Never Say Die

polyhedron noun
: a solid formed by plane faces

Webster’s

According to Webster’s, the plural of polyhedron is polyhedrons or polyhedra. When made from high-impact material and their faces numbered or pipped, they’re called dice. The singular as well as the plural have variations. We may say, “one die, two dice;” “one dice, two dice;” or “one dice, two dices.”

We may say, “one die, two dice;” “one dice, two dice;” or “one dice, two dices.”

Many 20th-century wargames texts from British realms employ the singular dice. Though I began adventure gaming in 1980s America, where “die” was the norm, my early wargames career, which started in the 2010s, was informed by British wargamers Tony Bath and his friend and wargames opponent, Donald Featherstone, who was a prolific author of wargaming books.

Outdoor Survival (Avalon Hill, 1972) simulates the struggle to survive in a hostile wilderness. While he uses the singular die for rolling, designer Jim Dunnigan avoids the verb “to die” in reference to the endgame. There is no notion of character in the rules. In the final instruction of How to Play, when he must indicate the losing outcome for the player, Dunnigan prefers the construction “has not ‘survived.’”

In DONJON LANDS, we never say die. We say “dice” and “has not survived.”

Never Say Die

Weather

Whether Weather?

Weather, by nature, is complex. Rules to simulate it no less so. A simple campaign may well do without such rules, but days and weeks of campaigning without a foggy morning or a soggy afternoon lacks luster.

A commander of a force consisting of mainly heavy foot avoids a soggy battlefield against a force with longbows. She rather favors dry ground and high winds. A fleet of troop transports rides out a storm at sea. The force it carries is delayed, the mission compromised. Swelling rivers cut off reinforcements. Without them, it is to be a muddy battle against an overwhelming force. These occasions lend verisimilitude to the wargames campaign.

Strategic Movement

This is the fifth of five articles, which discuss strategic movement in the Valormr Campaign.

Prevailing Conditions

The effects described here are general conditions applied to a period, but the conditions do not define the weather for every passing minute. Players are encouraged to embellish for dramatic effect. High winds toss treetops in gusts. A day of light rain is broken up by passing clouds and the occasional ray of sunshine. Hard rain is a steady pour, punctuated by momentary breaks. Fog drifts in banks across the terrain, clearing for an instant, in which the enemy is glimpsed, before another fog rolls in.

Determining Weather

To determine daily and nightly weather, we adapt Chainmail’s weather rules (21-2) as follows.

Periods: As stated in the introduction, each 24-hour turn is divided into two periods, day and night.

Starting Weather: The morning of the campaign’s first day—when Anax Archontas raids the citadel—is clear.

Period Weather: Roll on the weather tables on subsequent mornings and evenings, that is, prior to diurnal and nocturnal movement. Thus, weather is determined for each period, twice per turn.

Changing Weather: On a Cloudy or Clears result, the condition takes effect without another dice roll. On a Rain result, roll again on the Rainy table to determine if the rain is light or hard or only threatens (on a Cloudy result).

Fog and Wind Dice

For any period that a weather change is indicated (shown as an arrow on the weather table), roll an additional dice. A result of 1 indicates fog, a 6 indicates a wind phenomenon.

Fog

Fog lasts for at least half the period. At the half, roll again: 1-2 the fog persists. In the case of a persistent fog, it continues the next period on a roll of 1-2, rolling for each half period. A persistent fog lifts on a roll of 3-6 or when the weather dice indicates another change.

Wind

If a wind phenomenon is indicated, roll another dice. A result of 1 indicates calm wind, a 5 high winds, and a 6 a gale for the half period. A gale effects sea and coast hexes. On land, a gale becomes high winds. Similar to fog, at the half and at each subsequent half period, the wind phenomenon continues on a roll of 1 or until the weather dice indicates another change.

Weather Effects

The campaign opens in late autumn. After a few weeks, wintry conditions bring a halt to the campaigning season, which then picks up again in the spring. The campaign is expected to conclude before the next solstice. We ignore, therefore, the extreme weather effects, such as intense heat and cold and snowfall.

Some effects are cumulative. These begin at the end of the triggering period and continue in subsequent periods until the effect is cured by other weather.

