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Details about Etzos' glorious armed forces.

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The Army of the Etzori

The Army of the Etzori


Image
The Army of the Etzori is a force of approximately 5,000 men, dedicated to the concept that men should be in control of their own fate; not subject to the pernicious whims of arrogant deities that nearly destroyed their own world. It breaks down as follows:

A ’Block’ is the basic unit of the army. It is comprised of 2 groups of 11 standard foot soldiers or ’Marks’, and a single ’Highmark’, who is one level of rank above them. These two ‘Highmarks ‘ answer to the ’Mastermark’, who commands the Block, which totals 25 men.

If a need for archers is anticipated, a ’Wing’ of a dozen archers, or ’Bows’ is attached, along with their immediate superior, called the ’Highbow’ and a single ’Caster’, a magic practitioner of a martial discipline. These 14 men are headed by a ‘Wingmaster’, combining with a Block to form a ’Wingblock’ of forty men. Generally, the Wingmaster has the highest authority, but in close combat, with the shouts of anger and pain, the bashing of shields and the ringing of steel, most Marks are only liable to heed, or even hear, orders from the Mastermark. So allowances are made.

4 Blocks, with no accompanying Wings, form a ’Brace’. The 4 Mastermarks leading them answering to a single ’Braxton’. This totals 101 men.

4 Wings, with no accompanying Blocks, are called a ’Span’. The 4 Highbows answer to only 2 Wingmasters, since a Span tends to be under less immediate duress, and more stationary, than a Brace. This totals 58 men, to make a total of 159 when combined with a Brace. This group is then called a ’Flight’, and falls under the authority of a single ’Flightmaster’, to make an even 160. This is the approximate equivalent of 4 Wingblocks.

At this point, the new element of mounted troops are introduced. This is a new addition to the Etzori Army, but one that shows great promise. A 'Spiker' squad of 20 melee-oriented troops, headed by a 'Highlance', and a 'Stinger' squad of 16 mounted archers and a single mounted caster, commanded by a 'Javelin', combine to form a 'Shockfront' of 39 mounted men, under the command of a single 'Shockmaster', to make 40 men. A Flight combines with a Shockfront to form a 'Shockflight' of 200 men. The Flightmaster still commands this group.

3 Shockflights combine to make a ’Shield’ of 600 men. This is bolstered by an additional pair of capable practitioners called ’Twisters’, that can greatly enhance the usefulness of the Casters in the Shockflights, either by instructing them in more powerful applications, or by involving them in rituals to inflict powerful lasting effects, possibly over an entire field of combat. This host of 602 men is commanded by a single 'Shieldarm', to bring the total to 603 men.

2 Shields form an ’Arm’ of 1206 men subordinate to a single ’Marshall’. These Marshalls answer only to High Marshall Parhn himself. There are 4 arms to the Army of the Etzori. The balance of what brings the total to 5,000, are cooks, medics, cartographers and other support personnel. These men are lacking in the martial training that would allow them to fill in as soldiers in a pinch. There is the additional factor of 8 catapult crews, headed by a 'Flinger'. But as they do not travel with the Arms on duty rotation, they are not held to belong to any group, and are only included when the army goes on an offensive campaign against a walled target. The rest of the time, they are positioned atop the gates of the city to return fire against those foolish enough to attack Etzos.

The actual Etzori regulars are versatile enough to include necessary ranks of scouts, engineers, animal handlers, hunters, etc., as well as possessing more professionally-based skills as herbalism, leatherworking, gemology and other skills that may inspire them to investigate new material resources while out on maneuvers. With proper permission, such soldiers are encouraged to indulge these skills when the opportunities arise. Thus, the Army of the Etzori frequently returns from the field with supplies or information that is of considerable value to the industries in town.

Citizens versed in such skills may occasionally be allowed to travel with the army, when such resource sites are expected to be on the way. However, since they will be serving in a militia capacity for the duration, and fully subordinate to military priorities, it is expected that they be competent in at least one military field. Such requests would also be handled through the 'Office of the Citizen’s Committee', as would requests to formally volunteer as a regular, be it in an infantry, archer or mounted capacity.

