| Scripts
For Organizing Games |
| Kingdoms of the Hyborian
Age |
AQUILONIA
(Large Kingdom) -- Symbol of might in the Hyborian Age,
Aquilonia with her legendary armies of Bossonian archers,
Gunderland pikemen and Poitanian knights, wields
indisputably the supreme military power of the Western
world. More than any other Kingdom, however, Aquilonia lies
surrounded by grim and unrelenting enemies. A long series of
defensive wars for survival must inevitably be fought (and
won) ere Aquilonia may seek empire beyond her borders.
AMAZONIA
(Small Kingdom) -- The female warriors of Gamburu are
unmatched in the Southern world. Their fleet footed warriors
are rightly feared for their ferocity and for their prowess
with both the Javelin and their bronze bladed shortswords. A
dream of empire calls them to seek dominion over the vast
interior grasslands and the endless, forgotten jungles
beyond.
ARGOS (Medium
Kingdom) -- The major sea power of the Hyborian Age, proud
Argos sweeps the western sea from Vanaheim to the Black
Kingdoms. Wealthy beyond its size. Argos seldom lacks for
funds either to war or to weave far reaching webs of
intrigue as the situation dictates. Natural enemy of Zingara
and secret supporters of the Barachan pirates, the
Argosseans may very possibly prove the ultimate rulers of
the Hyborian Age.
ASGARD
(Medium Kingdom) -- Blonde reavers of the icy north, the
mailed warriors of the Aesir are held in check only by their
equally ferocious kin the Vanir to the west, the grim
Cimmerians southward, and by arcane Hyperborea to the east.
Loosely organized, the clans await their forging to a cause,
or a great captain of men, to spur them over the ice towards
bright and bloody conquest!
BORDER KINGDOM
(Small Kingdom) -- On the fringes of the great Salt Marsh
within the Border Kingdom, a new power is quickly
developing. Strengthened by a surprising volume of trade
(which travels northward to avoid high Nemedian Tariffs) and
by a harsh but brilliant leadership composed mostly of
exiled Aquilonian and Nemedian families, the young border
Kingdom lies poised on the brink of empire ... IF only the
fledgling Kingdom can stave off the early territorial
appetites of its larger neighbors.
BRYTHUNIA
(Medium Kingdom) -- The land of plains and horse, the
Brythunians have become a culture of hunters and farmers,
ranging their wide, flat lands ahorse and unfettered. The
Brythunian army carries forward this heritage with a large
contingent of disciplined cavalry regiments. Split and
scattered into small, widely dispersed fiefdoms, Brythunia
awaits only a powerful leader to weld it together and send
its riders thundering out of the plains and onto the road of
empire.
CIMMERIA
(Medium Kingdom) -- Grim. Moody. Grey skied. The land of
Crom amid hills and mountains. A warrior race, the
Cimmerians are descendants of ancient Atlantis and only
slowly coming again into the ways of civilization after
contact with the Hyborian Kingdoms. In battle the Cimmerians
are unmatched in the darkly wooded hills of their homeland
and few are the invading Aquilonian, Pictish, or Northeim
warriors who return from that grey land! A legacy of hatred
runs strong amongst Cimmerians for their long time enemies,
the Picts.
CORINTHIA
(Medium Kingdom) -- Secure behind high mountain passes lie
the city states of Corinthia. Notable for their highly
disciplined battle phalanxes and fearsome weaponry (halberd
and pike), the Corinthians swiftly move towards unity as a
Kingdom. A great general is all that Corinthia needs to lead
their heavily armoured pikemen down upon a surprised
Hyborian world.
DARFAR (Small
Kingdom) -- The sharply filed teeth of the Darfar savages
haunt the dreams of even the boldest warriors who have faced
them in screaming battle. Actually composed of a various mix
of tribes, the Ghanatan and the northern Tibu tribes
foremost amongst them. Darfar gains its name from the
scattered cannibalistic grassland tribes which most often
provide the drive and leadership for empire.