Battlefield Weather: Using this system, we arrive at prevailing conditions throughout the days and nights. In addition to strategic movement, weather impacts the condition of a potential battlefield, once opposing forces make contact. In most cases, as in movement, weather effects are the same on the battlefield as on the strategic map. Where effects differ, they are noted.

Advanced: Tactical Weather

To strategic-level weather, we might add changing weather during a battle. The Chainmail system is intended for this purpose. The additional burden of another dice roll every other turn during battle, however, plus tracking cumulative effects, compared to the benefits in verisimilitude push battlefield weather into the bailiwick of an advanced game.

Rain

Light Rain

  • One period of light rain maintains present conditions.
  • Two consecutive periods of light rain equal one period of hard rain.

Hard Rain

  • During a period of hard rain, overland travel is reduced by 25%.
  • One period of hard rain makes fords impassable.
  • Two consecutive periods of hard rain renders ferries inoperable.
  • Three consecutive periods reduce all movement by half.
  • A fourth brings all movement to a halt.

Curing: Following one period of clear or two periods of cloudy, subsequent periods of clear and cloudy reduce the effects of rain in steps. For example, after three consecutive periods of hard rain, a second period of clear reduces the effects to the previous state, as if there had been two periods of hard rain. Two periods of cloudy equal one period of clear.

Strategic Movement Under Fog
Ports are socked in as heavy fog blankets the land.

Fog

  • Fog prevents seagoing vessels from entering or leaving port.
  • Fog reduces the speed of ships at sea by 50% for each half-period it persists. Since a half-period represents one-quarter of a sailed ship’s move, divide its move points by eight, the result being its move points for the half-period.
  • Fog does not effect overland strategic movement.

Battlefield: Fog limits visibility to a range of 30 to 180 yards (dice × 30). Any creatures sensitive to bright light suffer no adverse effects from the sun’s glow.

Wind

Calm

  • Calm prevents any movement of sailed vessels. Galleys and longships must take to the oars.
  • Calm wind has no impact on overland strategic movement.

High Winds

  • High winds prevent seagoing vessels from entering or leaving port.
  • Sailed vessels at sea move 50% faster in each half-period the high winds persist.
  • High winds have no impact on overland strategic movement.

Battlefield: High winds reduce missile-fire hits by one. Catapults are not effected.

Gale

  • No movement is allowed in gale winds, as all ships at sea must lower sails, drop anchor, and ride out the storm.
  • A vessel on a coast hex may beach.

Advanced: Drought

Adapting Chainmail’s weather system, as we have done, leaves little chance for a drought. Using another system or summer season campaigning, though, drought effects should be considered.

After four consecutive weeks without at least four periods of rain, whether hard or light, the land is in a state of drought.

  • In the fifth week without sufficient rain:
    • Overland move points are reduced by 25%;
    • Major rivers are treated as minor rivers;
    • Minor rivers are fordable along their length.
  • A sixth week of drought further reduces overland movement to half normal.
  • A seventh week:
    • Major rivers are fordable;
    • Minor rivers are no longer navigable;
    • Movement is reduced to only 25% normal;
    • Forces lose 5% to 15% (half-dice × 5) per week as casualties.
  • In the eighth week, loses due to casualties increase to 10% to 30% (dice × 5).

Curing: A drought is eased by one week with each period of light rain, where a hard rain is considered two periods of light rain. So, a light rain in the sixth week brings conditions back to as they were in the fifth week. If it were a hard rain, the fourth week, after which another light rain in the same week ends the drought.

Terrain Effects

Strategic Movement

This is the fourth of five articles, which discuss strategic movement in the Valormr Campaign.

Movement by Terrain Type

The table below gives the point cost to move into a hex of each terrain type. Some terrain types have other considerations, described below.

Terrain Cost (Move Points)
Clear 6
Forest 9
Hill 9
Swamp 9
Mountain 12
Road ×⅔*
Track ×1*
Sea or River 6
* This factor is multiplied by the move point cost of the terrain type the road or track traverses.

Spending Move Points: On the strategic map, a commander figure moves into a hex, expending the required points. If it hasn’t enough points to move into the next hex, it moves no farther.

Saving Move Points: A commander may save unused points for the following day’s movement. If the unit remains stationary, the points are lost. If a unit halts movement or if it makes enemy contact, excess points are lost.

