Much news is to be heard as of late from the surrounding provinces of the Great Kingdom as well as from Rauxes itself. A fleet from the recalcitrant Sea Barons has been dispatched to aid the cousin of the OverKing, who commands North Province. It is rumored that this movement came down as an Imperial order from Rauxes to help alleviate the problems created by the incursions of Almor and Nyrond into the southern part of Bone March, as well as to answer the North Provinces’ call for aid against these attacks. These incursions come at a time of continued raids from the humanoid bands near Bellport who have not thrown in their banners with the Herzog as of yet. The Herzog continues to muster his forces, awaiting the arrival of 2,000 seasoned veterans of battles with the seawolves of the north. It is said that the Lord High Admiral of Asperdi is actually sending his most gifted commander to see to the raids around Bellport, reaffirm supply routes to the north, and open a solid marching front to move down the Teesar Torrent. This plan is seen as a twopronged attack, possibly with the horns protruding south from the Blemu Hills and across the Teesar to storm Knurl. In any case Knurl is being fortified against any advent and the armies of Nyrond and Almor are waiting.... At Rauxes, all is astir. Recently a league having association with the Arch-Cleric of Pholtus (of the Blinding Light religion) and having offices in many temples in and around the OverKing’s capital, has announced its great disfavor with the OverKing and its contempt for his chaotic deeds of the present. It has been claimed, by strong practitioners of the faith that the OverKing will not be satiated until all free people from all lands are enslaved and at the feet of his intolerable throne. In support of these claims, Emasstus Carcosa, a well-known sage and Patriarch for the high seat of Pholtus at Rauxes, has released substantial information regarding OverKing Irvid’s past. He states in a letter, supposedly sent to all Free Nations, that: “We have in our midst a devil incarnate. Hear me, people, that the thoughts of Irvid the insane are as black as his throne. We who worship the light will not stand still as the machinations of a madman destroy the once splendid Kingdom we have now grown to hate and cower in! The plans of this man you call OverKing are those of a child nursed upon the breast of lunacy!!” Carcosa went on to specify that much of the madness was created from within. In fact, it is now known that a very high-level mage who was thought dead has indeed shown up once again. He is Xaene the accursed, cavorter with demons, arch-enemy of the Mages’ Guild at Rauxes (which he could not subvert nor stand to serve), dabbler into all the arcane arts of destruction and chaos, and last but not least court wizard to Irvid. It is told that it was Xaene who spoke to the demons, the undead, the humanoids, and under threats, sacrifice, and blood-letting created early the power which Irvid controls today. It was Xaene who created the Demonic Knights of Doom, who marshal the OverKing’s armies, who convert all evils to their bolstering ranks, and lead those fanatics of the Midnight’s Darkness Clan who are in opposition at this time to the Secret League of Pholtus. Carcosa called upon all good people to heed these warnings and tribulations and rally to the support of the hallowed hall of Pholtus. He called upon all saintly religions, such as those of St. Cuthbert and of Ehlonna and Heironious, to swell the ranks of good. Shortly after making these announcements, Emasstus Carcosa was ordered arrested for treason and for subverting the state with falsified information. There has been an interim period in this affair, for the sage / patriarch could not be located and the followers of Pholtus would neither support nor deny what their most exalted leader had said. It is known by some, though, that forces from Irvid’s palace are scouring the capital and surrounding countryside for him. These contingents of searchers are led by: Demonic Knights of Doom FREQUENCY: NO. APPEARING: ARMOR CLASS: MOVE: HIT DICE: % IN LAIR: TREASURE TYPE: NO. OF ATTACKS: DAMAGE/ATTACK: SPECIAL ATTACKS: SPECIAL DEFENSES: MAGIC RESISTANCE: INTELLIGENCE: ALIGNMENT: SIZE: PSIONIC ABILITY: Attack/Defense Modes: Very rare Variable (see below) Variable 12” on foot, 21” mounted (see below) 4-10 hit dice + Nil Varies (see below) As level plus special Per weapon type Nil Armor absorbs heat-based attacks Standard Controlled, but exceptional Chaotic evil, neutral evil, or lawful evil L (6-7’) Nil Nil These Knights appear as normal men with undistinguishable features, their faces hidden by visors. They always wear gold-plated armor, in defiance and mockery, it is said, of those aligned lawful good. They will appear mounted or on foot depending upon the type of unit they are leading, with that variability described below. These controlled servants of the OverKing and Xaene were created by the two wizards to marshal armies and to convert all whom they encounter, by the sword or by fear of death. 