Ichkätärig Sourcebook

History

  At a time when Ral'Ēon was young, a High-King from House Gerard named Keirk reigned. This was during the time when the ōrüks started to join the orcs in the seasonal raids. These ōrüks were larger, fiercer, more cunning, and more powerful than the usual orc. They wore plate armor and carried heavy shields and broad black swords, and they were devastating upon the common folk they set upon. The rangers along the King’s Road were requesting more defensible positions, as the ōrüks were also highly adept at destroying fortifications. They targeted the ranger stations in an area before hitting the surrounding populace.   The High-King also had to deal with incursions of Telkí horsemen. These nomadic horse people roamed the plains but would launch raids of their own in the summers. Their favorite tactic was to use the light of full moons to cover their raids. They were adept horse archers, which made dealing with them very dangerous.   To meet these threats the military was seriously overhauled. It was too slow and had no sense of structure. It also took a very long time to mobilize. Able bodied men were asked to report to the local magistrate, where they were formed into groups determined by the armor and weapons brought with them. They would then march to link up with other such groups.   The High-King divided each House’s territory into counties, based on the number of farms, estates, and villages in an area. Towns and cities including their hinterlands, would each have their own county. Counts were appointed from each area, and they were granted land from their Duke to build a special estate from where county business could be conducted, and where an armory would be built to muster and arm the county’s fighting men. The count would also be tasked with keeping track of the available men in the area and drilling them. This people’s army was a way to mobilize the kingdom, but it would not be useful against common threats.   For that, the High-King sanctioned each House should form its own standing army, which would consist of knights and lesser noble men and be supplemented with paid men from the countryside. These men would be trained as full-time professional soldiers. There had always been women warriors throughout Ral'Ēon’s history, but the High-King granted a special sanction to all women wishing to become professional soldiers. At first, they had to be unmarried maids, but in later generations those restrictions were relaxed.   The High-King would also need more than just his palace bodyguard. He formed a special Kadrē of rangers, knights, reeves, and other paid people to act as his personal army. For he wanted to ensure that the monarchy would not be threatened by any of the Houses’ new armies.   All of these changes took time, but within 5 years the standing professional armies were able to make a difference in stopping the raids. Stronger fortifications were built along the King’s Road, which helped the rangers from being overwhelmed; and Gerard himself lead an expedition to push the Telkí back across the Zoé river. He was then able to establish a treaty with the Telkí, which stopped future raids for generations. [All contact has been lost with the Telkí.]   Coming off the heels of these successes, Gerard wanted to try and permanently end the orc raids. For this he created a great armada of transport ships, which took 3 years to construct. His plan was to use the ships to bypass the mountain passes and to strike the orcs from the coastal plains above their settlements. He was gathering pieces of each house’s army to supplement his own Kadrē for the coastal assault. The remaining House armies would make a timed frontal assault using the same routes the orcs themselves use.   Gerard’s naval force launched in early spring, with the other armies to march a fortnight later. However, days after the armada launched a great storm arose and struck the coasts of Ral'Ēon brutally. When the storm finally lifted, no word ever came from the armada. The High-King, his Kadrē, and portions of each House army was never heard of in Ral'Ēon again.   The goddess Thüéllä struck the armada and caused it to beach on a large island northwest of Ral'Ēon. Most the soldiers, equipment, and provisions survived, but the ships were in utter ruin. The Ral'Ēonites found that a people called the ‘Ellos lived on the island. They agreed to help the Ral'Ēonites, whom they called the Läcōniké (Lah-koh-ni-keh), or people from the sea. Together they built ships to help the Läcōniké leave, but each time they tried, Thüéllä prevented it by destroying the ships.   Finally resigning to his fate, Gerard made agreements with the ‘Ellos for land in which to settle permanently. They set about subduing the given land and formed three cities. Then Gerard setup a government for this new land. He formed a council, called the ephoroi, which would see to the administration of the government. Initially there were 3 ephoroi, or overseers, one from each city. Gerard then changed his title to just King, for a High-King would mean that there were other kings that he was lord over. The King would meet with the ephoroi and create laws for their new land. Some of these laws aped the old, but mostly there were new laws.   