Monday, 21 October 2019

Tyland Revisited

By now most folk should be aware that part of my efforts to get Frozen Skies updated to SWADE is going through and revisiting some of the lore of the world. This has included tightening things up a little or completely overhauling and revising others. This week is the turn of the Tyland Free State.




For Freedom And Past Glories!


On the whole, I'm pretty happy with Tyland's history and current situation. There is little I wish to change about a once proud nation that has fallen so low and suffers the humiliation of occupation by a foreign power. I'll delve deeper into Tylanish culture, though that is not the subject of this week's post.

There is a change that I do wish to make to the situation in Tyland, well technically two changes. The first of these is play up a civil war aspect with various factions vying for power with frequent skirmishes. The second change ties in alot with the first, make this civil war a proxy war between the Commonwealth and Artian Confederation as the two former wartime allies have different views concerning the future of Tyland.

Both powers covertly support different functions, usually to undermine the other and also the Provisional Government. Those in authority consider a war between the two nations quite likely, so they seek to influence and dominate what is effectively a buffer state. There are strategic implications that are taken into consideration, especially as the Free State would give the Artians air bases much closer to the Commonwealth's Home Isles from which to launch raids.

So where does this leave Player Characters?

Well they could get directly involved in things as agents working for either the Artians, the Commonwealth, the Free State or one of the militant groups. Heck, they could form their own group and fight for whatever cause they want in what could be an interesting mix of war and politics. The more nefarious could simply partake in activities of questionable legality by smuggling in supplies or even trying to sell arms to one or more of the militants. They could also exploit the chaos for their own ends in other ways by looting banks and mansions.

Hopefully this will all make the Tyland Free State more interesting and provide some fodder for games.

Monday, 14 October 2019

Darkwatch: Savage Threats

In which we returnth to the war-ruined city of Ravenscroft and brave its darkened streets with the men and women of the Darkwatch. This week we take a look at some of the threats and foes that the Darkwatch faces and the ways and means that the Darkwatch has come up with to counter said threats.

Source: Defoe - 2000AD


The Savage Dark


Reeks

One of the biggest left behind by the city's former occupiers is the Reeks, though also called 'stiffs', 'walking corpses' and the 'animated dead' (zombies by another name). They are a constant problem lurking in the ruins and tunnels of the city, a danger to the unwary and a tiresome foe for the Darkwatch.

The dark forces that previously held sway over the city weren't content with leaving a few dozen reeks to plague the city's new occupiers, they sent a step further and created a number of booby-traps using the reeks. The most favoured booby-trap tactic is devices dubbed 'Necro Bombs' which have been placed in graveyards or so-called 'reek pits'. These devices are either triggered by an array of conditions or are set to a timer, though they do detonate they unleash a wave of necromantic energy that resurrects the corpses in the immediate area and raise them as reeks.

So counter this, the Darkwatch sets up incendiary devices, called 'coffin mines', triggered by trip wires round a site suspected to contain a necro bomb. Usually a flare is rigged up, the intention is for the flare to alert local Darkwatch forces.

Shades

There is a big question over who or what the Shades are, but it is generally agreed that they serve as the assassins and infiltrators of the dark forces that only recently occupied Ravenscroft. They are able to move unseen from shadow to shadow, hence their name, and the first a person knows of their presence is the sharp edge of a dagger. They have been associated with unexplained deaths and mysterious 'accidents' that have plagued Ravenscroft's contribution to the continuing war effort.

To date, the only real effective of trying to combat the Shades is the use of guard hounds who can at least warn of a possible Shade in the area.

Remants

Left behind by the dark forces as their armies abandoned the city, the Remants are the dark forces foot soldiers who've taken to guerilla warfare to contest control of the city. They are split into cells who seemingly operate independently of one another, but appear to co-ordinate their efforts. They're reliant on supplies smuggled into the city, something that the Darkwatch has struggled to deal with, and raiding the new supply warehouses for the armies now being staged through the city.

Monday, 7 October 2019

Landships!

Little bit of a short post this week, working overtime at the day-job and thus I have less free time. This is an idea that I've had brewing for a while and a question on the Unofficial Savage Worlds Discord prompted me to finally post it. Hopefully this will give people more options and ideas for their Frozen Skies whilst expanding the availability of land vehicles.

Source - Keith Thompson

Iron Beasts


Landships are another weapon of war that found themselves being made surplus to requirements following the end of the Great Darmonican War. Many of the Landship fleets of the various nations were drastically reduced as armies adapted to peacetime budgets, so many machines being scrapped or sold off. Much like war surplus aircraft, many landships were snapped up by private ventures and merc outfits.

