Battle:
The eastern vassals of the Kingdom of Nehron were ever vigilant against incursions from Aerdy yet they had no defensible castles, instead relying on numerous garrisons within Lathu and Nehron settlements to govern their territory. One such garrison at Cordrend was responsible for watching over the Flinty Hills and the western Adri Forest along the Harp River. The rangers of Cordrend mainly covered the lightly wooded areas of the Adri Forest along the Harp River (near present day Innspa), where they had discovered and decisively repelled three separate smaller Aerdian forces in the past few years.The Nehron rangers did not frequently patrol the wooded area of the Flinty Hills however, because they believed the Aerdians would never try to move a large force through that section of wilderness. Instead, Cordrend relied on a fair relationship with the gnomes of the Flinty Hills for information. Unfortunately, the gnomes of the eastern highlands were decidedly secluded and distrustful of both Aerdy and Nehron kingdoms. It would take friendly gnome scouts too long to warn Cordrend of the massed host pushing its way through their territory.
(Day 1: Reaping 18, -110 CY)
The Northern Host, some 25,000 strong, burst from the Adri Forest and attacked the Nehron garrison stationed at Cordrend on the borderland of what is now the Principality of Innspa and the Duchy of Womtham. Led by the imperious Grand Marshal of Aerdy, the invading force was mainly composed of light and heavy infantry along with mercenary footmen, medium cavalry and archers. The fight at Cordrend did not last very long, as it housed a relatively small force of mostly light and medium infantry with a small amount of heavy cavalry. It was the cavalry that proved to be the savior of the Nehron forces that day as the Aerdi were fanatical in their desire to rout and destroy as much of the vaunted heavy lancers as they could, though much of the Northern Host was still delayed moving out of the forest.
The commander of the Cordrend garrison was a stalwart leader named General Donnel Remeoh. General Remeoh rallied his disarrayed forces and realizing that the Aerdi were concentrating on his cavalry, ordered the entire garrison to withdraw south along the Valenseau Tributary toward the Harp River basin. Likewise, the villagers and woodsmen of Cordrend hastily fled before the blades of Aerdy to warn the southern commanders of Nehron. The news of the sacking of Cordrend spread quickly allowing provincial forces and local militias to mobilize northward to the bend of the Harp River.
(Day 2: Reaping 19, -110 CY)
General Remeoh personally commanded his cavalry to turn and skirmish as conditions permitted. The Aerdians in their bloodlust followed through the narrow trails and woodland to the west slowed their advance, while providing ample cover for the smaller Nehron infantry to march along the Valenseau.
(Day 3: Reaping 20, -110 CY)
Skirmishing continued to slow down the Aerdian advance, allowing the Cordrend garrison to escape farther south in an effort to meet with the Nehron army that was swiftly massing at the Harp River (near modern day Harpbend Keep). The forces moving north were mixed regiments of infantry and archers (including elven and half elven allies), and the balance of the Nehron cavalry squadrons called to the area. Severely bottlenecked, the Grand Marshal of Aerdy sent a detachment of cavalry and light infantry to the west, deeper into the rugged highlands with the intention of cutting off the Nehron before reaching the Harp River.
(Day 4: Reaping 21, -110 CY)
A battalion of light and medium Nehron cavalry were in the hills dealing with unruly Lathu tribes that had been raiding Nehron farms and villages. Upon discovering that Nehron citizens and their own garrison was in flight from a massive Aerdian army overrunning Cordrend, they abruptly abandoned their assignment. The fresh cavalry units rode hard through the wilderness to the east in order to rally with General Remeoh. This action provided the tenacious Cordrend garrison welcome relief in that day’s skirmishing. When the Lathu hillmen learned why the Nehron had ended their pursuit, they likewise put out a call to the neighboring Flannae tribes to organize. Though the Lathu did not engage with Aerdian forces spreading into their lands, their presence slowed and misdirected the Aerdy advance. Nehron reinforcements continued northward expecting to meet with Cordrend’s forces that day, but they found General Remeoh delayed in his fighting withdrawal.
