Trallant - Army of Iuz

Trallant
Orc: -E. Orc: -Orog: -E. Orog: -
Hobgob: 600 Goblin: 220 Other: 80 Gt. Type: 12
Warrior: 150 Priest: 8 Shaman: 8 Wiz: 11
M. Undd: 60 G. Undd: - Fiends: -

Note: Minor undead are zombies, 75% of Greater are wights. All undead are in Fleiehshriver, not the camps.

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

Note: Few means 1d6.

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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