The Army of the Republic in Fineberg [Archive] - Wizards Community

Post/Author/DateTimePost
GoriceXII

03-21-07, 10:44 AM
I'd appreciate any thoughts, reviews or input on this entry which is a more in depth look at the forces defending the besieged city of Fineberg.

The Army of the Republic
Note: all regular soldiers are paid, provisioned and housed at the expense of the state, though the housing tends to be bare minimum barracks and obtaining a billet is considered preferable when possible.

The Army of the Republic generally has the following branches:
1. The Infantry Regiments. These consist of 400 crossbowmen and 600-800 pikemen, all sworn to at least ten years of service, though a full twenty guarantees land/property. There are four of them in the New Edomite Army, each commanded by a Colonel, a Lieutenant-Colonel and a Major. These tend to be of the patrician class and along with other officers provide their own mounts, arms and armor. One of these, the 4th Infantry Regiment, is in Fineberg. They are among the best soldiers present.

2. The Cavalry Squadrons. These consist of 500 medium and 100 light cavalry acting as scouts. They are generally armed with lance, sword and javelins. Because there are only 4 such squadrons they tend to fight in a dash and wheel manner rather than rushing in to directly engage the enemy--unless it is to their distinct advantage to do so. Half of one squadron is currently in Fineberg. The Squadrons are commanded by a Lieutenant-Colonel.

3. The Light Troops. These are mounted or foot units of scouts, skirmishers and foragers who are generally recruited from border folk, barbarians and half elves/half orcs who are usually people existing in the wilder areas of the Republic. Mostly their commanders are rangers or rogue scout types. While they are permitted one weapon of choice they must be expert with bow and crossbow, good at tracking, hunting and survival and intelligent enough to make reports. There are six companies of light troops, about 50-100 in each: Axeman, Bowman, Crow, Dragon, Eagle and Fox are their designations. (numbers being less inspiring than totemic animals to the types they were recruiting) One such company, Fox Company is within the walls of Fineberg.

4. The Engineers. Six companies of engineers, consisting of skilled guildsmen (architects, miners, siege engineers), dwarvish or gnome advisors, and journeymen of the guilds including masons, carpenters, miners, wainwrights and so on doing a year's service as the rank and file. A small corps of dwarvish trained siege engineers consists of about five hundred, who are divided into companies of six, each given to one of the Directional Armies. (North, South, East, West) Militiamen swell the ranks when necessary, these militiamen being men and women of the appropriate skills required. The Sixth Company of Engineers is in Fineberg, forming a cadre of 150.

The Militia of Fineberg
Fineberg's citizen charter enables roughly 300 militia to be formed from the citizenry able to provide the time for training, arms, armor and mounts as need be. A certain number of bowyers, armorers and fletchers and the like are tax exempt for providing a required amount of crossbow bolts, spears, etc per year for the city's armory.

Fineberg divides its militia normally into a mounted company and a foot company, both of which are splendidly equipped and dressed. It is a matter of social importance as well as glorious--after all Fineberg does border Goblinland and militiamen do actually get experience patrolling and guarding caravans or barge trains. It is commanded by a patrician citizen by tradition--either a cleric of Ishtar or a warrior--who is recognized as being brave, wise and honorable as well as able to lead others in battle. The commander must also be fully familiar with the defenses of the city, the history of past attacks and be a person of moral bearing who owes no debts. In the present case it is Julian Shalmaneser, a man in middle years who did good service as a company commander before.

Fineberg has also raised four other militia companies from among the peasants who fled the approaching enemy and became refugees in the city walls. While most of these did man at arms service before they are not really as well trained or cohesive and so officers of the city militia and the Republic have been instructed to train and prepare them. These are all foot troops, armed with bows/crossbows, pikes and armored with simple leather jack.

One part of the militia consists of fishermen, bargemen, whalers and merchants who have formed a naval brigade of fishing boats, trade ships and small craft--what passes for a navy for Fineberg.

The Allies 1: The Elves

Elves led by Prince Mane Andoe of Lioslinn are honoring an alliance of mutual defense against the humanoids of Goblinland. These consist of elvish infantry, which are partly longbowmen and partly spearmen, and are mostly from elvish villages of the border country. There are also two dozen windriders mounted on hippogriffs, aristocratic warriors.

Four elvish warships help secure the harbour as well.

The Allies 2: The Lizardfolk

Lizardfolk of the Snake Mound Clan made a treaty with the Republic: in exchange for arms and armor and special gifts for their leaders they would provide 150 clansfolk to help New Edom in the war. Consequently a group of lizardfolk are acting as marines in Fineberg. They are now splendidly equipped with fine swords, axes and armor made to suit their physiques. One of their duties is patrolling the canals which are a vulnerable point of defense. There are also three druids among the lizardfolk.

