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Author Topic: Info Peacekeeping  (Read 1198 times)

Offline Southern Records

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« on: April 12, 2017, 09:34:22 AM »

Peacekeepers are the arm of law and order inside the Hold. Their job description is large and varied as different squadrons will perform different jobs. In general, peacekeepers will settle domestic disputes, handle accusations of theft, and act as a small judicial system. Captains will bring serious cases to their commander for review, but otherwise the squadrons handle much of the lesser offenses on their own. In the days during the 9th Pass, Peacekeepers were charged with handing out food rations and ensuring a fair delivery.

Squadrons - made up of smaller groups of keepers, usually no more than fifteen to the squad including their captain. Squadrons are assigned to particular areas of the Hold, called beats, that they patrol, guard, or some combination of the two. Larger districts of the Hold, such as the market district, might be broken down into two or three parts to make the beats easy for squadrons to police. Two squadrons might also be assigned to the same beat, but one works during the day and the other works during the night.

In extreme cases, two smaller squads might be combined into one larger one due to injury, death, or simple lack of experienced commanders. Sadly this practice was more common as Holds fell to Thread and lost experienced members to disease, Thread, and fighting.

Quadrants - districts of beats that create distinct sections of the Hold. These quadrants are not on a strict grid as the name suggests; rather, they are beats in similar districts or neighborhoods or that are close in proximity to each other. Thus, a map of the quadrants looks more fluid in shape, rather than square. Quadrants can also change in size and shape whenever beats are added or taken away from the patrolling area.

Public Opinion
This varies greatly depending on the background and circumstances people found themselves in. For the standard Holder, one who lost a few family members, but didn't have to commit some of the more unsavory acts to stay alive, the peacekeepers would be viewed as a respectable and well thought of career choice. Standard Keepers, would not be deemed ranked in their eyes, however, the Captains and Commander would deemed so. The Peacekeepers to these Holders, would have been just as their name suggests, an organisation who protected them from the ruffians and gangs that formed in this tumultuous time and acting under the blessing of their Lord Holder.

However, in this time, many of Holders had to take risks to ensure their survival, many having to push their moral boundaries. In this time, the emergence of the gangs and whorehouses would have been because of necessity. These folk could potentially view the Peacekeepers as unnecessary evil, the equivalent of just another gang, with greater permissions and egoism which allows them to break whichever rules they see fit. With the emergence of corrupt Peacekeepers and the like, however, they might have latched onto the few contacts they had in the force in order to keep their darker way of life alive.

Additionally, there would be crafters and holders who view the Peacekeepers as a necessary evil. Perhaps they are glad that many of the gangs and dregs of society are being put to justice, however, they recognize that many Peacekeepers have violent and arrogant tendencies, referring to the organization as "The Lord Holder's Gang."

It is important to note that many of the Peacekeepers' whers are muzzled for safety. Wherhandlers among holders and crafters see this as a sign of improper training, despite the efforts the Peacekeepers go through.

In the weyr, weyrfolk and dragonriders just don't care about the peacekeepers. It was neither part of their past nor their present, as they largely dealt with their own issues during the catastrophe, much as they do now. Peacekeeping isn't even a recognized profession anymore, so for all the weyr cares, they're holders, plain and simple.

All prospective peacekeepers must complete a minimum two and one-half Turns of training before being assigned to a squadron full-time. The prospects must train their bodies to be in top physical and mental condition in order to match their wher's strength. The first two turns are spent learning how whers fit into the Peacekeeping world, and what the handler's roles are. The next five months are spent in a training squad where newly-graduated prospects work with experienced keepers to get practical experience.

Prospects have to pass miniature exams/benchmarks in order to progress. These are given every five months, with the final exam being at the end of two Turns. Prospects who do not pass are encouraged to keep with their training and partner with keepers in the training squads early to make sure they are developing the proper skills. Prospects can only be placed in a training squad after passing the final exam.

