(102 intermediate revisions by 9 users not shown)
Line 1: Line 1:
{{CaptionedImage|file=Commander.jpg|caption=Mathayus, General of the Granite Pillar, and Highborn warriors of the Shattered Tower|align=left|width=575}}
==Overview==
==Overview==
The Empire is defended by it's armies. Each army is a large force, capable of acting independently and supported by their own logistics with baggage trains, siege engines and foragers. They are therefore able to venture beyond the boundaries of the Empire and, so long as their casualties are low, remain fully capable despite being engaged in prolonged campaigns.
The Empire is defended by its armies. Each army is a large force, capable of acting independently and supported by their own logistics with baggage trains, siege engines, and foragers. They are therefore able to venture beyond the boundaries of the Empire and, so long as their casualties are low, remain fully capable despite being engaged in prolonged campaigns.


The typical member of an Imperial army is fed and billeted by the civil service but is not paid in coin. These volunteers have signed up for two years Imperial Service - they are trained and equipped and then assigned to an Imperial army. if they choose to leave the army at the end of that period they receive payment in land from the Empire (equivalent to a level one farm).
The typical member of an Imperial army is fed and billeted by the civil service but is not paid in coin. These volunteers have signed up for two years Imperial Service - they are trained and equipped and then assigned to an Imperial army. if they choose to leave the army at the end of that period they receive payment in land from the Empire (equivalent to a level one farm).


Although the lure of land is what draws most citizens to Imperial Service, the training and equipment received can be valuable. Most members of the many independent military units spread across the empire are former soldiers.
Although the lure of land is what draws most citizens to Imperial Service, the training and equipment received can be valuable. Most members of the many independent [[military unit|military units]] spread across the empire are former soldiers.
 
Each Imperial army is commended by a [[general]]. While generals are chosen by [[Senator|Senators]], once appointed the general has sole authority to [[army orders|order]] the army to move or attack as they choose. Traditionally the generals of one nation will cooperate but it is not a requirement and a general is within their rights to give orders as they see fit.


==Army Size==
==Army Size==
To allow players to make sensible and meaningful comments about the capability of their armies, each army has a fighting strength (usually 5000). This number represents the effective fighting force of the army - equivalent to 5000 raw recruits. The civil service uses complex day magic to quantify the effective fighting force of each Imperial armies, providing this IC information to the Imperial generals. An actual Imperial army may have more or less than 5000 soldiers in it, the civil service only provide the Generals with precise information on the actual fighting strength, since this is the critical number needed to make effective strategic decisions.
A fully rested and supplied Imperial Army consists of around 5,000 trained soldiers. The civil service monitors the fighting force of each Imperial army using Day magic, providing this IC information to the Imperial generals, so that they can make effective strategic decisions. The military strength of a full strength army is measured at 5,000 strength - roughly one point of military strength for each soldier.
 
Barbarian armies tend to be much larger - though most have a similar military strength. Day magic rituals such as [[Eyes of the Sun and Moon]], or the intelligence reports received by [[Army_qualities#Scouting|scouting]] armies provide good estimations of the military strength of a barbarian army using the same scale used for the Imperial armies.
{{CaptionedImage|file=Shoulder to Shoulder.jpg|caption=The soldiers of the Marches make terrible foes when they fight [[The_Marches_military_concerns#Army_Orders|shoulder to shoulder]].|align=right|width=650}}
The majority of campaign armies have a maximum strength of 5,000 fighting force. A large army, however, has a maximum fighting strength of 7,500 but still counts as a single campaign army. As an army takes [[casualties]] its fighting strength drops. An army whose fighting strength falls below 1,000 will immediately disband (or, if they are a large army, if their fighting strength falls below 1,500).
 
==Special Quality==
Each Imperial army has a unique [[army qualities|quality]] that is permanently fixed at the time the army is created and which reflects the character and flavour of the army.
 
When a new army is being created it will automatically develop a quality dependent on the nation raising the army. In many cases the quality will depend on events at the time and be influenced by decisions taken by the characters involved in raising the army.
 
