Armies of the Valley

The Armies of the Valley
All large cities in the Valley have an array of standing forces, split into the Watch who patrol the town, to the Guard who keep the local area safe, and the army that exists to deter invasions, launch invasions of it's own, respond to massive threats uncovered by the Watch or Guard, and give macho 20-somethings a hobby.
Some places (like the Sand far to the north) maintain much larger armies (as a percentage of population), and control of these armies comes with a lot of political power, and vice-versa. In the Valley, threats from nomadic raiders and other cities is much less than the threat posed by wandering monsters, cults, and criminals.
The Watch and the Guard are seldom part of the army, and are trained and operated very differently. For the Watch, combat is secondary to skills like negotiation, investigation and knowledge of the laws and how to apply them. The Guard do not train nearly as heavily as the army, and instead focus on skills like tracking, hunting and stealth, instead of learning how to fight in a formation and how to execute maneuvers.
Soldiers are paid a rate on par with a trained worker, and are expected to spend six out of every seven days training. During times of peace, this may be reduced to five, and in times of war a soldier may not go "off duty" for months at a time. Soldiers spend much of their time training with their preferred weapons and armor, broken up by the occasional patrol or exercise (such as a mock fight against another unit). Soldiers typically receive little to no further education, unless the join a specialised unit.
All armies are accompanied by a support staff, of everyone from blacksmiths and bowyers to baggage carriers and cooks. Larger contingents of support staff allow an army to fight longer without returning to a town, but mean they consume resources at a faster rate. Reserves are people who have other careers, but spend 2 days a month training, and can be called upon when needed.
The largest armies are listed below, in no particular order. Note that the numbers represent only what each city claims.
=== Sandpoint ===
Title: United Coastal Armed Forces (UCAF) of Sandpoint and Surrounds
Size: 1,000 soldiers + 800 support staff + 1,200 reserves.
Commander: Sir Bennett Askey
Notable/Elite units: 
* Ram Riders (a highly trained unit able to move freely around the mountains and valleys).
* Winter Griphons (in spite of the name, this is a group of mixed flyers, able to patrol both the mountains and the coast).
Notes: Because of the mountains around Sandpoint, relatively few troops are needed to secure the two passes into the area. Instead, Sandpoint focuses on quality over quantity, and most troops are given magical equipment.
=== The Calaelen Dominion ===
Title: The Dominion Army
Size: 120 soldiers + 50 support
Commander: General Snooks Stoneheart
Noteable/Elite units:
* Snook's Squad (The best and brightest commanded by Dwerfater's finest)
* Terror Kites (Karlbotablepas the mist dragon, and his eleven griphon riders. And Avale)
Army Stats:
 The Dominion Army
 N Large army of humanoids (average Warrior 3)
 hp 16; ACR 3; Morale +9
 DV 16; OM +4 (Bloodied but Unbroken: +2 at half Hp or less.)
 Tactics Full Defense
 Resources Improved Armor: Masterwork, Improved Weapons: Masterwork
 Speed 2 Hex; Consumption 1 BP
 Commander Snookums (Charisma Modifier +5, Leadership 17, Profession (soldier) ranks 12)
 Boons Bloodied but Unbroken, Defensive Tactics, Hold the Line
Notes: A new army, made mostly of released criminals, brought into line by Snooks.
=== Tsar ===
Title: The Holy Army of Tsar
Size: 4,500 + 1,200 support staff + 12,000 reserves
Commander: High Priest Loke of Ordheilm (Pharasma)
Noteable/Elite units:
* Tolah's Men (A powerful unit that is technically attached to the Guard, but serves to protect the undercity of Tsar from any invaders, living or otherwise)
* "Evo's" The Evocations of Zelkor (Spellswords and front-line arcanists that repsresent the pinnacle of Tsar's mages)
* Iron Wolves (A heavy unit of mixed arcanists, priests and non-casters. Most are ex-adventurers, and the unit is claimed to be the second best in the valley, man-for-man after Skor's Purple Ribbon Knights)
Notes: Tsar boasts the largest army in the Valley, and most of its reserves are arcanists and priests who are better combatants than the full-time soldiers of other armies.
=== Skor ===
Title: Royal Army of the Skorrian Territories (RAST)
Size: 600 soldiers + 600 support staff + ??? reserves
Commander: Lord Dakra Weyld
Notable/Elite units:
* Purple Ribbon Knights: (Easily the most powerful unit in the Valley, the Knights number around 50, and contain only the best of the best. Lured by promises of glory, excellent equipment and great pay, the Knights were once the Royal Guard but even though the monarchy fell centuries ago, these knights kept up their traditions. They are nearly always commanded by a high-ranking member of the regency, to add legitimacy to the regency's rule.
Notes: Skor maintains no actual standing army, it's forces are made up of command, elite and seige units. For it's main forces, it conscripts mercenary warbands or the armies of other nations. Because of Skor's unique choreographic position (far to the north) and the difficulty of defending it, Skor doesn't worry about being invaded, and instead focuses on deterring raids.
=== Tarren's Junction ===
Title: Royal Army of the Skorrian Territories (RAST)
Size: 800 soldiers + 250 support staff + 2,000 (or more) reserves.
Commander: Lord Dakra Weyld
Notable/Elite units:
* The Council Rangers: (Technically part of the Guard, the Rangers make up both the Guard and the Army, training units for both roles).
Notes: A division of RAST, Tarren's Junction has a sizable force, and is the most active army in the region. Tarren's Junction is in an unfortunate position, nestled between the Dragon March, the Coast Road and the mountains, and constantly must fend off attacks from various hordes who seek to plunder it for it's wealth.
=== Aberdeen ===
Title: Imperial Army of Aberdeen (IAA)
Size: 2,300 soldiers + ??? support staff + ~8,000 reserves
Commander: Each Shen controls their own army
Notable/Elite Units:
* The Heavy Haft (Instead of jail or a death sentence, most criminals are instead conscripted into the Haft, and sent on dangerous patrols. The thinking is that the discipline and camaraderie of serving will reduce the likelihood of a repeat offence.
Notes: The IAA is made up of troops that are mostly poorly trained, alternating between farming and soldiering as required. Soldiering is treated as a way for a citizen to earn extra money during lean times. Technically, every Aberdeenian citizen is required to support a soldier as required.