4th - 5th level: These generally serve as captains of forces of from 100-200 lower-level soldiers. They use +1 swords. Their +1 chain mail absorbs 10% of the damage from any heat-based attack. 6th - 7th level: These knights are greater captains, or colonels, in charge of contingents ranging from 200-500 men. They use +2 swords, and their +2 chain mail will absorb 15% of the damage from heat-based attacks. 8th - 10th level: These are the generals of campaigns, leading armies of 1,000-4,000 men or more. They wear +3 plate and wield +2 two-handed swords. Their armor absorbs 20% of the damage from heat-based attacks. It is rumored that there are but five of these generals, and the toughest of the lot is a 10th level knight who rides a horse that spits flame. 11th level and up: There are only two Marshals. The greater of the two serves the Northern and Eastern Provinces. He is armed with a sword of cold and +3 plate. He is said not to fear fire of any type. The lesser Marshal, serving the Southern and Western Provinces, is armed with a mace of disruption +4 and is armored in +3 plate. The latter Marshal is at this time much in the consul of the Holy Censor of Medegia. It is rumored that the Marshals can withstand all fires but dragon breath. These knights all have scores of 15 or better in each ability. Though none of them has done open combat within the recent past, it is highly rumored that some of the generals and most definitely the Marshals have superhuman strengths and constitutions. The makeup of any unit the knights are leading is detailed below. They always lead troops of veteran to elite status, and will always have a varying number of personal guards (5-15% of listed troop numbers) of levels 2nd through 4th. These retainers are said to be the hand-picked troops of OverKing Irvid himself, which he entrusts to the knights to send on special missions of raiding, spying, etc.; thus, they gain +1 on all morale checks during such missions. They generally come armored as the type of unit they are assigned to, but the 4th level retainers are typically bedecked with +1 weapons and armor. Unit composition 35% cavalry, as follows: 10% light horse scouts with swords, spears, leather or studded leather armor, target shields. 15% medium horse with swords, lances, chain hauberks, kite shields. 10% heavy horse with lances, bastard swords, full plate or plate mail, kite shields. 50% infantry: 10% light skirmish type with assorted light swords, axes, maces, no shields. 20% medium foot with long swords, spears, maces, chain hauberk, no shields. 10% heavy foot with bastard swords, long spears, assorted pole arms, chain mail, and shields. 10% armored foot with halberds, pikes, assorted pole arms, full plate or plate mail, no shields. 15% Missile: 5% light archers with short bows, spears, short swords, leather jerkins. 3% light crossbowmen with light crossbows, short swords, axes, leather jerkins. 2% longbowmen with longbows, swords, leather armor. 5% horse archers with composite bows, swords, studded leather armor, target shields. Some popular or notable units include the following: Heavy Foot regiment: Symbol is a bronze baboon, and the mode (color) of dress is colored saffrons, chocolates, and bone white. This regiment is known as the “howlers” when they go into combat, for they howl and scream, causing many a non-battle-ready foreign unit to retreat in dismay. Medium Horse regiment: Symbol is a tan horse, and dress is black and aquamarine. This unit is known for expertise with the javelin while either mounted or dismounted. Their nickname is the “bolters,” for they are hard to keep from charging into a fray once the battle has been joined. Horse-Archer regiment: Symbol is two silver arrows crossed upon the colors of ebony and scarlet. These warriors are very accurate with their composite bows and are called the “pointers,” for they always lead the way on campaigns and skirmish missions. Note: The assigning of these names, colors, etc. was made easy by the application and use of the Dungeon Masters Guide. Though a wealth of material dealing with the armies of the World of Greyhawk will be published in the future, there are always units from the Great Kingdom (or any land, for that matter) forming, reforming; or disbanding, so the want for new unit types, names, and colors along with the units’ distinctive features and / or capabilities are always needed and helpful to both the miniature collector or to those players and / or DMs who wish a more realistic tone to their assorted “paper” armies.