Note: Saving points for the next day allows movement at ⅔ normal rate, such as through swamp and hills, while avoiding the situation where a figure straddles the line between hexes, which is awkward when we consider enemy contact.

Advanced: Getting Lost

In the advanced game, a small-unit commander, a lieutenant say, may get lost unless following a road, track, or water course. Commanders of larger units do not get lost under normal circumstances.

Forest and Swamp

Only infantry can move in formation through forest or swamp without a road. Ellriendi elves move at Clear rate through their home forest. Lizard men move at Clear rate through swamp hexes.

Mountains

Mountainous terrain is crossable by formed bodies of troops only by road (two parallel lines on the map) or track (line of crosses).

Units, Formed and Unformed

To cross certain terrain, a force may move unformed.1 Thereby cavalry moves off-road through forests, and armies cross mountains. At the end of unformed movement, at a rally point, one day must be spent to reform the troops.

Furthermore, 5 to 15% (half-dice2 × 5, round up to nearest figure) of the force will be lost to stragglers per day of unformed movement. A unit at the rally point may wait for stragglers to catch up (half-dice × 5 per day). On departure from the rally point, any remaining stragglers are lost.

In case of enemy contact, units of an unformed force begin the engagement in a non-rallied state as if in retreat. Though their backs may or may not be to the enemy, each unit rallies at the end of the first turn of mass combat, unless it is attacked. See Retreat and Rout and Continued Retreat or Rout (Chainmail, 16).

Sea

Coastal Waters

Longships and galleys must remain within coastal waters, which extend out to two sea hexes from a coast hex. That is, the vessel can have no more than one sea hex between its current hex and a coast hex.

The north coast from East Port westward is a mud flat at all but times of high tide. Therefore, all vessels must use a channel (marked on the map as dashed lines).

Longships, galleys, and sailing ships may move through coast hexes to another coast hex or to a sea hex. Troop transports may only move into a coast hex that contains a channel or a port.3

Longships and galleys may beach on any coast hex. Sailing ships do not beach but must anchor offshore; troops debark by rowboat. A troop transport requires a port for docking.

Open Sea

Only sailing ships and troop transports may enter hexes beyond coastal waters. Troop transports straying into open sea lose any galley escort. Ships at this distance from the coast cannot see it. Nor can any shoreline observer see ships so far out.

Rivers

Navigating

Only river boats and longships may navigate rivers. All rivers shown on the strategic map, save one, are navigable. The northeast river is a canal last used by the Greater Ones. Now in disrepair, it falls at three points through cataracts (shown as crossing bars).

River boats and longships may beach on either side of any river hex.

Advanced: Upstream, Downstream

A vessel might move upstream at a slower rate and downstream faster. For example, a river boat might have 30 move points upstream and 42 down.

Advanced: Tide

In complex rules, where we track the tide, a vessel might take advantage of the incoming tide to move faster at a river mouth. Moving with the tide, the move cost is halved, against the tide doubled. Tidal reach varies by river. Though six or 12 miles from the sea is usual, up to 60 miles is possible.

Advanced: River Sailing

Longships and small sailed craft (like sailing boats but not sailing ships) might travel along river ways under sail. Rules for wind are required, however, as it is less frequent, and the river’s navigable channel must be wide enough to allow room for tacking against it.

Crossing

The portion of a river, on the map, where opposite shores are separated by white space is considered major river. Where the river is represented by a single line it is a minor river.

Any move cost to cross a river is in addition to that required to move into the hex. For example, infantry (12 daily move points), moving one morning into a clear terrain hex with a minor river crossing their path at a ford, spends 6 move points into the hex and 6 more points to ford the river. The unit makes camp on the opposite shore.

A force crossing a river by any means other than a bridge is considered unformed. The times required for the crossing below include reforming the troops.

Bridges: All arms may cross bridges at full speed—no extra move point cost. Bridges are marked by an arc over the river.

Ferries: Move cost for ferry crossings depends on the river category, described below. Ferries are marked by two dots, one either side of the river.

Fords: As these are navigable rivers, any ford is at least three feet deep but not more than four. These are sensitive to rainy periods. (A later article covers the effects of weather.) Move cost to ford a river depends on its category, described below. Fords are marked by two carets, one either side of the river, pointing to the ford.

