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Mythics belong to the distinction of [[Artifacts]], but are are more often than not less powerful or less historically notable. Mythics generally speaking are easier to find, but also easier lost. They have some sort of historical impact, thematic source (such as for example, [[Dragon]] powers, or [[Void]] [[Arken]]), and in all ways function exactly the same as Artifacts do (with regards to not being destroy-able, and having special [[Ability]] mechanics). In essence, Mythics are Artifacts, just with less information or function to go off of. Still, because of their flashy appearance and because of many greedy and willing collectors, Mythics don't draw any less attention than Artifacts do, and are just as desired. Similarly to Artifacts, Mythics are covered by the Special Item Rule, meaning that when a Character owns a Mythic, they must always carry it on their person, unless this would become unreasonable (such as wearing weapons in the Imperial Palace, where this is strictly banned and can get a Character executed). All other locations however, Artifacts must always be worn, so that they can also always be stolen. It is not necessary to emote the presence of an Artifact to everyone every new meeting or scene, but it is necessary to inform a player if they attempt to steal something, or loot an unconscious bearer. Being able to identify Artifacts or Mythics is regulated by the Arcanology Proficiency. Without the necessary Arcanology pack your Character will not be able to identify any Mythics or Artifacts. There is however one exception, if your Character has owned a single Mythic or Artifact for at least 7 uninterrupted days (on them, not stored somewhere), then they will be able to identify that Artifact from that point onwards, but only that specific Artifact. '''Some of these Mythics may be released into circulation, while some may not be. If you are unsure, please make a ticket on the RP Community Discord.'''
{{Info organizations
|image        = ImpCrest.png
|leader        = Imperial Marshal Carl II von Treppewitz
|headquarters  = Imperial Marshalry, [[City of Regalia]]
|origins      = [[Five Family Rebellion]]
|symbols      = Dragons, Anchors, Swords
|colors        = Purple, Blue, Gold
|magicusage    = Restricted
|subdivisions  = * Imperial Army
* Imperial Navy
|}}
The Regalian Military is the apparatus of the [[Regalian Empire]] responsible for managing, deploying, supplying, and commanding the tens of thousands of Soldiers across [[Aloria]]. With origins during the [[Five Family Rebellion]], it has remained ever present since the dawn of the Empire, growing and adapting as the need arises. Today, the Regalian Military is seen as a symbol of Imperial glory and stability, and considered an extension of the Emperor’s might over all Regalian adversaries. Many citizens look favorably on the military, both for its career prospects and meritocratic basis, but also as a familiar organization in an ever-changing world.
 
==Design==
Military Characters should be designed in line with a hierarchy-based organization. Following orders is expected at all times, and not when found convenient. Similar to [[Knighthood]], characters should have a sense of professionalism about them. But where Knights derive their expectations from a code of honor, Soldiers do so out of loyalty to the Emperor and for the well-being of one's fellow Soldier. A disloyal Soldier is likely to either get themselves or others killed. Designing a character that is compliant with the Regalian Military is fairly straightforward, with the following key points to be made.
*Any Regalian Citizen of any heritage or gender may be part of the Military, with the following exceptions:
**[[Marken]] are barred from enlistment, even those with Legal reprieve, as the battlefield is chaotic and could cause even the most disciplined Marken to lose control. Characters may attempt to hide their status, but should be advised that this is illegal.
**[[Spirit]]s, [[Undead]], [[Vampire]]s, [[Geist]]s, and all other illegal occult are barred from the Military, as they are hostile to Regalia’s interests. Characters may attempt to hide their status, but should be advised that this is difficult and very illegal.
**[[Mystech]] are barred from the Military, as most are illegal within the empire, and the ones that are legal are not counted as citizens, which is a prerequisite for service.
*[[Suvial]] cannot summon Spirits, as their legal provision is only to deal with the Spirit infestation in Regalia, not to use them in battle.
*[[Arkenborn]], [[Godborn]], [[Archon]], and Mages may enlist, but are assigned to specialized “Battle Mage” units which are separated from the regular mundane units (which still make up the vast majority of soldiers). Historically, Magic was banned in the military, with this ban being reversed recently under Emperor Alexander’s reign.
*Petty Criminals (like pickpockets and debtors) can be press-ganged into the Regalian Military (most often the Navy) in lieu of other punishments, as they are seen as a lower risk compared to murderers and arsonists. However, they are treated with scrutiny due to their criminal background.
 
===Becoming a Soldier===
Joining the Regalian Military as a common Soldier is very simple. Every major settlement in the Regalian Empire has a recruitment office which allows any citizen over 18 years old to sign-up for military service. During the enlistment process, the recruit chooses whether to join the Imperial Army or Navy. If they join the Army, they are given directions to the nearest Tenpenny Headquarters, where they will spend a few months training in various weaponry before being given a specialty which reflects their performance. If they join the Navy, they are sent to the nearest port to join one of the many warships, then begin service immediately.
 
===Becoming an Officer===
Unlike Soldiers, joining the Regalian Military as an Officer requires more investment, either in time or money. As there are multiple tracks to becoming an Officer, they will be presented in a list format below.
*Promotion from Soldier: Soldiers who exceed 10 years of military service may be promoted to Junior Officer as a reward for their experience, a meritocratic practice which is appealing to prospective recruits. These types of Officers are by far the most competent, as their skill comes from field experience alone.
*Military Academy: The most common way of becoming an Officer is by attending one of Regalia's many Military Academies to fast-track their military career. This has the advantage of not risking one's life for ten years as a Soldier but has the disadvantage of skipping past the merit-based system using one's personal wealth. However, the Regalian Military permits this because the risk of a few incompetent Aristocratic Officers is outweighed by the benefit of having capable commanders whose families have proven themselves over generations.
**Anyone 16 years or older may attend a Military Academy for 5 years to qualify as a Junior Officer, or 10 years to qualify as a Senior Officer.
*Foreign Officers: In rare circumstances, the Regalian Military recognizes the credentials of foreign nations who seek out the Regalian Empire as refugees. These Foreign Officers slowly learn Regalian Military Doctrine (ensuring they are not a spy), and contribute to military advancements by sharing foreign tactics from their homeland. In doing so, the Foreign Officer demonstrates their loyalty to the Regalian Military and is rewarded with their experience being recognized.
 
====Commissions====
A Commission is a formal document which empowers an individual to command members of the Regalian Military (which is ultimately derived from the Emperor). In order to lead troops or command a ship, one must be a commissioned Officer. There are several types of Commissions with differing levels of authority.
*'''Junior Commissions''' are granted to Junior Officers, who are tasked with commanding small groups of Soldiers or commanding a singular warship. Junior Commissions are often granted by Senior Officers, though may also be granted by the Marshalry when it concerns regular appointments (such as a colonial garrison or the aforementioned recruitment offices).
*'''Senior Commissions''' are granted to Senior Officers, who are tasked with commanding entire armies and fleets. Senior Commissions are often granted by Grand Marshals/Admirals, though may be granted by the Marshalry when it concerns regular appointments (such as a patrol fleet). In rare circumstances, the Palace may grant Senior Commissions directly.
*'''Imperial Commissions''' are granted to those in charge of overseeing a military campaign and are given the rank of Grand Marshal/Admiral for the campaign. Imperial Commissions may also be granted to Imperial Marshals/Admirals, who oversee the overall functions of the Regalian Military and sit on the Marshal’s Cabinet. Imperial Commissions are granted by the Palace, often the Emperor personally.
**For the sake of current events regarding the Emperor’s disappearance, the Princes/Regent are able to grant Imperial Commissions, usually during an Assembly. The Assembly may cast a vote of no confidence in a Grand Marshal, which may convince the Palace to rescind the Commission and appoint a replacement.
 
==Branches==
The Regalian Military is broken down into two major branches: the Imperial Army and the Imperial Navy. As mentioned above, an individual who enlists in the military chooses between one and the other. While it is possible to change branches later on, doing so causes a complete career reset, as the experience gained from commanding Soldiers on the battlefield cannot fully replicate to commanding sailors on a warship, and vice versa.
<table style="width: 100%;"><tr><td style="width: 50%; vertical-align: top; text-align: left;">
<span style="font-size:150%;><center>'''Imperial Army'''</center></span>
{|
[[File:Wirtem22.png|130px|caption|left]]
|
The Imperial Army is the oldest branch of the Regalian Military, dating back to the Five Family Rebellion. Of the two branches, the Army has seen the most changes over the past few centuries. While originally a feudal based levy-system commanded by nobility, advancements in technology and knowledge have since transitioned it to a professional career-based system commanded by educated Officers. The Imperial Army is the most visible of the two branches, as veteran Soldiers often transition to related professions such as city guards in peacetime. It is also the largest branch, as the era of Alorian history still prioritizes land-based engagements between rival forces. The Regalian Army is inspired by 15th and 16th century European mixed-arms militaries, featuring mounted cavalry, artillery, muskets, and swords all on the same battlefield.
 
