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- X E N T H E  M I L I T A R Y -

First, we will go with some side notes so there is no longer any confusion to the code of conduct those in Veriden's employ follow.

First; They are disciplined and trained professionals. This means they are not easy to goad into fighting like mindless barbarians. If you make them seem like such, you will have your rights of rp'ing Xenthe's official npcs revoked.

Secondly; Because they are trained and disciplined professionals they know how to handle their weapons and combat. While indivdually they do not hold a candle against a particularly strong single opponent. They are intelligent enough to use tactical maneuvers and team work to bring down tough opponents. This means even player characters can be greatly challenged against the groups of npcs no matter how powerful your character. If it comes to such, Veriden himself with be controlling the militant npcs so they are play properly in a scene of combat, and the offending character may very well lose their life.

Thirdly; The forces that were hand selected and tested by Veriden and those of worth are do not act like hot heads eager for fights, nor do they go out of their way to pick on any one. Those particular npcs have already been singled out. Punished, and/or killed by Veriden for breaking the code of conduct.
 

Military ranks/types in the Xenthe army

The Magi Knights - The King's Elite

(2fighter/6wizard elves [Officers being 4fighter/6wizard, Captains 4fighter/ 9wizard] Conner being the unique case as their leader: 6fighter/11wizard) Unlike what their name may suggest, magi knights do not wear armor. Instead they have spells that protect them as if they were donned in armor and carrying shields. (Mage armor and shield spell) These units are the elites of Xenthe's military, those whom are hand selected by the King and forced to undergo harsh training to keep their titles in the prestigious  ranks. They most often wear clothes fitted for combat, most often combat robes that are effecient and stylish as they are made entirely up of elven members. Currently there are 300 magi knights in Veriden's employ.
Battle tactics for the magi knights: Spells that are always active: Shield (Provides an invisible heavy shield that can block magic missiles and similar spells.) Mage armor (Provides protection equal to chain mail with out the weight and limitation of movement). If given time to cast spells to prepare: 1st round cast: Haste (grants them speed bonuses for both offensive and defensive use, as well as movement.) 2nd round: Blur (Creates something of a mirage around their bodies

 

making them more difficult to hit by creatures who use sight in combat.)
If not given a chance to cast spells prior to combat: They open at a distance keeping out of their enemies arm reach using ranged spells such as fire ball or lightning bolt. If working with a team some focus on crowd control such as hold person (binds a person helplessly to the ground paralyzing them for 6 rounds) Or soaking the ground with a grease spell (makes the ground exceptionally slick as well as flammable.)  Once out of spells (2 3rd level spells [fireball/lightning bolt, or haste + 1 offensive spell) They engage with skilled sword play in direct combat utilizing their allies positions to flank and eliminate threats effectively. (Standard gear of a magi knight: Robes of light fortifacation, +2 long sword, spell book, 2 +1 throwing daggers.)

 

The Rangers - Eyes and Ears of Xenthe

(Typical gear for elven rangers: cloak of hiding +5, boots of silent moves +5, +1 leather armor, +1 long bow of distant shot)

These are entirely comprised of wood elves, all 250 of them under Veriden's rule have dedicated themselves to being the eyes and ears of the forest. Though they do not engage in combat openly(unless under direct orders of the King to do so.) and their training take places in secret natural to wood elven kin. Their method of travel is often above the forest ground level using the trees to move through out. Though their choice in perches and movement requires more energy than simply moving, the rangers seem to have no difficulty keeping up in their ability to track targets due to the very nature they had lived with over the centuries of their life. As a race they live for decades at a time never touching the ground, their ability to traverse the dense forests is second to none. Capable of doing it in absolute silence.

Thanks to their training (Ranger 7 [Captains level 8 rangers]) they have devised natural means and primal spells to conceal their scent and pass with out a trace. As for combat, these warriors are capable in dual wielding short swords, throwing spears...But their greatest assets are their archery. To them it is as much as a tool of communication as it is a form of combat. Using dyed feathers as fletching on their arrows, various troops of Xenthe's military can be forewarned from messages given all the way across the kingdom by a chain of rangers communicating by these colored arrow fletching. Hundreds of locations have target locations for them to shoot at to ensure their warnings are seen by the proper people.
 

