Armies from the Plains of Prax

( Unfortunately I don’t know who the original author of Armies from the Plains of Prax is.)

These lists are based around the armies described in various Runequest and Heroquest rule books. In particular I have used the boardgame Nomad Gods as my primary source material.

In Prax there are Six main tribes (Sable, Bison, Impala, High Llama, Morocanth and Pol-Joni). Armies usually comprise the forces of one tribe, but occasionally several tribes will temporarily ally together.

Additional troops from the minor tribes and peoples in Prax could fight with the armies. In some wars Powerful allies from the Spirit and world also sought.

I have divided these lists up so that each tribe has its core troops (the clans). Some of these may be replaced by the tribal assets such as the Shaman and or Founder. after describing the Major tribes I have added a list of some of the independent forces. Typically up to two of these may be allied to the tribe. Finally divine aid of up to two Gods may be added to the army.

The armies general can either be the Khan or Shaman from the dominant tribe in the army. If the Khan is classed as a Hero then the Khan should lead the army. Khans rated as Hero’s are not normally true Heroes in the Gloranthan sense of the word. Typically I envisage them as the better tribal warlords, backed up by the majority of the rune level warriors and priests in the tribe. One true Hero which can be used with any combination of Praxian tribes is Jaldon Toothmaker. If Jaldon is used the army should probably not include any founders or Gods.

In some cases the HoTT troop categories don’t quite fit the way in which I envisage the various Praxian tribes to have operated. I have therefore added a note in brackets indicating the troop types that I would use if playing using the DBA rules.


The Sable People rode giant antelopes with curving horns. Because of the crescent shape of these horns, they were sometimes called Lunar Deer. They were a mixed tribe with men of different troop types within the same clans. Some were lightly-armed skirmishers, while others were prepared for close combat.

Sable Khan Knight*, Rider* or Hero 1 (*Riders or *Light Horse)
Sable Clans Knights 3*
Sable Clans Riders 6* (*Light Horse)
Shaman Magician 0-1
Founder and ancestors Behemoth 0-1


The Bison People were dependent upon a heavy and slow animal for their livelihood. Like their beasts, the Bison Riders were big and thick, slow to move but terrible upon impact. They scorned the bow as unmanly, and dressed in the thick cured hides of their brethren beasts. Heavy lances and trusty blades made up their armament.

Bison Khan Knight or Hero 1
Bison Clans Knights 10
Shaman Magician 0-1
Founder and ancestors Behemoth 0-1


The Impala People made up for their lack of stature with numbers, being the most populous tribe in Prax. They scorned any protective armor, preferring to trust in the speed of their beasts to protect them. They were a clever and wily people, never closing with a foe if possible, but standing back and filling the sky and their foes with arrows. Although experts at the bow, they were quite worthless in close combat.

Impala Khan  Rider or Hero 1 (Light Horse)
Impala Clans Riders* 10 (*Light Horse)
Shaman Magician 0-1
Founder and ancestors Behemoth 0-1

It could be argued that because the Impala riders were so famed for their use of the bow, that they be classed as Shooters instead of Riders.


The High Llama People were the smallest tribe, but can be counted as the most powerful. Their beasts towered over other Praxian steeds and were able to run down even the swiftest skirmishers. The men were armed with long weapons to reach the earth, clothed themselves in leather, and were said to fear no one on the plains.

High Llama Khan Rider* or Hero 1 (*Very Fast Knight)
 High Llama Clans Riders* 10 (*Very Fast Knights)
 Shaman 0-1 Magician 0-1
 Founder and ancestors Behemoth 0-1


The inhuman Morocanth were the strangest people of Prax. Among the descendants of the Storm Bull were two types: 2-legs, called men; and 4-legs, called animals. When Waha came to forge the Survival Covenant in the Great Night, the creatures would drew lots to see who would eat whom. In all cases but one the 2-legs won, and that is why animals lived off the Plaines and men lived off the animals. The Morocanth were that exception, and lived off the humans. The other Praxians all claimed that the Morocanth cheated to get their position, and they in turn claimed that humans had cheated, since they felt that more of the animals should have won, and become people.

This resulted in a unique position among the peoples, for with them it was the humans who lived off the Plaines, and the animals which formed warrior clans. Thus, although the men were 2-legged, their status was still that of a herd. This status was transmitted in their relationship even to other men: they were beasts, with no more consciousness of their state than other animals. The slave herds (or herd men, as they were often called) served as herds for other men if necessary, and were always able to live off the plain.


Morocanth Khan Beast or Hero 1
Morocanth Clans Beasts 8
Morocanth ambush parties Lurkers 4
Shaman Magician 0-1
Founder and ancestors Behemoth 0-1
Morocanth with pack of Hyenas Beasts 0-2
Herdmen Hoard 0-1
Shaman with Fixed Int going for your general Sneaker 0-1


The most recent tribe in Prax. Unlike the other tribes they ride horses, but herd cattle.

Pol-Joni Khan Rider or Hero 1
Pol-Joni Clans Riders 10
Priests Magician 0-1
Allies from Tarsh or Sartar Various 0-6

Looking at the Dragon Pass game, the Pol-Joni do not have a major Shaman like the other tribes, but do have several weak magician units. I have concluded that these are roughly equivalent to the Shamans in power so have restricted the Pol-Joni to one magician unit. As the Pol-Joni acted as a sort of border guard for the more settled nations of Dragon Pass, in major battles they were often supported by allies from those countries.


The Independents are often found allied to the larger tribes during times of war. Up to two of the independents may be allied by each of the major tribes. Some of the independents are listed below.

The Baboon Troop 1 Beasts 1
The Basmoli Berserkers Beasts or Warband 1-2
The Bolo-Lizard Folk Riders* 1 (*Light Horse)
The Cannibal Cult Warband 1-2
The Men-and-a-half, (Agimori) Spears 1-2
The Newtling Renegades Hoard and/or Water Lurker 1-2
The Ostrich Clan Riders* 1 (*Light Horse)
The Pavis Survivors Riders 1
The Rhinoceros Riders Knights or Behemoth 1
The Unicorn Women Riders 1
The Sun Dome Temple Spears 1-2
Broos Warband or Beasts 1-2


In some wars Powerful allies from the Spirit and world also sought. Because of the extreme unpredictability of the Praxian religion, in HoTT terms these allies should probably be classed as Gods. I suggest allowing 0, 1 or 2 such Gods to be included with an army.



This site uses Akismet to reduce spam. Learn how your comment data is processed.