The Allied Kingdoms

History

Formed about the Year 450 GE for mutual defense, the Allied Kingdoms have evolved over the past 1000 years into a pseudo-republic. The original goal was to repel the invaders from the Geltan Empire, and shortly thereafter the Orcs. It quickly became apparent that most of the kingdoms did not have the capacity to match the northern empires' military might on their own, and so mutual defense was the only option. As the years went by, more and more functions were incorporated into the original "Charter of Allies" (the official governing treaty creating the Allied Kingdoms). Courts for disputes between kingdoms, trade agreements, and mutual protection now form the three main parts of the agreement.

Government

Structure

There are 4 governing bodies:
  1. Arch-chancellor
  2. Alliance Council
  3. Hall of Assembly
  4. Defenders' office
The Arch-chancellor is responsible for all day-to-day business, and also serves as overall leader of the military during times of war. The Arch-chancellor is elected by the Hall of Assembly from among the members of the Alliance Council. The Alliance Council is made up of one representative from each state in the alliance, and makes time-critical decisions, as well as serving as a panel for disputes between kingdoms. The Arch-chancellor sits on the Council and acts as chairman, but is not allowed to vote. All of the Council's decisions are reviewable by the Hall of Assembly, which has 10 members from each state. The Hall is responsible for passing all laws of the alliance, as well as the annual budget. Only the Hall can declare war on a non-allied kingdom. In the case of invasion, the Council and Arch-chancellor immediately take over the military.

The Defenders' office is the military organization that answers to the High Commander. It is Comprised of the four District Commanders, as well as the heads of the Arcane and Holy divisions. See the military section below for more details.

The High Commander is the leader of the military, and answers to the Hall, Council, and Arch-chancellor. In times of peace, the High Commander answers to the Hall of Assembly. If war is declared by the Hall, then he/she answers to the Council and Arch-chancellor. If the AK are invaded, then the High Commander may order immediate defense, but must then check with the Arch-chancellor for further orders.

Laws

The alliance, in the form of the Hall of Assembly, is the only place where laws may introduced. Should they pass, they must still be passed by the Alliance Council and the Arch-chancellor. By the Charter, the only laws which can be passed in the alliance are:
  • budgets
  • trade tariffs
  • penalties for non-complying member states
  • military laws

    The Charter of Allies

    The Charter lays out the ground rules for the existence of the alliance. There are several unexpected articles, put in as concessions to certain kingdoms who were being persuaded to join. Since there was a great deal of pressure to make the agreement at the time, some things made it in that others later regreted. The basic parts:
  • finance: how the AK will finance its operations through direct taxes on nation states. Each state must give the AK the amount set out by the Hall of Assembly each year. While the Hall decides strictly in gold how much is needed, states often negotiate goods or services in lieu of gold.
  • military: how troops will be raised and maintained. Also, non-interference policies on local affairs (ie can't interfere with local governments, except when a state violates the charter). Also pledges states to come to the aid of one another against non-member invasions.
  • trade: essentially free trade (tariffs and taxes must be the same regardless of the origin of goods).
  • rights: recognizes equality of men and women, and prohibits slavery.
  • ammending procedures: all member nations must achieve consensus to change/add any article.
  • nations leaving/joining: all member nations must agree to let another nation join. A nation may withdraw from the alliance with one years notice. One important article of the charter is that it only allows the AK government to

    Trade

    Trade disputes arise frequently, and are heard by the Alliance Council. Member states that violate the charter and/or laws can be fined up to twice the amount of taxes they collected. While in theory free trade exists, in practice it is not always so clear. The charter only specifically provides for free trade of grain, livestock, iron ore, and gold. The laws further enforce free trade on other things such as lumber, stone, leather, bronze, silver, and so forth. There are two provisions which frequently cause problems. One is that a "new market" is not subject to free trade. So, the first time something new is sold in a kingdom it is not subject to free trade laws for 10 years. The other is the "dire conditions" law. If a town, city, or kingdom can show that they are in serious economic trouble they can get a one year exemption from free trade. Needless to say, this one is often abused.

    Military

    Ranks

    From highest to lowest:
    1. High Commander
    2. District Commander
    3. Sub-commander
    4. Field Marshalls
    5. Colonel
    6. Captain
    7. Lieutenant
    8. Sargeant
    9. Corporal
    10. soldier
    There was some original protest from nobility that they should not have to enlist at the bottom. Fortunately, the dire situation of the First Orcish Invasion made ability in the higher ranks a necessity, and everyone who enlists starts at least near the bottom (no higher than Sargeant). Buying more rank is not unheard of, but rare. Of course, those near the top usually play political games very well to get there.