Below is a list of all Army Ranks. In general, Soldiers become Junior Officers after 10 years and rise in rank every 5 years. Colonels often take 10 years to become Senior Officers, with the ideal time between ranks being 10 years. However, the Imperial Army does not need a hundred Field Marshals, so Senior Officers often retain the same rank until they replace one of their superiors due to retirement or death.
 
*'''Soldiers'''
*'''Junior Officers''': Sergeant, Lieutenant, Captain, Major, Colonel
*'''Senior Officers''': Division General, Lieutenant General, Field General, Field Marshal
|}
 
</td><td style="vertical-align: top; width: 50%;">
<span style="font-size:150%;><center>'''Imperial Navy'''</center></span>
{|
[[File:Cearden.png|130px|caption|left]]
|
The Imperial Navy is the pride of the Regalian Empire, as it is the branch responsible for projecting Imperial power across the oceans of Aloria. The Navy has seen less drastic changes since its creation during the conquests of Corontium, but each development has come with the advent of the latest in military engineering. The modern Imperial Navy is inspired by the various European Navies during the Age of Sail, such as the British Navy during the Napoleonic Era, featuring massive wooden warships sporting dozens of cannons.
 
Below is a list of all Naval Ranks. In general, Sailors become Junior Officers after 10 years and rise in rank every 5 years. Commodores often take 10 years to become Senior Officers, with the ideal time between ranks being 10 years. However, the Imperial Navy does not need a hundred Fleet Admirals, so Senior Officers often retain the same rank until they replace one of their superiors due to retirement or death.
 
*'''Sailors'''
*'''Junior Officers''': Deck Officer, First-Mate, Vice Captain, Captain, Commodore
*'''Senior Officers''': Rear Admiral, Vice Admiral, Admiral, Fleet Admiral
|}
 
</center>
</tr></table>
 
==Recommended Military Protocol==
As mentioned in the Design Section, military characters have a tendency towards hierarchy-based rules and common conduct between each other. While not as strict as Knightly Codes, the Regalian Military expects a sense of decorum between its members, as a Soldier’s actions reflect back on their Officers and eventually back to the Emperor, who is the model of dignified conduct in Aloria.
Below is a list of recommended protocols for characters to follow to show they are part of the Regalian Military.
*Characters should salute or nod to superiors as a sign of respect for the rank. Even if one hates the Officer, they still offer respect as the rank is a proxy to the Emperor’s authority.
*Active duty Soldiers should be addressed as Rank + Surname. For example, Vice Admiral John Doe would be referred to as “Vice Admiral Doe.”
*Criticism of Officers, losses, etc, should be done in private and with tact. In public, the Regalian Military should show a unified front in support of its achievements. Even if the war effort is going poorly, Soldiers and Officers should back each other up to maintain morale on the frontlines and at home.
*Characters should behave in a way which doesn’t embarrass the military. Cowardice, vulgarity, and brutishness should be kept to a minimum.
*Characters should take care with revealing information about the military. Remember, loose lips sink ships.
 
In general, a character who is respectful to others and does what they are told is a model member of the military. Those who tend to skirt the lines on what is/isn’t permissible, or engage in criminal activities, may face a Court Martial and be disciplined for their actions. A Court Martial is a military court which is separated from the civil Judiciary, but performs similar functions. The key differences are that the Court Martial only applies to members of the military, and Senior Officers preside over cases rather than Justicars (judges). Court Martials are also known to be far harsher than the Judiciary, as soldiers may face corporal punishment or execution depending on the severity of the charges.
 