Subjects - * denotes wher training
Stopping* - This class trains the handler in forcing their wher to stop all movement: attacks, tracking, even basic moving around.
Scent Tracking* - This class has the handler and the wher work on tracking. First, the wher is trained to recognize their handler's scent. Next, they work on tracking other whers (as the scent is more familiar), and end with tracking people.
Restraint* - Whers are violent by nature. Restraint guides the handlers into commanding their whers to use non-lethal force. This is different from Stopping in that sometimes the whers must use action to detain suspects, so they learn to do so without fatalities.
Basic - This introduces all prospects to the basics of Peacekeeping. Ranks, beats, squadrons, quadrants, how the Hold is divided up, duties, variations in assignments...it's all covered here.
Cartography - Here prospects will work with specialized maps of the Hold. They learn the routes of major beats, the boundaries of each beat and quadrant, and where the captains' offices are.
Physical Fitness - Physical strength is extremely important. Prospects are taken through the paces of endurance, strength, speed, and agility programs. They learn to work and move in the leather armor, increase their strength and endurance, and practice flexibility.
Execution - Execution works with how well prospects can follow orders. First they learn standard responses to certain situations. As they become more familiar with the expected response, they are given situations that vary from textbook and must determine the best course of action. They also work with memory: memory-matching problems are common at the beginning of the class, which increase in difficulty to complex instructions that must be followed on the first attempt.
Combat* - This class is split into two sections. First, prospects will learn hand-to-hand combat styles, including defending themselves from an attacker with fists or a dagger. They train with daggers like what they will be given upon graduation and also learn non-lethal force to subdue and restrain suspects without the use of their wher. Second, the whers are trained in combat against other whers. The goal is to subdue, not maim every wher they come across, so they must be carefully controlled.
Leadership - This class is generally not open to prospects except in exceptional cases. Here current keepers desiring promotion learn about the intricate details of leading squadrons. Keepers who do not become captains due to this class do maintain class completion on their records. This increases their chances for promotion to lieutenant or commander in the future. This class does need to be re-taken ever five turns to remain current on the record.

Training Schedules
Prospects do not really follow a set schedule so long as they show up for their class times. Breakfast, lunch, and dinner are eaten on their own terms with training taking place in the morning and afternoon. A few classes do fall after dinner time in the later months. Prospects cannot move on to the next phase of training until they pass the benchmark test every five months.

Note: Training cannot officially begin until the prospect has bonded to a wher.

Months 1-5
8am: Physical Fitness
1pm: Basic
When not in class, prospects are encouraged to talk to their whers and begin to encourage a strong bond. They also may help out around offices by filing, running errands, and repairing armor, belts, leashes, etc.

Months 6-10
8am: Execution
10am: Physical Fitness (increased difficulty)
1pm: Stopping
When not in class, prospects are encouraged to work with their whers on their own or in small groups. They also may help out around offices by filing, running errands, and repairing armor, belts, leashes, etc.

Months 11-15
8am: Physical Fitness
10am: Execution
1pm: Stopping (increased difficulty)
3pm: Combat
When not in class, prospects are encouraged to work with their whers on their own or in small groups. They are not allowed to practice manned combat without an instructor present. They also may help out around offices by filing, running errands, and repairing armor, belts, leashes, etc.

Months 16-20
8am: Physical Fitness
10am: Cartography
1pm: Stopping
3pm: Combat
6pm: Execution

Final Exam
If the prospect passes the exam, they move on to the final set. If they fail, the prospect is given a review that explains their strengths and weaknesses. They will then repeat the classes that they need the most improvement in. These schedules are created as necessary. The prospect must wait until the next final exam to re-test.

Months 21-25
Placed in a training squadron. At the end of this they are assigned to squadrons based on their strengths or the needs at the time.

If a prospect never manages to pass the exam, they are encouraged to find other uses for their wher (who must be properly leashed and muzzled). If they wish to keep working with the peacekeepers, they are trained to repair armor, belts, and tools or in office work. They also might serve as messengers, running from one office to another.

A keeper is a Peacekeeper in its most basic form. He or she is a member of a squadron with a trained wher who works on beats under the direction of the captain. Each keeper has boiled leather armor that they must wear while on duty. The armor consists of a breastplate, vambrace, gauntlets, cuisse, and greaves. Keepers are also given a pair of thick leather boots, a small dagger, a club (similar to a modern nightstick), and a leash and muzzle for their wher.

