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defense of villages?

taliesin15

First Post
[culled from the Common Commoner thread, from Archives]
Originally Posted by mmadsen
Real raids, which you'd expect to kill multiple people, would wipe out a 1,000-person community in a few months.

quote from phOrk
most small hamlets are surrounded by farmland, what is the encounter table for cultivated farmland?

*****
just wondering here, doesn't it seem sensible that even small agrarian villages would have some defense--thick hedges and thorn thickets strategically bordering a community, use of dogs and geese and other animals as alarms, bells and horns (as in the "Knife In The Dark" chapter in Tolkien's Fellowship)--all seems sensible to me

what about the idea high level NPCs using such small villages as a kind of stronghold alternative?
 

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taliesin15 said:
just wondering here, doesn't it seem sensible that even small agrarian villages would have some defense--thick hedges and thorn thickets strategically bordering a community, use of dogs and geese and other animals as alarms, bells and horns (as in the "Knife In The Dark" chapter in Tolkien's Fellowship)--all seems sensible to me

If Hollywood has taught us anything, it is that villages are filled with ignorant people who have no concept of defense and whose idea of self preservation is to live in an isolated area days away from any hope of military protection.

Said villagers will have no watch set up and will wait unitl their villages are overrun with barbarians before trying to escape. At that point, they will invariably expose themselves to being shot in the back with arrows or bludgeoned by a passing rider. Of course a lone orphan will get his revenge on the villianous leader of the barbarians some 20 years later.

It's good to know some things are constant in the universe :)
 

In our low(er) magic game, this very topic got a lot of discussion. How do you believably defend a village in a D&D world (even a low magic one)? Now, I'm just going to throw some ideas out there that we've adopted but I think apply well to any setting.

Location becomes very important, especially in outlying villages which don't have a larger city looking over them. The best idea is making sure you don't create any borderland villages in the first place. And if you do, making sure it's part of a larger garrison and near a defensible fortification.

Next is where to build the village itself. In outlying areas - learn terraced farming, and build your village in a cliffside, atop a plateau or some other easily defended area. Nice lowland areas are great for farming but defending it is an order of magnitude more difficult.

Defense is best done in layers. Watchtowers, hunters and outright spies keep tabs on your borders and potential enemies. If you know a force (that you think you can handle) is moving against you, guerilla warefare is your best bet to stop them. Destroy their supplies, sabotage their equipment, assassinate their leaders and try and demoralize them in any way possible. At the same time, communication is all important - make sure the village knows what their up against so they can prepare properly, including getting word to reinforcements from larger settlements.

The next layer of defense is controlling where enemies come from. IOC, villages often create huge surrounding fields thick with a combination of tall bramble bushes (they can grow to 8' high or more and are virtually impassible), marshy ground and "junk" trees (thin, but fairly tightly spaced). Force enemies to come down the path you choose - then trap the hell out of it. Create small crawlways in the bramble fields to position archers flanking a road throught them who can then attack from concealment and cover. Have large trees lined up just off the road in that you can chop down and set abaze. If done stealthily enough you can break up enemy lines as they come into the area. There are all sorts of things you can do if you can control where your enemies are coming from.

If the enemy hasn't given up yet your village, if built properly, is in an elevated and well defended position. Everyone should learn how to use a bow and IMC, we have a couple of good feats for trained groups of warriors to use against powerful opponents - coordinated missile fire and coordinated melee attack. There are plenty of giants and giant-sized monsters IOG, and these feats are invaluable in allowing low-levellers to become a credible threat to those, that individually, they'd only be fodder for.

Moats (with oil if you can do it), spiked pit traps, criss-crossing tree spikes (slows forces down) all help. One village IOC which faces regular giant attacks has these temporary log walls they can erect in a staggered fashion in the field in front of their village - right behind their moat. They are 15' high and you can line up 4 men on 3 levels who then fire through arrow slits. That means means 12 men can attack 1 giant at close range if necessary - even with spears. The log walls are strong enough to stop regular boulder attacks for a short time after which they light them on fire and retreat to the next staggered line of walls and continue the attack.