===Additional Guidelines===
To help avoid confusion in roleplay, the following guidelines should be observed to make Military Roleplay an inclusive experience, while still recognizing the complexity behind the Regalian Military:
*Use the terms Soldier, Junior Officer, and Senior Officer in everyday roleplay as opposed to specific ranks. Three terms are easier for players to understand.
*The recommended age per flavor rank is provided in the table below, which is based on an Ailor lifespan. Most Ailor retire between 60-65, meaning some ranks are unattainable to them without going through Military Academies.
**For the sake of roleplay inclusivity, players commissioned IC can ignore the lowest age in each column, so long as they stick to the lowest rank in each tier (eg, a 24 year old commissioned as a Senior Officer can be a Rear Admiral, but not a Fleet Admiral)
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold;"
! Depiction
! Army Rank
! Name
! Navy Rank
! Origin
! Age
! Appearance
! w/ Jr. Academy
! Uses
! w. Sr. Academy
|-
|- style="background-color:#ffffff;"
| colspan="5" style="text-align:center; font-weight:bold; background-color:#dbcfef;" | Dragon Mythics
| Soldier
|-
| Sailor
| style="text-align:center;" | -
| 18
| Bident of the Roar
|  
| First recorded as being within possession of the [[Cult of Drogon]], the Bident of the Roar shifted rapidly between high-profile warriors, and gained an infamous reputation among Allorn loyalists as a mark of incoming death before being lost to time after the Cult of Drogon became the [[Isldar]].
|  
| A classical two-pronged spear, the Bident is made recognizable through its material, black as the night sky and dotted in violet-tinted Dragon Runes which spread down it in a swirling pattern. Around one of the prongs is a black cloth, which remains unstained and undamaged despite presumed centuries of use.
|- style="background-color:#efefef;"
| When thrown, the Bident causes far more impact damage than any other weapon of its type, stunning all but the thrower for 10 seconds in an area of 2 blocks around the impact zone. This only works if striking terrain, rather than actual subjects. It will function like a normal javelin otherwise. The Bident does not return to the user after being thrown, though the amount of time spent stunned is usually enough for it to be retrieved.
| Sergeant
|-
| Deck Officer
| style="text-align:center;" | -
| 28
| Claw Earring of Taal
| 21
| Claw Earrings of Taal were made by the Blue Crown Dragons to bestow upon those who aided them in the Immortal War, to help them understand Wyrmtongue and Dragonspeech. Hundreds of these earrings once existed, but the disappearance of Dragons have largely made them a novelty, disappearing in jewelry boxes and forgotten about since they no longer rang upon hearing Wyrmtongue.
|  
| The Claw Earring of Taal actually looks more like a seashell, about half an inch large, attached to a small golden chain with a ring at the end. The Artifact is properly applied by inserting the ring into an earring hole, thus allowing the shell part to dangle freely from the earlobe. It is neither heavy nor light, moves around freely, but can be felt there at all time.
|- style="background-color:#efefef;"
| The wearer can, through the Claw Earring of Taal, hear Dragonspeech or Wyrmtongue from any distance, and it is automatically translated into Common into their ear at the same time. It does not grant them the ability to speak the language however.
| Lieutenant
|-
| First-Mate
| style="text-align:center;" | -
| 33
| Titan Wings of Qarnatah
| 26
| The Titan Wings of Qarnatah were made by the old Walousa of Almuhaddeen in what is present day the Songaskian Masaya, but at the time was owned by the Sariyd Empire. The device was made with a more ancient form of Clockwork engineering and Soul Essence infusing, making it immensely durable, and having survived for hundreds of years of wear and use. This Mythic will not be released into circulation.
|  
| The Titan Wings of Qarnatah are a set of Clockwork tubes attached to the hips with belts and wires attaching to the torso and arms for easy manuevering. They appear just like normal brass storage devices, but give off an inner white glow and slight glowing mist coming from the openings in the front.
|- style="background-color:#efefef;"
| The wearer is able to, every 2 seconds, use Soul-Essence latches to rapidly propel themselves across the battlefield. These appear like lassos of Soul-Essence shooting out of the clockwork brass tubes, attaching onto anything non-organic, before launching the wearer in the direction of the latch by reeling them in and detaching when the zenith is met, launching the wearer forward. This can also be done to suspend a person from a ceiling or building, as they can control when the latches detach. It does not however grant them immunity to fall damage. A second use, which puts the device on a 30 minute cooldown, is a rapid swing from building to building. The wearer can re-position themselevs anywhere in Regalia within mere seconds by latching from building to building.
| Captain
|-
| Vice Captain
| style="text-align:center;" | -
| 38
| Farsight Ceroscope of Cadar
| 31
| The Farsight Ceroscope of Cadar was supposedly commissioned (or made, depending on who you ask) by Melissandre Cadar, a looking glass with exceptional zoom and clear view, far greater than any optics produced even in the modern era.
|  
| The Farsight Ceroscope is an ivory looking glass, with golden paneling and engravings, the glass itself of a pristine and un-damage-able crystal. The widest part of the Ceroscope has a dragon engraving coiling around the edge from which the glass part is visible.
|- style="background-color:#efefef;"
| This Artifact is usable from any distance as long as no obstacles are between the target and the user. The user must use announce emote to announce its usage, and then message the individuals they are looking at to pm them what emotes they engage in. It also has a progression use, where, if fully unfolded, allows the user to peer into lands far far away, looking at a rough 60 by 60 foot area at a time. (PM MonMarty on Discord for responses to far looking. Responses may be moderated for fair-use).
| Major
|-
| Captain
| style="text-align:center;" | -
| 43
| Twin rings of Rhaakhr
| 36
| The Twin rings were a gift of Rhaakr, often given to two lovers favored by the Blue Crown Dragon throughout the ages before the disappearance of the Dragons. Many of these rings were buried with the dead, slowly disappearing from circulation until they were rumored all but lost.
|  
| The Twin rings look simple, a golden band with a fairly simply shaped six-pointed flower out of some sort of purple-blue hue'd metal, atop of which a sall emblem of a Dragon rests, with a single tiny sapphire as an eye.
|- style="background-color:#efefef;"
| This Artifact must be worn by two different individuals, but if one is removed after being settled on a finger, the other flips off the hand of the other wearer, and teleports to the one that is taken off the other wearer. This means that if one of the rings is stolen, they automatically both are stolen and transferred. Those wearing the rings can communicate with each other telepathically in a two-way communication style through pm's.
| Colonel
|-
| Commodore
| colspan="5" style="text-align:center; font-weight:bold; background-color:#efcdcd;" | Void Mythics
| 48
|-
| 41
| style="text-align:center;" | -
|  
| Chef’s Trick
|- style="background-color:#c0c0c0;"
| A legendary chef’s knife that has passed from many-a hand, from court caterers, local bakers, aspiring gormounds, and restaurant sou-chefs. The tale itself of this unique kitchen tool is one that carries much fame and infamy, a gift from the Gluttony Arken himself to the world. The last to wield its power was Chef Kaspar, the head chef of the Montanian Noble Court. With it he made a name for himself underneath [[House di Alan]], and was rumored to manipulate people within it through the meals he made for them. After the rulership changed hands it was discovered the source of the chef’s skill came from the knife itself and was promptly fired and the knife confiscated.
| Division General
| A whitewood handle that never stains hosts a 12-inch long blade that never dirties or stains. The sheen to the blade remains remarkable without need of shining. The handle itself sports an array of alien runes engraved into it that cannot be described, constantly shifting in shapes and form before your very eyes.
| Rear Admiral
| Any meal that this user cooks wielding Chef’s Trick can be manipulated, its ingredients when prepared can be imbued to give off any flavor, texture, temperature (or quality such as lean & healthy to fatty and unhealthy). Food can be empowered to become extremely tasty, or even compellingly addictive, or effect a meal to make it downright disgusting and life threatening. Anytime Chef’s Trick is being used a black and crimson vapor envelopes and rises off of the wielder’s hand, and runs up along their arm.
| 58
|-
| 51
| style="text-align:center;" | -
| 26
| Mirror, Mirror
|- style="background-color:#c0c0c0;"
| A handheld mirror that's been enchanted by the Arken of Beauty, the time of which this occurred is unclear. It is known however that the mirror passed hands from numerous courtiers across the world over the ages seeking to advance and swap places with members of their court either through guile or mischief. It was not till Sovereign Dominique Victois Singerie Tomaise Looxois Lefeuronne was executed that her loyalists were sought out next for the chopping block. One such loyalist, a Duke, had swapped bodies with one of his daughter’s handmaidens to escape punishment from King Florent de Gosselin.
| Lieutenant General
| An intricately designed hand mirror, of sterling silver with golden filaments. A verse in void scripture warbles and changes randomly along the back of its mirror and down the grip of ivory inlaid. Two sharp prongs on either side of the bottom edge of the mirror itself stick out at a length which would allow someone to prick their thumb upon it.
| Vice Admiral
| When two knowing individuals willingly prick their finger upon the mirror whilst holding it together and recite the phrase inscribed upon it “Mirror, mirror, within our grasp. May beauty be shared, hand, in hand.” it activates and the two individuals switch bodies. The mirror’s influence can be broken by exorcism, as this counts as a possession. The body swap lasts indefinitely until exorcised. Powers such as magic, ritualism, and afflictions follow the original host to the new body. Mutations remain however. You cannot swap bodies with any non-approved character.
| 68
|-
| 61
| colspan="5" style="text-align:center; font-weight:bold; background-color:#c7e9ef;" | Exist Mythics
| 36
|-
|- style="background-color:#c0c0c0;"
| style="text-align:center;" | -
| Field General
| Widower’s Direction
| Admiral
