If neither of these exist, how would you go about approximating these
values? I've looked at the 'percentage' methods, like 1%,5%,10% of
the population. This seems like a mediocre method at best, but
without 'official' numbers, it's the best I've got.
Thnx.
-------
All Praise The Leader
For Furyondy, see WGR4 The Marklands (p43-44)
For Nyrond, see WGR4 The Marklands (in text)
For those areas under Iuz's control at the end of the Greyhawk Wars, see
WGR5 Iuz the Evil (p78-81)
For the Great Kingdom, see Ivid the Undying (downloadable from WotC's
site)
For The Scarlet Brotherhood, see The Scarlet Brotherhood (in text)
Also, several articles in Dragon magazine provided military details for
Greyhawk (pre-Wars):
December '81 (#56): Wolf Nomads, Iuz, Rovers, Horned Society, Bandit
Kingdoms, Tenh
January '82 (#57): Idee, Irongate, Onnwal, South Province, Ratik,
Stonefist, Tenh, Rovers, Horned Society, Frost Barbarians, Ice
Barbarians, Snow Barbarians, Bone March
March '82 (#59): Sea Barons, North Province
July '82 (#63): Great Kingdom, Medegia, North Province, Sea Barons,
Bandit Kingdoms
September '82 (#65): Almor, Nyrond
All, of course, included in the Dragon Archive.
--
Ian R Malcomson
Erstwhile Domicus bloke
Domicus website: http://www.domicus.demon.co.uk
ProFantasy Freelancer: http://www.profantasy.com
LI (Light Infantry). Men are fighters of levels 1-2. They employ leather armor
and shield, 500/0 have short bows and arrows, and all have one hand weapon
(spear, broad-sword, longsword, or hand axe) plus a knife or dagger. Officers
are of 3rd and higher levels (as the Dungeon Master determines, but very rarely
of higher than 7th level); they employ chain mail and shield, longsword or
bastard sword, plus longbow, dagger and footman's mace. Morale is 12, or 11 if
officers are slain.
MI (Medium Infantry). As for light infantry, but 500/c of the men have spear or
light halberd, plus padded leather armor.
HI (Heavy Infantry): Men are fighters of levels 1-2, em-ploying chain mail and
shield. Weapons are broadswords or longswords, plus dagger or knife.
Approximately one third are longbow users, while one third also employ a polearm
(pike or halberd). Officers are of levels 4+. Mo-rale is 14, or 12 if officers
are slain.
LC (Light Cavalry): Men are fighters of levels 1-2, wear-ing padded leather
armor and carrying shields. All have longsword or broadsword, together with a
hand axe or dagger. Javelins and bows are employed by light cavalry. Officers
are fighters of levels 3 + who wear chain mail armor and shield, and employ
longsword or bastard sword and a lance. Morale is 14, or 12 if officers are
slain. Horses ridden are light warhorses.
MC (Medium Cavalry): As for light cavalry, but the men employ chain mail armor
and horses have barding. Medi-um cavalry do not employ more than a handful of
bow users, and employ light lances and swords in combat.
HC (Heavy Cavalry): Men are fighters of levels 2-3, wearing plate mail armor,
employing longsword or bas-tard sword plus lance as weapons. They also have a
foot-man's mace or a battle axe as a backup weapon. Officers are of levels 4-9,
with the same weaponry and armor as their men (but 50 0/0 wear field plate as
opposed to ordi-nary plate). Heavy cavalry ride heavy warhorses, with fighters
of levels 3 + having chain barding on their steeds and others having padded
leather barding (-1 to horse's natural AC). Morale is 14, or 13 if officers are
slain.
The prefix E is added to indicate an elite unit. Elite units differ from
ordinary ones in that morale is 1 point higher. Fighters have a minimum of 6 hp
per die. The Dungeon Master should add 2% per level to chances for possessing a
magical item, and elite heavy cavalry men have chain barded horses while
officers have plate
barded mounts with a minimum of 6hp per die. Elite units of any sort are 50%
likely to have an expert animal handler with I d4 + 4 War Dogs (500/a likely to
have chain barding).
Specialist Units: A few units will be referred to as woodsmen2 "rangers2
"peasant levies" or some similar title. Such units should be adjudicated by the
Dungeon Master in accordance with the encounter tables in From the Ashes.
Countess'esTroops: Some units are given the notation "(Countesses)". These
troops are directly responsible to the king through their commanding officer,
although he will of course usually act in the interests of the garrison
com-mander unless his Countess'es orders expressly forbid it. For instance, such
an officer would mount a raid into lands occupied by Iuz's forces if forbidden
by the king.
Ability Scores and Magical Items: Physical ability scores should be rolled on
2d6 +5 for men, 2d6 + 6 for officers (d4 +d6 +8 if of level 7+). Magical items
may be given as per the rules in the MONSTROUS COMPENDIUMTM entry for "Men
Patrol Strengths: Along the Artonsamay, a patrol is comprised of 20+ 2d10 men
and 1d4 + 2 officers, and all officers and men will have a bow of some kind. Any
patrol may have a priest of level 1-6 with them; this chance is 75 o/o along
the Artonsamay and 17% elsewhere. Any patrol may have a mage of level 1-6 with
them also; this chance is 50% along the Artonsamay.
River Vessel/Naval Militia: Riverboat militia are re-garded as naval militia.
Naval militia are of levels 1-2 if men, 3-10 if officers. All naval militia wear
leather or padded leather armor, unless they have magical armor in which case
this will be chain mail. Naval troops employ heavy crossbows, shortsword or
cutlass, and a long knife (treat as dagger). Dexterity score for naval troops
should be rolled on d4 +d6 +8, or on 2d4 + 10 for officers This would include
any mates and captains, plus any veteran seamen the Dungeon Master wishes to add
to a crew. Riverboats will contain a body of 30 + d20 troops, with four
officers.
