Tag: History

Military Forces of Iorth

In many places in Iorth, military power is not something that is often considered or organized. For a lot of small isolated settlements, much less nomadic or semi-nomadic groups, the physically fit are led by a community leader in an impromptu warband. However, due to the successes of the Great Empire, as well as the wisdom of more established cultures such as the dwarves and elves, many nations, especially those nations of the Heartlands, have reconsidered such informal and uncoordinated approaches. The major human nations, such as those of Aland, Iland, Uland, Œland, and Wyland, have taken lessons from the dwarves, elves, and the late Great Empire by employing professional standing militaries year-round, instead of the seasonal recruitments practiced in days long ago.

Generally, each nation will have an army and a navy. Each of these will have some of its forces as part of a stationed watch, which serves as the official peacekeeping forces posted at towns and ports. The remaining forces are patrols, which are the main fighting forces in conflicts, and the forces serving as roving patrols during peacetime.

An example can be found in the forces stationed in the town of Clifton, a port town of the nation of Iland. First, the town itself would have at least one company of soldiers assigned as the watch, while at least one ship would be assigned to the port, serving as coast guard. Furthermore, multiple companies of soldiers would be part of the nation’s army, which could be either ordered to reinforce the watch, or ordered to march to add their strength to a larger army. Likewise, multiple ships would be stationed at the port, which could be used to protect the local waters or ordered to sail and join a larger fleet. All of these forces would answer to the noble in charge of the town and its territory; in the case of Clifton, it would be the Count of Clifton.

A commander would be the one in charge of all of the companies of the army, while a commodore would command all ships in a naval fleet. A marshal would hold command over both the army and navy, directly appointed by and answering to the sovereign.

Army Forces

The basic unit of the army is a company of 150 soldiers. The company is commanded by a captain, who is assisted by a lieutenant, an ensign, and a sergeant. The captain has a personal guard of a corporal and four soldiers. The forces under a captain’s command are three platoons, each led by a lieutenant. Each platoon consists of two troops, each led by an ensign. Each troop consists of two patrols led by a sergeant. And finally, each patrol consists of two squads of four soldiers led by a corporal.

In many instances, a captain will also be a knight, and the knight’s squire will serve as the knight’s lieutenant. A knight’s page, if they are of age, will carry the company standard and serve as an ensign, while the senior most veteran soldier of the company will serve as the company sergeant. The personal guard of the captain usually consists of the best and most loyal warriors of the entire company.

It is not uncommon for a company to have a unified force (soldiers of the same combat specialty) or a mixed force (multiple units of various combat specialties formed into a single company). The major combat specialties include infantry (heavy and light), cavalry (heavy and light), archers, and engineers. In a few instances a mage may be part of a company of soldiers; in those instances, the mage will be a member of a captain’s staff instead of a rank-and-file member of one of the platoons.

Navy Forces

The basic unit of the navy is a ship. The ship is commanded by a captain, who is assisted by the first mate (who is a lieutenant in rank). The quartermaster holds the rank of ensign, while the bosun and cook both hold the rank of sergeant. Finally, the rest of the crew consists of twenty-five sailors, typically structured as four sailors under direction by a veteran sailor given the rank of corporal. This results in a peacetime crew of a ship of thirty.

During wartime, an ensign is assigned to serve as a ship’s surgeon, and eight sergeants are brought on as engineers to maintain the ship and weaponry. A complement of forty marines are also posted onboard. This force consists of a lieutenant commanding the marines, an ensign assistant, two marine sergeants, two corporal assistants, and thirty-two marines. This marine force may be divided in half to allow for armed members of a landing party while still having adequate forces to protect the ship. This supplement increases the amount of crew from thirty to seventy-nine. In some instances, a ship will be assigned a mage (usually considered a lieutenant or ensign in rank), bringing the total number of crew to eighty.

Mercenary Forces

Both army and navy forces may be part of a standing force in service to a nation or sovereign, or it could potentially be a mercenary force available for hire. In the instance of navy forces, these ships often operate as either pirates or privateers. The Free City of Covestead is a well-known safe haven for pirates, who are granted this in exchange for abiding the orders of the High Admiral Lord Mayor of the town. The Palatinate of Upton, on the other hand, strives to defend against piracy, and often has its fleet working as privateers to seek and destroy pirate vessels.