| They say the very seas blessed the compass of late Captain Ölleia the Brineweaver. A lingering magic which a sea hag imbued upon the captain’s compass for sparing her life. Its purpose is to lead its owner to their destined point of interest. Captain Ölleia embarked upon a great journey across the western waters of [[Hyarroc]] after the death of her husband, a vow given to use it to chart all that she could of the western seas. The compass is all that remains of the voyage, mysteriously finding its way back to shore.
| 78
| A handheld dark wood base with tarnished [[Silver]] gilding along the edges and a busted latch that disallows it from completely closing all the way. It’s compass wheel spins around widely until it comes into possession of someone for longer than a week. The glass that shields it is cracked, and the compass itself waterlogged nearly beyond the point which would eventually aim north.
| 71
| Once per week the wielder is capable of dowsing the location of a place they have either visited or have read an extensive amount on and have become familiar with for a safe journey. The compass will then always point in the direction of their targeted location, until they reach it, for which it will then return to spinning wildly, or if they do not reach this place within two weeks. If the user attempts to dowse a location they’re either unfamiliar with or have never been to it will lead them astray, towards imminent danger such as storms or monsters.
| 46
|-
|- style="background-color:#c0c0c0;"
| style="text-align:center;" | -
| Field Marshal
| Stylus of the Dorinn Maestro
| Fleet Admiral
| The exact origin of the Stylus of the Dorinn Maestro is unknown, but it is heavily implied to be related to the Exist Arken Maestro, or the Exist Arken Writer, or perhaps both due to thematic overlap. This Pencil rotated ownership through some of the major literary geniuses to have come from Dorinn and Guilde in Anglia through the ages before disappearing after a fire in the Lo Theatre at the end of the Lo Occupation.
| 88
| The Stylus is made of Ivory, a light but firm grip and an immensely richly decorated silver tip with engraved letters of unknown origins. The back of the Stylus has a small blue feather that never seems to wear or lose its fluffyness.
| 81
| When the Stylus is committed to paper, the owner may write the description of a person, as well as a scene setting for them. When they finish writing an average book page of content, and remove the Stylus from paper, putting the sealing tip back onto the Stylus, they themselves will transform and take on the description of the person on the page, with any clothing that might suit the scene and setting as described on the page. The page then disappears, and the Stylus is rendered inert for 24 hours. This transformation remains active for 24 hours, and counts as a Mythic Transformation. Racial Abilities are not changed, and the appearance of the person must remain within the confines of what each race or gender within that race is capable of, otherwise it simply will not work. The same appearance can be used more than once, but the appearance will never be that of another living person, as the imitation is always off, no matter how verb-proficient the writer is.
| 56
|-
| colspan="5" style="text-align:center; font-weight:bold; background-color:#ddfcda;" | Ordial Mythics
|-
| style="text-align:center;" | -
| Athaniar's Key
| Athaniar's Key was created by Black Exarch Athaniar, one of the former figureheads of the Children of Kruphos-- an [[Ordial]] death cult that formed in the [[Allorn Empire]] in the middle of its tenure. The Key was used as a ceremonial object within the cult, and was passed on between Black Exarchs until it was lost to time.
| Athaniar's Key appears as a sleek key forged of shiny black [[Steel]] with an assortment of crude runes etched into its sides that are meant to be sounded out in Deathspeech, though have become indecipherable over time. The head of the key is shaped like a skull.
| When held, the wielder can touch the key to the back of somebody's head which will open up a ghostly green keyhole which the key can be slid into and turned, transporting the wielder into a visual, dream-like representation of the person's conscious. From there, the target can voluntarily guide the key's wielder through their thoughts and memories in real-time, as if they were there. They can only stay in the dream conscious for 24 hours, and it cannot be entered while in combat or to avoid danger.
|-
| style="text-align:center;" | -
| Gaze of Erasure
| The most commonly given one is that it came about after soldiers returned from the [[Chrysant War]], having been brought along in a return ship before quickly transferring from province to province, with most wearers not holding it for long.
| The Gaze is a black blindfold, with two green marks that always seem to magically reposition themselves to the exact spot where the wearers’ eyes are. When worn, a stream of mint green mist leaks out from the blindfold’s marks.
| When worn, the Gaze allows the user to view themselves, and everything around them, from a third person perspective. This means the user is functionally aware of every person in the room, alongside their position. This means they cannot be snuck up upon, but it does not give them the agility to avoid anything they might learn from using it, nor does it grant them the training to fight when viewing themselves from an outward perspective.
|-
| style="text-align:center;" | -
| Totem of Axiom
| The Totem of Axiom is an artifact of unknown making, from Etosil. The Bone King supposedly used these artifacts to grant Undeadism to favored living prisoners. Dozens if not hundreds exist in the world, but to find any of them is quite rare, considering they are destroyed after their one-time use.
| The Totem of Axiom is a necklace of Etosian Unionist designs. It contains Unionist elements, but changed to appear more bone-like than golden decorated. The Unionist Eye glows with a pale green glow at the center.
| While worn, the wearer does not die properly, though appears dead for up to 48 hours, after which they revive as an undead. Any bodily damage applied after death is undone upon revival, oriented from the heart. The necklace shatters upon death, and its effects do not work if the body is purified after Guard execution.
|-
| colspan="5" style="text-align:center; font-weight:bold; background-color:#e8d9b9;" | Old Gods Mythics
|-
| style="text-align:center;" | -
| Greatsword of Vaarda
| The Greatsword of Vaarda is said to have belonged to Vaarda av Rikefjell, a legendary Skorda who protected the Necropolis of Irvainvik, a complex of multiple Helbolwen from [[Clannadh Alba]] invasions during the [[Skagger Wars]]. It was supposedly a blessing given by Basjtur for defeating 100 invaders in a single battle.
| The Greatsword of Vaarda looks like a [[Velheim]]-style Steel greatsword, with intense braid engraving on the blade, jagged teeth on both blade edges like a seal tooth, and a handle wrapped in black leather. The weapon has a faint white glow, like the reflection of snow. With every swing or thrust, aesthetic snow flurries follow the movement of the Sword.
| The wielder becomes immune to damage from cold, and any damage inflicted by Ice Magic or effects, including sharp projectiles like ice-shards. Additionally, the wielder can summon a snowstorm while standing still in a 2 block radius around them, that while the sword is held up in an [[Immobile Channel]], makes the wielder immune to Mundane Projectiles (but not Magical Projectiles)
|-
| colspan="5" style="text-align:center; font-weight:bold; background-color:#ededcb;" | Unionist Mythics
|-
| style="text-align:center;" | -
| Eurlon’s Plan
| Claimed as being a blessing granted to the Sancella upon the Heron Eurlon’s death, Eurlon’s Plan fell into relative obscurity in comparison to the myriad of other Holy Artifacts kept in the Sancella’s old vault. With the Tenth Creed, the resulting chaos allowed the item to fall out of the Church’s grasp.
| A stark-white bracelet with the emblem of a golden Heron branded into the center, Eurlon’s Plan is actually rather inconspicuous in comparison to most other artifacts, though the easy clip-unclip process allows for the item to be equipped very quickly.
| When worn, Eurlon’s Plan sizes up the wielder by a full-body build, regardless of what body build is possible for their [[Race]]. It also allows for the breaking down of barriers with a single punch. This extends to mage wards, wooden barricades, and armor. When striking people, however, it does not affect them any differently. This also leaves no harm onto the wielder, even if they are punching with a bare fist. After one punch, the ‘barrier-breaking’ use goes on cooldown for ten minutes.
|-
| style="text-align:center;" | -
| The Shackles of Joy
| Their insidious beginnings came along through their usage within the Divinarian of [[Girobalda]] around 190 AC. Their name may mean one thing but their purpose is entirely of another. A horrific punishment, a device meant to both torture and restrain whomever has been trapped with them. The Shackles of Joy have harmed hundreds over the years, and are considered a divine relic among the Diviner Unionists for their means of reconditioning the degenerates plaguing Regalia.
| Wrought iron shackles that change form when latched around the wrists of those that bear them. Rusty, dried blood crusts the edges from years of victims, never cleaned. The inside of the manacles host four one inch nails that are driven into the wrists when latched on and sink through soft flesh.
| The Shackles are thrown through Bola Proficiency, and hit with the same hit-chance, instantly applying their affect if hit. Anyone that is affected by the Shackles of Joy is completely and utterly restrained. Their body locks up, as though they have been petrified, while also being immune to harm and being able to be moved. However, they’re still able to speak, and they cannot close their eyes (but can still pass out from pain). It takes another individual to free someone from the shackles, causing immense pain to the victim as the nails are removed by four twisting locks.
|-
| style="text-align:center;" | -
| Flaming Sword of the Heron
| The sword was once wielded by Viridian Paladin Karl von Terwer, the Heron of the Flaming Sword, who could, before a battle, ignite his longsword as if it was engulfed in flame, using it to strike terror and fear in all around him. It was said that he was as if a possessed demon, yet in the service of the Imperial Spirit, purging the non believers with holy flame, hence his name. Karl had a very unceremonious death, at the hands of a seaman’s grave, when his ship sank off the coast of Ithiania, but still some months after the Etosian Church declared him the Heron of the Flaming Sword, with the Sancella following soon after. The sword's location however, remained a mystery for many years, allegedly being with Sir Karl when he died.
