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The Grand Army of Glantri AC 1000-1014

by Michael Berry

The Grand Army of Glantri was a rather grandiose moniker attached to the standing army of Glantri of AC 1000. It consisted of 8 divisions each commander by a Prince of Glantri. The divisions were all uniform in makeup consisting of 5 banners; a logistics banner, a mage banner, a cavalry banner, and two mounting infantry banners. A full strength Glantrian division consisted of approximately 950 men of all ranks. Thus the Grand Army of Glantri, some 7,600 men scattered throughout the country, represented approximately 0.9% of the total population of Glantri. Compared to some other nations in AC 1000 this percentage was quite low.

Thyatis: 62,230/3,001,000 = 2.1%
Darokin: 35,870/1,250,000 = 2.9%
Karomeikos: 7,968/350,000 = 2.2%
Ethengar: 9,468/330,000 = 2.9%

Many theories have been proposed in the years after Great War as to why Glantri had such a small standing army. The most widely held view is that the pre-Great War Glantri simply felt secure and felt its two hostile neighbors, the humanoids of the Broken Lands, and the Ethengarians simply did not pose a great threat to Glantri. The humanoids were thought to not be capable of engaging in anything larger than raids into Glantri, and the very real threat of invasion from the steppes of Ethengar was mitigated by the substantial natural and manmade defensive works that would channel any invasion into easy to contain choke points. At the heart of the confidence of the Glantrians however was the belief in the superiority of their troops to any invaders. Prince Jagger was once overhead telling Bruce Heard from the Glantri City Times that ĎOur military forces are rather few in number but the quality of the troops more than makes up for the size. Because of the infusion of highly trained spellcasters in our ranks, the Grand Army is one of the most effective in the known world.í Perhaps Mr. Heard could have mentioned to Prince Jagger that only 12% of the OOB of a Glantrian Division was actually made up of spellcasters, and low level spellcasters at that, but even if he had it was evident that a firm sense of superiority was firmly ingrained in the proud, almost arrogant, pre-Great War Glantrian High Command. However the Great War was to show them just how wrong their assumptions were, with tragic consequences to Glantri.

Glantri goes to war- AC 1004

Tensions between Glantri and Alphatia escalated sharply in the summer of 1004 after seemingly without provocation, or any evidence, Alphatia accused Glantri of harboring Entropic Immortals and practicing forbidden magic. Soon after that, events proceeding rapidly that stretched Alphatian-Glantrian relations to the breaking point. A party of Glantrian emissaries was accused of murdering Torenal, who was father to some of Empress Eriadnaís children and commander of her elite guard. Serena Aendyr, wife of Prince Volospin was murdered along with several others in Glantri City by Alphatians in retaliation. Relations finally came to a head when a party of Glantrian emissaries who escaped captivity after being accused of burning temples in Alphatia set a fire in the city of Aasla to cover their escape. The fire unfortunately grew into an out of control firestorm which consumed the city, half its population and much of Alphatia's sky-ship armada. After a quick investigation Alphatia issued a proclamation of war against Glantri on Nuwmont 2 1005. However the very next day Thyatis and Heldann declared war on Alphatia and thus what has today known to have been The Great War began.

Within a week of the declaration of war the Glantrian Legislature passed a measure that called for expansion of the Grand Army of Glantri to 60 divisions. A mandatory draft was considered but not needed as volunteers flooded recruitment stations. Concurrent measures were passed in the Council of Princes which officially made Prince Jaggar, the peacetime Warden of the Marches, the Commander in Chief of the Grand Army of Glantri, and also stripped Princess Carlotina of her position as Chamberlain of the Land giving the title to Prince Jagger to further empower him in defense of the nation. Prince Jagger organized the Grand Army into 8 Armies. Divisions, including the 8 pre-war divisions were numbered 1-60 and organized as follows:

1st Army (Zveroboj) - The 6th (formerly Morphailís Div), 16th, 19th, 28th, 32nd, 40th, 47th, and 56th Divisions

2nd Army (Lijfwacht de Bergdhoven) - The 3rd (formerly Vanserieís Div), 11th, 18th, 21st, 22nd, 23rd, 45th, and 54th Divisions

