Soviet Panda
Red Panda Commanda.
The rule of mankind has been brought to it's knees. A plague so virulent and infectious that it corrupted and killed all it touched. Whole kingdoms slowly and painfully withered away because of this fell disease. A disease of magical origins, that much was clear. Yet no mage could cleanse it, such was the power of this shadowed caster. Soon, only pockets of humanity clung to life. These pockets were those the cloistered themselves away from the rest of the world. And most of those groups were the knightly orders of the land. From the Order of the Maple, who zealously protected their forest from invaders, to the Hedgehog Sentinels, whose mountain home was simply to arduous to reach for most.
Now, these knightly orders are all that remain. The kingdoms that once were have crumpled to dust, leaving their prestige and hordes of materials behind. Castle walls untouched by war, treasuries filled with gold unspent. A taunting lure for all of the orders. And they would have been quickly snatched up, had the plague not still lurked around every corner.
Twisted beasts stalk the world, infecting all they touch and twisting the land they tread upon. It is all the orders can do simply to survive unless this curse was lifted from the world. But, as luck would have it, a diviner with his phoenix companion have managed to find the source of this plague, though not cleanse it. Now, he beseeches the knightly orders to send him their strongest to rid the world of this evil. And while the leaders are all to glad to be rid of the plague, they plot behind closed doors. For allies may soon become enemies in their bid for a kingdom.
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Knight CS (Leave this here)
Appearance:
Name:
Age: (minimum of 18)
Knight Order: (Which one are you in)
Personality: (At least one paragraph please.)
Background: (At least two paragraphs please.)
Equipment: (Armor, weapons, do you have a horse or not. Etc. etc.)
Magic: (Optional)
Demon: (What is it and what can it do?)
Knightly Order CS (PM this to me.)
Name:
Brief History:
Ranking System: (How they organize themselves and show rank. If they do that.)
High Concept: (What is the overall theme of the Order?)
Current Leader: (For the political intrigue between Orders.)
Current Knightly Orders.
Now, these knightly orders are all that remain. The kingdoms that once were have crumpled to dust, leaving their prestige and hordes of materials behind. Castle walls untouched by war, treasuries filled with gold unspent. A taunting lure for all of the orders. And they would have been quickly snatched up, had the plague not still lurked around every corner.
Twisted beasts stalk the world, infecting all they touch and twisting the land they tread upon. It is all the orders can do simply to survive unless this curse was lifted from the world. But, as luck would have it, a diviner with his phoenix companion have managed to find the source of this plague, though not cleanse it. Now, he beseeches the knightly orders to send him their strongest to rid the world of this evil. And while the leaders are all to glad to be rid of the plague, they plot behind closed doors. For allies may soon become enemies in their bid for a kingdom.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Knight CS (Leave this here)
Appearance:
Name:
Age: (minimum of 18)
Knight Order: (Which one are you in)
Personality: (At least one paragraph please.)
Background: (At least two paragraphs please.)
Equipment: (Armor, weapons, do you have a horse or not. Etc. etc.)
Magic: (Optional)
Demon: (What is it and what can it do?)
Knightly Order CS (PM this to me.)
Name:
Brief History:
Ranking System: (How they organize themselves and show rank. If they do that.)
High Concept: (What is the overall theme of the Order?)
Current Leader: (For the political intrigue between Orders.)
Knightly orders have begun making pacts, through rituals, with supernatural beings commonly referred to as demons. Not all are demons, it's just a net term.
Demons are not of this world and are called here via a ritual. Demons come from a different realm filled with the raw primordial energies of magic. Not much is known about this realm, and the creatures called from there tend to not talk about it. There are several demon variants that come from the human realm, none of which are magically inclined, such as Lycanthropes, griffins, and arguably golems. Demons are relatively easy to gain if one does not care what they get. Specific companions are harder to get for the ritual takes longer to prepare, the required materials needing to be gathered and added.
These demons hold a large portion of whatever magic the knight uses, though their magic levels can vary from creature to creature, and some forgo magic capabilities in exchange for more physical strength. On a list of rarity, powerful creatures such as dragons, large elemental, and greater demons are at the top. These creatures, if deciding to answer the powerful magical call, can resist the ritual completely if they do not like what they see, possibly even going on a rampage. Making the arduous ritual a giant waste of time and energy as well as dangerous. Almost everything else is commonly seen.
Mundane magic. Mundane magic is the magic that humans can naturally wield. Anyone can wield this kind of magic, and it can be as powerful as a Demon's magic. The draw back is mundane magic always requires a tedious ritual. Drawings on the ground, burning incense, etc. Large groups of people can make this faster, but as the old saying goes, to many cooks spoil the broth.
Fay magic. Fay magic, or Demonic magic, is the magic companions use. They do not need to perform rituals to use their magic, and so can quickly fire out many spells. However, most demons have a fairly narrow skill set and can take months if not years to learn another spell.
Demons are not of this world and are called here via a ritual. Demons come from a different realm filled with the raw primordial energies of magic. Not much is known about this realm, and the creatures called from there tend to not talk about it. There are several demon variants that come from the human realm, none of which are magically inclined, such as Lycanthropes, griffins, and arguably golems. Demons are relatively easy to gain if one does not care what they get. Specific companions are harder to get for the ritual takes longer to prepare, the required materials needing to be gathered and added.
These demons hold a large portion of whatever magic the knight uses, though their magic levels can vary from creature to creature, and some forgo magic capabilities in exchange for more physical strength. On a list of rarity, powerful creatures such as dragons, large elemental, and greater demons are at the top. These creatures, if deciding to answer the powerful magical call, can resist the ritual completely if they do not like what they see, possibly even going on a rampage. Making the arduous ritual a giant waste of time and energy as well as dangerous. Almost everything else is commonly seen.
Mundane magic. Mundane magic is the magic that humans can naturally wield. Anyone can wield this kind of magic, and it can be as powerful as a Demon's magic. The draw back is mundane magic always requires a tedious ritual. Drawings on the ground, burning incense, etc. Large groups of people can make this faster, but as the old saying goes, to many cooks spoil the broth.
Fay magic. Fay magic, or Demonic magic, is the magic companions use. They do not need to perform rituals to use their magic, and so can quickly fire out many spells. However, most demons have a fairly narrow skill set and can take months if not years to learn another spell.
Current Knightly Orders.