Eventually the people started to miss their home. A faction comprised mainly from the other house armies, chaffed under the new system. They grew restless, and soon they rose in rebellion against the King. Gerard was ruthless in its suppression, but from the ashes arose a new order. This idea came to Gerard, based on the symbol for his Ral'Ēon House Gerard, which is a black Hoplite helmet. They embraced the ‘Ellos name for themselves, and they truly became the Läcōniké. A military caste system, called the Agōgé, was created to instill order, discipline, and purpose into the people’s lives. Every male Läcōniké was required to enter into the Agōgé at age 7, to be trained as a warrior, and then be given their place in the society. At this time, they also began the worship of Polémäs, the god of war and valor. The Läcōniké would be trained by their Agōgé, bound by their laws, and united under the hoplite helm.   Over time peace with the ‘Ellos could no longer be maintained, for the Läcōniké became too numerous. War erupted and the ‘Ellos became enslaved. After the war, 2 more cities were built, and 2 more ephoroi were appointed. Eventually a council of elders, called the gerousia, was created. On it were 28 men over 60, and the King. The gerousia took over governing, and they restructured. Each of the cities and their hinterlands became an obai, or territorial district. Each obai was governed by an ephor, who in turn answered to the gerousia. Soon a need for another king became apparent after the King was killed in battle. After the new king was crowned, another king was also crowned from a different hereditary line. Two kings then reigned, and their powers were relegated to military affairs. Both kings sat on the gerousia, bringing the total number up to 30 members. The king had always been a descendant from Keirk Gerard, called the Gerardí line. This would always be regarded as the senior line. The second king came from the descendants from Drügō Alexander, a trusted noble of Keirk Gerard. The secondary king would always be chosen from the Alexandrí line.   Eventually the Läcōniké made their way past their northern mountains. They learned that the land was called the Deinlägen after the people who live there. The climate here was harsher and was covered in dense forests. These Northerners, who called themselves the Dein (Dane), were forced to rely on sea travel, as the forests were too dense to efficiently travel through. Over time they developed sleek ships and became master shipbuilders, traders, and marines. Their warriors were fierce and worshipped Thüéllä (Thoo-ayl-lah)- goddess of the storm - and Gin'narr - the wandering god. [In more ancient times Thōrr was worshipped instead of Thüéllä, as were the other Dein gods: Ōdinn, Frigg, Bälder, Vídär, Tyr, Brägí, Frey, Freyä, and Lōkí. Einär told Atliä that a lot of these old gods were killed in a great battle. Others, such as Liämné, god of seas and lakes, simply has the Dein name of Njōrd.]   Soon the Läcōniké expanded their influence. The Dein would trade with them via their sleek ships, but soon also fell to the warriors of the Läcōniké. Instead of enslaving the Dein, however, they recognized their strength and integrated them into their warrior society. After many years, the Agōgé was reformed, and also started to include the men and women of the Dein. Some Läcōniké women were also admitted, but only from the most noble families.   After a hundred years, the individual identities of the Läcōniké and Dein merged and simply became known as the Ichkätärig. Some of the ‘Ellos won their freedom and also started to be integrated into the Ichkätärig, especially as raids began to bring slaves from foreign peoples and races. However, most Läcōniké prefer the southern regions, so the Dein still mainly live in the north.   The ships of the Ichkätärig come to trade. If the inhabitants are weak, they raid, taking slaves, treasure, and goods. The might of Ichkätärig is in their warriors, but the ships and its marines drive fear into coastal peoples. So far, Ral’Ēon has been too far away to raid and their ties to Ral'Ēon have been long forgotten, but there are some who know of it. But eventually the ships of the Ichkätärig found their way to Ral'Ēon.   "They came in great sleek ships with sails of darkened gray, like storm clouds, whose hulls were as black as the night. They knew the common language of trade in Ral'Ēon, for each duchy has its own dialect, but the native language of Eshkätär was not known among the scholars of Ral'Ēon. Upon the foresail of their ships (was emblazoned a giant symbol) in a deep and shimmering crimson. When the light struck the symbol, it would radiate and sparkle. The traders came down the planks of their black ships carrying many exotic fabrics, spices, and jewelry. On the ships, the mighty warriors stayed. The Marines’ highly polished armor did not reflect the light, for they were colored a dark gray. They had great shields with mighty spears, on one arm, and a dark red cape flowing from their shoulders. Their helms resembled the barbute, and upon their shields the same symbol that emblazoned the fore sails of the mighty ships sparkled. That would be all that a Ral'Ēonite living during that period could describe to you. As mentioned earlier, the warriors never left the ships, and not a fort night after arriving those sleek black ships sailed back from whence they came, laden down with the dark ore that is so prevalent in the land of Ral'Ēon, but useless to its inhabitants. The smiths could not melt it, nor can the jewelers shape it. The symbol of Eshkätär was burned into the minds of those who saw it, and it was recorded in the annals of the great King Cuirätis V. It is now a tale merely of legend.” - Quote from my journal   Their true name became perverted to Eshkätär by the Ral'Ēon tongue.  

