CrystalShield Ranks

From RPGWiki

The Duchy of Crystalshield recognizes four major military groups.

Note that each rank described herein includes a relative rank, indicated by a number between 1 and 9. These relative ranks indicate order of precidence between the military groups; an individual with a relative rank of 8 may expect to be obeyed by an individual with a relative rank of 5, no matter which branch of the military either belongs to. The Duke is considered to have a relative rank of 10.

Members of the Army, Navy, and Knights bear a tunic with the colors and standard of the Duchy, with rank insignia on the front at the left shoulder and on the back at the right shoulder. Regular members of the militia are provided with padded armor dyed in the colors of the Duchy, but do not bear rank insignia. Militia leaders are provided with similar colored leather armor with rank insignia placed as per the regular army.

Regardless of branch, rank, or gender, the appropriate address for a higher ranking officer is "Sir".

Table of contents

Knights

The elite forces of Crystalshield, hand-picked by Duke Velden himself. All but the lowest ranks of Knights (that is, Squires) take an oath to be loyal to the Knighthood, protect the inhabitants of the Duchy, protect the inhabitants of Cormyr, and fight evil in all places. A Mark of Justice is applied to the Knight by the High Priest of the Temple of Helm. The curse from this spell is triggered if the Knight ever knowingly betrays his oath.

Entrance to, and each increase in rank within, the Knighthood also involves a period of questioning by a tribunal of higher ranking Knights, usually including the Duke. The length and intensity of this interview increases in accordance with the rank being granted, but always includes a Zone of Truth spell and examination by Detect Evil.

Ranks

Knight-Marshall

Overall leader of the Knights, and also the highest ranking military officer in the Duchy. At this time, the title of Knight-Marshall is held by Duke Velden.

  • Relative Rank: 9
  • Addressed as: Lord Marshall/Lady Marshall
  • Rank insignia: Shield with star over crossed swords

Knight-Commander

A Knight who has distinguished himself in the course of his duties as a Knight-Corporal.

  • Relative Rank: 8
  • Addressed as: Sir/Lady
  • Rank insignia: Shield over crossed swords

Knight-Corporal

  • Relative Rank: 5
  • Addressed as: Sir/Lady
  • Rank insignia: Shield over single sword

Squire

Accepted into training by a Knight, but not yet a member of the order. Tradition dictates that a Squire must serve a Knight for a year and a day before entering the Knighthood, and that a given Knight may only have one Squire.

  • Relative Rank: 2
  • Addressed as: Squire
  • Rank insignia: Shield

Organization

Equipment

All Knights (but not Squires) are equipped with magical banded mail (+2), a magic longsword (+2), a lance, a large shield, a helm, and a dagger.

Squires are supplied with chainmail, a longsword, a large shield, and a dagger.

Both Knights and Squires are provided with a light warhorse, which they are expected to take care of themselves.

Specific Individuals and Game Statistics

Typical Knight: Male Human Ftr 1; Medium humanoid; HD 1d10; HP 12; Init +1; Spd. 30'; AC 21 (touch 11, flat 20); Base Atk +1; Atk +2 melee (1d8+1/x3, lance) or +5 melee (1d8+3/19-20, longsword +2); SA None; SQ None; AL LG; SV Fort +3, Ref +1, Will +0; Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10.
Skills and Feats: Ride +5, Spot +2; Mounted Combat, Toughness, Weapon Focus (Longsword)
Possesions: Banded mail +2, heavy shield, lance, longsword +2, dagger.

Army

Ranks

All ranks are designed on a black background with a blue border, in the rough shape of a shield. The rank insignia appears in the upper portion of the background; any special insignia appear in the lower, triangular portion.

High Commander

A brevet rank used when a section of the Army is performing operations outside of the direct control of the Knight-Marshall, to make clear who is the highest ranking leader of the group.

  • Relative rank: 7
  • Addressed as: Commander
  • Rank insignia: Crossed swords with gold stars in the left, upper, and right quadrants

Commander

  • Relative rank: 6
  • Addressed as: Commander
  • Rank insignia: Crossed swords with a gold star in the upper quadrant

Corporal

  • Relative rank: 4
  • Addressed as: Corporal
  • Rank insignia: Crossed Swords, Lances, Arrows, or Staves, depending on specialty.

Soldier

The basic rank of the Army. Organized into regular infantry, mounted infantry (cavalry), archers, and medics.

  • Relative rank: 3
  • Addressed as: N/A
  • Rank insignia: Sword, Lance, Arrow, or Staff, depending on specialty.