County Garrison Strengths
Troop totals for a province include men at garrisons, men on patrols, and men at
watch posts. Garrison strengths are given below, with troop type, plus summary
figures for troops who are patrolling and elsewhere in a province (at watch
posts, etc.). The Dungeon Master may augment gar-rison numbers from other troop
totals as desired. Troops in the North include a certain number seconded from
southern and central provinces. Entries for all provinces include notes on
troops seconded from elsewhere.
FORCES OF FURYONDY (From the Ashes)
NOTE: These are an excellent example of exactly what each area of Urnst will
have. Northern Urnst will be similar to the Barony of Kalinstren.
Barony of Kalinstren
Brancast Keep: 100 LI, 60 MI, 40 HI
Castle Ehlenestra: 350 LI (including 250 woodsmen), 50 LC.
Crying Spear Keep: 80 LI, 40 MI, 40 HI, 40 LC, 30 HC plus 50 Velunese HC
(King's)
Redoubt: 500 LI, 500 MI, 300 ELI, 300 HI, 200 EHI (inc. 100 Velunese), 100 ELC,
100HC
Spinecastle: 150 EHI, 50 MC, 200 Longbowmen
(Chendl) 200 EMI, 100 EHI, 100 ELC, 50 EHC plus Household Regiment (King's): 250
EHI, 50 HC, plus 100 Velunese EHI (King's)
Other troops: 1,970 LI; 400 ELI; 400 MI; 200 EMI; 600 HI; 100 EHI; 350 LC; 50
ELC; 100 MC; 100
HC (in garrisons and patrols as the Dungeon Master determines). Note: 1,200
troops here are seconded from other provinces.
County of Crystalreach
Fendrelan: 200 LI, 200 ELI
Greatwall: 100 LI, 100 ELI, 200 MI, 100 HI, 100 Longbowmen, 100 MC, 50 HC, 50
EHC
Heldarn: 200 LI, 100 ELI, 120 LC, 80 ELC
Moatshield: 120 LI, 40 ELI, 40 MI, 50 Longbowmen, 50 LC
Morsten: 50 LI, 50 MI, 50 Longbowmen, 50 HI Redstone: 40 LI, 50 MI, 10 HI
Other troops: 950 LI; 600 ELI; 600 MI; 400 EMI; 800 HI; 200 EHI; 200 LC; 200 MC;
100 HC; 100 Ve-lunese EHC (King's). Note: 550 troops here are sec-onded from
other provinces.
Viscounty of the March
Brancast: 60 EMI, 60 EHI, 30 EMC, 50 EHC
Eyeberen: 100 LI, 100 MI, 50 Longbowmen, 50 HI, 50 MC
Free Borough: 100 LI, 40 MI, 20 HI, 20 LC Worlende: 50 LI, 50 MI, 40 HI, 30 LC
Other troops: 600 LI; 200 ELI; 600 Longbowmen (along the Veng); 400 MI; 100 EMI;
300 HI; 100 MC; 200 HC; 200 EHC. Note: 300 troops are sec-onded to northern
provinces. The king can request 600, but leaves half stationed along the Veng.
Barony of Littleberg
Castle Greylode: 60 MI, 60 HI, 30 LC Claw Gorge: 50 LI, 20 MI, 10 HI
Cerenellyl's Towers: 50 LI, 20 Longbowmen, + tO'
Littleberg: 100 LI, 100 MI, 50 EHI, 250 EHC
Pantarn: 30 LI, 30 EMI, 10 EHI, 50 EHC
Other troops: 970 LI; 100 ELI; 300 MI; 50 EMI; 100 HI; 50 EHI; 100 LC, 100 MC,
150 HC, 150 EHC.
Notes: 750 troops are seconded to northern prov-inces. (') 10 Highfolk elven
irregulars (fighter! wizards, fighter!priests, etc.).
Duchy of the Reach
Baranford: 100 LI, 50 MI, 50 HI (King's)
Carnalion Mines: 30 LI, 30 MI, 40 HI, 30 Mountain-eers, 30 LC
Caronis: 50 LI, 50 HI
Dapple Wood: 50 LI, 100 Woodsmen, 50 Longbow-men
Kisail: 30 LI, 30 MI, 10 HI, 10 MC
Other troops: 200 LI, 400 ELI (Bootmen or Booters), 100 MI, 100 EMI, 60 HI, 150
LC, 50 MC. Note:
300 troops seconded to northern provinces.
The Gold County
Libernen: 100 LI, 40 MI, 30 HI, 30 LC
Rhavelle Holdings: 50 LI, 50 ELI, 30 MI, 30 EMI, 20
EHI, 20 EMC
Stalmaer: 40 LI, 40 MI, 40 rangers
Other troops: 350 LI, 230 MI, 100 LC. Note: 200 troops are seconded to northern
provinces.
Barony of Willip Regular Troops
Bronzeblood Haunt: 15 MI, 10 HI
Herechel: 200 LI, 100 MI, 40 HI, 60 EHI
Sentinel Ports: 30 LI, 10 MI, 10 HI, 10 LC (each) pIus 40 naval ratings (King's)
Willip: 100 LI, 100 ELI, 100 EHI, 100 crossbowmen
Other troops: 975 LI, 260 ELI, 100 MI, 100 EMI, 100 HI, 100 LC, 50 MC, 50 HC.
Note: 200 troops are
seconded to northern provinces. Belvor can request up to 400, but leaves half
stationed along the Veng.
FORCES OF THE EMPIRE OF IUZ
(This chapter gives summary details for Iuz's forces. I-The greatest detail is
given for the Land of Iuz and the entries for other lands include only major
cities and castles. This allows the DM the freedom to determine specifics of
lesser locations in these other lands as he chooses, although they should be in
proportion to the sizes of garrisons in the major cities and strongholds. Troop
totals shown are typical garrison strengths. They don't include troops out
patrolling, travelling along roads, and the like. Garrison totals can also
fluctuate from time to time for various reasons, such as exploring new land,
reinforcing other garrisons, and building new camps.
These numbers need to be used carefully. Remember, Iuz is not at war. His troops
may raid many of the lands he has conquered, but the large garrisons facing
Fury-ondy, for example, aren't readying for war right now. They are forces of
occupation, and are thus retrenching and digging-in.