| The Flaming Sword appears like any other mundane, Steel Longsword at first glance. The fuller of the blade has Unionist Sanktist prayers written along the length on both sides, with the pommel cast into the Eye of Union, with a gold plating over the top. The grip of the blade is wrapped in Tyrian died leather straps, showing minor wear from the decades of usage.
| The Flaming Sword of the Heron has a unique property in that it detects harmful or violent intent towards its wielder, whether it is sheathed or wielded. If any person has the intent to attack, harm, or inflict violence on its wielder, the sword starts glowing a radiant gold to warm the wielder. Additionally, as soon as the weapon is used to attack by the wielder, it is wreathed in magical golden fire, which does not harm or negatively affect the blade, but wounds inflicted by the blade additionally sting (akin to a burn from boiling water). It cannot set things alight, and the flame feels cold to the wielder. The flame is doused anytime the weapon is sheathed.
|-
| style="text-align:center;" | -
| Nenya Stake
| Ancient artifacts left behind from the Nenya of old, Nenya Stakes serve as an unusual and holy relic for religious Nelfin and Yanar, as well as a powerful weapon against those infected with the Sanguine Curse. When an Elf by the name of Calm’vaerda A’revalo inadvertently discovered how powerful these stakes were, their use as a weapon spread quickly through Cielothar and Yanar networks with access to it. Today, it is difficult to find a Nenya Stake outside protected religious groups, temples, and lucky collectors. However, anyone in possession of a Nenya Stake is one of the most dangerous foes against any infected unfortunate enough to cross them.
| Imbued with its ancient magic and the blessings of Estel, wood from the ancient Nenya has an almost glossy, polished look to it, as if it were covered in hardened sap. While the wood from a Nenya can rot, if it remains protected by the thick layer of resin that coats it (which coats any wood separated from the tree), it will retain its marbled appearance. While Nenya Stakes can vary in shape or size, most stakes used against Sanguines have been whittled to have a pointed end to better pierce through the vampire’s skin. Nenya Stakes usually lean on the thinner side, making them even more useful as piercing weapons. Despite its gleaming exterior, one doesn’t have to polish or preserve their Nenya Stake. Finally, the wood from a Nenya Stake isn’t brittle; while Nenya Stakes can be sawed or cut through with a little more effort than usual, snapping it is much more difficult than a typical stake.
| The Nenya Stake has two possible uses. For most Vampires, having the skin pierced by a Nenya Stake will cause abrupt paralysis which typically lasts around fifteen minutes. Whether the Sanguine is stabbed in the arm or the chest, as long as it breaks skin in a manner that isn’t a scratch or a cut, the infected will collapse and remain unable to move. Gradually over the final five minutes, they will regain feeling, first in their fingers, their hands, arms, head, and core. During this entire period, unless otherwise rendered, the vampire will retain their consciousness and be fully cognizant of their environment.
The second use of the Nenya Stake is used during the curing ritual. If a Vampire is pierced with a Nenya Stake during the ritual, it will always result in a successful cure, regardless of the Vampire having any Ability to prevent curing. In either case, once a Nenya Stake is used, it immediately dissolved, making it a one-time use Mythic.
|- style="background-color:#d4f1e9;"
| colspan="5" style="text-align:center; font-weight:bold;" | Allorn Mythics
|-
| style="text-align:center;" | -
| Sense of Pride
| Created sometime during the days of the Allorn Empire, notably by the Archmage Thalyssa of a Pride Cult, whose name is only remembered because they engraved it upon the bottom of the Artifact. Supposedly, an aspect of Pride within the object allows it to function, but no-one has ever been foolish enough to attempt to open it to find out.
| The Sense of Pride is a small baseball-sized jeweled sphere made of a white metal. The sphere is split into two halves, with one half coated in red rubies. A black strip of metal separates the two, and the name “Archmage Thalyssa” is engraved in [[Middle Altalar]] on the white-metal half.
| When within Emote Distance of the Pride Arken, the sphere will light up, and start to shake and vibrate.
|-
| style="text-align:center;" | -
| Glove of Pernellon
| The Glove of Pernellon was made by Sol-Varantaal Pernellon, Prince-Mage in the days of the Allorn Empire of the Varantaal region near Talant Faial. Pernellon had an obsession with artifacts of the past, and wished to always know more about them.
| The Glove of Pernellon is made of green velvet, with swirls of gold-leaf and lapis gems set into the tips and the knuckle areas, interconnected like a root system of sorts, spreading the effects of the Glove to all parts of it.
| When touching an Artifact or Mythic with the Glove of Pernellon, the user may focus on the item, and if focusing, will receive a lucid vision of the circumstances in which the Artifact was made, and by whom, and where. (In most cases, this requires PM'ing MonMarty for details.)
|-
| style="text-align:center;" | -
| Grove-Caller of Loramaan
| Grove-Callers of Loramaan were once the riders of the Loramaan Principality, famous for having cavalry that rode on white ghostly stags that jumped and pranced around the battlefield. Since the fall of the Allorn Empire, their name has all but waned, but their bracers, used to summon the Grove-stags of Loramaan, still exist, somewhere in the world.
| The bracer of Loramaan is a steel bracer that takes up most of the space from the wrist to the elbow, adjusting to any forearm it is set upon automatically, with rich engravings of stags racing down a slope, surrounded by altalar warriors and the winds of Magic.
| When striking the metal of the Grove-Caller of Loramaan (the people who rode the stags also named their bracers after them) with any other type of size of metal, it will summon a Grove-stag of Loramaan nearby the user, the size of a regular antlered stag, though more ghostly and see-through, with a trail of white smoke following in its wake. This Mythic can only be used as a Progression Battle mount. It grants the user mounted combat, and also grants them the necessary skill to ride horses into battle. The Stag of Loramaan can however be hurt and un-summoned by large amounts of damage.
|-
| style="text-align:center;" | -
| Nature-Ender
| During the [[Mage Wars]] between 450-250 BC, Archmage Menaren had poured a significant amount of his magic and genius into this dragonslaying bow. A fabled weapon of yore that hasn’t lasted as well as it would be imagined to be as their great line once envisioned. The thrumming vines that twist around the bow still green with life, and the Dragon-sinew string remaining just as tight as the day it was made, but the magic that imbued it to fell it’s intended foes has long gone out.
| Nature-Ender is of the same size and shape of an [[Anglian]] Long-bow. But with thick green vines that spread from the grip up along it’s upper and lower limbs. Five divots have been marked along the base of the bottom limb, signifying five [[Green Nature Dragon]] kills. It’s bowstring made of dragonhide also has a deep green tone.
| The wielder must possess the strength to draw an Anglian Long-bow. Once per day the power of the Nature-Ender can be tapped into by drawing back it’s bowstring and taking aim. One solid arcane projectile lingers when ‘nocked’ which they can shoot towards their intended target. The projectile is the same in terms of an arrow’s size, and moves at the same average speed: the projectile will hit its target if the wielder rolls above a 10 on a /dice 20. If it connects it penetrates through armor, magical wards, and spell shields.
|- style="background-color:#f5d7d5;"
| colspan="5" style="text-align:center; font-weight:bold;" | Dewamenet Mythics
|-
| style="text-align:center;" | -
| Cartouche of Greed
| The Cartouche of Greed was uncovered by an Altalar researcher and archaeologist when sifting through the lost riches of the Dewamenet Empire. The tablet has changed hands rapidly from Allorn private collectors to Dewamenet historians. This religious stone tablet stands as a testament to the many artifacts of the Asha culture and faith that remain out of their own people’s hands. It is said that if one of the Asha people were to regain control over the tablet they would be able to speak to the Herons in person. This Mythic will not be released into circulation.
| A single smooth stone tablet that can be carried easily if one has a good grip on it and their arm hooked under. The type of stone is of a low-grade metamorphosis slate, and the face of it sports numerous hieroglyphic symbols which hold meaning to followers of the Faces of Baskarr. The opposite side where the symbols are is smooth living metal embedded into the rock itself lending the idea that it can be morphed to extend outwards and act as a tripod to hold the tablet up on display.
| The wielder of the Cartouche of Greed benefits from no boons or curses. This ancient artifact merely holds historical and religious meaning that any familiar scholar or Baskarr faithful can ascertain. Why it is referred to as the Cartouche of Greed is simply for it’s coveted history, when in fact it’s hieroglyphs depict the lesson of sharing gifts and fortune from Baskarr among the Asha people.
|-
| style="text-align:center;" | -
| The Scarab Armlet
| The Kingdom of Ssil is known to have a number of Scarab Armlets in their control. The armlet’s purpose is that of communication within the Dewamenet Empire. Higher nobles and viziers of the ancient empire utilized this tool to send correspondence. As the Asha broke free and fled east a number of these armlets were recovered from slave-masters and utilized to spread word of the journey. The secrets of their creation have been lost with time and the destruction of their empire and are closely protected now by high profile Asha officials as they’ve become finite. This Mythic will not be released into circulation.
| A band that wraps around the majority of one’s forearm, a simple clip allows it to be donned and doffed. The band itself consisted of hollow obsidian glass, within it swirling Living Metal in its mercury-like Active state. On the outside of the armlet a solid Living Metal shaped scarab rests roughly the size of an apple.
| The wearer through the use of the Scarab Armlet must extend their hand out and speak the command word to activate the beetle, ‘Thn-ruuk’. Puppeteered through the manipulation of the Living Metal it is composed of the beetle will then lift off the armlet and hover about the user till given an order. The scarab can do simple tasks such as seeking an individual, carrying a small note or scroll to them, or idly buzz about whomever they’re directed to. Using the courier option of the Armlet can only be done once per day, afterwards the beetle returns to the armlet and goes inert for twenty-four hours to regenerate.
