GALAHIR

Galahir, 'The Great Forest', is one of the largest and most terrifying forests in all of Mantica. While the Great
Forest is ruled over by the mysterious Forces of Nature, it is also home to noble Elven warhosts, Dwarven
prospectors, brutal Orcs and every other race of Mantica. Deep within Galahir, overgrown by vines and groves,
lie the decrepit ruins of ancient civilizations. Iron, gold and precious gemstones burst from veins deep beneath
the soil and the forest is home to some of the finest lumber and stone on the planet. For centuries, adventurers,
mercenaries and ambitious young lords have led their retinues into the Great Forest in search of fame and
fortune. Over time, a vibrant economy has sprung up deep within the forest in the famous trading posts of
Galahir. It is these trading posts which serve as the beating heart of the forest, and as such these outposts are
protected by ancient and sacred oaths. If any one retinue within the forest becomes too powerful, the enigmatic
Forces of Nature spring into action, evening the scales of power.
GETTING STARTED
To start this campaign you will need two or more players. Each player will control one Retinue. The Retinues
entered Galahir for reasons of their own but have all been trapped there now. The Forces of Nature won't let
them leave!
The Retinues trapped within Galahir have established many Trading Posts throughout the great forest complete
with blacksmiths, fletchers, etc to outfit their Units as well as taverns and halls to share rumours, gossip and intel
on opportunities to increase their wealth and power. A general treaty is in place preventing bloodshed within the
perimeter of these Trading Posts. However, the Retinues will battle each other if need be when they come across
each other in the wilds of Galahir.

CHOOSING YOUR RETINUE
Galahir Retinues are not like regular Kings of War armies. For one, they're smaller. But also, they act as the
personal entourage of a specific Warlord/General/Prince/Noble etc. As such different composition rules apply in
game. These rules are outline below.
1. Retinues are worth a maximum of 1000 pts at creation. Any unspent points will be kept in the Retinue's
Treasury and converted on a one-to-one basis to GOLD.
2. Retinues must include ONE Character with the Inspiring Special Rule and no more than TWO
(Nightstalkers Retinues being the one notable exception). This character is the Retinue's Leader. If you
take two Characters with inspiring, you may choose which will be your Leader. Only Characters with
Inspiring may be taken, not regular units, monsters, war engines, etc.
3. Retinues may include no more than TWO Monsters.
4. Retinues may include no more than TWO War Engines.
5. No Unit of any kind may exceed 199 pts at creation. Units may exceed 199 later due to the addition of a
Magic Item.
6. Retinues may include no more than THREE Characters in total.
7. Cavalry units may only be chosen in the Troop unit size, meanwhile Large Cavalry and Large Infantry
may only be chosen in the Regiment unit size.
8. Retinues may include no more than ONE Unit with the Fly Special Rule at creation.
9. Retinues may not include any allies.
10. Retinues may not include any Living Legends.
11. No Unit in the Retinue may purchase Magic Items at creation.
Otherwise all the normal rules for army composition from the Kings of War Rulebook apply.

STARTING THE CAMPAIGN
To start playing in the campaign, simply find an opponent, pick a scenario and get stuck in. At the end of each
game the players work out how much Experience their retinue has earned and how much Income the retinue has
earned through working their Territories.
Experience is expressed as Experience Points (EXP) which Units (troops/regiments/monsters/war engines and
characters) gain for surviving the skirmish. This will be covered in more detail in the Experience section of this
packet. When units gain sufficient EXP they will Level Up. Units which Level Up might gain bonuses to their
Stats or additional Special Rules.
Wealth is accrued in the form of Gold Points (GOLD) which are added to the Retinue's Treasury. This represents
the profits the Retinue earns after taking into account the costs of housing and feeding the men, caring for their
animals and maintaining their weapons, armour and war engines. You can spend GOLD on recruiting new
Units, hiring Mercenaries, or buying Magic Items as explained in the Trading Post section later in this packet.
REPUTATION
Each Retinue has a Reputation Rating (REP). The higher the REP the more famous (or infamous) the Retinue
has become. A Retinue's REP is calculated by simply adding the total points cost of the Retinue + the EXP of
the Retinue. GOLD in the Treasury is not included in REP as opposing retinues don't know what's in their rivals'
coffers.
REP = Points cost of Retinue + EXP of Retinue.
A Retinue's REP will change after each game as surviving Units gain experience or buy Magic Items, and new
Units are added to the Retinue.
The Player with the highest REP is winning the Campaign. The Campaign has no set end point, and if one
player's REP becomes significantly higher than all other players, to the point where he can no longer find regular
opponents who wish to play against him, he can retire his Retinue and start a new one from scratch.

