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How many soldiers should protect a capital city?

dcollins

Explorer
psychic mind flayer said:
How many soldiers should protect a capital city?

From the DMG, D&D standard is that 5% of the population are warriors on standby militia capacity. About 1/3 that many are in active guard.
 

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You know I've been thinking, since the country is bordered by so many evil races, shouldn't there be less people? And it is pretty small too... Should I lower the city's population? Hmmmm... The country is basically the last outpost of civilization (the rest of the good countries are to the north, evil ones are to the south), so wouldn't peple feel more comfortable up north? Do you think there should be less people?


All suggestions are appreciated.

Thanks:) .
 

Firael

First Post
*khm* Yes, but look at Gondor. Also bordered by several hostile races. One ruled by a Epic Level Demigod. And I don't think they had much problems with people living there.

I say just have them Dwarves and Elves hold back the enemies while you teleport to their capitals and slay their leaders :D Also consider having your party wizard summon some Balor's or Solar's or whatnot.
 



Aust Diamondew

First Post
psychic mind flayer said:
Also, the city is set into a large mountain that protects it from attacks from behind (caverns in the mountain also serve as escape routes in case the city is conquered). To one side there is a large forest filled with elves, druids, and rangers. To the other, there is a lake in which reside many sea creatures (most friendly). The only way to approach the city is from the front, where there is a large area encircled by a stone wall, and then the wall that grants access to the city, where enemies would have arrows rained down on them.

Don't count on attacks not comming from across mountains, forest or lakes. In WWII the Germans cut through a forest that the french didn't think they'd be able to get through by passing the massive defenses they had built.
The Mongols invaded Persia by crossing a vast desert in the coldest of winter that the Sultan believed they wouldn't have been able to.
The Romans believed that the Alps to the north of the Italian peninsula would protect them, they never expected Hannible to invade Italy by crossing them.

Examples go on and on. Terrain can help defend your empire but against any foe who's a true threat it won't stop them, in fact they might catch you by suprise.
 

Firael

First Post
For payment, take a look into the DMG's mercenary section. From there you can get the lower level prices. For higher, improvise. Think about what a level 20 fighter would want. Offer him a spacious housing and a 5000gp monthly payment + medical care.

For Paladin's and Cleric's this would be a different matter. Offer them Temples for their gods and monthly "donations" or just keep the the money flowing so the temple could survive. Wizards... They want knowledge.

Always good ways to gain free employs is to offer Land and Titles. Make that Warrior the title of Count of Elswood. Though the estate there is small and the mansion not large, It's still a "title" meaning his children will be nobles. This will give him incentive to want and protect this land. He might even have Leadership feat. or whatnot. (His wife is a wizard :) The usual lovestory.) It's all upto you. Unless your GM wants to restrict some of these options.
 

Tonguez

A suffusion of yellow
psychic mind flayer said:
My character is a Psion (telepath) 18/slayer 2. Recently, he became the ruler of a small country (about the size of France or Spain).
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does anyone else think its funny to hear France (or Spain) referred to as a small country - especially medieval france....
 
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Darkness

Hand and Eye of Piratecat [Moderator]
Tonguez said:
\

does anyone else think its funny to hear France (or Spain) referred to as a small country - especially medieval france....
*raises hand* Yeah, I was thinking the same. :)
 

Ringmereth

First Post
If you've got nastiness like that surrounding you, you're going to need more than just low-level fighters. Take 1% of the population as guards and army, just to keep order, and the rest should go towards hiring and making high level defenses. Constructs are great, since illithids can't control them or munch on their brains (due to their lack thereof). As for drow, have spellcasters on hand to create Sunbursts and such to take advantage of their light vulnerablility, and keep nasty mundane weapons on hand, as well as magical effects that ignore SR. Have cold effects ready to use against the fire-based opponents.

The best way to win is to be offensively-minded. Get lots of information on all three and do your best to limit their power by taking out their leaders and causing infighting (not hard to do with drow, and illithids are susceptible to this as well). Kill some priestesses, take down an elder brain, and drop a snowstorm over the fire-based people. If you're on the defensive, you're in trouble, but if you're keeping them on their toes, your people will most likely do fine.
 

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