
Total Casulties:
| Corps | Starting Numbers | Current Numbers | Recuited | Casualties | Assigned Area | Primary Weapons | Armor | Tactics / Use | Starting Troop Quality | Current Troop Quality |
| 1st | 6,000 | 3,020 | 265 | 3245 | Maguld | Pikes, Crossbows | Heavy | Defense Line | Excellent | Excellent |
| 2nd | 12,000 | 11,150 | 850 | Penkali and east | Spear and Sword | Medium | Quick Assault | Good | Good | |
| 3rd | 10,000 | 10,000 | Denta | Pikes and Bows | Medium | Fortified Defense | Good | Good | ||
| 4th | 1,500 | 590 | 850 | 1,760 | Northern Kingdom | Sword and Shield | Heavy | Skirmish | Superior | Fair |
| 5th | 12,000 | 8,110 | 3890 | Ura and South | Sword and Bow | Medium | Skirmish | Fair | Fair | |
| 6th | 12,000 | 6,650 | 1,500 | 6,850 | Maguld | Sword and buckler | Light | Skirmish | Fair | Fair |
| 7th | 12,000 | 8,530 | 2,450 | 5,920 | Maguld | Spear and Shield | Light | Defense Line | Fair | Fair |
| 8th | 14,000 | 10,800 | 3,200 | Maguld | Sword and Shield | Medium | City Defense | Fair | Fair | |
| 9th | 10,000 | 10,000 | Ura | Sword and Shield | Medium | City Defense | Good | Good | ||
| 10th | 10,000 | 10,000 | Ura | Sword and Shield | Light | Skirmish | Fair | Fair | ||
| 11th | 5,000 | 4,520 | 480 | Penkali | Spear and Shield | Light | City Defense | Poor | Poor | |
| 12th | 8,000 | 8,000 | Deller's Crossing | Sword and Shield | Medium | City Defense | Good | Good | ||
| 14th | 2,000 | 2,000 | Deller's Crossing | Spear and Shield | Light | City Defense | Poor | Poor | ||
| 15th | 6,000 | 6,000 | Lake Point | Sword and Shield | Medium | Skirmish | Good | Good | ||
| 16th | 5,000 | 5,000 | Lake Point | Pike and Shield | Heavy | City Defense | Good | Good | ||
| 17th | 5,000 | 0 | 2,500 | 7500 | Epper's Crossing | Sword and Sheild | Heavy | City Defense | Good | Good |
| 18th | 10,000 | 0 | 2,400 | 12400 | Epper's Crossing | Pike and Shield | Heavy | City Defense | Fair | Fair |
| Corps | Starting Numbers | Current Numbers | Recuited | Casualties | Assigned Area | Primary Weapons | Armor | Tactics / Use | Starting Troop Quality | Current Troop Quality |
| 1st | 3000 | 2450 | 250 | 800 | Penkali | Sword and Bow | Light | Scout, Light Assault | Good | Good |
| 2nd | 3000 | 1920 | 165 | 1245 | Exgona Forest | Sword and Bow | Light | Scout, Light Assault | Good | Normal |
| 3rd | 1200 | 730 | 380 | 850 | Northern Kingdom | Sword, Bow, Magic | Medium | Skirmish, Gorilla | Superior | Good |
| 4th | 3500 | 1255 | 0 | 2245 | Ura and South | Bow and Horse | Light | Scout, Range Assault | Good | Normal |
| 5th | 3500 | 1980 | 0 | 1520 | Penkali | Bow and Horse | Light | Scout, Range Assault | Excellent | Good |
| Corps | Starting Numbers | Current Numbers | Recuited | Casualties | Assigned Area | Primary Weapons | Armor | Tactics / Use | Starting Troop Quality | Current Troop Quality |
| 1st | 2000 | 973 | 825 | 1852 | Northern Kingdom | Lance and Sword | Heavy | Assault | Excellent | Good |
| 2nd | 2500 | 1162 | 210 | 1548 | Maguld | Sword and Mace | Heavy | Assault | Good | Good |
| 3rd | 2500 | 1211 | 0 | 1289 | Ura | Sword and Bow | Medium | Quick Assault | Good | Good |
| 4h | 3000 | 2576 | 1825 | 2249 | Epper's Crossing | Lance and Sword | Medium | Quick Assault | Fair | Fair |