Major Rivers

To cross a major river without bridge or ferry, a unit’s only recourse is to build rafts. Collecting timber, building rafts, and crossing require three full days—one day per activity. During the first two days—collecting timber and building rafts—the force is considered formed, but if attacked defends with only one-third its force. In any other than forest or swamp, throw a dice at the end of the first day. A roll of 1-4 reveals insufficient timber. The unit, having lost one day, cannot cross in this hex. Attempt to collect timber in the elven forest at your peril.

Ferries: All arms cross a major river by ferry in two days.

Strategic Movement
Arn approaches a bridge (upper middle), Mordred takes a mountain track (lower middle), Ingegerd travels by road (lower right), and farender mercenaries wade a ford (upper right).
Minor Rivers

Cavalry may cross a minor river without bridge, ford, or ferry, consuming 50% of its daily move points. Infantry may build rafts as in crossing a major river above.

Ferries: All arms cross a minor river by ferry in one day.

Fords: Cavalry crosses a ford on a minor river at full speed, while infantry uses 50% its daily move points.

Advanced: Engineers

Bath mentions a “bridging train” that allows major river crossings (66). In the advanced game, engineer trains might perform other tasks as well, including building bridges, siege engines (also mentioned, 66), and roads.


Notes

1 Rules for unformed units are properly part of a more complex game. In the present scenario, I want orcs and gnolls to be able to travel through mountains, so I include these rules. Still, as the disadvantages are great, a commander is advised to choose routes where units may move in formation.

2 A half-dice is the result of a dice throw divided by two rounded up.

3 Troop transports, converted from large sailing ships, may not hug coastlines due to a 10-foot draft.

Download the Valormr Strategic Map

With the strategic movement rules almost ready, I added a few refinements to the Valormr Campaign Strategic Movement Map: two towns, cataracts, fords, a ferry, and a bridge. I updated the map in the original article. I also appended a legend. The map in higher resolutions, 100, 300, and 600 dpi, is available on the Downloads page.

The Valormr Campaign Strategic Movement MapLegend
The Valormr Campaign Strategic Movement Map and Legend.

Waterborne Transport

Strategic Movement

This is the third of five articles, which discuss strategic movement in the Valormr Campaign.

Move Rates

The following table is reproduced, for convenience, from “Overland Travel.” Move rates are expressed as a number of points, one point equaling one mile. The points given here are for one day of travel. A unit spends these points to move into a hex.

Force Type Move Points
Ground Troops†
Infantry 12
Cavalry 24
Special
Courrier* 48
Waterborne Transport
Galley 18/72**‡
Longship 18/90**‡
River Boat 36
Sailing Ship 90‡

Troop Transport

72‡

† Details on ground movement are given in the previous article.
* A lone rider; includes such individuals as spies and scouts.
** Rowed/sailed.
‡ Under sail, ships move during both the day and night periods of a turn.

Transporting Figures: Ships carry a number of figures,1 as noted below, plus any number of individual figures, such as heroes, wizards, leaders, and couriers. An army may be transported one regiment at a time but not in smaller units. This means a number of vessels to carry at least one regiment must be purchased.

Night Movement: As ships under sail move throughout a 24-hour period, their daily move points include travel during both the day and night periods of the turn. When necessary to know a ship’s location in the evening, assume it has consumed half its daily move points.

Debarkation: An army does not move until all regiments are assembled at the port of debarkation. To make way for other armies to embark or debark, the commander figure, awaiting regiments in transport, may move one hex off the port hex. While so waiting, a unit is considered formed, though, if attacked, may only bring to bear the present portion of its force.

Strategic Movement
With three regiments of six figures each, Northmen embark the entire force on nine longships. At East Port, the Prince of Aeskrvald embarks a regiment of 27 figures on nine troop transports, which cost 27 points plus 4 points for a galley escort.

Waterborne Vessels

Galley: Equipped with a ram and two light catapults, a galley moves as fast as a troop transport and may escort a fleet—to fend off lizard men going into Skullhaven, for example. For effective defense, one galley per regiment transported is required. As its marines are necessary to its mission, a galley cannot transport troops.2

Figure Capacity: —       Cost: 4

Longship: The Northmen sail their longships on the sea and row them in rivers. Northmen have enough longships to transport themselves. They do not pay army points for them, and no other army may buy longships.