Some nations have special orders that only their generals can issue (such has the Marchers' [[The_Marches_military_concerns#Army_Orders|Shoulder to Shoulder]]) or have special rules that apply to them (such as the [[Wintermark_military_concerns#Army_Orders|special rules]] that apply when [[Wintermark]] is fighting the [[Jotun]]). These are generally detailed on the ''military concerns'' page for each nation.


Barbarian armies tend to be much larger than Imperial armies, although in practice their fighting strength is usually similar. Like the Imperial armies the fighting strength of the barbarian forces can be is calculated using esoteric day magic rituals.
==Senate Commissions==
The [[Imperial Senate]] can pass a [[Senate motion|motion]] of [[commission]] to [[Imperial_army#Recruitment|recruit]] a new Imperial army, or to [[Imperial_army#Resupply|resupply]], or [[Imperial_army#Enlargement|enlarge]] an existing army.


The majority of campaign armies have a maximum strength of 5,000 fighting force. A large army, however, has a maximum fighting strength of 7,500. A large army still counts as only a single campaign army. Turning an existing standard Imperial army into a large army requires a motion by the Imperial senate, and costs 200 wains of mithril over a year (minimum 50 mithril each season until it is completed).
===Recruitment===
* Materials: 200 wains of [[mithril]] and 75 thrones
* Time: 1 year to raise
{{CaptionedImage|file=CullachMarching.jpg|caption=The Cullach march.|align=right|width=500}}
When the army is complete a new [[Imperial title]] of [[general]] is created in the [[Imperial Military Council]]. Appointment follows the normal constitutional process (generals are selected by the senators of the nation) and re-appointed each year after that.


==Current Armies==
A newly created Imperial army is at its maximum strength of 5,000. It begins play mustered in one of the Imperial controlled territories belonging to the nation where it was raised.
At present there are 20 Imperial armies.  


* The Marches and Dawn have three armies each.
All Imperial armies must use recruits drawn from a single nation, and the army must be raised in a territory within that nation. Each nation can only physically support a [[Commission#Maximum_numbers_of_Imperial_Forces|limited number of forces]] at one time; this number cannot be exceeded.
* Urizen and The League have one army each.
* All other nations have two armies each.


The two Orc Imperial Armies are [[large]], roughly half again the size of most Imperial armies, with a fighting strength of 7500 each.
===Enlargement===
The Senate can contribute resources to increase the strength of an existing army, making it large. It takes three seasons and costs 50 wains of mithril and 150 crowns each season until complete (for a total cost of 150 wains of mithril and 450 crowns). The army can continue to operate, moving and fighting as normal, while it is upgraded. The additional fighting strength is added to the army when the enlargement is complete.


Each Imperial army has a specific advantage which is described with the use of a [[Military keywords|keyword]].
===Resupply===
The strength of an Imperial army declines as it suffers casualties. While an army will slowly resupply and reinforce itself over time, the Senate can pass a motion to provide the army with additional resupply. The army to be resupplied must be in a friendly territory, and may not be engaged with any enemies.  


==Military units==
Further details of how an Imperial army can be resupplied by the Senate can be found [[Casualties#Emergency_Resupply|here]].
Some wealthy or powerful citizens maintain their own independent [[military unit]]. These units can be attached to an army to increase it's effective fighting strength. This is done by the orders of the military unit’s commander (submitted using the personal resource downtime system).


The experienced and capable troops in a starting military unit provide an advantage out of proportion to their numbers, adding the equivalent to 100 raw recruits to the strength of the army they support.  
==Upkeep==
Although the soldiers in an Imperial army are not paid for their service, an army still costs a huge amount of money to operate. Each Imperial army costs 50 thrones per season, paid for from the [[Imperial Senate]] budget. Each large army costs 75 thrones per season.


==Creating a new Imperial army==
===Maximum numbers of Imperial Forces===
The [[Imperial Senate]] can pass a motion to create a new Imperial army. The cost to create a new Imperial army is 250 wains of mithril over the course of a year. The project requires a minimum of 65 wains of mithril for each season of construction until the full amount is paid. An Imperial army is created after four successful seasons of construction.
The Empire cannot sustain an unlimited number of [[Imperial army|armies]] and [[Imperial navy|navies]]. In addition to the significant drain on the treasury of the [[Imperial Senate]], each individual nation can only provide so many soldiers. The ''supply'' number for each nation represents the maximum number of Imperial forces (armies and navies) that nation can sustain at any given time. The Senate cannot raise a new Imperial army or navy of that nation if it would take the nation over its supply number.