The Order's beginnings are shrouded in mystery. All that is known is that it was founded some time shortly after the beginning of the Black Plague. And that the first members were formerly followers of a god. Order records state that they found their salvation in a clearing with a lone maple tree standing proudly in the center. There the Goddess revealed herself. She had red hair that blazed like fire, skin as fair as snow, and beasts flocked to her as if she were their mother. This was truly a divine being, but the heart and mind of man is a skittish one. Like a rabbit sensing danger and ready to bolt for it's hole, so to were the men who had found the clearing. But the Goddess calmed them, assuring them that she did not want to harm them. She saw how they thirsted, for the last of their water had run out days before, and she cupped her hands and water come as if from a spring before telling them to drink. As they drank from the water that came as if from a spring, they felt as if they had been reborn. The water had given them energy they had not had since they were youths. She saw how they starved, for their hunting and gathering had found nothing in the barren landscape. And from her hair she pulled berries of the most fiery red and commanded them to eat. With each berry they felt as strong as an ox, as if they could uproot the lone maple tree in the clearing with their bare hands. And she saw how they feared the coming dawn. This time she asked why. And once she was told of their hardships, after all fifty laid their hearts bare, she said with the voice of divinity "You do not have to fear anymore. For I will protect you. In return, you shall do as I ask. You will protect this tree, the symbol of what I am, from all those who seek to harm it. And you shall protect the lands from all that dare taints it."
From there the record goes on to tell about how they then built up the great chapter house that stands today around the Maple and the official founding of the Order. How the first knight came about is unclear, the first name given the title of knighthood was mentioned not several paragraphs after the founding of the Order. But it can be easily explained why their order became one more orientated towards violence. The original promise made by the first fifty had to be upheld. And the command of the Goddess was not always in the name of peace. Sometimes violence in her name was even rewarded, something unheard of in the previously peaceful Order. Tales of gaining divine blessings given by this Goddess soon spread across the land. And current members took up the way of the sword in hopes of gaining Her blessings as well. Soon the iconic green and red armor of the Knights of the Order of the Maple became a common sight around the immediate area of the chapter house. This fascination with Divine battle has bred the utmost best of warriors. Of course, Chivalry and honor still holds in the Order, if just barely. Their reputation for their calculating ferocity suddenly being halted in it's tracks in the name of honor and chivalry is legendary. Particularly the tale of Sir Albreic, who broke his own sword after shattering his opponents to make the fight fair.
The Order of the Maple holds it's allegiance to the Goddess above all else. If their chapter-house is threatened or attacked, honor and chivalry will be forgotten to uphold their promise to the Goddess, if it is necessary.
The Order of the Maple has, in theory, only one position, that of Chapter Master. However, in practice there are several ranks to be made aware of when interacting with the Order. The lowest rank of the Order is Initiate. Whether squires to Knights of the Order or newly joined members of the clergy, they hold little power in the Order. They are often found either in the Chapter House running errands for Monks or by their master's side (if they choose to become Knights). It is left up to the rest of the Order to determine how long individuals are Initiates. Often times those that wish to join the clergy of the Order take years longer then those wanting to become Knights of the Order, most likely because of their need to become literate and to write neatly so as to be able to read books deemed holy and to copy them so others can read them.
Monks make up the next level above Initiates. Though lower then Knights for their lack of fighting prowess, they hold greater power when speaking of what the Goddess wants and what needs to be purged to cleanse the land. They manage the great library in the Eastern wing of the Chapter, making sure the records are accurate and in good condition. They wage a war all their own in an attempt to keep the records whole, a war fought against nature with quill and ink. They also are in charge of keeping the Chapter as clean as possible, though they leave the Barracks and Southern wing to the Knights to handle.
Knights are the bulk of the Order's numbers. With lance in hand they purge the land of blights in the name of the Goddess. They protect the Chapter, with their lives if necessary. Because of their physical prowess, they are placed above simple Monks. Knights have a ranking system all their own based off of traditional military ranking. Lowest ranked Knights are denoted by two green plumes atop their helmet and flat green armor. Sergeants have two plumes as well, but these are green and yellow respectively, their armor is also more ornately decorated with yellow scroll work along the edges. Captains wear three plumes, one green and two red, and instead of yellow scroll work like Sergeants it is red. They often have a crest on their helmet, as this is when they are allowed to have a crest.
Warrior Priests. Often those that are to old to fight, Warrior Priests are tasked with the honor of guarding the Tree itself. Rumored to have been granted a vision by the Goddess of their own death, they have taken oaths of silence and celibacy so as to focus more on their duty. To communicate among themselves, Warrior Priests have come up with a complex system of hand gestures. They are often more lightly armored then Knights, their heads often uncovered. The reason for this is not completely known and is a closely guarded secret by the Warrior Priests, meaning that not even other Order members know why they do it. Their weapons vary greatly from Warrior Priest to Warrior Priest.
The one who holds the title Chapter Master holds the highest rank in the Order. When seen in battle, the Chapter Master wears red armor with green scroll work, five plumes on his helm (three red two green), and has a crest of a maple tree on his helmet. And each Chapter Master wields the lance and two handed sword passed on from Chapter Master to Chapter Master since near the beginning of the Order itself. The sword is named Blight's Bane and has been baptised in water blessed by the Goddess and now burns with a holy fire when it tastes blood. The lance has been named Wyrm, after having supposedly slain a creature by the same name that plagued the land causing crops to fail and all manner of creatures to fall ill and die, tainting their meat so as to make it unsuitable for consumption. The blood of Wyrm stained the lance, strengthening it and making it poisonous to the touch.
There is one rank held above even Chapter Master, the rank of Primarch. The rank of Primarch is extremely hard to obtain, there being only one Primarch in the history of the Order. In order to become a Primarch, the current Chapter Master must call upon the Warrior Priests, those closes to the Goddess, for a vote. If the Warrior Priests choose to answer this call, which it isn't garunteed they will, they must unanimously agree upon a chosen member of the Order outside of the rank Warrior Priest. If there is even one vote for someone else among the Warrior Priests, no Primarch will be chosen. It is unclear how the secretive Warrior Priests go about voting, but if they do decide on someone they will approach their chosen candidate and challenge him, one by one, to a duel. After that the candidate, if they won the numerous duels, must recite the Blessings of the Goddess as Monks listen in to make sure he does not miss one word. And after all that is done, the final hurdle to jump is to lay for one night in the garden the Tree stands in. If the Goddess approaches you, then you are to become Primarch. If she does not, then you are simply to be honored for making it that far. The few times someone has made it that far, they became the next Chapter Master.
The only Primarch to have existed was Buras the Undefeated, a man told to be as tall as the heavens and as strong as the mountains. Upon dying in battle, after having been unhorsed and with an assortment of weapons embedded in him and his armor, a crypt was carefully built under the Tree, so as not to harm it. He was buried with all of his now legendary equipment. His armor that blazed the color of the leaves in Autumn with golden scroll work, masterfully crafted by beings said to have crafted weapons for gods. It is told that after the battle the armor sealed itself, repairing any rents in it caused by man or beast. His winged helm allowing him to speak with creatures of the air thwarted many an ambush. His flamberg, made and imbued with fey magics and never needing to be sharpened or mended, crackled with each swing and sung of his foes death as it drank their blood. His lance roared like a lion as it approached its prey, and drank greedily of their life, giving it to its wielder. Even his mighty steed, Balius, had its remains preserved and draped in it's armor, the same color and made by the same craftsman as its rider.