Figure Capacity: 2       Cost: —

River Boat: These small boats may travel only on rivers. Due to limited carrying capacity (10 men), four river boats are required to move one figure.

Figure Capacity: ¼       Cost: ¼

Sailing Ship: Sailing ships are used by pirates, who do not pay army points for them. A sailing ship may be outfitted with one light catapult (additional cost: ¼). All pirate ships are so equipped.2

Figure Capacity: ½       Cost: ¾

Troop Transport: A troop transport is a seagoing vessel. In our simple campaign, we ignore any time required for embarkation and debarkation as well as the state of the tide. As a troop transport may travel in the night, once a unit is embarked, some part of the day may remain, plus all the night, for the voyage. Reduce the transport’s move points by 25% or 50% accordingly. Unlike those aboard longships or river boats, figures moving by troop transport are not crew. A full day in transport is, therefore, considered a day of rest.2

Figure Capacity: 3       Cost: 3

Advanced: Embarkation and Debarkation

Some amount of time is required to embark and debark troops. In addition, a departing ship must await a favorable tide. Without creating tide tables (or applying historical tables to the game world), we assume, in the advanced game, a seagoing ship waits six hours—that is, one-quarter a sailing ship’s move points or half that of a rowed vessel—during which time embarkation is effected. Debarkation may require half the time. Embarkation and debarkation at any point other than a port cost half daily move points of the unit (not the vessel). Still a simplification. Within the operation exists much room for complexity.


Notes

1 Valormr scale figures are 1:40. Convert as appropriate.

2 If you’re following along in B/X, the escort galley, here, is a large galley with armaments, the sailing ship is small, and the troop transport is converted from a large sailing ship.

Overland Travel

Strategic Movement

This is the second of five articles, which discuss strategic movement in the Valormr Campaign.

Move Rates

Move rates are expressed as a number of points, one point equaling one mile. The points given here are for one day of travel. A unit spends these points to move into a hex.

Force Type Move Points
Ground Troops
Infantry 12
Cavalry 24
Special
Courrier* 48
Waterborne Transport†
Galley 18/72**‡
Longship 18/90**‡
River Boat 36
Sailing Ship 90‡

Troop Transport

72‡

* A lone rider; includes such individuals as spies and scouts.
† Details on waterborne transport are given in an upcoming article.
** Rowed/sailed.
‡ Under sail, ships move during both the day and night periods of a turn.

Daily Rest: One period (or two half periods) of rest is required to recover full daily move points. At the end of the first half period of rest, half daily move points are recovered. A force may rest and move in half periods, that is, rest-move-rest-move, for up to two periods, before requiring two consecutive half periods of rest or be fatigued.

Weekly Rest: A unit can move up to six consecutive days. It must rest one full day of every seven.

Forced March: A unit may take an additional 50% of its daily move points, thereby moving half again as far. The unit must rest the following day or be fatigued.

Fatigued: A fatigued unit subtracts 25% from its daily move points (drop fractions). If the unit becomes engaged in battle, it is fatigued as per Chainmail (11). If it then performs combat actions that would normally make it fatigued, the effects are doubled. A fatigued unit must rest one full day to recover from the effects.

Strategic Movement
Northmen, in longships, sail from their coastal farmsteads to the mouth of the Grunnthraesir in a single day, while orcs and humans move into only one mountain hex.

Ground Troops

Humanoid Creatures

Infantry: Humanoids who march in formation are classed as infantry. Humans, orcs, elves, halfolk, gnolls, goblins, etc. all move at the same daily rate.

Cavalry: The only cavalry in the campaign are dwarven boar riders, orc rhino riders (both giant), and a single company of horsed mercenaries from far eastern lands.

Cavalry-Grade Horses

The campaign takes place in the early iron age on the DONJON LANDS time line. Horses in the region are not yet bred large enough to bear the weight of an armored rider and of the temperament required to do so in battle—our exercise of Chainmail’s Jousting rules notwithstanding.

Individual Fantastic Creatures

For creatures which do not move in formation, find the number of miles they travel per day in your favorite source.1 Convert miles, one for one, to movement points. Best to round up or down to the nearest multiple of six.

