Administration-9 (1), Area Knowledge (Rus)-11 (2), Axe-13 (8), Brawling-13 (2), Broadsword-12 (4), Carousing-13 (2), Diplomacy-8 (1), Heraldry-12 (6), Knife-11 (1), Leadership-10 (2), Literature-10 (1), Politics-9 (1), Riding-12 (4), Rus-10 (0), Savoir-Faire-10 (1), Shield-12 (2), Strategy-9 (2), Two-Handed Axe-11 (2).

BACKGROUND: Ivor has been the Boyar of Suzdal since the death of his father fourteen years ago. He became Boyar over his half-brother Mikhail because their father married Ivor's mother and not Mikhail's. As Boyar of Suzdal, Ivor is also head of the Church in Rus and thus is Arch-Boyar. His father lead a revolt against the church and divested it of its power and thus in theory it is answerable to him only. In practice the church under the Prelate Rasnar constantly chaffs against this, and Rasnar would like to see the Church returned to its former status. Rasnar has been courting the favour and support of Mikhail, whom Ivor does not realise is so dangerous. He has one son, Andrei.

ATTRIBUTES: +75
ADVANTAGES: +29
DISADVANTAGES: -70
SKILLS: +42
QUIRKS: -03
TOTAL COST: +73

MIKHAIL IVOROVICH, Noble of the City of Suzdal.

+45 ST: 14
+10 DX: 11
-10 IQ: 09
+20 HT: 12

SPEED: 5.75 DODGE: 5.75 THRUST: 1d SWING: 2d

BRAWLING: THT: 1d SWG: 2d PARRY: 8

GREAT AXE: SWG: 2d+3 PARRY: 8

ARMOUR: Chain Coif and full tunic of chain mail PD: 3 DR: 4

DESCRIPTION: Stocky and barrel chested, with a thick blue-black beard down to his waist.

RELIGION: Church of Rus.

OCCUPATION: Noble.

HOME: City of Suzdal.

ADVANTAGES: Ally (Rasnar) (+05), Allies (various nobles) (+10), Status-3 (Noble) (+15)

DISADVANTAGES: Bad Temper (-10), Impulsive (-10), Jealousy (-10), Short-Sighted (-25), Social Stigma (Illegitimate) (-05), Weak Willed -01 (-08).

QUIRKS: -

SKILLS: Area Knowledge (Rus)-10 (2), Axe-11 (2), Brawling-13 (2), Broadsword-12 (4), Carousing-13 (2), Heraldry-11 (6), Knife-11 (1), Leadership-9 (2), Politics-7 (1/2), Riding-12 (4), Rus-9 (0), Savoir-Faire-10 (1), Shield-10 (1/2), Strategy-7 (1), Two-Handed Axe-13 (8).

BACKGROUND: Mikhail is Ivor's illegitimate half-brother. He barely keeps a check on his jealousy for his brother and believes that he should be the Boyar of Suzdal and that the church should be restored. Although not a clever man, he realises that he cannot do this with his current allies and has been courting the patronage of Rasnar to change this.

ATTRIBUTES: +65
ADVANTAGES: +30
DISADVANTAGES: -68
SKILLS: +36
QUIRKS: -00
TOTAL COST: +63

RASNAR, Prelate of the Church of Suzdal.

+00 ST: 10
+00 DX: 10
+20 IQ: 12
+10 HT: 11

SPEED: 5.25 DODGE: 5.25 THRUST: 1d-2 SWING: 1d

DESCRIPTION: Thin faced with a black beard. Wears the heavily embroidered in gold and silver robes of office

RELIGION: Church of Rus.

OCCUPATION: Prelate of the Church of Suzdal.

HOME: City of Suzdal.

ADVANTAGES: Ally (Mikhail) (+05), Allies (various nobles) (+10), Clerical Investment (+05), Literacy (+10), Status-4 (Prelate) (+20).

DISADVANTAGES: Enemy (Ivor) (-05), Fanatic (Church of Rus) (-15), Greedy (-10), Skinny (-05).

QUIRKS: -

SKILLS: Administration-11 (1), Area Knowledge (Rus)-12 (1), Bard-12 (2), Carousing-10 (2), Diplomacy-10 (1), Heraldry-11 (1), History-11 (2), Interrogation-11 (1), Knife-10 (1), Leadership-11 (1), Poisons-11 (2), Politics-12 (2), Riding-11 (4), Rus-12 (0), Savoir-Faire-12 (1), Singing-10 (1), Theology-13 (6), Writing-11 (1).