3rd Army (Morin Ayanga) - The 5th (formerly Jherekís Div), 13th, 26th, 33rd, 37th, 42nd, 51st, and 58th Divisions

4th Army (Ejťrcito de Belcadiz) - The 2nd (formerly Carneliaís Div), 10th, 25th, 30th, 36th, 43rd, 49th, and 53rd Divisions

5th Army (The South Shield) - The 7th (formerly Volospinís Div), 8th (formerly Carlotinaís Div), 15th, 44th, 52nd, and 59th Divisions

6th Army (Die Jšger) - The 1st (formerly Jaggarís Div), 14th, 20th, 29th, 34th, 39th, 46th, and 55th Divisions

7th Army (La Lťgion) - The 12th, 27th, 31st, 35th, 38th, 41st, 57th, and 60th Divisions

8th Army (The West End Boys) - The 4th (formerly Brannartís Div), 9th, 17th, 24th, 48th, and 50th Divisions

While the Glanrian Army expanded substantially in 1005, even with 60 divisions it only represented a increase to approximately 6% of the growing Glantrian population (estimated to have increased to near 900,000 souls by 1005). It has been vigorously debated whether the Grand Army should have been expanded to an even larger force, as it was forced to later in 1009, but in this authors opinion it was a reasonable decision. Even with the substantial increase in division and manpower it still represented a rather small overall percentage of the overall population and due to the substantial increase in revenue due to improved tax collection with the newly created dominions in previously free territories it was financially viable as it was assumed that Alphatia and Thyatis would be fighting each other for quite some time. Many even wondered if Alphatia would ever reach the continent when the frontlines on the Isle of Dawn became stalled in late 1005 after some initial Alphatian victories.

Due to the intervention of Thyatis and the destruction of the Alphatian sky-fleet the immediate threat of invasion was deemed not likely for several years so Prince Jagger ordered a concentrated deployment of the divisions to concentrate on the training of the newly raised divisions to use the time Thyatis was buying to bring them up to veteran status in the case Alphatia did ever make it all the way to Glantri. Prince Jagger ordered the armies into the following locations and created a new level of command structure, creating Army Groups in the probable axes of Alphatian advance.

Army Group North was established with its Headquarters at Rymskigrad and contained the 1st, 2nd, and 6th Armies and commanded by Prince Morphail. The 1st and 2nd were stationed at Fort Tchernovodsk, the 6th at Fort Nordling.

Army Group Center was established with its Headquarters at Skullhorn Pass Camp and contained the 3rd and 7th Armies and was commanded by Prince Jherek. The 3rd Army was stationed at Bramyra Camp, the 7th Army was stationed at Skullhorn Pass Camp.

Army Group South was established with its Headquarters at Fort Monteleone and contained the 4th, 5th, and 8th Armies and was commanded by Princess Carnelia. The 4th Army was stationed at Fort Monteleone, the 5th at Huledain Camp, and the 8th at Sablestone until the spring of 1006 when the threat of invasion by the Master had passed with his defeat in Darokin. After which it was stationed in Glantri City.

During the long hot summer of 1006 and the bitter winter of 1006-1007 the Grand Army of Glantri watched closely the stalemated front lines on the Isle of Dawn and even if hoping the Alphatians would never reach Glantri dutifully settled into a vigorous training program meant to bring the newly raised divisions into fighting shape. All eyes were to the east in the spring of 1007 as the Alphatians continued to fail to reduce the Thyatin strongholds on the Isle of Dawn, and a formal alliance was concluded between Thyatis and Heldann. Optimism was rife in Glantri and morale was high but while their attention was naturally drawn far to the east where the fighting raged, a great and dire threat to Glantri grew right under their noses.


Tharís invasion of Glantri in 1007 and nearly 2 year battle to drive him out is one of the most significant and tragic events in the history of Glantri. For many years Glantrian historians have struggled to piece together the details of the events. In particular the details buildup and planning of the invasion was unknown to Glantrians and of the greatest interest as the humanoids were not considered capable of undertaking such an audacious long term operation. In the last year our understanding of it has increased substantially due to surviving humanoid commanders, now Glantrian citizens, coming forward to share their experiences and knowledge.