| 5th | 3500 | 3500 | 0 | 0 | Lake Point | Sword and Bow | Medium | Quick Assault | Good | Good |
| 6th | 2500 | 2500 | 0 | 0 | Lake Point | Bow and Sword | Light | Range Assault | Excellent | Excellent |
| 7th | 1500 | 1500 | 0 | 0 | Aynor | Lance and Sword | Heavy | Assault | Fair | Fair |
| 8th | 1000 | 1000 | 0 | 0 | Aynor | Bow, Sword | Light | Range Assault | Fair | Fair |
| Corps | Starting Numbers | Current Numbers | Recuited | Casualties | Assigned Area | Primary Weapons | Armor | Tactics / Use | Starting Troop Quality | Current Troop Quality |
| 1st | 250 | 82 | 7 | 175 | Maguld | Magic, Staff | None | Protective Magic | Good | Good |
| 2nd | 150 | 54 | 9 | 105 | Northern Kingdom | Magic, Crossbow | None | Defensive Magic | Superior | Good |
| 3rd | 75 | 77 | 2 | 0 | Aynor | Magic, Crossbow | None | Protective Magic | Good | Good |
| 4th | 50 | 55 | 5 | 0 | Lake Point | Magic, Staff | None | Protective Magic | Good | Good |
| 5th | 25 | 21 | 2 | 6 | Penkali | Magic, Staff | None | Defensive Magic | Fair | Fair |
| Corps | Starting Numbers | Current Numbers | Recuited | Casualties | Assigned Area | Primary Weapons | Armor | Tactics / Use | Starting Troop Quality | Current Troop Quality |
| 1st | 75 | 33 | 25 | 67 | Northern Kingdom | Magic, Sword | None | Offensive Magic | Superior | Normal |
| 2nd | 165 | 48 | 25 | 142 | Maguld | Magic, Staff | None | Offensive AOA | Excellent | Normal |
| 3rd | 55 | 35 | 2 | 22 | Ura | Magic, Crossbow | None | Offensive AOA | Excellent | Good |
| 4th | 140 | 142 | 2 | 0 | Aynor | Magic, Sword | None | Offensive AOA | Good | Good |
| 5th | 30 | 31 | 1 | 0 | Lake Point | Magic, Crossbow | None | Offensive Magic | Fair | Fair |
| Corps | Starting Numbers | Current Numbers | Recuited | Casualties | Assigned Area | Primary Weapons | Armor | Tactics / Use | Starting Troop Quality | Current Troop Quality |
| 1st | 3000 | 1722 | 0 | 1278 | Northern Kingdom | Catapult, Balista, sword | Medium | Seige, AOA | Good | Good |
| 2nd | 3500 | 3017 | 0 | 483 | Maguld | Catapult, Balista, sword | Heavy | City Defense, AOA | Good | Good |
| 3rd | 2600 | 2600 | 0 | 0 | Ura | Catapult, Balista, sword | City Defense, AOA | City Defense, AOA | Good | Good |
| 4th | 4400 | 4400 | 0 | 0 | Eastern Kingdom | Catapult, Balista, sword | Medium | Siege, AOA | Good | Good |
| 5th | 3400 | 3400 | 0 | 0 | Southern Kingdom | Catapult, Balista, sword | Medium | Siege, AOA | Good | Good |
| Corps | Starting Numbers | Current Numbers | Recuited | Casualties | Assigned Area | Primary Weapons | Armor | Tactics / Use | Starting Troop Quality | Current Troop Quality |
| Griffin Riders | 1000 | 616 | 0 | 384 | Maguld | Lance, Bow, Sword | Light | City defense | Excellent | Good |
| Pegasus Riders | 1500 | 876 | 0 | 624 | Ura | Lance, Bow, Sword | Medium | City Defense | Excellent | Good |
| 1st Wyvern Corps | 600 | 411 | 0 | 189 | Maguld | Bow, Magic | None | Assault | Excellent | Good |
| 2nd Wyvern Corps | 500 | 478 | 0 | 22 | Ura | Bow, Lance | Medium | City Defense | Excellent | Excellent |
| 3rd Wyvern Corps | 600 | 588 | 0 | 12 | Penkali | Bow, Magic | None | Assault | Excellent | Excellent |
| 1st Airship Corps (ships) | 100 | 6 | 0 | 94 | Maguld | Jettison, Ballista, Magic | Medium | Assult | Fair | Poor |
