Great kingdom and the Knights of Doom

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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.
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