Notes on the Stats
Some of the stats below require explanation for the DM.
Orcs: Garrison notes include reference to tribal type if one type is a large
majority or exclusive to that area. Tribal modifiers, as noted in the Land of
Iuz chapter, should be applied.
Half-Orcs: Different tribes have the following percent-ages of half-ores: Urzun,
less than 1%; Kazgund, 5%; Cel-bit, 7%; Jebli, 2%; others, 3%. Orc totals may be
taken to include these percentages. For half-ores, 60% are 1st-level fighters,
30% are 2nd-level fighters and 10% are dual-classed fighter-thieves,
fighter-clerics or single-classed thieves or clerics. The DM will need to detail
these unusual eases.
Elite Troops (E prefix): Elite orcs are chieftain/body-guard types as per the
Monstrous Compendium (2HD and up). Elite orog also follow Monstrous Compendium
rules for elites (3HD and up), as do elite hobgoblins (1+1 lID, with 9hp).
Other Humanoids (Other): These include gnolls, flinds, kobolds, and bugbears.
The DM should consult the main text for details. Again, a minority of these
troops may be elites; consult the relevant Monstrous Com-pendium entry if
applicable.
Giant Type (Gt. Type): These are ogres, trolls, fomori-ans, or hill giants. The
DM must consult the text for details and if none are given, the proportions are
60% ogres, 15% hill giants, 15% trolls, and 10% fomorians in Land of Iuz only,
or else, they should be considered ogres.
Warriors: Warriors are human fighters of levels 1-2, but 15% of the listed total
are veterans, fighters of levels 3-8. The DM should determine the average
experience level to suit the campaign, save that at least 40% of war-riors will
not be better than 1st level.
Priests: Priests of Iuz. These do not include high-level (12+) priests, which
are referred to in the main text. If there are five or fewer priests, none will
be higher than 7th level; if there are 6-10, none will be higher than 9th level;
if there are over 10, the leader will be of level 10-12. The DM must determine
the average level of priests to suit the level of play in the campaign. Some
priests will actu-ally be clerics (15% in the Land of Iuz, 20% in the Homed
Lands, 40% outside either), and lack certain restrictions and bonus powers
available to specialty priests (see the Priesthood of Iuz chapter for more
details).
Shamans: These are humanoid priests or shamans of goblinoid gods. To use them to
best effect, the DM should consult Monster Mythology. Some 15% of these shamans
may be taken to be "clerics" of Iuz of levels 1-6. Other-wise, the average
experience level of the shamans has to be adjusted to suit the needs of the
campaign.
Wizards (Wiz): These are human wizards serving Iuz. Wizards are 85% likely to be
mages, 15% likely to be spe-cialists. Again, the average level of experience
should be determined to suit the needs of the campaign, but no wizard will be of
higher level than the garrison comman-der (if a wizard), or the garrison's main
wizard, if either is mentioned in the main text. For random determination, use
the rules for priests given above.
Minor Undead (M. Undd): These are skeletons and zombies. Take the ratio as 75%
skeletons and 25% zom-bies unless otherwise noted.
Greater Undead (G. Undd): These can fall into three categories: spectral undead
(speetres and wraiths), undead with something of a mind of their own (ghouls
with ghast leaders, wights), and juju zombies. Ghosts and mummies are not found
serving Iuz's priests, by and large, nor are unusual undead such as Sons of
Kyuss and the Fiend Folio variants. Text entries may give specifies in certain
eases, or else the DM can determine the types as he wishes. Greater Undead are,
of course, commanded by Iuz's priests as are minor types.
Fiends: [These are no longer an issue since the crook of rao eliminated them.
jh]
DMs who also own The Marklands will readily see that these troop totals are much
higher than for the locations in the northern Furyondian provinces. You may be
won-dering why this much bigger force cannot overwhelm the southern nation!
There are many reasons for this, including the following:
Morale: Humanoid troops typically have much shakier morale than their human
counterparts. Discipline, troop formations in battle, and the like are harder to
sustain.
Equipment: The equipment of the humanoid armies is much poorer in quality than
those of the Furyondians.
Helpers: Furyondian troop totals in The Marklands don't include large-scale help
which would arrive from the Vesve, Highvale, Veluna and possibly elsewhere in
the event of war.
Reserves: Furyondy could mobilize other troops from the southern provinces, in
particular, in time of war.
Recuperative Potential: A huge advantage the Furyon-dians have is that they have
many priests able to heal the wounded. Priests of Iuz cannot use healing spells,
and very few oreish or other humanoid priests and shamans can do so either.
Defensive Installations: Furyondian defenses have major defensive value and an
attacking force would have much of its additional strength cancelled out by
this.
Amundfort
Orc:900
E. Orc: 120
Orog: 50
E. Orog: 25
Hobgoblin: 240
Goblin: 275
Other: 100
Gt. Type: 16
Warrior: 230
Priest: 18
Shaman: -
Wiz: 16
M. Undd: 200
G. Undd: 40
Larn's Tower
Friendly troops.
One major wizard.
