This post covers three articles; the Naval Combat System add-on, the RotE Currency article, and The Guardian Corp article.
NAVAL WARFARE SYSTEM AND INFORMATIONOVERVIEW:
Engagements on the sea are sometimes necessary to clear a path to victory. When ships aren't forced into boarding battles, cannons and support units do the dirty work. Like regular stat combat, a RNG is used to determine accuracy and damage, but instead of three d6d, only two are used, the first being the hit die for accuracy, and the second being the might die for damage. Like always, the hit total is added to Hit and the might total is added to Mt. Unlike regular stat combat, there are no critical or lethal hits, but any matching numbers result in an autohit. When a ship's hp is reduced to 0, it sinks and all of its Ship Support Units are removed from play.
A naval battle consists of two or more fleets broken down into two to three ship formations exchanging fire and magic for supremacy. Every ship in a fleet and all of their Support Units may act on a given turn, but fleet formation rules prevent extreme converging attacks. When an individual ship attacks, each of it's shots is rolled for accuracy and damage.
SHIP TYPES:
Sloop:
Small agile ships. Often serving as scouts or utility ships on the front lines. Sloops can move to a new zone every turn.
Frigate:
Small but well armed ships. Commonly used in wolf pack flotillas or as escorts and even independent scouts. Frigates can move to a new zone every turn.
Fluyt:
Medium weight ships with varying armaments. often the mainstay of various fleets. Fluyts can move to a new zone every other turn.
Galleon:
Heavy weight ships with a lot of firepower. Highly independent and usually serve as flagships of small fleets. Galleons can move to a new zone every other turn.
Ship of the Line:
Massive ships bristling with cannons. Deployed to inflict massive damage across the battlefield and are unstoppable in numbers. Ships of the line can move to a new zone every two turns.
Carrier:
Ships equal to or greater in size than SotLs, but designed for deploying various support units. Carriers usually stick to support roles but sometimes have other duties, such as ramming, dedicated anti-air and/or anti-marine roles. Carriers can move to a new zone every two turns.
Corvette:
Fast ships with much higher offensive ability than sloops, but not as durable as Frigates. Corvettes can move to a new zone every turn.
Clipper:
Most nimble vessels on the water with unsurpassed mobility in a firefight. Clippers can move to a new zone every turn.
WindJammer:
The first all metal hulled ships, which as a result, possess unrivaled defensive capabilities in battle. WindJammers can move to a new zone every other turn.
DEFAULT SHIP STATS:
Sloop
HP 50 Evade: 9 Defense: 2 Shots: 4
---
Frigate
HP: 70 Evade: 8 Defense: 3 Shots: 6
---
Fluyt
HP: 90 Evade: 7 Defense: 4 Shots: 8
---
Galleon
HP: 110 Evade: 6 Defense: 5 Shots: 10
---
Ship of the Line
HP: 130 Evade: 5 Defense: 6 Shots: 12
---
Carrier
HP: 150 Evade: 5 Defense: 6 Shots: 6
OTHER DEFAULTS(innovative classes):
Corvette
HP: 60 Evade: 9 Defense: 3 Shots: 6
---
Clipper
HP: 70 Evade: 10 Defense: 2 Shots: 4
---
Windjammer
HP: 100 Evade: 6 Defense: 7 Shots: 10
---
Battleship (Reference Only)
HP: 200 Evade: 4 Defense: 10 Shots: 16
WEAPONS:
Every warship has weapons of some kind, and the minimum and maximum number that can be mounted on a single vessel is determined by its class. All ship mounted weapons including custom shots, ballistae, thunder pikes, and naval rams do not count against a ship's support limit. In addition, Ballistae, thunder pikes, and naval rams do not take up shot slots and act as ship 'add-ons'.
Light Cannon
Cannons meant for longer range engagements, but they deal less damage.
MT: 4 Hit: 10
Medium Cannon
Cannons of general purpose with par damage and accuracy.
MT: 7 Hit: 7
Heavy Cannon
Cannons with poor accuracy but with high damage capability.
