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Chapter 32 by Warlord Warlord

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The Atmoran Military

One question that absolutely had to be answered was the question of Atmora’s military. In the past they had used fire and iron to drive your ancestors away, but in the wild your kin had grown mighty, the only difficulty would be if your enemies had grown as well. While even the mightiest forces would prove unable to dissuade you, it was entirely necessary to have this question answered. “What can you tell me about the Atmoran Military?” You query.

The General Military- Atmor’s standard military is generally considered to be weak among the nations of the world, her true strength lies in specialized forces designed to pick apart opponents strategically or vastly outclass them with the aim of avoiding contests of numbers and “pitched tent” warfare whenever possible. Advancements in Magic and Metallurgy have led to the development of various new types of steel and even rare alloys that surpass it. The age of iron is all but over in Atmor.

The Atmoran Army

The Atmoran Rangers are an elite **** of highly trained archers, even the lowliest Ranger is easily worth a dozen or more normal archers. How should I put this? It’s common practice for skilled archers aim their bows by utilizing wind markers, we however, prefer to aim our bows with the aid of maps. We rangers don’t miss, and even if we did the target would never live long enough to tell another soul. Even an apprentice Ranger must train for a minimum of twelve years before becoming a true ranger, albeit a starless one. Rangers may earn up to three stars per feat for exemplary work in service to any senator of any major city in Atmor, however only a Hold Councilor may award a fourth, fifth, and sixth star. A seventh star is only awarded by the unanimous decision of the council itself which typically only occurs during major campaigns, like the Anscha and Black Tide Campaigns. Ranger training is highly selective, only those raised under the close tutelage of a five-star or above master ranger from the time of birth may potentially become a Ranger. The resource and time consuming nature of the training process, coupled with the fact that a ranger is allowed to train only one apprentice at a time, ensures that only the most capable rangers train potential recruits and that only individuals of promising origins are even considered. Most rangers are chosen at birth typically by the intuition of the Master Ranger, for reasons that widely vary from person to person, said Ranger is bound to their chosen apprentice alone until some factor inherently disqualifies the candidate or the apprentice either fails or completes training and becomes a starless ranger. Rangers perform a colorful variety of jobs, typically ones that require small groups or lone individuals and uncanny precision. Rangers are an extraordinarily rare sight outside of Atmor, as their prices for outside work are borderline egregious.

The Grey Knights - Senator Goaithe’s answer to the Khutz’gira, this **** of battle-hardened brutes changed the course of the Black Tide campaign almost single-handedly, a feat which even the Rangers were largely unable to achieve. The processes whereupon the knights are trained and selected are a complete mystery not only to me but also to anyone I’ve ever known. Senator Goaithe seems to conduct them in utmost secrecy, I’ve yet to have met anyone who has even seen one of them without her greathelm on, let alone heard them speak. All I can tell you is that these women are enormous and if I’m being honest I don’t like them at all. They’re just.. creepy.

Khutz'gira "river dogs" - A group of elite soldiers typically used to quell insurrections and fortify defenses throughout the eastern holds. Some units of this group specialize in certain operations like rescue, recovery, ****, and exploration. The Khutz’gira are the only male military **** in Atmor. Males who are born to atmoran women of a military background are conscripted into the Khutz’gira before the age of 3. Every caution is taken to ensure that the natural rebellious and individualistic natures inherent in men are either removed or suppressed indefinitely. Conscripts have their tongues removed immediately in a process referred to as “tuning” whereby a chirurgeon amputates the tongue and applies a caustic agent to the vocal cords. Afterward the “tuned” are taught to communicate using special bronze whistles embedded in their throats toward the end of the tuning process. The conscripts are not given names and are not permitted any sort of personalized belongings or effects, they are provided only with divisions, ranks, and numbers as identification. Little more than half survive their initial basic training, and far fewer survive their first assignment. The Khutz’gira who survive training have their faces chemically burned by a chirurgeon to remove most distinguishing features and thus they wear shrouds over their faces further preventing a sense of individuality. The public is largely indifferent to this as the conscripts are not permitted to ever see their own faces to begin with. The Khutz’gira are also one of the only castes of male slaves permitted to roam freely about their stations without guard, receive monetary compensation, and have exclusive breeding rights to female citizens who are sentenced to punishments of that nature. Commonly called the “pincushions” of the military, the **** endured by a Khutz’gira in training renders them mostly immune to pain. Stories of them shambling back from battle with wounds that should’ve been fatal and shrugging off a back perforated with a dozen or so arrows, are quite commonplace. Their lack of tongues also means that the Khutz’gira will eat many things generally considered inedible due to taste, hence the name “River Dogs”. The Khutz’gira have achieved a measure of notoriety in Atmor as exceptional fighters, arbalists, and sappers.

Vazkug- The Vazkug aren’t officially a military group, the trade is open to both civilians and military personnel alike. A person who has achieved a considerable measure of fame or notoriety in trades which require **** may join pending the completion of jobs assigned to them by their local chapter of Vazkug, though for many the occupation is inherited. The Vazkug could be most simply described as Elite Sellswords, the best mercenaries available many with a variety of specialties like beast contracts or capture contracts. The utility of a Vazkug is matched only by her cost or so it is said.

