Belvor IV has always maintained the House Regiment at Chendl, a force of heavy infantry which numbered 150 men before the wars and is now 400 strong. In addition, the town Watch-militia are skilled light infantry, veterans of the epic siege of Chendl during the war. Belvor also has mercenary forces stationed in Chendl. These include a few Vesve woodsmen, and a contingent of Velunese soldiers. By tradition, the noble ruler of each province has always maintained a small standing army. Before the war, the total standing forces were roughly 6,000 for the entire Kingdom. Most provinces tend to have a specialist troop type which was a pride of the province. The heavy cavalry of The March and Littleberg were fierce rivals. The stamina of “The Booters” (or “Bootmen”) of the Reach was legendary. These light infantry were said to march 30 miles a day, and then wake smiling at dawn and put their boots back on ready tomarch again.

Matters have changed drastically since the wars. Nobles maintain larger standing forces, especially in the north. These troops are expected to perform other duties like serving as militia and work crews to help pay for their keep. Most of the veteran soldiers are war weary. Their morale is fair, but most have seen too much bloody death and carnage to have any taste for more. The veteran fighting men need rest and relief, and their officers know it. These are valued troops, and they are in short supply. The defense of cities and castles can hardly be left to novices.

Peasant levies are ready for mobilization at a few hours notice. They are poorly armed and armored, but their morale is fair and they are determined. Most villages have all able-bodied folk conducting some kind of military exercise at least once per month, on Freeday, with an instructor from the nearest castle or garrison. Furyondy’s problem is not so much that it does not have able-bodied men and women ready to fight; rather, the war cost this nation the heart of its veteran armies. It is quality that is lost to Furyondy now. When Furyondy’s armies next take the field, they may be under a new kind of organization. Belvor is using all of his influence and negotiating skills to place the armies of his nobles under his legal control for longer than the traditional two months each year. His basic aim is to transfer southern troops north to help the Highfolk and protect the border while fortifications are built, driving off the humanoid skirmishes there. Since this represents a major loss of noble prerogatives and power, the noble families are resisting this effort.

Belvor is trying to take advantage of a change made during the war years when the Furyondian armies were unified under a Grand Marshal (at the time, one of Belvor’s own generals). Very cunningly, Belvor IV appointed Baron Jemian of the powerful Barony of Littleberg as his Grand Marshal, with a fine show of pomp and ceremony. Littleberg is a central province, neither north nor south, and Belvor hopes to bridge the gap with this sly maneuver. Jemian is a highly honored guest in Chendl, where Belvor exp resses admiration for his sound ideas on defense, constructions and military organization.

The Furyondian Royal Navy has its major base at Willip. The Willip Arsenal is the most impressive dockyard in all of the Flanaess, and its survival is a major part of Furyondy’s remaining military strength. Although most of the Whyestil Squadrons were sunk by
Iuz’s forces, the Willip Squadrons are still strong and powerful on the Nyr Dyv. Financing the Navy is a real drain for Belvor, but it has to be done, and Urnst and Greyhawk both help with this.

Furyondian Garrisons and Patrols
The following designations are used in the troop listings below. The Dungeon Master may customize and add detail as he or she sees

LI (Light Infantry). Men are fighters of levels 1-2. They employ leather armor and shield, 50% have short bows and arrows, and all have one hand weapon (spear, broadsword, 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 50% of the men have spear or light halberd, plus padded leather armor.

HI (Heavy infantry): Men are fighters of levels 1-2, employing 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+. Morale is 14, or 12 if officers are slain.

LC (Light Cavalry): Men are fighters of levels 1-2, wearing 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. Medium 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 bastard sword plus lance as weapons. They also have a footman’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% wear field plate as opposed to ordinary 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 6 hp per die. Elite units of any sort are 50% likely to have an expert animal handler with ld4 + 4 War Dogs (50% likely to have chain barding).

Specialist Units: A few units will be referred to as “woodsmen,” “rangers,” “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.

King’s Troops: Some units are given the notation “(King’s)”. 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 commander unless his king’s orders expressly forbid it. For instance, such an officer would not 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 COMPENDIUM entry for “Men.”

Patrol Strengths: Along the Flare Line and Royal Highway, a patrol is comprised of 20 +2d10 men and ld4 + 2 6fficers. Along the Veng, a patrol is comprised of 10 + 2d10 men and ld4 + 1 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% along the Flare Line, 67% along the Veng and 17% elsewhere. Any patrol may have a mage of level 1-6 with them also; this chance is 33% along the Flare Line, 50% along the Veng, 10% elsewhere.

River Vessel/Naval Militias Riverboat militia are regarded as naval militia. Naval militia are of levels 1-2 if men, 3-10 if officers. All naval militia wear leather of 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 264 + 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.

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 garrison 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.

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, 100 HC
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 U=, 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 Velunese EHC (King’s). Note: 550 troops here are seconded 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 seconded 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, +10*
Littleberg: 100 LI, 100 MI, 50 EHI, 250 EHC
Pantarn: 30 LI, 30 EMI, 10 EHI, 50 EHC
Other troops: 970 LI; l00 ELI; 300 MI; 50 EMI; 100 HI; 50 EHI; 100 LC, 100 MC, 150 HC, 150 EHC. Notes: 750 troops are seconded to northern provinces. (*) – 10 Highfolk elven irregulars (fighter/wizards, fighter/priests, etc.).

Duchy of the Reach
Baranford: 100 LI, 50 MI, 50 H1 (King’s)
Carnalion Mines: 30 LI, 30 MI, 40 HI, 30 Mountaineers, 30 LC
Caronis: 50 LI, 50 HI
Dapple Wood: 50 LI, 100 Woodsmen, 50 Longbowmen
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) plus 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.

Naval Forces
The Furyondian Royal Navy (all King’s troops) comprises eight Great Galleons (warships) with crew strength 150 per vessel, 16 Heavy Caravels (crew 60), 14 Caravels (crew 50) and 44 assorted river vessels (average crew strength 25). Some 500 reserves are based in Willip at any time, as are the crews of the two Great Galleons and four Heavy Caravels in port at any given time. Light Caravels may rest over here or in one of the strip ports, though the latter mostly service Velverdyva river vessels. No naval forces are currently seconded to any provinces.


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