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All the important details on the Ivorian Empire.

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Laws
  • Suspicious Activity (Minor)
    Technically not a crime, but the arrest of individuals due to suspicious activity is allowed, along with detainment for up to three trials while investigating said activity. No charges are ever made on this accusation alone, however three trials is normally enough time to find a much more serious accusation.
  • Theft (Minor)
    Smaller offenses, such as stealing food or small items of clothing, are met with light fines to repay the victims in question and additionally to punish the accused. More serious offenses, such as stealing jewels or expensive items, as well as from government and military buildings, is met with harsher fines, imprisonment sentences, forced manual labour and corporal punishment administered relative to the severity of the offenses in question.
  • Disrupting Peace (Minor)
    Causing unnecessary disturbances for whatever reason can quite often land one with a fine on the spot. Repeat offenders are Blemished for their dishonourable attitude and can also expect varying degrees of corporal punishment and forced manual labour to add to their list of problems.
  • Cowardice (Minor)
    Fleeing from a battlefield is treated as a horrid crime and grants immediate Blemishing. Depending on the severity of the cowardice in question, this can normally be accompanied by deductions in wage, demotions of rank and removal of honours. Anyone found serving the Arm Militant as a coward can expect to not last much longer; they do not suffer the idiocies of weaklings.
  • Trespassing (Minor)
    Trespassing on private grounds is treated as a minor offense and punished with strict fines. Trespassing on restricted grounds is treated much more severely and it alone can grant up to one arc of forced manual labour, as well as Blemishing. However, those that are accused of this crime are often also accused of spying, meaning that the sentences are usually much more severe.
  • Vandalism (Minor)
    Destruction of property is met with immediate fines on the spot, as well as healthy levels of corporal punishment to match. Those who are found vandalising expensive or important items or buildings can expect up to five arcs of forced manual labour or imprisonment as well. Such destructive behaviour is unbefitting the Ithecal and often associated with Raskithecal.
  • Slandering Ethelynda (Minor)
    Normally called out and judged separately by the Doctrine. Punishments can include public humiliation, corporal punishment, Blemishing and many other creative sentences depending on the severity of the accusation in question. Slandering done in public or in private is also immediately investigated to find any who heard such slander and did not willingly come forward with this information, for which they are also punished with equal force, assumed to have agreed with said slander.
  • Assault (Major)
    Unnecessary violence is immediately reprimanded when seen, resulting in fines to cover damages and imprisonment. Those of a military background can also expect Blemishing, deductions in pay, demotions in rank and removal of honours, depending on the severity of the assault and whether it was made against a superior officer. Abuse of inferior soldiers is treated just as strictly, and in repeat cases, can be investigated by the Inquiritum under the guise of Corruption via abuse of power.
  • Slavery (Major)
    Knowingly participating in the slave trade through direct enslavement, trafficking known slaves or otherwise knowingly profiting from the work of slaves held captive within the Ivorian Empire can grant anywhere up to thirty arcs imprisonment with additional punishments added according to the severity.
  • Spywork (Major)
    A serious charge, due to the paranoid nature of the city itself. Those found guilty of spywork are immediately sentenced to interrogation, followed by imprisonment and forced manual labour for anywhere up to thirty arcs. Attempts to escape are quickly met with corporal punishment, and repeated attempts will ultimately result in execution in order to retain the secrets of the Ivorian Empire.
  • Practicing Magic (Major)
    Use of magic is strictly prohibited within the city and those found using it will be immediately detained upon discovery. Dangerous use of magic, whether with intent to harm people, damage property or otherwise face execution. Those found otherwise will be given a choice of imprisonment or an indefinite service in the Mutatum. This will include immediate confiscation and destruction of all their personal belongings, and curfew within the Ivorian Empire for an indeterminate amount of time, the breaking of such is punishable by immediate execution.
  • Murder (Major)
    Trial for murder is a very serious matter. If a person is found guilty through intentional murder, through being an accomplice to murder, through willingly knowing of a murder and refusing to come forward, or being the cause through unintentional neglect, the sentence is execution.
  • Corruption (Major)
    Normally called out and judged separately by the Inquiritum. Anyone of a superior position found engaging in illegal activity or assisting others in illegal activity, abusing their power or otherwise taking advantage of their position to better themselves at the expense of anyone else around them or the Empire itself, is put through a separate trial of the Inquiritum's own design. This includes those responsibly and those who knowingly and willingly associated with them. The punishment is interrogation by torture, followed by Tainting, followed by death. Those who were aware and did not come forward immediately with information regarding this crime are Tainted.
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Crime and Punishment
The peacekeepers of the Ivorian Empire are the City Guard of the Arm Militant. Evocatal, Yalical and Immunatum are given only the power to detain civilians once they have seen that person commit a criminal act, or once they have heard an accusation against that person from another civilian. In both cases, the accused will be immediately detained, brought before the Euracatal responsible for the Cohort, and depending upon the severity of their crime, they will either be reprimanded on the spot with corporal punishment or a fine, or they will be moved to a holding cell to await trial. Members of the City Guard found abusing their position to knowingly detain and imprison innocent civilians, no matter what the cause or intention, can expect swift retribution from the Inquiritum, for which punishment is extremely severe; the corrupt and those who abuse power, in the few exceptions that are able to reach considerable positions of power, do not remain there for long.