Military Structure

 

Regular Army

  Dodekas
Contains 12 hoplites and is the equivalent to the modern-day Squad, or the Roman Contubernium. It contains two smaller formations that are seldom broken apart, except in the Tagmata. The hoplites of a Dodeka are bound together by oath. They share the same tent, and all of them bear the responsibility for its setup and teardown, in addition to foraging for their own food, cooking, and cleanup of their space. Dodekas are the most basic unit of the regular army. It is commanded by a Dodekarchos (Sergeant), who is counted among them and marches in the left most file in the Vanguard.   Dodeka in formation         Vanguard
      Rearguard   (1) Vanguard
The Vanguard contains 6 hoplites and deploys in a line formation facing the enemy. It always contains the best warriors in the Dodeka and includes the Dodekarchos.   (1) Rearguard
The Rearguard contains 6 hoplites and deploys directly behind the Vanguard in a line formation.   *Note: Before the army restructure, this unit was called a Kontubernion, which contained 10 hoplites and was commanded by a Dekarchos. The Tagmata still use the old formation in place of the Dodeka.     Enomatia
This formation consists of 3 Dodekas in column formation, with 6 hoplites across and 6 hoplites deep. Enomatia do not function as an independent unit, but an Enomatarches (Warrant Officer) ensures that it maintains proper alignment within the formation. They also assist the Kentarchos with discipline of the hoplites within their Enomatia.   Enomatia in formation         Dodeka
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Contains 3 formations of Enomatia (or 110 hoplites including standard bearer and commander) and is commanded by a Kentarchos (Captain). It is the modern-day equivalent of a Company, or a Roman Century. The Kentarchia is the basic building piece to the Ichkätärig army. Although it is not deployed independently, it forms the basic command structure for the officer corps. Its formation is 18 hoplites across and 6 hoplites deep. This formation appears as a block and will maintain this formation while marching and in battle. It also carries its own standard. The standard bearer marches in the first line on the left, and the Kentarchos marches in the second line on the left.   Kentarchia in formation                     
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      Lochos
This formation consists of 2 Kentarchiai (or 220 hoplites, standard bearers, and officers) deployed in column formation, one behind the other, and is commanded by a Proto-Kentarchos. The senior most Kentarchos of the 2 Kentarchia becomes the Proto-Kentarchos. They assume command and their Kentarchia assumes the lead position.   Lochos in formation                     
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      Mora
The Mora, like the modern-day battalion and the Roman cohort, are units that deploy independently and are self-sufficient in the field. The Mora consists of 2 Lochoi, 440 hoplites and officers, and are commanded by a Polemarchos (Lieutenant Colonel). Morai are often supplemented with auxiliary forces, depending on the needs of the battlefield.   Mora in formation                       
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    Tourma
A Tourma (Regiment) is a formation that is normally deployed in large theater of operations, usually a campaign. It consists of 6 Morai, or 2640 hoplites and officers, and is commanded by the senior Polemarchos, who is then named the Tourmarches (Colonel). The Tourma will also include auxiliary forces as needed on campaign, including ships from Deinland.   Thema
The Thema (army) is considered the entire army of an Obai. Each of these are commanded by a Strategos (general) and consists of 4 Tourmai, or 10560 hoplites and officers.    

Tagmata

  Special elite units that operate outside the scope of the regular army are organized under the Tagmata system. Each Tagma has its own function and rank structure. They each wear Skírà's talisman, which helps to protect them from magical effects.    