In the case of army forces, these groups are known as free companies, who sell their services to anyone willing to pay the price. Like any other army company, it may be comprised of soldiers with one or more combat specialties. One infamous mercenary group is the Lordless Legion, whose pursuit of wealth has led to some questionable deeds. Hobgoblins often choose to work as mercenaries in order to strengthen their combat skills, gain wealth and resources, and even learn the strengths and weaknesses of both their opponents and their employers. The City-State of Newton relies heavily on mercenary forces for its defense, which only serves to add yet another layer of intrigue to the town’s complex politics.

Tactics and Strategies

The various applications of these forces vary by the whims, needs, and abilities of those who oversee them. Since the Great Underground Jarldom of Dwyrheim no longer has any of its dwelves along a coast, its forces consist only of armies of dwarven soldiers, commanded by a noble appointed by either the voivod of a clan or the Jarl of Dwyrheim themselves. For the elves, their preference to avoid direct contact with an enemy has their armies consist of light cavalry and infantry, best used for quick moment, ambush, and skirmishes. The navy of the elves also uses swift ships able to close or widen the distance with enemy ships, but they also tend to have assistance from their sea elf kin or aquatic fey and creatures as well. Halfling forces are purely defensive, relying on their familiarity with their home land and waters to have advantage over any invading forces. The organized orc forces of the Kingdom of Grok, as well as the goblin forces of the Kingdom of Yob and the lizardfolk nation of Saurland, prefer to use overwhelming numbers to wear down and destroy their opponents. Hobgoblin forces tend to use their acquired information during their service as mercenaries to good use, attacking in weak spots or exploiting blind spots in an enemy’s defense.

With the forces of the Wyrmleague, many of its companies and fleets are commanded and accompanied by at least one dragon. This provides immense advantage, since many opposing forces lack that degree of power. The feuds and skirmishes between the dragon nobility of the Wyrmleague even means that their forces are used to defending against dragons as well as attacking with them.

Comparatively, the various human communities of Iorth prefer to use the methods employed by the Great Empire. Each force does their best to use the environment to their advantage. During times of war, many warships sail in groups of two or three, in order to provide better protection from attack. Many companies of soldiers are stationed at one of the well-fortified towns along the old roadways still around from the days of the Great Empire, and these forces are deployed to the site of a battle as soon as possible. In some instances, a commander will march past multiple towns toward an enemy, and collect companies garrisoned there in order to bolster the main force. Due to means beyond the level of technology at the time, simple magics allow for faster communications between a commander and the captains under command, despite the vast amount of distance that may be between them. In addition, hunger and disease can be addressed with the presence of a war priest in the ranks; the treatment of battle injuries is also dealt with easier than it would be.

The typical arms and armor for a force depends upon their role and their environment, as well as their culture. Many naval forces tend to either avoid armor altogether. However, in some instances sailors may wear light armor for some form of protection, while a ship’s contingent of marines would use light armor or medium armor along with shields. Spears and tridents may be used, but most weapons are compact and light to allow for easy use on the deck of a ship. As such, crossbows and short bows are preferred for ranged personal weapons, though a ship may have a “master archer” (equivalent to an expert sniper) who will take post at an advantageous point and use a longbow (for its greater range).

For many armies, light infantry are provided helmets, shields, light non-metal armor, and spears. These soldiers often choose their sidearms, whether they are daggers, hand axes, clubs, maces, short swords, light hammers, or the like. Heavy infantry is supplied munition-style metal armor with a helmet, a shield, a dagger, and a stout sidearm such as a longsword, war hammer, battle axe, war pick, morningstar, flail, or the like. In some instances, soldiers may have a two-handed weapon or polearm. The arms for light and heavy cavalry are comparable, though with some differences. Light cavalry will often consist of mounted archers with short bows, enabling them to serve as skirmishers, scouts, or pathfinders. Heavy cavalry will have lances, resembling knights in most instances.

Archers would appear similar to light infantry, except that they are typically equipped with a longbow or some form of crossbow. These forces would often be protected by infantry bearing polearms, in order to fend off attacks on the archers in order to limit the offensive capability of a force. Engineers also could be mistaken for light infantry, but their job is to focus on operating siege machinery, building and maintaining defensive structures, as well as sapping enemy fortifications.