Local holding cells can be found in all cities across the Ivorian Empire. These cells are capable of holding up to thirty potential prisoners at any one time and are furnished with the bare essentials in a communal setting. They are frequently paired with interrogation chambers. Inside, they will wait a maximum of three trials, at which point they will stand before a small selection of three Euracalus Senatia for minor crimes and seven Euracalus Senatia for major crimes. These holdings can last up to a maximum of three further trials, at which point the court will decide on the accused's innocence and administer more long-term punishments.
For those of a military background, the court has the power to demote ranks, reduce pay, administer corporal punishment, remove honours, send them for re-training, Blemish, and in some extreme cases, force temporary or permanent leave from the military.
For all that come before them, the court has the power to administer fines, corporal punishment, force manual labour for set periods of time, imprison for set periods of time, Taint them, expel them from the city, expel them from the Empire and sentence them to death.

Committing certain crimes allows certain military-affiliated organizations, such as that of the Doctrine and the Inquiritum, to bypass the courts and administer their personal form of justice upon the accused individual or set of individuals. As those administering this justice are of an equal rank, and in some cases a superior rank to that of the judges present in most courts, they have full authority to do so over civilians - and, if they hold significant superiority over the individual in question, military personnel.
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Standing Military
In early generations, Yithiral's army was known as the Ivorian Militia. Designed with Ethelynda's help, comprised of five ranks and with no specialization, it acted with complete impunity, turning soldiers into judges and with very little direct oversight of the superior ranks. Despite this, they created the Yithiral that we know today, designing the then-Militia Headquarters at the head of the city and designing the long, winding streets in the beginnings of Yithiral to fortify the city against intruders. This system remained in place until the first assassination attempt of Ethelynda, which saw much of the city descend into chaos after Ethelynda was left in grave danger and many of the senior commanders of the Ivorian Militia were killed by the attackers as they protected their beloved Immortal.

Patriam Ersalm, a private investigator of common background and no fame, took it upon himself to discover how the previous commander was killed and how the entirety of the Militia could collapse so easily at the hands of a small task force of invaders. He discovered that the assassins had been aided in their attack by human soldiers recruited from Ethelanum, and they had distracted the guards of the gates and mislead nearby patrols into believing the attack was happening in other parts of the city.

At first, Patriam's revelations induced shock and outrage, with many claiming his accusations were based on a deep-seated hatred of humans, and that he was the one responsible for the murder and now sought to pass the blame onto someone else. However, as time passed, more and more lower-rank soldiers involved in the defense stepped forward to reveal that Patriam's evidence was sound. Letters and secret notes were found stashed away inside the houses of senior officers. One of the accused officers attempted to pack all of his belongings and flee Yithiral to take refuge in one of the other cities, but was caught by a patrol and brought back, where he ultimately confessed for his crime against Ethelynda and revealed the names and crimes of all other members of the plot in exchange for his life. While this unfortunately sparked a wave of distrust, not only to Ethelanum but to all non-Ithecal species that would last a hundred arcs, it also elevated Patriam to a position of public influence through which he could design a new system that would ensure an attack like this would never happen again.

In a decisive move, he not only wrenched all form of command from a vast majority of soldiers and put it solely in the hands of a small minority, to ensure that only those who could be trusted with command over their soldiers would be given it, but he also wrenched most of the freedom from the commanding soldiers by placing them under the constant scrutiny of military investigators, who held no soldiers of their own but could launch their own probes if they suspected a commander was acting in a way that put the city in danger. This, of course, once again shocked the nation and enraged both the common soldiers who no longer enjoyed a position of superiority, and the senior commanders who could not enjoy their position of seniority while placed on a social pedestal and endlessly dissected by investigators they believed were no more than Patriam's own hired goons.

The Militia was ready to turn its back on Patriam, but it was the public who rose up to defend his proposals, announcing that it was a necessary change for the good of the city, even if it cost their superiors. Overwhelmed by the revolt of the lower class, with farmers setting fire to their own crops and mass disobedience leading to numerous crises across Yithiral, the Arm Militum was reluctantly formed. Patriam turned down the opportunity to take the leading position as Imperiatim, instead taking the rank of Euralcal in the Inquiritum and remaining there for the rest of his career.

Even after Patriam himself moved on from the development of the Arm Militum, and even after his death, his influence lingered on the city. The general population had successfully overriden their own military's best interests and, in doing so, they had uncovered the deep-seated rift that sat between the denizens of Yithiral and the guards that protected it. In order to rectify this, the Arm Militum expanded and changed, recruiting more and more citizens into its ranks under new, more diverse positions. The Arm Scholar and the Erudite were developed, with teachers and students both picked from the Arm Militum only, attracting more applicants. The public rose once again, demanding a government filled with more than just soldiers with little understanding of the finer political arts, and this time their demands were met without hesitation; the Arm Government and the Senate were both made, with new councils and judges. Finally, Ethelynda returned from her hiding, and the Arm Ecclesia was made by her champions and followers, along with the Doctrine.

