What was once a gaggle of children and the elderly playing at soldier, while those that were more able bodied had trades, the Military now has a very real and very important place in this new world. The Scarecrow, Ozma and Azkadellia all have forms of militaries and all are viewed as legitimate enterprises to join within. The notes below are incomplete, but they are the structures as I understand them. Since the inception of the Counsel of the United Oz Coalition for prosperity and productivity there have been several changes to the military, including compulsory service for some. If compulsory service is required (OOG: 21 years of Age or younger) belt favors with the Military Force you are a member of will be supplied and must be worn at all times.
All adults that have not achieved majority (21 years of age OOG) must be conscripted for a term of service no less than that of attaining majority into one of the forces of Oz. Enlistment after majority is by choice, terms of non-officer service to not exceed 200 years.
This established practice was decided upon during the "Child Enlistment and Service Act" counsel of the United Oz Coalition for prosperity and productivity. A Tri-Partisan force working towards the betterment of all of Oz's citizens.
All conscripted, Officers and Civil Authorities may not partake of Alcoholic Beverages (OOG or IG) while on duty. Duty is determined to be until the duration of their Service has expired and they are no longer a member of the Forces of Oz. Punishment for offenders is banishment from Oz without chance of parole.
This established practice was decided upon during the "Armed Men and Women are Getting Drunk and Hurting Themselves and Others" counsel of the United Oz Coalition for prosperity and productivity. A Tri-Partisan force working towards the betterment of all of Oz's citizens.
(positions acquired through merit/service. typical military)
SYMBOL: White picket fence in front of a cob of corn and rye
- Specialist (Culinary, Engineer, etc)
- Commissar (NCO)
- Captain (Coordinates Town)
- Major (Coordinates Territory)
- Captain General - Omby Amby
The Scarecrow is the known and appointed Ruler of Oz. He has built up an army to protect the lands, at first simply made up of old men and children; the army is now a thriving tool within the lands. Since the 'Great Spell' failed, and the forces of evil that have surrounded and filled Oz have been amassing, their work is tireless as they prepare to protect the one's they love. In an attempt at maintaining Order, the Scarecrow has aligned himself with Azkadellia and allows her to maintain the civil authorities within townships.
It is rumored that there are those within the Military who detest the fact that the Scarecrow has made a deal with Azkadellia, and are looking for any opportunity to sever that relationship at the earliest convenience for the betterment of all of Oz.
(positions are appointed)
SYMBOL: Iron Kite Shield with a Black Tower
- Patrolman (Town cops)
- Marshall (Sergeant of a Town)
- Tin Man (Sergeant of a Territory)
- Civil Authority (many different fields, architecture/engineering/commerce)
- Warlord - Deuschainne Dupree
The dark once self-titled Tyrant of Oz; Azkadellia has recently joined forces with the Scarecrow. Her civil forces, officers and authorities, have aided in maintaining a semblance of law and order within the lands of Oz. While she has allied herself with the Ruler, it is rumored that it is only a matter of time before the Sorceress again tries to wrest control from the King.
It is rumored that Azkadellia has a secret assassin's guild that has grown in strength and popularity, seemingly in readiness for the great spell of immortality to fall...like it has.
(positions are elected)
SYMBOL: Green Emerald with a Rainbow
- Soldier - Male and Female
- Lady - Female only (responsible for throwing parties and events)
- Duchess (responsible for covert dealings in a township)
- Princess (responsible for military actions in a territory)
- Matron of Roy G Biv - Matron Peregrine (coordinates all territories)
Ozma once rose to great position, her rebel army of women having overthrown the Scarecrow for a time. Once her people had acquired power however, they quickly lost it again to the forces of the Scarecrow. Ozma's armies are amassing again however and their rebel parties, balls and events, are the stories of legend. While they all hope and assist the eventual raising of their Queen to the rankings of Ruler of Oz again, they have been held in check by the newly aligned Scarecrow and Azkadellia. Support of Ozma is not outlawed, per se, but when the rabble rousers come out, it's not unheard of for them to mysteriously disappear. They are permitted a seat in the United Oz Coalition out of respect for Ozma's heritage.
Wayfarers believe that they are reincarnated from ancestors and that their memories are available to those who are willing to listen. The mind is an ocean of thoughts, worries, and memories. When a viewer is truly open to their dreams, an ancestor will visit them in their minds and give them a personal quest.
Wayfarers are happy to share their dreams, visions, and memories to those who care to listen. They find peace in interpreting dreams for others. They are staunch pacifists. Their symbol is a snake eating its tail.
There has been a long animosity and distrust of Immortals due to an ancient war between Immortals in which many of the first viewers were accidentally killed when caught in the crossfire. The shadows of the memories are passed on to help Wayfarers remember.
Twighlight the Fairy was the creator of the Deadly Desert, the killing lands surrounding Oz. This desert protects Oz from all of those who would try to enter, but also keeps the citizens in and safe. While some might consider death an unacceptable punishment, this viewpoint resonates with others.
The Sentinels of the Sand follow the mindset that judgement must be passed and punishment delivered. The Land of Oz grants them the powers through prayer to decide who is worthy.
A knightly order among Unionists, these warriors travel the lands in search of miracles, holy relics, or spiritual enlightenment. They have a very strict code of ethics given to them by their teachers, and are unique to each knight. The challenges given to them are chosen as what the knight must strive for to reach the ultimate goal of Sainthood. They generally have calm demeanors, but are trained to be fearsome warriors when provoked.