Return to Irregular Infantry, Lunar Army Units & Irregulars
The Coortalee Irregular Horse
The Coortalee Irregular Horse are a formation typical of the indigenous forces used by the Lunars to patrol the Volsaxar countryside and interdict rebel forces and supplies. They were formed in 1619 S.T. by the esteemed Sorenzal?, a Lunar whose original culture is now unknown, having been steadily eroded by the craggy landscapes of Volsaxar, whose once-clipped beard has grown long in years of campaigning and rough-living. Tribune Sorenzal is well versed in these lands, and knows their secret delves as does a native.
He took part in the failed expedition of 1605 S.T., and survived the slaughter of Building Wall. He was nursed back to health by a blind Volsaxing healer, who treated this strange-speaking foreigner's wounds as if he was her own kin, and taught him her tongue, legends and myths. For many years after his recovery Sorenzal served as an agent in these parts, one of the Ordenviru's Imperial Explorators, cooperating with the Hidden Path of the Spoken Word, learning much of the Heortlings' customs, strengths and weakness. Failing to take part in the conquests of Prax, the invasions of the Grazelands or the defeats of the rebellions in Sartar, his military rank stalled, and his influence evaporated.
When war came in 1619 S.T. he thus failed to secure a position in the Heartland or Cavalry Corps, or even in the Provincial Army, and instead used all his funds to recruit, train and outfit a force of local tribesmen, whose ways he knew so well. Indeed for a while he had lived among them, tattooed and moustachioed as they were, and he has come to love their ways as his own, drawn to them as a father is still drawn to his unruly child. He yearns for the day when they will accept the Red Goddess, though he seeks not to temper their barbaric ways. Those such ways are the vibrancy that enraptures him, and he has nought but contempt for the bureaucrats that seek to 'civilise' the native, the haughty settlers that steal his lands. It is only one stubborn god that lies between him and the Goddess' goal.
Sorenzal allows the men to call him Chief, or Bandwathane. He is aided in command by his lieutenant, a swarthy Heortling by the name of Ranulf Kostrisson, the "Hoarwolf", a gravel-voiced barbarian with a taste for liquor and deadly swordplay. His many years service as a weaponthane to his clan had been repaid by adultery and exile, and he now exults in his rightly appreciated worth. Together they lead four rides or troops of horsemen, each numbering some two dozen riders and mounts. Rides are little more than mounted Heortling warbands, and below the corps command Lunar ranks are but a veneer, covering Sartarite and Volsaxing traditions of leadership that persist undiminished.
In reality, only half of the force are of the 'Coortalee' (a quaint New Pelorian rendering of 'Curtali?'); the remainder are split equally (i.e. a ride of each) between Sylangi? and Sartarites of the Balmyr?. Tribal mixing is commonly instituted as a Provincial policy to minimise the risk of wholesale mutiny and disaffection, and to promote intra-corps rivalry (and thence hopefully excellence). To a certain extent this has proven successful, but feelings continue to run high. Brawls are not infrequent, but rarely deadly. Only once has the regiment bowed under strife, when a blood feud that had grown between a man of the Volsaxing Sylangi and a Sartari of the Balmyr polarized the ranks. Sorenzal's discipline was swift and final. He crucified both men as a warning, and called to arms any who would dispute his justice. His and Hoarwolf's blades are now respected by all.
The men are a mix of bandits, disaffected thanes, poor cottars and idle stickpickers. Some joined the corps out of an earnest desire to accept the Lunar Way, or in an effort to settle old feuds; others out of necessity or a callous desire for plunder or cruelty. Regardless of their origin, tames of military discipline and a harsh life in the saddle have welded the disparate elements into a stronger whole. The weakest have fallen long ago, stricken by fatigue or disease and left to the rebels, or slain in misty dawn engagements by their former kin.
Those that remain have the taught leathery faces and the steely eyes of soldiers, not farmers, and the taste of the Red Emperor's salt still lingers in their mouths. Their moustaches are worn long in local fashion, their matted hair braided and caked with clayed soil. Rather than using woad, the Coortalee follow a practice common to many Lunarized Stormfolk, and instead paint their flesh with dyes of madder. They are thus decorated in fierce runes of stunning red, giving a bloody and ghoulish appearance that has led to their being known by a more common moniker: the Madder Horse.
Around the campfires at night they sing the ribald songs of their homelands, excised of all mention of the Rebellious Storm, shouting instead the honey-toned praises (for under the Red Moon all men may drink mead now!) of patricidal sons of the storm and new tales of greater winds. For crimson-robed lorespeakers whisper to them quietly as the embers die in the night, telling tales of a great man who saw the truth of the Storm, and in doing so rose to his true potential. No longer must they adhere to false myths, or spit on the ground and mutter Lokomo-ko! when they hear his name, but instead free their hearts and grasp greatness as he did.
