City Council

From Tenebrae
Revision as of 06:14, 1 April 2010 by MediaWiki default (talk | contribs) (Created page with '1) Alexandrian Council 2) Grand Marshal of the Alexandrian Militia (Uther Telenil) 3) Military Advisory Council (Two Generals, High Warcaster, Grand Warpriest,, One Chief Enginee…')
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

1) Alexandrian Council 2) Grand Marshal of the Alexandrian Militia (Uther Telenil) 3) Military Advisory Council (Two Generals, High Warcaster, Grand Warpriest,, One Chief Engineer) (under one General; Elite Guard, Training Corps) 4) 3 Colonels (Elite Guard) 5) 5 Captains (Elite Guard) 5) 3 Captains (Militia Training Corps) 6) 15 Sergeants (Elite Guard) 6) 6 Sergeants (Militia Training Corps) 7) 15 Corporals (Elite Guard) (under joint command of High Warcaster and Grand Warpriest; Battlemage Corps and Irregulars) 4) 4 Warcasters (Battlemage Corps) 5) 4 Junior Warcasters (Battlemage Corps) 5) ? Field Captains (Irregular Units) 6) 8 Sergeants (Battlemage Corps) 6) ? Field Lieutenants (Irregular Units) (under the other General; Infantry, Cavalry, Guerilla Forces) 4) Shadow Captain (Guerilla Forces)* 4) 3 Marshals (Cavalry) 5) 5 Captains (Cavalry) 5) 3 Captains (Infantry) 6) 15 Lieutenants (Cavalry) 6) 3 Lieutenants (Infantry) 6) 3 Lieutenants (Guerilla Forces)* 7) 15 Sergeants (Cavalry) 7) 3 Sergeants (Infantry) 7) 15 Sergeants (Guerilla Forces)* Cool 6 Corporals (Infantry) 9) 30 Privates (Infantry)

  • Guerilla Forces are on a separate chain of command from other forces, and are not on the roster.

(under command of Chief Engineer; Engineering Corps) 6) Senior Engineers (Engineering Corps)* 7) Crewmembers (Engineering Corps)*

  • Numbers of engineering corps depends on how many siege weapons the city possesses.


Infantry: Squad: 10 privates plus 2 corporals led by sergeant. Platoon: 3 squads plus 3 lieutenants led by captain.

Cavalry: Squad: 5 sergeants on light warhorses plus 5 lieutenants on light warhorses led by captain on a light warhorse. Platoon: 3 squads led by marshal on light warhorse.

Guerilla Forces (kept off the 'official' roster): Squad: 5 sergeants led by lieutenant* Cell: 3 squads led by a captain*

Elite Guards: Squad: 5 corporals plus 5 sergeants led by lieutenant. Platoon: 3 squads led by major Company: 3 platoons led by General

Battlemage Corps: Squad: 4 sergeants plus 2 junior warcasters. Platoon: 2 squads plus 2 warcasters Company: 2 platoons plus High Warcaster and Grand Warpriest

Engineering Corps Crew: 5 crewmembers plus 1 senior engineer plus 1 siege engine

Mercenary Units: Varies depending on contracts


Overall Militia:

4 companies (one for each 'Quarter' of town), plus Alexandrian Guard and mercenary forces.

Company Composition: 2 Infantry Platoons 1 Cavalry Platoon (1 Guerrilla Unit) 1 Spellcaster Platoon Engineering Crews as necessary

Alexandrian Guard: 1 company Elite Guard (1 Guerilla Unit) 1 platoon cavalry 1 Spellcaster Platoon

Irregulars:

Irregular Companies are registered mercenary ‘adventuring parties’ – they have a name, and a registered leader, who’s given the field rank of captain, while the others are given a field rank of lieutenant. They have little official pull in the chain of command, but have the usual pull in the field, which is considered to be their areas of expertise. These company are given assignments by the military – in their group, or mixed with other irregulars if a full company cannot be gathered – but are allowed to continue adventuring on their own time as well. Refusing a mission is grounds for dismissal, unless the commanding officer at the moment decides that there was a very good reason for it. Any breaches of law committed by an irregular will be dealt with by a military tribunal, and not normal law.