Saints are people, not always of the Order, that have managed to gain the Goddess' blessing. The records are filled with the deeds of these saints, and alcoves all over the Chapter house are filled with statues in their likeness. If a member is blessed with Sainthood, he is no longer a part of the Order, technically. These saints then go out on self imposed exile to spread the word of the Goddess with a small library, which the Monks have hastily copied from the library, on the back of their chosen mount, some choosing to ride out on oxen and mules instead of horses to carry more books. These saints can not be bought, are tireless when on the hunt. Their faith guides them, and the Goddess protects. But they are still mortals and can be killed.
The most well known of the saints is Saint Anna. She set out on her journey on a gazelle, who was granted to her by the Goddess, with but only the core books of her faith and a sword to protect her. She has been attributed with several holy actions such as curing a whole village from the plague with a mere touch, sending away the pests that ate away the crops with only a whisper, and the slaughtering of man and beast that threatened many villages. Her kindness is legendary, and her faith was unshakeable. Her death came about when she was captured in a desert far away and was executed for heresy, the Goddess being rejected in those lands. Once beheaded, blood did not flow but instead the purest water came forth. And where the water land, new and extraordinary plants leapt forth and grew in seconds.
The Order of the Maple, also being a religious one, believes that something happens to them after death. There are mentions of a grand forest in their holy texts where one can hunt beasts of legends, drink from springs of nectar, and plants ladened with food that never seems to end. A grand tournament goes on forever, where the Goddess herself congratulates the victor and consoles the loser. Here the Goddesses purity and essence isn't muffled by the filth of mortality, and those that are allowed into the Grand Forest (her followers and the Saints) can bask in her presence.
The current Chapter Master is a man named Ioco the Fierce, a battle hardened and scarred man that lost the use of his eye to an abomination created by the plague. Since then, and even before, he has fought zealously in the name of the Lady. It is rumored that he has the potential to be the next Primarch, even, though the Warrior Priests have yet to cast their votes and so it is unknown if he will have that chance.
From there the record goes on to tell about how they then built up the great chapter house that stands today around the Maple and the official founding of the Order. How the first knight came about is unclear, the first name given the title of knighthood was mentioned not several paragraphs after the founding of the Order. But it can be easily explained why their order became one more orientated towards violence. The original promise made by the first fifty had to be upheld. And the command of the Goddess was not always in the name of peace. Sometimes violence in her name was even rewarded, something unheard of in the previously peaceful Order. Tales of gaining divine blessings given by this Goddess soon spread across the land. And current members took up the way of the sword in hopes of gaining Her blessings as well. Soon the iconic green and red armor of the Knights of the Order of the Maple became a common sight around the immediate area of the chapter house. This fascination with Divine battle has bred the utmost best of warriors. Of course, Chivalry and honor still holds in the Order, if just barely. Their reputation for their calculating ferocity suddenly being halted in it's tracks in the name of honor and chivalry is legendary. Particularly the tale of Sir Albreic, who broke his own sword after shattering his opponents to make the fight fair.
The Order of the Maple holds it's allegiance to the Goddess above all else. If their chapter-house is threatened or attacked, honor and chivalry will be forgotten to uphold their promise to the Goddess, if it is necessary.
The Order of the Maple has, in theory, only one position, that of Chapter Master. However, in practice there are several ranks to be made aware of when interacting with the Order. The lowest rank of the Order is Initiate. Whether squires to Knights of the Order or newly joined members of the clergy, they hold little power in the Order. They are often found either in the Chapter House running errands for Monks or by their master's side (if they choose to become Knights). It is left up to the rest of the Order to determine how long individuals are Initiates. Often times those that wish to join the clergy of the Order take years longer then those wanting to become Knights of the Order, most likely because of their need to become literate and to write neatly so as to be able to read books deemed holy and to copy them so others can read them.
Monks make up the next level above Initiates. Though lower then Knights for their lack of fighting prowess, they hold greater power when speaking of what the Goddess wants and what needs to be purged to cleanse the land. They manage the great library in the Eastern wing of the Chapter, making sure the records are accurate and in good condition. They wage a war all their own in an attempt to keep the records whole, a war fought against nature with quill and ink. They also are in charge of keeping the Chapter as clean as possible, though they leave the Barracks and Southern wing to the Knights to handle.
Knights are the bulk of the Order's numbers. With lance in hand they purge the land of blights in the name of the Goddess. They protect the Chapter, with their lives if necessary. Because of their physical prowess, they are placed above simple Monks. Knights have a ranking system all their own based off of traditional military ranking. Lowest ranked Knights are denoted by two green plumes atop their helmet and flat green armor. Sergeants have two plumes as well, but these are green and yellow respectively, their armor is also more ornately decorated with yellow scroll work along the edges. Captains wear three plumes, one green and two red, and instead of yellow scroll work like Sergeants it is red. They often have a crest on their helmet, as this is when they are allowed to have a crest.
Warrior Priests. Often those that are to old to fight, Warrior Priests are tasked with the honor of guarding the Tree itself. Rumored to have been granted a vision by the Goddess of their own death, they have taken oaths of silence and celibacy so as to focus more on their duty. To communicate among themselves, Warrior Priests have come up with a complex system of hand gestures. They are often more lightly armored then Knights, their heads often uncovered. The reason for this is not completely known and is a closely guarded secret by the Warrior Priests, meaning that not even other Order members know why they do it. Their weapons vary greatly from Warrior Priest to Warrior Priest.
The one who holds the title Chapter Master holds the highest rank in the Order. When seen in battle, the Chapter Master wears red armor with green scroll work, five plumes on his helm (three red two green), and has a crest of a maple tree on his helmet. And each Chapter Master wields the lance and two handed sword passed on from Chapter Master to Chapter Master since near the beginning of the Order itself. The sword is named Blight's Bane and has been baptised in water blessed by the Goddess and now burns with a holy fire when it tastes blood. The lance has been named Wyrm, after having supposedly slain a creature by the same name that plagued the land causing crops to fail and all manner of creatures to fall ill and die, tainting their meat so as to make it unsuitable for consumption. The blood of Wyrm stained the lance, strengthening it and making it poisonous to the touch.