What had once been a handful of city guards and nothing more was now known as the Arm Superior, officially, or the Integrum colloquially, incorporating all religious, educational, governmental and military-related affairs of the city. Thanks to its massive spread and influence, nearly every citizen became a reservist or a supportive role, and the chasm between civilian and military opinions faded as the two groups merged into one.
Rank and Subrank
The ranks of the Ivorian Arm Militum are displayed as official titles, announced behind the name of the person in question. Rank is followed by sub-rank. In higher positions, a prefix comes before the name, acting as an honorific address similar to that of “Sir” or “Lord”.

I. Phaestus (None)
5 Primary Weapon, 5 Secondary Weapon, 5 Shield Combat, 5 Throwing Weapon/Ranged Weapon, 5 Endurance

II. Evocatal (None)
20 Primary Weapon, 20 Secondary Weapon, 20 Shield Combat, 20 Throwing Weapon/Ranged Weapon, 20 Endurance

Evocatal Mathestus (35 in 2 or more weapons)
Forward line and slightly more advanced forces.
Evocatal Transmitalia (35 Musical Instrument)
Horn-blower responsible for transmitting orders from high command to the ranks during battle.
Evocatal Signifier (35 Endurance)
Standard-bearer, responsible for carrying the markings and insignia of the Century, seen as an honorary role.
Evocatal Ordinal
A common soldier of little remarking qualities, meeting all the necessary criteria for a position and very little beyond that.


III. Yalical (None)
35 Primary Weapon, 35 Secondary Weapon, 35 Shield Combat, 35 Throwing Weapon/Ranged Weapon, 35 Endurance
Yalical Supra (50 in 4 or more of the skills above)
A proficient soldier that acts with unofficial superiority tasked with the responsibility of retaining order and discipline in the ranks, however how exactly this goal is met is left to the soldier in question. Normally these Supra will take authority over up to five cohorts.
Yalical Centra (50 in 3 or more of the skills above)
A proficient soldier that rises above the ranks of a common soldier, but sits below a Supra in terms of their garnered respect. For this reason, they are often found as unofficial subordinates, carrying out smaller duties on the behalf of their Supra. They will take authority over up to three cohorts.
Yalical Subra (50 in 2 or more of the skills above)
A proficient soldier that stands just above that of the common soldier, holding some influence but not much. Their role in retaining order is too minimal to be of note, and so many fall short of any attention from superiors. Strictly speaking, they only hold authority over their own cohort.
Yalical Ordinal
A common soldier, regarded as slightly more as the Evocatal, in that they are somewhat competent in using the weapons they are given. However, as there is still nothing about them that denotes any unique worth, they are inherently forgettable and dismissed easily.

IV. Immunatum (None)
50 Primary Weapon, 50 Secondary Weapon, 50 Shield Combat, 50 Throwing Weapon/Ranged Weapon, 50 Endurance

Immunatum Adeptica
50 in 5 other skills from those below and 10 threads performing those skills in service to the Ivorian Military. At this point, they are eligible for an Honorary Diploma from the Erudite.
Immunatum Apothecaral (Medicine/Surgery)
Immunatum Devanum (Hunting)
Immunatum Vaccam (Fieldcraft)
Immunatum Initatil (Fletching)
Immunatum Principiate (Intelligence)
Immunatum Venum (Carpentry)
Immunatum Bellin (Smithing)
Immunatum Apollin (Cooking)
Immunatum Cerestam (Sewing)
Immunatum Lunate (Animal Husbandry/Animal Training)
Immunatum Navigar (Navigation)
Immunatum Laganter (Logic/Tactics)
Immunatum Equitus (50 Mount, 50 Animal Husbandry)
Elite cavalry soldiers exempt from most of the manual duties and eligible for small grants to maintain their mount. Many mounted soldiers at this point choose to take up more exotic mounts, and therefore lead many of the charges in the battlefield.
Immunatum Nautica (50 Navigation, 50 Seafaring)
Elite naval soldiers exempt from most of the manual duties and eligible for small grants to maintain their armour and weapons. Often grouped together with other Immunatum to create strike-forces commandeering their own smaller vessels under the personal command of an Euralcalus during infiltration attacks, and occasionally serve as second-in-command.
Immunatum Sacrorum (Meditation)
A common soldier that chooses to take up a more religious role. These soldiers are no different than any others, and continue to report to any and all superior officers, but they are given additional assignments by their Abbots to carry out on behalf of the Theocracy.
Immunatum Ordinal (None of the above)
A soldier lacking in any unique talents besides a superior skill set to that of a Yalical, making them just barely an Immunatum, but not necessarily exempt from the same menial tasks of the common folk until they earn some unique skill that makes them more worthy in the eyes of their commanding officers.