Balmund
Orc: 250
E. Orc: 50
Orog: 25
E. Orog: -
Hobgoblin: -
Goblin: 200
Other: 50
Gt. Type: 12
Warrior: 60
Priest: 14
Shaman: 4
Wiz: 7
M. Undd: 170
G. Undd: 45
Sarresh
Ore: -
Hobgob: 850
Warrior: 300
M. Undd: 170
E. Ore: -
Goblin: 340
Priest: 14
G. Undd: 30
Orog: -
Other: 80
Shaman: 10
Fiends: few
Trallant
Orc:, E. Orc: -
Orog:, E. Orog: -
Hobgoblin: 600
Goblin: 220
Other: 80
Gt. Type: 12
Warrior: 150
Priest: 8
Shaman: 8
Wiz: 11
M. Undd: 60
G. Undd: -
Stoink
Orc:, E. Orc: -
Orog:, E. Orog: -
Hobgoblin: 250
Goblin: 150
Other: 50
Gt. Type: 30
Warrior: 700
Priest: 25
Shaman: 5
Wiz: 11
M. Undd: 250
G. Undd: 25
Wraithkeep
Orc:, E. Orc: -
Orog:-
E. Orog: 30
Hobgoblin: -
Goblin: 50
Other: -
Gt. Type: 24
Warrior: 180 (60% 2nd level or better)
Priest: 5 (4th -11th level)
Shaman: -
Wiz: 5
M. Undd: 290
G. Undd: 100 (75% are wraith or spectre)
****
--
------
Jay A. Hafner, DC, CCEP
Clinic Director - Colorado Spine and Rehabilitation - Denver
http://www.chiroweb.com/
City of Edgewater, Park & Recreation Board Member
http://edgewaterco.com/
RPGA Living Greyhawk Triad Oligarch, County of Urnst, Mountain States:
CO/WY/NM/MT
http://www.cyface.com/countyofurnst/ (Living Greyhawk Web Page for County of
Urnst)
http://www.yahoogroups.com/group/lgwriters (Living Greyhawk Writers Discussion
Group)
http://www.yahoogroups.com/group/ghclub
http://www.yahoogroups.com/group/countyofurnst (All RPGA'ers from the Mountain
States MUST read!!!)
http://www.yahoogroups.com/group/livingworld
UPDATED: October 30, 2000
During the war with Iuz, it became evident that our County of Urnst required
more and different forces to defend itself from the troops of Iuz.
When the Bandit Kingdoms used to invade our borders we discovered that we simply
needed garrisons and light troops to hunt or run down raiders.
When the Hobgoblins and demons of Iuz's empire began crossing our borders, they
were much more organized..and dangerous. Well-trained hobgoblins, using human
captives as shields were problematic, as they were led by intelligent priests.
Then there were the demons, notably from Sarresh. Some maurauded across to
cause death and chaos. More to fear, were those that travelled with the regular
armies.
Shortly before the war, the Charn castles were scheduled to be erected, however
much of our border was defended only by the mighty Artonsamay. In places where
Iuz's troops crossed into these places, much havoc was wreaked. Many villages
and hamlets were raized; their crops included.
When the Crook of Rao was used and most demons and devils were banished from
this world, our needs were finally again simplified. Iuz was put on the
defensive from us, and we were mostly left to defend against renegade troops and
a more poorly organized force. Iuz, faced with internal rebellion from within
the old Bandit Kingdoms itself, is falling towards disorganization. This makes
them no less dangerous thoughů
From the border with Nyrond, at the Stone Road, and the Franz came looting and
pillaging from deserters of Nyrond's underpaid armies. Often times we
bankrolled their troops simply so they would not cross into our lands. The
deserters of Nyrond are still a threat, as their country is still recovering
from their war with the old Aerdians..plus we have not forgotten their
once-occupation of our country. We are still vigilant with our patrols.
Although we loathe to have them here, the troops from the Duchy of Urnst have
helped defend our Stone Road from both the forces of Iuz, and Nyronds
deserters. We need to keep an eye that the Duchy doesn't transfer too many of
it's forces here thoughů They are mostly friendly with us in the South, however
their hatred for the Rhenee has led to some small conflicts, as we still use
them as privateers and for general patrolling of the Nesser, Franz, Artonsamay,
and also the Nyr Dyv lake.
Our naval forces, since the end of the war have taken on a dual role once again
encouraging trade, while still adamantly protecting our watery borders. On
both, the lake and rivers they do sail. After the decimation of the Shield
Lands, the northern Nyr Dyv became a haven for pirates and buccaneers. Naval
forces from the Duchy, Willip, Greyhawk, Dyvers, and the Rhennee all play a part
in aiding against that fight. The Rhenee are even somewhat part of the forces of
County of Urnst after as many military actions they have played part in on the
side of Urnst..or Iuz...
Internally, there is always a struggle. Nobility is not always willing to send
it's troops to battle, especially since the demons of Iuz came to field.
Monsters are always a threat, however a something has 'arisen from below' in
Ventnor, Crystal Springs, Charn, and the caves along the Nyr Dyv coast. Here
special monster-fighting units are deployed.
Our foreign legions are typically sent to Nyrond, the Flinty Hills, the Duchy,
and very, very rarely, Tenh. Most commonly, we will send equipment and
foodstuffs to our allied neighbors. We are currently secretly aiding the
freedom fighters in the Bandit Kingdoms.
USE OF THIS DOCUMENT: It was designed for the designers of towns requiring
ideas on statistics for the Military of Urnst. Plainly, Urnst typically mirrors
those statistics used by Furyondy in the Marklands. The strength of each
location is not as high as you may think it is!
Also note the strength of the forces of Iuz north of our border and why they
cannot effectively defeat us, even if our forces are substantially less. Exiles
and refugees also present a problem to us from within. They often rabble-rouse
our civilians and militias into battle frenzies with nowhere to go.
UPDATE OF THIS DOCUMENT: When 3rd edition and the "big book of Greyhawk" is
released, additional information will be added or changed.
ARMY OF THE COUNTY OF URNST
A plains state, County of Urnst is known for it's excellent and swift cavalry,
and proficient medium infantry.
In the past few years, the sheer number and strength of fortresses along the
nothern frontier is staggering. Dominion, Ventnor, and the Charn Castles are a
quite effective deterrent against anything other than a major northern
invasionary force. Military experts expect that would be less than likely, as
Iuz's hold on the Bandit Kingdoms is weak and chaos has always reigned in the
region. Our typical forts have excellent garrisons and even fairly well
equipped militias.
Military spies and scouts exist in the form of regular skirmish and
expeditionary troops, Rhennee, mercenaries, and from 'reformed' bandits. Use of
subversive tactics and assassinations are incredibly unlikely to be ordered by
us, however there are no few vigilante refugees on the northern frontier...
Knighthood's relationship to the Military. The knighthood is effectively
commanded by the Countess directly, but often works directly with or under the
control of the General's of the Urnst military.(see knighthood for further
details).