There is one rank held above even Chapter Master, the rank of Primarch. The rank of Primarch is extremely hard to obtain, there being only one Primarch in the history of the Order. In order to become a Primarch, the current Chapter Master must call upon the Warrior Priests, those closes to the Goddess, for a vote. If the Warrior Priests choose to answer this call, which it isn't garunteed they will, they must unanimously agree upon a chosen member of the Order outside of the rank Warrior Priest. If there is even one vote for someone else among the Warrior Priests, no Primarch will be chosen. It is unclear how the secretive Warrior Priests go about voting, but if they do decide on someone they will approach their chosen candidate and challenge him, one by one, to a duel. After that the candidate, if they won the numerous duels, must recite the Blessings of the Goddess as Monks listen in to make sure he does not miss one word. And after all that is done, the final hurdle to jump is to lay for one night in the garden the Tree stands in. If the Goddess approaches you, then you are to become Primarch. If she does not, then you are simply to be honored for making it that far. The few times someone has made it that far, they became the next Chapter Master.
The only Primarch to have existed was Buras the Undefeated, a man told to be as tall as the heavens and as strong as the mountains. Upon dying in battle, after having been unhorsed and with an assortment of weapons embedded in him and his armor, a crypt was carefully built under the Tree, so as not to harm it. He was buried with all of his now legendary equipment. His armor that blazed the color of the leaves in Autumn with golden scroll work, masterfully crafted by beings said to have crafted weapons for gods. It is told that after the battle the armor sealed itself, repairing any rents in it caused by man or beast. His winged helm allowing him to speak with creatures of the air thwarted many an ambush. His flamberg, made and imbued with fey magics and never needing to be sharpened or mended, crackled with each swing and sung of his foes death as it drank their blood. His lance roared like a lion as it approached its prey, and drank greedily of their life, giving it to its wielder. Even his mighty steed, Balius, had its remains preserved and draped in it's armor, the same color and made by the same craftsman as its rider.
Saints are people, not always of the Order, that have managed to gain the Goddess' blessing. The records are filled with the deeds of these saints, and alcoves all over the Chapter house are filled with statues in their likeness. If a member is blessed with Sainthood, he is no longer a part of the Order, technically. These saints then go out on self imposed exile to spread the word of the Goddess with a small library, which the Monks have hastily copied from the library, on the back of their chosen mount, some choosing to ride out on oxen and mules instead of horses to carry more books. These saints can not be bought, are tireless when on the hunt. Their faith guides them, and the Goddess protects. But they are still mortals and can be killed.
The most well known of the saints is Saint Anna. She set out on her journey on a gazelle, who was granted to her by the Goddess, with but only the core books of her faith and a sword to protect her. She has been attributed with several holy actions such as curing a whole village from the plague with a mere touch, sending away the pests that ate away the crops with only a whisper, and the slaughtering of man and beast that threatened many villages. Her kindness is legendary, and her faith was unshakeable. Her death came about when she was captured in a desert far away and was executed for heresy, the Goddess being rejected in those lands. Once beheaded, blood did not flow but instead the purest water came forth. And where the water land, new and extraordinary plants leapt forth and grew in seconds.
The Order of the Maple, also being a religious one, believes that something happens to them after death. There are mentions of a grand forest in their holy texts where one can hunt beasts of legends, drink from springs of nectar, and plants ladened with food that never seems to end. A grand tournament goes on forever, where the Goddess herself congratulates the victor and consoles the loser. Here the Goddesses purity and essence isn't muffled by the filth of mortality, and those that are allowed into the Grand Forest (her followers and the Saints) can bask in her presence.
The current Chapter Master is a man named Ioco the Fierce, a battle hardened and scarred man that lost the use of his eye to an abomination created by the plague. Since then, and even before, he has fought zealously in the name of the Lady. It is rumored that he has the potential to be the next Primarch, even, though the Warrior Priests have yet to cast their votes and so it is unknown if he will have that chance.
Ah, the Hedgehog Sentinels, an Order older than even our glorious Kingdom. Their name brings back memories. Memories of a force five hundred strong holding off a horde of thousands. Memories of giants lumbering across the battlefield with mauls and warhammers. Of their iron plate, studded with spikes, turning aside blows as if they were rain. Memories of an order steeped within tradition, and almost as elusive as the morning mist. And of an Order that has almost crumbled to dust for it. If a Hedgehog Sentinel offers you assistance, be grateful and accept it, for you will not find a second chance. And for your own health, do not insult them, lest you end up with your chest caved in and head found several paces away.
The Hedgehog Sentinels, though not as large or as grand as some other Orders, are to be respected none the less. They have a history filled with great honors in service of the Crown, a fact that they boast about the few times they are encouraged or enclined to speak. And because of their deeds, the Crown has long ago gifted them a small parcal of land, high in the mountains, that they can call home. Here they spend every day training, honing their skills to be used in service of the Crown.
They are, even in their diminished state, the shield and club of the Kingdom. Their armor is superior to any other, forged using a secret technique by the chapter's smithies. And their massive shields, taller then most men, are made of solid iron. And while you or I could only lift something like that in our dreams, they do it with practiced ease. And though they may not be as precise as a blade, they are just as effective and twice as useful. Where a sword must find a weakness to exploit, the club only realise on the strength of the wielder, strength that these stoic sentinels have to spare.
The Honor Guard of the Crown, next to the Royal Guard themselves, there has been no successful assassination attempt upon the Crown while the Hedghog Sentinels were on duty. A record that not even the Royal Guard can boast and are vehemently jealous of, trying to out do their rivals for generations now.
The Order of the Hedgehog Sentinels is one structured rigidly to it's hierarchy and a strong sense of duty. Obey your superior, and do not falter. Failure to comply is often harshly punished, unless obvious they have done all they could before failing, in which they are publicly reprimanded and sentenced to several days in isolation to reflect on what went wrong.
Rank among these knights is denoted by the metal crest on their helmet. The more intricate the crest, the higher the rank. The crest of the current leader adds another half a foot onto his height and is worked to appear a solid mass of fur, with a wolf's head barring it's fangs menacingly towards all opponents.
The current leader of the Hedgehog Sentinels is an older man named Heinrich Von Kliest. Though a graying wolf, his strength and stubborn determination have diminished little, yet his skill has only grown. One of the few members of the Hedgehog Sentinels to use a sword, he has bested many swordsman that have come to challenge him to a duel.
The Hedgehog Sentinels, though not as large or as grand as some other Orders, are to be respected none the less. They have a history filled with great honors in service of the Crown, a fact that they boast about the few times they are encouraged or enclined to speak. And because of their deeds, the Crown has long ago gifted them a small parcal of land, high in the mountains, that they can call home. Here they spend every day training, honing their skills to be used in service of the Crown.
They are, even in their diminished state, the shield and club of the Kingdom. Their armor is superior to any other, forged using a secret technique by the chapter's smithies. And their massive shields, taller then most men, are made of solid iron. And while you or I could only lift something like that in our dreams, they do it with practiced ease. And though they may not be as precise as a blade, they are just as effective and twice as useful. Where a sword must find a weakness to exploit, the club only realise on the strength of the wielder, strength that these stoic sentinels have to spare.
