Warfare

Warfare in the Helerin Archipelago reflects the political fragmentation, geographic diversity, and classical-level technology of the island nations that comprise the region. While large-scale conflicts have been rare since the War of Salvation twenty years ago, military engagements - ranging from open warfare and sieges to piracy and skirmishes - remain a feature of life in the archipelago.   Armed forces include standing armies, regional militias, private guards, and mercenary companies, with both land and naval power playing vital roles in maintaining political control and regional stability.   See also : Military forces  

Military units

Land units

Units on land often combine infantry, archers, and cavalry, equipped with weapons and armour suitable for Helerin's rugged terrain and hot climate.   See also: Weapons and armour  

Commanders

Military command structures vary across the archipelago. In Forbin and Remon, command is typically centralised under a Grand Commander or equivalent officer, reporting directly to the monarch. In decentralised polities such as the League of Mar Miskun or the Seynan Islands, command typically rests with local rulers, militia captains, or hired mercenary leaders.   Commanders are expected to possess tactical acumen, political loyalty, and, in some cases, magical advisors or bodyguards.  

Infantry

Infantry form the core of most military forces. Typically armed with spears, short swords, or curved blades, and protected by leather or scale armour, foot soldiers are recruited from regional militias or maintained as standing units in wealthier states. Formations vary depending on terrain and tactics, with shield walls, phalanxes, and loose skirmishing lines all commonly employed.  

Archers

Archers are widely deployed across the islands, armed with longbows or shortbows. While longbows provide superior range and power, shortbows are favoured by scouts and skirmishers for their compactness and speed. Crossbows are unknown in Helerin. Archers are used both in open battle and from fortified positions during sieges.  

 

Cavalry

Horseback units are used for mobility, shock assault, and reconnaissance. Standard cavalry is more common in flatter regions such as the southern plains of Remon or the interior of Forbin, where open terrain permits effective charges and manoeuvres. Cavalry typically wear lighter armour and may carry javelins, spears, or sabres.   Chariots are often used for precision strikes against key enemy units.   Gorrach - large, powerful war lizards - are unique to the archipelago and particularly associated with Teros, Mar Mabon, and Mar Miskun. Slower than horses but far tougher, they can deliver devastating charges and continue to fight even after sustaining significant injury. Gorrach are trained for combat from a young age and often outfitted with armour. Their riders tend to be nobles or elite warriors, and their presence on the battlefield is both symbolic and practical.  

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Other Units

Other land forces include outriders, scouts, siege engineers, and magic-wielders. Some armies deploy shock troops or heavily armoured bodyguards, while others rely on guerrilla fighters, particularly in the forested or mountainous regions of the archipelago.  

Naval forces

Naval power is crucial across the islands of the Helerin Archipelago, and ships are used both for comabt at sea and for moving troops and supplies.  

 

Naval vessels

Vessels include oared war galleys, long trading ships refitted for battle, and fast corsair craft.   Forbin and Remon maintain the most professional fleets, with warships designed for ramming, boarding, and missile fire. The Seynan Islanders favour light, manoeuvrable boats for guerrilla tactics, while pirate vessels are often repurposed merchant ships.  

Crews

Naval crews consist of sailors, oarsmen, marines, and archers. Larger vessels may include siege engines such as ballistae or onagers mounted on deck. Command lies with ship-captains or naval commanders appointed by political or military authorities.   Crews are trained not only in sailing but also in boarding actions and amphibious assaults.  

Military strategy

Warfare in the Helerin Archipelago is shaped by the fragmented geography of the islands, the political ambitions of rival powers, and the practical limitations of logistics and supply. Military strategy encompasses not only battlefield decision-making, but also the broader planning of campaigns, the selection of objectives, and the coordination of land and naval forces over time.  

 

Strategic objectives

Military strategy in Helerin typically revolves around several key objectives:  
  • Territorial control, particularly of fortresses, port cities, river crossings, and trade routes. Securing or denying access to these locations can shift the balance of power in a region.
  • Political dominance, such as deposing rival claimants, reinforcing a ruler’s legitimacy, or imposing influence through occupation.
  • Resource acquisition, including grain stores, mines, water sources, or livestock herds, which can support armies or weaken enemy resilience.
  • Protection of trade, especially at sea. Naval campaigns often aim to secure shipping lanes or disrupt rival economies.
  • Retaliation and deterrence, including punitive raids or the demonstration of force to discourage rebellion or foreign encroachment.
  Unlike the grand imperial ambitions of earlier eras, most contemporary campaigns focus on short-to-medium-term gains, limited engagements, or regional containment.  