Alyeska's Wulver problem has proven to be a renaissance for landships far as the Commonwealth is concerned, their armoured hulls able to turn the claws of the fiercest Wulver. Ex-military landships have been in great demand, they're rugged and easier to maintain compared to aircraft. A few enterprising persons have looked at the possibly of constructing purpose-built civilian models.

Landship

Size: 9 (Huge)
Handling: -2
Top Speed (MPH): 25
Toughness: 24 (8)
Crew: 4 (2+10 if transport variant)
Notes: Heavy Armor, Tracked
Weapons: Varies; Any combination of turret-mounted cannon up to 76mm, Medium and Heavy machine guns on pintle mounts.

Monday, 30 September 2019

Rogue's Gallery: The Kenworth Street Runners

Oh hey, something else that hasn't been done in a while.

This week's post showcases potential allies or foes for the player characters when they've attracted the attention of the authorities. It is also a powerful group that's not to be trifled with, similar in some respects to the Agents and Rangers from Deadlands.


The Commonwealth's Long Arm


The Kenworth Street Runners are a detachment of the Garda's Special Branch, stationed in the Alyeskan capital of Morrdun. They are independent from Alyeska's Air Guard, something that sometimes puts the two groups at odds especially as the Runners rank above the lawmen of Alyeska. Another cause of disgruntlement from the Air Guard is that its own force of detectives are restricted to investigating crime, whereas the Runners deal with matters of national security and conducts investigations to protect the Commonwealth from perceived threats of subversion.

As Alyeska's own lawmen are considered a colonial force, the Runners can ride roughshod over the Air Guard's investigations if the Runners believe it would affect the interests of the Commonwealth. As the Runners are part of the Commonwealth Garda, they have the backing of the Home Isles and by extension are answerable to the Queen of the Commonwealth rather than the High Lord of Alyeska. Again, this helps strokes tensions.

On a normal day-to-day basis, the two forces keep their distance. The Runners only interfere with the Air Guard if a case crops up that concerns the national interests or the Air Guard arrests suspect who is on the Runners' watch list. The High Lord may request the Runners take over an Air Guard investigation, though the Runners aren't obliged to honour the request and will take on the case just to be polite.

Use In Games


As stated above, the Runners are meant to be used when the player characters attract the attention of the authorities. Generally this would be if the PCs get caught up in a spy ring, get their hands on a state secret somehow or get accused of treason. They're not a group to cross lightly and can cause a heap of trouble for the PCs. On the other hand, the Runners could be potent allies for the PCs if an opportunity arose with the influence alone that the Runners are able to bring to bear.

Kenworth Street Runner (Human, Detective)

Rank: Legendary (24 advancements)
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Athletics: d6, Common Knowledge: d6, Driving: d6, Fighting: d8, Intimidation: d6+2, Notice: d8+2, Persuasion: d6, Research: d8, Shooting: d10, Stealth: d8, Taunt: d6, Thievery: d6+1
Pace: 6, Parry: 7, Toughness: 5
Hindrances: Driven (minor), Ruthless (minor), Stubborn, Vow (minor)
Edges: Alertness, Block, Calculating, Charismatic, Combat Reflexes, Dodge, Double Tap, Investigator, Killer Instinct, Level Headed, Marksman, Menacing, Rabble-Rouser, Scholar, Streetwise, Strong Willed, Thief
Weapons: Revolver (2d6+1, 12/24/48, RoF 1, AP 1, Shots 6)

Monday, 23 September 2019

Alyeskan Gazetteer: The Wulf Coast

Been a while since I've done a Gazetteer post, but wished to return to this series and further explore the untamed wilds of Alyeska. Hopefully this end will provide plenty of fodder for people's games and perhaps even spawn an interesting campaign or two. Either way, tis an excellent opportunity to expand the 'map' as it were.


The Wulf Coast


The area known as the Wulf Coast is part of the Alyeskan coastline that runs roughly southwards. It is where a mountain range known as the Shackles meets the sea with towering cliffs and is seperated by the southern end of the Dragonspine Mountains by a coastal plain called the Dunfalk Gap. On the landward side it is surrounded, and thus cut-off from the rest of Alyeska, by the Wulflands.

Even before the creation of the Wulflands, it was a sparsely populated area with only a handful of independent mining outfits and stubborn fisherfolk. The ragged terrain also provided a haven for sea borne pirates, knowing how difficult it would be for the the Commonwealth authorities to dislodge them. Following the Wulver Wars the are became completely cut-off and the pirates faded into obscurity with the rise of their aerial counterparts.

