The Principality of Oraving

Principality of Oraving

The largest faction in the Autumndim Vale. Overlord Atheldard officially rules all the land between Oraving and the Sea, though in practice this is limited to the twin cities of Oraving and Hriving, the outposts of the Order of the Eye of Law, and a few forts and villages. He has not so far concerned himself with the problems of the men of the Trollwood, even though technically they should be his subjects. 

Settlements & Garrisons

Oraving (028,021) – Class III Settlement

  • The Red Legion: 2 Companies of 120 Heavy Infantry C/each (spear, sword, chain, shield), good morale, each led by a 7th Level Human Fighter
  • Heavy Cataphracts: 1 Company of 60 Cataphract (composite bow, lance, sword, shield, plate, lamellar-barded medium warhorse), led by a 7th Level Human Fighter

Hriving (027,019) – Class IV Settlement

  • The White Legion: 1 Company of 120 Heavy Infantry C (spear, sword, chain, shield), led by a 7th Level Human Fighter

Citadel of the Eye of Law (028,018) – Class IV Settlement

  • The Hand of Law: 1 Company of 120 Heavy Infantry A (mace, shield, banded), led by a 5th Level Human Cleric
  • Crusader Pilgrims: 4 Companies of 120 Untrained Conscripts/Militia/each (spear, club, no armor), each led by 3rd level Human Cleric

Abbey of Igolb (030,011) – Class V Settlement

  • Armed Sisters: 1/2 Company of 60 Heavy Infantry A (mace, shield, banded), led by a 5th Level Human Cleric
  • Relics of Igolb: Bronze Golem (cannot leave Abbey)

Fort Arbelving (026,012) – Fortress

  • 1 Company of 120 Light Infantry C (Great Axe, Leather) led by a 5th Level Human Fighter

Ardyle (026,013) – Class VI Settlement

  • 1 Company of 120 Untrained Conscripts/Militia led by a 3rd Level Human Fighter

Sundamar (026,015) – Class VI Settlement

  • 1 Company of 120 Untrained Conscripts/Militia led by a 3rd Level Human Fighter

Special Rules

Since they control the passage of the Lake and are excellent watermen, the men of the Principality of Oraving can use the Lake itself to move up and down the Vale. Troops starting the day in a hex adjacent to the Lake can move 4 hexes via water per day. 

Commanders of 5th Level and above may spend 3 days in any settled (farm) hex raising recruits. When they do, they raise 1 unit of Militia. This can only be done once per hex.

Reinforcements: Once per week, each settlement of Class V and above receive 1 random unit.


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