Organization

Patrol

A Patrol consists of 8 Soldiers with a Corporal in charge. All Soldiers in a Patrol will have the same specialty (infantry, calvary, archery, combat medicine). A Patrol will usually be refered to per their specialty; infantry Patrols are called Swords, cavalry Patrols are called Lances, archer Patrols are called Flights, and medical Patrols are called Bands.

Divisions

A Division consists of several Patrols, led by a Commander. Typically, a division will have around ten Patrols, although this is not a requirement. Patrols in a Division are also not required to be all from the same specialty, and in fact will usually be a mixture of specialties.

Divisions typically have a (non-military) support staff of around 10-20 individuals, such as cooks, armorers, and weaponsmiths. A Division Commander will also have several message runners available at all times.

One special Division exists. The Crystalwatch Division is in charge of both training members of the Crystalshield city Militia once each tenday, and also forms the leadership of the Militia when it is mobilized.

Army

Currently a mostly theoretical structure, an Army consists of two or more Divisions led by a High Commander. While the Duchy does not currently support a large enough Army to really require this organizational unit, it is assumed that it will be necessary much sooner than anyone would like.

Equipment

Soldiers in a Sword are supplied with studded leather armor, a light shield, a longsword, and a dagger. Corporals of a Sword are similarly equipped, but with chainmail armor instead of leather. Certain Swords are trained in the use of a longspear, and instead of longswords carry longspears and shortswords.

Soldiers in a Lance are supplied with banded mail armor, a heavy shield, a lance, and a longsword. Corporals of a Lance are similarly equipped.

Soldiers in a Flight are supplied with leather armor, shortbows, and shortswords. All carry two quivers, one on the back and one at the waist, each with 20 arrows. Corporals of a Flight are similarly equipped, but with studded leather in place of the regular leather.

Soldiers in a Band are supplied with studded leather armor, heavy maces, daggers, and healer's kits.

Note that this is the ideal equipment distribution; not all of the currently existing Army has yet been supplied with all of the items listed.

Specific Individuals and Game Statistics

Typical Soldier (Sword): Male Human War 1; Medium humanoid; HD 1d8; HP 9; Init +0; Spd. 30'; AC 14 (touch 10, flat 14); Base Atk +1; Atk +2 melee (1d8+1/19-20); SA None; SQ None; AL NG; SV Fort +2, Ref +0, Will +0; Str 12, Dex 10, Con 10, Int 10, Wis 10, Cha 10.
Skills and Feats: Climb +2, Intimidate +2, Profession (Soldier) +1, Ride +2, Spot +2, Survival +1; Toughness, Weapon Focus (Longsword)
Possesions: Studded leather armor, longsword, dagger.

Typical Soldier (Flight): Male Human War 1; Medium humanoid; HD 1d8; HP 6; Init +1; Spd. 30'; AC 13 (touch 11, flat 12); Base Atk +1; Atk +1 melee (1d6/19-20) or +3 ranged (1d6/x3); SA Point Blank Shot; SQ None; AL NG; SV Fort +2, Ref +1, Will +0; Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 10.
Skills and Feats: Profession (Soldier) +1, Ride +2, Spot +4, Survival +2; Point Blank Shot, Weapon Focus (Shortbow)
Possessions: Leather armor, shortbow, 40 arrows, shortsword.
Point Blank Shot: +1 to ranged weapon attack and damage rolls when the target is within 30'.

Typical Soldier (Lance): Male Human War 1; Medium humanoid; HD 1d8; HP 10; Init +0; Spd. 30'; AC 18 (touch 10, flat 18); Base Atk +1; Atk +3 melee (1d8+1/x3, lance) or +2 melee (1d8+1/19-20, longsword); SA None; SQ None; AL NG; SV Fort +3, Ref +0, Will +0; Str 12, Dex 10, Con 12, Int 10, Wis 10, Cha 10.
Skills and Feats: Handle Animal +2, Profession (Soldier) +1, Ride +4, Spot +2, Survival +1; Toughness, Weapon Focus (Lance)
Possessions: Banded mail armor, lance, longsword, heavy shield, light warhorse.

Typical Soldier (Band): Male Human Exp 1; Medium humanoid; HD 1d6; HP 5; Init +0; Spd. 30'; AC 13 (touch 10, flat 13); Base Atk +0; Atk +0 melee (1d8/19-20); SA None; SQ None; AL NG; SV Fort +0, Ref +0, Will +3; Str 10, Dex 10, Con 10, Int 10, Wis 12, Cha 10.
Skills and Feats: Concentration +2, Heal +10, Knowledge (Nature) +2, Knowledge (Poisons and Diseases) +4, Profession (Herbalist) +5, Profession (Soldier) +2, Ride +2, Search +2, Sense Motive +3, Spot +4, Survival +5; Self-Sufficient, Skill Focus (Heal)
Possessions: Studded leather armor, heavy mace, dagger, healers kit (+2 to heal checks, 10 uses).