These days the only inhabitants are those who were too stubborn to leave, eking out a bleak existence amidst an unforgiving and ragged terrain. Small, abandoned towns and mining camps are infrequent sights along with roads that have decayed after a decade of neglect. The only true way to get around is on foot, air travel is another option but some areas remain inaccessible.

Use In Games


The Wulf Coast is off the beaten track for normal Frozen Skies games, but there are a few reasons for visiting it.

*It is a relative safe-haven and has drawn some Wulfland survivors in search of some place else to live and has less danger from the bestial Wulvers. They still need supplies and have scavenged items to trade.

*It is a smugglers' haven, ignored by the Commonwealth and gives access to a risky but rewarding route across the Wulflands and over the Dragonspine Mountains.

*Those seeking to escape the notice of the authorities, it is a great place to setup a base even if its taking over one of the abandoned settlements.

*There is rumours of an abandoned military base in the area, one that was setup during the Great Darmonican War. Though, who by? Did they leave anything? Why was it abandoned?

Monday, 16 September 2019

Frozen Skies: A Proposal

In what seems to now be part of an ongoing series, I now present the latest instalment in the Phantom Skyskip Saga. This week's entry is a communique from the commander of the Aero-Fleet's Alyeska Command to the High Lord of Alyeska, whom we covered last week. Here the Royal Aero-Fleet approaches the viceroy of Alyeska with a proposal regarding the mysterious airship.

Troop Carrier - Ian McQue
Your Grace,

I have the honour to refer to the so-called 'Phantom Skyship' that has been frequently sighted on the western fringes.

You have been forwarded the relevant reports concerning the matter, along with the conclusions of my staff. We strongly suspect that the aero-vessel belongs to a foreign power that is largely unknown to us, though further investigation is required to confirm this theory.

To this end I humbly submit a proposal to mount an expedition beyond the Mallett's Rift in order to determine the true origins of the craft in question. Such an expedition would require a sizeable amount of personnel and resources and potentially weaken our standing forces in Alyeska, but it is felt that the benefits would more than outweigh this cost.

An outpost would be required to be established in the Mallett's Rift region, a necessity to allow an expedition force to maintain contact with the civilised world. Even if the expedition proves to be fruitless, the outpost would allow us room for expansion and perhaps eve contain the Wulvers.

The area beyond the Mallett's Rift is largely uncharted, thus giving rise to the possibility of untapped resources that could be claimed by the Commonwealth. In conjunction with the aforementioned outpost, it could increase Alyeska's importance and make it extremely valuable in the Commonwealth's eyes.

Potential benefits aside, I must underline the danger that the unknown skyship poses to our position in Alyeska. If a foreign power is found to have established itself in the western reaches, our defences are extremely venerable if that power proves to be hostile. If anything, its important that we stake the flag in the west to show that the land belongs to us.

I have the honour to be,
Your Grace,
Your obedient servant,
Air Vice-Admiral,
Air Officer Commanding Alyeska Command,


T.D.H. Cunningham

Monday, 9 September 2019

The Man Who Would Be King

Already mentioned that part of the process of updating Frozen Skies to SWADE is making some changes and revisions to the setting, the intent to tighten up and make clearer the background lore. This has included giving the Commonwealth more of an Irish/Celtic feel by making some changes to how it is structured and providing Gaelic based names for different titles and organisations. This week we turn to Alyeska and a complete overhaul of the Lord-Governor.


Viktor Cathmore, Ard Tiarna of Alyeska


The biggest thing people will notice is that both the title and person holding it have been changed.

Ard Tiarna translates as 'high lord', in Frozen Skies it is a position held by a clsoe family member of the reigning monarch of the Commonwealth and is appointed to that role. The High Lord of Alyeska is effectively a viceroy, who runs the territory in the name of and as a representative of the Commonwealth monarch. As the monarch's representative, the High Lord performs the ceremonial and constitutional functions of a head of state and holds executive power over Alyeska's own parliament. The High Lord also serves as the commander-in-chief of Alyeska's armed forces, making the post as much a military appointment as a civil one.

The current High Lord of Alyeska is Viktor Cathmore, the uncle of the reigning Queen Lothwyn and was appointed to the position by her father during his own reign. The fact that the Queen lacks any siblings was a big influence in Viktor remaining in the role when Lothwyn ascended to the throne, thus giving raise to a situation where the de facto 'king' of Alyeska has ruled longer than the actual sovereign of the Commonwealth. The extra time Viktor has had in the role has allowed him to cement his position and many suspect that he will not easily step down if Lothwyn chooses to replace him.