PRE GAME SEQUENCE
There are a lot of dice to be rolled before a game of Galahir. Dice to generate terrain, dice to discern
scenario, weather, etc... The order is outlined below for clarity.
1.
2.
3.
4.
5.
6.

Roll for territories. (If you already have at least 3 territories, skip this step.)
Roll for terrain.
Roll for scenario.
Roll for weather.
Roll for sides.
Roll for game length.

TERRITORIES
Each Retinue has a number of Territories within the forest of Galahir.
To begin with, each Retinue rolls THREE random Territories from the Territories table below.
Throughout the campaign a Retinue may acquire new Territories but can never control more than FIVE
Territories in total – they simply don't have enough men to work all that land! If the total number of
Territories controlled exceeds FIVE immediately discard one or more Territories of your choice until
back down to FIVE total. If the retinue's total territories drops below THREE, roll up a new territory.

TERRITORY TABLE
D66 ROLL

TERRITORY

INCOME

11—16

Clearing. Galahir is home to many peaceful
clearings. These clearings can be searched for
discarded weapons and armour, lost valuables and
fresh game as well as flower, mushrooms and other
ingredients for potions and medicines.

21—26

Oak Grove. Within Galahir mighty Oak trees grow
in vast groves. This sturdy lumber is much sought
after for use as building materials as well as
weapon hafts and arrows. The Retinues that control
these groves can harvest this lumber and sell it at
the local Trading Post.

20 GOLD.

31—36

Rock Quarry. Granite and other solid rocks can
fetch a pretty penny at the Trading Posts of Galahir.
A steady supply of rock is vital to the building of
bridges, fortifications and holds.

30 GOLD.

41—46

Salt Mine. Salt is a valuable commodity in Galahir
and working mines can provide a steady income to
the retinues that control them.

50 GOLD.

51—56

Iron Mine. Iron Ore is rare in Galahir and the men
who mine it can amass a mighty fortune if they can
maintain control of the supply.

D6X10 GOLD.

61—65

Gold Mine. Just one gold mine can turn a fledgling
Retinue into a mighty host. The men who control
Galahir's gold supply are among the richest in the
great forest.

2D6X10 GOLD.

66

Gem mine. The earth beneath Galahir is rich in
precious gems, some of which possess magical
powers. Dwarfs and Elves especially covet these
precious stones more than any other commodity in
Galahir.

3D6X10 GOLD.

D3X10 GOLD

THE BATTLEFIELD
The battlefields of Galahir have claimed the lives of thousands upon thousands of warriors.
Skirmishes in the Great Forest are quick and brutal affairs often ending as quickly as they begin. It is
not uncommon for retinues to clash in dense forest, the ruins of ancient holds or putrid swamps. As
such, guerrilla warfare is the dominant style of combat employed by the retinues that do battle there.
Games played in Galahir take place on a 48” square table. The table contains D6+2 Terrain features
roughly 6” in diameter each. After the number of Terrain features have been determined roll a D6 for
each Terrain feature and consult the table below.
D6

Terrain Feature

1

Height 0 Difficult Area Terrain (ponds, loose
rocks, etc).

2

Height 4 Forest.

3

Height 2 Hill.

4

Height 0 Obstacle (walls, fences, fortifications,
etc).

5

Height 1 Ruins.

6

Height 4 Building.

