The Dragon Guard

The stalwart and loyal companion organisation known as the Dragon Guard are historically feared and respected through the entire Aether by denizens, kings and criminals alike. It is said that none can escape their wrath for long as the keen eyes of the Guard hunt in the very depths and see all eventually.

The Dragon Guard are the police and primary military force of the Kingdom of Aramoor, reigning down their might and weight on all that lay within their borders whether it be on foot, dragon back or by sea. They are to enforce and uphold the law and protect the people to the best of their ability and generally, due to their lawful good stance, they have a very good reputation amongst their wards for being fair, compassionate, protective and fearsome.

There are two sub sections of the Guard of note:

* The Dragon Guards
* The Dragon Riders

While 'Dragon Guard' is an umbrella term for the entire organisation due to its vaster numbers, it is also the term coined for those who do not ride on dragon back whom are always referred to as Dragon Riders. A small formality, but one that could make a drastic distinction in the law.

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Currently there are a rough estimate of 1,000 Dragon Guard, making 100 Centurions, 20 Legatus and 4 Elite Squadrons overall, however, these are very rough numbers and do not always convey the truth due to multiple Centurions and Legatus being assigned to Squadrons etc.

There are a plethora of specialised jobs within the guard if a general militant job does not suit the individual, for example, one can be a breeder, carer to dragons, doctor, investigator etc. If a specialised path is not chosen by the person then they will be given tasks and duties at the behest of their authority, regardless of chosen path, however, all still are a part of a Squadron but can be transferred as and where necessary to fit their and the Squadrons needs.

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The Dragon Guard hold devotion and divination to the Viothist Gods, with Oris, the God of Protection, as their patron deity and sovereign. There are shrines built and dedicated to Oris at the base of the Dragon Spire, truly a sight to behold and can create a powerful sense of other-worldliness as their main god, shrines to other gods are not provided by the Council, as such, their worship is more a personal and private matter while on Dragon Guard grounds.

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Desertion from the Guard is treasonous and the punishment is that of death. Desertion can leave a bad stain on the Centurion, Legatus and/or Squadron that is left behind, often being shunned or treated with suspicion for a time thereafter and ordered to hunt down their comrade without mercy. De-ranking of the individuals close to the deserter is common if the traitor is not found soon and the Vindicta Goddesses of Oaths are always called upon to smite and seek justice on these absconders of duty due to the oath and pact that everyone must agree to before joining the Guard.

The Guard are often held accountable to the law with less mercy than that of some criminals, finding themselves facing harsher punishments as examples are set of them for the laws they have broken. Protecting these laws is vital to the Guard and sympathy to traitors and law-breakers is ill-advised lest ye face the judgement of Aramoor.

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There is not a Kingdom nor Town that has not heard whispers of the mighty Dragon Guard of Aramoor, their reputation alone often causing warring kings to hesitate. Even the brutal and ruthless Valir do not seek out Aramoor as an easy target.

But it is not the outside that should be afraid of the Guard, it is those within that cause mayhem and cruelty that should fear the devoted snout of these warriors.

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## Initiation

All Dragon Guard have the symbol of the Guard scorched and burned into their flesh in a location of their choosing upon initiation as the ultimate symbol of their status as a Guard, these sigils are also enchanted to glow a faint red at all times, making fraud a far harder a task should someone attempt to masquerade as one. The denizens of suspicion need only ask to see the burned sigil, it is every Guards duty to provide this sigil upon request if appropriate to the situation.

Guards are also provided with basic iron weaponry of their choice, as well as medium and light armours without any cost. However, these are property of the Council and theft is illegal and damages will come out of the individuals pay. The Guard do condone personal armours and weapons of the individuals choosing, in many cases, personalisation is encouraged.

*Standard issue DG armour, female variant*

*Standard issue DG armour, male variant*

*Standard issue DG weapons and shield*

Last but not least for all Guard regardless of Rider or not, all Initiates are gifted an iron (changed to steel depending on species vulnerability) enchanted armband. The ends of which change depending on rank and are easily adapted and added onto for the Guards personal trinkets and memorabilia so represent their time and successes within the Guard.

* Initiates - simplistic pointed studs.
* Adepts - stylised snake heads studs.
* Centurions - stylised wolf head studs.
* Legatus' - stylised Dragon head studs.

These armbands are enchanted to burn the skin if worn by anyone other than the Guard they were made for. Replacements are issued but losing an armband is comparable within the Guard and society to losing ones soul, they hold intricate and passionate value within society, being a symbol for warrior-hood and companionship to the point where fake armbands are made for children as toys and trinkets.

The armrings (armbands) are also custom by request of the Centurion head of the Squadron, making each squadron distinguishable from another. However, Centurions don't have to decide on a distinguishable armband, but can use anything to differentiate their Squadron from others.

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Dragon Riders get to pick a fresh egg or already raised Dragon whom has either no Rider as well as the above benefits, whereby they will then become almost totally responsible for the welfare of their dragon with the aid of Breeders and Carers.

