Soviet Panda
Red Panda Commanda.
A Contract Made.(OOC)
A Contract Made.
Discord - Free voice and text chat for gamers
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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.
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As stated, this is a reboot. The links provided are to everywhere but the CS page because if you go to the OOC or the previous IC, there's a link to the CS. The IC will give you an idea of what I'm looking for in posting quality. And as you can see, you can create your own Knightly Order if you so wish. Express interest here, and maybe make a knight/knightly order if you're up for it.
Reis
A Contract Made.
Discord - Free voice and text chat for gamers
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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 Killigrew)
Name: The Order of the Sacrament at Antioch; being named for its place and holy oath; the knights thereby called Saint-men
Brief History: In humility they began, and they remember it in reverence as a time of true purity. Embroidered in their temple chamber is the first banner, and on its face displayed a scene of five knights, without land and without family, sharing in their hands a sword and its sheath.
A sword without sheath is tyranny,
But charity is the shackle of rule.
The knights took five oaths; of cleanness, of poverty, of celibacy, of brotherhood, and of justice. They were one in singular noble goal, to achieve holiness. The strength of their resolve, the discipline they held one another to, and the wonder of their wisdom drew many to them, and the five knights tested any that would join their oath by fire, so that no one would sully the name of Antioch, from whence they came.
The wicked fill their appetite without restraint,
But the holy turn away from evil.
When death came for the five, a blessing came over the Order at Antioch. Steven the Magnificent did not turn away from the mantle of Overseer, but when it came upon him, the Order was cleansed of its wicked. All who held evil in their hearts were struck down, falling senseless to the ground, never to breathe again. But those who remained were renewed with strength, endowed with the gift of the holy flame.
Where a man falls, there he remains;
Who can turn the evil from his way?
Many tales after this time are passed down from age to age. The temple chambers were made in the shape of holy symbols, such that this place was itself endowing strength to the just. Within its holiest chamber are the winding symbols of mundane magic, and mysterious runes special to the order. The knights are learned in scholarly pursuits as well as martial, and much of the day is dedicated to meditative engraving such that magic soaks the entire temple.
Ranking System: The Order has three separations; those that may enter the holiest chamber, those that may enter the outer chamber, and those who may enter the common grounds.
Those who may enter the holiest chamber hold the highest authority. They are men proven in battle, seasoned by study, and learned in charity. Theirs is a righteous rule. With reverence, they are called Grandmaster, and the greatest among them is called Overseer.
Those who may enter the outer chamber guard the Order. Every one of them has taken the penta-oath, and every one was tested in the trials. The greatest among them are called Master, and the rest are called Knight. Various honors are endowed upon the knights, titles and responsibilities such as Standard Bearer and Grand Marshall.
And those on the common grounds serve the Order. They are squires and pages, young boys or men with the desire to commit to the Order and to become Saint-men, but have yet to be chosen by a Master. They farm and guard alongside knights, and learn their ways in hopes to one day be like them.
High Concept: These men help the poor and oppose the proud, which are those in power who lie, cheat, and steal in order to thieve from those they ought to serve. This order, too, seeks to better itself in holiness, so the knights are often busying themselves with some good deed to be done, since idleness too is seen as a helping hand to evil in the heart.
Current Leader: Perceval the Just
Name: The Order of the Sacrament at Antioch; being named for its place and holy oath; the knights thereby called Saint-men
Brief History: In humility they began, and they remember it in reverence as a time of true purity. Embroidered in their temple chamber is the first banner, and on its face displayed a scene of five knights, without land and without family, sharing in their hands a sword and its sheath.
A sword without sheath is tyranny,
But charity is the shackle of rule.
The knights took five oaths; of cleanness, of poverty, of celibacy, of brotherhood, and of justice. They were one in singular noble goal, to achieve holiness. The strength of their resolve, the discipline they held one another to, and the wonder of their wisdom drew many to them, and the five knights tested any that would join their oath by fire, so that no one would sully the name of Antioch, from whence they came.