Mercenaries are common on the northern border and frontier. Although considered
less-than-savory, or scum, they can prove useful in vengeful conflicts against
foolish Iuzian renegades. Almost any type of troop can be found for hire in
the north, from exiled Tenh sorcerers, old Bandit Kingdom 'Princes', bored Urnst
troops, AWOL Nyrondese soldiers, even some hobgoblin, orc, and half-orc soldiery
can be arranged for here. Mostly, traders and merchants will hire in the north
for trips to more dangerous locations, such as north to Tenh, or any barge trip
with the Rhenee, but other nobles have swelled their ranks from mercenaries when
necessary.
*********
Notable Commanders
Adjutant General: Sir Samarich Eodan.Fighter 13. All other generals give their
reports to this general. He is the most powerful general of the County and is
appointed by the Countess.
Chief Admiral:Sir Dunlain Brul.Fighter 10, Mage 7. The countess appoints this
position, and all lesser commanders report to him. All lake naval vessels are
currently controlled directly by the Countess, so there are no 'difficulties' in
the chain of command, such that may be found with the ground military. River
vessels are typically more locally directed, and can be problematic when raiding
troops come across the borders.
Lesser commanders include: Sir Lee, Sir Pentryder, Sir Vetude, and Sir
Perphlewous, Sir Vival, Sir Cumference, or Sir Prize, Sir Rosis of Livermore,
Sir Render, Sir Rowndud, Sir Phurdude, Sir Basty Nastard.
Mobile Forces (3-5) in time of need:
When necessary, the Countess is able to call for arms. Nobility of the Urnst
lands are expected to send troops. The western lands appear more willing to
give than the northern or eastern lands.
Supply Trains:
Supply and baggage trains may be rapidly moved due to Urnst's excellent road and
lesser-road systems.
FORTIFICATIONS
The most well known fortifications of Urnst are the Charn Castles (see details
in Charn supplement), which have served long well to stem the tide of raids into
the fertile lands of Urnst.
Ventnor, is a cold and forboding barracks for watch of Stoink and and the
hostile lands to the north.
Dominion was a bustling trade town for goods that could get to civilized Shield
Lands, but is now a much more somber place, having watched Demons fly over the
river and carry off screaming Urnsians into the night. Lately, there have been
Hobgoblin raids for slaves. They have grown smart to Urnsts bowmen however and
use human hostages as shields.
Many other forts exist, especially on the Franz. Almost all of the forts facing
Nyrond and the Duchy are of old design, but smany are still in good repair
(since it's cheaper to maintain than to build new). However, some out of the
way forts have fallen to ruin, and others have nearly been carried away by the
local peasantry for making houses and fences.
Some of the old Aerdi roads contained road-side forts, checkpoints and towers,
but these too are used more often as market centers or local toll booths by the
populace.
The northern forts are another matter entirely, consisting of new forts and
well-kept older forts. Many towers and keeps dot the northern frontier, and
have been well -used since the beginning of the Urnst days. Since Aerdi never
had complete control beyond the Artonsamay, it became somewhat of a border
between civilization, and the great frontiers of old. Once the bandit kings
came to power, the forts were continuously under attack by bandit armies and
humanoids, seeking the rich plunders of Urnst. More recently, the northern
forts have held off the demons and hobgoblins of Iuz, some of which still sneak
across to do their damage.
The true necessity of the northern forts is not for protecting what is inside
them, but rather for large barracks of quick-deploy troops. See, the Bandit
Kings never intended to invade, only raid and steal. Such actions are rarer
nowadays with the disorganization of that corner of the Empire of Iuz, but not
completely unheard of. Heafty reprisals occur with any incursion into Urnst by
the bandits to the north, and those fellows know it, thus the number of raids is
well down (Marklands).
One item that bears mention is the Stone Road. It formulates the border between
Nyrond and Urnst and it's barrier marks the end and beginning of many forays by
the bandits into Nyrond. It is well patrolled by County and Duchy troops, and
the bandits have done well not to cross it into Urnst.
********************
**************************
Troop Types and Quality
"A standing army of some 3,000 horse and footmen stock key garrisons along the
northern border and throughout the nation. Noble leaves can raise 10 times that
number in a week or two." Erik Mona "
Uniform and Dress: Typical uniforms include variations of White, Green, Gray,
and Black. Decorations of honor: include gold bars and stars with occasional
black paint differentials.
Most Typical Troop Type:
Medium infantry or cavalry with excellent morale. Modern weaponry and good
armor.
Garrisons are very heavily armed and armored, with uniforms corresponding to
regional noble choices.
Any army sent to the Ventnor area is notoriously lower in morale, as are those
who are expected to fight against organized, priest or demon-led armies of Iuz.
Peasant levies can be up to 10x the standard army, when required.
* BEST KNOWN TROOP UNIT TYPES OF URNST*
County of Urnst Horse (Regular)
Medium cavalry (Greyhawk Wars reference).
Morale: Excellent
Often equipped with crossbows.
Use: Standard Troop
Noble Horse
Heavy Cavalry
Morale: Excellent
Use: Mostly for show and heavy support.
County of Urnst Regulars
Sword, axe, and spearmen, pole arms (Greyhawk Wars reference)..
Morale: Excellent
Use: Standard troop
County of Urnst Pike
Medium pikemen
Morale: Excellent
Use:
County of Urnst Regular Archers
Light Bowmen
Morale:Good.
Use: Harassing troops across the border. Often useless due to hostages carried
by the enemy.
County of Urnst Heavy Swordsmen
Heavy Infantry
Morale:Excellent-good (bored)
Use: These troops are typically located in the Charn Castles, etc.
Bandit Mercenaries
Medium Infantry
Morale:Fair
These troops may be recruited from the Bandit Kingdoms and the Northern
frontier in times of need.They are increasingly hard to find.
Use: Times of need. Also recruited by other countries.
Artonsamay Mercenaries
Varies
Morale: Fair-good (shield landers)
These troops may be recruited along the norhtern frontier.Their
numbers contain lots of Shield Landers, Tenh, Nyrondal, preists of vengence,
and Bandit Kingdom refugees.