    Officers (Lieutenant and up) usually have one or more aids, normally of 2 or 3 ranks lower.

    Structure

    Regulars

    The regular forces are comprised of troops recruited, trained, and maintained by the AK government, under the Defenders' office. The structure of the army is fairly simple:
  • Squad (10 soldiers) led by a Sargeant
  • Platoon (5 squads) led by a Lieutenant
  • Company (4 platoons) led by a Captain
  • Regiment (2 platoons) led by a Colonel
  • Battalion (4 companies) led by a Field Marshall
  • Army (4 battalions) led by a Sub-commander Note that the numbers above can range between half and twice the numbers (eg: a squad may be from 5-20 soldiers) due to recruitment, attrition, or need.

    Each district has between 2-5 armies at its disposal. The sub-commanders are usually assigned based upon need, but never more than 1 per army. The total number of regular soldiers usually numbers near 100,000.

    There are 4 districts: Northwest, Northeast, Southeast, and Southwest. The Southwest is usually the quietest, and therefore has the fewest soldiers. The Northwest is the next most calm, with the Northeast (and the Wall of Heavens) much more active. The most active district is actually the Southeast, along the border with the Wild Zone.

    Irregulars

    Each kingdom is required to donate the services of 1,000 "soldiers" a year. These troops range from elite units (elite forces count for more, so fewer soldiers need be donated) to petty criminals who are shipped off as arrow-fodder. The Irregulars always serve in a different district from their home kingdom (and are usually attached as squads to a platoon of regulars), and number about 15,000 at any given time.

    Elite Forces

    The Elite Forces were founded several hundred years after the Allied Kingdoms came into existence. When it became apparent that some things would come up that were difficult for regular armies to deal with (both within the alliance or outside its borders), the Elite Forces were created. They have 2 different functions: intelligence and special missions.

    The Elite Forces only have companies, usually of 10-20 people. The company will be specialized in one function: intelligence gathering, tracking, counter-intelligence, infiltration, extrication (ie rescuing), or killing. The most famous company is of course the Blades of Rage, led by Lord Fueglan, Grandmaster of Battleaxe. His group is the one called upon when a dragon goes on a rampage.

    Elite Force Companies are assigned based on need, but may be requested by any member state to deal with a specific problem. Unfortunately, there are few qualified soldiers for the Elite Forces, and most requests are turned down due to lack of numbers.

    The head of the Elite Forces is called the General, the equivalent in rank of a District Commander.

    Arcane Forces

    Arcane spellcasters fall under the Arcane forces. They are normally attached to a unit (usually at the platoon or company level), and follow orders of that group. They are only responsible to the High Magus (equivalent rank of a District Commander), however, and may be re-assigned at any time. In practice, most wizards and sorcerers remain attached to their company for their length of service. Arcane spellcasters automatically start at the rank of Lieutenant, and are considered part of the Regulars or Elite Forces.

    Holy Forces

    No priest formally joins the Allied Kingdoms' forces. Instead, they are considered volunteers and retain their loyalty to their churches. While they serve in a unit, they take an oath to follow that group for a given length of time, and are given officer ranking. Depending on the unit they are with, it is possible to see an officer priest following the orders of a Corporal or Sargeant.

    Priests of Bryskar are common, as are those of Talad. Priests of Gamury and Elyskin are often placed with garrisons near cities, and those of Lizen are kept near battle zones. Priests of Derxa, Selana, Ayeuse, Hesten, and Disana are welcomed, but rarely enlist.

    Mercenaries

    Most commanders are not overly fond of mercenary companies, but the need to quickly bolster numbers sometimes makes it a necessity. Individual mercenaries are usually only hired as Irregulars or specialists. Mercenary companies are preferred, since they usually have a reputation and a work ethic.

    Location of Forces

    There is a garrison outside the capital city of each member state. The strength of the garrison ranges from a company to a battalion. These are in place for immediate defense. They are not subject to the orders of the rulers of the state, and are in fact neutral in cases of civil disorder.

    The exact locations of the armies change, but each district has a central command point around which a city has sprung up. These are:

  • Northwest - Edeo
  • Northeast - Asezith
  • Southeast - Pyna
  • Southwest - Zyir