V. Euralcalus (Tax)
65 Primary Weapon, 65 Secondary Weapon, 65 Shield Combat, 65 Throwing Weapon/Ranged Weapon, 65 Endurance, Diploma of the Erudite

Euralcalus Prefectus
Responsible for overlooking the inner disputes of Euracalus within their individual subranks, and assisting those who require it, acting as a sub-commander of the Centaurus.
Euralcalus Vanguardis
Holds direct control over one decemillus, or 1,000 soldiers, who will spearhead an offensive or defensive legion of their choosing. They work in teams of five, and send orders through a hand-picked selection of Immunatum and Yalical Supra (players can make up to 10 Immunatum and Yalical Supra to act as junior officers).
Euralcalus Bulkis
Holds direct control over one decemillus, or 1,000 soldiers, who will act as the main offensive or defensive force of a legion of their choosing. They work in teams of five, and send orders through a hand-picked selection of Immunatum and Yalical Supra (players can make up to 10 Immunatum and Yalical Supra to act as junior officers).
Euralcalus Auxillis
Holds direct control over one decemillus, or 1,000 soldiers, who will act as the supporting force of an offensive or defensive legion of their choosing. They work in teams of five, and send orders through a hand-picked selection of Immunatum and Yalical Supra (players can make up to 10 Immunatum and Yalical Supra to act as junior officers).
Euralcalus Centris
Holds direct control over one decemillus, or 1,000 soldiers, who will patrol the cities under the control of the Ivorian Empire. They send orders through a hand-picked selection of Immunatum and Yalical Supra (players can make up to 10 Immunatum and Yalical Supra to act as junior officers).
Euralcalus Paracentris
Holds direct control over one decemillus, or 1,000 soldiers, who will patrol the surrounding lands of the cities, and territories under the control of the Ivorian Empire. They send orders through a hand-picked selection of Immunatum and Yalical Supra (players can make up to 10 Immunatum and Yalical Supra to act as junior officers).

VI. Centaurus (Lax)
80 Primary Weapon, 80 Secondary Weapon, 80 Shield Combat, 80 Throwing Weapon/Ranged Weapon, 80 Endurance, Diploma of the Erudite

Centuaurus Prefectus
A supreme Centaurus acting as sub-commander for an Aesthestium Militant, able to rule disputes between Centaurus of any legion under their purview and acting as a mediator.
Centaurus Offensis
These act, in accordance with a small host of up to five other Centaurus, as a portion of the commanding head of an offensive legion, controlling 10 Euralcalus and 10,000 soldiers.
Centaurus Defensis
These act, in accordance with a small host of up to five other Centaurus, as a portion of the commanding head of a defensive legion, controlling 10 Euralcalus and 10,000 soldiers.
Centaurus Guardis
These act, in accordance with a small host of up to five other Centaurus, as a portion of the commanding head of a guarding legion, controlling 10 Euralcalus and 10,000 soldiers.

VII. Aethestium (Max)
95 Primary Weapon, 95 Secondary Weapon, 95 Shield Combat, 95 Throwing Weapon/Ranged Weapon, 95 Endurance, Diploma of the Erudite

Aesthestium Prefectus
A commander that has taken prestige in their line of work, often taking an assisting role underneath a Quaestor and occasionally speaking on their behalf as they go about their original duties. Under permission of their superior, with reasonable cause, they can seize up to three legions under their command, including their personal legion.
Aesthestium Militant
A military commander responsible for the full oversight of a personal host of 10 Centaurus, 200 Euralcalus, 250,000 Immunatum, 750,000 Yalical and 100,000 Evocatal. It is rare at this stage for a commander of such prestige to intervene in battle personally, although these men can occasionally be seen at the far corners of the field, tugging the strings of the battle.

VIII. Quaestor (Fex)
Higher Diploma of the Erudite, Commendation of the Doctrine, Authorization of the Senate.

Quaestor Primus
Master over all Quaestor in the city, working closely with the Prefectus in maintaining cohesion not only between all responsibilities of the city, but between the various Arms of the Superior.
Quaestor Prefectus
Responsible for overwatching and negotiating interactions between Quaestors, ensuring that the city as a whole runs smoothly.
Quaestor Equitatius
In command of all of the horses, and mounted cavalry, in the empire.
Quaestor Fabrorum
Responsible for the manufacturing and maintenance of all the structures within the empire. They are the architects behind Ivorian’s impenetrable walls and intricate city-structure.
Quaestor Armicustos
Hold full control over all the smiths in the empire. Although it is the soldier’s job to pay for and maintain their own armour and weapons, new equipment must be continuously produced to make up for those lost - and there must be someone ensuring that this happens.
Quaestor Bastillae
Overseer of all navy and artillery within the empire. Tallships are commissioned at their command and siege catapults are erected on their word.
Quaestor Militant
Never needing to so much as set foot on a battlefield, these military commanders can summon the entire offensive or defensive forces of the Empire to their word.

