There's also the point that the Vikings came in the hundreds. It wasn't ten guys in a boat. And, by and large, they stayed in England. There's a reason that we add "s" to the end of plurals and it isn't because of the native English population.
TheHobgoblin - umm, there's no need to get quite that excited. We're having a nice conversation, so, let's not ruin it by being rude. Everyone's a friend here.
But, that's my point. You're saying you can win with 10 orcs. Sure. Maybe the first time. Heck, maybe the second. But, 10 orcs vs 20 commoners? Yeah, there's going to be dead orcs in just about every raid, simply because I have twice the attacks that you do, never minding things like dogs, which would be very common.
And, again, why are my peasants living in an area where there is a fairly high threat of attack walking around with only clubs? But, hey, let's go with that. I'm hitting about 45% for 2 damage on average. That's not including crits, which, with 20 attacks, I'm pretty much guaranteed one crit. Plus the half a dozen mastiffs we keep around for exactly this reason. That means you're going to have at least one dead orc and probably two or three by the end of this raid.
A raid where you lose a third of your number is a failed raid.
No... they would be as threatening as a pack of wolves that could take away any and all lifestock outside your main compound, they would be able to take away all the grain they could carry. It is literally impossible for farms to keep everything of value within a central compound. If that were possible, then there would be no such thing as farms- no one would need them if having large amounts of land wasn't necessary to produce food.
Oxford Dictionary said:Definition of yeoman in English:
yeoman
Syllabification: yeo·man
Pronunciation: /ˈyōmən
noun (plural yeomen)
1 historical A man holding and cultivating a small landed estate; a freeholder.
1.1A person qualified for certain duties and rights, such as to serve on juries and vote for the knight of the shire, by virtue of possessing free land of an annual value of 40 shillings.
2 historical A servant in a royal or noble household, ranking between a sergeant and a groom or a squire and a page.
3 British A member of the yeomanry force.
Oxford Dictionary said:yeomanry
Syllabification: yeo·man·ry
noun
[treated as singular or plural] historical
1A group of men who held and cultivated small landed estates.
1.1(In Britain) a volunteer cavalry force raised from yeomanry (1794–1908).
Earlier they were more noted as archers. In fact the tiniest bit of effort with google will allow you to learn about the fact that in England freemen (including the farmers you apparently despise as 0-level commoners with clubs) were required by law to own bows and arrows and to practice with them every sunday.
So no, they are not unskilled, or unarmed. Or they would be dead, because if you'll read the OP again we are explicitly talking about a border region with hostile monsters.
Commoners are the perfect model for frontier farmers because they, like commoners spend all their time toiling the land, not honing their weapon skills or arcane lore like what guards and acolytes do.Orcs are also 2 HD creatures with armour and weapons. So the only NPCs they are flatly superior to are the commoners who, I claim, are not the correct model for farmers in a hostile area. Using guards or bandits as the NPC stats evens things out a bit don't you think?
Look you have to stop thinking in a vacuum.
Take a look at your examples, you vacillate wildly between squads of Orc ninja paratroopers who are there to carry off chickens, to massive murdering armies. Pick an example. Raids are small and do little damage, armies are slow and not stealthy. An army is responded to by forting up, a raid is responded to by a counter-raid. And if it's harvest season and they can't spare the man power for a counter-raid maybe they'll hire those helpful wanderers who just came into town.
You can complain my world is unrealistic if you like, not that you've ever played at my table, but perhaps your own would make more sense if you didn't assume all NPCs are helpless morons who just stand around waiting to be butchered.
Instead, there are vast tracts of wilderness, which may house the occasional tribe of humanoids (whether goblins, orcs, or gnolls, or whatever else) and then there are the ancient ruins left by warring wizards of a fallen empire? In each of these ancient ruins there is a thing - a stone, a well, a throne, whatever - that has a near-artifact level power of transformation. Anyone who approaches and touches said artifact, is transformed into a monster. It could always be the SAME monster for a particular artifact, or a different one each time. The humanoid who is transformed becomes the monster completely, losing all or nearly all sense of previous self, and begins to rampage across the countryside.
As do you. No "monster" which has its territory settled by humans will wait 5 years before attacking. In such a territory the keep has to be there before the farms in order for the farms to have any chance of survival. And how did it get there? How is it supplied?
Your example has one giant flaw. You forget that it also has to be manned. Who is tending the fields while the fort is build and who does so when there is a standing guard in there?... You do realize I actually gave you an example of fortifications which were built in hostile territory during a war of conquest right? if you want to look up the logistics involved I suggest doing some research. Doing some research might lead you to understand that during the middle ages there are no "full time" military forces at all aside from professional mercenaries. The nobility are as close as you get but they are also civillian officials and administrators. The bulk of armed forces in time of war are the very peasants you claim to be feeble helpless targets. And the peasant levies really were pretty dreadful. The armies made up of freemen like English and Welsh archers and swiss pikemen have a somewhat better track record.
Also the bows practiced with were the same ones carried to war. You do realize soldiers had to supply their own kit during times of war, right? Uniform, army supplied gear ended in europe with the Romans and did not really resume until the 17th century.
Hang on though. Lots of history shows forts being built first and then farmers coming second. By and large, that's how the Americas were settled. Same goes for how the Romans generally worked (and yes, that's very broad brush strokes). You pacify an area sufficiently, at least to the point where you do have a few years of relative peace to get things going, and then you bring in your peasantry to start farming and whatnot.
Is there something wrong with that model?


(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.