| 1st Airships (Crew) | 600 | 40 | 12 | 572 | Maguld | Jettison, Ballista, Magic | Medium | Assult | Fair | Poor |
| Corps | Starting Numbers | Current Numbers | Recuited | Casualties | Assigned Area | Primary Weapons | Armor | Tactics / Use | Starting Troop Quality | Current Troop Quality |
| Sulley's Cape | 2550 | 1305 | 275 | 1520 | Sully's Cape | Pike / Mace | Chainmail | City Defense | Average | Poor |
| Joslyn | 250 | 115 | 25 | 160 | Joslyn | Sword/Shield | Studded Leather | City Defense | Average | Average |
| Cestin | 150 | 0 | 150 | Cestin | Sword/Shield | Studded Leather | City Defense | Average | None | |
| Rory's Folly | 275 | 0 | 275 | Rory's Folly | Sword/Shield | Studded Leather | City Defense | Good | None | |
| Warner's Pass | 490 | 0 | 490 | Warner's Pass | Sword/Shield | Chainmail | Skirmisher | Excellent | None |
A mercenary group based out of the Heskin Territories. The groups’ primary goal is to disrupt and make life miserable for the Holy Kingdom and will work for anyone who also seeks to harm the kingdom, nobility, or the primary religion. Their numbers are in the hundreds and are both feared and respected by all the cults.
According to Darla, several members of the order have been working against the order itself, feeding information for coin to other organizations or have been working to fulfil the prophecy. Names are not known, however members of the Hand of the Prophet as well as high ranking members of the order are involved. Darla recommends looking into the financial strength of each member, as this will reveal who is on the take and who is not.
A mysterious group that uses a strange symbol of a mythical creature called an Umberhullk has made it’s presence known around the same time of the Crusader Goblins invasion of the kingdom. Initial thoughts were that both of these group were working together, however resent investigations uncovered the two are not working together but, this group is taking advantage of the confusion of the current war to make their move. The symbol that was brandished on banners and tabards of normal goblins and their human masters are also engraved on loyal members to be used as a suicide device. Cutting or damaging the tattoo sets off a magical reaction that seems to cause the inside of a person to rapidly heat up causing the complete destruction of the body in a matter of seconds. It is being suggested that there might be a secondary device inside the person that actually causes the reaction. However, nothing has been found to back this up.
It is also being suspected that this group is working closely with members of the Heskin Territories nobility and leadership, the Blood Order and the Tainted Storm Knights, though there is no physical evidence that actually ties these groups together.

This group seems to be working with or working for a group of highly sophisticated group of goblins. The spellcasters with this symbol on their chest appear to use powerful elemental magic. So far, only goblins have been seen using this symbol.
These goblins however are not normal to these lands. They wear heavy armor and appear well disiplined.

Further investigation has revealed these goblins are on some sort of crusade to wipe out all human and demi-human races they come across.
