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Medium Kingdoms (Player Kingdoms) $7 per turn
#1
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!

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.

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.

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.

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.

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.

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.

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.

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.

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.


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