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> Easterlings- The Hunkarim, Blood drinkers of the Steppes
Halbarad
Posted: Jun 15 2012, 07:22 AM
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I have really enjoyed reading some of the assorted stats and posts about Easterlings that turn up on this board from time to time and so, I have decided to develop some of my own.

Although Prof Tolkien's evidence suggests that the Balchoth and the Wainriders were mainly infantry hordes, I am of the opinion that there is more than enough room in Rhun to support small numbers of Easterlings in the Steppes Raider stereotype that was championed by Merp.

And so, taking my cue from Garn (who is an advocate for creating plausible cultures IIRC)and stealing a couple of things shamelessly from earlier Easterling incarnations on this forum, I present 'the Hunkarim'.

Hunkar is a Turkic word meaning 'Blood Drinker' in English. I am using Turkic and pseudo Turkic words and names where possible. The term comes from the fact that these people take sustenance, in times of necessity, from drinking the blood of their ponies. The name has, of course, been misconstrued by the Northmen of Rhovanion as indicating something altogether different.

The Hunkarim originated on the plains to the east and southeast of Rhun. They had joined the great confederation of the Wainriders and supplied many of the horsemen in that horde. The great slaughter of their warriors at the Battle of the Camp was still being told as a cautionary tale around their fires when the emissaries of the Balchoth arrived.
The Hunkarim desired to make no further war against the 'men of the west' and the Balchoth left their camps having failed to recruit them.
The Balchoth were brutal and unused to their overtures being refused. Within the year, their armies swarmed across the lands of the Hunkarim, looting and killing. Few clans offered any resistance and those who did were butchered mercilessly.
A number of the clans escaped to the steppe lands north of the Sea of Rhun and by the start of the 26th century they had migrated across the Redwater and into the lands of the Northmen.

Although they lacked the numbers to seriously threaten Dale and Esgaroth, the settlements of the plains and the river valleys would suffer, near constant, raids and skirmishing for the next hundred years or so.
Finally, in the early years of the 28th C, an army of Northmen was raised to drive out the Hunkarim. The return of the Dwarves to Erebor was the catalyst. They offered to equip an army to drive off these bandits who plagued supply trains and caravans between the Iron Hills and the Lonely Mountain. Horsefolk, Dalefolk and Lake folk all united and their alliance was too strong for the Easterlings.
The Hunkarim were defeated in several small but bloody skirmishes and driven back beyond the Redwater River.

To this day, there remains an unresolved grudge between the Hunkarim and the folk of the Kingdom of Dale. It s a grudge that can only be erased by the complete destruction of the Dalefolk and it has led to their falling into the servitude of the Shadow.

The Hunkarim have remained a completely nomadic people living out of hide tents known as Yurts. They travel in extended family groups which are constantly on the move. They have learned to their cost that serving the shadow is not necessarily the same as being under it's protection.
Their ponies are their livelihood, providing mounts, clothing, food and bone for tools and ornaments.
There is no centralised power structure, each group is completely independent. Their chieftains are called 'Tarkhans' and they are usually the most experienced warrior o the band.
The warriors are almost exclusively mounted bowmen although, a few of the larger groups have a handful of professional warriors called 'Bayaturs'. Women are commonly trained with the sword and bow in order to protect the camp when the men are off raiding. It is uncommon, though, for these women to accompany the men on a raid.

Will post the stats and some new shadow abilities later today.




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Halbarad
Posted: Jun 15 2012, 09:41 AM
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Easterling (Hunkarim) Raider

Attribute lvl: 3
Endurance: 12
Hate: 2
Parry: 3
Armour: 2d

Common Skills: Personality 2, Movement 2*, Perception 2, Survival 2*, Custom 2, Vocation 1

Weapon Skills: Bow 2, Sabre 1, Lasso 2

Shadow Abilities: Mounted Skirmisher, Saddle Born, Steppes rider


Easterling (Hunkarim) Bayatur

Attribute lvl: 4
Endurance: 16
Hate: 3
Parry: 5 (Inc +1 buckler)
Armour: 3d+1

Common Skills: Personality 2, Movement 3*, Perception 2, Survival 2*, Custom 2, Vocation 2*

Weapon Skills: Bow 2, Sabre 2

Shadow Abilities: Commanding Voice, Deadly Archery**, Mounted Skirmisher, Saddle Born

Easterling (Hunkarim) Tarkhan

Attribute lvl: 5
Endurance: 20
Hate: 5
Parry: 6 (Inc +1 buckler)
Armour: 3d+1

Common Skills: Personality 3, Movement 3*, Perception 2, Survival 2 *, Custom 2, Vocation 2*

Weapon Skills: Bow 2*, Sabre 3

Shadow Abilities: Commanding Voice, Deadly Archery**, Mounted Skirmisher, Saddle Born

* Favoured Skills
** As described in Tales of the Wilderness

New Shadow Abilities

Saddle Born

A foe with this ability can attack and defend as normal while mounted. Additionally, he may spend a point of Hate to remain mounted if he has been ambushed and failed his Athletics roll.

Mounted Skirmisher

This foe can spend a point of Hate to stay at 'opening volley' range for a single combat round. He can attack as normal with missile weapons but may not enter or be targeted in hand to hand combat.

Steppes Rider

A common tactic among the nomad warriors of Rhun is to hang down the flank of their mount to avail of the extra protection that it affords them. This enemy can spend a point of Hate to add their Attribute level to the TN of their defence against 'missile fire'.

Easterling Weapons

Sabre- use regular sword
Nomad Bow- use regular bow
Lasso- no damage,edge or injury. Called Shot- Ensnare(as per the shadow ability Seize Victim)

Big thanks to Pathstrider for the solution on how to use lassoes in the game. smile.gif[U][/U][U]
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Beleg
Posted: Jun 15 2012, 12:24 PM
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These guys look fun. However, I don't have the Tales of the Wilderness, so I was wondering if you could clarify what the ** means? Cheers
Beleg


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Poosticks7
Posted: Jun 18 2012, 05:21 AM
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I like the looks of these guys. Good work Halbarad.

I like the Mounted Skirmisher ability. Although I am wondering can they use it more than once? For example can the Bayatur remain at opening volley range for 3 rounds by spending all his hate (although I just realised as I typed this that would make him weary wouldn't it.)

Players are so going to wish that they have shields versus these guys.

I'm also curious about the deadly archer ability as I also do not have the Tales from Wilderland book yet.


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Halbarad
Posted: Jun 18 2012, 08:31 AM
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Not sure about the Weary query Poosticks. Will need to read those rules again.

If so, I imagine that that the riders would simply depart and cease their attacks. Hit and Run is what these guys are about.

I bumped my post about mounted combat so that there are some potential options for characters rather than just being a pin cushion. smile.gif
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Halbarad
Posted: Jun 18 2012, 11:22 AM
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Yup, you are right. After three rounds of mounted skirmishing the Bayatur would be weary. Two rounds for the regular warrior and five for the Tarkhan.

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Poosticks7
Posted: Jun 18 2012, 05:49 PM
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That's a nice balance (especially for the regular guys who would only really use the ability once to avoid becoming weary).

Although both the Bayatur & Tarkhan have commanding voice, so they could set up a really horrible loop with the regular guys, where they keep giving them new hate points. hmmm.


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