Armed with strong ash-shafted spears and bronze axes, and armoured with tegimens of cheap mail and oak-panelled shields, they ride the best horses Sorenzal can afford. They are rangy but hardy beasts, requisitioned from local tribes: hardly the oatfed steeds of Tarshite cataphracts, or the equine behemoths of Carmania. Some carry the festering stench of saddle sores, which carries on the breeze and forbodes their coming, but most mounts are adequately (if not tenderly) cared for.
Only recently trained to the saddle, the Coortalee ride poorly, but make up for their careless seat with a ferocity born of hatred and circumstance. For they can expect little quarter from their rebel kin, particularly the Night Jumpers, and fight each skirmish as if it was their last. "As Mad as the Madder Horse" is a common quip among the Lunar soldiers they now call their kin. They charge into battle accompanied by the disturbing sounds of their whooping war cries, and are beginning to forge a reputation worthy of respect.
Against more sterling opposition they are commonly used as mounted irregular infantry, dismounting before a battle or raid. They are currently based out of Stagwood?, guarding the important supply and communications route to the Yelmalions of Vaantar. This duty they share with the Sun Domer mercenary cavalry of the Griffinhelm Trapezitons?, a unit of horse-archers of Kuschile, also known as Kharost's Yellowmanes in honour of their distinctive headgear.
Stats
These are typical examples of abilities and their levels, to be adjusted as necessary. Note that followers of Doburdun typically possess low ratings in their keywords (they have not been following the new way for long), but frequently retain higher levels in their Storm affinity.
Ranulf "the Hoarwolf" Kostrisson
Keywords: Devotee of Doburdun the Bloodstorm 18, Follower of Lokamayadon 14, Heortling 1W2, Warrior and Ex-Weaponthane 13W.
Mundane Abilities: Ambush Foe 12W, Bark Orders 6W, Cold Wolfish Grin 19, Deign to Fear Death 2W, Fear Me More than the Enemy 11W2, Fight Dirty 7W, Fight While Mounted 20, Hate Own Kin 1W3, Hoary 3W, Ignore Pleas for Mercy 2W, Interrogate Prisoner 19, Know Local Lands 2W2, Lead Warband 10W, Loyal to Sorenzal 20, Mounted Irregular Infantry Tactics 6W, Push Troop Harder 20, Remember a Face 18, Ride Horse 6W, Sword and Shield Fighting 3W2, Throw Axe 11W.
Magical Abilities:
- Bloodstorm affinity 3W (Armour of Madder, Bloodclad Frenzy, Flaying Wind, Ghoulish Guise, and Harridan Wail feats)
- Storm affinity 9W (Shrug Off Storm Magic feat)
- Thunder Addi affinity 18 (Booming Voice, Deafening Blast feats)
Weapons and Armour: Bloodstained warsword (rating 2W) +5, bronze axe +2, bronze plated shield (rating 18) +3, mail shirt +3.
Tactics: Ranulf is a cruel and vicious foe, who seeks to toy with his foes before he sends them to their deaths. He leads his men hard and well, only seeking to become involved in a melee as the whim (or a known opponent) takes him. His tactics centre on the maximum application of terror, numbers and surprise--he will seek to avoid fair or detrimentally unbalanced fights, preferring ambush and dawnlit massacres.
Coortalee Rider
Keywords: Heortling, Initiate of (Doburdun, Gagarth, Helamakt etc.) 15, Warrior 1W, Other Occupation (Farmer, Stickpicker etc.) 17.
Mundane Abilities: Ambush Foe 19, Axe and Shield Fighting 3W, Burn Rick Cot and Tree 18, Fatalistic 4W, Dreveni Knife Fighting 16, Hate Rebels 12W, Ill-Favoured Countenance 18, Intimidatory Leer 16, Know Local Lands 3W, Loyal to Comrades 19, Mad as the Madder Horse 6W, Mounted Combat 14, Mounted Irregular Infantry Tactics 17, Quieten Horses 15, Ride Horse 16, Saddle Sore Stench 5W, Solace in Mead 19, Spear and Shield Fighting 1W, Take No Prisoners 19, Throw Axe 20, Whooping War Cry 2W.
Magical Abilities:
- (God's) Affinities 18
Weapons and Armour: Ash-shafted spear +3, bronze axe +2, cheap mail shirt +2, oak-panelled shield +1. Some of the Coortalee from the regions of the Dreven River carry wickedly serrated curved knives, used for filleting large fresh water fish. The flesh of these fish is as ice cold as the blood of Ferentharo itself, and the Dreveni filleting knives are thus especially sharp, providing a +2 equipment bonus (especially to intimidation checks!).
Tactics: The Coortalee favour outnumbering ambushes to open battle, seeking to surround a foe and attack them on horse or foot. They lack any real skirmishing capability (other than short range throwing axes) and generally seek to close with an enemy in melee. They are irregular, and possess no disciplined formations--each man charges as part of a wild charge, closing with his chosen enemy. It should be noted that there is method in their madness, however, and they are well versed in such classic irregular tactics as feigned retreats, loose flanking movements, the proper use of ground, and the use of small independent bands to infiltrate, lure away, weaken and disorganise an enemy force.
Adventure Hooks
To follow.
<Stu>
