CAS

CAS
Showing posts with label City. Show all posts
Showing posts with label City. Show all posts

Tuesday, June 2, 2020

City - Verbobonc City Gates



City - Verbobonc City Gates

The city of Verbobonc has a well-maintained city wall with professional guardsmen who watch and patrol its length, but the city has not been attacked in a very long time and some laxity has crept into the prime realestate outside of the walls. In the city's recent history no giants, dragons, elementals or powerful spell-casters have attacked, nor the most recent developments in siege machinery been brought against them. The single wall is strong and well constructed, generally 40 feet high to its walkway with another 10 feet of merlons alternating with spaces for archers to fire at any attackers. No pit or moat helps to protect the wall.

The city gates are constructed as small fortifications.


Each gateway possess an inner and outer set of large and thick doorways separated by a 60 foot passageway whose roof is lined with murder holes where tar or burning oil can be poured down from specially constructed guard rooms above. A set of portcullis' can split the passage and two others can bar the front and inner gates from direct attack. 

Inside these gate fortifications is a 30 guard garrison who are responsible for wall patrols as well as watching over the gateways. At dark the gates are shut and opened only upon orders or at first light.

The city collects a small toll at these gates for incoming non-residents and all merchandise. All weapons are peace-bonded except for daggers. Flags atop the gate-house signal any trouble and can draw a quick reaction force of cavalry who are stabled near to each gate house.

Tuesday, April 7, 2020

City - City of Greyhawk Contour Map


City of Greyhawk Contour Map


Please forgive the grade-school style of my work, but I've never been a dab hand at drawing or cartography.

This map is based on the map found in Gygax's City of Hawk's novel.

The Purple is the highest elevation with each elevation depicting around a 50 foot rise, then red, green, and uncolored. The Blue represents the Selintan River. The red lines represents the city walls.

I placed the Citadel at the highest elevation. High, Garden and River quarters I envisioned as hills that had been shaped and plateaued. The University and Clerkberg areas as well. The Old City I saw as a two step plateau with a higher elevation in the center with one end containing the Old City barracks, now the Prison Workhouse.

For the most part I have seen the City of Greyhawk depicted as flat, but in City of Hawks it mentions that, "The rambling walls follow the entire complex of ridges and hills that rolled from the northern tip of Old City to where the Grey Run and the Selintan flowed together."

The colored splotches shown on this map are a very rough estimate. Within each area I see winding streets, some cliff-like areas while others rise slowly to higher areas. Some areas may have a more ridged or sculpted appearances, while many of the streets and buildings may tilt at angles in a ramshackle and shoddy construction.

Wednesday, April 1, 2020

City - The City of Blackmoor


City - The City of Blackmoor

Blackmoor lies in ruins much as it did when the first humans found it sitting on the edge of Blackmoor Bay long centuries ago. The foundations of Blackmoor are set deeper and more firmly than bedrock. They touch upon the boundary of the black abyss and the nightmare dreams of Elder Gods who were never worshiped by man. 

Above ground, though in ruins, the shape of the human city still exists. The docks are empty except for the hulks of rotting ships, some no more than masts and upper works still projecting higher than the aging quay. The Sea Market was the life-blood of this far northern city. The buildings were never tall here and have mostly collapsed within themselves, the streets are clear except for scattered debris and the clean-picked bones of those who were unable to flee the sack when the defenses failed.

The quarters and districts and inner walls exist, the Craftsman's Way burned, the great tenements of the Labor District collapsed, fallen across streets and alleys making the entire area a vast layer of wreckage; shattered stone and broken beams. The Path of Temples an open pit revealing the depth of the Undercity and the inhumanly vast greenish blocks of greasy stone which are the cities true foundation.

Tallest among the ruin is the vast cylinder which had served as castle and palace to the old kings and queens of Blackmoor. Its upper reaches empty and hollow but the blackness of its high walls seemingly invulnerable to the damage which destroyed the city.

Beneath the Castle, beneath the city, the tunnels are old, much older than the memory of the dead whose ghosts haunt the ruins. Down they go, wide, unchanging, fetid and slimed with something more than moisture come in from the Bay. The passages go down, and branch, some opening into wide plateau's or vaulting chambers while other ways grow smaller and smaller, twisting worm-like till they become so small no sentient thing could travel further.