Navy

Ranks

Commodore

Currently, there are no Naval officers holding this rank. Once the Navy has acquired enough ships to form into organizational Lines (see below), a Commodore will command those units.

  • Relative rank: 7
  • Addressed as: Commodore

Captain

Assigned to the officer in command of a ship of the Navy. Although there are effectivly less men under his direct command, this rank is equivalent to the Army rank of Commander.

  • Relative rank: 6
  • Addressed as: Captain

Lieutenant

Officer tasked as a go-between for the Captain and the Sailors. Generally takes care of routine matters of discipline, navigational decisions, etc. A ship will generally have five lieutenants aboard: three watch officers, working eight-hour shifts such that there is always an officer on deck; a ships Surgeon, with particular training in the Heal skill; and ship Quartermaster, in charge of acquiring supplies for the ship, anticipating supply requirements, and tracking supplies while at sea.

  • Relative rank: 5
  • Addressed as: Lieutenant (or Officer of the Watch when appropriate)

Sailor

The basic Naval rank.

  • Relative rank: 3
  • Addressed as: Sailor (formal: Able Sailor)

Organization

Ship

The basic unit of organization is the ship itself. Large ships are manned by a Captain, three to five Lieutenants, and enough Sailors to crew the ship. Small ships are manned by a Captain, a Lieutenant, and the necessary number of Sailors.

Line

Although the Navy does not maintain enough ships currently to use this organizational unit, a Line will eventually consist of about five ships, with the group led by a Commodore.

Equipment

Sailors are provided with shortswords and daggers, mostly for protection in the event the ship is boarded. Swords are not normally worn in the course of their duties, although daggers may be.

Ship officers are provided with rapiers and daggers. Unlike Sailors, officers typically bear their swords at all times when on deck.

Specific Individuals and Game Statistics


Militia

The Crystalshield Militia consists of all able-bodied men above the age of 14. All such men are required to report for training once per tenday. Able-bodied women above the age of 14 are allowed to volunteer for training; such volunteers are almost always trained in archery, unless there is a special circumstance.

Militia ranks are only significant when the city leadership has declared a state of war exists and the militia has been mobilized.

Ranks

Defender

  • Relative rank: 1
  • Rank insignia: None

Organization

The overall commander of the Militia, when mobilized, is the Commander of the Crystalwatch Division.

Patrol

A Patrol consists of 8 Defenders with a Soldier from the regular Army in charge. Soldiers in charge of a Militia Patrol are refered to as Sergeants, but this does not increase their effective rank. Unlike the regular Army, there are only two types of Militia Patrols: Swords and Flights. Soldiers from the Crystalwatch Army Division are trained to lead the Militia Patrols in times of war, and also take care of training the Defenders in their Patrol each tenday.

Group

The Militia is divided into Groups, similar to Divisions in the regular Army. Unlike the regular Army, however, the Militia Groups are separated by training; all Patrols in a Group will be either Swords or Flights. Groups are led by regular Army Corporals from the Crystalwatch Division.

Equipment

Militia Swords are equipped with padded armor, shortswords, and daggers.

Militia Flights are equipped with padded armor, shortbows, daggers, and a quiver with 20 arrows.

Specific Individuals and Game Statistics

Typical Defender (Sword): Male Human Com 1; Medium humanoid; HD 1d4; HP 3; Init +0; Spd. 30'; AC 11 (touch 10, flat 11); Base Atk +0; Atk +0 melee (1d6/19-20); SA None; SQ None; AL NG; SV Fort +0, Ref +0, Will +0; Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10.
Skills and Feats: Profession (Any) or Craft (Any) +3, Spot +1; Skill Focus (Craft: Any)
Possesions: Padded armor, shortsword, dagger.

Typical Defender (Flight): Female Human Com 1; Medium humanoid; HD 1d4; HP 3; Init +0; Spd. 30'; AC 11 (touch 10, flat 11); Base Atk +0; Atk +0 ranged (1d6/x3) or +0 melee (1d4/19-20); SA None; SQ None; AL NG; SV Fort +0, Ref +0, Will +0; Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10.
Skills and Feats: Profession (Any) or Craft (Any) +3, Spot +1; Skill Focus (Craft: Any)
Possesions: Padded armor, shortbow, dagger, 20 arrows.