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## Ranks, Ranking Up, Squadrons and Authority

The following ranks are that of the Dragon Guard as a whole, split up to explain ranking up through the Rider and Guard routes. Regardless of personal task preference and paths, all Guard are susceptible to this ranking system.

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* Acclaim rank up means approval required from a higher rank.
* Each rank has authority over the ranks below them.
* Centurions and higher ranks are the only ranks permitted authority over Squadrons, with Legatus being the only authority over Battalions. Meaning Adepts and Initiates cannot govern their Squadrons, armies, Battalions nor hold much sway in law making and court decision, for example.
* All Squadrons actions must be sanctioned by or acted on behalf of their higher authority in good nature, in most cases crimes require the Centurions command and in strong cases, permission.
* Any higher rank of Rider or Guard has authority over Riders or Guards, for example, a Legatus Guard can command a Centurion Rider. However, it is advised that on matters of aerial or ground superiority that authority defers to the higher/highest Rider or Guard respectively, as well as the system of Squadrons and Battalions be respected.

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**《 Dragon Rider Ranks 》**

~ Hatchling/Initiate [Dragon Egg acquired, starter rank. Auto rank up on flight+riding capabilities]

~ Intern/Adept [Flight+riding capabilities, experience. Rank up by acclaim]

~ Centurion [Experienced, can teach/lead a Squadron assigned by Legatus. Rank up by acclaim]

~ Legatus [Highest power, can teach lowers, authority, can apply for Elite Squadron]

~ Councillor [Seat on the Council, political, democratically elected by vote required]

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**《 Dragon Guard Ranks 》**

~ Initiate [Starter rank. Rank up by acclaim]

~ Intern/Adept [Some experience. Rank up by acclaim]

~ Centurion [Experienced, can teach/lead a Squadron assigned by Legatus. Rank up by acclaim]

~ Legatus [Highest power, can teach lowers, authority, can apply for Elite Squadron]

~ Councillor [Seat on the Council, political, democratically elected by vote required]

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Amongst the Guard and Rider subsections are Squadrons comprised of up to 10 Initiates and Adepts whom are lead by at least 1 Centurion. These Centurions are overseen and managed in groups of up to 5 by at least 1 Legatus, making up a total Battalion.

A Legatus, if granted by the Council, can have their own personal elite Squadron of some of the best soldiers the Guard can offer/recommend of any rank or those that show the most potential. Being recommended, invited or accepted as an Elite is considered a vast and profound honour but also a very dangerous one with the shortest life expectancy of around 5 years. These Legatus Squadrons are aptly named 'Elites', however, their status as an Elite does allow them to bypass the structured and simplistic authority rankings in place if the command of a senior rank to theirs contradicts, differs or would take them away from the command and duty of their Legatus. These Elites also do not fall under standard Squadrons or Battalions.

Command and orders of the Councillors supersede that of any other rank as they are the ultimate authority of the entire Guard overall. However, such interference is uncommon as the Guard are trusted with utmost respect to do their duty with minor interference from the Council.

### Squadrons/Battalions of Note (created characters)

The following is a linked google docs spreadsheet of the current squadrons, displaying their members, Centurions and marks.

https://docs.google.com/spreadsheets/d/1JPB4\_uLxeF7iytzMrWI4wBvd1hNDmzpogmxYg-T6K-c/edit?usp=sharing

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## Dungeons and the Treasury

In the heart of the Dragon Guard encampment of Aramoor and Panhandle will be dungeons and cells deep into the earth with primitive ventilation and dampness coming through the walls.

Of Aramoors holding cells, there is 2 entrances to the deep below and roughly 100 cells carved into the stone with enchanted steel bars and no sunlight. In Panhandle there is 20 cells, no sunlight and enchanted steel bars, however, Panhandle is not designed to hold dangerous criminals with its cells being a temporary stopping point between there and Aramoor where they will face ultimate judgement.

Guard Patrols are common from both Guard and Rider, usually in groups of 4. It is most common for Adepts to be given this task with the occasional Centurion. Initiates are not to be unaccompanied within the Dungeons without guide of a Centurion or higher.

Although, the further down into Aramoors dungeons you go the more sparse patrols may become and the fewer the filled cells until the very bottom, where only one is held captive...

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Beside the Dungeons that are heavily guarded also lays the Treasury of equally heavily protected artefacts, many of which are ancient. These are guarded by a series of magical traps if you can get past the constant guards of Adept rank and higher, Initiates are forbidden from entry without guide of a Centurion or higher. These artefacts were gained by the religious Viothist crusades by the first Priests, before they became corrupted.

It is believed the Treasury is not just well protected to preserve the artefacts, but also to protect the people of Aramoor, whispers and rumours are rampant about what mysteries lay beneath, many of them speaking of doom and apocalyptic horrors...

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* The Treasury (wip)
* Noteable Criminals (wip)

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