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Empires of Tal

Introduction

Empires of Tal is a turn based set of rules for 10mm and 15mm miniatures set in fantasy or medieval time period. The game itself is generic enough that any set of miniatures can be used as long as the bases that the figures are mounted to meet the games criteria. The game uses a 20mm by 40mm base as the foundation for the rules. All units contain one or more of these bass to form a legal unit. Figures sold in 10 or 15mm scale by companies like Games Workshop, Kalistra and Pendraken were primarily used to create armies used in play testing as they all use roughly the same size and style of bases. The actual number of figures on a base don’t matter, it is the number of bases and the type of base that determines the number of hits the stand can take and how many dice are rolled to attack. If you would rather mount smaller numbers of figures on a base to make a larger army more affordable that is perfectly legal. The game itself is set in the fantasy realm of Tal where mighty armies clash against each other to gain or defend lands but in the end all are united against a common foe, the Lich Lord Tal’Morgoth and his throngs of undead.

History

The lands of Tal were ravaged by plague when the Lich Lord Tal’Morgoth first made himself known to the world. Many perished and were turned to undead creatures that now stalk the lands. The survivors began to group together to survive the onslaught, while others made dark packs with the Lich Lord in exchange for power or riches. Little realizing the ultimate goal of the Lich was not power or wealth but the extermination of all life.
Not surprisingly it was the Orcs that first began to gather their forces but this time things would be different. The strongest and most fierce Orc was also the most cunning. He realized that if he could bring together all the Orc tribes under one banner that they would be a force to be reckoned with! He sent challenge upon challenge out to all the tribal leaders, defeating each one in combat and absorbing their tribe under his banner. Soon even Goblins, Hobgoblins, and Trolls fell under his sway. Even Ogres and Giants joined their ranks though they still retained their mercenary status in the world. No longer would they be their own independent forces. They would band together and fight under the banner of Tal’Buren the supreme Orc commander.
The Dwarves were the next race to consolidate their forces. They quickly realized that the Orc bandit raids were becoming more organized and precise. Dwarven scouts were sent out to see what was happening in the Orc held lands. The survivors returned with the grave news. The Dwarves could withdraw to their mountain citadels to deal with the Lich but they could not survive if the Orcs also became a viable force. The Dwarven king sent his emissaries to their closest kin, the Gnomes, with a proposition for an alliance. The Gnomes had taken great casualties from the plague and Orc raiders so they readily joined forces with the Dwarves. Soon the Dwarves and Gnomes united under the banner of the Dwarven king Tal’Noren,
It was during this time that the Human population, already fragmented in to several kingdoms and clans, began to assemble. They formed the Counsel of Norlana to unite the lands but petty bickering and age old rivalry was its downfall. Soon the humans were back to their isolated kingdoms fending for themselves. This is when the human mage Tal’Rowen had a grand idea. The counsel failed primarily because the differences in the Humans was based on geography. The Lycanthropes of the north had been at war with the elementalists of the south for centuries. There was no chance that their hatred could be controlled even with this calamity. He reasoned that the southern clans could be united under a strong leader and he could then unite the northern kingdoms. In time they could then bring the two sides together as one. Tal’Rowen had the perfect man for the job; Tal’Wen Shi the Dragon Master. Tal’Rowen spoke with Tal’Wen Shi at great length and finally convinced him to unite the southern clans and become their emperor. Tal’Rowen in turn united the northern Humans, Halflings and Lycanthropes under his banner while Tal’Wen Shi united the elementalists and dragons of the south.
The High born Elf Tal’Ulden had visions of the impending calamity long before the plague took its first victim. She sent messenger birds far and wide to warn all she could but her visions were scoffed at and she was branded a crazy woman by most of Tal. Most, but not all thought she was insane. The High born elves knew her prophecies always came true so they gathered the Wood Elves, Centaurs and woodland creatures to their sanctuary to weather the impending catastrophe. The Lich watched them gather from his island tomb and sent a preemptive strike against the High Elf citadel. A fierce battle ensued and Tal’Ulden was gravely wounded but her magic turned the tide of battle and the undead were driven off. Tal’Ulden then used her remaining energy to shield the citadel and its grounds from the Lich. In doing so she bound her spirit to the Citadel, forever sitting at the throne as a white wraith. The survivors of the battle banded together at her feet and together they swore allegiance to High born Elf Tal’Ulden. They would rid the world of these undead creatures in her name.
However some races chose a different path and struck dark pacts with Tal’Morgoth in exchange for certain assurances. The evil Dark Elf queen Tal’Walen bargained with the necromancer that her spider forces would aid him when it was beneficial to her empire and the crafty Ratman king Tal’Shou sent assassins and spies in return for the plundered wealth the necromancer looted. Even the nomadic demon worshiping tribesmen lead by the half demon Tal’Valas swore to assist the Lich.

Mechanic

Empires of Tal relies on imperial measurements (inches) for distance and ten sided dice (D10) for attacking, casting spells and some situational tests. Attackers roll 1D10 for each point of Attack value when attacking an enemy per stand attacking. Based on the type of troop that is attacking, their morale, the weapon they are using and the armor of the defender, you come up with a Base To Hit number (BTH). The BTH number is then modified by things like cover, racial modifiers and the like to get a Total To Hit (TTH). Each dice that rolls equal to or exceeds that final TTH number inflicts a hit on the unit it is attacking. Morale is always done with six sided dice (D6). A typical unit rolls one six sided dice (1D6) for each stand that it has with bonus dice given by heroes, overall commanders and spell effects. A standard unit comprises between 3 and 4 stands. A 3 stand unit is classified as a standard unit while a 4 stand unit is classified as a reinforced unit and a group of single stands is a skirmishing unit.

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gamejournal | by Dr. Radut