Vazkug Classes

Every Vazkug regardless of specialization belongs to one of four classes.

Vazkug Regulars (Recruit-Class) - Vazkug Regulars are a mixed bag, usually those who are lacking in leadership qualities or intelligence. Though most are fairly skilled they are not always well equipped, unlike the Atmoran Military there is no “standard issue” for vazkug. All that you bring is often all that you get as far as gear goes, although some employers opt to provide additional supplies or equipment.

Lieutenant-Class - In order to become a Lieutenant-Class vazkug you must have recommendations from five or more vazkug who are already Lieutenant-Class and you must complete a unique set of trials chosen at your initiation. Those who successfully join the Lieutenant class have access to specialized training in the first five techniques of the martial art known as The Sword of The Skalds.

Captain-Class - In order to become a captain class you must obtain mastery of the five basic single combat arts, have recommendations from three or more vazkug who are already Captain-Class and complete a new set of trials determined at your initiation. Those who complete this receive a large increase in pay and have complete access to learn all of the techniques taught by the Sword of the Skalds.

Commander-Class - In order to achieve a commander class rank you must obtain mastery of the Sword of the Skalds, you must have a recommendation from one other vazkug who is already Commander-Class and complete a single trial to be determined at your initiation. Those who become a commander-class have access place commissions with a highly secretive guild of rune-smiths who craft some of the finest armors and weapons in the known realms.

The Sword of The Skalds is the primary vazkug martial art. It is highly forbidden to teach this discipline outside of the vazkug ranks.

In this discipline there are four basic types of strokes

  • Shaming Strokes - Strikes intended to cause non-lethal damage to an opponent.

  • Engaging Strokes - Strikes intended to begin an offensive.

  • Fatal Strokes - Strikes intended to cause lethal damage to an opponent.

  • Singing Strokes - Strikes intended to deflect an attack or disorient the opponent.

Single Combat Techniques

The Dancers Art - A technique which optimizes balance, footwork, and evasion. The first of the five basic arts.

  • “The Dancers Art is to draw every eye and yet never miss a step.”

The Seamstresses Art - This technique allows its user to quickly kill or disarm an enemy in single combat by performing precise and well timed strikes which exploit weak points in armor, stance and form to deliver one or two lethal blows. The second of the five basic arts.

  • “The seamstresses art is to thread the needle without touching the eye.”

The Poets Art - This technique is focused on teaching effective counterattacks and improvisation, it is a highly adaptive offensive technique which focuses on proper use of the shield as a weapon. The third of the five basic arts.

  • “The Poets Art is to be not the first to speak but the last.”

The Butchers Art - This technique is intended to assist the user in defeating larger or more heavily armored opponents. The user essentially breaks down the opponent by targeting joints and ligaments. The fourth of the five basic arts.

  • “The butchers art is to divide meat cleanly into manageable portions.”

The Hunters Art - This technique Is intended to counter evasive opponents and to effectively predict evasive maneuvers. It also teaches proper use of a shield for defense. The Fifth and last of the basic arts.

  • “The Hunters Art is to subdue the prey without becoming prey themselves.”

The Jewelers Art - This technique is both exhausting and risky, it is intended to humiliate the opponent and purify their weakness with shame. Uses countless non-lethal cuts to slowly bleed the opponent to exhaustion. This Art is rarely seen outside of duels.

  • “The Jewelers Art is to take that which is crude and refine it with a thousand cuts.”

The Merchants Art - This technique relies on deception to defeat overconfident or inexperienced opponents. It’s user narrowly avoids enemy attacks and occasionally intentionally sustains a wound in order to “sell” their opponent into believing they have bested the user. When the opponent goes for the finishing blow the user then counterattacks with maximum ferocity.

  • “The Merchants Art is to convince the customer to buy what they do not need or cannot afford.”

The Gamblers Art - This technique teaches the user many ways to vary their offensive and defensive stances and strikes seemingly at random in order to disrupt the rhythm of an opponents attack or reduce the opponents ability to effectively counter or defend against the user.

  • “The Gamblers Art is to trick the mark into playing a game they cannot win.”

The Ironsmiths Art - This technique is considered an honorable way of killing a respected enemy by avoiding damage to their head and striking the fewest blows possible. Uses a plethora of attacks intended to be countered, blocked, or parried to allow the enemy a better chance to showcase their skill. This Art is rarely seen part from the occasional duel.

  • “The Ironsmiths Art is to shape the iron without breaking it.”

Multiple Combat

The Weavers Art - This technique is essentially the use of the Seamstresses Art combined with the Dancers Art multiple form. The user applies both arts simultaneously to quickly eliminate the weakest enemies first.

  • “The Weavers Art is to pass between many threads and yet never become entangled.”

Philosophers Art - A technique which teaches effective use of redirection and deflection on an opponents attack to counter or strike another opponent or opponents indirectly.

  • “The philosophers Art is to turn ignorance against itself.”

  • The Atmoran Navy -

The Málari-himinn - “Painters of the Sky” A cabal of invocation mages feared and revered across the seas for incredible feats of atmospheric manipulation. Fleets supplemented by this faction not only easily outmaneuver and outrun others, they often survive storms that decimate other fleets. It’s even rumored the mages can create entire weather systems to suit their purposes.

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