Villages should always have an escape route. If you can build it, create a tunnel that leads out the most fortified hall to a safe area. A hidden crawl path through the bramble fields, a pass throught the mountains or to a river, etc.

Hell, I could go on about the defense of the village itself, but I think that's plenty for now...

Cheers!
 
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Guildcraft from Bastion has a PrC that is specific to a community that is always looking for invaders. It has some advice on the subject in terms of how the community acts.
 

My own take on this:

Define who you want to defend the village against. Almost no village will be able to stop an army. That's why, when Sauron's hordes cross the Anduin or Saruman's orcs burn the westfold the villagers retreat to the Hornburg or Minas Tirith. That is one of the functions of a city. Nor will villages be able to stop dragons. If a dragon worthy of the name wishes to destroy a village of a few hundred people, he will. After several dozen such villages, he may attract the attention of a knight and be defeated but that's only after several dozen villages.

Then again, armies and dragons are hardly the only things in the D&D world and they're both fairly rare. What a village really needs to be able to do is defend itself against the orc tribes from over the hills or the viking raiders from the north sea. That means defending themselves in small skirmishes against groups of warriors who have come to raid and pillage rather than to conquer or destroy completely. So, there are a number of strategies that villages will employ in order to survive.

If the raiders take a predictable path (vikings come from the sea, and orcs might come through a pass from the mountains) they probably set up a watch on that particular path along with a signal fire. Even if their foes don't have to take a particularly predictable path, they probably have a watch set up and a signal fire--they just don't get as much warning out of it.

Now, for the defense of the village itself. Some villages will have fortifications. All of them won't, however, and a lot of the village's population will live outside of the fortifications even if they do have fortifications. So, the first order of business will usually be to retreat to relative safety with such goods as can be easily carried. The farms may be burned but they can be rebuilt. (There's a reason that frontier villagers tend to be hardy and persistent folk--they have to rebuild every so often).

Finding a raised piece of land for the village is a good start for defenses. If there is a hill near the village, it's probably where the fortifications are. It's probably also where the village granary, etc is too. If you're going to keep the village's stores, you're going to keep them somewhere where they can be defended. Now, the fortifications may surround the central village or they may just defend a small fort on the hilltop. Sometimes, the village won't even have a full-time fort and will, instead, have a building that doubles as a fort. I visited a cathedral in England--Lincoln cathedral IIRC--that was built with such a purpose in mind. (It was interesting to see the guard rooms and the holes for pouring red-hot sand on intruders in the gates of a church).

The fortifications themselves will depend upon the terrain. A ditch and dike is probably the easiest in most climates and will form the basis of a lot more defenses later. The ditch helps to break up charges and make a short wall more effective even if it isn't filled with water (becoming a moat). A palisade on top of the dike will make it more secure and is a lot easier to build than brick or stone walls. The palisade might be wetted down to keep it from burning or it might be covered with wet hides if there is time to prepare. A few towers or platforms for firing arrows from behind the palisade would be helpful and would probably be the next thing built.

It's likely that a frontier village is filled with the kind of self-reliant people who are handy with bows or crossbows anyway, but in a village that has to take thought for its defense, it's likely that they'll require all men to learn how to use a weapon in defense of the town and will keep at least some small stockpiles of ammunition in whatever location they've made defensible. In a small D&D village, this might easily be as simple as several hundred extra war arrows or crossbow bolts. If everyone brings their own crossbow, that's what will be most needed. In more prosperous areas, however, it likely includes a small supply of simple weapons as well as ammunition and maybe even some armor. The weapons will be selected on the basis of local skill and cost. A D&D village might have some spears or longspears (Commoners get proficiency with two simple weapons and, IMC, that's usually spear or longspear and light crossbow) and light crossbows. If there is any armor, it's probably leather or padded. (Cheap and no armor check penalty means that proficiency isn't required). Areas with militia as a regional feat (ala the FRCS Dalelands Militia feat or the Player's Guide to Arcanis Milandesian Canton feat) will usually stock equipment suitable to the feat. So, Dalelanders would stock arrows for longbows rather than crossbow bolts, and Milandesians will have halberds rather than spears. For the sake of simplicity, I would say that most regions will have one missile weapon and one melee weapon. The stockpile would probably also include a number of heavy wooden shields (cheap and efficient) though commoners would IIRC need to spend a proficiency to be able to use them properly.