|-
|-
| style="text-align:center;" | -
| Oracle’s Eye
| A large quantity of these Asha statuettes survived the devastation of the Dewamenet Empire through smuggling from the viziers, and worshippers of the Faces of Baskarr. Hidden in troves for recovery at a later point for their religious significance. Each statuette is unique as it inherits the visage of a passed loved one, and their physical heart encased within. They say the very soul of the loved one acts in service to Baskarr and has proven true in protecting many fortunes from prying eyes and greedy hands.  This Mythic will not be released into circulation.
| A black stone statuette is carved by a member of the Baskarr religion to resemble the loved one which was being embalmed. Two emeralds are embedded into the head for eyes, and a portion of their living metal imbues the statuette’s collar. Their heart is stored within it once the correct hieroglyphs detailing their lineage and name have been inscribed along the base of the house-cat shaped body. Each Oracle’s Eye is unique in visual appearance, but shares similar qualities such as the house-cat shaped body that stands upright on its four paws.
| Every Oracle’s Eye serves as a means to surveille a single room. The command word for each statuette differs, but follows the same string when uttered “Ab-Itja, [Their name, normally recorded on the statuette]” to activate it. After the command word is uttered, in one minute the Oracle’s Eye activates, emitting a soft heart-beat sound. Until the command word, “Hewet, [Their name again]” is uttered the surveillance ends. At any point if someone enters the gaze of the statuette the emerald eyes emit a soft red glow and capture a visual depiction of the room, and who was inside. This can be viewed when the command word, “Sy-iew kheben?” to which it projects the image in an open space before itself, afterwards the eyes return to normal.
|-
|-
| style="text-align:center;" | -
| Sandwurm Moon-blade
| As the Dewamenet Empire fell quickly, many of its people were forced into servitude. One such individual is a martial warrior Rakhet named Neheb. The Sandwurm Khopesh is said to have belonged to this slave-warrior, and used to free many of his people during the fall of the Allorn Empire. The legend goes that Neheb acquired the weapon when he freed himself from the Allorn bonds, fleeing into the wastes of his homeland. He came upon a sandwurm, and slew it with his wits and a weapon fashioned from his shackles alone. He used the creature’s corpse as offering, and prayed to Baskarr to deliver his people from their bonds. The largest fang of the beast formed into this weapon for him to weild. Neheb used the weapon to free his people in neighboring settlements, and supposedly the venom of the blade is an ever-flowing gift from Baskarr.  This Mythic will not be released into circulation.
| The Moon-blade is shaped from the fang of the Sandwurm’s mouth it was pried from.  Its grip is wrapped with leather and living metal sung to form the hilt and pommel to allow the wielder a firm hold on it. Streaks of acidic green venom seeps through the grain of the fang, and beads off the tip of the weapon periodically.
| The weapon mimics the venom of the Sandwurm, interfering with unnaturally quick healing. Any wounds inflicted by the weapon cannot be rapidly healed by any Abilities mid-combat. This effect ends automatically after 1 hour, when the venom has faded. Though this prevents the complete healing of fatal or near-fatal wounds, the wounded character can still be stabilized if healed in any capacity.
|-
|-
| style="text-align:center;" | -
| Rhekhet’s Cradle
| An invention that has survived the fall of the ancient Dewamenet Empire. This apparatus keeps the lush greenery of their old gardens and crop-fields flowing with life and vibrancy. They’re rarely seen and have been mostly destroyed through time or ill-will for the recovery of the Asha people by their Allorn masters. However, when one has reportedly been uncovered and reactivated, a sprawling fertile grove for all manner of farming and gathering grows in places least expected. This Mythic will not be released into circulation.
| The Cradle is roughly one foot tall and three feet wide and weighs ten pounds. Two gold handles shaped like cat’s paws embrace the sides of the apparatus which resembles a polished metal box. The top of the Cradle is adorned with three large buttons, which have hieroglyphs inscribed upon them Tubes filled with unidentified liquids, seeds, and living metal in its mercury state line the base of the Cradle. 
| Three buttons on the top marked with hieroglyphs signifying the Cradle’s basic functions. The leftmost button when pressed engages the hydraulic anchors on each corner of the box, driving deep into the ground to secure the apparatus permanently. The middle button then engages the tubes along its sides which are driven into the ground and begin to pump their contents deep beneath the surface. After a week of incubation a lush oasis forms around the Cradle as a centre point to it’s sprawl of roughly fifty blocks. Anything and everything around it is either grown over or is given life and a watering hole is formed. The Cradle can bring vegetation to even the most desolate of locations. The third button does nothing, or at least, has never been known to do anything.
|-
|}
|}
==History==
The Regalian Military’s earliest origins began during the [[Five Family Rebellion]], when the families of Ivraan, Kade, Llynwig, Calontir, and Brunig alongside [[Regalian_Eronidas_History|Anglian-Eronidas]] levies, [[Solvaan]] Mercenaries, and [[Breizh]] Knights overthrew the Regalian Kingdom to form the Regalian Empire. In the aftermath, the task of military oversight fell to House Brunig, with its patriarch Otto being appointed the first Grand Marshal of Regalia. Under Otto, the [[Viridian Order]] was founded to serve as elite Knights who would command the various feudal levies under the feudal nobility, a command structure which saw much success in early military campaigns against the neighboring kingdoms.
As the Empire continued to expand across the Regalian Empire, it became apparent that reforms were necessary. As conquests moved further south, geographic obstacles such as rivers and mountains slowed logistical supply lines and caused delays in communications. Furthermore, the seafaring nations of [[Corontium]] were unable to be conquered by land-based levy armies, which could not effectively control the waterways. As a result, Emperor [[Henri I]] approved the creation of the Imperial Navy, overseen by Erberhard I Brunig, who became the first Grand Admiral of Regalia. With the ability to move quickly through the waterways, the Regalian Military began to subjugate the various island states in the southwest of the Archipelago, which quickly grew the Empire’s territory.
The next major event to affect the Regalian Military was the Viridian Coup Attempt, which was foiled in 122 AC. As the Viridian Knights previously acted as Officers over the feudal levies, the question arose over how to reduce their influence in the military, and to replace any Viridians who proved treasonous in the future. Fortunately, the Grand Marshal at the time, Erberhard II Brunig, was recently elected as King of the Wirtemcaller, and soon filled in various officer positions with [[Wirtem]] tacticians. As allies alongside the Regalian Empire against the [[Skagger Horde]] for several years previously, and having a military tradition spanning back before the Five Family Rebellion, the Wirtem nobility offered exactly what was needed to keep the remaining Viridian Knights in check. These tacticians would go on to greatly influence the Regalian Military in the coming decades.
After the Regalian Empire conquered the rest of Corontium, and after years of successful diplomatic missions under Arch-Chancellor Nicholas, the Regalian Military was once again reviewed during the reign of Emperor [[Allestrain I]], who intended to launch campaigns of foreign conquest during his reign. Using the Wirtemcaller, now Calemberg, model of leadership as a baseline, Allestrain alongside Grand Marshal Heinrich II Brunig would create the Marshalry system of command. Under this system, the Regalian Military created a hierarchical authority comprised of Junior and Senior Officers who could carry out campaigns independent of one another, allowing the Empire to project its military agenda across various theaters of Aloria.
Following Emperor Allestrain’s death in battle, the Regalian Empire began to suffer a financial downturn. This culminated in the [[Purple Bleeding]], which saw the Regalian Military brutally suppress revolts over Emperor [[Handorein II]]’s debt erasure. In the aftermath, many Senior Officers became ennobled due to the extinction of several noble houses during the crisis. One of these families was the House von Treppewitz, which would go on to succeed the Brunig Grand Marshals after the death of the last Queen of Calemberg, Marie-Anne II, in 251 AC. While the fall of House Brunig was heavily felt in the eastern provinces of the Archipelago, the seamless transition of power in the Regalian Military demonstrated resilience that allowed it to weather the coming decades.
The last major reforms to the Regalian Military came following the [[Chrysant War]]. During the conflict, it was made clear that the centuries-old levy system that made up the backbone of the Imperial Army was insufficient in combat when compared to the Navy. Furthermore, the earlier [[Dragenthal Crisis]] showed that the State lacked an effective fighting force to handle rebellious nobles should another revolt spring up. To solve these issues, Emperor [[Justinian II]] issued the Tenpenny Act, which implemented the first professional standing armies in the Regalian Empire. Over time, these “Tenpenny Soldiers” would slowly replace the need to call upon large feudal levies from the population, creating a military which was more loyal to the State (and Emperor) than to the nobility (who supplied their levies personally).
Today, the Regalian Military still follows the Tenpenny System, with most soldiers in the Imperial Army now made up of these professional career soldiers, supplemented by Knights and levies in smaller quantities than in the past. On Aloria’s seas, the Imperial Navy continues to demonstrate the latest in naval technology, allowing the Regalian Empire to keep control over its vast territories, while serving as a deterrent to any rivals.
==Trivia==
*The rank of Imperial Marshal/Admiral was also created during the Tenpenny Reforms as an equivalent to the historical Brunig and Treppewitz positions as head of the Regalian Military. The modern day Grand Marshal/Admiral position only refers to the chief authority over a military campaign.
*Knights are permitted to receive a Junior Commission if they serve under a Senior Officer. If they do so, their Knight rank reflects their Army rank (with Rank-Knights being equivalent to Lieutenants).