While the Glantrians were busy with preparations and countermeasures to defend against a possible Alphatian invasion, preparations of another sort were underway. In the spring of 1006, Thar the charismatic and intelligent King of the Broken Lands received a vision from a mysterious sorceress suggesting that Glantri was ripe for invasion. She told Thar that even though Glantri had substantially increased its military forces, it had in fact actually deployed the vast majority of their forces in the eastern third of the country and very few forces were defending the southwest part of the nation and very few forces were between him and Glantri City. Thar eagerly took the suggestion and began his own preparations for war. Thar spent the next year preparing his underling Chiefs for war, and at the same time rallying to his side other humanoid tribes outside of the Broken Lands. By the spring of 1007 Thar had completed his preparations, informed his commanders of his plans and set the date for the invasion of Glantri.

Tharís strategy was dictated by the Glantrian Army deployments, long since confirmed by scouts. Facing him to the north in late spring 1007 was Princess Carneliaís Army Group South, a very strong force of three field armies, but the group was divided into three widely separated groups. West of the Broken Lands at Camp Huledain Volospinís 5th Army defended the southwest of Glantri. The force at Huledain was short a division as the veteran 8th (Carlotinaís) Division had recently been redeployed to Erewan to placate Princess Carlotina who had for several years had harangued the Council and Prince Jagger about the lack of forces protecting her Principality. At Huledain Camp was only one veteran division with four green divisions. It was a force of less than 5 thousand men with no natural defenses and little man-made to help augment their numbers. Thar wisely decided to avoid the direct route into Glantri through Erewan, which was now reinforced by a veteran and powerful Elven division and had on its own volition raised numerous militia units which Princess Carlotina commanded to protect her lands. To the north of Thar lay the nearly impregnable Fort Monteleone and the powerful, and largely Belcadizian, 4th Army. Far to the north, in Glantri City was the 8th Army, which was well located to support a defense of the Nyra or Erewan regions but was separated by some distance and several rivers from the relatively isolated 5th Army and southwestern Glantri. Here is where Thar decided to concentrate his offensive.

Tharís plan was predicated on surprise and then defeating the Glantrian armies piecemeal and reaching Glantri City before the Glantrian Army could be concentrated. Not known publicly until very recently was confirmation by Prince Kol, that there was some level of Alphatian involvement for soon after the mysterious sorceress came to Thar, a group of Alphatian mages soon arrived in the Broken Lands and though never discovered, as they were disguised as humanoids, they provided Thar a strong passive magical arm that especially helped in the initial stages with screening and reconnaissance to achieve the absolutely vital and needed strategic surprise in the first days and weeks of the invasion. Thar assumed that if he could achieve surprise and keep Glantri unaware of the full scale of the attack, lead them to think it was a raid not a full out invasion, a full concentration would be slow and even then likely not in full to oppose him. Glantri still had to fully man its eastern defenses as it was still at war with Alphatia. Though Alphatia's sky ship navy was weak, it had been slowing rebuilding over the last 3 years and was thought to be capable of a direct invasion if Glantri left the direct approaches weak or defenseless.

Thar set his date for invasion as the first day the first day of Yarthmont. His forces assembled were for years a matter of great debate and disagreement in Glantri. Today we believe we have the most accurate and detailed breakdown of the force Thar assembled. The most up to date research has the force Thar assembled at just over 50,000 troops. From the Broken Lands Thar was able to assemble a force of approximately 30,250 humanoids. From outside the Broken Lands he brought in an additional 20,000 humanoid troops. They break down as follows:

Bugbears - 2,000 in total: 1,500 from the Broken Lands; 500 from neighboring areas. Broken into 4 hordes of 500 Bugbears.

Goblins - 5,000 in total: 3,000 from the Broken Lands; 2,000 from neighboring areas. Broken into 5 hordes of 1000 Goblins.

Hobgoblins - 4,500 in total: 2,500 from the Broken Lands; 2,000 from neighboring areas. Broken into 9 hordes of 500 Hobgoblins.

Kobolds - 10,000 in total: 7,500 from the Broken Lands; 2,500 from neighboring areas. Broken into 4 hordes of 2,500 Kobolds

Ogres - 2,500 in total: 1,500 from the Broken Lands; 1,000 from neighboring areas. Broken into 5 hordes of 500 Ogres.