MT: 10 Hit: 4
OTHER WEAPONS AND EQUIPMENT:
FireShot (Custom Shot)
Cannons with incediary ammunition. Able to inflict the Fire status with every hit but are lacking in both power and accuracy making them less reliable than fire based Support Units.
MT: 4 Hit: 4
Chainshot (Custom Shot)
Cannons using chainshots. Able to inflict 1 Sail Damage with every hit but are lacking in overall power.
MT: 2 Hit: 6
Grapeshot (Custom Shot)(Also targets Ship Support Unit)
Cannons armed with grapeshot ammunition. Disables a Ship Support Unit, preventing it from acting or using its ability. If it disables the same unit twice, the unit is destroyed.
Mt: 4 Hit: 6
Ballista (Targets Air Support Units Only)
Disables an active Enemy Air Support Unit in the zone. Can destroy disabled or weakened Air Support Units instantly.
Thunder Pike (Targets Marine Support Units Only)
Disables an active Enemy Marine Support Unit in the zone. Can destroy disabled or weakened Marine Support Units instantly.
Chaser Guns: (Ship add-on)
Allows a ship to attack up to four ships at a time instead of two.
Naval Ram: (Ship add-on; is treated as a Ship Support Unit)
Negates all damage taken from the Ram maneuver and inflicts 3 instances of Flood status on the targeted enemy ship. It cannot be repaired during battle once it is destroyed.
Fire Rune Rigging: (Ship add-on)
Ship is immune to the Fire status.
Dark Rune Rigging: (Ship add-on)
Ship is immune to the Sail Damage Status.
SUPPORT UNITS:
Sometimes fleets or even individual ships come with some kind of support unit that can aid in combat. Each Support Unit comes at the cost of two points from the 'owner vessel's' stats while Dragon supports come at the cost of three. Support units begin each turn as either active or inactive. If they remain active during their turn, they can do the following:
-Use their Support ability
-Change zones(Marine and Air Supports only)
While active, however, they are susceptible to direct attacks from other Support Units or special weapons. Inactive Support Units may only change zones during their turns, but cannot be targeted by other Support Units or special weapons. Careful activation and deactivation of Support Units can potentially turn the tide of a battle.
Dragon Support Units are the most versatile and most powerful Support Units. Each is able to perform one of the following as their action on their turn:
-Attack a ship; deals 10 damage by default
-Attack a Support Unit; the target must be of the same category, or also be a 'dragon' type and the victim is weakened. Dragons must have MTA to weaken other dragons, otherwise pvp or GM verdict decides the outcome.
-Use its ability; each ability is dependent on the type dragon type
Dragon Notes:
-Elemental Advantages:
Thunder->Water->Fire->Ice->Wind->Earth->Thunder
Light->Dark->Anima->Light
Fire Mages: (Ship)
Inflicts 1 Fire status on an enemy ship per turn. That ship must be within a targetable formation of ships.
Thunder Mages: (Ship)
Disables a single enemy Marine, Ship, or Air Support Unit each turn.
Wind Mages: (Ship)
Increases an allied ship's evasion by 4 points once per turn.
Water Mages: (Ship)
Removes the Fire and Flood statuses simultaneously.
Earth Mages: (Ship)
May instantly free an allied ship(target or user) from the Ram status, or increase the Ram damage calc from 50% to 75% when a Ram occurs. Allied ship must be in the same zone as the owner ship. May also heal a ship for 10 hp per turn. This ship must be in the same zone as the owner ship.
Ice Mages: (Ship)
May add a degradable +4 defense bonus to an allied ship once per turn. The armor may not be applied to the same ship again until the previous armor wears off completely. The armor loses 1 point every 4 shots. Allied ship must be in the same formation as the owner ship.
Light Mages: (Ship)
Restores 1 destroyed Marine, Ship, or Air Support Unit per turn. Allied Support Unit must be in the same zone as the owner ship.
Dark Mages: (Ship)
While active, its owner ship becomes immune to status ailments and Support Unit attacks, but the owner ship's shot accuracy is reduced by 50% after rolls.
Engineer Team: (Ship)
Repairs damage from battle and restores its ship's hp by 20 per turn, or removes a single status ailment once per turn.
