You have been granted a total of 20,000 reals, a standard silver Castilian currency, to finance your war effort. In game terms, a real is equivalent to a silver piece, and so you each have been granted an equivalent of 500 GP.
There are a number of different types of troops you can recruit in Toledo. This is not a complete list, and if you request it, you may be able to recruit it. Troops will, for the most part, come in groups of ten, called Stands.
To recruit troops, you must pay upfront, to either equip them or release them from prior contracts. In addition, you must pay a monthly upkeep, equal to a tenth of their upfront cost. It is a good idea to keep enough funds to pay for three months of upkeep.
Apprentices:
Halfling mages in training, looking for a practical test of their skills. Capable of casting spells of the first circle, both utilitarian and destructive.
10 AC, 9 HP, 3 1st level Wizard spell slots, 25 feet. You may choose which school they will select most of their spells from.
20 GP to raise one stand.
Animated Armor: (One stand available.)
Guards created by experienced wizards to defend them. These are surplus, and are weaponless, beyond their 'natural' strength. This can be remedied, of course.
18 AC, 33 HP, Slam (Mutliattack), +4 to hit, 1d6+2 damage, 30 feet. Construct, Antimagic Susceptible.
75 GP to raise one stand.
Acolytes:
Halfling priests in training that have some basic magical abilities, granted by The Almighty. They channel supportive magics.
10 AC, 9 HP, 3 1st level Cleric spell slots, 25 feet.
20 GP to raise one stand.
Fanatics:
There are the devout, and then there are fanatics, those who would die in a blaze of glory for their god. These are the later.
12 AC, 9 HP, Shortsword, +3 to hit, 1d6+1 damage, 25 feet. Brave.
25 GP to raise three stands.
Musket-men: (Only five stands available.)
A crew of halflings equipped with the latest in gunpowder weaponry.
13 AC, 20 HP, Matchlock Musket, +4 to hit, 2d6+2 damage, 25 feet.
75 GP to raise one stand.
Halfling Outriders:
Mounted halfling warriors that ride mastiff hounds into battle.
Riders: 13 AC, 11 HP, Shortsword, +3 to hit, 1d6+1 damage. Mastiffs: 12 AC, 10 HP, Bite, +3 to hit, 1d6+1 damage, 40 feet. Keen Hearing and Smell.
30 GP to raise one stand of Outriders.
Rabble:
Common halfling peasants, eager to wage war. Very unskilled and undisciplined, however.
10 AC, 4 HP, Club, +2 to hit, 1d4 damage, 25 feet.
10 GP to raise three stands.
Guards:
Halfling town guards, eager for better pay. Armed and armored, but unblooded.
16 AC, 11 HP, Spear, Melee/Ranged (20/60) +3 to hit, 1d6+1 damage, 25 feet.
20 GP to raise one stand.
Scout:
Woodsmen, hunters and trackers, they provide their services for a price.
13 AC, 16 HP, Longbow (Multiattack), +4 to hit, 1d8+2 damage, 150/600 feet range, Shortsword (Multiattack), +4 to hit, 1d6+2 damage, 25 feet. Keen Hearing and Sight.
35 GP to raise one stand.
The Bull Mastiff is a large working dog, with a stocky, muscular body. The breed is used by Halflings as mounts, and guard dogs, war dogs, trackers, and livestock drivers by them and other peoples. They can be used by themselves as a separate unit. As wild animals, they will only obey the first order they are given in a battle. They can also be attached to a stand composed of small race units, as a mount-they add their attacks and abilities to the chosen stand.
Mastiffs: 12 AC, 10 HP, Bite, +3 to hit, 1d6+1 damage, 40 feet. Keen Hearing and Smell.
9 GP to raise, or outfit one stand.
Supply Caravans:
The backbone of any military effort, Supply Caravans carry food, replacement equipment and anything the troops themselves cannot carry.
One stand of Supply Caravans carries enough food to support a hundred creatures, or ten stands. Supply Caravans not supporting any stands can reduce the upkeep cost of five stands by half. They allow an army to move without foraging or pillaging for food, and to spend Hit Dice to recover HP during a Short Rest. They also prevent units that consume ammunition from running out.
30 GP to raise one stand of Supply Caravans.
Siege weaponry:
Cannon:
The cutting edge of gunpowder technology, cannons propel heavily balls of cast iron through the air at destructive speeds.
+6 to hit, 8d10 damage, 600/2400 feet. It requires three creatures to use properly. It and its crew act as a solo, taking an action to load, another to aim, and a third to fire.
400 GP to raise a single cannon and its crew.
Mangonel:
A mangonel is a type of catapult that hurls heavy projectiles in a high arc, able to hit targets behind cover.
+5 to hit, 5d10 damage, 200/800 feet (cannot hit anything within 60 feet). It requires a crew of three creatures to use properly. It and its crew act as a solo, taking two actions to load, two more to aim, and a fifth to fire.
75 GP to raise a single Mangonel and its crew.
Ram:
A ram consists of a movable gallery equipped with a heavy log suspended from two roof beam by chains. The log is shod in iron, and is used to batter through doors.
+8 to hit, reach 5 ft. 3d10 damage. It requires a minimum crew of four Medium creatures to use properly, and can support up to one stand of Medium creatures. Two Small creatures act as one medium creature. The gallery provides Total Cover against attacks against the crew from above. It and its crew act as a solo.
25 GP to raise a single Ram.
Siege Tower:
A siege tower is a mobile wooden structure with a beam frame and slats in its walls. Large wooden wheels and rollers allow the tower to be pushed.
Medium or smaller creatures can use the siege tower to reach the top of walls up to 40 feet high. A creature in the tower has total cover against attacks from outside the tower. It requires ten Medium creatures to move, and moves at their base speed.