SCENARIOS
The Scenarios from the Kings of War Rulebook are used. However, each Scenario has an additional
effect on the game itself.
1. Kill! All units which successfully rout an enemy unit add +D6 when rolling for EXP for this
game only. If more than one unit is involved in the action that routs an enemy unit, choose one.
Make sure to take note of which units score kills when they do!
2. Invade! The Winning Retinue takes 1 Territory as determined at random from the Loser. The
Loser immediately generates a new Territory using the Territory table.
3. Dominate! The Winning Retinue may immediately roll a new Territory.
4. Pillage! The Winning Retinue immediately generates D6X10 GOLD and adds this to their
income for this game only.
5. Loot! One unit from the Winning Retinue may work 1 of the Losers' Territories instead of one
of their own. The Loser may not work this territory until their next game.
6. Kill and Pillage! The Winning Retinue immediately generates D6X10 GOLD and adds this to
their income for this game only. All units which successfully rout an enemy unit add +D6 when
rolling for EXP for this game only. If more than one unit is involved in the action that routs an
enemy unit, choose one. Make sure to take note of which units score kills when they do!
WEATHER
After rolling for scenario, but before rolling for sides, roll on the table below to discern the weather in
Galahir for your battle.
D6

Weather Conditions

1.

Torrential Downpour. All ranged attacks,
including magical attacks suffer -1 to hit.

2.

Shifting Roots. No unit may benefit from the
Thunderous Charge rule unless it also has the
Pathfinders rule.

3.

Lightning Storm. Roll a D6 for each unit on the
table AFTER deployment but BEFORE Vanguard
moves. On a roll of 1, the unit is targeted by
Lightning Bolt (3). No nerve checks are taken for
wounds suffered from the Lightning storm's
attacks.

4-6.

Clear. The weather in this section of Galahir is
calm and clear, play the game as normal.

GAME LENGTH
The Skirmishes in Galahir are not the epic confrontations seen in other parts of Mantica. Instead of the
standard six turns, games of Galahir last for D3+3 turns. There is no 'extra turn' in Galahir.

POST GAME SEQUENCE
After a game of Galahir, piles of dice are rolled to track Injuries, EXP, Income, etc. The order is
outlined here for clarity.
1. Roll for for Lasting Injuries.
2. Roll for EXP.
3. Roll for Income.
LASTING INJURIES
During a game some Units will be Routed. These units might rendezvous at a rally point, disband or be killed
outright! If they return to active duty, they might suffer any number of Lasting Injuries that may affect their
abilities to perform on the battlefield in the future. To determine if a unit has sustained a Lasting Injury, roll a
D6 for each unit routed in their last outing. On a roll of 1 or 2, the unit has sustained a Lasting Injury. For each
unit that has sustained a Lasting Injury, roll a D66 and refer to the Lasting Injuries table below. If a unit suffers a
Lasting Injury that has no effect, (for example, a unit with no ranged attacks suffers -1 Piercing), the unit got
lucky. However, record the injury as normal on the off chance the unit's equipment changes in the future.

THE LASTING INJURIES TABLE
11-15 Massacred. The Unit has been utterly destroyed. Remove the unit from your Retinue Sheet. Any Magic
Item carried by the Unit is also lost.
16-21 Gravely Wounded. The Unit has been badly hurt. Roll twice on the Lasting Injuries Chart re-rolling
Wiped Out or Gravely Wounded results.
22 Damaged. The Unit's armour has been compromised. Reduce the De of the unit by 1 point. For example a
Unit with De 5+ now has De 4+ to a minimum of 2+.
23 Crippled. The Unit's ability to traverse the battlefield has been hindered. Reduce the Sp of the unit by 1.
For example A Unit with Sp 5 now has Sp 4 to a minimum of 1.
24 Disarmed. The Unit's melee weapons have been broken, blunted or lost. Increase the Me of the unit by 1.
For example a Unit with Me 3+ now has Me 4+ to a maximum of 6+.
25 Blinded. The Unit's ranged weapons have been warped, broken or otherwise compromised. Increase the Ra
of the unit by 1. For example a Unit with Ra 4+ now has Ra 5+ to a maximum of 6+.
26 Shaken. The Unit's confidence has been shattered. Reduce the Ne of the unit by 1. For Example a Unit with
a 9/11 Ne now has a 8/10 Ne to a minimum of 3/5. A Fearless unit with a -/12 Ne now has a -/11 Ne to a
minimum of -/5.
31-33 Weakened. The Unit no longer commands the kind of power it once did. If the unit has the Crushing
Strength Special Rule, it is now reduced by 1. For Example a Unit with CS(2) now has CS(1) to a minimum of
CS(0).
34-36 Blunted. The Unit is no longer able to fire it's ranged weapons as accurately or as powerfully as before.
If the Unit has the Piercing Special Rule, it is now reduced by 1. For Example a Unit with P(2) now has P(1) to
a minimum of P(0).
41-43 Lamed. The Unit now suffers from a recurring injury. Roll a D6 for this unit at the beginning of each
game. On a roll of 1 that unit does not take the field but the cost of the unit and any Magic Item it is carrying
still counts towards the Retinue's REP.
44-46 Robbed. The Unit has been robbed by bandits while traveling back to the rally point. Any Magic Item
the unit was carrying is lost.
51-52 Grudge. The Unit recovers from it's wounds but now carries a bitter grudge against the Retinue that
injured it. When playing against the same Retinue again, the Unit has +1 Nerve. For example, a Unit with a
20/22 Ne, when playing against the same enemy Retinue, now has a 21/23 Ne.