BACKGROUND: As head of the Church in Suzdal, Rasnar is greatly aggrieved that it no longer has the power it once did. He constantly plots to see the return of the Church to its former status and has been secretly manipulating Mikhail to this end. He would even kill Ivor to achieve his aims if he could get away with it.

ATTRIBUTES: +30
ADVANTAGES: +50
DISADVANTAGES: -35
SKILLS: +30
QUIRKS: -00
TOTAL COST: +75

CASMAR, Secretary to the Prelate of the Church of Suzdal.

+00 ST: 10
+00 DX: 10
+20 IQ: 12
+10 HT: 11

SPEED: 5.75 DODGE: 5.75 THRUST: 1d-2 SWING: 1d

DESCRIPTION: Youthful looking and does not have the traditional beard of the people of Rus.

RELIGION: Church of Rus.

OCCUPATION: Secretary to the Prelate of the Church of Suzdal.

HOME: City of Suzdal.

ADVANTAGES: Attractive (+05), Charisma +1 (+05), Clerical Investment (+05), Literacy (+10), Status-2 (Priest) (+10).

DISADVANTAGES: Honesty (-10), Truthfulness (-05).

QUIRKS: Secretly dislikes Rasnar, Fascinated by machinery, Secretly believes the treatment of the peasants is wrong.

SKILLS: Administration-12 (2), Area Knowledge (Rus)-12 (1), Bard-11 (1), Carousing-8 (1/2), Diplomacy-10 (1), Fast Talk-10 (1/2), Heraldry-11 (1), History-11 (2), Leadership-10 (1/2), Politics-10 (1/2), Riding-9 (1), Rus-12 (0), Savoir-Faire-12 (1), Singing-12 (4), Theology-12 (4), Writing-12 (2).

BACKGROUND: Casmar is Secretary to the Prelate of the Church of Suzdal and although he does not like Rasnar, takes his duties seriously. A hard worker, it is this that Rasnar values him for and nothing else. He feels that the situation in Rus is wrong, but does not know how to change it. Such opinions verge on the heretical and he keeps them to himself.

ATTRIBUTES: +30
ADVANTAGES: +35
DISADVANTAGES: -15
SKILLS: +22
QUIRKS: -03
TOTAL COST: +69

KALENCKA, Bard to the Boyar of Suzdal.

+00 ST: 10
+00 DX: 10
+20 IQ: 12
+10 HT: 11

SPEED: 5.75 DODGE: 5.75 THRUST: 1d-2 SWING: 1d

DESCRIPTION: In his mid forties, short and rotund with pale blue eyes and black beard; he wears a coarse tunic to the knees.

RELIGION: Church of Rus.

OCCUPATION: Bard to the Boyar of Suzdal.

HOME: City of Suzdal.

ADVANTAGES: Charisma +1 (+05), Language Talent +1 (+02), Musical Ability +1 (+01), Patron (Ivor) (+05).

DISADVANTAGES: Dependants (His wife, Ludmilla, and daughter, Tanya) (-24), Duty (To Ivor, Quite often) (-10), Overweight (-05), Sense of Duty (To his family) (-05), Vow (To protect his family from the pits of the Tugar) (-05).

QUIRKS: Talks to himself, Is known as 'Kal', his nickname is the 'Mouse', Refers to himself as the mouse and to Ivor as the lion.

SKILLS: Area Knowledge (Rus)-12 (1), Bard-13 (2), Carousing-11 (2), Diplomacy-10 (1), Fast Talk-12 (2), Heraldry-11 (1), History-11 (2), Leadership-10 (1/2), Literature-10 (1), Performance-10 (1/2), Poetry-11 (1), Politics-12 (2), Rus-13 (0), Savoir-Faire-12 (1), Singing-12 (1), Theology-10 (1).

BACKGROUND: When his firstborn, Gregory went into the pits of the Tugar, Kal swore that this would never happen again to his family. His hope that as bard to the boyar he and his family will be spared this fate when the Tugars come again. He constantly works to remain in the good graces of Ivor.

Amongst the peasant population of Suzdal his opinion is highly thought of and he has many connections throughout the city.

ATTRIBUTES: +30
ADVANTAGES: +13
DISADVANTAGES: -49
SKILLS: +19
QUIRKS: -04
TOTAL COST: +09


THE TUGAR:

THE TUGAR:

ADVANTAGES: Strength +6 (+80), Dexterity +2 (+20), Health +2 (+20); Acute Taste & Smell +1 (+02), Claws (+15), Night Vision (+10), Strong Will +2 (+08), Toughness (+10).