Use: Times of need. Also recruited by other countries,
Rhenee Bargemen Mercenaries
Light Infantry
Morale: Fair to good
Use: The Countess has them perform 'special' jobs.
Design notes.
There needs to be enough freedom from detail for individuals designing military
forces to not be constrained by this document (i.e. specific weapon types).
It is possible that details from other designs will be added to this.
*******
MARKLANDS
TYPICAL PATROLS (2E)
Listings that will be substituted:
Patrol encounter details (use Monstrous Manual or Greyhawk updates..be sure to
include mages with the patrols, especially along the northern frontier).
Knight details. (the Knights of the Order of the Swan will follow roughly the
same statistics as the Knight in the Monstrous Manual, and rankings will be
identical to those listed in under "Titles and forms of Address" in the Greyhawk
Players Guide.
Troop types: (Currently we are using statistics released in the Marklands or
the Dungeon Masters Guide..these will be updated as necessary.
Fiends/Devils/Demons: Most of these no longer remain after the Crook of Rao was
used. Statistics and details currently used will appear in Monstrous Manual and
its updates.
Patrol Encounter
details taken directly "FROM THE ASHES" by Carl Sargent.
Many entries in these tables refer to patrols of some kind (including bodies of
demihumans or humanoids). Patrols will be watching over borders, scouting for
enemies, guarding ac-cess to resources, etc. When such an encounter is
indicated, refer to the descriptions below, but consider these to be ba-sic
templates. For example, Sergeants of Human Patrols are listed as wearing chain
or plate mail armor, but in some parts of impoverished Nyrond, it might be the
case that studded leather or somewhat damaged chain (giving base AC6) would be
all that the patrol could muster! Be prepared to vary these basics with local
detail.
Patrols detailed here are those of men. Humanoid groups may be taken from the
appropriate Mon-strous Compendium entries.
Patrol, Men, Standard
Such a patrol will contain a sergeant (leader), 1d4 +4 vet-erans, and 1d4 +4
footmen, as follows:
Sergeant(F4): chain or plate if on horseback (AC4 or 2 with Dcx bonus),
employing bastard sword, broad sword, bow, dagger, mace.
Veteran (F2): chain or studded leather and shield (AC5/6), employing broad sword
and bow.
Footmen (Fl): padded leather and shield (AC6), using morningstar or broad sword
and 500/o likely to have a bow.
Such a patrol is 90% likely to be on horseback if in open
terrain. The horses will be light warhorses at best and each is
10% likely to be an ordinary riding horse. Patrols on foot are
50% likely to have 1d4 dogs with them if tracking (as the
DM sees fit), with a 50% likelihood of these being war dogs.
Patrol, Men, Superior: This stronger patrolling body has an officer/leader, a
subaltern, a cleric, 1d2 + 1 sergeants, 1d6+6 veterans, and 1d8 +8 footmen. All
members will be on horseback except in mountainous/forest terrain; the lead-ers
will have heavy warhorses, the others medium war-horses. Special types are:
Officer/leader F7-10 (6 + 1d4) with plate mail or field plate and shield (ACO or
- I with Dcx bonus), with lance, bastard sword, mace, flail, and crossbow.
Subaltern: F5-7 (4 + 1d3) with plate mail or chain, also shield (AC1 or 3 with
Dcx bonus), with lance, long sword, flail, bow.
Cleric: Pr6-9 (5 + 1d4) with chain mail and shield (if permit-ted, for AC3 with
Dex bonus), using mace, flail, and sword (if allowed).
Patrol, Men, Warband: This is a sizeable body of men on formal military patrol,
ready for trouble. A Large patrol is equal to a Superior patrol plus two squads
of normal patrol strength.
There are variants on these basic patrol strengths and types that can be
mentioned briefly:
Patrol, Men, Levies: These are footmen (F 1) raised from the immediate area, of
poor morale and quality. They num-ber ldlO + 10, have leather armor and shield,
and employ a variety of hand weapons. They are led by 1d2 sergeants who are
3rd/4th level fighters (as above). This will usually only be encountered in the
case of some local trouble, or threat of a major incursion from outsiders.
Other encounters with human groups (adventurers, der-vishes, knights, etc.) may
be taken from the Monstrous Compendium entry for Men. One special instance, the
False Patrol (scouts or raiders disguised as soldiery of the state in which they
are encountered) should be used as a planned encounter by the DM, since the
origin of these men and their purpose may well be important to the adventure
theme, and such patrols are not listed on the random en-counter tables.
Details for Patrol Members
For the alignment of a patrol, it will be LG, NG, or N in accordance with the
alignment of the County of Urnst. Note should be made that alignment will tend
towards neutral on the northern frontier, as justice is clear cut enough for the
more lawful. Also, there may be a higher number of mercenaries and warseekers
encountered there.
The disposition of a patrol will tend toward suspicion- these people are out
looking for troublesome intruders. Add + 1 to all Encounter Reaction rolls, but
reroll any rolls of 19 or 20 (if they come up again, take the Hostile result).
This reflects the fact that while patrols are suspicious, after a war in which
many have died, few people are actively looking to become casualties.
To determine whether patrol members have magical items, use the rules suggested
in the Monstrous Compendi-um entry for Men with one revision: 1st-level types
never have magical items. For demihumans with more than one class, allow a
separate dice roll for each class they possess. Select items of appropriate
power; a 7th-level fighter-leader might have a bastard sword, flametongue, but a
humble 2nd-level type probably wouldn't have more than a sword + 1 at best.
*************
MARKLANDS
Fiends: Vary.
DMs who also own The Marklands will readily see that these troop totals are much
higher than for the MARKLANDS: FORCES OF FURYONDY
County of Urnst Garrisons and Patrols (Completely based on the Marklands
Furyondy entries by Carl Sargent).
com-mander unless his Countesses orders expressly forbid it. For instance, such
MATERIAL RELEVANT TO PLAYERS OF THE LIVING GREYHAWK CAMPAIGN:
Through metagaming activities, PC's may choose to enter the military.