53-55 Captured. The Unit has been captured by the enemy. Captured units must be ransomed back to the
enemy for 1/2 their Points Cost in GOLD. If such an amount of GOLD is not available for ransom, captured
units must be traded back to the enemy in exchange for a Captured enemy unit on a one for one basis starting
with the most expensive captured units first. If neither the GOLD nor an appropriate UNIT is available for
trading, the Captured unit is listed on the Captor's Retinue sheet in the Captive section and remains there until
after the Retinues meet again (after the game is played). At which point, the Ransom process starts over again.
Captured units do not count towards the REP of either player until they are ransomed back to their controlling
player.
55-56 Grizzled. By surviving the injury, the unit has gained the respect and fear of everyone who meets them.
Nerve Checks caused by this unit add +1. This is cumulative with the effect of rules like Brutal.
61-62 I've Had Worse! The Unit survives their brush with death and now fears neither injury nor death. The
Unit now counts as being Inspired at all times much like if it was wearing the Helm of Confidence.
63-64 The One That Lived. The Unit survives their ordeal and now serves as a rallying point for the rest of the
Retinue. The Unit now counts as Inspiring. This does not count towards the total number of Inspiring
Characters in the Retinue for purposes of Retinue Composition.
65-66 I've Seen Things. The Unit has recovered from their injuries but not without experiencing an eyeopening journey to the afterworld and back. The Unit adds +d6 experience points to their experience roll this
game only.

EXPERIENCE
As soldiers take part in fights, those who survive become more experienced and gain new skills. This is
represented by EXP Points.
All Units start with 0 EXP Points. So long as the Unit survives a game (after rolling on the Lasting Injuries
table) it gains +D6 EXP Points.
When a Retinue clashes with another Retinue with a higher REP, it's Units gain extra EXP. The amount of
which is detailed below.
Difference in REP

EXP Bonus Win/Lose

1-19

+1/0

20-39

+2/+1

40-69

+3/+2

70-99

+4/+3

100-149

+5/+4

150-199

+6/+5

200-299

+7/+6

300-499

+8/+7

500-999

+9/+8

1000+

+10/+9

LEVELLING UP
As Units gain EXP they may be entitled to a Level Up. The following table shows how much EXP a Unit must
accrue before it gains a Level.
EXP

Level

0—9

1. Recruit

10—19

2. Regular

20—39

3. Veteran

40—69

4. Elite

70—99

5. Super Elite

100—149

6. Champion

150—199

7. Myrmidon

200—299

8. Hero

300—399

9. Superhero

400

10. Demigod

PERKS
When a Unit Levels Up, they are entitled to roll 2D6 on the Perk table below. Roll these Perks
immediately after the game so your opponent can vouch for your Perks in the Campaign Thread.
2D6

Result

2

Stat Increase (+1 Att)

3

New Special Rule. +1 TC

4

Stat Increase. +1 Ne

5

Stat Increase. +1 Sp (Maximum 10)

6

Stat Increase. -1 Me (Maximum 2+)

7

Stat Increase. -1 Ra (Maximum 2+)

8

New Special Rule. +1 CS

9

New Special Rule. +1 Piercing

10—11

New Special Rule. You may roll on the Special
Rule Table below.

