That leaves about 17,000 in the adventuring classes.
The capital city is well-defended, with a high magical
wall of force, a supernaturally protected labyrinth underneath
the city, and a floating fortress above the main square.
The most likely areas of attack are the borders with
the Haunted Lands to the north, and that with the
Great Ooze to the south. The cult of Raq maintains
patrols of the northern border, and the cult of
Enkidu maintains a watch on the southern.
Sheikhs with borderland territories usually maintain
standing armies of up to 1000, broken into around
800 warriors and 200 initiate officers. They
usually maintain a few hippogriffs or other winged
The main threat from the East, the route to the Plains of Enkidu, are smugglers, bandits and poachers. Some token attempts to control these are made by the military now and then, but usually it is felt not to be worth the effort.
Molosh City and its surroundings have a magical infrastructure that means that its citizens take for granted what would be considered luxuries elsewhere. Despite this, there are also regions of extreme poverty and lawlessness.
The City has a Mayor, usually the chief cultist of Ellander, Hikitami, or Isthar, and always a council member. The University pays the Mayor a large annual tribute, which he or she can use to finance her administration and projects for the welfare of the city's inhabitants. In addition, many Professor's Chairs are conditioned on providing municipal services, e.g., renewing certain defensive spells, or guarding the city in time of attack. (For example, the Chair of Angwyn in the Faculty of Wyrms is held by Astyxyn the bronze dragon, who is also in charge of the City's aerial defenses.) The Mayor is selected by the Council. The other source of municipal funds is that each province pays a fixed amount to the City and sends soldiers in return for trade priviliges.
In contrast, the Provinces are independent feudal states, with a quasi-heriditary aristocracy. (The Princes and Princesses of Molosh must also be high-ranking cult members of some cult, as well as having noble birth, but preference is given to the eldest sons or daughters. ) Except for the annual tribute above, there is little control over the Provinces by the City.
It tends to rely on its magical resources and non-humanoid allies for defense, but also has small mercenary troops from Raq Island (navy), Hillesa (cavalry), and Gradulfheim (infantry).
The bulk of the population are Commoners (80,000, herders, miners, and fishers) and Experts (60,000 craftsmen, sailors and merchants). There are large numbers of Rogues and Rogue/Experts (10,000: guild leaders, privateers and pirates, smugglers, marines, vice merchants, private informers and bodyguards.) There are also many Fighters (8,000), but with a nautical inclination (ship guards, marines, etc.); except for Dwarves, they usually are not heavily armored, and go for finesse over power. There are typical numbers of Bards (2,000), Clerics (2,000), Rangers (1,000), Sorcerors (1,000) and Wizards (1,000). There are very few Paladins and Druids.