Ranks are typically:
Private, Corporal, Sergeant, Lieutenant, Captain, Colonel, and General. Each
rank might have a sub-rank, and decorations for all ranks are standardized.
Divisions of the army include:
Peasant Levee, Militia, Regular Infantry, Regular Cavalry, Scout/Skirmisher, and
Special Forces.
Divisions of the Navy include:
Privateer, River Patrol, Lake Patrol, Special Forces.
The Warcry and Oath of Urnst is:
"Don't poke yourself in the Iuz"
********************************************
MERCENARIES AND THE EASTERN FORCES:
COU Staff: Mike Kenyon.
The forces of Eastern Urnst are currently in a state of flux, and are only very
slightly under the control of the Countess, and are more under the control of
the duke of that area (who's loyalties are somewhat strange presently).
Regardless: The military designed in Mike's document are currently under the
power of the Eastern noble and his document will describe "The Mercenaries" in
greater details.
Metagaming: Mike is handling the eastern mercenaries. It is possible to be
part of the countesses forces and be in the east however, just as it is possible
to be part of the mercenaries and be from the west. Presently, there is no REAL
ill-will towards either side, but this option will be detailed more in the
future.
**********************************************
METAGAMING:
The regular military is made up of a fairly constant number of units. Some of
these belong to the countess, some to nobles in the local area. Each of these
units does a bit of recruting and training, mostly in the local area. However,
there are few units that are not garrisoned (relatively permanently) in a
specific location.
To facilitate the rapid build up of forces when the need arises, the countess
implemented the Militia Training Act. In general, this act states that all able
bodied citizens of the County of Urnst will be offered
membership in the Militia of the County of Urnst. Anyone signing up will be
sent to "Basic Training" (at the crown's convenience, usually during the winter,
when the crops aren't growing) for a period of four weeks. They will then be
required to serve with active forces six (or more) weeks per year. This allows
the commander to furlough some of his regular troops
without loosing troop strength. It also helps integrate the militia with the
regular forces and helps keep their training up to date. It also allows for
rapid buildup in an area without weakening the forces elsewhere.
This explains why PCs only have a commitment to the military of a few weeks per
year. It also allows module designers to write modules where the PCs are
attached to a military unit - time in these modules could count toward the the
PC's yearly military time requirement or it could be used inconjunction with the
standard 6 week commitment to allow the PC to gain rank more quickly. We should
consider if we want to allow PCs to turn in their extra time units at the end of
the year to speed their military advancement.
Any race, class or sex may join the military reserves.
A PC may join the military by spending 4 TU in boot camp and by signing up for a
mandatory 6 TU per year.
The benefit of joining the military is that you get to help the Countess defend
her lands against hordes of demons and humanoids and die in honor, knowing that
our lands and people will live free from fear of the Old One and his allies.
The player must decide what noble he is serving under (see noble breakdown of
the County of Urnst).
A PC who completes basic training gains a weapon of their choice and chainmail
or lesser armor. Arcane spellcasters begin with a riding horse INSTEAD OF
WEAPONS AND ARMOR.
MILITIA TRAINING ACT
Ranks: Mn TU Cont BENEFITS
Private 4 5/year Gear +pay
Corporal (lv 2) 20 6/year gear, pay+influence
Sergeant (lv3) 40 8 etc.
Lieutenant (lv 4) 90 10/year etc.
Captain (lv 6) 120 12/year Followers
Colonel (lv 9) 180 14/year etc.
General (lv 13) 240 16/year Land
The Corporal must have the leadership skill/feat.
Ranks require a minimum level, time units spent and influence points (someone to
get you recommended). Continuing TU is a minimum.
Benefits are generally as follows:
One-Time Pay: 10 times your minimum TU required is paid to you once you
advance. It is considered to be paid to you throughout your tenure at that
rank, however for game purposes it is only paid once.
Gear: You must always have one weapon of your choice. As you advance in rank,
you may get more gear requisitioned to you for each adventure (but must be
returned after the adventure).
Influence: After you've advanced past private, you have influence with the
military in general. Obviously superior officers won't really be influenced by
you.
Other: Other benefits will become available to you as the campaign continues.
As a player advances in rank, their assigments will improve. Most players start
out in the worst assignments possible, however assignment to Ventnor is reserved
only for the most unfortunate troops. Humans and halflings are generally
treated slightly better than other races, simply by familiar racial preferential
treatment.
Players are encouraged to create the names and ranks of the officer in charge of
them, as well as the name and type of unit they are serving in.
The military metagaming coordinator will be in charge of keeping a list of all
players and their characters, as well as their ranks.
OTHER ORGANIZATIONS?:
City Watch/Sheriff
Marine
Navy
Trainer
IT IS REQUESTED THAT PLAYERS HELP DESIGN THEIR COMMANDERS: Please use Dragon
Annual #5's article entitled "Mentors" by David Chunn (full text to follow).
A PRESTIGE CLASS WILL BE DESIGNED FOR THE soldier of urnst. Design ideas for
Prestige classes appears in the DMG:27 and Dragon #274 "Class Acts" by Monte
Cook.
*****************
I'm not sure the numbers below are correct (for RPGA standards), but I think
this is what yyou were thinking about with a few more details.
Squires are young people trying to become Knights. Typically they become
squires early in life, before bad habits set in (characters may not be over
5th level - 4 TUs are spent on their initial training). They spend almost
half their time (20 TU per year) with their knight, studying and learning
from their example. During the rest of the year, they are typically sent on
small quests (learn patience by serving with the garrison of a charn castle,
learn humility by spending a few weeks with the monks of a temple, learn
leadership by taking the place of the subaltern in a superior patrol on the
edge of the bandit kingdoms, learn politics by serving as the countess's
liason to a minor noble or city). Squires are not allowed to fight except
to defend themselves, to do so would insult the capabilities of their knight
(PC squires may fight during RPGA modules if they feel it is necessary).
When their character has achieved 7th level (and spent at least 60 TUs as a
squire), they may petition to become knights. If circumstances warrent it,
they may petition earlier.