Good missile weapons:
light crossbow (expensive but the most effective simple ranged weapon)
sling (cheap and, if you're willing to use rocks rather than bullets, you can save money on your ammo stores--most stores, however, would probably be bullets. If you're going to build a space, you want to store something good in it).
javalin
shortbow (sure, it's a martial weapon, but human commoners have two feats and this could be one of them. Historically, a lot of commoners knew how to use bows and they're easier to build (and cheaper) than crossbows too).

Good melee weapons:
Longspear (Especially in areas where size: large attackers might be common or in highly organized areas where men would train to fight in units)
Spear (solid damage and crits, set vs. charge, cheap, efficient).
Morningstar (again, cheap and efficient)
Dagger (more for people who want to carry a concealed weapon than for general fighting, but it might be a good depiction of the sax, etc.)
Club (it sounds very basic, but they're cheap and easy to make and some cultures actually did make extensive use of clubs in war).

Though categorized as simple weapons, maces are second only to swords in symbolizing authority, etc, and would probably not be the first weapons of commoners--in D&Dland or anywhere else. Furthermore, they use a lot of metal and are not as cheap as some other alternatives.

As for the leadership of the village/town in times of crisis, if the town is organized, there would probably be a militia or muster leader with some levels of fighter or warrior. Odds are good that this individual spent some time in one army or other as a recruit or a volunteer. The militia might well be organized along military lines and trained in the usual tactics of the day. (In the German peasant rebellion of 1525, the peasant armies were organized along the same lines as mercenary companies of that day... because most of the leaders were former mecenaries. The biggest difference between the peasant armies (which came from mostly villages and towns) and the princes' armies was that the peasant armies had relatively few cannon or trained artillerists and those all came from the larger towns).
 

Historically, small villages were often adjacent (a few miles from) to some sort of small fort (in more feudal times, this was the demense of the lord that rules over the commoners). In frontier areas/marches/coastal areas this continued up until just a few hundred years ago.

In my current frontier based game, raids play a fairly big role, and as such I took the loose fort and village system in popular use during the late 18th century as a model. This past year the wife and I visited Manker's Fort in Tennessee, and I've gone as far as reporoducing the fort wholesale in the campaign.l

From everything I've managed to find, such a system would involve farmers using the fort as a fallback point in more dangerous times, using its thicker walls, rifleman's nests (or archer's nests), and hardpoints to fight off raiders. Such a fort would have a small house, an "inn" (really just a building with a table for eating, a firepit for cooking, and a building wide loft for sleeping - the one I saw might sleep two dozen at most), an open air smithy/workshop, and very little else. The whole structure was about half a football field in size, and could probably fit 75 people in tents and such if necessary.
 

You also have to remember that most commoners, speaking historically, did not have decent weapons nor know how to use them. They were more concerned with survival and making it through the next winter.

When an armed and armored man walked into town. Most weapons the commoners had could not penetrate or even hurt the man. Numbers could swarm him but many would die in the process. And as before they had to survive to feed the family.

As for the thickets and bushes. That is not a bad idea, except remember fire was problem. And a thicket would help spread the fire.

Many villages did use dogs and geese.

An excellent series of historical books is the "Life in a medieval ***" series. There one life in a village, castle, town, city. It describes exactly how people lived there lives and how it was a constant struggle.
 