Special

Courier: Any commander figure can send a courier, which is assumed to be a lone rider. A courier costs no points. Its movement is tracked on the strategic map. A courier may move through and stop in a hex occupied by any friendly figure. A courier passing through an enemy occupied hex escapes on a dice roll of 4 or more. Stopping in such a hex requires a dice roll of 6 to avoid capture. A courier may be transported aboard a waterborne vessel but may not take a horse on a river boat.

Nocturnal Movement

Many fantastic creatures, including gnolls and lizard men, see in the dark as well as light (Chainmail, 43). These creatures may move and attack at night, resting during daylight hours. Often, they rather move at night to gain advantage over light-sighted enemies. Goblins, kobolds, and orcs, who suffer in sunlight, always choose nocturnal activity.

Light-sighted creatures, such as humans, may move on the strategic map during the night with the following limitations:

  • Cost: The cost is twice normal move points per hex and per any river crossing operation.
  • Terrain: Permitted only into clear terrain hexes or on a road into any terrain hex.

Notes

1 For move rates in the Valormr Campaign I use B/X so to align with Wyrmwyrd.

Strategic Movement

“Hey, we’re walking…”—Russel Ziskey (Harold Ramis), Stripes (Reitman, 1981).

Strategic Movement
Each commander figure occupies one six-mile hex.

Scale

A one-inch hexagon grid overlays the strategic map. One hex equals six miles.

Figures

Each force is represented on the strategic map by its commander figure, which occupies one hex. The commander’s entire force is assumed to occupy the same hex.

Only one commander may occupy a hex at any time. The space provides the army with forage and ensures units do not become mixed. A commander figure cannot move through a hex occupied by another commander figure.

Advanced: Passage of Lines

In the advanced game, a force may move through a hex occupied by a stationary allied force but may not stop on it. If enemy contact is made during a passage of lines, both forces are considered unformed.

Turns

Since many fantastic creatures may move in darkness and sailed vessels may also move throughout the night, a turn is defined as 24 hours, beginning at daybreak and divided into two periods: day and night. In some case, each period may be further broken into half-periods. These half periods are called morning, afternoon, evening, and night.

Light-sighted creatures prefer to move in the day period, while dark-seeing creatures may move in either period or split their movement, making half a move during each period.

Simultaneous Moves and Contested Hexes

All moves for a period, day or night, are simultaneous. In the case where two or more forces may move into the same hex at the same time, the force with the fewer number of figures moves into the hex. The figure count includes only troop figures. It does not count figures representing individuals, like leaders, heroes, wizards, and trolls.

If the number of figures on each side is equal, the force with the most move points remaining. If it’s still a tie, the commander with the most daily move points. Still a tie—dice for it.

Note: The case might arise in which cavalry gains the contested hex and continues movement, thus allowing the other force to move into it.

Reading Map

The remainder of Strategic Movement is divided into four parts.

The Valormr Campaign Strategic Movement Map
Get the Valormr Campaign Strategic Movement Map from the Downloads page.

Campaign Scenario and Objectives

Scenario

The Valormr Campaign opens as Anax Archontas raids the dwarven citadel to establish a lair within and to cut off the main surface entrance to Throrgrmir, the dwarves’ underground realm. Meanwhile, the dragon’s allies and operatives in the subterranean realms east and west of Throrgrmir cut off communication and supply by the subterranean highway and river.1

Dwarf High King Harbard V then sends out a call to Throrgrmir’s surface neighbors, requesting aid to break the siege.

Whether they believe the Wyrm Prophecy, the lands of Law consider a dragon laired up so close to home an unacceptable threat. More than that, Throrgrmir is the richest, most influential, and most powerful state in the region. Its neighbors come to its aid to ensure lucrative trade with the gold- and gem-producing realm and to earn the favor of the dwarf kings and their powerful clans.

Objectives

Anax Archontas desires to subjugate the Throrgrmir dwarves and begin the Age of Dragons. Failing subjugation, their destruction will do. His orders to the General Commander of the Chaos Armies are to besiege the underground realm until the dwarves surrender or perish.