The Arcane Archers -  Magi Knight support

(Standard arcane archer level: 12 [Ranger 6/wizard 1/Arcane archer 5]) (typical gear for arcane archers: +2 keen composite (+3 str bonus)long bow, +4 boots of dexterity, +2  gloves of strength, +4 mithril chain shirt)

These are the elites paired with the magi knights, also comprised entirely of elves. Due to the discipline and their dislike to teaching any one of their ways. Due to their extremely high level of training and dedication to their form, they are far more rare. Often only five arcane archers are in a company lead by the magi knights. With only 50 of these arcane archers in his employ. They are well spaced out. Most static assigned companies consist of 15 magi knights, 15 rangers, 20 skirmishers, 50 knights, 10 healers, and 5 arcane archers.Arcane archers do not engage in melee combat, if pushed by advancing forces they tactically withdraw to a better vantage point. Their retreats are always covered by Magi knights who use spells to harrier those who would advance on the rare and valuable archers.
 

The Skirmishers - Guerrilla experts

(Typical gear: 2 +1 short swords, +1 shadow leather armor(+5 hide), boots of silent moves +5, 5 smoke bombs, 5 alchemist fire flasks)

Agile and deadly, these dual short sword weilding ambushers are viciously trained to use the harsh terrain of Xenthe to their advantage. Often getting the drop on foes by leaping down from the trees or dragging foot soldiers into pit traps they had dug. None of Xenthe's forces can compare to the skirmishers when it comes to fleet of foot and stealth. Their mastery over traps and combat on the fly allows them to soften defenses of advancing forces before the heavily armored knights even draw their weapons and settle with their shields. Known to strike once or twice before tumbling away unaffected by the undergrowth of the forest. (Elf and human rogues level 5 (7 for officers, 9 for captains) Guerrela war fare being their specialty, their secondary duty is to act as messengers between assigned companies to relay information that can not be sent by flight of arrow from a ranger.  500 skirmishers are in the King's employ.

The Heavy Knights - The Living Defence

(Typical gear for Knights: Master work spear, +1 melee(one handed weapon) +2 tower shield, +2 full plate mail)

The bulk of the military coming in at 2,000 strong. These are your plate mail wearing warriors wielding shield and one handed weapons. Each trained extensively on phalanx style team work to protect the magi knights and archers. Armed with spears for reach and long swords, maces, or picks for combat. (Dwarves and humans fighter 6 [Fighter 8 for officers, fighter 10 for captains] Due to their greatly reduced mobility in their heavy armor, their advancement is to never charge towards a foe, rather foes are water upon their shields and spears in initial charges. They are the most defensive of Xenthe's forces.
 

The Clerics - Divine Physicians

(Typical gear for clerics: +1 Long sword, healer's robes[cast healing spells at +1 caster level)

Healers, divine casters, channelers of divine energies. While the gods can not manifest or affect Xenthe directly as they can other realms. Their clergy are able to channel spell power to form their spells and effect based on the limitations their bodies possess. Though most of the healers are stationed in the capital, the only temple they have to fashion to their god is just outside of Qual'fara. One temple to train and pray at. While they are allowed to accept new followers, they are closely watched and not trusted by many of the elven community. As many of the civilians came from Tel'ranoi, a land ravaged before twice in two holy wars. The second nearly ending with the obliteration of the entire city from a maddened god of valor. They are a necessary evil to provide magical healing when mundane forms can not save the lives of the wounded. Only 100 battle worthy clerics are currenly in the ranks of Xenthe's military. (75 level 5 clerics, 20 level 7 clerics, 4 level 9 clerics 1 level 11 cleric) Though they avoid combat when able, if cornered they are capable to provide some worthy resistance.

 

Mercenary Force - Hired Help

In such a dangerous land, why would these bands not crop up here and there? However, there are a distinct selection of mercenaries allowed to do business in Xenthe's borders. Each band has been interviewed by the King himself. As it is, Veriden has no intention on allowing loud mouth drunkards to over take his land and break the peace he had fought so hard for with in the villages' and city walls. While only ever hired out by the crowns during time of war, their primary source of employment comes from merchants and nobles who need the security. Glorified body guards in most cases, though they will never throw their weight around. Especially after the display of what happens when one does step out of line. Not only had one band been banished from Xenthe for their disorderly conduct, but they had been put to black list with Tel'ranoi and Zeletia severely limiting where they can do business.

Ninjas - The Silent Force

Yes, ninjas. There are 12 of them inside of Xenthe's boarders. 3 in Nuduin, 3 in Qual'fara, 3 in Faire Harbour, 3 in the capital. These pivotal members of shadow society are one of Veriden's closest guarded secrets on who the identities are, what they are capable of, and what their purpose are. None of the rest of the military know of them, and for good reason. Needless to say, further will not be said about them here.

 

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