The Peacemakers Organization in Jeslore | World Anvil
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The Peacemakers

    "While the peacemakers have technically been the armed forced of the dracholmian forces, they were recognized as the standing army only once the UEF began using vehicles specifically for combat (not just logistics) and needed symbols to paint onto their vehicles. Of the many organization names thrown around and painted onto vehicles, the peacemakers just stuck and are now officially recognized as the standing army of both Jeslore's united factions and the galactic council and its colonies." Hitchiker's guide to Jeslorian factions.
 

Marching Hymn

((melody))
"When-there's-cultists-on-your-door-step-and-you're-on-your-final-round!"
"When-the-union-is-ra-zing-your-vil-lage-to-the-ground!"
"When-the-empire-is-in-va-ding-and-the-legion's-get-ting-near!"
"The-Peace-ma-kers-are-here!"
  "Fire-ex-plosives-spells-and-bu-llets!"
"Sa-bles-guns-and-tanks-and-arm-our!"
"None-will-be-enough-to-turn-the-tide!"
"When-the-peace-ma-kers-can-fight!'"
  "When-an-earth-quake-hits-a-city-and-the-ban-dits-line-the-way!"
"When-the-mons-ters-roam-the-steets-and-it's-too-dang-er-ous-to-stay!"
"When-there's-cri-sis-and-there's-dan-ger-and-there's-ene-mies-about!
"The-Peace-ma-kers-roll-out!"
  "Fire-ex-plosives-spells-and-bu-llets!"
"Sa-bles-guns-and-tanks-and-arm-our!"
"None-will-be-enough-to-turn-the-tide!"
"When-the-Peace-ma-kers-can-fight!'"
  "When-a-pla-net-is-in-va-ded-by-an-evil-hos-tile-force"
"When-you-need-prot-ection-from-dest-ruction-and-their-point-less-wars!"
"Know-that-you-will-never-lose-a-sin-gle-right!"
"With-our-ar-my-by-your-side!"
  "Fire-ex-plosives-spells-and-bu-llets!"
"Sa-bles-guns-and-tanks-and-arm-our!"
"None-will-be-enough-to-turn-the-tide!"
"When-the-Peace-ma-kers-can-fight!'"
 

The Four Frontiers

The peacemakers are divided up into 4 frontiers: The Landtroopers, The Navy, The Airforce, and The Galactic Armada. Each frontier represents the environment in which enlisted soldiers fight and who they take orders from. Each frontier has a specific set of vehicles, unique training, preferred tactics, specialized equipment, unique elite classes, and so on. They are also generally deployed for different situations yet also closely work together. It also heavily affects the way they approach enemies, as some frontiers are less conducive for a subtle approach than others.  

The Landtroopers

The Landtroopers are the biggest frontier both in terms of the number of divisions within them and the sheer numbers in their ranks. They fight on the ground and have the most flexibility, as they are not completely dependent on vehicles to do as needed (but they obviously have vehicular divisions within them). They generally prefer stealth or mobility in their approach to the enemy as they are the most vulnerable.   The highest rank in the land troopers is the 5-star-marshal-general, who is partially a political force. This rank can only be attained by being immensely popular both in the army and with the public and through an election.  

Charlot Division

The Charlot division is the premier power armor unit within the peacemakers. They use heavy armor to deal with enemies mano a mano while suffering extremely low risk. They're extremely flexible, usable for defensive positions such as holding an AO but are easily used roughing up enemy lines and dirsupting/sabotaging enemy operations. Their immense durability generally makes them the best choice in tanking situations where speed is not much of an issue, as their power armor only generates so much power and they can not sprint without draining their whole power supply. Aside from area denial and decoy tactics, the charlot division is second to none in terms of corridor cleaning, as getting caught by a person in raider armor is certain death.  