The Honor Guard of the Crown, next to the Royal Guard themselves, there has been no successful assassination attempt upon the Crown while the Hedghog Sentinels were on duty. A record that not even the Royal Guard can boast and are vehemently jealous of, trying to out do their rivals for generations now.
The Order of the Hedgehog Sentinels is one structured rigidly to it's hierarchy and a strong sense of duty. Obey your superior, and do not falter. Failure to comply is often harshly punished, unless obvious they have done all they could before failing, in which they are publicly reprimanded and sentenced to several days in isolation to reflect on what went wrong.
Rank among these knights is denoted by the metal crest on their helmet. The more intricate the crest, the higher the rank. The crest of the current leader adds another half a foot onto his height and is worked to appear a solid mass of fur, with a wolf's head barring it's fangs menacingly towards all opponents.
The current leader of the Hedgehog Sentinels is an older man named Heinrich Von Kliest. Though a graying wolf, his strength and stubborn determination have diminished little, yet his skill has only grown. One of the few members of the Hedgehog Sentinels to use a sword, he has bested many swordsman that have come to challenge him to a duel.
(By Reis)
Name: Order of the Undying Ones
Brief History: Cornered by near-endless waves of monsters and the growing threat of the Black Plague, the First King and his men sought salvation. They knew of a powerful demon, one said to dwell with the Gods themselves. When it seemed as though neither prayer nor ritual would reach the divine being, a holy voice descended upon them: “Only when you’ve sacrificed one man pure of mind, body and soul will you find what you are looking for.” And so the First King, bidding farewell to his comrades, poured his blood on the altar which held the sacrifices for the creature. The altar glew with an eldritch light, the body and blood of the King rushing forward. The ghostly screams of the King’s men could be heard as the body and blood mixed, sprouting upwards, and intertwining in a flurry of paper-white branches and blood red leaves. It was then that the Great Tree of the First King took root, which is said to hold the spirits of the King to this day.
Days later, the king’s men emerged from the divine tree taking several kinds of different forms. Walking skeletons, draugrs, ghosts, and all manners of undead arrived with news of how they would replicate their Blessings. Every half-year, when the night reached its peak, the people were to sacrifice the purest of them for their God of Death. As long as the ritual was maintained, the royal bloodline and those who swear to protect it will continue to receive Gifts of greatly increased life spans. However, when a night passes where the Demon has not received its sacrifice, it will consume the souls of all who worship it.
Ranking System: The lowest rank of the Order is the common folk. The people in this ranking live comfortable lives amongst the Knights who protect them. They spend their days learning of purity, for the ones most likely to be sacrificed live amongst them. They spend their time in comfort and ignorance, sheltered by the Knights while swearing to become suitable sacrifices for their God. Though they aren’t excited for the day of their own deaths to arrive, they are quite content knowing that they will join the First King in his eternal slumber, having died for the continuation of their holy bloodline.
The second highest ranking is shared by the Knights and the Council. The Knights are those who are trained to fight for the Blood Priest, and thus give an oath to receive Blessings of Immortality. The Gifts given to Knights are the most restricted, for while they are immune to most diseases, their lesser forms can generally be harmed through mundane magic, physical methods, or in some cases nature itself. An exception to such restrictions is the Council, which is wholly made up of the Men of the First King. These Immortals have regenerative abilities that only the most complex magic can counter, and their lifespans stretch well beyond the lengths of normal undead. Their meetings, which consist of votes from both the general populace and themselves, make up the majority of the decisions made for the Order.
The only exception to this is the Blood Priest, the highest member of the Order. Although the quirky spectre is sometimes mocked for his skeleton-shaped mask and torn, ridiculously long black cloak, he is well-respected for his self-proclaimed ability to communicate with their God. He says that the Demon’s responses for his prayers are vague and sometimes hard to interpret, but if done right, the spectre can make miraculous predictions involving the entire population. Thus, when the Blood Priest makes a decision, all must obey.
High Concept: The overall theme of the Order is one of enjoying a life of purity and always preparing for death. When the Day of Choosing arrives twice a year, the common folk are almost competitive, believing that it is an honor to be sacrificed for their God. It is believed that death is the ultimate form of life, as once someone is dead, they become as the Gods themselves, who never die.
That being said, death and crime is uncommon throughout the order. All members of the Order have undying loyalty to the royal bloodline, making them seek the purity that will ensure its continuation. They are so devoted to this idea that once a year, they celebrate their purity by mocking evil beasts which could kill them. During this annual holiday everyone is dressed in costumes of ogres, werewolves, dragons, and more. Strange orange fruits called “pumpkins” are cut to make eyes and a mouth, and the children run around asking for delicious candies all night long. The name of this strange tradition has been lost with time.
As for their stand on Demon contracts, the Order believes that contracted creatures provide similar benefits to their beloved God, and thus deserve respect.
Current Leader: The current Blood Priest, who calls himself “Mortis,” is the representative of the Order. He takes the appearance of a carefree, happy-go-lucky young man who can reliably protect his people. This persona is quite misleading, however, as Mortis has been around since the Order of the Undying Ones was founded. Nobody knows exactly who he is or where he came from, but his graceful methods of sacrificing others for his God, along with his occasional bouts of genius after prayers, earned the trust of the people. It is believed that he contains the blood of the First King, making it widely thought that he will truly live forever (although he neither confirms nor denies this). Not much else is known of Mortis, for he has never actually left the town which he helps rule.
Note: Immortality is just a net term for increased life spans. The undead is very re-killable.
Name: Order of the Undying Ones
Brief History: Cornered by near-endless waves of monsters and the growing threat of the Black Plague, the First King and his men sought salvation. They knew of a powerful demon, one said to dwell with the Gods themselves. When it seemed as though neither prayer nor ritual would reach the divine being, a holy voice descended upon them: “Only when you’ve sacrificed one man pure of mind, body and soul will you find what you are looking for.” And so the First King, bidding farewell to his comrades, poured his blood on the altar which held the sacrifices for the creature. The altar glew with an eldritch light, the body and blood of the King rushing forward. The ghostly screams of the King’s men could be heard as the body and blood mixed, sprouting upwards, and intertwining in a flurry of paper-white branches and blood red leaves. It was then that the Great Tree of the First King took root, which is said to hold the spirits of the King to this day.
Days later, the king’s men emerged from the divine tree taking several kinds of different forms. Walking skeletons, draugrs, ghosts, and all manners of undead arrived with news of how they would replicate their Blessings. Every half-year, when the night reached its peak, the people were to sacrifice the purest of them for their God of Death. As long as the ritual was maintained, the royal bloodline and those who swear to protect it will continue to receive Gifts of greatly increased life spans. However, when a night passes where the Demon has not received its sacrifice, it will consume the souls of all who worship it.
