Prepare for the #LodanRespawn2024 Existing characters may choose to be displace from/have memories of different timelines, thereby allowing returning members the option to retcon their whole character. These changes are the result of the "Unnatural Fog" plot device that is running between now and the Respawn. The plot is simple: no matter where your character is, that place is shrouded in a thick fog that suspends time, but not thoughts or memories, so even if they're repeating the same day over and over again, they continue to remember, so each time feels like a new day. For those retconning OCs; this is where new versions of themselves have the opportunity to replace the old versions. Official lore and tree updates will be announced asap
Specific Military Details within Lodan and its provinces
Listed below are specific details of the Military Organization of Lodan and its provinces. Click on the links below to follow them to their respected posts or just scroll down to see them in the order they were published.
Locations (specifically in regards to EIRAL base) As Previously Established by Faolan Skye:
The Mess
Those outside of the EIRAL might think of a soldier's mess as a collection of cheap tables under stark lighting and slop on a serving line. The reality is quite a contradiction to that assumption, and with a strict rule of no outsiders allowed, it will hopefully remain that way. The Mess sports a quite modern design and hosts two floors of tables for the general throng of soldiers, while the plush red leather covered couches and onyx tables are reserved for Captains and above. Multiple serving lines are open with a variety of foods, including a station that sports the special of the day, from rack of lamb to freshly caught lake trout. However, there is also table service for those soldiers who wish to spend some of their pay on a more specialized menu.
The Library
The Library is the central repository for EIRAL knowledge. It is here that one can find information on a variety of topics, from an accounting of Past High Commanders to the History of the organization as a whole, from monsters one is likely to find on the outskirts to volumes on military tactics. If one has a need to know about it, the information is likely found here, just ask the Librarian, but make sure you ask quietly for this is her domain, and she has zero tolerance for those who disregard her rules or her authority. Best not to make her angry or one might find all of this information just beyond their reach.
Club 40
Named as a Joke after an officer claimed that 40 was the average age of those that were allowed in the club, the name stuck. Club 40 is a specialized establishment that adds to the old adage that rank has it's privileges. Reserved for Captain's and above, this Club is where the higher ups come to relax, have a glass of brandy or scotch, and smoke a good cigar. Lower rank officers are allowed in from time to time, but only when escorted by a superior.
The Basement
Aptly Named for being located in the basement of the EIRAL HQ, this establishment serves as the main recreational area for all soldiers from Enlisted to Officer. Down in the basement, there are no ranks and EIRALs can partake in a variety of activities, drinks, and late night snacks.
The Great Hall
The Great Hall is what outsiders are referring to when they call the EIRAL HQ, The Barracks. Easily the oldest part of the entire building, this is where the EIRALs lay their heads at night. Five floors in total, the Great Hall has a variety or room layouts, from small single bunk rooms that Cadets and Ensigns call home, to small apartments with their own private wash closet for the high ranking officers. No one here is forced to share a room. Each floor includes a small entertainment area where EIRALs may socialize and a community washroom. On the ground floor, soldiers will also find a laundry where they can drop off their clothing and uniforms to be washed and pressed free of charge.
Briefing Room
Today, the briefing room is used primarily to update EIRAL forces on current threats to the city and to assign daily patrol and duty assignments to the various members of the organization.
A Collection of all Military outside of the Country's capital Lodan--City of Gears.
*This includes other City States and the Countryside*
The Countryside: (As Originally Collected by Kalum Wulfgang)
Each City State has its own Military in place in order to protect their citizens and to help enforce the government's will. Ultimately, each City State bows to the Queen's law, and all commanders are overseen by the High Commander. However, this leaves the countryside, which is vast and scattered in population, on its own. As a result the People's Militia was formed.
The People's Militia is its own Separate entity tasked with protecting all that is within the countryside and outside of the City States' limit of control. However, each office corresponds greatly with the city states near them with the main office held in the country town of Bimbury. As a result of communication, should a draft ever be placed in order any City State may be allowed to first pull from the ranks of the People's Militia before turning to their civilians. In turn, should disaster strike the Countryside and become unmanageable by the People's Militia then help may be recruited from nearby City States.
Within the People's Militia is a specialized MoS, also known as Military Occupational Specialty, are the Huntsmen.
The Huntsman: The History and Nature as Collected by Kalum Wulfgang
The Huntsmen are located only within the countryside and are primarily stationed in the surrounding areas of the country town Bimbury.
When Andersweltlers first came into the world where Lodan resided, their magic and the monstrous creatures that came pouring through the portal were a devastating threat. The city’s struggle became its own and as a result, the stray creatures and Andersweltlers who did not stay within the country’s capital turned to the countryside. Because of the danger they posed with their magic and language barriers, the country folk began to resent them rather quickly. When the People’s Militia proved to be incapable of protecting the townsfolk and farmers from renegade Anders that caused turmoil and the occasional shadow beast, a man who had quickly become known as the Huntsman took charge.
Several brave men saw his plight to fight back against the criminal anders that burned homes and fields, and quickly sought to join him though few were capable of his expertise. However, at the approach of the head of the People’s Militia, the Huntsman began a training corp that would recruit and train any willing to join though few ever passed the first three years. This elite group became the group known as the Huntsmen today.
Their purpose since the treaty between humans and Andersweltlers is to hunt criminal Andersweltlers as it has become a task that the People’s Militia cannot fully control. On rare occasions, when shadow beasts stray too far from the city’s limits into the countryside, Huntsmen will respond. On rarer occasions, Huntsmen may be called down to silence riots or deal with extreme cases of criminals who are humans. As their work is most dangerous, they often are expected to have a short life expectancy.
Huntsmen often began exposure to training and guidance at the age of fifteen and older. Preferably from fifteen to eighteen. They all undergo a four year program where the final and fourth year will introduce them to their companion often associated with any Huntsmen: their golden eagle. Throughout the final year, each cadet will be assigned to a senior member where they will be made to shadow the senior. A limit of two cadets per squad was set. However, few ever become huntsmen due to many factors. Several factors include fear of dying from shadow beasts, less necessity and activity for a Huntsman, funding, a decreased population of golden eagles, and many others. As a result, Huntsmen will only ever see a spike of recruits every ten years or so. Within a squad there are typically six to seven huntsman and with their depleted numbers, only enough to make one platoon that consists of anywhere from nineteen to twenty one people depending on how many are left alive and recruiting numbers.
Weaponry of Huntsman and their skills:
Huntsman are phenomenal trackers and hunters, hence their namesake. They are often accompanied by golden eagles with wingspans that are as large as a wolf is long. One dog can also be spotted per squad and usually in the possession of the Squad leader marking the squad leader’s right of passage.
Each huntsman is adept with a bow as they no longer use guns. The change was quickly made when it was discovered that Andersweltlers destroyed technological creations. As such, all their weaponry is typically primitive. Although each huntsman is skilled with a bow, each are made to take up another skill or several skills as versatility is preached by the current commanding Exarch.