The presence of these humans working with the goblins now presents a puzzle.
It was initially believed that crusader goblins and the umberhulk symbol was connected. However, further investigation proves only that one group is taking advantage of what the other group is doing. These Crusader Goblins seem to have more power than initially believed. They can construct golems, and quickly build fortifications. Their clerics seem to have affiliations with the elements, as the clerics seem to only use one element in their magic. It is believed that there are four clerical factions.
Crusader Goblin religious factions: It appears that each faction deals with one element, gaining them domain powers in either earth, air, fire or, water. The constant domain seems to be war. Outside of the elemental war cleric there also seems to be elemental wizards or sorcerers that also accompany the troops. These arcane elemental magic users pair up with the clerical group of the same element.
Crusader Goblin Troops: The army seems to have an order, with the leadership using the heavier and fancier armor and weapons, while the junior people have more plain weapons and armor. All troops however are uniformly armed and armored, and all equipment is excellently crafted. The army appears to have both a heavy infantry and a light. An archer corps and a cavalry of Worg Riders.
The Orrif: These beasts appear to be working with the Crusader Goblins. However, they do not seem to be a regular part of any goblin infantry. Some are suggesting that goblins are somehow summoning or conjuring the Orrif to do their bidding. This may also suggest they might be an additional religious or arcane faction that has not fully revealed themselves yet.
Constructs : The goblins appear to be creating and using constructs in battle. Clay Golems have been the most popular golem, however there has been sited a huge sixed leg animal shaped constructs. These constructs have started to change the outcome of the war. Adamantium weapons are still effective against the clay golems, however are not effective on the huge animal golems. It is rumored that weapons crafted in a Mundra forge work on both golems.
Defilers : The goblins appear to also have what appears to be defilers. These goblins appear to employ negitive energy. Unknown if they are actual defilers (those that use life energy to use magic), but they are just as dangerous. Negitive engery resistance and protections are recommended. Clerics of Theina appear to be immune to their effects and their light seems to add protection to nearby allies.
A map showing the enemy and troop locations in the current battle in the north-western kingdom.

| Noble Family | Member | Disposition |
|---|---|---|
| Criston | Dri Criston | Bounty Executed, Unkown location |
| Kasha Criston | In custody | |
| Tibor Criston | In Custody | |
| Comtorian | Elsa Rolish Comtorian | Deceased |
| Jool Comtorian | Deceased | |
| Umgo Solsoria | Deceased | |
| Cornie Shaw | Deceased | |
| Neshchek | Litkem Nescheck | Korramuth Plateau |
| Evelune Nescheck | Korramuth Plateau | |
| Kyla Hawthorn | Korramuth Plateau | |
| Blaine Hawthorn | In Custody | |
| Catelin Rainecourt | In Custody | |
| Mortimer | Halsey Mortimer | Deceased |
| Helewise Mortimer | Deceased | |
| Durward Mortimer | On Trial | |
| Eglenti Mortimer | On Trial | |
| Darcy | Golda Darcy | Unknown |
| Eartha Darcy | Unknown | |
| Avina Darcy | Unknown | |
| Cerdic Darcy | Unknown | |
| Rumtunnel | Biffice Rumtunnel | Deceased |
| Boffard Rumtunnel | Deceased | |
| Ferdfast Rumtunnel | Deceased | |
| Hodard Chubbweed | Tal-From | |
| Everia Chubbweed | Tal-From | |
| Basset | Barbetta Basset | Deceased |
| Brenda Basset | Deceased | |
| Awarnach Basset | Unknown | |
| Lyre Basset | Unknown | |
| De la Haye | Manley De la Hayec | Unknown |
| Aimery De la Haye | Unknown | |
| Lucy | Cateline Lucy | Unknown |
