Punth! At susnet, gaze across the irrigation ditches, out into the wilderness, where a great Prince impales a lion on a ten cubit spear!
(A new reader may wish to refer back to earlier articles).
Arms and the Qryth
As previously established, the military of Punth is split into two: the (human) Gendarme, nominally a territorial force with a law enforcement role and the Qryth themselves. The Qryth are meant as frontline soldiers and shock troops, there being nothing like a four-armed green giant to hold the line when needed. In practice however, Gendarmes may find themselves in the thick of a melee or as part of an expeditionary force.
An armed, trained Qryth is not quite the equal of a mounted knight in plate armour. They are slower than a charging horse, if faster than a human, and if hardy, not near as hardy as steel. And of course, a lone Qryth is far more at home on the sands of Punth than any chevalier and generally requires less of a baggage train. The Qryth in melee favour two-handed blades or tall shields and spears. The crossbow has resonance as a traditional weapon. A Qryth can carry and shoot a heavy crossbow with ease, and marksmanship is prized; thus a Qryth ambush is a terrifying thing. (This leaves aside their more ancient and exotic weapons).
A Qryth fighter would be known in their own tongue by certain high and ancient names (Astronaut, Espatier, Star Commander, &c.). Vertebraean usage tends to refer to a Qryth Knight, Commander, Marshall, &c.
While Punthite tactics might be outlined by portions of the Codes, fighters of one kind or the other have phrases that communicate tactics or commands rapidly.
Advancing: Forge ahead courageously, following the Sky Princes!
Retreating: If victory does not come today, it shall come tomorrow!
Engaging as a group: As one we shall meet the foe!
Engaging as an individual: By each of our efforts, we conquer the malicious!
Attack a certain target or point: Ignorance of correct teaching reveals flaws to be exploited!
Defend a certain target or point: Might is demanded at this spot.
Attack along a broad front: Correct teaching demands broad action!
Defend along a broad front: At the walls, the dutiful will stand.
Prioritise missile combat: The arm of the people is both long and swift!
Prioritise melee combat: The might of the soldier in the sword!
In days that are no more, sorcerers had the keeping of the people. Let those days come no more!
As the title suggests, the Punthite feeling towards magic users is far from positive. They are kept carefully guarded by special detachments of the Gendarmes. Because magic requires a language (spoken or otherwise) that alters the universe, they must learn odds and ends of languages beyond the Codes - the Codes not having any resonance with the energies of Vertebraean creation.
All this makes magic-users doubly untrustworthy. By custom they are kept chained - either literally restrained, or ritually adorned with chains that do not hamper movement but still indicate their status. Their faces are painted each day with horizontal stripes. An unpainted mage is either an escapee convict or a special forces operative - and much more likely the former than the latter.
Sorcerers that use their powers for the state are trained to communicate their actions for their handlers. A phrase roughly matches the school of a spell from the 52 Pages.
Energy: After catastrophe, we shall triumph!
Creation: From the Sky-Princes comes all plenty!
Change: That used for the state will be changed for the state.
Planar: From the beyond came the Sky Princes, ever benevolent.
Knowledge: In the Codes resides the key to all knowledge!
Illusion: The insolent and foolish see not our might.
Mental: A mind is honed by the Codes as a blade on a stone.
Restoration: If a man has fallen in the dust, let his neighbour bend to him.
Abjuration: Bend before the Sky-Princes, who blend might and wisdom!
Nature: Let all things bend to the state's will.
[This applies to clerical magic as well. ]
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Gendarme Detachments
1. A civic patrol of five gendarmes, with truncheons, lathis and dirks.
2. A rural patrol of three mounted gendarmes, with lances and bows. Mounted infantry, not horse soldiers.
3. A detachment of guards for the work gangs. Seven gendarmes; three with whips and clubs; four with crossbows and short swords. They have a cart of their own with a canvas awning.
4. Judicial duties. A dozen gendarmes fill roles in the Ziggurat's judgement hall - door guards, wardens, ceremonial escorts, chasteners. Most carry a round shield and short sword. Each wear a sash with some relevant portion of the Codes written on it.
5. Border patrol. Eighteen gendarmes, with mounts and pack beasts. Most carry spears or bows. Their leader has a map of the area; his adjutant a detailed set of records.
6. Mercantile inspectors. Found in any of the regions that permit trade. Six gendarmes with truncheons or lathis; two armed scribes; three crossbowmen; one inspector.
7. Sorcerer's escort. One sorcerer (of relatively low ability). Three armoured gendarmes. Two gendarmes with padded truncheons, nets and long spears. One sorcerer's handler, with a short sword and extensive records. Four additional gendarmes; one securely built and boxy sedan chair.
8. Sky Prince's retinue. Four gendarme veterans with a variety of military weapons (broadswords, battle-axes, crossbows, medium armour, shields). Two armed scribes. Six additional gendarmes, with baggage animals. Oh, and somewhere there will be one of the Qryth.
9. Gendarme pioneers. A dozen gendarmes with spears, shields and crossbows. Two engineers. Six gendarmes with lathis and short swords to guard the work gangs. Two wagons carry tools and supplies.
10. Gendarme baggage train. Six wagons with draft animals; each wagon has a driver and guard - the guard with a crossbow. Eight outriders with lances and bows. Four other gendarmes with swords and shields.
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