The wicked fill their appetite without restraint,
But the holy turn away from evil.
When death came for the five, a blessing came over the Order at Antioch. Steven the Magnificent did not turn away from the mantle of Overseer, but when it came upon him, the Order was cleansed of its wicked. All who held evil in their hearts were struck down, falling senseless to the ground, never to breathe again. But those who remained were renewed with strength, endowed with the gift of the holy flame.
Where a man falls, there he remains;
Who can turn the evil from his way?
Many tales after this time are passed down from age to age. The temple chambers were made in the shape of holy symbols, such that this place was itself endowing strength to the just. Within its holiest chamber are the winding symbols of mundane magic, and mysterious runes special to the order. The knights are learned in scholarly pursuits as well as martial, and much of the day is dedicated to meditative engraving such that magic soaks the entire temple.
Ranking System: The Order has three separations; those that may enter the holiest chamber, those that may enter the outer chamber, and those who may enter the common grounds.
Those who may enter the holiest chamber hold the highest authority. They are men proven in battle, seasoned by study, and learned in charity. Theirs is a righteous rule. With reverence, they are called Grandmaster, and the greatest among them is called Overseer.
Those who may enter the outer chamber guard the Order. Every one of them has taken the penta-oath, and every one was tested in the trials. The greatest among them are called Master, and the rest are called Knight. Various honors are endowed upon the knights, titles and responsibilities such as Standard Bearer and Grand Marshall.
And those on the common grounds serve the Order. They are squires and pages, young boys or men with the desire to commit to the Order and to become Saint-men, but have yet to be chosen by a Master. They farm and guard alongside knights, and learn their ways in hopes to one day be like them.
High Concept: These men help the poor and oppose the proud, which are those in power who lie, cheat, and steal in order to thieve from those they ought to serve. This order, too, seeks to better itself in holiness, so the knights are often busying themselves with some good deed to be done, since idleness too is seen as a helping hand to evil in the heart.
Current Leader: Perceval the Just
(By Stillwinter)
NAME : Spirit of Izuran
HISTORY : No record exists for their order; however, the dawn of the Spirit of Izuran is commonly known to be of overcoming mortal limitations. Various verbal accounts exist. The widely accepted tale revolves around a small group of wayward explorers venturing deep into the wood of the Izuran Forest. Common knowledge speaks to strange demons roaming its depths and few, if any, who return alive.
These explorers, banished to the forest for crimes lost to the annals of history, ventured into the deepest abyss with no thought of surviving, yet hoping for the greatest adventure of their lives. A glorious death.
Weeks of wondering, fending off demons of strange description, it was as though they were tested. Delusion or prompting lead the 12 explorers to enter strange waters during their search for glory. They immersed themselves into the ever sinking belly of the lake. Visions tormented their mind, body, and soul, seemingly testing their worthiness. None knew the time spent in the pools grasp, even now, the trial varies for each who venture into its depths. Six survived emerging from the placid pool after hours of struggle, yet they gained the blessings of Izuran.
As one struggles to prove one’s self, a demon of the forest is called forth to merge with a warrior who conquers the trial of the lake of Izuran. These demons are bound to the forest and the lake of trial, unable to leave the forest of their own accord. They are charged with protecting the lake.
A mortal who passes the test of the Izuran will merge with a demon aligned to the purposes of the lake. This demon merging grants various traits and advantages to both in a symbiotic relation. Beasts are allowed to roam beyond the forest into the world of mortals while the mortal gains the demons strength and stamina. Some demons grant their companion the use of magic. These magical traits being the ability to sense the life around them for two to three yards. More powerful demons may even grant their companion the ability to heal or drain life from someone they are touching. All abilities are limited to the degree the mortal is able to control the beast within. The physical aspects being much easier to maintain than the magical components.