From the construction of the castle and the first moat in the year 22 to its disbandment in 344 the royal army protected the city and the castle. In the year 344, responding to allegations the royal guard only protects the interests of nobility and not the basic citizen, King Gillard Cullet disbanded the Royal Guard and created the 6th, 7th and 8th infantry and 2nd cavalry. Fortifications were created between two and five miles from the city where the troops would be stationed. In 435, the city came under attack from within and the city guard was overwhelmed. King Hadrian Cullet was killed in the fight leaving young Prince Renul to take over. On his coronation as king, he pulled the infantry back to the city leaving only a small guard at the outer defenses. The city guard was demoted to only law enforcement actions while the infantry was charged again with city defense. In 485 when Jessir Cullet took over the kingdom, he created a new royal guard to defend the castle and charged both the city guard and the infantry with the defense of the city. He moved the 8th infantry back into the fortifications outside the city dividing them evenly among them. He sent the 2nd cavalry command center to the southern fortifications and charged the cavalry with patrolling between the fortifications. During the Crusader Wars, the 8th infantry was sent to help fortify the outposts, leaving the 6th infantry to guard the walls. On the king’s disappearance at the end of the war, the 7th and 8th infantry did a six-month rotation between the outposts and the city. The 6th infantry remained as guardians of the city. On the king’s return, the 7th and 8th infantry were merged into a single unit, though the names remain, those at the outposts are in the 8th infantry, when they return to the city, they are in the 7th infantry.
The Crusader War began in Yalla 500 and the northern armies engaged the goblin forces in the Phantom Woods. The loss of the villages around Maholan Lake forced the infantry to engage early possibly the cause of the early defeats and loss of territory. With the northern army out matched and out numbered the first real victory was at the city of Sully’s Cape when the local forces re-enforced the weakened units. The loss at Epper’s Crossing again delivered a blow to the troop morale and the forces were again on their heels. The release of the Maguld defense forces and re-enforcements from Ura turned the goblin forces around. The war end in Feya of 501 when the last of the goblins fled the world and went back to where they came from.
The rebuild and the Kings disappearance. In Nea of 500 the King disappeared leaving the kingdom in disarray. The generals of the armies took command of the military forces and the Lord Chancler took charge of the kingdom. The nobles were pushed aside and their thoughts and inputs ignored. The nobles attempted several times to push in a new king, however the Lord Chancler with the full backing of the military and other city lords blocked every attempt. The rebuild was slow, outer villages were slow to recover and the dead were numerous especially among the reserve units. With the loss of these citizens the crafting, merchant, and services these troops provided the city were lost and large holes were opened in the economy. Eventually with the noble families stepping up, those holes were filled and by 506 the economy began to boom once more.
The King’s Alliance. Prior to his disappearance the king managed to form some sort of an alliance with the Republic of Gult, The Heskin Territories, the Cendachi Empire and The Kingdom of Ral-Col. Though this reduced hostilities between the nations and boaster trade, the people felt betrayed by this sudden alliance and then the king just up and vanishing. Many believed the king betrayed the kingdom and turned it over to our enemies. Members of the other nations have had seats on the Holy Kingdoms Court staring in 500 to 560 when the king mysteriously returned.
The Fall of a Cult. The Order known as The Order of the Burning Dawn imploded and was ordered to disband by the king just before his disappearance. Many were not happy about the order, but that was overshadowed by those that were pleased that this cult of Heironeous was finally removed. The chaos this cult had brought on the kingdom in the past
6th Infantry Assassination Commanding members of the 6th infantry were assassinated in the year 560 while attending a meeting called by the commanding general. Members of the Royal Guard took command of the infantry until a new command staff was appointed. This staff was appointed by the city’s nobility, as the Lord High Chancler was out of the city at the time and did not return for several months.
Cult of Malac During the 65 years of the king’s disappearance, the cult has caused a great deal of havoc in the outlying cities in the kingdom. The undead had razed smaller villages and laid siege to larger cities. Each incident ended with the death of a cleric of Malac. It is estimated that nearly 1500 people have died as a result.