Firing Team: (Ship)
Destroys 1 enemy Air Support Unit that has targeted allied Ship Supports in the formation during the last turn. May only disable a Dragon Support Unit the first time, but may destroy it the second.
Aerial Squadron: (Air)
Can inflict either the Weaken or Disable status on an enemy Ship or Air Support Unit. Can also destroy already weakened Ship or Air Support Units.
Dragoon Squadron: (Marine)
Can inflict either the Weaken or Disable status on an enemy Ship or Marine Support Unit. Can also destroy already weakened Ship or Air Support Units.
Fire Dragon: (Air)
Simultaneously inflicts 1 Fire and 2 Sail Damage on 1 target per turn.
Thunder Dragon: (Air)
May target and disable any Marine, Ship, or Air Support Unit every other turn.
Wind Dragon: (Air)
Can increase the evasion of an allied ship by 6 points once per turn. Moving to a new zone counts as a free action for Wind Dragons.
Water Dragon: (Marine)
Can convert a single a zone into a maelstrom. Ships within that zone cannot use any maneuvers or exit the zone. Only one maelstrom can be created at a time. May inflict or remove the Flood Status on 1 enemy or allied ship per turn.
Earth Dragon: (Air)
Can instantly free an allied ship(target or user) from the Ram status, or increase the Ram damage calc from 50% to 100%. May also heal a ship for 10 hp per turn.
Ice Dragon: (Air)
May add a degradable +8 defense bonus to an allied ship once per turn. The armor may not be applied to the same ship again until the previous armor wears off completely. The armor loses 1 point every 4 shots.
Light Dragon: (Air)
Restores 1 destroyed Marine, Ship, or Air Support Unit per turn. Cannot be disabled.
Shadow Dragon: (Air)
Can conceal 1 allied ship, protecting it and its onboard Support Units from shots and Enemy Support Units each turn. The ship must be within the same zone as the dragon. Shadow dragons may move to any zone at the start of their turn by warping there.
Custom Support Units List:
Fira-Vega: (Air)
Can weaken enemy Ship, or Air Support Units. If a Ship Support Unit is attacked, its ship receives the Fire status automatically. If she attacks a ship, it receives 2 Fires instead of one.
Giant Seal: (Ship)
Negates all magic based weaponry and Support Unit abilities within its owner ship's zone. Cannot be disabled or destroyed until its owner ship is removed from the field.
Sea Wyrms: (Marine)
Decreases a target ships def over time with a maximum decrease of 3 def per turn (this number resets to 1 def subtraction every time they disengage.) Must remain in the same zone as their coordinator's ship (they follow if their ship leaves.) Can attack other marine units to disable.
BATTLE STATUS:
Statuses or 'status ailments' are conditions affecting a ship or support unit during combat. They can be inflicted and removed in various ways. Status ailments that occur every turn take effect at the end of the affected unit's turn.
Fire(Ship): Unit loses 10 hp per turn until it is removed. Burns can stack up to three times.
Flood(Ship): Unit loses 5 hp and 1 evade per turn until it is removed. Floods can stack up to six times.
Sail Damage(Ships): Ship's evade is reduced by 1 point. Sail Damage can stack until evasion is 0.
Rammed(Ships): Ships' evasion are set to zero(both target and ram ship).
Disabled(Support Unit): Unit is actively engaged or incapacitated. They cannot use their abilities or enter inactivity. Disable lasts one turn.
Weakened(Support Unit): Weakened units are extremely vulnerable and are instantly destroyed if a unit capable of inflicting weaken attacks them. Weaken can only be cured by remaining inactive for two turns.
CUSTOMIZATIONS:
Unique ships can be customized but the customizations are restricted by ship type and may not preceed or exceed the following amounts(based on default stats):
HP: +20/-30
Evade: +3/-4
Defense: +3/-4
Shots: +/-4
Support: +2 Sloop/Corvette/Clipper/Frigate, +3 Fluyt/WindJammer/Galleon/SotL, +4 Carrier/Battleship
Custom Shot: +4 Sloop/Corvette/Clipper/Frigate, +6 Fluyt/WindJammer/Galleon/SotL, +6 Carrier/Battleship
Add-ons: +2
Sacrificing points in one area grants points for others, and so ships can be modified to increase performance in desired areas, or mount special equipment and supports units.