IX. Legatius (Rex)
Higher Diploma of the Erudite, Commendation of the Doctrine, Authorization of the Senate.

Legatius Primus
The head of all Legatius. The highest position available, barring that of the Imperiatim, and therefore not only responsible for oversight of the military, but all auxillary military-related forces as well.
Legatius Prefectus
Responsible for oversight of all other Legatius and their operations. Often, rather than an authoritative position, this is a cooperative role, assisting wherever needed.
Legatius Militant
A commander of the full forces of the Arm Militant. The highest station one can achieve within the ranks of the military and responsible for all soldiers and guards within the city.
Legatius Sacrorum
A member of the Ethelynda Theocracy, acting as a religious and spiritual advisor on behalf of the Theocracy and responsible for enforcing the will of the Theocracy upon both the ranks of the military, and the general population at large.
Legatius Senatia
A political advisor and law-maker, acting as a prominent political figure that often works under Quaestors in assuring alliances and trade negotiations with other cities.
Legatius Lectura
A member of the Ivorian Erudite. An educational advisor that teaches soldiers in the skills they will need to take up more useful roles in the world that would better benefit the city as a whole.
Legatius Inquiria
A member of the Inquiritum, the military police that investigate sources of corruption within the military ranks - which, in turn, spreads through all other organizations as well, giving them jurisdiction over most of the city.

X. Imperiatim (Dex)
It is unknown how one reaches Imperiatim rank.

Imperiatim Primus
The be-all, end-all of the city. Not only does this individual hold the power to overturn arrangements made by any other rank beneath them, but also holds the respect by virtue of perfection to forcibly bend the wills of their subordinates. They are the pinnacle of the Ithecal species. No arguments.
Imperiatim Superior
A higher protector and personal assistant to the Primus, potentially acting as a successor in the future, as well as acting out the investigative duties required of all Imperiatim members.
Imperiatim Inferior
A protector and personal assistant to the Primus, undertaking various jobs whenever they are needed, as well as acting out the investigative duties required of all Imperiatim members.
Imperiatim Trifectum
A small council of three supreme advisors, answering solely to the Primus and delegating smaller tasks between them to act on the behalf of the Primus.
Imperiatim Prefect
The official head of the Praetorians and the captain of all guards. Not only an immensely skilled combatant, tactician and investigator, this is also an esteemed advisor and trusted assistant, for all of the Imperiatim relies on the services of their guards.
Imperiatim Praetorian
A selection of seasoned veterans to act as the personal guard of the Primus and all others within the Imperiatim. Their services are sworn to the Imperiatim and will not be given to anyone else. However, this does not mean that ordinary guards across the rest of the Arm Militant will not add their services as protectors of their high command in times of need.
Equipment
In order to maintain order and cohesion in an army, formations demand that certain standards are met. However, the Arm Militant does not have the power nor the desire to hand out weapons, armour and other necessary equipment to all of its soldiers for free. They are required to buy their own, and maintain it as well, using the wages they are paid. Those of a higher standing position however may apply for selective loans and grants.

Weapons and Shields
A small selection of standard weapons frequently used by the Arm Militum. Most soldiers will use one or two of these weapons and shields. Axes, maces and other forms of blunt/heavy weapons are discouraged, often seen as crude. Exotic weapons, such as Katanas, Naginatas, Zweihaenders or Staffs are heavily discouraged due to their incompatibility with the standard equipment of other soldiers.

Pugio - Sturdy leaf bladed dagger.
Gladius - Short leaf bladed sword.
Combat Spear - Leaf bladed spear designed to be held in one hand and used with a shield.
Javelin - Short spear designed for throwing.
Short Bow - Small bow designed to be used from horseback.
Long Bow - Heavy bow designed to fire a long distance.
Crossbow - Mechanised lever-mounted bow.

Tower Shield - Large rectangular shield. Ivorian variants are slightly curved.
Round Shield - Simple circular or ovular shield, varying in size.
Scale Shield - Large triangular shield, scale-shaped.

Armour
Many designs take inspiration from areas like Rynmere, although modifications have been made both to better suit the Ithecal's physicality, but also to make use of some of the more advanced form of research taking place in Yithiral, developing better armour for soldiers.

Head - Standard helmets are often open-faced with a rounded top and a cleft that covers the brow. Euralcal and above employ a longitudinal crest of dyed horsehair. They can be made of studded leather for the lighter soldiers, or steel for the heavier.
Torso - Consisting of pauldrons for the shoulders, a chestplate for the chest and a fauld for the waist, lighter soldiers can choose studded leather, the moderately-equipped can pick chainmail or scale, while the heavier variants can choose plate or an armour of Ithecal design, segmented plate which creates overlapping strips of steel.
Arms - Gauntlets cover the forearms and shoulders and come in three designs, either made of studded leather, chainmail or scale, or full plate.
Tail - Ithecal forgo greaves in favour of a studded leather skirt made from interconnected strips of tough leather or other fabric.

Classes
A soldier's class is more than just the equipment he holds, but it further cements his placement and his role on the battlefield. Whether one is light and nimble, heavy and sturdy, or various other combinations of the two, they have a rightful place and a job to do.