Basic Tagma Structure

  Kontoubernion
10 Warriors
(1) Vanguard
(1) Rear Guard
Commanded by Dekarchos
Much like the Doudeka, the Kontoubernion is a close-knit squad that swears a blood oath to each other. They share living space and all the responsibilities that come with communal living. In order to ensure that a Kontoubernion is not destroyed, only the Vanguard is deployed on dangerous missions. The Rearguard stays behind and takes care of any details in the event of fallen siblings. In normal battle they are deployed as a unit.   Kontoubernion in formation
      Vanguard
    Rearguard   Kontoubernion Vanguard
6 Warriors
Commanded by Pentarches
The Vanguard contains 6 hoplites and deploys in a line formation facing the enemy. It always contains the best warriors in the Kontoubernion and includes the Dekarchos.   Kontoubernion Rearguard
4 Warriors
Commanded by Tetrarches
The Rearguard contains 4 hoplites and deploys directly behind the Vanguard in a line formation.     Kentarchia
40 Warriors
(4) Kontoubernia
These operate much in the same way as the regular army version, only their numbers are smaller due to their effectiveness. As such, the Kentarchia is the main independent and self-sustaining unit in the Tagmata. Depending on the branch, a Kentarchia is commanded by a Kentarches or a Vicarios.     Bandon
200 Warriors
(5) Kentarchiai
Bandons are formed and deployed during major campaigns. Depending on the branch, they are commanded by Komes, a Tribounos, or a Skríbon.     Tagma
4,000 Warriors
(20) Banda
A Tagma represents all of the elite warriors of a particular branch. Depending on the branch, they are commanded by a Domestikos, or a Droungarios  Branches of Tagmata:     Bigla - The Watch
These guard special fortress and camps, guard prisoners of war, and they also perform the work of a military police force. Their Tagma is commanded by a Droungarios, their Banda by a Tribounos, and their Kentarchia by a Vikarios.     Epilektoi - The Chosen
The Epilektoi are elite infantry who are chosen as the Kings' heavy shock troops. They are masters of bringing death, earning them the nickname the Apakuei Thanaton (Bringer of Death).   Their Banda are commanded by a Skríbon. They are used to break particularly difficult formations, protect the weakest points in a battle formation, cover a retreat, or to undertake dangerous and sensitive missions for the Kings and Strategoi. They are typically deployed in Vanguards, numbering 5 Epilektoi, which is commanded by a Pentarches.     Exkoubitoi - Sentinels
These serve as the kings' bodyguard, messengers, escorts, and envoys. Each of the two kings have 10 Banda that swore blood oaths to protect and obey them.     Drakonarioi - Dragon Warriors
These are the elite troops of the Dein. They are masters of the great axe, which they wield with impunity. They are also master shield bearers when they need to be. They carry their great shields upon their backs, as they mow down enemies with their great axes. When this is not feasible, they use their shields and swords as secondary weapons. They are characterized by long hair and each wears a ruby set into their left ear. Ornamented dragons are sewn into their cloaks.   Their main job is to serve as marines on the Ichkätärig Dragon ships, where they get their name, but they are also used to break particularly difficult formations, protect the weakest points in a battle formation, and to scare and intimidate the enemy.    

Auxiliaries to the Army

These follow the organization structure of the Regular Army. They supplement the army as needed.     Toxotai - Archers
They carry a heavy crossbow, longbow, short sword, and a shield that is mostly slung across their backs. They engage the enemy from a distance and only resort to melee combat when overrun by the enemy.
Used as support to Infantry   Koursorses - Light Cavalry
Used to skirmish and cover retreats, but their main duties are reconnaissance. They are equipped with shield, spear, and scimitar. They are commonly deployed on the flanks of formations were they can harass the enemy.    Peltast - Light infantry skirmishers.
They use their javelins to harass heavier, less mobile infantry. They are also used to break up archer formations. It is common for them to be deployed in front of the hoplite formations, where they throw their javelins to first soften up the enemy and deplete them of their shields.   Magic Users - War Mage
War Mages all start out as soldiers. They are chosen for their aptitude by the mages and trained to use magic. Once this manifests, the War Mage leaves the world of the soldier and starts down the path of the arcane. They are deployed with the Regular army, Tagmata, and Dein warships while on campaign. They are used to counter enemy magic users whenever necessary. The highest-level mages are also used to counsel the Strategoi.  

Equipment & Fighting Styles

  The main fighting unit is the Hoplitai (hoplite). The hoplite is armed with special, magical half plate armor, a large shield, a spear called a Dory, a shortsword called a xiphos, and a scimitar called a kopis. There are magic practitioners (mage smiths) among the Ichkätärig that have found a way to merge different metals using prayers, rites, and other magic arts. They blend the míthril and adamantine metals to create a new alloy with the properties of both.  

Special Armor

  This armor has been specially crafted by the mage smiths of Eshkätär in Ä'Resh. They have found a way to layer adamantine, one of the hardest substances in existence, and míthral, which is a light, flexible metal, producing armor with a dark gray appearance. It has the strength of adamantine to deflect blows, and the flexibility of mithral to allow the wearer to move unencumbered. While you're wearing it, any critical hit against you becomes a normal hit, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the Eshkätäran version of the armor doesn't.  