All Imperial armies must use recruits drawn from a single nation. When the army is complete a new general position in the [[Imperial Military Council]] is created. Appointment follows the normal constitutional process (human generals are selected by the senators of the nation) and re-appointed each year after that.
As of the start of the Autumn Equinox 385YE, the maximum number of forces a nation can support are as follows:
* [[Dawn]], the [[The Marches|Marches]],  [[Varushka]], and [[Wintermark]] (with the [[Kallavesa#Kallavesa_Marsh|Kallavesa Marsh]]): 4 forces each
* [[Highguard]], [[Navarr]], and [[The Brass Coast|Brass Coast]] (with the [[Segura#Iron Qanat|Iron Qanat]]), the [[Imperial Orcs]] (if raised from the Ethengraw sept): 3 forces each
* [[The League]]: 2 forces
* [[Urizen]]: 1 force


A newly created Imperial army has no keywords, and is at it's maximum strength of 5,000. It begins play mustered in one of the Imperial controlled territories belonging to the nation where it was raised.
A nation cannot contribute its support to maintain a force from another nation. The only way for players to increase the number of armies and navies a nation can support is to conquer additional territory. Likewise, the loss of territory to the barbarians may reduce the supply number for that nation.


==Maximum numbers of Imperial armies==
===Insufficient Supply===
The Empire cannot sustain an unlimited number of armies. In addition to the significant drain on the treasury of the [[Imperial Senate]], each individual nation can only provide so many soldiers. The ''supply'' number for each nation represents the maximum number of Imperial armies that nation can sustain at any given time. The Senate cannot raise a new Imperial army if it would take the nation over it's supply number.
If a nation ever has more armies and navies than it can support, all that nation's forces suffer significant penalties until this imbalance is rectified.


The only reliable way to increase the supply number is to add additional territories to the nation in question. Likewise, the loss of territory to the barbarians may reduce the supply number for that nation.
''Each'' army and [[Imperial navy|navy]] controlled by that nation suffers automatic losses of 500 force (or 750 force for a Large army) each season. In addition, no army or navy controlled by that nation gets [[Casualties#Natural_Resupply|natural resupply]] (nor can it take advantage of any benefits that rely on natural supply such as the ritual [[Brotherhood of Tian]]).


At this time, the maximum number of armies a nation can support are as follows:
The senate may pass a [[Senate motion|motion]] to disband an army.
* [[Dawn]] and the [[The Marches|Marches]]: 4 armies each
* [[Highguard]], [[Navarr]] and [[Wintermark]]: 3 armies each
* The [[The Brass Coast|Brass Coast]], the [[Imperial orcs]], and [[Varushka]]: 2 armies each
* The [[The League]] and [[Urizen]] 1 army each


The League would be able to support an additional army if they regain control of [[Holberg]]
==Military Units==
Some wealthy or powerful citizens maintain their own independent [[military unit]]. These units can be attached to an army to increase its effective fighting strength. This is done by the orders of the military unit’s commander (submitted using the personal resource downtime system).


A nation will not contribute it's support to maintain an army from another nation. The only way for players to increase the number of armies a nation can support is to conquer additional territory.
The experienced and capable troops in a starting military unit provide an advantage out of proportion to their numbers, adding the equivalent of 100 soldiers to the strength of the army they support.
{{#lst:Archive:All_Commissions|armies}}