DISADVANTAGES: Bad Temper (-10), Bloodlust (-10), Code of Honour (-05), Gigantism (-10), Impulsive (-10), Odious Racial Habit (Eats Human Flesh and uses the remainder as decoration) -3 (-15), Phobia: (Scotophobia, Fear of the Dark, Mild) (-15), Phobia: (Thalassophobia, Fear of Oceans, Mild) (-10), Primitive (TL 2) (-05), Racial Reputation (As eaters of Human Flesh) (-10), Sense of Duty (To the Horde, All the Time) (-10), Ugly (-10).

TOTAL COST: +45

The Tugar are a race of large humanoid bipeds that are as alien to the world of Valdennia as humans are, although they have been on the world far longer. Averaging 8 ft in height, they are known to grow as tall as 10 ft and are always powerfully built with it. Coarse brown hair covers their bodies although it is finer on their faces. It hangs from both legs and arms. Their fingers end in claw-like nails and their dull yellow teeth are sharp as well, especially the large canines. Their physiology and biology is very close to humans and they are susceptible to the same diseases (such as smallpox).

On Valdennia they are split amongst three large nomadic bands. The Tugar horde ride the Northern steppes. Their traditional enemies, the 'Merki' ride the equatorial band and South of them range the 'Batang'. Each band is extremely territorial and will willingly go to war over it were another band to incur upon it. As such there is no name for this race, and although each band regards each other as an enemy all are part of the 'Chosen Race'. There have been at least two other hordes of the Chosen, but these have been destroyed in the constant war that takes place between each horde. Each band moves as one, in huge cities of tents known as 'yurts'. Each yurt is a tent like a up-turned bowl 20 ft in diameter and 10 ft tall. Some yurts reach 100 ft in diameter, but the largest one is reserved for the 'Qar Qarth' or king of kings. The Tugar or Northern horde consists of 70,000 yurts making up 20 clans. The chief of each clan meets in a council which defers all decisions to the Qar Qarth. Whilst there may be verbal dissent amongst the clan chiefs, there is rarely open defiance against the Qar Qarth. Such dissent would either lead to a fight to the death which in most cases the Qar Qarth would win as the strongest or the separation of the clans and thus civil war amongst them. Such a war would be looked upon as a golden opportunity for the other hordes. The society of the 'Chosen Race' is highly patriarchal in nature and the women, of which the men may take many wives, are relegated to child bearing and serving the needs of the husbands and men.

Measuring time in 'circlings', the Tugar circle the Northern Steppes approximately once every twenty years. They stop at each city of humans once per circling and from it harvest both the produce of the humans, whom they refer to as 'cattle', but also two out of every ten of the healthy population as well - men, women and children. It takes 1500 cattle plus other foodstuffs to feed the Tugar horde each day. Some cattle they take with them as 'pets' who will then wander the world and see many horrors as they see their fellow citizens eaten by their masters. These pets are used not only as translators, but also as craftsmen for the horde also takes gold, iron and many craftstuffs besides the meat (both human and otherwise) and other foods they need. These pets are also expected to eat as the Chosen do and pets that return to Rus are executed by having their tongues cut out and placed back in the mouth, and then hung form the city walls. The Tugar have come to rely upon humans for both food and the maintenance of their limited technology. It was man that provided the Tugar with the horse which the Tugar then bred to a size that they could ride.

The imminent arrival of the horde at each city is heralded by the visitation of the 'Namer of Time'. He is preceded by a dozen horsed trumpeters blowing nargas (thunder trumpets), six riders each playing a pair of kettledrums (rollers of doom); then 20 riders of the guard, carrying readied 6 ft war bows. Then the 'Namer of Time' himself, sitting on a platform carried by four huge horses and which is ringed with the skulls of humans and hung with their bleached ribcages. The Namer of Time bears a blood red pennant and wears robes made from human skin with skull hanging from his waist. Behind him are another twenty archers and then the pets taken the last time the horde came to the city. The actual horde is usually two years behind the arrival of the Namer of Time.

Ahead of the actual Horde come the 'wanderers'. These are humans who have fled before the arrival of the horde seeking to avoid their harvesting. They remain outcasts from human society as well, for the Chosen Race punish those that take them in. They also take great delight in the sport of hunting these wanderers down.

The culture of the Tugar is very religious and many rituals and taboos have grown up based around the slaughter and consumption of human flesh. Each horde has a soothsayer who is also the chooser of cattle and the head of the shaman of each horde. Amongst the Tugar the most revered of their forefathers is Hugala, the legendary warrior who first rode the world to prove that the Northern steppes is one whole. The shaman sing his chant and his great map has become a sacred scroll.

There has been some resistance to the Tugar, but the Tugar's great strength and large numbers have always kept man in his place. The standing law is that for every Tugar that dies at the hand of a man, a thousand men will go to the slaughter pits as punishment. There is little resistance normally.