Ranking System: The lowest rank of the Order is the common folk. The people in this ranking live comfortable lives amongst the Knights who protect them. They spend their days learning of purity, for the ones most likely to be sacrificed live amongst them. They spend their time in comfort and ignorance, sheltered by the Knights while swearing to become suitable sacrifices for their God. Though they aren’t excited for the day of their own deaths to arrive, they are quite content knowing that they will join the First King in his eternal slumber, having died for the continuation of their holy bloodline.
The second highest ranking is shared by the Knights and the Council. The Knights are those who are trained to fight for the Blood Priest, and thus give an oath to receive Blessings of Immortality. The Gifts given to Knights are the most restricted, for while they are immune to most diseases, their lesser forms can generally be harmed through mundane magic, physical methods, or in some cases nature itself. An exception to such restrictions is the Council, which is wholly made up of the Men of the First King. These Immortals have regenerative abilities that only the most complex magic can counter, and their lifespans stretch well beyond the lengths of normal undead. Their meetings, which consist of votes from both the general populace and themselves, make up the majority of the decisions made for the Order.
The only exception to this is the Blood Priest, the highest member of the Order. Although the quirky spectre is sometimes mocked for his skeleton-shaped mask and torn, ridiculously long black cloak, he is well-respected for his self-proclaimed ability to communicate with their God. He says that the Demon’s responses for his prayers are vague and sometimes hard to interpret, but if done right, the spectre can make miraculous predictions involving the entire population. Thus, when the Blood Priest makes a decision, all must obey.
High Concept: The overall theme of the Order is one of enjoying a life of purity and always preparing for death. When the Day of Choosing arrives twice a year, the common folk are almost competitive, believing that it is an honor to be sacrificed for their God. It is believed that death is the ultimate form of life, as once someone is dead, they become as the Gods themselves, who never die.
That being said, death and crime is uncommon throughout the order. All members of the Order have undying loyalty to the royal bloodline, making them seek the purity that will ensure its continuation. They are so devoted to this idea that once a year, they celebrate their purity by mocking evil beasts which could kill them. During this annual holiday everyone is dressed in costumes of ogres, werewolves, dragons, and more. Strange orange fruits called “pumpkins” are cut to make eyes and a mouth, and the children run around asking for delicious candies all night long. The name of this strange tradition has been lost with time.
As for their stand on Demon contracts, the Order believes that contracted creatures provide similar benefits to their beloved God, and thus deserve respect.
Current Leader: The current Blood Priest, who calls himself “Mortis,” is the representative of the Order. He takes the appearance of a carefree, happy-go-lucky young man who can reliably protect his people. This persona is quite misleading, however, as Mortis has been around since the Order of the Undying Ones was founded. Nobody knows exactly who he is or where he came from, but his graceful methods of sacrificing others for his God, along with his occasional bouts of genius after prayers, earned the trust of the people. It is believed that he contains the blood of the First King, making it widely thought that he will truly live forever (although he neither confirms nor denies this). Not much else is known of Mortis, for he has never actually left the town which he helps rule.
Note: Immortality is just a net term for increased life spans. The undead is very re-killable.
((By
mikolayev
))
Name: Covenant of the Monolith
Brief History: Only recently formed, comprised mostly of intense, religious fanatics; united by their obsessions of salvation from the pernicious epidemic. They were evident lunatics, even before the pestilence, preaching of imminent cataclysm that would shroud the lands in a blanket of cessation (judgement day). Their prophecy derived the deliverance of a meteoroid unto the sullen world, which would provide the cult with benevolent liberation. This celestial body of complex, alien machinations was the center of belief to their fundamentalism. Whilst the cult thrived in their secluded commune atop the hills, they suddenly picked up their worldly possessions and marched in exodus toward the forest - where the Order of the Maple held garrison. They were not considered a threat, though scrutinized by the knightly order until their endless passage grew too wearisome even for the knights. As such, they were left to their mass migration.
They have not been seen since, simply vanishing into the vast depths of the forest.
Shortly after, days even, the heavens briefly dimmed, an eclipse oppressed the light into darkness, and a great comet was seen hurtling, in fluoresce, yonder the forest. Though not a slither of sound had erupt from impact, leaving the expectant witness in perplexed bewilderment. When mercenaries were sent to investigate, most never came back, or returned months and weeks later severely traumatized. Since then, the profound cult have been mentioned as 'the Covenant of the Monolith', and blamed for the repulsion of investigation and the delusive disappearances of those who wander far too deep.
Though surely, this could be of pure coincidence? Most of the expanse yonder the woodland is uncharted, so who knows what evil lurks within.
They had most likely succumb to fatal ruination themselves, exposed to the elements or butchered due to their lack of defense! Whilst the Order of the Maple were sole witness of the expedition, no member could recount them exhibiting much in the form of armour or weapons. As a matter of fact, they never even seemed coherent - instead, mindlessly wandering toward the same destination, the same objective without rest.
They have been laid to rest since, only revived by idle curiosity or casual talk. Though recently, some people have complained of strange dreams - of that concerning the Monolith...
Ranking System: Whilst completely unknown, individuals have expressed sightings of crepuscular figures in caliginous drab, swaying to the sermons of 'preachers' atop horseback. They hold blazing torch in one hand and either spear, pike or long-sword in the other.
High Concept: A ferocious, fanatical cult whose members believe in the existence of a complex alien crystal, the Monolith, located deep in the forest. They strive to willingly sacrifice themselves in defence of their partition of twilight from the rest of the world, protecting the Monolith from those who wish to uncover its secrets.
Current Leader: Not recognized.
Name: Covenant of the Monolith
Brief History: Only recently formed, comprised mostly of intense, religious fanatics; united by their obsessions of salvation from the pernicious epidemic. They were evident lunatics, even before the pestilence, preaching of imminent cataclysm that would shroud the lands in a blanket of cessation (judgement day). Their prophecy derived the deliverance of a meteoroid unto the sullen world, which would provide the cult with benevolent liberation. This celestial body of complex, alien machinations was the center of belief to their fundamentalism. Whilst the cult thrived in their secluded commune atop the hills, they suddenly picked up their worldly possessions and marched in exodus toward the forest - where the Order of the Maple held garrison. They were not considered a threat, though scrutinized by the knightly order until their endless passage grew too wearisome even for the knights. As such, they were left to their mass migration.
They have not been seen since, simply vanishing into the vast depths of the forest.
Shortly after, days even, the heavens briefly dimmed, an eclipse oppressed the light into darkness, and a great comet was seen hurtling, in fluoresce, yonder the forest. Though not a slither of sound had erupt from impact, leaving the expectant witness in perplexed bewilderment. When mercenaries were sent to investigate, most never came back, or returned months and weeks later severely traumatized. Since then, the profound cult have been mentioned as 'the Covenant of the Monolith', and blamed for the repulsion of investigation and the delusive disappearances of those who wander far too deep.