[[Category: The Empire]]
==Rituals==
[[Category: Military Council]]
The table below shows a list of the rituals in both Imperial lore and Urizen lore which can affect an Imperial army.
{| class="wikitable sortable"
! Ritual
! Effect
! Realm
! Magnitude
|-
|[[Bound by Common Cause]] || The army gains additional strength for the purpose of determining victory from up to 75 [[military unit|military units]] that are assigned to support it for the next season || Autumn || 80
|-
|[[Brotherhood of Tian]] || If the army benefits from [[Casualties#Natural_Resupply|natural resupply]] over the next season it recovers an additional 250 strength || Autumn || 120
|-
|[[Clarity of the Master Strategist]] || The army's effective strength is increased by 2,000 for the purpose of determining victory for the next season || Day || 80
|-
|[[Eyes of the Hills]]<sup>[[#1|(1)]]</sup> || Replaces the army's quality with ''[[Eyes_of_the_Hills#Effects|Hillwise]]'' for the next season || Autumn || 80
|-
|[[Find the Best Path]] || Replaces the army's quality with ''[[Army_qualities#Fast|Fast]]'' for the next season || Autumn || 135
|-
|[[Knights of Glory]] || The army's effective strength is increased by 2,000 || Summer || 120
|-
|[[Mystic_scrolls_of_Estavus#Machines of Destruction|Machines of Destruction]]<sup>[[#2|(2)]]</sup> || Replaces the army's quality with ''[[Army_qualities#Siege|Siege]]'' for the next season || Autumn || 135
|-
|[[Quickening Cold Meat]] || The army's effective strength is increased by 1,000 for the next year || Winter || 150
|-
|[[Swords in the Noonday Sun]]<sup>[[#1|(1)]]</sup> || Replaces the army's quality with ''[[Army_qualities#Relentless|Relentless]]'' for the next season || Summer || 80
|-
|[[Why Sulemaine Walked Away From The Baker]] || The effectiveness of the [[Army_qualities#Venomous|Fire in the Blood]] order used by an opposing army in the same campaign is halved against the army for the next season || Winter || 80
|-
|[[Loosen the Shackles]]<sup>[[#1|(1)]][[#3|(3)]]</sup> || Enchants a campaign army with Agramant's aid, changing its [[Army_qualities#Relentless|quality]] and filling soldiers with murderous intent|| Winter || 80
|-
|}
<small>
#{{anchor|1}} This ritual is in [[Urizen_magical_traditions#Urizen_Lore|Urizen lore]]
#{{anchor|2}} This ritual is a [[Mystic_scrolls_of_Estavus|mystic scroll]] of [[Estavus]]
#{{anchor|3}} This ritual is [[interdiction|interdicted]]
</small>
{{War Further Reading}}
[[Category: Senate]]
[[Category:Commission]]

Revision as of 22:33, 19 September 2023

Commander.jpg
Mathayus, General of the Granite Pillar, and Highborn warriors of the Shattered Tower

Overview

The Empire is defended by its armies. Each army is a large force, capable of acting independently and supported by their own logistics with baggage trains, siege engines, and foragers. They are therefore able to venture beyond the boundaries of the Empire and, so long as their casualties are low, remain fully capable despite being engaged in prolonged campaigns.

The typical member of an Imperial army is fed and billeted by the civil service but is not paid in coin. These volunteers have signed up for two years Imperial Service - they are trained and equipped and then assigned to an Imperial army. if they choose to leave the army at the end of that period they receive payment in land from the Empire (equivalent to a level one farm).

Although the lure of land is what draws most citizens to Imperial Service, the training and equipment received can be valuable. Most members of the many independent military units spread across the empire are former soldiers.

Each Imperial army is commended by a general. While generals are chosen by Senators, once appointed the general has sole authority to order the army to move or attack as they choose. Traditionally the generals of one nation will cooperate but it is not a requirement and a general is within their rights to give orders as they see fit.

Army Size

A fully rested and supplied Imperial Army consists of around 5,000 trained soldiers. The civil service monitors the fighting force of each Imperial army using Day magic, providing this IC information to the Imperial generals, so that they can make effective strategic decisions. The military strength of a full strength army is measured at 5,000 strength - roughly one point of military strength for each soldier.

Barbarian armies tend to be much larger - though most have a similar military strength. Day magic rituals such as Eyes of the Sun and Moon, or the intelligence reports received by scouting armies provide good estimations of the military strength of a barbarian army using the same scale used for the Imperial armies.

Shoulder to Shoulder.jpg
The soldiers of the Marches make terrible foes when they fight shoulder to shoulder.