Latest revision as of 23:48, 21 April 2024

TestFire
ImpCrest.png
Organization
Leader Imperial Marshal Carl II von Treppewitz
Headquarters Imperial Marshalry, City of Regalia
Origins Five Family Rebellion
Symbols Dragons, Anchors, Swords
Colors Purple, Blue, Gold
Magic Usage Restricted
Subdivisions
  • Imperial Army
  • Imperial Navy

The Regalian Military is the apparatus of the Regalian Empire responsible for managing, deploying, supplying, and commanding the tens of thousands of Soldiers across Aloria. With origins during the Five Family Rebellion, it has remained ever present since the dawn of the Empire, growing and adapting as the need arises. Today, the Regalian Military is seen as a symbol of Imperial glory and stability, and considered an extension of the Emperor’s might over all Regalian adversaries. Many citizens look favorably on the military, both for its career prospects and meritocratic basis, but also as a familiar organization in an ever-changing world.

Design

Military Characters should be designed in line with a hierarchy-based organization. Following orders is expected at all times, and not when found convenient. Similar to Knighthood, characters should have a sense of professionalism about them. But where Knights derive their expectations from a code of honor, Soldiers do so out of loyalty to the Emperor and for the well-being of one's fellow Soldier. A disloyal Soldier is likely to either get themselves or others killed. Designing a character that is compliant with the Regalian Military is fairly straightforward, with the following key points to be made.

  • Any Regalian Citizen of any heritage or gender may be part of the Military, with the following exceptions:
    • Marken are barred from enlistment, even those with Legal reprieve, as the battlefield is chaotic and could cause even the most disciplined Marken to lose control. Characters may attempt to hide their status, but should be advised that this is illegal.
    • Spirits, Undead, Vampires, Geists, and all other illegal occult are barred from the Military, as they are hostile to Regalia’s interests. Characters may attempt to hide their status, but should be advised that this is difficult and very illegal.
    • Mystech are barred from the Military, as most are illegal within the empire, and the ones that are legal are not counted as citizens, which is a prerequisite for service.
  • Suvial cannot summon Spirits, as their legal provision is only to deal with the Spirit infestation in Regalia, not to use them in battle.
  • Arkenborn, Godborn, Archon, and Mages may enlist, but are assigned to specialized “Battle Mage” units which are separated from the regular mundane units (which still make up the vast majority of soldiers). Historically, Magic was banned in the military, with this ban being reversed recently under Emperor Alexander’s reign.
  • Petty Criminals (like pickpockets and debtors) can be press-ganged into the Regalian Military (most often the Navy) in lieu of other punishments, as they are seen as a lower risk compared to murderers and arsonists. However, they are treated with scrutiny due to their criminal background.

Becoming a Soldier

Joining the Regalian Military as a common Soldier is very simple. Every major settlement in the Regalian Empire has a recruitment office which allows any citizen over 18 years old to sign-up for military service. During the enlistment process, the recruit chooses whether to join the Imperial Army or Navy. If they join the Army, they are given directions to the nearest Tenpenny Headquarters, where they will spend a few months training in various weaponry before being given a specialty which reflects their performance. If they join the Navy, they are sent to the nearest port to join one of the many warships, then begin service immediately.

Becoming an Officer

Unlike Soldiers, joining the Regalian Military as an Officer requires more investment, either in time or money. As there are multiple tracks to becoming an Officer, they will be presented in a list format below.

  • Promotion from Soldier: Soldiers who exceed 10 years of military service may be promoted to Junior Officer as a reward for their experience, a meritocratic practice which is appealing to prospective recruits. These types of Officers are by far the most competent, as their skill comes from field experience alone.
  • Military Academy: The most common way of becoming an Officer is by attending one of Regalia's many Military Academies to fast-track their military career. This has the advantage of not risking one's life for ten years as a Soldier but has the disadvantage of skipping past the merit-based system using one's personal wealth. However, the Regalian Military permits this because the risk of a few incompetent Aristocratic Officers is outweighed by the benefit of having capable commanders whose families have proven themselves over generations.
    • Anyone 16 years or older may attend a Military Academy for 5 years to qualify as a Junior Officer, or 10 years to qualify as a Senior Officer.
  • Foreign Officers: In rare circumstances, the Regalian Military recognizes the credentials of foreign nations who seek out the Regalian Empire as refugees. These Foreign Officers slowly learn Regalian Military Doctrine (ensuring they are not a spy), and contribute to military advancements by sharing foreign tactics from their homeland. In doing so, the Foreign Officer demonstrates their loyalty to the Regalian Military and is rewarded with their experience being recognized.

Commissions

A Commission is a formal document which empowers an individual to command members of the Regalian Military (which is ultimately derived from the Emperor). In order to lead troops or command a ship, one must be a commissioned Officer. There are several types of Commissions with differing levels of authority.

  • Junior Commissions are granted to Junior Officers, who are tasked with commanding small groups of Soldiers or commanding a singular warship. Junior Commissions are often granted by Senior Officers, though may also be granted by the Marshalry when it concerns regular appointments (such as a colonial garrison or the aforementioned recruitment offices).
  • Senior Commissions are granted to Senior Officers, who are tasked with commanding entire armies and fleets. Senior Commissions are often granted by Grand Marshals/Admirals, though may be granted by the Marshalry when it concerns regular appointments (such as a patrol fleet). In rare circumstances, the Palace may grant Senior Commissions directly.
  • Imperial Commissions are granted to those in charge of overseeing a military campaign and are given the rank of Grand Marshal/Admiral for the campaign. Imperial Commissions may also be granted to Imperial Marshals/Admirals, who oversee the overall functions of the Regalian Military and sit on the Marshal’s Cabinet. Imperial Commissions are granted by the Palace, often the Emperor personally.
    • For the sake of current events regarding the Emperor’s disappearance, the Princes/Regent are able to grant Imperial Commissions, usually during an Assembly. The Assembly may cast a vote of no confidence in a Grand Marshal, which may convince the Palace to rescind the Commission and appoint a replacement.

Branches

The Regalian Military is broken down into two major branches: the Imperial Army and the Imperial Navy. As mentioned above, an individual who enlists in the military chooses between one and the other. While it is possible to change branches later on, doing so causes a complete career reset, as the experience gained from commanding Soldiers on the battlefield cannot fully replicate to commanding sailors on a warship, and vice versa.

Imperial Army
caption

The Imperial Army is the oldest branch of the Regalian Military, dating back to the Five Family Rebellion. Of the two branches, the Army has seen the most changes over the past few centuries. While originally a feudal based levy-system commanded by nobility, advancements in technology and knowledge have since transitioned it to a professional career-based system commanded by educated Officers. The Imperial Army is the most visible of the two branches, as veteran Soldiers often transition to related professions such as city guards in peacetime. It is also the largest branch, as the era of Alorian history still prioritizes land-based engagements between rival forces. The Regalian Army is inspired by 15th and 16th century European mixed-arms militaries, featuring mounted cavalry, artillery, muskets, and swords all on the same battlefield.

Below is a list of all Army Ranks. In general, Soldiers become Junior Officers after 10 years and rise in rank every 5 years. Colonels often take 10 years to become Senior Officers, with the ideal time between ranks being 10 years. However, the Imperial Army does not need a hundred Field Marshals, so Senior Officers often retain the same rank until they replace one of their superiors due to retirement or death.

  • Soldiers
  • Junior Officers: Sergeant, Lieutenant, Captain, Major, Colonel
  • Senior Officers: Division General, Lieutenant General, Field General, Field Marshal
Imperial Navy
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The Imperial Navy is the pride of the Regalian Empire, as it is the branch responsible for projecting Imperial power across the oceans of Aloria. The Navy has seen less drastic changes since its creation during the conquests of Corontium, but each development has come with the advent of the latest in military engineering. The modern Imperial Navy is inspired by the various European Navies during the Age of Sail, such as the British Navy during the Napoleonic Era, featuring massive wooden warships sporting dozens of cannons.