12

New Special Rule. You may pick any Special
Rule from the Table Below.

SPECIAL RULE TABLE
If your unit already has this Special Rule and it is not cumulative, re-roll
2D6

Special Rule

2

Phalanx.

3

Vanguard.

4

Elite.

5

Vicious.

6

Iron Resolve(1) – This bonus is cumulative.

7

Life Leech(1) – This bonus is cumulative.

8

Regeneration (5+) If this bonus is rolled again
Regeneration improves to (4+). If rolled AGAIN,
re-roll.

9

Brutal.

10

Nimble.

11

Pathfinder.

12

Ensnare.

INCOME
Each Regular Unit (not Irregulars, Individuals, Monsters or War Engines) may work ONE Territory
after each game. TWO Units may not work the same Territory. Units which roll on the Lasting
Injuries tables may not work Territories until after their next game (provided they don't roll on the
Lasting Injuries table again after that game).
COLLECTING INCOME
Retinues cost money to run. Larger Retinues cost even more money. The Soldiers must be fed and
housed, their weapons must be sharpened or repaired and their mounts must be watered and tended to.
To determine how much of their total income the Retinue nets after all other deductions refer to the
chart below.
Number of Units in Retinue
Income

1—3

4—6

7—9

10—12

13—15

16—18

19—21

0-29

15

10

5

0

0

0

0

30-49

25

20

15

5

0

0

0

50-79

35

30

25

15

5

0

0

80-119

50

45

40

30

20

5

0

120-169

65

60

55

45

35

15

0

170-229

85

80

75

65

55

35

15

230-299

105

100

95

85

75

55

35

300-379

120

115

110

100

90

65

45

380-459

135

130

125

115

105

80

55

460-559

145

140

135

125

115

90

65

560-669

155

150

145

135

125

100

70

SPENDING YOUR INCOME
The remaining Income is added to the Retinue's Treasury. The GOLD in the Treasury can now be spent
on new Units, Magic Items or Mercenaries as outlined in the Trading Post section of this Packet.

THE TRADING POST
The trading posts of Galahir act as strongholds of civilization in the Great Forest. Solemn treaties,
signed in the blood of mighty Kings protect not only the merchants, craftsmen and clerics that dwell
there but also the blood soaked retinues that pass through. Spilling blood or thieving within a Galahir
trading post is strictly forbidden and justice for such trespasses is swift and deadly.
SPENDING GOLD
Once your Income has been calculated, it's time to dip into the Treasury and spend some GOLD!
GOLD directly translates to points for the purchase of new units. The initial restrictions on Retinue
composition still apply. In addition the normal rules from the Kings of War Rulebook still apply
regarding Army Composition.
Magic Items can be bought at the Trading Post at DOUBLE their normal cost from the Kings of War
Rulebook. After all, these rare items are in high demand in Galahir!
MERCENARIES
Galahir is host to thousands of Mercenaries - adventurers, survivors of disbanded Retinues, or simply
professional soldiers who braved the dangerous trek into Galahir to seek their fortunes.
Mercenaries can be hired from any Kings of War/Uncharted Empires list. The Hiring Cost translates to
half their normal points cost (rounding up) from the Kings of War/Uncharted Empires lists. However,
they will only serve in your Retinue in the next battle. After that, the Mercenaries collect their fee and
return to the Trading Post to seek a new employer. The usual Galahir rules apply regarding Retinue
Composition as do the usual Army Composition Rules from the Kings of War Rulebook. Mercenaries
with the Inspiring special rule DO NOT inspire the other units in your retinue unless they come from
the same faction.
For purposes of calculating REP. The Value of a Mercenary unit is DOUBLE it's Hiring Cost.
Mercenaries never Roll for EXP, Level Up, nor work Territories.