The majority of campaign armies have a maximum strength of 5,000 fighting force. A large army, however, has a maximum fighting strength of 7,500 but still counts as a single campaign army. As an army takes casualties its fighting strength drops. An army whose fighting strength falls below 1,000 will immediately disband (or, if they are a large army, if their fighting strength falls below 1,500).

Special Quality

Each Imperial army has a unique quality that is permanently fixed at the time the army is created and which reflects the character and flavour of the army.

When a new army is being created it will automatically develop a quality dependent on the nation raising the army. In many cases the quality will depend on events at the time and be influenced by decisions taken by the characters involved in raising the army.

Some nations have special orders that only their generals can issue (such has the Marchers' Shoulder to Shoulder) or have special rules that apply to them (such as the special rules that apply when Wintermark is fighting the Jotun). These are generally detailed on the military concerns page for each nation.

Senate Commissions

The Imperial Senate can pass a motion of commission to recruit a new Imperial army, or to resupply, or enlarge an existing army.

Recruitment

  • Materials: 200 wains of mithril and 75 thrones
  • Time: 1 year to raise
CullachMarching.jpg
The Cullach march.

When the army is complete a new Imperial title of general is created in the Imperial Military Council. Appointment follows the normal constitutional process (generals are selected by the senators of the nation) and re-appointed each year after that.

A newly created Imperial army is at its maximum strength of 5,000. It begins play mustered in one of the Imperial controlled territories belonging to the nation where it was raised.

All Imperial armies must use recruits drawn from a single nation, and the army must be raised in a territory within that nation. Each nation can only physically support a limited number of forces at one time; this number cannot be exceeded.

Enlargement

The Senate can contribute resources to increase the strength of an existing army, making it large. It takes three seasons and costs 50 wains of mithril and 150 crowns each season until complete (for a total cost of 150 wains of mithril and 450 crowns). The army can continue to operate, moving and fighting as normal, while it is upgraded. The additional fighting strength is added to the army when the enlargement is complete.

Resupply

The strength of an Imperial army declines as it suffers casualties. While an army will slowly resupply and reinforce itself over time, the Senate can pass a motion to provide the army with additional resupply. The army to be resupplied must be in a friendly territory, and may not be engaged with any enemies.

Further details of how an Imperial army can be resupplied by the Senate can be found here.

Upkeep

Although the soldiers in an Imperial army are not paid for their service, an army still costs a huge amount of money to operate. Each Imperial army costs 50 thrones per season, paid for from the Imperial Senate budget. Each large army costs 75 thrones per season.

Maximum numbers of Imperial Forces

The Empire cannot sustain an unlimited number of armies and navies. In addition to the significant drain on the treasury of the Imperial Senate, each individual nation can only provide so many soldiers. The supply number for each nation represents the maximum number of Imperial forces (armies and navies) that nation can sustain at any given time. The Senate cannot raise a new Imperial army or navy of that nation if it would take the nation over its supply number.

As of the start of the Autumn Equinox 385YE, the maximum number of forces a nation can support are as follows:

A nation cannot contribute its support to maintain a force from another nation. The only way for players to increase the number of armies and navies a nation can support is to conquer additional territory. Likewise, the loss of territory to the barbarians may reduce the supply number for that nation.

Insufficient Supply

If a nation ever has more armies and navies than it can support, all that nation's forces suffer significant penalties until this imbalance is rectified.

Each army and navy controlled by that nation suffers automatic losses of 500 force (or 750 force for a Large army) each season. In addition, no army or navy controlled by that nation gets natural resupply (nor can it take advantage of any benefits that rely on natural supply such as the ritual Brotherhood of Tian).

The senate may pass a motion to disband an army.

Military Units

Some wealthy or powerful citizens maintain their own independent military unit. These units can be attached to an army to increase its effective fighting strength. This is done by the orders of the military unit’s commander (submitted using the personal resource downtime system).

The experienced and capable troops in a starting military unit provide an advantage out of proportion to their numbers, adding the equivalent of 100 soldiers to the strength of the army they support.

Current Armies

At present there are twenty-seven Imperial armies. This information was last updated following the Autumn Equinox 385YE.