[ What would be extremely interesting is to have some knighthood modules
written where a squire that is close to becoming a knight has a chance to
earn his knighthood - the best of these might be at a big battle where
senior knights or even nobility are present, something important is needed,
but there are no troops available to do it. Your knight then speaks, "We
have just received a small levy of adventurers. They are not disiplined,
but they are quite capable. I believe that with my squire ________ in
command they could do the deed." If the player & character are able to
control / lead this motly group of adventurers in their quest, then perhaps
he is worthy of being a knight. - The same module could be run for a group
without a squire by simply modifying the knight's speech. ]
Men-at-arms are fighters and other specialists trained to support a knight
in battle. Typically they become men-at-arms after they have achieved a bit
of note on their own (character must be at least 3rd level - 4 TUs are spent
on their initial training). They spend part of their time each year working
with a knight (minimum of 4 TUs per year). Men-at-arms are expected to
fight with their knight, but will never start a fight unless they believe
their knight is danger from a source he is unaware of. When their character
has achieved 9th level (and spent at least 80 TUs as a man-at-arms), they
may petition to become a knight. If circumstances warrent it, they may
petition earlier.
Rich Clark
************************************************
Naval Units:
Jay Hafner (July1, 2000)
"Urnst maintains a small but efficient squadron of warships on the Nyr Dyv,
stationed in the largely military town of High Mardreth."
The Countesses Navy has its major base at High Mardreth, a primary military
installation. The shipyards for the navy are located at: High Mardreth. All
ships from the DMG that predate the galleon can be created there. The general
merchant shipyards are in Bampton.
Patrols typically near all major ports of call, the northern shores and western
shores, on the lookout for buccaneers and monsters, as well as for training
exercises for mock invasions of the Shield Lands, or the Bandit Kingdoms.
Both Greyhawk and the Urnsts (both the County and Duchy) aid and supplies
Furyondy's Royal Navy in it's efforts against the Empire of Iuz. [Marklands:11].
The Countesses Navy consists of 3 great warships with crew strength of 150 per
vessel, 8 Heavy Caravels (crew 60), 14 Caravels (crew 50) and 30 assorted river
vessels (average crew strength 25). Some 500 reserves are based in Radigast and
High Mardreth at any time, as are the crews of one Great Galleon and two Heavy
Caravels in port at any given time. Light Caravels may rest over he e in one of
the strp ports, though the latter mostly service the Artonsamay and Nesser-Franz
river vessels.
It is estimated that Sargent was in error with his descriptions of the naval
forces and that they should be more advanced. Exact details cannot be nailed
down, as the 3rd ed. DMG only lists the following types of ships: Rowboat,
Galley, Longship, Keelboat, Sailing Ship, and Warship.
Rhennee: None of the figures above include Rhennee entries, which no accurate
count has ever been taken, as these people are extremely nomadic. One special
mention must be made of Hassar's Dragon, a special Rhennee vessel. This great
river vessel and it's 7 barges have been in the service of the Countess for
untold years. Its leader, Hassar, is a Rhennee Illusionist and Thief of some
great power and stealth. Additionally, the "wise woman" of the boat is also a
wizard, rumored capable of such power as to almost change the direction of the
Artonsamay river with a single word. Their actions against the Bandit Kingdoms
and the forces of Iuz are told among many of the Rhennee and other river
peoples.
The Rhenee cover much of our intrigous activities, and are well compensated by
the Countess for their activities (as she knows full well if she doesn't pay
them, Iuz mightů).
**************
The spoils of war captured by the regular navy are divided using the
following formula. The County gets 4/8, the captain gets 2/8, the officers are
paid 1/8, and the crew is paid 1/8. For the privateer, the spoils are divided
3/8 for the Duchy, 3/8 for the captain, 1/8 for the officers, and 1/8 for the
crew. Privateers must pay for their own repairs and outfitting.
The river patrols are under the command of the army. Most ships are rowed
galleys. They are outfitted with rowers (paid, not slaves), and archers. Larger
ships may be equipped with ballista. Most ships patrol a single stretch of the
river, that way they are very familiar with every twist and turn. Patrols will
consist of at least two, but generally no more than 6 ships. The patrols are
overlapping, designed so that every stretch of river has at least 2 patrols
covering it daily. There are way stations, usually near a fort or guard station,
along the river. These way stations stock spare equipment and parts. For major
repairs, there are facilities located near Luekish and Nellix.
The river patrol guards against incursions from Nyrond, and acts as customs
officials. In the past, Nyrond attempted an invasion of the Duchy. This invasion
was broken up by the river patrols, and no significant portion
*
--
Also, GREYHAWK WARS gives a complete wargame for every country on the flanaess.
I tore it apart and played it using the SHOGUN/SAMAURAI SWORDS rules, and had a
great old time :)
Enjoy!
Jay H
--
>There's also a Bandit Kingdom's article from Dragon Magazine (I think still
>downaloadable from tehWotC site).
>
>Also, GREYHAWK WARS gives a complete wargame for every country on the flanaess.
>I tore it apart and played it using the SHOGUN/SAMAURAI SWORDS rules, and had a
>great old time :)
Interesting idea. I found GWars to be mostly unplayable -- the
five-army stacking limit meant almost every battle was a coin flip.
BRB
I've actually taken the GH wars map and put it into RISK-type provinces, as
there are just too many provinces on the Wars map. I also attempted to stay as
close to the FtA province maps as possible. I'm going to scan it and see if
WotC will upload it to their site for me.
Jay H
> Interesting idea. I found GWars to be mostly unplayable -- the
> five-army stacking limit meant almost every battle was a coin flip.
>
> BRB
--
>Military of the County of
>Urnst
>(rough draft version 1)
>By Jay Hafner 11=1=99
>And Rich Clark <rtc...@home.com>
>Some material compared with the Duchy of Urnst material by:
>sha...@hecla-mining.com
>
>UPDATED: October 30, 2000
This was, simply put, amazing. Beyond what I could have asked for in
terms of depth and scope.
The trick will be getting info just like this on the rest of the
Flanaess. <grin>
Thnx