Below is a list of all Naval Ranks. In general, Sailors become Junior Officers after 10 years and rise in rank every 5 years. Commodores often take 10 years to become Senior Officers, with the ideal time between ranks being 10 years. However, the Imperial Navy does not need a hundred Fleet Admirals, so Senior Officers often retain the same rank until they replace one of their superiors due to retirement or death.

  • Sailors
  • Junior Officers: Deck Officer, First-Mate, Vice Captain, Captain, Commodore
  • Senior Officers: Rear Admiral, Vice Admiral, Admiral, Fleet Admiral

Recommended Military Protocol

As mentioned in the Design Section, military characters have a tendency towards hierarchy-based rules and common conduct between each other. While not as strict as Knightly Codes, the Regalian Military expects a sense of decorum between its members, as a Soldier’s actions reflect back on their Officers and eventually back to the Emperor, who is the model of dignified conduct in Aloria. Below is a list of recommended protocols for characters to follow to show they are part of the Regalian Military.

  • Characters should salute or nod to superiors as a sign of respect for the rank. Even if one hates the Officer, they still offer respect as the rank is a proxy to the Emperor’s authority.
  • Active duty Soldiers should be addressed as Rank + Surname. For example, Vice Admiral John Doe would be referred to as “Vice Admiral Doe.”
  • Criticism of Officers, losses, etc, should be done in private and with tact. In public, the Regalian Military should show a unified front in support of its achievements. Even if the war effort is going poorly, Soldiers and Officers should back each other up to maintain morale on the frontlines and at home.
  • Characters should behave in a way which doesn’t embarrass the military. Cowardice, vulgarity, and brutishness should be kept to a minimum.
  • Characters should take care with revealing information about the military. Remember, loose lips sink ships.

In general, a character who is respectful to others and does what they are told is a model member of the military. Those who tend to skirt the lines on what is/isn’t permissible, or engage in criminal activities, may face a Court Martial and be disciplined for their actions. A Court Martial is a military court which is separated from the civil Judiciary, but performs similar functions. The key differences are that the Court Martial only applies to members of the military, and Senior Officers preside over cases rather than Justicars (judges). Court Martials are also known to be far harsher than the Judiciary, as soldiers may face corporal punishment or execution depending on the severity of the charges.

Additional Guidelines

To help avoid confusion in roleplay, the following guidelines should be observed to make Military Roleplay an inclusive experience, while still recognizing the complexity behind the Regalian Military:

  • Use the terms Soldier, Junior Officer, and Senior Officer in everyday roleplay as opposed to specific ranks. Three terms are easier for players to understand.
  • The recommended age per flavor rank is provided in the table below, which is based on an Ailor lifespan. Most Ailor retire between 60-65, meaning some ranks are unattainable to them without going through Military Academies.
    • For the sake of roleplay inclusivity, players commissioned IC can ignore the lowest age in each column, so long as they stick to the lowest rank in each tier (eg, a 24 year old commissioned as a Senior Officer can be a Rear Admiral, but not a Fleet Admiral)
Army Rank Navy Rank Age w/ Jr. Academy w. Sr. Academy
Soldier Sailor 18
Sergeant Deck Officer 28 21
Lieutenant First-Mate 33 26
Captain Vice Captain 38 31
Major Captain 43 36
Colonel Commodore 48 41
Division General Rear Admiral 58 51 26
Lieutenant General Vice Admiral 68 61 36
Field General Admiral 78 71 46
Field Marshal Fleet Admiral 88 81 56

History

The Regalian Military’s earliest origins began during the Five Family Rebellion, when the families of Ivraan, Kade, Llynwig, Calontir, and Brunig alongside Anglian-Eronidas levies, Solvaan Mercenaries, and Breizh Knights overthrew the Regalian Kingdom to form the Regalian Empire. In the aftermath, the task of military oversight fell to House Brunig, with its patriarch Otto being appointed the first Grand Marshal of Regalia. Under Otto, the Viridian Order was founded to serve as elite Knights who would command the various feudal levies under the feudal nobility, a command structure which saw much success in early military campaigns against the neighboring kingdoms.

As the Empire continued to expand across the Regalian Empire, it became apparent that reforms were necessary. As conquests moved further south, geographic obstacles such as rivers and mountains slowed logistical supply lines and caused delays in communications. Furthermore, the seafaring nations of Corontium were unable to be conquered by land-based levy armies, which could not effectively control the waterways. As a result, Emperor Henri I approved the creation of the Imperial Navy, overseen by Erberhard I Brunig, who became the first Grand Admiral of Regalia. With the ability to move quickly through the waterways, the Regalian Military began to subjugate the various island states in the southwest of the Archipelago, which quickly grew the Empire’s territory.

The next major event to affect the Regalian Military was the Viridian Coup Attempt, which was foiled in 122 AC. As the Viridian Knights previously acted as Officers over the feudal levies, the question arose over how to reduce their influence in the military, and to replace any Viridians who proved treasonous in the future. Fortunately, the Grand Marshal at the time, Erberhard II Brunig, was recently elected as King of the Wirtemcaller, and soon filled in various officer positions with Wirtem tacticians. As allies alongside the Regalian Empire against the Skagger Horde for several years previously, and having a military tradition spanning back before the Five Family Rebellion, the Wirtem nobility offered exactly what was needed to keep the remaining Viridian Knights in check. These tacticians would go on to greatly influence the Regalian Military in the coming decades.

After the Regalian Empire conquered the rest of Corontium, and after years of successful diplomatic missions under Arch-Chancellor Nicholas, the Regalian Military was once again reviewed during the reign of Emperor Allestrain I, who intended to launch campaigns of foreign conquest during his reign. Using the Wirtemcaller, now Calemberg, model of leadership as a baseline, Allestrain alongside Grand Marshal Heinrich II Brunig would create the Marshalry system of command. Under this system, the Regalian Military created a hierarchical authority comprised of Junior and Senior Officers who could carry out campaigns independent of one another, allowing the Empire to project its military agenda across various theaters of Aloria.

Following Emperor Allestrain’s death in battle, the Regalian Empire began to suffer a financial downturn. This culminated in the Purple Bleeding, which saw the Regalian Military brutally suppress revolts over Emperor Handorein II’s debt erasure. In the aftermath, many Senior Officers became ennobled due to the extinction of several noble houses during the crisis. One of these families was the House von Treppewitz, which would go on to succeed the Brunig Grand Marshals after the death of the last Queen of Calemberg, Marie-Anne II, in 251 AC. While the fall of House Brunig was heavily felt in the eastern provinces of the Archipelago, the seamless transition of power in the Regalian Military demonstrated resilience that allowed it to weather the coming decades.

The last major reforms to the Regalian Military came following the Chrysant War. During the conflict, it was made clear that the centuries-old levy system that made up the backbone of the Imperial Army was insufficient in combat when compared to the Navy. Furthermore, the earlier Dragenthal Crisis showed that the State lacked an effective fighting force to handle rebellious nobles should another revolt spring up. To solve these issues, Emperor Justinian II issued the Tenpenny Act, which implemented the first professional standing armies in the Regalian Empire. Over time, these “Tenpenny Soldiers” would slowly replace the need to call upon large feudal levies from the population, creating a military which was more loyal to the State (and Emperor) than to the nobility (who supplied their levies personally).

Today, the Regalian Military still follows the Tenpenny System, with most soldiers in the Imperial Army now made up of these professional career soldiers, supplemented by Knights and levies in smaller quantities than in the past. On Aloria’s seas, the Imperial Navy continues to demonstrate the latest in naval technology, allowing the Regalian Empire to keep control over its vast territories, while serving as a deterrent to any rivals.

Trivia

  • The rank of Imperial Marshal/Admiral was also created during the Tenpenny Reforms as an equivalent to the historical Brunig and Treppewitz positions as head of the Regalian Military. The modern day Grand Marshal/Admiral position only refers to the chief authority over a military campaign.
  • Knights are permitted to receive a Junior Commission if they serve under a Senior Officer. If they do so, their Knight rank reflects their Army rank (with Rank-Knights being equivalent to Lieutenants).