HP: For every 5 points of hp lost, 1 point in other areas is gained, and vice versa. HP can only be increased and decreased in 5s.
Custom Shot: One CS can be added for 1 point, but CSs cannot exceed a ship's 'normal shot' cap(eg: may not have 5 regular shots + 4 custom shots on a Sloop as the total exceeds 8, the Sloop shot cap).
Add-on: One can be added for every 5 hp, 1 evade, 1 defense, or 1 shot. Duplicate add-ons are not possible.
Support Unit: One Support Unit can be added for 2 points from any stat. Dragon Support Units cost 3 points from any stat.
ZONES AND MANEUVERS:
Zones are labeled sections of the battlefield that ships and Support Units can occupy. A ship may attack an enemy in another zone, but the accuracy of shots aimed at an adjacent zone is reduced by 50% after rolls. Mobile Support Units on the other hand can only attack enemies in the same zone as them. Only six ships per faction may occupy a zone at one time while only six Support Units(Marine and Air) can occupy the same zone. Allied ships sharing the same zone can execute several actions not available when a ship is all on its own.
-Defend: One allied ship defends another, preventing any other ship in that zone from using shots against it. A ship that is defending another may not be defended as well, and its evasion is reduced by 50% for the duration of the defend. A defended ship may only use 50% of its shots. If defended by more than one ship, a defended ship may not use any shots at all. Defended ships also benefit by becoming immune to the Surround maneuver.
-Surround: Up to four allied ships surround an enemy ship. A ship that is surrounded cannot evade any shots fired by the surrounding ships or exit the zone. The surrounding ships however cannot engage any other ships within the zone or exit either. There must be at least two allied ships to use Surround.
A ship can move to a different zone at the cost of its turn, but may only move to an adjacent zone. Smaller ships can move to new zones more quickly than others making them ideal for fast responses to changing situations. Larger ships move more slowly through the battlefield and should be placed with great care. A ship that reaches a border zone(the edge of the battlefield), may also choose to retreat and exit the battle, and reinforcements may also emerge from these areas. Careful placement and strategy can be the difference between victory and defeat.
Maneuvers are individual ship actions that any ship can perform in place of using their shots during their turn. Maneuvers include the following:
-Evasion: The ship takes 50% less damage from
all sources and may not be surrounded, but may not use any shots. The evasive maneuver may be used every turn and is a vital option for lone vessels.
-Ram a targeted ship to inflict massive damage; The targeted ship suffers 50% of the attacker's maximum hp in damage after defenses while the attacker suffers only 25% of their targets hp in direct damage. Both ships' evasion are reduced to zero until either one is destroyed or the attacking ship uses the evasive maneuver. Neither ship can target the other with shots while rammed. The ramming maneuver may only be used
again the turn following an evasive maneuver. Ram only works on ships within the same zone.
Maneuvers can be performed by any ship.
(The following is fleet intel ONLY, but consists of multiple categories and very useful information)Ships for any faction can be made, but will all be listed in their respective faction's list(this includes GM and non-GM ships). Ship lists will be updated on request. Known ships are listed from lightest to heaviest.
NOTICE: Fleet specifications are all still pending and so there are no actual edits made from defaults. The ship stats are in doubles for default reference and will eventually be removed.PRIVATEER VESSELS:
Privateers can be found all over Sardius, and they have many different kinds of vessels. Many of them use unorthodox tactics to stay alive.