(Day 5: Reaping 22, -110 CY)
The Nehron provincial army received mixed information from scouts concerning enemy troop strengths and skirmishing between Nehron and Aerdian forces, as well as the movements of the Aerdi host led by Grand Prince Almor II that was camped at the Flessern-Harp confluence. The Nehron vassalage decided at council to force march north into the verge of Adri Forest to give succor to General Remeoh. Skirmishing for the fifth day, the forces from Cordrend were exhausted and had suffered over half their original number in casualties. Only their training and the unmatched leadership of General Remeoh kept the Nehron from being completely routed.
(Day 6: Reaping 23, -110 CY)
Morale was up as the banners of the Nehron cavalry squadrons, and their infantry support arrived to reinforce the beleaguered forces of General Remeoh. This development gave pause to the Rax prince whose army had finally pushed through the bottleneck but was still stretched thin. Using the delay, the united Nehron leadership devised a plan to continue drawing the Northern Aerdy Host southwest between the Lathu hills and another small stream feeding the Harp River called the Rimmont Rill. The Nehron command sought to eliminate the Aerdi invaders as fast and decisively as possible before the Central Host of Almor II could cross the Harp River.
(Day 7: Reaping 24, -110 CY)
Screened by superior cavalry and rugged woodland, the combined Nehron forces fell back as planned, drawing the Northern Aerdy Host toward the battlefield of their choosing. Light skirmishing occurred in the woods where the Aerdians eventually halted at the Rimmont Rill. As the Nehron were encamped about a hill on the narrow edge of the flatlands bordering the Adri Forest, the Grand Marshal of Aerdy gathered his host in the woods to disguise his full strength that had finally turned west from the Valenseau Tributary. The Rax prince also received a report that his detachment of cavalry and infantry had finally emerged from the hills, now giving the Aerdi two fronts to attack from on the following day.
(Day 8: Reaping 25, -110 CY)
This day proved to be the largest engagement of the storied battle thus far, and it saw the largest number of casualties for both sides. Seeing a secondary force of Aerdians coming from the northwest, General Remeoh and the Nehron command split their smaller army into two “battles” and outmaneuvered the superior numbers of the Aerdi. Nearly 3000 Nehron were killed and many more wounded in a series of cavalry skirmishes and archery battles that concluded in a bloody melee which ultimately resulted in a draw. By the end of the day the Northern Aerdy Host had suffered twice the losses overall than the well-trained and well-led Nehron Army. Despite holding the battlefield, that evening the Nehron pulled back yet again, intentionally giving ground to the grand marshal.
(Day 9-12 Reaping 26 - Goodmonth 1, -110 CY)
The Nehron strategy to pull the Aerdi into a more tactically advantageous location for their heavy cavalry squadrons was moving at a snail pace. The Grand Marshal of Aerdy was careful after the previous day’s bloodshed, taking what ground Remeoh had conceded but then reigned in his bloodthirsty commanders and consolidated his forces. That day the Aerdian patience paid off as they were met by an envoy of the northern Lathu Flannae. Judiciously the grand marshal gained the services of the same hillmen who only days ago were harrying the Nehron cavalry. The disaffected Lathu chieftains desired revenge on the Nehron who for generations gradually pushed their people from the Harp River valley to the wilderness and now further encroached on their lands.
The Aerdians gladly paid the Lathu for information in the form of treasure and armaments. The hillmen were very familiar with the skirmishing tactics of the Nehron, having lived through their incursions over the years. The hillmen also provided rough maps of the area ahead, pointing out a certain wetland barely a mile-wide that the Nehron appeared to be luring them. The Lathu chieftains then personally met with the grand marshal and an alliance was made where the Flannae promised the Aerdian host support in several hundred archers and slingers. It was agreed that as the Aerdi would engage the Nehron on the field, the Lathu would flank the Nehron cavalry, moving up through the heavy grasses of the western hills to supply missile fire against the charging Nehron cavalry.