Friday, March 6, 2020

City of Greyhawk Southgate - Southgate Bridge (South Bridge)



City of Greyhawk Southgate - Southgate Bridge (South Bridge)


NOTE:  I have used the information in Gygax's Yggsburgh's campaign as an inspiration and guideline for detailing the bridge and its guards.

Southgate is perhaps the busiest of Greyhawk's many gateways. Some may argue for Rivergate with its constant flow of goods into the city from the docks outside the walls, but the road south of the great city matches each cart, pack and wagonload through the Rivergate and surpasses such numbers with travellers on foot, horse, carriage and fantastic beast.

As the traffic flows into the city so do the coins from the tolls of South Bridge and the gates. While South Bridge is not part of the Southgate complex of walls and towers, as the bridge is nearly 250 feet from the city gate and the tollhouse at the south end of the bridge, the small detachment of guards (1 serjeant and 4 troopers as well as 2 recruits during the daywatch) are part of the gatehouse commander's garrison. The toll collector is a minor functionary of the city bureaucracy.




THE BRIDGE


Southgate Bridge or South Bridge as it is now more commonly called is a massively impressive structure. It was constructed at the same time as the gates and outer double-wall which surrounds modern Greyhawk. Cyclopedian blocks of stone were used to form its supporting pillars, (12 sets which span the swift moving Grey Run as it curves around the city to merge with the Selintan). The surface of the bridge is formed of 8x8 foot stone slabs which can be replaced if broken or worn, but beneath them is a cradle of wooden timbers and a cunningly interlocked stonework that allows the bridge a great deal of flexibility.

The bridge is 80 feet wide and rises in a shallow arc to a high point at its center. It is nearly 250 feet long. At the south end of the bridge are two short pillars. A thick, iron chain is anchored about 3 feet above the ground to the eastern pillar. A groove is cut into the roadway so that when the chain is slack it fits flush with the road causing only a small bump to passing vehicles. The chain runs across the 80 foot width of the bridge and passes through a hole in the western pillar then runs another 10 feet into the east wall of the tollhouse. Inside there is a drum crank which is used to wind in the chain, taking up the slack so that it will run across the southern end of the bridge at a height of 3 feet. There are 3 wooden supports for the chain, used as the legs of a table for the toll collector during the day, that are used to keep the chain from sagging between the pillars. (The top of the table is a simple rectangle of wood kept in the tollhouse at night).

Along the sides of the bridge 15 foot high poles are set at intervals of 30 feet. At the top are open lanterns containing a round stone enchanted to give off continual light. At night the light from these lanterns illuminates the entire bridge except for a band of darkness about twenty feet wide at the center. The stones are a gift from the clerics of Fharlanghn who help to protect the Southgate entrance to the city.

Beneath the paving stones near the northern edge of the bridge is an enchanted brazier. The commander of the Southgate garrison possesses a torch made from crystal; (it hangs on the wall of his meeting chamber in the round Southgate tower). By touching the crystal torch to any source of fire and speaking a command word, (the name of a fire elemental, Xyphnryx) he summons the 16HD elemental to perform a single task. The creature will appear in the enchanted brazier beneath the bridge and consume the center of the wooden beams supporting the roadway. The elemental can burn through enough of the wooden supports to collapse a 1 foot section of bridge surface every 2 combat rounds. It's geas is for it to burn through the entire 250 foot length of the bridge supports. It will continue to do so unless attacked, then attempt to destroy or force its attacker from the bridge. It will then continue to burn through bridge supports unless halted by the crystal torch being plunged into water and the command word Xyrnhpyx pronounced. At that point the elemental will return to the elemental plane of fire and will not return. The crystal torch and brazier must be re-enchanted and another elemental bound to the summoning brazier. Once fired the wooden beams and stone slabs of the bridge surface will fall into the river. The pillars and stone skeleton of the bridge will be unharmed needing only new beams and stone slabs to be completely repaired.