Sisters of the Night A pact was made with these blood thirsty assassins in the year 500 between the King and each individual sister. Each trio was given a specific unknown task and a set of limitations. Each sister was required to present a list of high crimes that were committed inside the kingdom or to a citizen of the kingdom. He then pardoned them for each crime. Rumor claims this progression lasted nearly a month. On the king’s return, each trio again presented the king with a parchment, and each time the king responded, “any crimes committed in the kingdom while performing these tasks, I pardon you”.
The Inferno Brotherhood This group had been silent up until 560 where they have been seen summoning fire elementals and lesser demons from the elemental planes of fire and magma to destroy villages and towns. The most recent action was at a small lake outside the southeast side of the Exgonna Forest where a magma demon evaporated the entire lake, killing all the fish and animal life in the area. Adventurers killed the demon, but not before the damage was done. Local farmers and villagers depended on that lake for irrigation and as a food source. The lake is slowly filling up from the last rain season, however it is expected to take several years or maybe even decades for the area to return to normal.
The Blood Order This group has been in hiding for nearly two decades. Several events have taken place that this order has been held responsible for, but none of their symbols or known members have been seen. It is believed this group is again working through other groups to complete their agenda.

In the kingdoms infancy the city was defended by the royal guard while the kingdom’s army, consisting of light and heavy infantry, light and heavy cavalry, a few clerical and arcane spell casters, and a small group of scouts. The army was led by a ranking member of the royal guard. The army was fairly disorganized as the king would simply pick a leader for a campaign, rarely picked the same one twice.
With the Heskin solders constantly moving about in the northern lands, the king in they year 186 decided to commission a group of solders to patrol the northern borders of the kingdom. At first, this was a small group of about twelve working in teams of three which traveled the borders looking for signs of Heskin incursion into the kingdom.
During a period of orcish unrest in the year 220 the king expanded the group and officially named them the Ranger Corps. They were organized into several loose groups and placed under the royal guard. After some disastrous campaigns against the orcs the king called the prominent members to the city to explain themselves. The rangers arrived with detail written reports and witness statements. They attempted to explain themselves, but were constantly interrupted by the chief guardsmen. Tired of the constant bickering he dismissed everyone and as the chief guardsmen attempt to confiscate the written reports the king stopped him, took the reports, and studied them over night.
The following day he called to have the rangers and the chief guardsmen return. Only the chief guardsmen were in the halls when the king arrived. When he asked where the rangers were, the chief guardsmen stated he was not aware of their location. The senor jailor approached and informed the king the royal guard had the rangers imprisoned and ordered them executed for treason. The jailor was their seeking conformation from the king, as he was instructed to by the Lord High Marshal.
The king ordered the release of the rangers and the arrest of the chief guardsmen. The king asked what the rangers needed to make the orcish campaign a success, the rangers responded a common commander who understand how rangers work. The king agreed, telling them to choose their own general.
The new general organized the northern rangers under six captains (Lrya Mistheart, Flynn Greenthorn, Tess Sheds, Trent Sheds, Gebbo Norsk, Om Norsk) and in a few short months ended the orcish campaign. Later kings expanded the ranger corps to other locations, then later divided them up under separate generals. The first was stationed in Penkali to fend off the newly established Republic of Gult. The second in the Exgonna Forest to deal with a goblinoid uprising. The third was to remain in the north covering the border with the Heskin Territories, the fourth was headquartered in Ura and covered the entire southern part of the kingdom. Lastly, a fifth ranger corps was assigned to Penkali to patrol the eastern side of the kingdom.
The third rangers or Northern Rangers as some still refer to them still have the six captains, though several of the other corps have expanded to ten to twenty captains the third maintain the tradition. The third also maintained the original groups of three as their primary scouting patrols. However, they have expanded the professions to warriors, thieves, clerics, and sorcerers giving them a wider range of abilities