Death Angel Corps

The Death Angels are some of the most flexible and famous military units of Jeslore, thanking their name to the way their distinct rifles resemble wings when carried on their backs. Equally, their name is richly deserved as their trench rifles are second to none in terms of sheer damage. Their sheer damage potential makes them excellent at area denial but they are also great for changing straight into the enemy, holding trenches or taking out enemies over long range. They are the ultimate jack of all trades unit in the peacemakers, dealing some of the highest damage known to science while being armored, yet still mobile and agile enough to adapt to new situations wearing weaponry usable at any range and temperature.   Stormtroopers
The stormtrooper, despite the price of admission is a nomination of another death angel at any rank or 8 years of server with the peacemakers, is not an uncommon sight around Jeslore or any of the galactic unions occupied territory. Due to their flexibility and ability to take out any threat with a single shot they are deployed just about anywhere, from the frontline to guarding places of entry and even babysitting the new immortals as a handler. A far less common sight is stormtroopers without a pointmen nearby. Stormtroopers are the gateway into the death angel corps and due to the fact they fight over long and medium range just as often as they engage in brutal, horrifying melee combat not a lot of them make it to the other sight, and that is assuming they make it past the training. Disturbingly, 1 out of 6 stormtroopers end their own life because they weren't prepared for the trauma of killing someone at point blank range. Melee battle is ugly, and the stormtroopers tend to be riddled with PTSD because of it. Aside from physical fitness, reflexes, endurance and psychological screening, one of the first habits death angels need to shed is that they can't aim like traditional soldiers do. The recoil on knightbreaker rifles is simply too great, so they rely on ocular compensators that help them track laser modules on their rifles to land hits at long range. Stormtroopers also need to have a verified resistance to addiction, as they are frequently made to inhale chemicals that help them control their emotions and nerves when under great pressure. These chemicals can be addictive and those with a tendency to get addictions are rejected from stormtrooper applications. The chemical compensator does not suppress fear, as they are expected to control fear on their own nor does it let them enter a trance that helps them ignore the brutality of a melee kill. The Chemical compensator mainly supresses feelings of rage, as all death angels, stormtroopers included are expected to maintain self control at all times.   Stormtroopers are often considered kind of weak by other military units due to their tendency to develop psychological issues and constantly needing to have a pointman around to comfort and support them both medically, militarily and emotionally. But an often overlooked fact, especially due to the effective range of their rifles is that they are the second most likely class to engage in melee battle (except for dedicated melee units) and have no graphics that mask the brutality of a melee kill. Shooting a man from a distance is one thing, but seeing the white in the eyes of a man as you kill them and doing it very often is an entirely different thing.   Like any other death angel rank, stormtroopers can fight at any range, in any temperature and on any battlefield due to the way their rifles work. They can effectively force the enemy between using power armour and becoming easy prey to death angels or not using power armour and becoming far more vulnerable to peacemaker units that use power armour of their own. Any sort of slow armoured approach is nearly suicidal as long as death angels are still active, to the point where the historical enemy of the peacemakers, the empire has begun targetting death angels with airstrikes. This backfired a little bit as stormtroopers and roamers just began shooting the pilots. With stormtroopers on the field, the battles are decided by who fires first, and this is where the fact that death angels are trained not to aim comes in. They shape the battlefields they are on in their own favor and force the enemy to approach them in ways they may not be used to.   Their biggest weakness is artillery fire, as they do wear a form of light power armour that both protects against damage but enhances speed (especially in rough terrain) just as much. Unfortunately, unlike raider suits, they don't become much harder to kill than regular soldiers bar the slightly higher resistance against small arms. They are vulnerable to explosives, especially when they approach an enemy position in their famous bayonet charges. Many tend to get hit and many more get hit trying to rescue their fallen compatriots. The ones that make it to the enemy position will have witnessed this, and their chemical compensators will suppress their rage, leaving them with pure determination.   Pointmen