THE TOLLHOUSE



The tollhouse is situated at the south side of the bridge and set 10 feet west of the west stone pillar. The building is 20 feet wide and runs 30 feet south. The walls are foot-thick stone fitted together with the same craft as the bridge and the walls of the city. At the south edge of the east wall there is a stout oaken doorway that can be barred from the inside (the doorway can withstand 150 HP worth of damage before splintering). Piercing weapons cause no-damage unless magic and then only any magical bonus damage, blunt and slashing weapons cause half damage, but chopping weapons cause full. The door requires no to hit roll but if critical hit charts are used a d20 should be rolled, where a 1 is a normal fumble and a 20 double damage.

The walls are pierced with loopholes at a height of 7 feet above the ground. The ceiling is very high, 12 feet above the floor. There are 4 loopholes in the east wall, 6 on the west, 3 on the south and just 2 on the north (a fireplace is built into the center of the north wall and the loopholes are on either side). There are six wooden chests that are used by the guards to stand on to fire their heavy crossbows through the loopholes. Their vision is limited so to hit rolls are made at -3, but they receive almost complete cover inside the tollhouse and their armor class for return missile fire receives a+10 bonus.

The interior of the tollhouse is lit by two lanterns each with a small continual light stone inside and suspended from the roof by a chain which can be raised and lowered, (another gift from the clerics of Fharlanghn). Near the fireplace is a table and five chairs, and a chest containing foodstuffs; iron rations at the bottom (3 day's worth for 7 men) and whatever fresh food the guards bring along when they begin their duty shift. There is a large water barrel (hidden inside is a large skin-sack of ale) and several cups are on the top lid of the barrel in the north-east corner. Above the fireplace there is an old dented shield and across the mantel is a rusted mace. If the mace is struck against the shield it causes a loud gong to sound on an identical shield kept in the main hall of the circular gate tower. This item is used only in the direst emergencies to signal that city. Each use causes the shield to become more frail and dented and the mace to be eaten more deeply by rust. There is a 30% chance that the next use will destroy both shield and mace, though the gong will still sound within the tower hall. Every use will increase this chance of dissolution by a further 5%.

Along the west wall there is a weapon rack that can hold 6 halberds. There is another rack that can hold 8 heavy crossbows, though no more than 5 are usually found among the guards; (they carry both halberds and crossbows with them from the gatehouse and return with them, while the nightwatch does the same). Beneath the rack for the heavy crossbows is a chest containing 10 cases of 20 crossbow bolts. One of the cases of bolts is dyed red (the others are black). Inside the red case are bolts whose ends are covered in pitch and wrapped with waxed paper to be used as a signal to the gatehouse in an emergency. A second chest contains sharpening stones, weapon oil, rags, bowstrings and small tools that can be used to make adjustments to the crossbow and larger tools that can be used on the ballista on the roof.

At the center of the west wall metal rungs are bolted that lead to a trapdoor in the roof. The trapdoor can be bolted from either side but is normally left open for ease of access, air and light during the day. It is normally shut only when it rains. A rain barrel is set near the ladder and is pushed beneath it to catch leaking water when it does rain.

Near the rain barrel there is a small pile of wood for the fire and a chest filed with coal, (for use with the brazier kept in the roof). A coal scoop and a bucket sit on top of the coal chest.

The roof of the tollhouse has a 4 foot high wall around its edges with merlons set with 3 foot gaps. Archers firing from the roof receive 50% cover providing a bonus of +4 to armor class. At the south edge of the roof there is a ballista mounted on a circular platform. Two levers are set into the platform. One can unlock the platform so it can be spun and the ballista turned to face any direction. The second can be used to raise or lower the platform so that it can fire above the merlons or dropped so that the crew can take cover behind them. When the ballista is raised for firing the crew receives no cover and no armor class bonus. There are two large chests near the ballista. Each contains 10 bolts for the siege engine. A much smaller chest is near the center of the east edge. It contains 20 glass bottles filled with lantern oil. They are capped but beneath the cap a rag has been stuffed into the neck of the bottle. It takes 1 combat round to prepare the oil bottle and light the rag if a flame source is available. A small metal brazier with coal is kept smoldering day and night.