Multinatum (Two or more of the below)
When a soldier is able to accommodate multiple weapon variations, they make themselves more useful on the field of battle. This does not go unnoticed. Multinatum will find more respect offered than that of any other soldier, incrementally increasing as they accommodate themselves to more roles.

Murmilllan (Polearm: Spear) (Shield: Tower)
A more heavily-armed soldier found most often wearing some form of plate, these men are rarity since many low-class are considered to be poor and impoverished, and armour is not provided by the state. They use large rectangular shields and one-handed spears, occasionally paired with swords as a back-up weapon.
Shealis (Sword: Gladius) (Shield: Tower)
A heavily-armed soldier often found in plate who takes a short sword, but a heavy square tower shield. Primarily found on the front lines for their protective qualities, able to take large amounts of punishment but unfortunately lacking in offensive capability.
Retarius (Sword: Gladius) (Shield: Parma)
A lightly-armed soldier, often found in either leather or chainmail, equipped with a standard short sword and small round shield. A common amongst commoners, but treated fairly for their adherence to the expected guidelines.
Velite (Thrown: Spear) (Shield: Parma)
A lightly-armed soldier equipped with a short throwing spear as a crude ranged weapon. Often denoted as cowards who cower behind more noble soldiers as they throw their barely-sharpened sticks at the enemy. Often wears light leather armour and equips themselves with small shields and short throwing spears, acting more as a ranged soldier.
Secutor (Ranged: Shortbow)
A soldier that can wield a bow is a strange creature. Those that show no hesitation in their charge into battle are treated fairly, even amicably, but those who hang back in the fight, even when this gives them a disadvantage, are openly slandered. Often wear either leather, chainmail or scalemail, and carry short swords as a secondary weapon.
Dimachaerum (Sword: Gladius)
A soldier who forgoes his shield in favour of two swords, compensating by improving their swordsmanship to a level that makes this tactic viable. By completely removing the possibility of using a shield, these soldiers forgo group battle tactics and are immediately thrown into waves of opponents to remove them from the field before their foolishness spreads. Those who survive this punishing treatment earn their place and are seen as courageous, if foolhardy and selfish.
Mallite (None of the above)
A misfit soldier, either unwilling or unable to make the effort to fit in with the rest of the military. If one is unable to use any of the weapons recommended by the Arm Militant, that person can be responsible for the downfall of their cohort's reputation.
Formation
The Arm Militum is comprised of 40 Legions total, each 200,000 soldiers strong. This does not include their commanding officers, like Euralcalus, Centaurus and Aethestium. At any time, the active force of the Arm Militum total stands at approximately 2,000,000 ground troops, with an additional 6,000,000 in reserve and ready to be called.

Most often, Legions are worked with in units called Decemillus, each 10,000 men strong.
Each Decemillum is separated into 10 Millus, 1000 men strong.
Each Millus is separated into 10 Centuries, 100 men strong.
Each Century is then further separated into 10 Cohorts of ten soldiers. A cohort acts as a standard military unit.

10 offensive legions. (1st-10th)
10 defensive legions. (11th-20th)
10 city guard legions. (21st-30th)
5 surrounding guard legions. (31st-35th)
5 accessory legions. (36th-40th)

1st "Victorious" Legion - (Reserve)
Re-assembled following the creation of the Forgotten Legion, known to be a crack team of the finest soldiers that requires special conditions to enter. Currently garrisoned in Yithiral.
2nd Legion - (Reserve)
Currently garrisoned in Yithiral.
3rd Legion - (Reserve)
Currently garrisoned in Yithiral.
4th Legion - (Reserve)
Currently garrisoned in Yithiral.
5th Legion - (Reserve)
Currently garrisoned in Yithiral.
6th Legion - (Reserve)
Currently garrisoned in Ethelanum.
7th Legion - (Reserve)
Currently garrisoned in Ethelanum.
8th Legion - (Reserve)
Currently garrisoned in Ethelanum.
9th Legion - (Reserve)
Currently garrisoned in Talonir.
10th Legion - (Reserve)
Currently garrisoned in Cathirus.
11th Legion - Active
Acting in Yithiral.
12th Legion - Active
Acting in Yithiral.
13th Legion - Active
Acting in Yithiral.
14th Legion - Active.
Acting in Yithiral.
15th Legion - Active.
Acting in Yithiral.
16th Legion - Active.
Acting in Ethelanum.
17th Legion - (Reserve)
Currently garrisoned in Yithiral.
18th Legion - (Reserve)
Currently garrisoned in Ethelanum.
19th Legion - (Reserve)
Currently garrisoned in Talonir.
20th Legion - (Reserve)
Currently garrisoned in Cathirus.
21st Legion - Active
Acting in Yithiral.
22nd Legion - Active
Acting in Yithiral.
23rd Legion - Active
Acting in Yithiral.
24th Legion - Active
Acting in Yithiral.
25th Legion - Active
Acting in Ethelanum.
26th Legion - Active
Acting in Ethelanum.
27th Legion - Active
Acting in Ethelanum.
28th Legion - Active
Acting in Talonir.
29th Legion - Active
Acting in Talonir.
30th Legion - Active.
Acting in Cathirus.
31st Legion - Active
Acting in surroundings of Yithiral.
32nd Legion - Active
Acting in surroundings of Yithiral.
33rd Legion - Active
Acting in surroundings of Ethelanum.
34th Legion - (Reserve)
Currently garrisoned in Talonir.
35th Legion - (Reserve)
Currently garrisoned in Cathirus.
36th Legion - (Reserve)
Currently garrisoned in Yithiral.
37th Legion - (Reserve)
Currently garrisoned in Yithiral.
38th Legion - (Reserve)
Currently garrisoned in Yithiral.
39th Legion - (Reserve)
Currently garrisoned in Ethelanum.
40th Legion - (Reserve)
Currently garrisoned in Talonir.
Formation
The placement of a soldier decides what roles they will play. Not all soldiers will appear on the battlefield, and even those that do, will not appear in the same positions. Every place has their own role, their own purpose, and this purpose is every bit as important as their rank.

