Balmund

Balmund is a village currently being strengthened and walled. It is an important outpost supporting the keep at Sheerwatch to the north which stands guard over the southern margins of the Rift Canyon barrens and Sarresh to the east. Balmund is ruled by four mid-level priests of Iuz who command the 300 Urzun orcs who rotate be tween here and Sheerwatch, with 200 goblins in support. These priests are all deeply suspicious of each other and are continually plotting each other's downfall. What's more, none of them has formal command of any other, so they compete by trying to give more orders than their fellows, so as to appear to be the one in charge.

Obviously, this means that the garrisons here are very poorly organized. Worse still, there is no coordination with the forces of Iuz in Riftcrag so that attempts to hunt the bandits of the Rift Canyon are generally ineffective despite the presence here of well-trained tracking tyrgs and some of Iuz's very rare cavalry. The human warriors at Balmund have little but contempt for the priests and operate almost independently of them, raiding or hunt ing bandits as they please.

The priests of Balmund, who direct the garrison of Sarresh, do not see Urnst as a major threat since that nation was a signatory to the Pact of Greyhawk and accepted Iuz's rulership of the Shield Lands, but they are afraid of reprisal raids by ex-Shield Land folk now living in the County's northern borderlands. Indeed, such peo ple frequently cross the Artonsamay by night and ambush humanoid patrols and supply wagons, and have been successful in rescuing some of the slaves who accompany the patrols.

 

Started with a Barracks and Temple.

The Allied Townships of Reyhu (Balmund and Sarresh) controlled the most fertile land, granting them much power in this land of arid plains and sickly woods.

The old Reyhu region is administered by a quartet of clerics of Iuz in Balmund, who in turn report to either Riftcrag or Stoink (their orders are often confused on this point). Their incompetence does not eliminate the fact that the countryside literally crawls with orcs and their allies, and hence is well defended, if only by the sheer number of defenders. Reyhu’s celebrated fields lay fallow, its crucial resource completely ignored and turning into wilderness.

Balmund is a Dictatorship. The leaders are by Religious Appintment.

Balmund has the Feature -- Tactical Points, To War! .

Feature -- You earn 1XP when you fail a Lore Check

 

Level of Governement is 1

Race is Human

Population score is 30 (+10)

Economy score is 30 (+10)

Oder score is 30 (+10)

Magic score is 11

Culture score is 30 (+10)

Diplomacy score is 11

 

Stability dice is 2d4

Currently 18 stability points

Gold in treasury is 32(000)gp

Skills are Raiding, Recruitment, Administration, Lore

Currently there are 8 resources within 18 capacity

30 points to next experience level

 
Orc: 250 E. Orc: 50 Orog: 40 E. Orog: -
Hobgob: - Goblin: 200 Other: 50 Gt. Type: 12
Warrior: 250 Priest: 14 Shaman: 4 Wiz: 7
M. Undd: 170 G. Undd: 45 Fiends: 24

Note: 300 additional ores are shared with Sheerwatch.

Notes: Priests are of levels 4-10, 60% of warriors are veterans, all Greater undead are wraiths (75%) or spectres.

Orcs: Garrison notes include reference to tribal type if one type is a large majority or exclusive to that area. Tribal modifiers, as noted in the Land of Iuz chapter, should be applied.

Half-Orcs: Different tribes have the following percentages of half-ores: Urzun, less than 1%; Kazgund, 5%; Celbit, 7%; Jebli, 2%; others, 3%. Ore totals may be taken to include these percentages. For half-ores, 60% are lstlevel fighters, 30% are 2nd-level fighters and 10% are dual-classed fighter-thieves, fighter-clerics or singleclassed thieves or clerics. The DM will need to detail these unusual cases.

Elite Troops (E prefix): Elite ores are chieftain/bodyguard types as per the Monstrous Compendium (2HD and up). Elite orog also follow Monstrous Compendium rules for elites (3HD and up), as do elite hobgoblins (1+1HD, with 9hp). Other Humanoids (Other): These include gnolls, flinds, kobolds, and bugbears. The DM should consult the main text for details. Again, a minority of these troops may be elites; consult the relevant Monstrous Compendium entry if applicable.

Giant Type (Gt. Type): These are ogres, trolls, fomorians, or hill giants. The DM must consult the text for details and if none are given, the proportions are 60% ogres, 15% hill giants, 15% trolls, and 10% fomorians in Land of Iuz only, or else, they should be considered ogres.

Warriors: Warriors are human fighters of levels 1-2, but 15% of the listed total are veterans, fighters of levels 3-8. The DM should determine the average experience level to suit the campaign, save that at least 40% of warriors will not be better than 1st level.

Priests: Priests of Iuz. These do not include high-level (12+) priests, which are referred to in the main text. If there are five or fewer priests, none will be higher than 7th level; if there are 6-10, none will be higher than 9th level; if there are over 10, the leader will be of level 10-12. The DM must determine the average level of priests to suit the level of play in the campaign. Some priests will actually be clerics (15% in the Land of Iuz, 20% in the Horned Lands, 40% outside either), and lack certain restrictions and bonus powers available to specialty priests (see the Priesthood of Iuz chapter for more details).

Shamans: These are humanoid priests or shamans of goblinoid gods. To use them to best effect, the DM should consult Monster Mythology. Some 15% of these shamans may be taken to be "clerics" of Iuz of levels 1-6. Otherwise, the average experience level of the shamans has to be adjusted to suit the needs of the campaign.

Wizards (Wiz): These are human wizards serving Iuz. Wizards are 85% likely to be mages, 15% likely to be specialists. Again, the average level of experience should be determined to suit the needs of the campaign, but no wizard will be of higher level than the garrison commander (if a wizard), or the garrison's main wizard, if either is mentioned in the main text. For random determination, use the rules for priests given above.

Minor Undead (M. Undd): These are skeletons and zombies. Take the ratio as 75% skeletons and 25% zombies unless otherwise noted.

Greater Undead (G. Undd): These can fall into three categories: spectral undead (spectres and wraiths), undead with something of a mind of their own (ghouls with ghast leaders, wights), and juju zombies. Ghosts and mummies are not found serving Iuz's priests, by and large, nor are unusual undead such as Sons of Kyuss and the Fiend Folio variants. Text entries may give specifics in certain cases, or else the DM can determine the types as he wishes. Greater Undead are, of course, commanded by Iuz's priests as are minor types.

Fiends: The role of fiends varies hugely from place to place and from time to time. Fiends who form part of troop strengths, such as babau, bar-igura, etc., are noted but other fiendish presences should be checked with the main text. Fiends are very mobile, act on a whim, and Iuz may send them to a city or garrison on short notice. Thus, their numbers and roles may be vary greatly, and are subject to DM discretion.


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