Though surely, this could be of pure coincidence? Most of the expanse yonder the woodland is uncharted, so who knows what evil lurks within.
They had most likely succumb to fatal ruination themselves, exposed to the elements or butchered due to their lack of defense! Whilst the Order of the Maple were sole witness of the expedition, no member could recount them exhibiting much in the form of armour or weapons. As a matter of fact, they never even seemed coherent - instead, mindlessly wandering toward the same destination, the same objective without rest.
They have been laid to rest since, only revived by idle curiosity or casual talk. Though recently, some people have complained of strange dreams - of that concerning the Monolith...
Ranking System: Whilst completely unknown, individuals have expressed sightings of crepuscular figures in caliginous drab, swaying to the sermons of 'preachers' atop horseback. They hold blazing torch in one hand and either spear, pike or long-sword in the other.
High Concept: A ferocious, fanatical cult whose members believe in the existence of a complex alien crystal, the Monolith, located deep in the forest. They strive to willingly sacrifice themselves in defence of their partition of twilight from the rest of the world, protecting the Monolith from those who wish to uncover its secrets.
Current Leader: Not recognized.
((By
Archemis
))
Name: Azarehtian Guard
Brief History:
Before the plague the kingdom of Azareht was prosperous and luxurious. But everything changed after the plague. Being one of the most affected kingdoms, Azareht lost half of its population in the first month and as time passed its future only looked more grim. No plan to defeat the beasts that roamed the lands seemed to work, their prays to the gods never seeming to reach their ears. Desperate and with nowhere left to turn the King issued a dreadful order. Every orphan between the ages of 16 to 19 were to be taken to the cave where the plagued beasts existed. This extreme and cruel order had only one purpose: buy them some time.
Joining little more than 30 kids that fulfilled those requirements they were given weapons and sent to the caves. Two days after, and for the bewilderment of the remaining citizens of Azareht, three kids emerged from the cave and at their side 2 mystical creatures and one demon companion (still have to work on this I suppose). Being greeted like heroes by the rest of the citizens, they made an agreement to spare the king and be the protectores of the realm in exchange for power and independence from the crown.
After the foundation of the order, each one of the three survivors started a new branch of training/fighting inside the order. Eyral founded the assassins branch, Jaan the mages and Raine the knights. It’s possible to identify each branch by the colors they use. Yellow for the mages, blue for the knights and dark red (images of the different armors. Maybe decide on some mark they all share?)
Now-a-days there’s a lot of kids who want to join the order and some of the parents insist on it for being a place of respect and power. These recruits are chosen and trained for a few months before the joining.
Although there’s all sorts of rumours about the joining and the contract made with the creatures and demons. No one outside the order knows what they entail, since the members are made to swear secrecy, one of the two vows they make. Legend say the ones chosen are the most strong in the group, not broken by the experiences they undergo in the cave and the contract is made during their cries of terror. The other vow they take is loyalty to the order and the commanders.
After the joining the new members have to choose a branch they want to study under. Normally that decision is not reversible.
Although they are not forbidden to have a family it’s rare for the members of the order to have children of their own, being by their early demise or by their reduced fertility.
Even if most of the order’s business are kept secret from outsiders some things are known. The most important being that killing the human will lead to the dead of the demon or the companion they have, but the dead of the companion can either kill the human or they will be driven mad from the loss.
Ranking System:
Calling them an order is a bit far fetched since they have little that could pass as a code or even organisation besides the branches.
The position as head or commander of each branch is taken by the eldest member of the respective branch. Normally someone that for a reason or another was set aside from the fights. This person is responsible for the wellbeing of their members, assign the missions they will take around the kingdom or any other orders that may need to be insured.
That being said there’s no one ruling the order as a one. The 3 commanders have equal power between them. It’s not expected and barely accepted (under normal circumstances) for another’s branch commander to involve themselves in another’s branch business or to give any orders to their members. This means that in missions they try to only involve people of the same branch if possible. Up until this point, as far as anyone can tell, the commanders have worked in harmony.
Current leaders:
Name: Azarehtian Guard
Brief History:
Before the plague the kingdom of Azareht was prosperous and luxurious. But everything changed after the plague. Being one of the most affected kingdoms, Azareht lost half of its population in the first month and as time passed its future only looked more grim. No plan to defeat the beasts that roamed the lands seemed to work, their prays to the gods never seeming to reach their ears. Desperate and with nowhere left to turn the King issued a dreadful order. Every orphan between the ages of 16 to 19 were to be taken to the cave where the plagued beasts existed. This extreme and cruel order had only one purpose: buy them some time.
Joining little more than 30 kids that fulfilled those requirements they were given weapons and sent to the caves. Two days after, and for the bewilderment of the remaining citizens of Azareht, three kids emerged from the cave and at their side 2 mystical creatures and one demon companion (still have to work on this I suppose). Being greeted like heroes by the rest of the citizens, they made an agreement to spare the king and be the protectores of the realm in exchange for power and independence from the crown.
After the foundation of the order, each one of the three survivors started a new branch of training/fighting inside the order. Eyral founded the assassins branch, Jaan the mages and Raine the knights. It’s possible to identify each branch by the colors they use. Yellow for the mages, blue for the knights and dark red (images of the different armors. Maybe decide on some mark they all share?)
Now-a-days there’s a lot of kids who want to join the order and some of the parents insist on it for being a place of respect and power. These recruits are chosen and trained for a few months before the joining.
Although there’s all sorts of rumours about the joining and the contract made with the creatures and demons. No one outside the order knows what they entail, since the members are made to swear secrecy, one of the two vows they make. Legend say the ones chosen are the most strong in the group, not broken by the experiences they undergo in the cave and the contract is made during their cries of terror. The other vow they take is loyalty to the order and the commanders.
After the joining the new members have to choose a branch they want to study under. Normally that decision is not reversible.
Although they are not forbidden to have a family it’s rare for the members of the order to have children of their own, being by their early demise or by their reduced fertility.
Even if most of the order’s business are kept secret from outsiders some things are known. The most important being that killing the human will lead to the dead of the demon or the companion they have, but the dead of the companion can either kill the human or they will be driven mad from the loss.
Ranking System:
Calling them an order is a bit far fetched since they have little that could pass as a code or even organisation besides the branches.
The position as head or commander of each branch is taken by the eldest member of the respective branch. Normally someone that for a reason or another was set aside from the fights. This person is responsible for the wellbeing of their members, assign the missions they will take around the kingdom or any other orders that may need to be insured.