Vanguard Militum
Standing at the head of the offensive and defensive military force, the Vanguard is a prestigious place that only skilled warriors will be able to enter. Normally ranging at about 40,000 men per legion, or four decemillus (30,000 Yithiral, 10,000 Immunatum ).
Bulk Militum
The main body of the offensive and defensive military force, mostly ordinary soldiers will populate the Bulk. Normally ranging at about 100,000 men per legion, or ten decemillus (100,000 Evocatal).
Auxilla Militum
Surrounding parties of more experienced soldiers often used for flanking or more complex maneuvers in the offensive and defensive military force. Normally ranging at about 60,000 men per legion, or six decemillus (45,000 Yithiral, 15,000 Immunatum).
City Guard
The internal defensive military force, focused more around keeping the peace and order within the city - as well as enforcing the strict etiquette of the caste system. Split depending on their current position (100,000 Evocatal, 75,000 Yalical, 25,000 Immunatum).
Surrounding Guard
The external defensive military force that protects the surroundings of the cities and the outskirts of the Empire from invasion and serious natural disaster. Split depending on their current position (100,000 Evocatal, 75,000 Yalical, 25,000 Immunatum).
Accessory Militum
Supportive military-related roles around the city, including that of the Militum itself,the Erudite, the Doctrine, the Inquiritum and the Senate. Split depending on their current role (100,000 Evocatal, 75,000 Yalical, 25,000 Immunatum).
Medals
The Arm Militant recognises and awards acts of honour, bravery and nobility amongst their ranks and rewards them frequently. The more medals that one owns, and which specific medals they have acquired over time, not only grants one more respect from those above and below their rank, but in the cases of the higher elite, it becomes a mandatory requirement to garner a certain number of these awards to show commitment, dedication and proven valour. These awards come as Bands, to be stitched around the right arm and across the right side of the breast.

Band of Superiority: For winning the Annual Tournament.
Band of Strength: For winning the Unarmed Combat Tournament.
Band of Solidity: For winning the Armed Combat Tournament.
Band of Skill: For winning the Ranged Combat Tournament.
Shield Band: For outstanding bravery in the face of danger.
Gold Sword: For outstanding service as a footsoldier.
Gold Steed: For outstanding service as a cavalryman.
Gold Fang: For outstanding service as a beast tamer.
Gold Oar: For outstanding service as a naval soldier.
Silver Cross: For outstanding service as a combat medic. Heal 10 or more players on the battlefield.
Silver Stag: For outstanding service as a hunter. Hunt down and kill 10 or more animals/people.
Speckled Band: Three seasons service.
Striped Band: One arc service.
Two-Striped Band: Two arcs service.
Three-Striped Band: Three arcs service.
Four-Striped Band: Four arcs service.
Sword Band: Take part in five battles.
Double-Sword Band: Take part in fifteen battles.
Triple-Sword Band: Take part in twenty-five battles.
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Fortificiations
Watchtowers

There are four watchtowers spread out across the island. One to the north, one to the south and two to the west. Each watchtower, with the exception of the Mouth, is tall enough to look out over the steep cliffs of the Ivorian coastline to watch incoming ships, and look across the length of the island itself on the rare chance that enemies have already managed to infiltrate the island's natural defences. Each has underground pockets in the foundations where siege weaponry lies and can be assembled at a moment's notice, its narrow corridors and heavy triple-bolt doors can be locked down in case of an infiltration, and a small stable is built into the base of the tower to send messengers by horseback in case signalling apparatus is sabotaged.

