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Forums » RP Discussion » Help Wanted, Serve The Hallean Militia (planning)

Obel (played by Pantrane)

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1. Magistrate's Office and Militia Headquarters
-The building to the west here is the office of the provincial government. The Magistrate rules here, sending out edicts and orders by horseback. Across from that is the Militia HQ. Both buildings are ornate and are separated by a courtyard where many ceremonies take place. Seawalls made of rock discourage amphibious landings. Six tall towers are manned by archers who look out into the sea and over the city.

2. Cavalryman's HQ
-One of most elite units is the Cavalry Scout Troop. They ride on horseback deep into the countryside in support of militia operations. The unit is highly recognizable and important in recruiting and public relations efforts with the local civilians as well. Five guard towers make this one of the most heavily defended locations in Halle. The archers here have an important job, in watching road traffic from the east.

3. Taroc's Stead
-Just north of the Cavalry's protective towers lies civilian housing. Many of the town's workers live here with a higher standard of living than found in many of the military barracks. The complex needs the help of many that are not associated with the military. There are nurses and barbers, even mages and clerics. The houses are simple and there are plenty of neighbors, but its a good place to be.

Outside the Palisade wall and along the eastern entry road are two rows of administrative buildings. In-processing to the militia happens here. Two towers watch from the town's entry gate.

4. Halle Square
-Anything that needs to be found, can be found here. There are markets with fresh fish and produce. Others sell spices or even the mystical or occult. Many services can also be found, like dentists or blacksmiths. It is the hustling, bustling downtown section of the complex. Many travelling merchants rotate in and out of the shops here.

5. Arrow's Row
The archers and artillerymen live in a pear-shaped complex near the eastern entry gate. A trebuchet, a catapult style weapon, stands ready to fire on targets spotted by towers out to the road or even out to sea. The weapon can be rotated along its axis to provide 360 degree fire.

6. Rosebind Inn & Tavern
Some would say this is the most important building in town. It is the place the most popular come to drink and unwind. It has gained a reputation as a place where one comes to deal with the underworld. People come searching for black market goods and shady personnel. Law enforcement comes to try to snare a catch.

7. Duty Building 017
This building along the road is a place for messages to be passed through runners to any unit on the island. It is a way to streamline communications. Postal runs deliver official communiques here as well. It's location is important because it is close to the three large rows of barracks just west of it that house the enlisted soldiers.

8. Ideala Farm
Livestock is raised on the pen here. There are processing facilities across the road, along the coast. Follow the bridge east over the river and you come to the storage facilities. There is also another livestock pen just south of the winding river.

9. Officers' Row
These three buildings on the coast and the rows of housing just south of the farm make up the officers' housing. It is less crowded and more private than the enlisted housing to the south.

10. Tymberly Farm
This is another livestock farm. Note the farms are to the north and south. These roads leading into the town provide a lot of trade. It makes sense for the meat processing facilities to be easily shipped to and for traders to do business outside the already crowded city gates. As you move out of the cities, you find dozens of sprawling farms. They provide most of the food needed to feed the army.

Other Notes

-Hospital facilities are spilt throughout the town. There are also aid stations in the different areas of the city, splitting the medical workers and healers up, as opposed to keeping all facilities in one location.

-Combat is happening in a far off land, but operations here support what happens there. This is a hub. An outpost of a Kingdom that also happens to be far away. The militia is made up of the province's locals, loyalists to the King. They receive pay for their efforts as well as the Kingdom's protection. The number of those lost fighting for the militia pale in comparison to the fate that some neighboring nations would impose on the Halleans. The people of Halle feel the King's fight is their fight. For if the Kingdom fell, so would the stability of Halle. The Magistrate who lives on the island off the coast is the voice of the King. Ships bring messages from the Royal Lands' Government.

-Note the use of man-made reefs to restrict entry into the Halle Bay. There are only a few entrances for the sailing ships to pass. It is a tricky system for outsiders to navigate. Some say enemies have sent spies as fishermen to try to learn the routes. Seawalls also protect the Magistrate's Island.

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