Each of the responding Forces of Law is under its own command. The commanders’ objectives are to march to the Throrgrmir Valley, to join forces with the dwarves and any other responding forces, and to break the siege on the citadel, routing the red dragon and, if possible, destroying it.2

General Commander of the Chaos Armies Hadewych the Arbiter gives orders to certain of her subordinate army commanders to harass the Forces of Law as they march to the valley. The intent is to reduce the combined threat to break the siege, if not destroy the Forces of Law in detail. To the remainder of the Chaos Armies, her orders are to reinforce the siege on the citadel and prepare for battle against the oncoming Forces of Law.

Campaign’s Eve
Flying High Above the Throrgrmir Valley, Anax Archontas Surveys the Assembled Chaos Armies.
On the eve of attack, the Chaos Armies are massed at the Keep on the Pale Moor, constructed to serve as the staging area and the General Commander’s headquarters. The Ellriendi Elves respond to the massing of troops in the west, increased orc activity in the east, and the movement of a large body of gnolls in the south by blocking all river traffic through the forest and reinforcing perimeter patrols.

Notes

1 Chaos’s underground operations are not the focus of the campaign so are not played out. We assume they are successful to a great degree. The dwarves manage to get messages through service tunnels, narrow and circuitous, but not supplies in any appreciable amount.

2 In a more complex scenario, each of the Forces of Law may seek to advance its own agenda.

Pre-War Disposition of Forces

Pre-War Disposition of Forces
Pre-War Disposition of Forces.

While Anax Archontas makes plans in a temporary lair in the Western Mountains, the normal state of affairs in the Throrgrmir Valley and the lands beyond is this (counterclockwise from upper left):

  • Goblinoids infest the Pale Moor and the Western Mountains.
  • From mountain caves, kobolds harass the highland folk.
  • Highlanders farm rich soil in the upper valley and keep to themselves.
  • Giants come down from the southern ranges every few years to raid surrounding lands.
  • Gnoll raids are more frequent to either side of their mountain lair.
  • In the east, the three towns surrounding the central city Aeskrvald are trading partners and allies.
  • The northern port town is frequented by merchants and travelers from lands farther east.
  • Northmen farm the land and ply the coastal waters, trading and raiding in the southern regions.
  • Orcs dominate the northern range, making the crossing at Eckselon Pass too dangerous for trade.
  • Gnomes dwell in hills at valley’s edge.
  • Pirates occupy Skullhaven, once named Thror’s Gate.
  • Lizard men make their homes in the marshy peninsula between the Grunthraesir River and Smaragd Bight.
  • Halfolk enjoy quiet lives in rolling hills between gentle streams within the confines of the Ellriendi Forest.
  • Elves protect the age-old forest. The Elf Queen leads the combined forces, which guard the Elding (west), the Grunthraesir (center), and the Groennendr (east), while the Elf King maintains a company of elite fighters.
  • Finally, the dwarves of Throrgrmir keep watch on the surrounding territory from the heights of their citadel.

Footnote in Histories

In Eskillson’s chapter on the Empire of the Undersun appears the following footnote:

1 Valormr: val (war or slain) + ormr (wyrm), pronounced Val-ORM-r. During the Throrgrmir Renaissance, when the new-hatched wyrmlings prowled the dungeon, already dragons came to hasten the prophesied Age of Dragons. The dwarves called to their neighbors, who responded in force. Dragons recruited forces of Chaos to oppose them.”

—Viggo Eskilsson, Histories of Throrgrmir From Great Wyrm to Age of Dragons

Wargamers often refight historical battles. They layout terrain similar to that upon which a battle was known to be fought and command troops equipped and armed as those of the era in numbers and composition according to historical record. These aspects they couple with the game rules to simulate events as they may have unfolded. Curious wargamers might change some aspect of a battle, thereby departing from history, in order to ask the question, “What if…?”

Eskilsson tells us precious little about the Battle of Valormr and, of the campaign that led up to it, nothing at all. We understand from this that the dragon incursion had little impact on history’s course. Being curious wargamers, we want to learn more.

The Valormr Campaign, like a historical wargame, simulates history. It doesn’t tell us what happened. It tells only what might have happened. Still, we may draw from events unfolded to inform the history of Wyrmwyrd.

A Mock Battle
A Mock Battle.