Privateer List:
WanderHome
Type: Clipper
HP: 60 Evade: 12 Defense: 0 Shots: 2
Loadout: Unknown
Supports: Wind Dragon
Add-ons: Dark Rune Rigging
Yokai's Legacy
Type: Fluyt
HP: 90 Evade: 7 Defense: 4 Shots: 8
Loadout: Unknown
Supports: Giant Seal (Custom support unit)
Argus
Type: Fluyt
HP: 100 Evade: 9 Defense: 1 Shots: 6
Loadout: Unknown
Add-ons: Dark Rune Rigging
Al-Lyrae
Type: Galleon
HP: 95 Evade: 9 Defense: 4 Shots: 8
Loadout: Light x2, Medium x4, Heavy x2
Supports: Fira-Vega
Add-ons: Fire Rune Rigging
Leverager
Type: Galleon
HP: 100 Evade: 2 Defense: 3 Shots: 14
Loadout: Light x2, Medium x5, Heavy x6, Ballista
Supports: Aerial Squadron, Dark Mages
Dark Utka
Type: Galleon
HP: 100 Evade: 8 Defense: 3 Shots: 8
Loadout: Light x2, Medium x4 Heavy x2
Supports: Engineer Team x2
URSIAN FLEET:
The Ursian fleet has a highly versatile makeup and makes excessive use of specialized units and weaponry, as well as magic and special tactics. They have an extremely high number of utility ships and frigates which often sees them outmaneuvering and hammering enemies with vicious magic/cannonfire combinations. They also make extensive use of pegasus knight squadrons which are typically kept aboard their carriers. Ursium has a noticeable lack of carriers compared to its rival nation, and so deploys them cautiously. Ursian durability is low, but their special tactics often leave enemy ships crippled so early in the fight that surrender is the only viable option.
Generic Ships:
Known Ships:
Pending ...
NEVISKOTIAN FLEET:
The Imperial Fleet is the largest and most advanced naval force in Sardius, and the only military force that actively uses dragons on the battlefield. They tend to name ships of the line after historical figures, but use their given names instead of family names. All other vessels in the fleet follow different naming conventions or none at all. What the Imperial Fleet lacks in mobility, they make up for with sheer firepower and make extensive use of the 'line of battle'. Neviskotia has also produced the world's first and only battleship; created by the dragons to serve as the Imperial Navy's flagship, and named the Basilisk, it is the undisputed most powerful ship in all of Sardius.
Generic Ships:
Known Ships:
Pending ...
TASHTAGOLAN FLEET:
The Tashtagol Faction, or 'Rebel Fleet' is noticeably different from the Imperial Fleet in that it places emphasis on durability and armor rather than weapons which gives their ships unsurpassed longevity in battle. Built up through asymetrical warfare favoring the Imperial Fleet, the Tashtagol Faction has had to compensate for it's low numbers with very rugged ships and strong battle formations. They also employ dragons, but more sparingly than the Imperial Fleet.
Generic Ships:
Known Ships:
Pending ...
KIGENESE FLEET:
The Kigenese have strikingly different ship designs, and what they lack in durability, they make up for in other areas. The Kigenese fleet over emphasizes a given ship type's role, and so their lighter vessels tend to be faster and lightly armored, while their larger ships tend to be either durable or bristling with cannons. The Kigenese fleet also adds to their ship's abilities by giving nearly all of them specialized equipment to fullfill their roles more easily, and so one should always expect their line of battle ships to have enough fireshots to sink almost anything in one volley, and one can also expect their sloops to be rigged to outrun any other vessel in Sardius with relative ease. Kigen is the only officially recognized fleet lacking carriers.
Generic Ships:
Known Ships:
Pending ...
REXIAN FLEET:
The Rexian fleet is actually a conglomerate of rexian based authorities known as the Rexian Coalition Force. Pooling their resources into a single but relatively small fleet of military grade vessels spread across rexian waters, the RCF aims to protect their various ports, other interests, and keep piracy to a minimum. The fleet focuses all of it's ingenuity on raw firepower and tries to intimidate or eliminate their enemies with the sheer number of cannons they are willing to mount on their ships. As a result, Rexian ships can unleash a frightening amount of cannonfire in battle, but are always lacking in other areas depending on ship class. They are also lacking in larger vessel types, having ships like carriers and sotls numbering in the single digits.
Generic Ships:
Known Ships:
Pending ...
FAR RIM FLEET:
Dubbed the 'Water Nation' by the Kigenese, the Far Rim is a very large fleet of nomadic ships that travels the seas surrounding Sardius. The fleet has both military grade and civilian vessels, and because of this, takes a defensive posture in virtually all battles. As Sardius' largest group of nomadic peoples, they have armed themselves purely for self defense and independence, and many of their ships reflect this. The fleet is tightly packed during travel, and if ever ambushed, will rely on their advanced defensive formations and their high numbers to chase off, destroy, or capture enemy ships. Because the fleet's most valuable resources are the ships they sail on, 'capture' is usually their preferred option, and they go to great pains to maintain each of their ships, mainly by salvaging battle wreckage.