ArmyNationQualityCurrent LocationElectionGeneral
Black ThornsNavarrFastHercyniaSummerRhisiart Dancewalker
BloodcloaksWintermarkPhysickSkallahnSpringLofyn Blood-cloak
BoundersThe MarchesWatchfulBregaslandAutumnBobert U. T. Thatcher
Burning FalconThe Brass CoastGloriousSeguraWinterAracelis I Erigo
Citadel GuardUrizenHighest DisciplineMorrowSummerNicassia Avicia of Phoenix Reach
DrakesThe MarchesResourcefulBregaslandSummerTancred of Meade
Eastern SkyDawnFavouredSemmerholmAutumnDame Aurum De Castellan
Fire of the SouthThe Brass CoastFastSarvosAutumnEsteban I Del Rio Blanco I Guerra
Fist of the MountainsWintermarkFarsightedSeguraSummerKindra Surefoot
Golden AxeVarushkaDrivenMareaveWinterBelakov Zakharovich Prochnost
Golden SunDawnResilientThe BarrensSummerZoran De Orzel
Granite PillarHighguardDisciplinedBastionSummerAsenath
Green ShieldWintermarkHeroicSkallahnWinterIron Osric
Gryphon's PrideDawnConqueringSemmerholmSpringArchavion Wolfborne
Iron HelmsVarushkaCruelThe BarrensSpringAlderei the Fair
Isaella's DanceNavarrThornboundBregaslandSpringIoan Longshadow
Northern EagleVarushkaGuerillaThe BarrensSummerJaromir Ostrovyn Kostka
Quiet StepNavarrCunningThe BarrensAutumnFarenthar Shattersong
Red Wind CorsairsThe Brass CoastDaringSkallahnSummerDelora i Sol-Devorador i Erigo
Seventh WaveHighguardScoutingMareaveAutumnMelkior of Balthazar’s Vineyard
Strong ReedsThe MarchesSecretiveBregaslandWinterAmberlain P. Black
Summer StormImperial OrcsRelentlessSkallahnSummerIrontide Skorr
TowerjacksThe LeagueEngineerMareaveWinterNatalia 'The Falcon' Barossa
TusksThe MarchesDisciplinedSkallahnSpringStanley Of Chalkdown
Valiant PegasusHighguardPhysickAstolatSpringJack Flint
Winter SunImperial OrcsFreedom FightersMareaveWinterSkywise Rykana
Wolves of WarThe LeagueMercenarySarvosAutumnMarcus Derivian di Sarvos

Former Armies

These are armies that are no longer active. This happens automatically if an army is abrogated by the Imperial Senate but in most cases it is because the army has been destroyed in battle against the barbarians.

ArmyNationQualityFinal Location
Hounds of GloryDawnIndomitable GloryThe Barrens


Rituals

The table below shows a list of the rituals in both Imperial lore and Urizen lore which can affect an Imperial army.

Ritual Effect Realm Magnitude
Bound by Common Cause The army gains additional strength for the purpose of determining victory from up to 75 military units that are assigned to support it for the next season Autumn 80
Brotherhood of Tian If the army benefits from natural resupply over the next season it recovers an additional 250 strength Autumn 120
Clarity of the Master Strategist The army's effective strength is increased by 2,000 for the purpose of determining victory for the next season Day 80
Eyes of the Hills(1) Replaces the army's quality with Hillwise for the next season Autumn 80
Find the Best Path Replaces the army's quality with Fast for the next season Autumn 135
Knights of Glory The army's effective strength is increased by 2,000 Summer 120
Machines of Destruction(2) Replaces the army's quality with Siege for the next season Autumn 135
Quickening Cold Meat The army's effective strength is increased by 1,000 for the next year Winter 150
Swords in the Noonday Sun(1) Replaces the army's quality with Relentless for the next season Summer 80
Why Sulemaine Walked Away From The Baker The effectiveness of the Fire in the Blood order used by an opposing army in the same campaign is halved against the army for the next season Winter 80
Loosen the Shackles(1)(3) Enchants a campaign army with Agramant's aid, changing its quality and filling soldiers with murderous intent Winter 80

  1. This ritual is in Urizen lore
  2. This ritual is a mystic scroll of Estavus
  3. This ritual is interdicted

Further Reading

Core Brief

Additional Information