As the name suggests, the pointman is a rank that takes point in non-roamer operation and commands 5 stormtroopers. They tend to join other military units in the position of a field captain, maintaining command of their stormtroopers, using shotgun and shield to zealously protect them. Even though in the peacemakers cowardice is generally not accepted, many field officers would get themselves to safety at the risk of their unit rather than risk their own life for their men. The Pointman does not act this way, they are as dedicated to the men and women under them as they are to their mission. They use energy barriers to protect compatriots from incoming gunfire, and energy buckshot to blast flankers into the ground. Their dedication is the result of an old seraph warden tradition that became a general death angel habit, where the harrowing duty of collecting dog tags and deliver them to the families of fallen angel is all theirs. Pointmen are also a support unit as much as they are a defensive unit, and have the means to patch up injured soldiers, or at the very least pass on their supplies to better trained medical personnel, so they can focus on shielding the frontliners. Reflexes and reaction speed are the most important traits a stormtrooper must have perfected before they can promote to pointman. Their training involves protecting a dummy from incoming arrows that are show without warning, which eventually ramps up to bullets. During the bullet shielding trials they are also first given their helmets, which gives a warning that a projectile is coming towards a set ally. Only once they can protect a 5 dummies from 7 bullets coming from different directions they are officially promoted to a pointman.   Pointmen also get very basic first aid training, but unless there is no incoming gunfire and they don't have to worry about protecting stormtroopers, they are never actually seen patching anyone up.   One last skill pointmen need to master is the shield placement.   Generally, someone can become a pointman after 16 years or when they are nominated by another pointman. At this stage, someone has been with the corps for several years already, meaning they have enough confidence and more importantly familiarity with the horrors of war that confirms their ability to act under pressure.   Roamers
Known for their charismatic nature as much as their ability to hit a needle from 9 miles out with a handgun with one hand on their back, these wandering snipers make a strong argument for being one of the best singular infantry units the tri-faction federation has access to. They were extremely deadly, even before UR-Ca ammo was invented because for as powerful as it is, they don't necessarily need it to do the job. What makes them such a desirable unit to have on the field is their ability to use any weapon with a mastery seen only in soldiers that have spent their lives training with it. Perhaps not surprisingly, Roamers are most commonly seraph as they are generally unaffected by war horrors, but really any race can be seen as this unit as long as they have climbed the ranks. Another common sight for roamers are desert elves for their natural increase in luck and sun elves due to their long life spans. It is guessed that 7 out of 10 sun elven roamers have been in service of the death angel corps since shortly after the treaty was signed and not just seraph were given access to the skills that had previously been exclusive to seraph.   Roamers are considered sheriff, marine, scout, and rescue unit rolled into one singular soldier that can perform at any temperature, in any environment and use any weapon. No matter where they are deployed, they will complete their mission, if at their own pace.   Roamer training is brutal, much like anyone in the death angel corps their physical status is tempered and perfected. Their perception needs to be as polished as their strength and endurance, and a common trait among the few who made it to roamer is that they all tend to be charmers. There are many unorthodox skills that are required to promote from pointman to roamer, one of them is instinct. A roamer must be able to blast an enemy sneaking up on them with their revolver while blindfolded, hit unseen targets and detect hidden items without a clear visual clue. The training is absolutely unforgiving, so it's no surprise that many don't make it. Those that do make it though, they essentially have the entire world in the palm of their hand as they are allowed to complete missions at their own pace, given great funding, and are equipped with a set of skills that makes them nearly invincible to the average threat most will encounter.   When they're not deployed solo, roamers take on the role of a marshal, commanding 5 pointmen who in turn command 5 stormtroopers each. With their well-trained, expert strategic insight, they can also take charge of adjacent military units and manoeuvre them around their death angels. Because they tend to take charge of other military units, roamers are not very popular among other military leaders, but due to their overall rarity and immense skill set, roamers are rarely deployed in this position unless an important objective is about to be lost and units are taking heavy losses.  