HYPERBOREA
(Large Kingdom) -- Cold and heartless, Hyperborea is ruled
by grim, gaunt, albino nobles and by the sorcerously
powerful witch- women. Safe within their high stone keeps on
the snowy Hyperborean plain, the Hyperboreans wield power
far beyond their meager resources and small army. Fortress
of arcane power in the north, Hyperborea is a spiteful foe
to Aquilonia and quite possibly the most dangerous Kingdom
of the Hyborian Age.
HYRKANIA
(Medium Kingdom) -- Savage horse tribes of the interior
steppes, uncivilized in all by the arts of war at which they
excel, the Hyrkanians move upon a shifting sea of unrest as
turbulent as the fiery ponies upon which they ride. The
Hyrkanian tribes war constantly amongst them- selves but
when united under a great chief they destroy armies as
swiftly as their horse-archers can race across the endless
flatlands which encompass them. Trained from childhood in
horse and bow, the Hyrkanian cavalry has been called with
good reason the finest horse- archers in the world.
IRANISTAN
(Medium Kingdom) -- The golden land south of the Ilbars
mountains is widely, albeit sparsely inhabited. Ancient and
rich, Iranistan uses the Kossaks and the Ilbars hillmen as
border defenses to turn back the swift horse-archers of
their long standing foes in Turan and Hyrkania. When forced
to do battle the well trained Iranistani army is as good as
any in the world of Hyboria.
JUMA'S KlNGDOM
(Small Kingdom) -- The warriors of Kulalo receive archer
training in the Turanian fashion and thus stand out as the
finest archers in any of the Black Kingdoms. Juma's Kingdom
is relatively unbeleaguered in early years and can look to
the north and south coastlines for easy expansion. The black
corsairs of the Southern Isles have become natural enemies
over many a skirmish and raid. Under skillful control,
Juma's Kingdom can quickly emerge as a major power in the
southern world.
KAMBULJA
(Medium Kingdom) -- Ruled by the god-king of the scarlet
circle, deep in jungle girdled Angkhor crouches the hungry
Kingdom of Kambulja. The Kambuljans are forever locked in
war with neighbouring Khitai whose great wizards, the
god-kings also contest on an arcane level. The Kambuljan
host fields huge mammoths trained and relied upon to smash
the formations of the Khitai in battle.
KESHAN
(Medium Kingdom) -- A Kingdom of barbaric splendor, the
Keshans are well led by nobles and religious leaders who
claim descent from the great people of Alkmeenon. Keshan
also has a well drilled army patterned after the Stygian
military organization. While Stygian troops often raid into
northern Keshan, Punt is Keshan's long standing and
hereditary enemy. Keshan lies poised in the midst of a power
vacuum and, if well controlled, may emerge as a major power
of the Hyborian Age.
KHAURAN
(Medium Kingdom) -- Rich in fertile meadowlands and at the
center of trade in the Hyborian world, Khauran is a Kingdom
of abundant wealth. Khauran is well ruled by nobles of
Kothic descent and lacks not for wizards and powers arcane.
The Khauranian nobles disdain the use of horse but hire
mercenary cavalry troops as needed. Khauran begins the epoch
in strong alliance with both Koth and Khoraja.
KHITAI (Large
Kingdom) -- The ancient empire, stronghold of the world's
greatest wizards and masters of the eastern world, Khitai
has a powerful army and a sound leadership based in Paikang,
Shu-Chen and Ruo-Chen. Khitai is forever at war with
Kambulja to the south whose god-kings vie with them for
supremacy in the arcane mysteries of the scarlet circle.
KHORAJA
(Small Kingdom) -- Blessed with excellent leadership, a
highly diverse and well trained army, a fertile land, and a
location central to the rich southern and eastern trade
routes, Khoraja is powerful beyond its tiny size. Wizards
and priests capable of calling upon unearthly aid are not
unknown in Khoraja. Situated over the fractured eastern
Shemish Kingdoms, Khoraja stands at the gates of empire IF
through wisdom and cunning Shem, Stygia, and Turan can be
held at bay. As the epoch begins, Koth and Khauran stand
firmly allied with Khoraja.