As Lothwyn has yet to take a husband and bear any children, Viktor is currently the heir presumptive and stands to inherit the Commonwealth throne when Lothwyn passes unless she ends up having children. This potentially sets Viktor up as one of the most powerful men in the Commonwealth and somebody who has much to gain if anything...unfortunate happens to his niece.

Viktor is known to be a stern man and is widely suspected to have built up a circle of supporters in both Alyeska and the Home Isles. He is also a skilled fighter and practices with the blade daily.

Monday, 2 September 2019

Frozen Skies: A Classified Report

Last week's post of some in-setting fluff proved to be a big hit, so here is a sequel of a sorts. If this proves to be as popular I'll certainly see about doing some more along similar lines. There is potential to do newspaper articles, letters, extracts from books and other pieces.

So if you want to see more of this, then please let me and in particular the sort of stuff you want to see.






CLASSIFIED TOP SECRET

AIR MINISTRY EYES ONLY


RE: UNIDENTIFIED SKYSHIP

YOUR LORDSHIPS,

AS PER YOUR RECENT REQUEST I HAVE COMPILED TOGETHER THE VARIOUS REPORTS MADE OF AN UNIDENTIFIED SKYSHIP SIGHTED ON THE WESTERN FRONTIER OF ALYESKA IN RECENT MONTHS. I HAVE DRAWN UPON SOURCES RANGING FROM AERO-FLEET PERSONNEL THROUGH TO CIVILIAN FRONTIERSMEN, MAKING NOTE OF THE DETAILS THEY HAVE ALL PROVIDED IN ORDER TO WRITE MY REPORT ON THE MATTER.

I HAVE NOT SUCCEEDED IN POSITIVELY IDENTIFYING THE ORIGINS OF THE MYSTERIOUS SKYSHIP. INSTEAD I HAVE THREE THEORIES, THOUGH I FEAR THEY WILL RAISE MORE QUESTIONS THAN PROVIDE ANY ANSWERS. EACH THEORY HAS ITS PROS AND CONS THAT I SHALL ENDEAVOUR TO COVER, THOUGH I MUST STRESS THEY ARE ONLY THEORIES.

1. THE PREVAILING THEORY IS THAT THE CRAFT IS ANCIENT TERRAN IN ORIGIN, SOMETHING THAT WOULD ACCOUNT FOR ITS DESIGN. THOUGH MOST ANCIENT AERO-CRAFT ENCOUNTERED TO DATE HAVE BEEN HALF-BURIED, RUSTY HULKS THAT WOULD REQUIRE CONSIDERABLE RESOURCES TO MAKE AIRWORTHY. EVEN IF SUCH A FEAT WAS ACHIEVED, OUR KNOWLEDGE OF ANCIENT TECHNOLOGY IS STILL PITIFUL AND I DOUBT SUCH A CRAFT COULD BE MADE OPERATIONAL WITH OUR CURRENT UNDERSTANDING.

FURTHER MORE, DESCRIPTION OF THE CRAFT DOES NOT SUGGEST SOMETHING THAT HAS BEEN SALVAGED AND PATCHED TOGETHER. THE CONDITION REPORTED APPEARS THE CRAFT IS A MUCH MORE RECENT BUILD, SO THIS IS A THEORY THAT I WOULD DISCOUNT.

2. THE IRON COLLECTIVE IS A STRONG CANDIDATE, THOUGH DUE TO ITS ISOLATIONIST NATURE WE ONLY HEAR RUMOURS OF ITS MILITARY AND TECHNOLOGICAL CAPABILITIES. THUS DUE TO OUR LIMITED KNOWLEDGE AND INTELLIGENCE, IT IS ENTIRELY PLAUSIBLE THAT THE COLLECTIVE HAS MANAGED TO DESIGN AND BUILD NEW DESIGNS OF AERO-VESSELS WITHOUT OUR KNOWLEDGE.