Whether as part of an army or a navy, spellcasters serve their role in the defense of a community. In many cases, most spellcasters simply serve as an equalizing force against the opposition; often cancelling out or protecting against any offensive spells cast by an enemy spellcaster. Because of this, there are not many battles which are decided by the presence and power of a spellcaster. This mostly holds true for forces that have unique creatures among their number. The Archduchy of Hellport is fond of releasing beasts such as hydras, chimeras, and manticores onto the battlefield to cause chaos for enemy forces. The Wyrmleague is bolstered by its dragon nobility fighting alongside its mundane forces. Some human communities are able to hire or recruit giants to fight alongside their forces. Other communities have been able to raise and train giant eagles, wyverns, griffons, or drakes to allow riders and thus provide a sort of aerial cavalry force.

The few instances when their may be a show of overwhelming magical power during a battle is when a community or region faces an extreme threat. A massive creature like a dragon or ancient giant attacking a town would be one instance, but so would be a hoard of undead warriors, or an invading army aided by summoned demons or devils. In these cases, many local spellcasters would be recruited to aid in the cause of defense, and their service would end at the conclusion of the battle.

The Prehistory of Iorth

The main chroniclers of history in Iorth, whether the ancient giant or draconic scrolls, the elder elven tomes, or even the current scribe’s treatises, all use the same reckoning of the years. For the recent eras of time, history is divided into two periods: the Great Age, the 2,000-year span of the Great Empire, and the Common Age, the 1300+ years of history since the Great Empire’s fall. Any period before that, in recent times, is generally referred to as the Ancient Age.

However, the events of the Ancient Age have been consistently recorded by older civilizations for generations. This era of prehistory has some accurate and specific records of some events, whereas other events are treated in a simple, matter-of-fact, retrospective view by chroniclers that had longer live spans than any humans or orcs, thus missing some of the critical minutae that further explain the event.

The first records of the Ancient Age were written by the giants and the dragons during the height of their globe-spanning empires. The collapse of the giant empire and the near-eradication of the dragon empire led to the general widespread cessation of regular historical documentation. It wasn’t until the rise of the elven civilizations that regular chronicling of historic events resumed. In giant and dragon histories, both refer to the times before the estabishment of the giant and dragon empires as the Primordial Age. Then, per their customs, both giant and dragon empires recorded events by noting when they occurred during the reign of their respective sovereigns. The eventual war between the giant and dragon empires, as well as involving the agents of the deities and several demigods, was referred to simply as “the War” by both sides, though elven chroniclers later designated that conflict as The Shattering, since neither empire survived the conflict.

It was also the elves who termed the era of the giant and dragon empires as the Mythic Age, then followed by accounts of The Shattering as its own separate era. After those eras, the elves typically refer to the era after as the Dawning Age. During this era, the elves firmly established a presence in Iorth with their own nations, instead of living a migratory existence regularly moving between Iorth and the Feywild. As noted from their own records, the elves and other fey were going through their own Copper Age development. The dwarves encounters with the elves, and the eventual trade that established between them, led to both cultures discovering and entering the Bronze Age level of development, as well as establishing their still-persisting nations on Iorth: the elven nations of Ardor, Eldor, and Undor, and the dwarven nation of Dwyrheim. Over time, humans, orcs, and many other cultures entered Bronze Age development themselves.

The Dawning Age isn’t clearly defined at its beginning, though it was known to end with the final conquest of all human nations by the Great Empire during its last days. The official start of the Great Age occurs on the coronation of the first Great Emperor on Newyear of 1 G.A.

The Great Age was precipitated by two critical events in human cultural evolution: the entry into Iron Age development by the old human nation of Iland, and the discovery, development, and eventual mastery of potent magical spells (7th level and higher) by human spellcasters. These two developments enabled Iland to quickly conquer its neighboring nations of Aland and Uland, thus changing itself into the Great Kingdom. After that, the Great Kingdom conquered Œland, and continued its expansion until it had conquered all of the human and halfling lands in Iorth, as well as driven out many orcs and goblins from most of their traditional homelands. This powerful global nation endured for 2,000 years until a crisis of ascension to the Great Throne led to the rapid fragmentation and collapse of the Great Empire. The year which dealt with the events of this collapse and the eventual gradual rebuilding process by several cultures is collectively known as Year Zero.

Thus, the various eras of Iorthly history as established by precident are as follows:

  • The Ancient Age (A.A.), which is sometimes divided into:
    • The Primordial Age (P.A.)
    • The Mythic Age (M.A.)
    • The Shattering (T.S.)
    • The Dawning Age (D.A.)
  • The Great Age (G.A.); 1 G.A. to 2,000 G.A.
  • Year Zero (Y.Z., or 0)
  • The Common Age (C.A.); 1 C.A. to present