Scavenger Corps

The scavenger corps is a special division specializing in the mapping of uncharted territory, particularly as part of a colonization effort. Their training is some of the hardest known to Jeslore, as they are expected to be able to deal with an unknown threat in an unknown environment. As the name suggests, part of their job is to scavenge potential supplies and bring them back to their camp for analysis.  

The Peacecorps

The Peacecorps is the most general division within the peacemakers. If the Death Angel Corps are the backbone, the peacecorps is the ribcage so to speak. The average peacecorps soldier is equipped with medium armor, an assault rifle, and a pistol with a lot of deviation between individual units, classes, and so on. As the basic infantry workhorse of the peacemakers, the peacecorps is deployed first wherever the peacemakers come into action.  

The Lovers

The lovers are the peacemakers' medical division. They are equipped with bright blue helmets to clearly indicate that they are medical personnel, although to some that just makes them even more of a tempting target. They use a variety of technology to keep their lives alive if they can not keep them in the fight but overall prefer the use of medical rays or alchemy bombs. The lovers also include the engineering corps, which is of course responsible for the deployment and positioning of all sorts of artillery.  

The Cavalry

Armored vehicular division. Normally the cavalry handles logistics for other divisions but as tank technology got better they saw themselves deployed more and more as a frontline tanking unit. Unsurprisingly, they have access to tanks and all kinds of armored vehicles they use to protect their allies and provide cover but they are most notably used in rough terrain where their crab tanks can easily cover a lot of ground without getting stuck like footsoldiers would. They also have divisions for fast paced cavalry charge-styled combat but they are usually backed by larger slower moving heavies.  

The Navy

As the name suggests, the navy specializes in naval combat and is crucial for any sort of seaside combat operation, such as landings where artillery cannons on the ships can wreak havoc on land based defensive settlements that without guided artillery or sabotage are essentially defenseless. They also obviously engage in waterborne combat against enemies, both above and below the surface. But since they also often double as a mobile base for the air force, they're rarely ever alone when engaging against another enemy in the water. It does tie into their greatest weakness: If they do not have the air force backing them, naval units are easy pickings for an enemy air force.   The navy is led by the high admiral, who has the same requirements as the 5-star-marshal-general or any other frontier leader.  

The Seastorm Fleet

The Seastorm Fleet essentially has its role of being a waterborne artillery unit that can fight other naval ships when needed. Naval combat is their strongest suit, but if the landtroopers need them, their cannonades can be converted into long-range guided artillery cannons that obliterate enemy defenses. The seastorm fleet often carries landtroopers to reinforce positions on land, but they also have specially trained naval soldiers in the event of boardings, but generally, the seastorm fleet relies more on a working crew rather than its soldiers.   The seastorm fleet also often uses submarines to subtlety deploy soldiers in areas where they may not be expected, or use submarine torpedoes to destroy enemy naval bases.  

Seagull Fleet

The seagull fleet is the second and last division in the navy, and it assists the air force mostly with the use of its aircraft carriers. Much like the seastorm fleet, they typically reinforce an already ongoing military operation by allowing active bombers to land and repair before redeployment. They also escort the seastorm fleet in the event of an air attack, where they can deploy their own air force to take down that of the enemy.  

The Air Force

When it comes to offensive power, the air force is second to none. As guided artillery will never be as devastated as strafing or dropping a carpet of high yield explosives of enemy positions, it seems that aerial combat is a timeless concept. Much like the navy, they typically support the landtroopers but can do so with far greater range and results and far lower ETAs. They are crucial for defending cities against bombers, destroying enemy positions or moving large amounts of troops quickly. They are led by the 5-star-air-admiral  

The Condor Fleet

The Condor Fleet specializes in logistics, particularly making use of the rhino gunships that have been popularized as of recently. Their main job is to move troops into mission areas or extract them, drop supplies, and do things of that nature. They receive orders specifically to avoid contact with the enemy and are therefore often escorted by the hawk fleet.  

The Hawk Fleet

The Hawk Fleet is the defensive fleet within the airforce, making use of extremely fast fighter jets (namely the heartseekers) to take down other fighters and bombers. They're excellent at escorting both the condor fleet and the pigeon fleet and ensuring that they can do their thing without interruption.  

The Pigeon Fleet

The Pigeon Fleet is the offensive fleet within the air force that, much like a real pigeon "shits bombs all over a target area". As so elegantly put by those in charge of the navy, the pigeon fleet (known as bomber command in more PC circles) specializes in targeted bombing. They are typically called in by the land troopers when met with heavy resistance or relentlessly bomb fortified positions in tandem with artillery.  

The Galactic Armada

Aptly, the final frontier of the peacemakers, the galactic armada are essentially an echo of the air force except they work in space. They are primarily logistic and defensive, as any bombing runs on other planets are then outsourced to the air force and the pigeon fleet. They are the only frontier with no differing branches, as they are often seen as all the frontiers working in tandem to operate in an unfamiliar environment.   Their logistical operations which generally concerns immensely large spaceships that serve as both mobile bases and transport ships are generally put under the control of the navy, as it is already similar to what the seagull fleet does whereas the large bombing ships essentially do the same job the seastorm fleet does.   Defending the large vessels and bombing runs on new planets is generally handled by the air force, once more due to a very familiar style of work.   Lastly these vessels and colonial expeditions (or battles against enemy factions) are overwhelmingly handled by the landtroopers.  