Widowmaker said:
As for the thickets and bushes. That is not a bad idea, except remember fire was problem. And a thicket would help spread the fire.
Actually, you create the surrounding thicket so that it doesn't matter if it burns or not - it would be something you'd burn yourself if you were faced with a sufficient force determined to go through it. Not like the stuff burns real well anyway unless it's kindling dry. The cool thing is that bramble/junk tree thickets like these recover very quickly from fire - they're like weeds. And another plus is that burned brambles lose little of their defensive value - they usually end up scortched with their leaves burned off, but the vines themselves stay relatively intact. That's one thing you learn living on acreage on the west coast... ;) I had a friend who had an entire field, just as I described, and we both thought that this field would stop anything short of a tank or some heavy farm machinery designed to remove it...

Aslo, be careful when making historical comparions to medieval peasants - D&D has many, many different challenges our historical counterparts never had to consider. We'd have a much different outlook on societies in a magical and monster-infested world...

Cheers!
 
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Constructing defenses for a village- I would first consider the local lord, if he cares about his people he will have guards roaming the land, protecting them and hunting bandits. Of course the guards could be honest and good protectors but I don’t believe anyone of authority is willing to sacrifice of themselves for others without some payment.

I think it would be more common for the villagers to consider building a wall about their village, not more then a few feet high, two entrances. This would keep the animals, small children and such inside the village. Of course the bandits could just step over the wall, but they would not be able to adequately protect themselves while they did so, thus they would be forced to enter through the gate.

As far as weapons they would use farm tools.

Now if the villagers had lots of problems with bandits and such they would learn how to use weapons aka farm tools and they would more then likely develop tactics with their fellow villagers.

Consider the aged soldier that retires back home the teacher and wise man of the tactics though he might not have risen above the equivalent of a private he would still have more knowledge then the life time farmer.

Something I wanted to touch on- assuming that the authorities will protect you is comical. You are responsible for your own safety, if you don’t think so walk into a rough neighborhood and pick a fight but fifteen minutes before you do call 911 and say your being mugged. See how long it takes the cops to get to you and protect you. Villagers knew that back then (not about 911). Maybe this will help- send junior off to ask the local lord for help, it’s a ten minute run there then thirty minutes to get the soldiers ready and fifteen for them to get back to the village (running in armor with weapons- nah, they will march at best), hell your cleaning up the mess by then and the bandits are long gone.
 
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IMC, there are three main types of threats to the average village: monsters, raiders, and armies.

Villages tend to be a little more compact and fortified than in RL because there are deadly monsters that lurk out in the woods. Even in highly civilized areas, there will still be forest with a chance of meeting smaller beasts and monsters. Outside of such areas, the wilderness will begin very closely to the village and its farm lands and chances of running into large creatures might happen. The village itself is usually fortified with a ditch or wall and watch. Dogs or geese might be used in the defence and once the alarm is raised, then the village militia will try and fend off such creatures if possible with missle weapons and long spears. Outisde of the village, most houses and even huts will be simple but very study build with doors and shutters that can be locked from inside. If encountering things in the woods, the best thing to do is run or hide even at sight of tracks from such a beast. Once the village is warned, then the local lord, cleric and maybe ranger will go out and hunt down things whose territories get to close to civilization.

Radiers almost offer less of a threat to commoners. The tactic used most by all but the feircest is simply to not resist. Commoners are typically seen as treasure generators and although they'll be robbed and abused, they'll usually be left alive and maybe even with some of their equipment and stores if they don't resist, so that they can be there to rob and abuse next year. This includes most humanoids tribes who also ignore non-combatants if simply raiding. Any active defence is left to the local lord and whatever forces he can muster.

In the case of armies, they simply run away. If the local lord has ample fortifications, they can sometimes seek refuge there, but unless the area is of good alignment, such fortifications usually aren't built or supplied to handle lots of refuges and their property and animals. ANother, possibly better, solution is to run deeper into one's own country and become refuges. With enough warning most of the household can be packed up and taken with them down the road inorder to outrun the advancing army. Barring those two options, the next thing is to run into the wilderness and take your chances with the monsters. Some villages might even have caves or hide outs built out in the woods or hills for such occations that are hard to find. Most armies are busy trying to find other armies to fight and don't have the time or manpower to hunt down commoners in the wild. However, there are always deserters, thieves, and the losing side's forces after the battle to worry about.
 

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