KOSALA
(Medium Kingdom) -- The Kosalans are an ancient race,
decadent but not grown soft. They are devoted to the worship
of the god Yajur and their armies are an arm of their
religious organization. The Kosalans are aided by ancient
magics and a fanatical if untrained populace ever willing to
fight and die in battle. Kosala from of old is tied with
Vendhya through intermarriage and treaty and can expect no
invasions from that quarter.
KOTH
(Large Kingdom) -- Pride of the Hyborian south, Koth is
known for its armour making skill and adventurous people.
The Kothic army is powerful and balanced enough to fight
against any army of the Hyborian Age. Both Khauran and
Khoraja have formed cultural and economic ties which bind
Koth into firm alliance with them during the early years of
the epoch.
KUSAN (Small
Kingdom) -- The westernmost Khitan Kingdom, culturally
advanced Kusan relies upon her excellent ambassadors and
diplomats (easily the most adept politicians of the age) at
least as much as upon her armies. Considered the most
challenging position to rule, Kusan must expand its tiny
size in the dwindling vacuum between great Khitai in the
east and the Hyrkanian hordes to the west.
KUSH (Medium
Kingdom) -- The semi-civilized Black Kingdom of most common
knowledge among people of the Hyborian nations is Kush.
Proud Kush is seldom raided, the Stygians usually preferring
to take their slaves from weaker Darfar or Keshan. Kush in
Conan's time is a Kingdom teetering on the road to empire
... or ruin. Good Kings must be fostered lest poor
leadership allow the Kingdom to fall into unrest and
rebellion.
NEMEDIA
(Large Kingdom) -- Nemedia, the central pillar of Hyborian
culture and civilization stands ever in defiance to their
habitual foes, mighty Aquilonia. The gleaming Nemedian
knights are rightly proud for their army which is as diverse
as it is deadly. Nemedia may well extend an empire without
limit ... IF they can stop the hosts of Aquilonia.
OPHIR (Medium
Kingdom) -- A Kingdom of great beauty with gilded knights
and high towered cities, Ophir is protected by natural
boundaries of mountain and river on all sides but to the
south which the Ophirians have well fortified. The Ophirian
army is provided for with all that wealth can purchase
including the finest training, weapons, and arms as well as
being additionally strengthened by mercenary archers from
Shem. Unassuming Ophir is powerful enough to begin the red
road to empire but small enough to avoid threatening the
larger Kingdoms.
PICTLAND
(Medium Kingdom) -- Savage, warlike brutish, persistently
resistant to civilizing influences, the Picts inhabit the
Primal forest of the Pictish Wilderness. Constantly warring
amongst themselves, the Picts must find a leader strong
enough to unite the tribes and hurl their vast hordes upon
the path of empire.
PUNT
(Small Kingdom) -- The barbaric splendor of the Kingdom
which is Punt is based upon the bright yellow gold washed
down off the central hills. Hereditary enemies of Keshan,
Punt must also mistrust the growing power of Zembabwei. If
these two foes can be kept at bay, and if a trade route can
be established to the gold hungry markets of the Hyborian
world, then Punt may well emerge as supreme among the Black
Kingdoms.
SHEM (Medium
Kingdom) -- The city states of Shem lie between the
ambitions of Koth and the malignant arcane power of Stygia.
The western Shemish states form a loose knit nation with
Asgalun as their tiller head. The eastern Shemish states
stand in alliance with each other and also with western Shem
creating a friendly eastern border. The Shemish Asshuri and
the famous Shemish archers make Shem's armies very strong.
Through mercenary service in over a dozen Kingdoms of the
western world the Shemish generals have learned well the art
of war.