Ballista

Requires a crew of 2

Maximum range is 320 feet

Targets within 30 feet are at point blank (+2 to hit, Double Damage)

Short Range = 30 to 90 feet

Medium Range = 90 to 180 feet (-1 to hit)

Long Range = 180 to 329 feet (-3 to hit for 1/2 damage)

Damage size S-M = 2d10 Large = 3d10



Oil Flask

Range

Short = 0-10 feet

Medium = 10-20 feet (-2 to hit)

Long = 20-30 feet (-5 to hit)

A shattered flask of oil will form into a 10 foot diameter pool and splash oil in a 10 foot radius. Anyone in the pool of oil will suffer 2d6 damage on the first combat round (save versus breath weapon for half damage) and 1d6 damage on the 2nd round (or half damage rounded down if the initial save was passed). Anyone between 5 and 10 feet of the initial impact will be splashed with burning oil which will burn for 1-3 segments causing 1 hp of damage per segment, (save versus breath weapon for no damage). Any items caught within the pool of fire must save versus normal fire or be destroyed.



NOTE: A thrown flask of oil must go somewhere even if it misses its target.



THE GARRISON


The small squad of guards at the tollhouse is broken into two duty shifts. A different group is assigned to these shifts every 6 days drawn from the garrison of the gatehouses. This duty is regarded as onerous and tends to make the guards a trifle more surly than their brethren at the gates.


The duties of the daywatch are:

1) Escort the toll collector from Southgate to the bridge.

2) Relieve the nightwatch guards.

3) Place a guard to walk the bridge and make sure the lightstones are not stolen.

4) Guard the toll collector while he performs his duties and more importantly, the money box. A dead toll collector can be replaced, stolen coin cannot.

5) Every 2nd hour escort the toll collector inside the tollhouse where he empties the money from the coinbox into an iron strongbox.

6) Keep order among the line of travellers as they approach the toll collector.

7) Crank the bridge chain into place at dusk and place the wooden supports beneath the links every 20 feet.

8) Send a runner to the fort at midday or at any time something unusual or dangerous occurs.

9) Clean up the tollhouse for the next duty shift.



The daywatch consists of;



1 Serjeant Ftr Lv4 HP24 AC3

Chainmail +1, Helm, Bronze Badge of Fharlaghn ( an enchanted pin in the symbol of Fharlaghn that gives +1 on saving throws and +1 on armor class). He is armed with a longsword +1 to hit. Heavy Crossbow. Dark red tabard with the device of Greyhawk on the front (his bronze pin is on his right shoulder)



4 Guardsmen Ftr Lv1 HP6 AC4

Chainmail, Helm, Copper badge of Fharlaghn +1 bonus to armor class), Halberd or Heavy Crossbow, Longsword. Dark Red Tabard with the device of Greyhawk on the front. Their copper pins are on their left shoulders.



2 Recruits LV0 HP3 AC8

Leather armor, short sword (-4 to hit)

2 of the guardsmen are assigned to stand by the toll collector while the other two man the ballista on the roof. The serjeant acts as their relief so they can take breaks during their duty shift. The 2 recruits patrol the bridge and act as runners to take messages to the gatetower. The recruits also perform all the scut work such as cleaning the tollhouse, emptying the slop bucket. setting the wooden blocks up as the table for the collector, setting them up at dusk under the chain and operating the crank to wind in the chain.

The toll collector is a 2hp AC10 functionary. He has on his person the keys to the iron chest and the coin box, but is not allowed to carry any coins himself (and is searched when he returns to the citadel at dusk.

At dusk a wagon with a serjeant and 4 men-at-arms (FTR LV2 HP12 AC5) Chainmail, Longsword, Light Crossbow, 20 quarrels , comes to collect the coin box and the toll collector and return both to the Citadel. Soon afterwards the squad of nightwatch guards appears.

The nightwatch at the toll house is identical to the daywatch with the following exceptions. There are no recruits and 2 of the guardsmen are either half-elves or dwarves. The 2 possessing infravision are posted to the roof and man the ballista. The other 2 guardsmen guard the chain and keep anyone from crossing the bridge. One of these guardsmen will act as a runner if it is necessary to send a message to the gatetower. If anyone approaches the bridge after dark the guards direct them to the Bastion to the east of the city, or back along the road to one of the several inns or taverns, (the nearest is an inn called 'South-of-the-Bridge' just a half-mile down the road ).

