Council: - Important positions within the settlement.
Grand Master- Two Grand Masters share the duties of supporting the settlement and leading the Cult of Shaq. GM's should be the most active members and take the initiative to maintain active communications with the council. One GM will hold the title of mayor.
Grand Marshall of Shaq - Heads the Warriors of Shaq. Ensures enough guards are posted, defenses are sufficient, enough equipment is acquired, and every settlement member can at least wield a bow. In times of mobilization, will lead the forces alongside the GM's.
Grand Commandant of Shaq - Senior commander within Battle Born. Works directly with the GM's and is primarily responsible in maintaining pressure on the enemies of Shaq. Will also work closely with the intel, recon, and comms officers.
Grand Commodore of Shaq - Heads the Corsairs of Shaq. Charged with the overall responsibility of the ships and boats owned by Shaqqa. Will technically fall under the Grand Marshall of Shaq in order to fulfill objectives, but will maintain an element of autonomy.
Master Craftsmen - Senior craftsman in their field. Expectations will be general counsel, coordination of sub-craftsmen for specialization diversity, and a general awareness of all crafter activity. Senior craftsmen can be assigned master craftsmen through a combination of willingness and activity.
Quartermaster - Assists with civil matters such as zoning and resource procurement. While not having to micromanage, the quartermaster will be expected to maintain awareness of gathering activities and the tracking of settlement resources in order to identify resource shortfalls.
Diplomat - Will help maintain political relations and seek out mercenary contracts. Must understand tact.
Warriors of Shaq: Defensive arm of Shaqqa. Arms and mounts will be provided. Bowmen, spearmen, and light cavalry focus.
Master of Bow - Senior Bowman amongst the Warriors. Has to have a range-focused combat character. Responsible for training Bowmen and communicating with the Quartermaster about supplies. Will ensure sufficient garrison wherever necessary. Should have a strong situational awareness and coherent communication during battle since this member will likely have the ideal vantage point.
Master of Horse - Senior Light Cavalryman amongst the Warriors. Has to have a high ability with the designated mount. Will help determine the weapon policies for Light Cavalrymen. Responsible for training Light Cavalrymen and communicating with the Quartermaster and Mount Breeder about supplies. Will be leading the primary mobile force of Shaqqa so this member will need to be a strong pvper and tactical decision maker.
Master of Spear - Senior Spearman amongst the Warriors. Needs to have a spear/shield focus. Member should be defensively inclined and risk averse. Will not only have to ensure Spearmen are trained with the proper skill-tree focus, but also are capable of combat through organized formation. Patience will be an understatement because this is the Warrior branch that cannot be defeated.
Captain – A corsair team lead. Will be charged with a ship and work with the Grand Commodore for mission assignments. Missions may include raiding, defending coastal territory, naval combat, or transportation.
Bowmen - Any range specialty. Pretty straight forward, these are backline units in the field and the primary defense on the walls. You know if you're the Bowman type...
Light Cavalrymen - Players will focus on speed for skirmishing and patrol. These Warriors will end up being the most combat diverse since their mobility will allow them to participate more. There will be a lot more risk associated here, but we do not need any Leeroy Jenkins.
Spearmen - Defensive and counter-shock troops. Patience and discipline will supersede skill here. Will be the frontline of battles, and will be expected to fight in cohesion and retreat with order.
Corsair – Sailors/Marines of Shaq. Duties will be assigned by their Captain, but will be expected to be able to fight on both land and sea, and filling roles required to run a ship.
Communications Officer - Will facilitate communication between separate elements during combat operations. System of communication is currently a work in progress, and the Comms Officer will likely not be a direct combatant. This role is best suited for someone who wants to be a crucial part of the fight, without actually having to fight.
Intelligence Officer - The purpose will be to track non-Shaqqa entities within CoE-Luna. The Intel Officer will ensure the Council and military officers have as much information as possible prior to any military decision. This is a tedious position with documentation and record keeping. Not necessarily a non-combat role, but the position may be filled by a less combat inclined member.
Reconnaissance Officer - This member will play multiple important roles as a direct combatant. The duties will include being the lead scout during operations and will work in tandem with the Intel Officer to verify information. There will be times when high-risk solo work is needed, so the Recon Officer should be comfortable surviving on their own.
Administrative vs. Combat Squad Roles: Listed are what will be considered as administrative roles. They are the responsibilities of the assigned member and in combat will be the ideal role. However, since it is unreasonable to assume entire squads will be on at the same time and all have complimentary skillsets, combat roles will be determined when mustered for a mission. For example, if four range-focused members will be fighting as a squad, one member will have to lead, and another will have to be more prepared to engage in melee. Battle Born members must be prepared to fight in any situation depending on tactical alignment, and must be able to survive.
Squad Leader - Will make sure their squad is geared out, trained, and organized. Works with the Grand Commandant to determine attack objectives. Should be knowledgeable of the settlement military strategy and capable of leading their squad.
Melee Focus - Melee specialist. Fairly self-explanatory. Weapon choice goes to the member, but must keep in mind there will be situations in which a spear, dagger, or sword/shield is advantageous. Needs to also have a minimum skill level in one range weapon.
Range Focus - Range Specialist. Should also be self-explanatory. Weapon choice goes to the member, but needs to keep distance and target piercing in mind. Will have a minimum skill level in one melee weapon.
Flex - These members are a blend of the melee and range focuses. They go into battle with any role in mind, and are capable of doing so. The drawback is they will likely not have a specialty in any particular weapon. A flex member needs to be able to think independently in order to determine where their constantly changing role in combat is.
Civic Roles: Blacksmith, Fletcher, Leather Worker, Animal Breeder/Trainer, Wood Worker, Mason, Farmer, Doctor, Architect.
Methods and severity of adjudication are unofficial since we do not yet know how the legal system will function. Below is what we have in mind if we are able to implement them:
Heresy will not be tolerated.
No unsanctioned attacks within the settlement. Only the Grand Master may authorize intra-settlement hostilities.
No theft within the settlement, or of settlement members in any location.
Every member must be prepared to defend the settlement.
Settlement has right to first purchase. If you have loot, crafts, or resources you are hoping to sell, you should give the respective leadership right to purchase before you sell elsewhere.
Taxes will be determined at a later date when the mechanic has been fleshed out.
- The principle will be for each member to have an effect on the growth of the settlement. So time spent on settlement projects or services rendered will ideally be accepted in place of currency or goods.