The Allies 3: The Locathah

A small but tough group of locathah act as a kind of underwater mounted scout force on giant eels. The locathah also help bring in food to the besieged city by driving in shoals of fish now and then. They formed an alliance following assistance in recoveing their home from a group of rapacious koalinth. The locathah are accompanied by a druid.

The Allies 4: The Gnomes

A group of gnomes largely provide assistance of the magical kind and with friendly animals used as scouts. The gnomes are led by a wizard/rogue called Rhonaby Manogan, and there are 8 other spellcasters among them.

The Allies 5: The Dwarves

Roughly 40 dwarvish miners, armorers and engineers support the defenses. Like the gnomes they are essentially part of an expat community and see the city as theirs to defend as well.

The Temple of Ishtar

The High Priest and High Priestess have provided clerics to every area of defense to act in the various capacities clerics are capable of. The High Priest is also ready to take to the field if need be. (the High Priestess is confined being with child at this time) They are able to provide one mid level cleric and two low level clerics to each company in service.

The Temple of Osprem
This temple is located near the harbour and is mostly involved with helping feed the people by means of the waters as well as helping to secure them. It is much smaller than the Temple of Ishtar and has fewer clerics, therefore its assistance is more specialized.

The Wizards
Lord Aholibamah is the most powerful wizard in Fineberg currently. There are roughly ten other wizards, all of whom are either using magic to gain intelligence or prepared to assist in sorties against the enemy.
taradusis

03-24-07, 04:29 PM
Does the army issue uniforms.Is there a fineberg flag or coat of arms.Does the fineberg militia have a standard mess kit?What famous battles have the militia lost or won.RANDOM THOUGHTS
GoriceXII

03-25-07, 04:28 AM
The regular army does issue arms and armor done to certain specs and also badges, cloaks, tabards, etc that are standard issue. The standard of New Edom is three white stars (representing the founders of the Republic; Touchstone, Aholibamah, Sif Finnhald) on a dark blue field.

The coat of arms of Fineberg is a black tower over wavey blue lines on a gold field.

Battles

Battle of Highport (recent) General Carmel led units of the regional militia plus regular army in victory over assembled hobgoblin and allied humanoid forces at the ruined river town of Highport, critically damaging Duke Anderman's ability to raise a much larger army of humanoids than he has, shattering the Goblin Confederacy in a blow by killing a number of key leaders in battle. This typified the General's tactics in luring enemies to their doom and using their own strength against them.

Battle of Long Spit Goblin raiders ambush the Fineberg fishing fleet with concealed boats in the reeds, using fire arrows and magically enhanced attacks. Fineberg militia led by Sandwell Croy the Elder manages to enable the fisherfolk to withdraw. Other than that the engagement is a stalemate.

Battle of the Feast of Tammuz During the Revolution (against the tyrant King Obed) a climactic battle took place on the Feast of Tammuz between rebellious militiamen and the King's Guard. Essentially the city militia were all on duty and the city in a festive state, with many people in costume or drunk, many free from regular toil. A small boy, Julian Shalmaneser, hiding in a loft, watched as the militiamen used a pike formation to defeat the King's Guard cavalry in the streets--which ran red with blood and were strewn with bodies soon to be stripped by either those eager to join in the fight or those rogues who wanted to fill their pockets.

Aholibamah, a wizard of some repute, Touchstone, a Fool, and Sif Finnhald, an ex-gladiatrix, used trickery to gain control of the gatehouse of the Donjon and give it to the rebels. Pro-royalist priests of the Temple of Ishtar attempted to regain control of the defenses but were defeated by Aholibamah's magic. (and later publically strangled for betraying the people)

First Siege of Fineberg A little less than a generation ago another army of goblinoids came across the river to attack Fineberg. Unlike the present siege escalade upon escalade came for several days, as nearly every able bodied person took to the walls and towers, hurling everything from arrows to beehives at the enemy. Lord Aholibamah was not present--at the time he was leading a mission elsewhere. However Carmel was present as a captain of rangers, leading sorties against the enemy. In spite of the ferocity of the attacks and the fact that the goblins briefly gained part of the city and the walls for a day, ultimately the enemy were defeated.

The War of Lord Etherlay's Folly Lord Etherlay, a Lord of the Council and Lord Commander of the Militia following the Republic's dawning, led an expedition to 'punish' the goblins following the First Siege. In large part this expedition consisted of militia from Fineberg and such towns as Sterry and Corvalis. However it resulted in almost continuous raids and attacks, weakening the column and gradually forcing it to retreat across the Silver River back into New Edom.
Following this Column Commander Dunsinaine proposed changes to the structure of the militia and also the formation of a regular army of volunteers--a small but solid and disciplined force that would maintain three border positions and one reserve one.