Walls

Foregate

Before one can enter the island proper, they must pass through Yithiral, the fortress-city that guards the one and only stretch of coastline that can be accessed, and before they can pass through Yithiral, they must pass through the Foregate. Leading directly from the gated entrance of the docks, the Foregate is a massive stout stone blockade separated with three portcullises, each wide enough for three wagons abreast to ride through with room to spare on either side, but each flanked on either side by a maze of well-stocked guard rooms built into the hill itself, made to withstand bombardment from the ocean if an enemy fleet makes it to port.
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Aukari - Unwelcome.
Their unfortunate history and frequent assassination attempts of Ethelynda have made the Aukari unwelcome in the Ivorian Empire. At the first sign of trouble, they can expect to be forcibly removed by any members of the City Guard and detained for suspicious activity, which normally gives the good citizens enough time to come up with a real crime to accuse them of. Even those that remain cordial and polite will find themselves frequently harassed by both citizens and guards alike, given their race's history and the Ivorian Empire's unsteady arrangement with Sirothille; not to mention the constant accusations of spies and sabotage being carried out across the city at the exact same time, coincidentally, as a recent influx of Aukari.

Avriel - Unwelcome.
Their lofty attitudes and self-imposed thoughts of nobility and superiority frequently clash with the Ithecal. Avriel are not outlawed, specifically, but they are treated with hostility and can quickly find themselves in trouble should they show any signs of arrogance. The Avriel are treated as persistent pests and troublemakers, rude and crass but overall rather harmless, since all it seems to take is a few spears through their wings to calm that god complex of theirs for good, and most of the citizens of the city are a surprisingly good shot.

Biqaj - Welcome.
Frequent trading friends with no true Immortal to worship, they are treated as no different than any human. Some favour the Biqaj over the regular human trade, claiming that they always offer superior trade and frequently deliver early, although many others just claim this is a marketing ploy used to try and con the gullible into buying their traded goods for a better price.

Eídisi - Tolerated.
Directed towards the Erudite Complex upon arrival, they are watched carefully due to an incident involving a small group of Eidisi mages causing havoc in the city. However, their intelligence is respected and honoured, and those who do not cause trouble swiftly find the wary stares turn into unabashed curiosity. Much of the Erudite wishes to form tighter relationships with Viden, and vies for whatever and whomever they can get their hands on to prove that such a task is worth undertaking.

Ellune - Tolerated.
Infrequently seen, they are avoided often for their heretical worship of Treid, and while their powers enrapture many scholars, they are not very welcome and many do not last in the city very long, for one reason or another. Many of their positive attributes are ignored and attempts are kindness are rarely reciprocated. Although outright bullying might not happen on the street, one should keep their belongings close, lest someone slither in at the crack of dawn and leave nothing but a note telling them to leave the Empire, or else.

Humans - Welcome.
The second-largest population of the city, seen as affable folk, but ultimately weak and in need of the Ithecal for protection and assurance. Those that do not join the military are openly sneered at for being cowards, the same treatment given to all members of the city, but even those who reach the upper echelons of the Arm Militant are frequently treated like children.

Ithecal - Welcome.
The bulk of the city population, and treated with the honour they deserve depending on their rank in the Arm Militant. While they do not suffer directly as a result of racism in a way that the other races of the Empire do, many Ithecal from different families and different military echelons treat one-another with limited degrees of respect and common decency for no other reason than because they are less worthy of it than others. Because of this, relations between Ithecal families are frequently strained.

Mer - Welcome.
A strange pack, however like the Biqaj, they make decent trading allies. Their bizarre appearance means that they are still treated with a mixture of distrust and curiosity wherever they should go, but they are thankfully spared much of the more brutal treatment given to the races unable to provide the same curiosities as these often-elusive beings.

Mixed Race - Tolerated
Generally looked upon with a negative air, for sharing blood and therefore tarnishing the perfection that would have otherwise existed. Ithecal half-bloods are frequently killed very shortly after birth by unknown sources, although nobody above the rank of Immunatum will ever admit that such a thing happens, and any evidence gathered on the subject is swiftly confiscated.

Naerikk - Tolerated.
A proud and mysterious warrior race that unfortunately clashes often with the Ithecal over their military prowess. Believed to be respected fighters, but violent, and watched from a distance by most.

Qi'ora - Welcome.
Good traders and craftsman who are frequently found working in smiths and various other workplaces around the city, either learning from Ithecal smiths or building materials for the Arm Militant. Any found worshipping Charmadarst will find their trading attempts rebuffed immediately across the city.

Sev'ryn - Welcome.
Respectable folk, if lacking in discipline and any noble core. They are treated fairly enough for their talents in storytelling, music-playing and rich culture.

Tunäwä - Tolerated.
Small, weak creatures whom cannot survive without assistance. Some treat them as little more than the plants they consist of, although they are rarely intentionally harmed within Ivorian Empire walls.

Wisps/Ghosts - Welcome?
A curiosity mostly ignored by the population at large. Some refuse to even believe in their existence, believing they are nothing more than superstition. However, those who do believe openly gawk in the street when one passes by.

Yludih - Unwelcome.
Their shapeshifting abilities are believed to be the influence of magic, and as such, any found are immediately executed for practice of magic used to disguise themselves, as well as any other suspicious activity, infiltration, and assassination if any unexplained deaths have occurred during their time in the city.
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