The duties of the nightwatch are:

1) Relieve the daywatch

2) Man the ballista

3) Guard the bridge and make sure no one steals the chain or the lightstones

4) Lower the chain when the daywatch and toll collector arrive in the morning.


THE TOLL


The toll for crossing the bridge is:

1cp per traveller of size S-M.

10cp per mount of normal size or large travellers.

50cp per wheel of a wagon or cart with a small to medium load

1sp for large to giant-sized mounts or giant sized creatures or heavily loaded vehicles

Extremely heavy or large creatures or vehicles require the permission of the city oligarchs in order to make use of the bridge.


NOTE: I have used the bridge toll costs from Gygax's Yggsburgh campaign setting as a basis for the South Bridge toll.

Wednesday, March 4, 2020

City of Greyhawk City Gates and the Gods

City of Greyhawk City Gates and the Gods



City of Greyhawk City Gates and the Gods


NOTE: The names and locations of these gates and the description of the city walls come from the novel City of Hawks (and Saga of the Old City in regard to the Black Gate/Beggars Gate), but linking them to the followers of specific deities is an idea from my Home Game. What provoked such an idea was the reference to alignment and religion within the city from Gygax's article "Varied Player Character and Non-Player Character Alignment in the Dungeons and Dragons Campaign" (The Dragon #9) and the practicality of having both clerics and magic-users as part of the guard compliment of the city gates. To maintain some sort of balance between clerics of differing faiths and alignments I could imagine only a rotating shift of clerics of varying faiths back and forth between the gates or dedicating a particular gate to a particular deity. I chose the latter as it seemed the most likely.

The Gygaxian City of Greyhawk has sixteen gates. Eleven of these gateways are roadways in and out of the city while four are interior gates leading from the Old City to the New and one connects the Foreign Quarter to the rest of the Old City.

The eleven gates that pierce the exterior wall are broad to accommodate wagon and cavalry traffic both coming and going. The outer wall around the city is actually composed of two walls separated by one hundred feet of open ground and so each road into the city is protected by two gatehouses.




The outer gatehouse is a square 40x40 tower, 40 feet high. The inner gatehouse is a 60 foot diameter tower 60 feet high. Each tower has its compliment of guardsmen. The outer gatehouse is the residence of the deputy-commander of the guard and also spartan quarters for both a pair of mages and a pair of acolytes.

The inner gate tower is the residence of the guard commander, a magic-user and several of his apprentices, and a cleric with a varying number of underlings.

The City of Greyhawk is not a bastion of Good, nor is it a cesspool of Evil, and neither does it strive for Neutrality. Instead the city manages an uneasy balance of all three and the myriad shades of differing alignments in between. Temples, churches and shrines abound, each representing most of the known deities and demi-gods of the Flanaess, but no single faith dominates within the city, except perhaps a whimsical and almost filial attachment to Zagyg by the general population. Still, in order to protect the city more than just stone and steel is required. Magic most certainly, and the Wizards' Guild pays a tithe for such protection with a small contingent of mages at each gate, but the assistance of the Gods is required as well.

When the great outer wall was constructed the foundation stones were laid with ceremony and the blessings, sacrifices and offerings to and from many deities. Each of the eleven gateways was dedicated to a different god after much wrangling, bribery and infighting and thereafter the clergy of those deities selected would be responsible for providing a small retinue of priests or clerics to reside at the gateways and offer their services for the protection and benefit of the city. The small portion of the tolls collected and handed over to these clerics was just the City's way of saying thanks and keeping the Gods on their side.

Here is a list of each gate and the deity whose priest or cleric resides within.

1) Southgate - Fharlanghn
2) Longgate - Bralm
3) Hillgate - Ulaa
4) Midgate - Hextor
5) Oldgate - Olidammara
6) Lordsgate - Pholtus
7) Fairgate - Beory
8) Highgate - Zilchus
9) Guarding Gate - Heironius
10) Lowgate - Zodal
11) River Gate - Geshtai

Although part of the Old City with much smaller gateways and only a single guardhouse, each possesses a shrine to the following deities though not a cleric assigned to them.