That being said there’s no one ruling the order as a one. The 3 commanders have equal power between them. It’s not expected and barely accepted (under normal circumstances) for another’s branch commander to involve themselves in another’s branch business or to give any orders to their members. This means that in missions they try to only involve people of the same branch if possible. Up until this point, as far as anyone can tell, the commanders have worked in harmony.
Current leaders:
- Malkyn - commander of the knights (male)
- Ismey - commander of the mages (female)
- Ailaen - commander of the assassins (female)
((By
Entity.Eclypse
Name:
Lancers of the Seraphim
Brief History:
Since the dawn of time, man has reached for their nearest companion. If not to strengthen themselves, then merely to boost the other in their stead. Those of this order were no different, drawn up in the frozen wastes of Zevair. Despite how cruel their terrain happened to be this only strengthened those that they hold in their ranks, giving strength to those who managed to overcome this deficit. Their seclusion however gave them strength in the end, around the time that the great plague came to take lives, they suffered few casualties as their ranks were far kept from the other orders. Each man and child was influenced to follow the path of the blade, and they did so without hesitation.
Soon the proud warriors had noticed their own weakness and made their way into the village within the kingdom they defended. The people were fearful so they needed to find a way to lift the spirits of the people, in spite of the beasts that remained on the outside world. This is where the first great ruler took his stand, Jakvocin Innsun, a warrior who was the highest of valor through all the land. Though he was unknown to all but those who resided within Zevair, he became what would soon be known to the equivalent of a demi-god. He fought off the beasts, but they were merely fodder compared to what had been faced years later.
A battle most gruesome soon developed, the battle of Greenfang. That's what they'd named the beast who claimed the life of the first great ruler, his son soon rose to take his place, Dorian Innsun, he sought revenge and the Lancers were led astray by him. An assassin brought him down on the seventh moon he ruled, The third great ruler however took hold of the alliance and made it his own. He brought faith to the people, giving them a guiding light in the world. He is the one who made the sigil known to all, the sigil of the Seraphim.
A multi-winged crest resides upon their flags, the Seraph was their hopes and faith. A being that helped the strong to survive in times of trial and then a war-bearing symbol when the soldiers went to battle. It was how they lived by, only once has it descended upon them, this was as the Third Ruler came to his end of rule. Together he and the Seraph chose the new ruler through a trial.
Bringing their chaos into an organized manner, stirring the pot to keep it from boiling over. Not long after and he stepped down from his position, bringing the alliance to question. How should they determine their leader? Soon the decision had been made. They put the strongest into a pit and had them battle it out, of course not to the death. They kept healers on hand and the old leader watched the engagement, after spotting the one with the most prowess he was elected to be the fourth leader. Darlun Greysmun was brought to the power. He split their ranks to dedicate time to what each person was to do and how they functioned in society. Now they thrive in their icy homes, but now they must wonder... for how long will this silence last?
Ranking System: (How they organize themselves and show rank. If they do that.)
The order themselves is based on years of battle and combat tried prowess. However the ranking goes as follows:
Great Leader > Leaders > Lancers > Healers > Swordsmen > Recruits
High Concept: (What is the overall theme of the Order?)
The theme that this order holds is simple, surviving and protecting their home. This is undoubtedly their one goal in the world, they don't wish to intermingle unless it's absolutely necessary for them to bring themselves into it.
On the ideal of demons and otherworldly spirits they only believe in one 'Savior' the mighty Seraph. When it comes to contracts and their people forging them, it has a blind eye turned to it as it allows for them to be stronger and therefore please the Seraph with their actions.
Current Leader:
Darlun Greysmun (Great Leader)
Eirein Norsmuth (Lancer General)
Chastity Elrien (Prime Healer)
Marquis Peroin (Master Swordsman)
Name:
Lancers of the Seraphim
Brief History:
Since the dawn of time, man has reached for their nearest companion. If not to strengthen themselves, then merely to boost the other in their stead. Those of this order were no different, drawn up in the frozen wastes of Zevair. Despite how cruel their terrain happened to be this only strengthened those that they hold in their ranks, giving strength to those who managed to overcome this deficit. Their seclusion however gave them strength in the end, around the time that the great plague came to take lives, they suffered few casualties as their ranks were far kept from the other orders. Each man and child was influenced to follow the path of the blade, and they did so without hesitation.
Soon the proud warriors had noticed their own weakness and made their way into the village within the kingdom they defended. The people were fearful so they needed to find a way to lift the spirits of the people, in spite of the beasts that remained on the outside world. This is where the first great ruler took his stand, Jakvocin Innsun, a warrior who was the highest of valor through all the land. Though he was unknown to all but those who resided within Zevair, he became what would soon be known to the equivalent of a demi-god. He fought off the beasts, but they were merely fodder compared to what had been faced years later.
A battle most gruesome soon developed, the battle of Greenfang. That's what they'd named the beast who claimed the life of the first great ruler, his son soon rose to take his place, Dorian Innsun, he sought revenge and the Lancers were led astray by him. An assassin brought him down on the seventh moon he ruled, The third great ruler however took hold of the alliance and made it his own. He brought faith to the people, giving them a guiding light in the world. He is the one who made the sigil known to all, the sigil of the Seraphim.
A multi-winged crest resides upon their flags, the Seraph was their hopes and faith. A being that helped the strong to survive in times of trial and then a war-bearing symbol when the soldiers went to battle. It was how they lived by, only once has it descended upon them, this was as the Third Ruler came to his end of rule. Together he and the Seraph chose the new ruler through a trial.
Bringing their chaos into an organized manner, stirring the pot to keep it from boiling over. Not long after and he stepped down from his position, bringing the alliance to question. How should they determine their leader? Soon the decision had been made. They put the strongest into a pit and had them battle it out, of course not to the death. They kept healers on hand and the old leader watched the engagement, after spotting the one with the most prowess he was elected to be the fourth leader. Darlun Greysmun was brought to the power. He split their ranks to dedicate time to what each person was to do and how they functioned in society. Now they thrive in their icy homes, but now they must wonder... for how long will this silence last?
Ranking System: (How they organize themselves and show rank. If they do that.)
The order themselves is based on years of battle and combat tried prowess. However the ranking goes as follows:
Great Leader > Leaders > Lancers > Healers > Swordsmen > Recruits
High Concept: (What is the overall theme of the Order?)
The theme that this order holds is simple, surviving and protecting their home. This is undoubtedly their one goal in the world, they don't wish to intermingle unless it's absolutely necessary for them to bring themselves into it.
On the ideal of demons and otherworldly spirits they only believe in one 'Savior' the mighty Seraph. When it comes to contracts and their people forging them, it has a blind eye turned to it as it allows for them to be stronger and therefore please the Seraph with their actions.
Current Leader:
Darlun Greysmun (Great Leader)
Eirein Norsmuth (Lancer General)
Chastity Elrien (Prime Healer)
Marquis Peroin (Master Swordsman)
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