WHERE THIS THEORY FALLS DOWN IS THAT AT THE END OF THE LAST WAR, WITH THE SKYWRIGHTS GUILD'S BLESSING, THE RAF LAUNCHED STRIKES AGAINST SKYSHIP FACILITIES WITHIN THE THEN FLEDGING COLLECTIVE. INTELLIGENCE REPORTS AT THE TIME ESTIMATED 5 TO 10 YEARS BEFORE THE COLLECTIVE'S FACILITIES TO MAINTAIN AND CONSTRUCT NEW SKYSHIPS WERE FULLY RESTORED. BASED ON CONSERVATIVE ESTIMATES, IT IS BELIEVED THAT THE COLLECTIVE WOULD NOT INTRODUCE NEW DESIGNS FOR ANOTHER FIVE YEARS.

IF THE COLLECTIVE HAS MANAGED TO NOT ONLY MAKE FULLY OPERATIONAL ITS SKYSHIP FACILITIES BUT CONSTRUCT AND COMMISSION NEW DESIGNS, IT SHOWS THAT WE HAVE SEVERELY UNDERESTIMATED THE CAPABILITIES OF THAT STATE.

ADDITIONALLY, IF IRON COLLECTIVE VESSELS ARE NOW ROAMING THE WESTERN REACHES OF ALYESKA IT SHOWS THAT THEY ARE ABLE TO DANGEROUSLY OUTFLANK US. IN ORDER TO ACHIEVE THIS FEAR WE HAVE TO PRESUME THAT THE COLLECTIVE HAS MANAGED TO NAVIGATE THE POLAR REGIONS, THUS GIVING THEM THE OPPORTUNITY TO STRIKE AT THE TRADITIONALLY UNDER-DEFENDED NORTHERN AND WESTERN REGIONS OF THE HOME ISLES. THIS PROSPECT ALONE SHOULD BE THE RAF'S PRIMARY CONCERN GOING FORWARDS REGARDLESS OF OTHER FACTORS.

3. THE FINAL THEORY IS THAT AN UNKNOWN POWER FAR TO THE WEST OF ALYESKA HAS STARTED EXPANDING EASTWARD.

THIS THEORY HAS SOME CREDENCE AS ANOTHER EMPIRE IS BELIEVE TO EXIST BEYOND THE EASTERN FRONTIERS OF WHAT IS NOW THE IRON COLLECTIVE. BEFORE THE WAR THERE WERE REPORTS OF PERSONS WHO CLAIMED TO BE FROM THE DISTANT EAST AND SPOKE OF A VAST EMPIRE. OTHER DETAILS ARE SOMEWHAT SCARCE, THUS LEAVING US TO ONLY GUESS AT THIS UNKNOWN EMPIRE'S TECHNOLOGICAL PROWESS AND CAPABILITIES.

I CONSIDER THIS THEORY TO BE THE MOST LIKEST OF THE THREE, THOUGH IT IS HEAVILY RELIANT ON THE UNKNOWN. AS HIGHLIGHTED ABOVE, THERE IS SOME EVIDENCE THAT SUGGESTS THAT SUCH AN EMPIRE EXIST BUT IT IS IN PART OF A WORLD THAT WE KNOW SO LITTLE ABOUT. LIKEWISE, THAT IS STILL SO MUCH OF ALYESKA BEYOND THE WULFLANDS THAT REMAIN UNEXPLORED.

IN CONCLUSION

AS STATED, THESE ARE JUST THEORIES AND ONLY OFFER POSSIBLE ANSWERS RATHER THAN ANYTHING CONCRETE. THOUGH IT IS UP TO THE AIR MINISTRY AS TO THE COURSE OF ACTION TO TAKE, IT IS MY STRONG RECOMMENDATION THAT AN EXPEDITIONARY FORCE IS DESPATCHED BEYOND THE MALLETT'S RIFT REGION WITH THE VIEW OF ESTABLISHING AN OUTPOST IN THAT AREA. SUCH AN OUTPOST WOULD ALLOW US TO HAVE A PRESENCE IN THE AREA IN QUESTION, INCREASE OUR CHANCES OF INTERCEPTION THE MYSTERIOUS SKYSHIP AND POSSIBLY EVEN AID WITH THE RECLAMATION OF THE WULFLANDS.


SQN LDR F. SCANLAN
R.A.F. INTELLIGENCE

Monday, 26 August 2019

Frozen Skies: The Phantom Skyship

OK, something a little different this week.

This is a piece of in-setting fluff, usable as an adventure hook or a red herring in a campaign. It may or may not be used to fuel the plot of the Frozen Skies setting. Depending on how well it is received, I may do more like it.