Common Orcs - 10,000: 5,000 from the Broken Lands; 5,000 from neighboring areas. Broken into 10 hordes of 1000 Common Orcs.

Red Orcs - 4,000: 3,000 from the Broken Lands; 1,000 from neighboring areas. Broken into 4 hordes of 1000 Red Orcs.

Yellow Orcs - 3,000: 2,000 from the Broken Lands; 1,000 from neighboring areas. Broken into 3 hordes of 1000 Yellow Orcs

Gnolls - 4,000: 2,000 from the Broken Lands; 2,000 from neighboring areas. Broken into 4 hordes of 1000 Gnolls

Trolls - 1,000: 500 from the Broken Lands; 500 from neighboring areas.
Broken into 10 hordes of 100 Trolls.

Lizard Men - 2000: 500 from the Broken Lands; 1500 from neighboring areas. Combined into 2 hordes of 1000 Lizard Men.

Troglodytes - 1500: 500 from the Broken Lands; 1000 from neighboring areas. Combined into 1 horde of 1500 Troglodytes.

Tharís Legion 750 - : 150 orcs, 50 Red Orcs, 100 Kobolds, 100 mounted Goblins, 50 Hobgoblins, 50 Gnolls, 50 Bugbears, 25 Ogres, 50 Lizard Men, 25 Hill Giants, 50 Human Mercenaries, and 50 Alphatian Wizards.

Tharís strategy hinged on not a massed assault into Glantri, but a attack in waves in which he hoped to keep the Glantrians unaware of the full scale of the assault and unaware of the true numbers of the size of his army. In the weeks before the attack Thar deployed his troops into 5 separate groups and gave them their individual orders.

Group 1 was commanded personally by King Thar and made up the main body of Tharís army. It consisted of: Tharís Legion, 5 hordes of Common Orcs, 3 hordes of Goblins, 5 hordes of Trolls, 2 hordes of Lizard Men, 3 hordes of Hobgoblins, 3 hordes of Yellow Orcs, and 4 hordes of Red Orcs. It totaled some 19,750 humanoids. Its initial orders were to quickly penetrate into Glantri between Erewan and Huledain Camp and capture the Principalities of Blackhill and Caurenze for use as staging areas for the deeper invastion of Glantri.

Group 2 was commanded by the Gnoll Nizam Pasha of South Gnollistan and consisted of 4 hordes of Gnolls, 6 hordes of Hobgoblins, and 4 hordes of Bugbears. It totaled some 9,000 humanoids. Its initial orders were to raid into Erewan and the Nyra Free Province shortly after Group 1 stepped off and tie down Erewanese and Belcadizian forces and keep them from engaging Group 1.

Group 3 was commanded by the Kobold High Doge Kol and consisted of 3 hordes of Ogres, 2 hordes of Kobolds, and 5 hordes of Trolls. It totaled some 7,000 humanoids. Its initial orders were advance with Group 1, covering its southern flank and to engage and destroy the Glantrian 5th Army possibly in conjunction with Group 1 if the 5th Army moved against Group 1.

Group 4 was commanded by the Kobold Generalismo Zar and consisted of 1 horde of Kobolds, 2 hordes of Ogres, 1 horde of Troglodytes. It totaled some 5,000 humanoids. Its initial orders were to assault the Silver Sierra Free Province and Blackhill from the southwest and was under orders to not to come out of the mountains and show itself Group 1 had crossed the Huledain River and entered Blackhill.

Group 5 was commanded by the Orc chieftain Hogur of the Dwarfgate Mountains and consisted of 5 hordes of Common Orcs, 2 hordes of Goblins, and 1 horde of Kobolds. It totaled some 9,500 humanoids. Its initial orders were to not advance into the Broken Lands until a week before the beginning of the offensive and would then move into the southeast corner of Glantri and attack targets of opportunity, to the north in Bramyra or west to Belcadiz as the overall situation developed.

With all his preparations made, his orders given, and forces in place Tharís assault began on a completely unsuspecting Glantri on schedule on the 1st of Yarthmont in the year of 1007.


The Grand Army of Glantri AC 1000-1014