There was little fighting for four days except for minor magical exchanges and questionable challenges to combat between Nehron and Aerdian nobles. Indeed, a long period of heavy rainfall had brought both camps to a standstill. By the twelfth day of the conflict, after days of measured withdrawal, the Nehron had pulled the Aerdi into a dry, narrow plain between the tall grasses of the western hills and the Rimmont Rill putting wetland at their back made marshy by the previous day's rainfall. The Grand Marshal of Aerdy was fully aware of his precarious position, but despite the uncertainty among his ranks, the Aerdian commander was assured that the Lathu trap was set. His resolve was also strengthened by a last-minute relay that reported Grand Prince Almor II had finally crossed the Harp River.
(Day 13: Goodmonth 2, -110 CY)
On the fateful thirteenth day, the weather cleared and both sides signaled to engage at midday. The ranks of the Nehron provincial army were arrayed to maximize a shower of arrows that would cover the famed wheel and charge of their heavy cavalry lances. The Northern Aerdian Host was arranged with a frontline phalanx of pikemen backed by archers, covering the reserve of Medegian heavy infantry and the remainder of their cavalry. To their right, conscripted light infantry tensely stood with rugged hills at one side, while the Rax prince’s battle-hungry mercenaries held the left wing along the Rimmont Rill. As predicted, Nehron men-at-arms slowly advanced on the Aerdian line while a hail of arrows arced overhead. At the same time, the entirety of the heavy cavalry lancers moved up in columns then began to wheel into a charge on the less disciplined Aerdian right flank with the intent to break the whole Aerdian army into a rout where they could then be cut down in the muddy flatlands to the north. The classic Nehron maneuver had bested many Aerdian princes in times past, but this time tragedy struck as scores of Lathu hillmen emerged from hiding in the hills. They let loose with waves of arrows upon the unsuspecting Nehron cavalry, disrupting their charge and sending General Remeoh’s well-trained army into chaos.
The carnage was brutal. The Nehron advance stalled as Aerdian archers turned to send more volleys at the cavalry squadrons, now hitting them from two directions. As the wall of pikemen held off the suddenly shocked Nehron infantry, the grand marshal sent his seasoned mercenaries in to join the melee. Finally, the Medegian heavy infantry surged forward past the Aerdian levies and routed the Nehron cavalry for the first time in history. The Nehron losses were staggering as the Grand Marshal of Aerdy refused to take prisoners, even knights and gentry who could be ransomed were killed. The Nehron army hastily retreated south, as General Remeoh managed to command his remaining cavalry to screen the infantry in a series of skirmishes that lasted through the rest of the day and into the night.
(Day 14: Goodmonth 3, -110 CY)
By the next day, the Central Host of Aerdy, another 20,000 combatants led by Grand Prince Almor II, arrived from the Adri where Nehron rangers originally expected an attack. The losses from the previous day were too much to bear for the Nehron, who had battled through the night with opportunistic mercenaries and remnants of the Lathu tribes still bent on destroying their enemy. The Central Host had sacked the Nehron supply line early that morning. Now the combined Aerdian forces encircled the remnants of the provincial army and slowly began to tighten the noose. Understanding their predicament, the surviving Nehron command had no choice but surrender, with Almor II ceremonially claiming the honor. While peaceful at first, once the majority of those captured were disarmed, the Rax prince began executing all the Nehron high command, including General Donnel Remeoh, who was the last to be cut down.
The Battle of a Fortnight’s Length was over.