FROM: HMAS MACHA, PERSONAL FROM W/C O'MALLORY
TO: VICE AIR ADMIRAL CUNNINGHAM, HQ RAF ALYESKA COMMAND
REF NO: 5035, 14 MALDUN 1836

SIR,

AS PER YOUR ORDERS, TOOK THE MACHA ON AN EXTENDED PATROL ACROSS THE WULFLANDS TO THE MALLETT'S RIFT REGION. SUPPLEMENTARY TO YOUR ORDERS, WE PUT IN GOODWILL VISITS TO A NUMBER OF WULFLANDER SETTLEMENTS, THE RELEVANT DETAILS ARE INCLUDED IN THE ATTACHED REPORT.

WE REACHED THE MALLETT'S RIFT AREA ON THE FIFTH DAY SINCE LEAVING CALHALLOW, I SET THE CREW ABOUT SPOTTING WULVER MIGRATION ROUTES TO AID OPERATIONS ELSEWHERE AGAINST THE BEASTS.

IT WAS A QUARTER WAY THROUGH THE FIRST DOG WATCH WHEN PORTSIDE LOOKOUTS REPORTED AN AERIAL OBJECT DUE WEST OF THE MACHA. THE OFFICER OF THE WATCH SOUNDED ACTION STATIONS AND I WAS SUMMONED TO THE BRIDGE. THE OBJECT WAS IDENTIFIED AS AN AERIAL CRAFT, THOUGH ORIGINS UNKNOWN. ATTEMPTS TO HAIL THE CRAFT VIA RADIO AND SIGNAL LAMPS WERE TO NO AVAIL.

THE CRAFT CLOSED TO WITHIN HALF MILE OF THE MACHA, BUT MADE NO HOSTILE MOVES AND FLEW PARALLEL WITH US FOR SOME TIME. WE WERE ABLE TO GET A GOOD LOOK AT THE STRANGE CRAFT, CERTAINLY A DESIGN THAT I DID NOT RECOGNIZE. WE DID NOT SPOT ANY WEAPONS, NOR ANY OBVIOUS MEANS OF PROPULSION.

WITHOUT WARNING, THE CRAFT ABRUPTLY CHANGED COURSE HEADING WESTWARDS. THE CRAFT EASILY OUT-RANGED THE MACHA, EVEN AT A SPEED OF THIRTY-TWO KNOTS. THE CRAFT ALSO PROVED TO BE EXCEPTIONALLY AGILE, SEEMINGLY RAPIDLY ABLE TO COME TO A NEW HEADING WITHOUT DIFFICULTY.

THE WULFLANDERS WE QUIZZED AFTERWARDS REPORTED THAT THE CRAFT, AND MANY LIKE IT, HAVE BEEN SPOTTED IN THE MALLETT'S RIFT REGION OVER THE PREVIOUS FEW MONTHS. ATTEMPTS TO ESTABLISH CONTACT WITH THE CRAFT HAVE REPORTEDLY BEEN UNSUCCESSFUL.

SEAN O'MALLORY
CAPTAIN
O/C HMAS MACHA

Monday, 19 August 2019

Frozen Skies: The Gardaí Aeir (Air Guard)

I've mentioned a few times already, part of the process of updating Frozen Skies to SWADE is making some revisions to the setting's lore. I've already revisited the Commonwealth with the intention of giving it a more Irish/Celtic flair, including having a national police force called the Garda. This week sees some changes to Alyeska, chiefly renaming the Royal Alyeskan Air Police to the Gardaí Aeir Alyeska.

Guardians of the Air


Compared to the Garda in the Commonwealth's Home Isles, the Air Guard of Alyeska is very much a colonial force. The Air Guard has more of a military feel, its officers being routinely armed in addition to being able to pilot an aircraft. Air Guard officers are expected to fly a wide range of aircraft, from scout aircraft to patrol remote areas to fully fledge fighter squadrons to help defend larger settlements.

The Air Guard divides Alyeska into Regions for command purposes, each Region roughly matching an geographical region. Regions are typically under the charge of Assistant Commissioners.

Directly subordinate to the Assistant Commissioners are Chief Superintendents, most of whom supervise what are called Divisions. Each Division contains a number of Districts, each commanded by a Superintendent assisted by a team of Inspectors. Each District contains a number of Detachments, which are usually commanded by Sergeants.

Typically each Detachments contains only one Garda station. A different number of Gardaí are based at each station depending on its importance. Most of these stations employ the basic rank of Garda, the smallest station consisting of only three men.

Ranks



  • Commissioner.
  • Deputy Commissioner.
  • Assistant Commissioner.
  • Chief Superintendent.
  • Superintendent.
  • Inspector.
  • Air Sergeant.
  • Garda/Airman.