Campaign planning

Campaigns are planned months or even years in advance, particularly in the structured militaries of Forbin and Remon. Planning includes the mobilisation of troops, acquisition of supplies, securing of loyal commanders, and coordination with naval forces or allied powers. In fragmented regions such as Mar Mabon or the League of Mar Miskun, campaigns are more opportunistic and may be initiated in response to local threats or the availability of mercenary forces.   Weather, terrain, and seasonal variation are significant considerations. Most campaigns are conducted during the dry season, when roads and rivers are more reliable and food supplies are stable. In mountainous or desert regions, movement may be restricted to narrow passes or valleys, requiring scouts and pathfinders familiar with local conditions.   Naval forces play a strategic role in planning by enabling rapid troop movement, coastal assaults, or blockades. Amphibious campaigns require careful timing, coordination between captains and generals, and favourable tides and winds.  

Campaign logistics

The success of any military operation in Helerin depends heavily on logistical support. Baggage trains, consisting of carts, pack animals, and servants, transport tents, rations, medical supplies, spare weapons, and construction materials for fieldworks and siege engines. Larger armies may be followed by herds of livestock or mobile kitchens to feed soldiers in remote areas.   In professional armies such as those of Forbin or Remon, dedicated logistics officers manage provisions, secure local requisitions, and ensure routes are maintained. In more fragmented forces, these tasks fall to individual captains or contracted quartermasters, often with variable results. Prolonged campaigns frequently strain local economies, and armies may resort to foraging or pillaging, particularly when operating deep in hostile territory.   Rivers and coastal routes serve as important supply corridors. Barges and cargo vessels may be used to transport supplies in parallel to land-based forces. Naval dominance is therefore not only a tactical asset but also a logistical necessity.   In urban or fortress sieges, logistics become critical. Attackers must supply their forces while cutting off the defenders’ resources. Defenders, meanwhile, rely on stockpiles and water sources - natural or constructed - to endure a prolonged assault.   See also: Travel and transportation  

Coordinated Offensives

Successful military strategy often requires the synchronisation of multiple forces. For example, a naval blockade may be timed with a land siege, or allied forces may launch coordinated attacks on multiple fronts to divide enemy strength. In practice, such coordination is difficult, particularly in regions where communications are unreliable or loyalties are fragile.   Magicians, messengers on fast mounts or Gorrach, and signal fires are all used to coordinate distant movements, though misunderstandings and delays remain common.  

Battlefield operations

Battlefield tactics in the Helerin Archipelago reflect the classical military traditions of the region, shaped by the varied terrain of the islands and the decentralised nature of many of its armed forces. While the principles of discipline and formation are emphasised in professional armies such as those of Forbin and Remon, less formal militias and mercenary groups rely on mobility, local knowledge, and opportunism.   Tactical approaches vary according to region, objective, and available forces, encompassing set-piece battles, ambushes, protracted sieges, and naval engagements.  

 

Battlefield command

In formalised armies, battlefield command is exercised through a strict chain of command, with orders disseminated from senior officers to unit captains and squad leaders. Flags, horns, and runners are commonly used for communication during battle. Centralised coordination allows for disciplined manoeuvres and the timely deployment of reserves.   By contrast, militia and mercenary forces often adopt a more decentralised approach, with local captains exercising considerable autonomy. While this can provide flexibility and adaptability, it also increases the risk of confusion and disunity under pressure.  

Battlefield tactics

Ambush and surprise

Surprise is a fundamental tactic in Helerin warfare, especially in regions with dense forests, hills, ravines, or broken terrain. Ambushes are often set along known paths, narrow passes, or river crossings, where enemy movement is restricted. Night raids or early-morning attacks are used to exploit lax security, especially against encamped forces or poorly garrisoned fortresses.   Scouts, outriders, and irregular forces play a critical role in identifying opportunities for such actions and coordinating their execution.  