12) Markgate - Ralishaz
13) Waghalter Gate - Kurell
14) Safelock Portal - Rao
15) Craftgate - Bleredd
16) Black Gate (Beggars' Gate) - Istus

Thursday, February 27, 2020

City - Niole Dra References



City - Niole Dra References

Niole Dra {Noile Dra}(Pop 21,600)(Pop 25,000)[TWN][CAP]
ATG - 70
COG:FFF - 38
COG:GOTF - 18
DRG#167 - 11
DRG#225 - 49
DRG#241 - 76,80
DRG#264 - 50
      DRG#AN4 - 20
FTAA - 29,38,64
FTAR#2
FTAR#3
GA - 96
GW:ADV - 15
      LGG - 50,63,64,65,66,88,107,117,119,121,135,153,163
LGJ#1 - 6,8,9,10,11,12,13,14,15,16,17,19,29,33
LGJ#2 - 31
      LGJ#3 - 27
      LGJ#4 - 12,13,14,15,21,29
LGJ#5 - 29,31
TSB - 34
WG8 - 28
WGA4 - 49,56
      WGG - 12
WGR5 - 4
WOGA - 27,55
WOGG - IBC

Blind Quarter (Niole Dra)[QTR]
LGJ#1 - 11

Cathedral of Delight
SEE Sotillon, Temple of (Niole Dra)[TMP]

Court of the Land
SEE Niole Dra, Council of

Lydia, Temple of (Niole Dra)[TMP]
DRG#92 - 23

Merchant District (Niole Dra)[QTR]
LGJ#1 - 29

Niole Dra, Council of {Court of the Land}[ORG]
      LGG - 65,66,88,135
LGJ#1 - 8,9,10,11,13,14,15,17,18,19
LGJ#2 - 31
      LGJ#3 - 27
      LGJ#4 - 12,13
LGJ#5 - 31

Niole Dra, Treaty of [TRT]
FTAA - 7
      LGG - 60,66,117,119

Noble District (Niole Dra)[QTR]
LGJ#1 - 29

Sotillon, Tempel of {Cathedral of Delight}(Niole Dra)[TMP]
DRG#264 - 50

Wizards, Guild of (Niole Dra)[GLD]
DRG#241 - 80



Niole Dra {Noile Dra}(Pop 21,600)(Pop 25,000)[TWN][CAP]
ATG - 70
COG:FFF - 38
COG:GOTF - 18
DRG#167 - 11
DRG#225 - 49
DRG#241 - 76,80
DRG#264 - 50
      DRG#AN4 - 20
FTAA - 29,38,64
FTAR#2
FTAR#3
GA - 96
GW:ADV - 15
      LGG - 50,63,64,65,66,88,107,117,119,121,135,153,163
LGJ#1 - 6,8,9,10,11,12,13,14,15,16,17,19,29,33
LGJ#2 - 31
      LGJ#3 - 27
      LGJ#4 - 12,13,14,15,21,29
LGJ#5 - 29,31
TSB - 34
WG8 - 28
WGA4 - 49,56
      WGG - 12
WGR5 - 4
WOGA - 27,55
WOGG - IBC

Blind Quarter (Niole Dra)[QTR]
LGJ#1 - 11

Cathedral of Delight
SEE Sotillon, Temple of (Niole Dra)[TMP]

Court of the Land
SEE Niole Dra, Council of

Lydia, Temple of (Niole Dra)[TMP]
DRG#92 - 23

Merchant District (Niole Dra)[QTR]
LGJ#1 - 29

Niole Dra, Council of {Court of the Land}[ORG]
      LGG - 65,66,88,135
LGJ#1 - 8,9,10,11,13,14,15,17,18,19
LGJ#2 - 31
      LGJ#3 - 27
      LGJ#4 - 12,13
LGJ#5 - 31

Niole Dra, Treaty of [TRT]
FTAA - 7
      LGG - 60,66,117,119

Noble District (Niole Dra)[QTR]
LGJ#1 - 29

Sotillon, Tempel of {Cathedral of Delight}(Niole Dra)[TMP]
DRG#264 - 50

Wizards, Guild of (Niole Dra)[GLD]
DRG#241 - 80


Friday, February 21, 2020

City - City of Hawk's - Enlarging the City of Greyhawk

City - City of Hawk's - Enlarging the City of Greyhawk

Years ago I began working on a smaller version of Gygax's Greyhawk City from his City of Hawks novel. Today I see the city as much, much larger than depicted in either the City of Greyhawk Boxed set, or the map from Living Greyhawk Journal #2 and the population much, much larger than that given in the various Greyhawk setting source material from the Folio through the Living Greyhawk Gazetteer.