Unfortunately, as the Pass progressed, Hold life became more and more dangerous. Gangs, brothels, and gambling dens began popping up in abandoned parts of the Hold, and some keepers were lured in by the darker holders. Many of these keepers were able to keep their job by hiding their involvement, but others still used their connections as a keeper to help out their gang or the brothel they frequented. Corruption could be as simple as overlooking gang violence or run as deep as smuggling items between locations using a keeper's free reign of the hold.

A Keeper can work with a wher of any colour that has passed their tests.

The captain is the leader of each squad. He or she has proven themselves to be a good leader and able to balance both the actual job of peacekeeping while maintaining the extra responsibilities of leading. Captains are issued the same uniform as keepers, but they have a flat knotted badge attached to the left side of their chestplate. It is a single knot in the colors of Fort Hold, yellow and brown.

Captains generally frown on corruption among their ranks, but some captains don't care as long as the keeper completes his duties. Others still are corrupt themselves and recruit within their gang for peacekeeping or within the keepers for their gang. Captains do have the right to punish their keepers if they step out of line or disobey an order. See the Punishment section for more information.

A Captain can work with a brown, bronze or gold wher that has passed their tests.

The commander is in control of a quadrant, the groups of squadrons. He or she has proven themselves to be a good leader. They are able to go out into the field from time to time, but normally the Commander is dealing with reports and paperwork in his small alcove of an office. These alcoves are carved into the tunnels of the Hold or tucked into a small building, depending on the location of the quadrant. The commander is also a member of the council, the leading body of the peacekeepers. The commander has a double knot badge on the left side of the chestplate. It is a double knot in the colors of Fort Hold, yellow and brown.

A Commander can work with a brown, bronze or gold wher that has passed their tests.

The Chief is elected from the Council. This is the mouthpiece of the peacekeepers. He is the one who will post announcements and read them to the Hold, if needed, as well as meet with the Lord Holder or other parties within the Hold that have questions for the Peacekeepers. The Chief's badge is also yellow and brown, Fort Hold colors, but worn as a triple knot on the left chestplate.

The Chief can work with a brown, bronze or gold wher that has passed their tests.

Every turn, the keepers go through a period of review. Their record starts out at zero. A positive review will add points to their record, while a negative will remove points. Neutral reviews maintain the current point value. Retraining does not take place until a keeper's record drops to -2. Points are assigned based on a variety of benchmarks: complaints against the keeper, positve interactions with holders and fellow keepers, accurate reports, behavior of the wher, etc.

To be considered for a captain, a keeper must have a +5 on their record. Once this is achieved, he or she sits before the council and will be interviewed. If he fails the interview, he must wait another year before being considered for captain. If he passes, then he is assigned a squad or placed on a list to receive one.

To be a commander, a keeper must have been a captain for at least three Turns and pass another interview.

Punishments are assigned by captains, commanders, and the chief based on the severity of the crime, the attitude of the keeper, and the consequences of the crime. This is not a comprehensive list, but rather a sample of some ideas that have used in the past.
- Construction: rebuilding parts of the hold that have fallen into disrepair, either because of neglect or damaged because of the offending keeper.
- Manual Labor: the keeper is assigned to work with a labor team for a certain amount of time. For this duration, they must listen to the team leader. Jobs involve fixing the hold's tunnels, digging trenches around the fields, working the fields, or working with animals.
-  Training Squad: the keeper is reassigned to a training squad to work with the newest keepers (and be treated like one).
- Training: the keeper is required to sit through a specific training class as required by the leader issuing the punishment.
- Ground Crews: (considered the most dangerous punishment) work with the hold's group crews to scan and remove Thread that fell to the ground. Keepers are actually useful in this because of their whers, but it is dangerous.

Credited to lacihparg for use on SWW; credited to Inki for use on SWW.
« Last Edit: September 05, 2018, 02:00:32 PM by Southern Records »
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