The Tugar are ferocious in battle and prize the arts of warfare above all else. They wield two handed weapons such as swords or axes, but most feared are their archers who employ huge 6 ft warbows that fire arrows 4 ft in length up to 200 yards ! The archers are either on foot or mounted and the Tugar also field units of lances, pike and ballistae that fire great bolts 10 ft in length. The soldiers are organised into units of 10,000 called 'Umen'. The Tugar Horde can field a total of 150, 000 warriors. The first Umen of the Tugar horde are an elite unit known as the 'Olkta' and each member wears a hauberks of heavy chainmail that falls to the knees and a conical helmet lacquered in red and topped with a skull.

The Tugar are not without honour, but it is unheard of them to ever extend this to mere 'cattle'. Amongst their own, a 'Blood Oath' is a pledge of fair play. Only once have they encountered humans employing 'smoke makers' or firearms. According to the secret history the Tugar were camped by the Blue Sea fifteen circlings ago when two ships came out of the Gate of Light Aboard were 'dark skinned cattle with black pointed beards' and wearing shining caps of armour. One ship was captured with the loss of a hundred Tugar, but the other escaped.

There are a tiny number of Tugar who have come to realise that their reliance upon the cattle for everything may is not an ideal situation for there is nothing that the hordes are actually self-sufficient in. Such thoughts are laughed at by the majority of the horde. Originally the Hordes also came through the 'Tunnel of Light', which the chant singers say that the 'Chosen' actually built as well as other technology. This includes flying devices of some kind (though these need something to provide lift), but the use of such items is now regarded as sacrilegious and they have been placed in the burial pits of the ancestors. The chant singers also tell how the Chosen used the 'Tunnel of Light' as a means to travel between the stars and that long ago they may have walked the world of the humans. Humans and the Hordes are not eh only race to have been brought to Valdennia. Besides the strange and deadly serpent-like creatures that now live in the jungle lands to the far south in Merki territory, one technologically advanced race has come through. Though armed with weapons of light that could kill hundreds of the chosen at great distances, they were overwhelmed by sheer numbers and destroyed. Their weapons and equipment was then cast into the sea.

Of the Tugar Horde, Muzta is the current Qar Qarth having succeeded his father, Jegmuta, a circling ago. He has several wives and three sons. His advisor is Qubata, who is perhaps the oldest of the Tugar, and known as 'grey hair'. Of common stock, he is a former commander of the Olkta (now commanded by Argun) and for the last circling-and-a-half has been the Swordmaster of the Tugar Horde or first general. A military genius, his superior tactics lead to the defeat of the Merki at the Battle of Onci near the cattle city of Constan. Jegmuta was killed during this battle.

Alem is the Soothsayer of the Tugar Horde and is answerable to Muzta as much as he is to 'Bulgatanna', the father of the Chosen Race who in the afterworlds feasts on the gods of the cattle.

The chief Qarth or Chieftain opposing Muzta is Tula, leader of the strongest clan of the Tugar Horde. It is his nephew, Vulti, who is the Namer of Time. Tula is supported by other Clan Chieftains such as Suba, the leader of the Merkat Clan, Zan, Kuraltai and Magtu Vu'Qarth.

STATUS TITLE
0 Women (They derive some status from

their husbands, usually being one level

lower).

1 Shamen
2 Warrior
3 Nobles
4 Generals (each commanding one

Umen) / Soothsayer (There is only one)

5 Swordmaster (There is only one)
6 Qarth - Clan Chieftain
7 Qar Qarth - 'King of Kings'

MUZTA, Qar Qarth (king of kings) of the Tugar Horde.

+30 ST: 19
+20 DX: 12
+20 IQ: 12
+10 HT: 13

SPEED: 6.75 DODGE: 6.75 THRUST: 2d-1 SWING: 3d+1

BRAWLING: THT: 2d-1 SWG: 3d PARRY: 8

SCIMITAR: THT: 2d+1 SWG: 3d+2 PARRY: 7

SHIELD: Medium PD: 4 BLOCK: 7 ARMOUR: Full tunic of chain mail, plus helmet PD: 3 DR: 4

DESCRIPTION: Stocky and muscular.

RELIGION: Worship of Bulgatanna.

OCCUPATION: Qar Qarth (king of kings) of the Tugar Horde.

HOME: None.

ADVANTAGES: Status-7 (Qar Qarth - King of Kings) (+35), Tugar Package, Does not have Impulsive Disadvantage (+55).