In the 'City of Hawks' novel the scale of Greyhawk is monstrous. If the map is 3 miles to the inch then the city is roughly 6 miles across and 9 miles top to bottom. 54 square miles within the walls and over 30 miles of walls, well over if the inner Old City wall, the Foreign Quarter wall, and the Bastion fortifications are included. And, for the most part, these are not a single set of walls, but a double set, so 60 miles of walls along the outer edges.




from the City of Hawks novel.

"A double wall encircled the city. All of Greyhawk - Old City, the larger area called New Town and the Citadel too were within it. The outer curtain was some twenty-five feet high. This wall splayed out at the base where it met a ditch, or moat, or some other watercourse, and was topped with serried merlons and crenels to protect defenders in time of war.

Between the outer and inner walls was a relatively level sward a hundred or more feet broad. The outside edge of this strip of grass was level with the battlements that topped the outer wall. The crowning stone of the inner wall was much higher. The city had been built on a large hill - not especially high, but large in area. Those on the sward between the walls could look upward forty feet to where machicolated battlements stood topping the massively thick curtains of the inner wall. At intervals there were bastions on the outer wall, and matching them on the inside were tall towers.

Wherever the walls were pierced by gates, the sward was broken. Every way that led into the city resembled a road at the bottom of a canyon. Travelers from the outside would pass through a gatehouse first, then a long passage, open above, but flanked by walls on either hand; then a tunnel that bored through another, bigger tower."

Even if guard towers were only 2 per mile that would be 120 guard towers. There are also 11 exterior gates running through this double set of walls, each with an outerwall gatehouse, and an innerwall gate tower. I would say the minimum number of guards per gatehouse would be 30 and at least 30 more for the tower (which would leave only 10 men on duty at either end of the gateway at a given time). That would be 660 guards for the exterior gates.

Between the double walls there is a 100ft sward and these are broken by fortifications that run along the road between the inner and outer gates. From 1 to 2 companys of cavalry patrol these areas (again 30 to 60 men). If we take the minimum of 1 company, which is around 30 men, with only 10 on duty at any given time, then we add an additional 330 guards.

So, at bare minimum there are nearly 1,000 guards needed for the walls of the city, not counting the Bastion fortification, the Citadel, The inner wall or gates between the Old City and the New or the gate and wall to the Foreign Quarter. This is not a number dependent on the square miles of the city area or the perimeter of the outer wall.

Now, add 5 guards simply patrolling every mile of wall, triple that to 15 for on and off duty, add some type of officer or non-com and double that for the double wall and it is another 40 guards per perimeter mile, or 1,200 additional guardsmen for the size of the city depicted in City of Hawks.

Add in the Citadel, Inner gates and walls, and the Bastion fortification and the minimum force of guardsman is passing several thousand.

To man the walls and gates would be a very expensive proposition for the city so my thoughts turned toward the towers and gates having a guard made from the people of the city; guilds and religious orders. Each guild would have its own militia training and some its members would be responsible for maintaining and manning specific towers and sections of wall. The same could be done with religious orders and my thought was to have each city gate manned by a militia with some clerical assistance of specific deities. 

As I mentioned my idea about nine years ago was to decrease the size of the City of Greyhawk, but I no longer envision a street by street, building by building map of the city. I see Greyhawk now as a monstrous city, as large as a DM wants it to be. I'm thinking of Imperial Rome with a sprawling population and people from across the Empire and beyond inhabiting its homes, shops and streets. I want specifics on small details, people, shops, towers, streets all detailed but beyond that detailed street something new and undiscovered, adventures waiting to happen, new people to meet, new worlds to explore, all within the walls of Greyhawk.