Fighting Style

  The hoplite’s defense is centered around their shields. They organize into formations where the shield can be utilized to its maximum effectiveness. The shield is held out in front of each hoplite as they stand side by side, thus creating a shield wall. The hoplites march toward the enemy in these formations and never break into single combat unless a shield wall cannot be formed. These formations and the discipline of the hoplites protect them from both ranged and melee attacks.   The hoplite’s primary weapon is the spear, which are carried in the hoplite’s other hand and extended out past their shields. The formation marches to the enemy, where the hoplites’ shields slam into them, then their spears are stabbed through the enemies’ shields. The hoplites will again push at the enemy with their shields and then follow it up with a stab from their spear. Their objective is to mow down the enemy. The cycle continues until there is a victory.   If a hoplite loses their spear, they will then switch to their secondary weapon. If the fighting is still close quarters, they will use their xiphos short swords to stab at the enemy, much like they did with their spears. If the fighting has opened and there is more room, then the hoplite will use their kopis scimitars to hack at the enemy. Regardless, their main style is to push/thrust with their shield and then attack with their weapon. This provides them with the best defensive position while doing considerable harm to the enemy. If the enemy is dispersed, the hoplites will break into small formations and pick them off one by one, using their superior numbers to quickly dispatch them.   There is no quarter given, nor any quarter expected. The hoplites will fight and destroy the enemy until they are vanquished, or they receive orders to stop by their commanders.  

Warrior Culture

  To each Ichkätärig the shield represents a family’s honor. Each hoplite has markings and symbols upon their shields that represents their ancestry. It is the family’s responsibility to ensure that each hoplite has a shield to protect themselves, and by extension the others of their Dodeka. To lose their shield brings great dishonor upon the hoplite and their family. In order to truly flee in battle, one would have to abandon their shield. For that reason, a hoplite that comes home without their shield, regardless of the reason, would be seen as a coward. There is no length to which a hoplite, or a hoplite’s dodeka, would not go to retrieve their shield.   The armor issued to an Ichkätärig hoplite represents the kingdom. Each harness (helmet, breastplate, greaves, and accouterments) is given to the hoplite by the kingdom upon their graduation from Agōgé. As such, the harness brings great pride to each Ichkätärig. It not only represents the kingdom who gave it, but the recipient and their place within the kingdom. It also represents one’s status and accomplishments. Hoplite rank and position are magically “painted” upon the harness, and it is worn during ceremonies and holidays. To lose one’s armor, is to lose your piece of Ichkätärig society.   Upon graduation of the Agōgé, each hoplite is assigned to a Dodeka. The hoplite swears an oath to uphold the laws of Ichkätär, honor the traditions of their ancestors, and to never abandon the siblings of their Dodeka, which they swear with their shed blood.  

Cultural Structure

 

Obai

  The Obai is a territorial division of Ichkätär. There are 5 major cities of Ichkätär, each being the nucleus of an Obai.     

D&D Feat

  Prerequisite: Requires that the Species be Human and that they come from Eshkätär in their back story.   Compulsory military service is required by all Eshkätärans. Military academies are part of the schooling both genders receive while they are young. Starting at age 7, they learn to be proficient in using shields, spears, javelins, and long swords. They are trained in survival in the wild and special attention is given to instruction in combat techniques such as shield bash, brave, parry, and brute. After surviving a rite of passage, which is decided upon by their clan, each Eshkätäran is issued armor and equipment based on their role, and they are then assigned to a local militia. Having all citizens battle hardened and ready for combat ensures the safety of all of Eshkätär.You gain the following benefits.   Ability Score Increase. Due to the intense military training that all Eshkätärans undergo at a young age, increase your Constitution score by 1, to a maximum of 20. Also, choose to either increase your Strength or Dexterity score by 1, to a maximum of 20.   Skill Proficiency. As part of their martial training, all Eshkätärans are trained to survive in the wild. You gain proficiency in the survival skill.   Weapon Proficiency. You gain proficiency in shields, spears, javelins, and long swords.   Shield Bash. If you attack a creature within 5 feet of you as part of the Attack action and hit with a Melee weapon, you can immediately bash the target with your Shield, if it’s equipped, causing 2d4 bludgeoning damage and forcing the target to make a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, you either push the target 5 feet from you or cause it to have the Prone condition (your choice). You can use this benefit only once on each of your turns.   Interpose Shield. If you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can take a Reaction to take no damage if you succeed on the saving throw and are holding a Shield.   Brute. At 3rd level, a melee weapon deals one extra die of its damage when you hit with it.   Brave. At 5th level, you have advantage on saving throws against being frightened.   Parry. At 7th level, when another creature damages you with a melee attack roll, you can take a Reaction to add 3 to your AC against one melee attack that would hit.