DISADVANTAGES: Duty, To The Tugar Horde (All the Time) (-15), Enemy, Tula, Qarth of the Tugar Horde (All the time) (-15), Enemy, The Merki Horde (-05), Sense of Duty, To The Tugar Horde (All the Time) (-10).

QUIRKS: His favourite son is Garth, Rides his favourite horse, Bura, Values the opinion of Qabata.

SKILLS: Administration-11 (1), Astronomy-09 (1/2), Area Knowledge (The Northern Steppes)-12 (2), Axe-13 (1), Bow-13 (2), Brawling-13 (1/2), Broadsword-15 (4), Carousing-13 (2), Diplomacy-10 (1), Heraldry-12 (2), History-11 (2), Knife-13 (1/2), Language: Tugar-12 (0), Leadership-12 (2), Navigation-09 (1/2), Politics-12 (2), Riding-14 (2), Savoir-Faire-12 (0), Shield-14 (1), Strategy-12 (4), Two-Handed Sword-13 (1).

ATTRIBUTES: +80
ADVANTAGES: +90
DISADVANTAGES: -45
SKILLS: +31
QUIRKS: -03
TOTAL COST: +153

Qubata, Swordmaster of the Tugar Horde.

-10 ST: 15
+10 DX: 13
+30 IQ: 13
+00 HT: 12

SPEED: 6.25 DODGE: 6.25 THRUST: 1d+1 SWING: 2d+1

BRAWLING: THT: 1d SWG: 2d PARRY: 8

SCIMITAR: THT: 1d+1 SWG: 2d+2 PARRY: 7

SHIELD: Medium PD: 4 BLOCK: 7 ARMOUR: Full tunic of chain mail, plus helmet PD: 3 DR: 4

DESCRIPTION: Stocky and muscular, with grey hair.

RELIGION: Worship of Bulgatanna.

OCCUPATION: Swordmaster of the Tugar Horde.

HOME: None.

ADVANTAGES: Common Sense (+10), Status-5 (Swordmaster to the Qar Qarth) (+25), Tugar Package, Does not have Impulsive Disadvantage (+55).

DISADVANTAGES: Age (-15), Duty, To The Tugar Horde (All the Time) (-15), Enemy, The Merki Horde (-05), Sense of Duty, To The Tugar Horde (All the Time) (-10), Sense of Duty, To Muzta (All the Time) (-10).

QUIRKS: Is the only one allowed to speak out in front of Muzta, Sees Muzta as almost his own son, proud of Muzta.

SKILLS: Administration-12 (1), Astronomy-10 (1/2), Area Knowledge (The Northern Steppes)-13 (2), Axe-12 (1), Bow-12 (2), Brawling-12 (1/2), Broadsword-14 (4), Carousing-12 (2), Diplomacy-12 (2), Heraldry-13 (2), History-12 (2), Knife-12 (1/2), Language: Tugar-13 (0), Leadership-13 (2), Navigation-10 (1/2), Politics-12 (1), Riding-13 (2), Savoir-Faire-13 (0), Shield-14 (2), Strategy-14 (6), Tactics-13 (4), Two-Handed Sword-12 (1).

ATTRIBUTES: +30
ADVANTAGES: +90
DISADVANTAGES: -65
SKILLS: +38
QUIRKS: -03
TOTAL COST: +90


BEYOND RUS . . .

Though there are no other races on Valdennia, there are plenty of different human groups. All of these will, as a result of subjugation by the Tugar or one of the other hordes, have remained unchanged since the time they came across from Earth.

Rus itself is fairly isolated, the lands to the North being nothing more than barren steppes, eventually becoming tundra. To the South lies the cities and people of Roum, descendants of a Roman fleet from the second Punic War. Rus knows of the city and it is not uncommon for merchants to travel there despite the length and difficulty of the journey. Descendants of the fleet opposing the Romans, also came through, but both groups separated and settled apart. Skirmishes between ships of both countries are quite rare, though the Carthaginians have the upper hand. Being further away, the people of Rus know little about the Carthaginians.

All three cultures lie along the coast of an inland sea which eventually feeds out into a great ocean. Jungles lie further to the South and all the seas in the immediate area are prey for a small fleet of three pirate ships. These are descended from a group of seventeenth century pirates, and are the only humans to have come through with the knowledge of gunpowder.

Other peoples so mentioned include the ancient Chinese as well as groups of Mayan and Aztec. The city of 'Constan' also suggests that either the peoples of Byzantium or of medieval Turkey are also present. This does not exclude any other ethnic group from being played if appropriate. The author has not developed the books beyond the third and this leaves the 'Batang' horde and its subjects as unknowns.

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This text is version 1.2 of GURPS Rally Cry ! It was last updated on Tuesday, May 13th, 1997.