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Militia

Citizen defense force. Farmers, tradesmen, and other townsfolk take up arms when the alarm sounds.

A militia is organized into one or more Militia Companies (a Sergeant leading a body of townsfolk). Larger militias add Lieutenants under a Commander. The Muster Hall stores the militia's arms and armor. A village militia is a single Company; a town militia has several; a city militia is many times larger, organized by Quarter with a Muster Hall in each.

The militia gathers on an order to Muster. When the horn blows or the bell rings, townsfolk drop what they are doing and gather at the Muster Hall; within an hour they are ready to march. Its Authority is only what the ruler grants for the specific emergency: defense of the walls, pursuit of raiders, escort of a caravan under threat. When the emergency passes, the militia disperses. A militia may have a Personality such as eager, disciplined, or reluctant.

A Muster Hall keeps the militia's arms and gives it a place to gather. It has a Main hall, an Armory, and a small Records room for the muster roll. An Alarm (a bell or horn on the roof) summons the militia when rung. In villages the Muster Hall may be little more than a shed; in towns it is a purpose-built hall; in cities there is one per Quarter.

Factions

MILITIA (village)

Medium Military faction
Alignment typically Lawful Neutral  |  PB +2


The village's citizen defense. Rallies at the Muster Hall when the horn blows.

Creatures

Militia Company. Villagers who take up arms when called. The Sergeant carries the Muster Hall armory key. [1x Sergeant + 20x Guard]

Features

Muster. When the horn blows or the bell rings, townsfolk drop what they are doing and gather at the Muster Hall to arm and form up. 1d20 + 30 minutes from call to marching out.

Authority. Whatever the village elders grant for the emergency: defense, pursuit, escort. When the emergency passes, the militia disperses.

Personality. Eager. Welcomes the horn.

Locations

Muster Hall. Village hall. Stores the militia's arms and armor. See stat block.


MILITIA (town)

Medium Military faction
Alignment typically Lawful Neutral  |  PB +2


The town's citizen defense. Four Companies rally at the Muster Hall when the horn blows.

Creatures

Lieutenant. Commands the town militia; keeps the Muster Hall in order between calls. Carries a signet, the Muster Hall keys, and the muster roll. [1x Veteran]

Militia Companies. Four companies of townsfolk, each led by a Sergeant. Sergeants carry Muster Hall armory keys. [1x Sergeant + 20x Guard each]

Features

Muster. When the horn blows or the bell rings, townsfolk drop what they are doing and gather at the Muster Hall to arm and form up. 1d20 + 50 minutes from call to marching out.

Authority. Whatever the Council or Court grants for the emergency: defense of the walls, pursuit of raiders, escort of a caravan under threat. When the emergency passes, the militia disperses.

Personality. Disciplined. Drills often.

Locations

Muster Hall. Town hall. Stores the town militia's arms and armor. See stat block.


MILITIA (city)

Large Military faction
Alignment typically Lawful Neutral  |  PB +2


The city's citizen defense. Companies rally at Muster Halls in each Quarter when the horn blows.

Creatures

Militia Commander. Coordinates the Quarter Lieutenants when a general muster is called. Wears a chain of office and carries a muster horn. [1x Captain]

Lieutenants. One per Quarter, each in command of three Militia Companies. Each carries a signet, Muster Hall keys, and a muster roll. [5x Veteran]

Militia Companies. 15 companies of townsfolk, three per Quarter. Sergeants carry Muster Hall armory keys. [1x Sergeant + 20x Guard each]

Features

Muster. When the horn blows or the bell rings, townsfolk drop what they are doing and gather at their Quarter's Muster Hall to arm and form up. 1d20 + 50 minutes from call to marching out.

Authority. Whatever the Court grants for the emergency: defense of the walls, pursuit of raiders, escort of a caravan under threat. When the emergency passes, the militia disperses.

Personality. Reluctant. Grumbles at drills.

Locations

Muster Halls. Five, one per Quarter. Each stores its Quarter's militia arms. See stat block.


Buildings

MUSTER HALL

Small Military building


Where the militia keeps its arms and gathers when called. Not staffed between calls; a caretaker (a village elder or retired soldier) looks in periodically.

Features

Security. Locked doors and windows (DC 15). No standing guard. Alarm bell or horn on the roof; when rung, summons the militia to muster.

Locations

Main hall. Open floor for gathering. Benches around the walls. Muster bell rope hangs from the ceiling.

Armory. Racks of spears, chain shirts, and shields for the militia. Locked; Sergeants and the Lieutenant (if any) hold keys.

Records room. Muster roll, roster, and roll-call records.