STYGIA (Large
Kingdom) -- Slumbering in her desert retreats, protected
behind the mighty and brooding Styx river, lies Stygia. The
Stygian army is never without the backing of wizards well
versed in black battle magics, most often of the priesthood
of Set. The ancient culture of Stygia is in decline,
revolving in malignance about itself but it is also the
source of a great and evil sorcerous knowledge which may yet
gain mastery over the western world.
TOMBALKU
(Small Kingdom) -- The vibrant clashing Tombalku culture
provides a springboard of energy for expansionist desires.
Unless controlled, the white-black conflict in Tombalku may
rip the small but powerful Kingdom in two. However, if
united and working together, the Tombalku riders, Black
spearmen, and White lancers may roll back their bordering
nations in a surging red tide!
TURAN (Large
Kingdom) -- Gleaming mailed and silken clad riders, masters
of the Vilayet Sea, Turan revels in sweeping the barely
contested wastelands to the west and south. Turan, however,
must bear the plague of a thousand frustrations arising from
the seemingly indomitable and ever resurgent Kossaks,
Zuagirs, and Vilayet pirates. Perpetually battling raiders
and quelling revolts from a hundred pinpricking sources, the
rulers of Turan must pass their reign in unceasing
watchfulness. Turan is a natural enemy to Iranistan and
Vendhya but at the beginning of the epoch stands in loose
alliance with Hyrkania.
UTTARA
KURU (Medium Kingdom) --
Dismissed as a myth in most regions of the world, Uttara
Kuru is a land of ancient magics, misty mountains, dense
coastal forest, and the strange, haunting architecture of
Uttara Kuru City. The people of this Kingdom are fanatically
loyal in defense of their homeland. Ancient enemy of great
Vendhya, the people of Uttara Kuru must seek empire to the
north and east.
VANAHEIM
(Medium Kingdom) -- The red haired Vanir are isolated in the
northwest and their mailed swordsmen perforce must vent
their warlike natures on their Asgardian kin to the east,
the savage Picts to the south, or less often upon grim
Cimmeria to the southeast. Many a hero of the Hyborian Age
was of the Vanir and warriors of Vanaheim are known to be
utterly fearless in combat.
VENDHYA
(Large Kingdom) -- Vendhya is an ancient and proud Kingdom,
ruled by the Kashatriyan warrior caste and has wizards adept
with their own peculiar range of magics. Vendhya is pent up
in the north by the savage and virtually unconquerable
Ghulistan tribesmen. To the west lies Kosala, made
unassailable by the well forged intermarriages between the
two Kingdoms. To the east broods Uttara Kuru whose silver
tongued diplomats and arrogant wizards have long held the
weight of Vendhya at bay. As the huge Vendhyan host
continues to swell in size, like a bubble it must burst
forth into empire and the day of Vendhyan glory.
ZAMORA
(Medium Kingdom) -- Zamora is a land of spider haunted
towers and master thieves. The Zamoran army is adequate
(Conan called them poltroons), but it is their spies and
long lived wizards upon which Zamora relies. What King not
departed from his sanity will risk the intrigues of Zamora
or worse yet her assassins? Zamora may indeed follow a
shadowy path to world mastery with the aid of spells long
forgotten and knives which strike swiftly in the dark!
ZEMBABWEI
(Medium Kingdom) -- A growing power in the southlands, vital
Zembabwei is well led and armed. The Zembabwei command great
flying reptiles found only in Zembabwei heartland. These
soaring winged mounts strike terror into the hearts of all
who behold them. The Zembabwei age of power has just dawned
in the days of Conan.
ZINGARA
(Medium Kingdom) -- The most powerful sea raiders next to
their Argossean rivals, the Zingarans are active supporters of
the Zingaran buccaneers (pirates by any other name). Zingara
is a proud and rich land, though often torn by civil strife
and bitter feuds between powerful members of its nobility. A
strong succession of kings and carefully calculated expansion
could easily see Zingara as master of the western world --
land and sea. |