NOTES:
-Ship Defaults for reference(listed from smallest to largest):
Sloop
HP 50 Evade: 9 Defense: 2 Shots: 4
Corvette
HP: 60 Evade: 9 Defense: 3 Shots: 6
Frigate
HP: 70 Evade: 8 Defense: 3 Shots: 6
Clipper
HP: 70 Evade: 10 Defense: 2 Shots: 4
Fluyt
HP: 90 Evade: 7 Defense: 4 Shots: 8
Windjammer
HP: 100 Evade: 6 Defense: 7 Shots: 10
Galleon
HP: 110 Evade: 6 Defense: 5 Shots: 10
Ship of the Line
HP: 130 Evade: 5 Defense: 6 Shots: 12
Carrier
HP: 150 Evade: 5 Defense: 6 Shots: 6
RotE: CurrencyThis is a
pretty short article to help establish more world canon. (and there's another one coming up soon after this to help fill in some more)
The first thing to note is that 'gold' as it's referred to is a pretty much universal value. That value is
1. The other coin types are just divisions that can add up to that
1 in a few combinations. As of right now, the conversation from plot gold to points is 1 --> 1. For simplicity's sake mostly, and it's not hard to justify Vulneraries costing amounts in gold rather than in silver in-world.
Ursian Currency:Lowest Valued Coin: Copper Coin
Highest Valued Coin: Golden Coin
Value Tree:
Copper Coin = 1/100
The copper coin has the least value and is used for very simple, or small transactions.
Silver Coin = 1/10
The silver coin is used for more medium like purchases, such as inn lodgings, cab fees, or other travel expenses.
Gold Coin = 1
Used for expensive transactions such as high priced equipment or weapons. Military grade equipment is generally too high priced to make copper or silver exchange anything short of inconvenient.
Neviskotian Currency:Lowest Valued Coin: Copper Coin
Highest Valued Coin: Golden Coin
Value Tree:
Copper Coin = 1/30
The copper coin has the least value and is used for very simple, or small transactions.
Palladium Coin = 1/3
The Palladium coin is one of the most common coins. They are simply referred to as 'Pal'. They're often used in combination with Hybrid coins as well.
Hybrid Coin = 2/3
The Hybrid coin is part gold, and part Palladium. The coins were produced specifically to hinder the counterfeiting schemes of the Tashtagol Rebels and replaced the old platinum coins which were of the same value but very large, bulky, and inconvenient. The coins themselves are somewhat fragile compared to other coins, but are extremely difficult to counterfeit, and somewhat painless to test for fakes as a counterfeit will usually snap into two halves under conditions that a real one wouldn't.
Golden Coin = 1
Used for expensive transactions such as high priced equipment or weapons. Since the value gap between Gold, Hybrid, and Pal coins isn't very much, golden coins are often used specifically within the military or as a symbol of status by nobles.
Kigenese Currency:Lowest Valued Coin: Copper Coin
Highest Valued Coin: Golden Coin
Value Tree:
Copper Coin = 1/60
Lowest valued coin.
Silver Coin = 1/6
Medium value coin.
Golden Coin = 1
Highest valued coin.
Rexian Currency:Sanctuary Currency:
Lowest Valued Coin: Golden Coin
Highest Valued Coin: Sun Coin
Value Tree:
Golden Coin = 1
The most common coin used in the city of Sanctuary.
Sun Coin = 10
Sun coins are actually gold coins, but with a different engraving on their faces and a supposed blessing from the Goddess Aisha. The coins are ten times as valuable as gold coins for that reason, and they look the part as they have a very feint but noticeable glow to them at times.
Rexian Currency:
Lowest Valued Coin: Silver Coin
Highest Valued Coin: Sun Coin
Value Tree:
Silver Coin = 1/4
The common currency throughout most of Rex-Avaz.
Golden Coin = 1
The highest valued coin in the regions beyond Sanctuary.