Aftermath:
As the Battle of a Fortnight’s Length was just beginning, the King Talmar of Nehron had already been contending with a broad front of smaller battles between the Southern Aerdian Host and his remaining provincial armies. Upon receiving the news of their decisive loss to the north and the prospect of facing two more regrouped Aerdian armies in the coming months, Talmar unconditionally surrendered to the grand prince. This official act doubled the size of the nation that Almor II triumphantly renamed the Great Kingdom of Aerdy. The former Nehron kingdom was split evenly. The western half was awarded to the victorious Marshal of Aerdy, the Prince of House Rax which took on the name Rax-Nyrond following the absorption of the Nehron nobility. Thereafter the western region became known as the Viceroyalty of Nyrond. The eastern half of Nehron was retained by Grand Prince Almor II for House Cranden. Returning to Rauxes, the grand prince judiciously decreed the conquered eastern lands would be administered by Priestess Rhiandrel of Sol (the Oeridian aspect of Pelor). The ambitious new Prelate transformed the Harp River basin, starting a clerical fief that came to be known as Almor.
Three years after the Battle of a Fortnight’s Length, a group of Aerdian commoners saved King Almor II from an assassination attempt by Ur-Flan insurgents. This act of heroism resulted in the foundation of the Knight Protectors of the Great Kingdom. This fabled order, whose members were selected on merit not affluence, would go on to influence all other knightly orders in the Flanaess. Undoubtedly the early Knight Protectors inherited much of their skill and bravery from the remnants of the legendary Nehron cavalry.
The famed architect Daern would go on to design a number of fortifications throughout the Great Kingdom, many in the annexed lands of the Nehron. She would not see the completion of most of her projects, however. Daern passed away less than a decade after the Battle of a Fortnight’s Length, though her apotheosis to a hero-god is one legacy of the Aerdian imperialistic era.
Though subdued by the Aerdi, the Nehron-Oeridian culture persisted for centuries by discreetly passing down its names and traditions. This cultural pride would see a reprisal as House Rax-Nyrond claimed the throne of the Great Kingdom nearly two hundred years after the Battle of a Fortnight’s Length. The ancient lineage of old Nehron would rule for almost four hundred years, until the kingdom fractured and the newly established Kingdom of Nyrond declared independence.
Heroic Hooks
DMs who wish to feature the historic Battle of a Fortnight’s Length in their own campaign should note this conflict takes place 686 years before the starting timeline of the World of Greyhawk boxed set. This campaign is set during the early years of the Kingdom of Aerdy, before the reign of the Overkings and the breakaway Kingdom of Nyrond. This battle could make a good historical flashback, or a climatic event for a military-based campaign. The following hooks are suggested for DMs who want to have player characters participate in the Battle of a Fortnight’s Length without necessarily reenacting all the events.
Evacuate Cordrend: The player characters are residents of Cordrend or allies of the Nehron garrison when the Northern Aerdian Host invades. The capable heroes must act in haste to help Cordrend’s citizens flee into the countryside. In doing so, they will have to fend off Aerdian patrols and possibly negotiate with gnome lairds for shelter in the Flinty Hills.
Skirmishing: The heroes are called upon by General Remeoh to assist the Cordrend cavalry in holding off the Aerdian advance until reinforcements arrive. Combat scenarios in this setting vary from mounted combat against foes along the river to guerilla warfare on enemies in the Adri Forest.
Hillmen Alliance: The player characters serve the Marshal of Aerdy as a special envoy. They must encounter the chieftains of the Lathu hillmen and negotiate an alliance against the Kingdom of Nehron. The hillmen may require more than treasure to prove their side is trustworthy. A service is required such as defeating a local monster preying on their tribes.
Night Reconnaissance: The Nehron command is looking for the right conditions to decisively win the battle, so they first need to know the full strength of the Aerdian army. The player characters are tasked by General Remeoh to gather intelligence. The party must go under the cover of night and rainstorms to slip past Aerdian patrols and bring their findings back to the Nehron camp before they are caught.
Sources:
Gary Gygax. World of Greyhawk Fantasy Game Setting (1983).
Gary Holian; Erik Mona, Sean K. Reynolds, Frederick Weining. Living Greyhawk Gazetteer.
Roger E. Moore. Greyhawk, The Adventure Begins.
Greyseer. Almor Gazetteer, Part 1. Canonfire!