The 4 Arms of the Army of the Etzori rotate regularly between the mines, the quarry, the farmlands and the city; as well as making extensive reconnaissance marches northwest towards Sirothelle and south towards Rhakros. They split into separate Shields as necessary to ensure that each garrison is manned during travel periods. Usually this split is maintained for terms at the mines and quarry, and the Arm returning from the south splits so each Shield can take a leave in the city while the other mans the Farmlands Garrison. There are some cycles spent in extensive marches in directions where there is no known threat, simply to confirm that this has not changed.

The rotations are shifted so each Arm spends cycles in different locations each arc. Only if an Arm is being reprimanded would they have to spend Saun marching to the jungles near Rhakros two arcs in a row. Transfers are also allowed to soldiers in good standing after a review. But even a spotless record is no guarantee of a transfer at any given time.

To volunteer for duty in the Army of the Etzori, one must sign up at The Office of the Citizen's Committee. One must have a competent ability in both one type of hand to hand fighting, and one type of weapon skill. If it is a melee weapon skill, the PC must begin as a "Mark". If it is an archery skill, he begins as a "Bow". Increases in rank, and to a degree, the choice of path to rise in ranks, will depend on which skills the player develops quicker. Emphasis on melee will direct the player through the ranks of Highmark, Mastermark, Braxton and possibly beyond. Archery growth will set him on the path through Highbow, Wingmaster, Flightmaster and possibly beyond.

The additions of competency in an appropriate Mount skill will start you on the path of Spiker and Highlance, or Stinger and Javelin, culminating in advancement to Shockmaster and Flightmaster. Other such skills as Leadership, Politics, Intelligence or others may advance you even further. As a seperate entity from the army itself, Domain Magic users in the army do not hold these ranks as they are ultimately resources of Highbend loaned to Etzos as part of a political agreement between High Marshall Pahrn and former Chief Adviser, and current leader of Highbend, Karnos Vuda. This is not to say they have no capacity to achieve command within their own units, but it cannot be attained through the common advancement of rank. Rather it will be by the pleasure of Vuda himself: do his will, do it well, and rewards above and beyond the petty recognition of military types will be within your reach.
Original Version by Maltruism
The Army of the Etzori


Image
The Army of the Etzori is a force of approximately 5,000 men, dedicated to the concept that men should be in control of their own fate; not subject to the pernicious whims of arrogant deities that nearly destroyed their own world. It breaks down as follows:

A ’Block’ is the basic unit of the army. It is comprised of 2 groups of 11 standard foot soldiers or ’Marks’, and a single ’Highmark’, who is one level of rank above them. These two ‘Highmarks ‘ answer to the ’Mastermark’, who commands the Block, which totals 25 men.

If a need for archers is anticipated, a ’Wing’ of a dozen archers, or ’Bows’ is attached, along with their immediate superior, called the ’Highbow’ and a single ’Caster’, a magic practitioner of a martial discipline. These 14 men are headed by a ‘Wingmaster’, combining with a Block to form a ’Wingblock’ of forty men. Generally, the Wingmaster has the highest authority, but in close combat, with the shouts of anger and pain, the bashing of shields and the ringing of steel, most Marks are only liable to heed, or even hear, orders from the Mastermark. So allowances are made.

4 Blocks, with no accompanying Wings, form a ’Brace’. The 4 Mastermarks leading them answering to a single ’Braxton’. This totals 101 men.

4 Wings, with no accompanying Blocks, are called a ’Span’. The 4 Highbows answer to only 2 Wingmasters, since a Span tends to be under less immediate duress, and more stationary, than a Brace. This totals 58 men, to make a total of 159 when combined with a Brace. This group is then called a ’Flight’, and falls under the authority of a single ’Flightmaster’, to make an even 160. This is the approximate equivalent of 4 Wingblocks.

At this point, the new element of mounted troops are introduced. This is a new addition to the Etzori Army, but one that shows great promise. A 'Spiker' squad of 20 melee-oriented troops, headed by a 'Highlance', and a 'Stinger' squad of 16 mounted archers and a single mounted caster, commanded by a 'Javelin', combine to form a 'Shockfront' of 39 mounted men, under the command of a single 'Shockmaster', to make 40 men. A Flight combines with a Shockfront to form a 'Shockflight' of 200 men. The Flightmaster still commands this group.