Encirclement and flanking

Flanking manoeuvres and encirclements are common tactical goals, intended to disorient and divide enemy formations. When executed effectively, such movements can collapse enemy morale or sever lines of retreat.   Professional armies train extensively in responding to such threats, often deploying reserve units or anchoring flanks against natural barriers. Mercenary or militia forces, with less cohesion, are more vulnerable to encirclement, particularly if caught in unfavourable terrain.  

Use of scouts and skirmishers

Scouts are essential to reconnaissance and early warning. They are typically drawn from light cavalry, forest-trained infantry, or local trackers, and may operate independently or in small detachments. Their duties include locating enemy forces, gauging numbers, and assessing terrain.   Skirmishers, operating ahead or to the flanks of the main army, are lightly armed troops used to harass enemy lines, provoke premature engagement, or screen friendly forces during manoeuvres. They are often equipped with shortbows, javelins, or slings, and excel in hit-and-run tactics.  

Terrain and positioning

The geography of the Helerin Archipelago greatly influences tactical decisions. Commanders make frequent use of hills, riverbanks, defiles, and wooded ground to control movement and shape the battlefield.   Defensive positions may be established on high ground or behind natural barriers, forcing attackers to fight uphill or through choke points. In offensive operations, forces may seek to outflank fixed positions or lure defenders into unfavourable terrain.  

Siege warfare

Sieges are a common feature of conflict, particularly in contested regions where fortified towns and castles serve as strategic strongpoints. Siege warfare requires prolonged investment and often favours the defender, particularly when supplies are adequate and reinforcements are possible.   Attacking forces utilise a range of siege engines, including rams, towers, and torsion-powered artillery such as ballistae, mangonels, and onagers. Siege towers are used to deliver troops onto battlements, while rams target gates and weak points. Scaling ladders may be employed in rapid assaults, though often at high cost.   Defenders counter with reinforced gates, murder holes, arrow loops, and defensive engines mounted on walls. Boiling oil or heated sand may be deployed against attackers attempting to scale walls or breach gates. Sappers may be used by both attackers and defenders to undermine or reinforce walls.   Sieges are as much contests of endurance as of arms. If a fortress cannot be taken by storm, attackers may blockade it to starve the defenders into surrender. Conversely, defenders may attempt breakout sorties or signal for relief forces.  

Naval tactics

Naval battles in the archipelago are typically fought between fleets of oared galleys, trading vessels converted for war, and smaller coastal raiders. Tactics depend on the speed and manoeuvrability of ships, prevailing winds and currents, and the experience of the crews.   Engagements often begin at range with archers or ship-mounted engines, followed by ramming or boarding actions. Ships equipped with reinforced prows may attempt to break enemy hulls, while grappling and boarding aim to capture rather than destroy. Formations such as the crescent or line abreast are used to concentrate force or control enemy movement.   Control of coastal waters is essential for resupplying armies, landing troops, and blockading ports. Naval engagements may also support sieges or amphibious operations, requiring close coordination with land-based forces.  

Magic in warfare

Magical ability is rare but highly influential in battle. Fewer than one in a thousand individuals possess any magical ability, and their involvement in warfare can be pivotal.  

Assault

Channelers may unleash fire, lightning, or explosive magic at their foes, while Shapers can build shelters, create magically-sustained bridges or ramps, or shake the foundations of an enemy's defensive fortifications. In naval conflicts, shapers may command the very waves themselves.   Callers may summon a range of magical creatures to assail their foes.  

 

Subterfuge and Misdirection

Weavers create illusions or misperceptions, allowing forces to reposition or launch surprise attacks. Enchanters may sap morale or turn soldiers against their allies, or boost the spirits and resolve of their own forces.  

Defence and Healing

Guardians provide healing, regenerative magic, or protective wards. Their role is vital in sustaining elite units or key commanders during battle.  

 

Victory, Surrender, and Prisoners

Victory is typically marked by rout, occupation, or negotiated surrender. Honourable surrender may be recognised, particularly among noble or formalised armies. However, mercenary conflicts or pirate raids often involve looting, enslavement, or massacre.   Prisoners may be ransomed, exchanged, or pressed into labour, depending on the captors' customs and the prisoners’ status.

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