Insignia Symbolism & Uniform Similarities

Insignia Symbolism

The symbolism behind the crest used by the peacemakers is complex mainly because it uses many different symbols to convey the qualities expected of its soldiers. Most strikingly is the skull, which is often misunderstood as intended to strike fear into the enemy. This is a misunderstanding as in dwarven culture (which was on the rise when the peacemakers were founded) a skull means loyalty until death.   The hammer wrench combo symbolizes the job of soldiers enlisted, which is to destroy the enemy and their structures, sometimes razing it to the ground but also assisting in the rebuilding efforts after the conflict passes. Peacemaker soldiers will oversee and assist in the rebuilding of conquered/liberated land, lending their vehicles and manpower to rebuild what was lost and destroyed in battle.   The shield represents the reason for expedition: To defend their own homeland. And lastly the wings represent a fast response time.  

Uniform Similarities

Uniforms vary wildly, for example, put a peacecorps soldier and a death angel next to one another and one would struggle to find many similarities, same goes for peacecorps heavies, lovers and anyone else employed in the peacemakers. By and large peacemaker uniforms are colored grey and green, symbolic of their military nature. But the one thing that really every single unit has in common with one another within the peacemakers is the signature black rubber gloves with the yellow ring near the end. These are temperature-resistant and quite useful to any soldier on the field. They also offer protection against slicing, allowing any peacemaker unit to grab a blade and pull out out of the hand of the enemy.

Structure

The peacemakers and its frontiers follow a regular chain of command. Their general structure (very abbreviated) looks something like this:
Political level
  • 5-star-marshall-general/5-star-air-admiral/High Admiral. These are essentially the 3 politicians making up the high command. While the high command also includes other divions such as an intelligence branch and more, these are the people ordering around anyone on the field, although they're closer to politicians than officers. They give orders to armies over multiple planetary colonies.
  • Marshall-General/Marshall-Admiral/High-Airmarshall. These are the ones in charge of a single planetary army. Each planetary army has a military of its own, and these people are in charge of this level of military rule.
  • General/Admiral/Airmarshall. These are the people in charge of a national army, usually residing in the most powerful country of a planet. They relay orders from the interplanetary and planetary rank and do more in-depth military planning. They are far less politically active.
  • Colonel/First Mate/Lieutenant-Captain. Right hands of the national command holders.
  Outside chain of command
  • Lieutenant. A right-hand helper of a high-ranking officer, usually hand-picked from the general public of servicemen, or hired mercenaries.
  • Fort Commander. People in charge of forts. During times of war, fort commanders outrank even the highest ranks in the military as long as these orders apply to their fort.
  • Vessel Captain. Much like the fort commander, the vessel captain is in charge of the large-scale logistical vessels and can order the ship the way they see fit as they are typically highly experienced.
Landtroopers
  • Major
  • Consul
  • Field Marshall
  • Brigadier (goes into battle)
  • Captain
  • Sargeant
  • Corporal
  • Lance Corporal
  • Private
The Navy
  • Admiral
  • Commander
  • Lance Commander
  • Captain (Goes into battle)
  • First Mate
  • Quartermaster
  • Foreman
  • Crewmaster
  • Mariner
The Airforce
  • Wing Marshall
  • Commander
  • Air-Colonel
  • Senior Staff Sargeant (Often flies into battle)
  • Staff Sargeant
  • Junior Staff Sargeant
  • Captain
  • Lance Captain
  • Airman

Public Agenda

The Peacemakers have 2 main missions: Take/destroy enemy positions and rebuild them after the conflict, and they will use all assets available to achieve those 2 goals.

Destroy. Secure. Rebuild.

Type
Military, Army
Alternative Names
D.S.R, "The Army"
Training Level
Professional
Parent Organization
Subsidiary Organizations
Location

Theme


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