3 Shockflights combine to make a ’Shield’ of 600 men. This is bolstered by an additional pair of capable practitioners called ’Twisters’, that can greatly enhance the usefulness of the Casters in the Shockflights, either by instructing them in more powerful applications, or by involving them in rituals to inflict powerful lasting effects, possibly over an entire field of combat. This host of 602 men is commanded by a single 'Shieldarm', to bring the total to 603 men.

2 Shields form an ’Arm’ of 1206 men subordinate to a single ’Marshall’. These Marshalls answer only to High Marshall Parhn himself. There are 4 arms to the Army of the Etzori. The balance of what brings the total to 5,000, are cooks, medics, cartographers and other support personnel. These men are lacking in the martial training that would allow them to fill in as soldiers in a pinch. There is the additional factor of 8 catapult crews, headed by a 'Flinger'. But as they do not travel with the Arms on duty rotation, they are not held to belong to any group, and are only included when the army goes on an offensive campaign against a walled target. The rest of the time, they are positioned atop the gates of the city to return fire against those foolish enough to attack Etzos.

The actual Etzori regulars are versatile enough to include necessary ranks of scouts, engineers, animal handlers, hunters, etc., as well as possessing more professionally-based skills as herbalism, leatherworking, gemology and other skills that may inspire them to investigate new material resources while out on maneuvers. With proper permission, such soldiers are encouraged to indulge these skills when the opportunities arise. Thus, the Army of the Etzori frequently returns from the field with supplies or information that is of considerable value to the industries in town.

Citizens versed in such skills may occasionally be allowed to travel with the army, when such resource sites are expected to be on the way. However, since they will be serving in a militia capacity for the duration, and fully subordinate to military priorities, it is expected that they be competent in at least one military field. Such requests would also be handled through the 'Office of the Citizen’s Committee', as would requests to formally volunteer as a regular, be it in an infantry, archer or mounted capacity.

The 4 Arms of the Army of the Etzori rotate regularly between the mines, the quarry, the farmlands and the city; as well as making extensive reconnaissance marches northwest towards Sirothelle and south towards Rhakros. They split into separate Shields as necessary to ensure that each garrison is manned during travel periods. Usually this split is maintained for terms at the mines and quarry, and the Arm returning from the south splits so each Shield can take a leave in the city while the other mans the Farmlands Garrison. There are some cycles spent in extensive marches in directions where there is no known threat, simply to confirm that this has not changed.

The rotations are shifted so each Arm spends cycles in different locations each arc. Only if an Arm is being reprimanded would they have to spend Saun marching to the jungles near Rhakros two arcs in a row. Transfers are also allowed to soldiers in good standing after a review. But even a spotless record is no guarantee of a transfer at any given time.

To volunteer for duty in the Army of the Etzori, one must sign up at The Office of the Citizen's Committee. One must have a competent ability in both one type of hand to hand fighting, and one type of weapon skill. If it is a melee weapon skill, the PC must begin as a "Mark". If it is an archery skill, he begins as a "Bow". Increases in rank, and to a degree, the choice of path to rise in ranks, will depend on which skills the player develops quicker. Emphasis on melee will direct the player through the ranks of Highmark, Mastermark, Braxton and possibly beyond. Archery growth will set him on the path through Highbow, Wingmaster, Flightmaster and possibly beyond.

The additions of competency in an appropriate Mount skill will start you on the path of Spiker and Highlance, or Stinger and Javelin, culminating in advancement to Shockmaster and Flightmaster. Other such skills as Leadership, Politics, Intelligence or others may advance you even further. Magic users in the army do not hold these ranks as they are ultimately subordinates of "The Ministry of Advisers". This is not to say they have no capacity to achieve command, but it will not be attained through the common advancement of rank. Rather it will be by the pleasure of Chief Adviser Vuda. Do his will, do it well, and rewards above and beyond the petty recognition of military types will be within your reach.
word count: 2467

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