Sun Coin = 10
Another version of the sun coin used in Sanctuary, but they are not blessed by the goddess and do not have her image on the back.
And that's it ... moving on ...
THE GUARDIAN CORP.The Guardian Code:
Below is the written code the Neviskotian Guardian Corp follows and is governed by. They adhere to this first and foremost, and answer only to others within the corp.
(Recited alone during a knighting ceremony with the Emperor.)
I the individual; shall become one with this nation
Destroy its enemies
Overcome its hardships
Secure its borders
Enforce its laws
Protect its children
Fight for its glory
Live by its ways
and die by them.
By the transcending will of my emperor, I raise shield or sword
Guard or kill
Stay my hand or reach forth
Walk or run
Surrender or perish.
With my life, I will be faithful to this code
Be courageous, even in the face of overwhelming adversity
Be vigilant, even as my senses fade from me
Be strong, even as I lay dying
Be a symbol, even though I may never be seen
With my death, I will pave the way for those to follow
Leave behind arms for others to take up
Relinquish my post to another worthy to take my place
Uphold the Guardians' code of honor
and achieve my final victory.
(Recited alongside other appointed guardians following the ceremony.)
We the people; are one with this nation
We destroy its enemies
Overcome its hardships
Secure its borders
Enforce its laws
Protect its children
Fight for its glory
Live by its ways
and die by them.
By the transcending will of our emperor, we raise shield or sword
Guard or kill
Stay our hands or reach forth
Walk or run
Surrender or perish.
With our lives, we are faithful to this code
Are courageous, even in the face of overwhelming adversity
Are vigilant, even as our senses fade from us
Are strong, even as we lay dying
Are a symbol, even though we may never be seen
With our deaths, we will pave the way for those to follow
Leave behind arms for others to take up
Relinquish our posts to others worthy to take our place
Uphold the Guardians' code of honor
And achieve our final victory.
On the blood of our Fathers; on the blood of our sons.
In case you're wondering, yes the Guardian Corp has a very serious stance about this code and what it entails, so this should reflect in Guardian characters to a noticeable degree. These laws are everything to them.
Explanations:
In the
I ceremony, the first section is talking about specific duties a Guardian normally carries when not on some kind of demanding mission. The second section with the several sets of "or"s refers to a Guardian's unlimited action and places them almost solely under the rule of the Emperor(head of the Guardian Corp). It means what it says and the Emperor's will is final. Specifically, the phrase "By the transcending will of my emperor" amounts to saying that an order given from him goes over any law that otherwise restricts it. This isn't to say that a Guardian can go around breaking the law on a whim, but only that once they receive a directive, they are to carry it out
by any means necessary, which supercedes the law. However, a guardian who doesn't follow an order from the emperor the minute it's given will be taken out by another Guardian before too long.
The
We ceremony is an almost identical saying, but it's plural and present form meaning that instead of pledging to do or be something, one is considered to already be doing or being something along with the other current Guardians present. It's mostly an assimilation and unification speech, as Guardians are meant to be a unified fighting force.
The emperor has his own code to follow as well as the code of the Guardians, but the gist of it is that his position being the most important, also carries the most responsibility. The guardians follow the will of the emperor without question, because he follows a code more precise and important than theirs but does it with the same level of devotion they do. In the extremely rare event that an emperor is no longer able to rule for whatever reason, or has obviously become corrupted/incapacitated/insane, a Guardian can submit a plea to the Imperial Royal Family and the Guardian Corp to remove them from power and replace them with an immediate or close relative fit to rule, but whether or not this succeeds, the Guardian's life is forfeit after this, and they are expected to submit to execution. When a Guardian attempts to remove an Emperor from power, it's considered both an act of betrayal, and also fulfilling one's duty depending on why they attempt to do this. Because of the betrayal of undermining their Emperor(or trying to), the Guardian breaks the code in essence, and forfeits their life in the process, even if their reasons are just or logical. It's not generally seen as a dishonorable death, only a necessary one to honor the code, and a Guardian that successfully removes an unfit Emperor is usually satisfied with this.
That hasn't happened many times but it
has happened in the past.
Edited by Phoenix, 15 January 2013 - 02:35 AM.