A man or woman who takes on a demon of Izuran must always guard and battle against the beast within as each use of its power grants the demon a larger control of the mortals' body and mind. Most mortals who serve Izuran last approximately 35 years before they are consumed by the beast within. Upon that time, the demon has three months to return to the realm of Izuran lest it perish.
RANKING SYSTEM : The Spirit of Izuran have very little in terms of ranking. Power and longevity are the tools of ranking, a mark being tattooed upon their face, symbolizing the strength of the demon which possesses them, with smaller markings made for each year of companionship survived. Those who merge with powerful demons are not envied as they are often consumed faster while those who merge with lesser demons may live longer, but receive little benefit.
HIGH CONCEPT : The Spirit of Izuran scout the world for those without fear, those worthy of Izuran. Their numbers have grown from their meager six, but it is a slow growing order. Their purpose is more chaotic in nature. They are a self-serving order whose true desires are unknown to outsiders. Only those with long struggle with the beast within seem to know Izuran’s purpose in allowing mortals to merge with his demon servants. The most any old timer has ever said is that he seeks something; though, the beasts within seem to prevent any further information from utterance.
CURRENT LEADER : There are six Sanctive Masters who are the longest lived companionship's. Of those six, the oldest is ranked the highest with each descending in rank in accordance to longevity. If one a Sanctive Master's companionship is with a higher powered demon than the others, they are revered as the better. Those who attain Sanctive Master age are often more monk like in their life style. All things in moderation becomes the only way to balance between their demon within and their mortal sanity.
NAME : Spirit of Izuran
HISTORY : No record exists for their order; however, the dawn of the Spirit of Izuran is commonly known to be of overcoming mortal limitations. Various verbal accounts exist. The widely accepted tale revolves around a small group of wayward explorers venturing deep into the wood of the Izuran Forest. Common knowledge speaks to strange demons roaming its depths and few, if any, who return alive.
These explorers, banished to the forest for crimes lost to the annals of history, ventured into the deepest abyss with no thought of surviving, yet hoping for the greatest adventure of their lives. A glorious death.
Weeks of wondering, fending off demons of strange description, it was as though they were tested. Delusion or prompting lead the 12 explorers to enter strange waters during their search for glory. They immersed themselves into the ever sinking belly of the lake. Visions tormented their mind, body, and soul, seemingly testing their worthiness. None knew the time spent in the pools grasp, even now, the trial varies for each who venture into its depths. Six survived emerging from the placid pool after hours of struggle, yet they gained the blessings of Izuran.
As one struggles to prove one’s self, a demon of the forest is called forth to merge with a warrior who conquers the trial of the lake of Izuran. These demons are bound to the forest and the lake of trial, unable to leave the forest of their own accord. They are charged with protecting the lake.
A mortal who passes the test of the Izuran will merge with a demon aligned to the purposes of the lake. This demon merging grants various traits and advantages to both in a symbiotic relation. Beasts are allowed to roam beyond the forest into the world of mortals while the mortal gains the demons strength and stamina. Some demons grant their companion the use of magic. These magical traits being the ability to sense the life around them for two to three yards. More powerful demons may even grant their companion the ability to heal or drain life from someone they are touching. All abilities are limited to the degree the mortal is able to control the beast within. The physical aspects being much easier to maintain than the magical components.
A man or woman who takes on a demon of Izuran must always guard and battle against the beast within as each use of its power grants the demon a larger control of the mortals' body and mind. Most mortals who serve Izuran last approximately 35 years before they are consumed by the beast within. Upon that time, the demon has three months to return to the realm of Izuran lest it perish.
RANKING SYSTEM : The Spirit of Izuran have very little in terms of ranking. Power and longevity are the tools of ranking, a mark being tattooed upon their face, symbolizing the strength of the demon which possesses them, with smaller markings made for each year of companionship survived. Those who merge with powerful demons are not envied as they are often consumed faster while those who merge with lesser demons may live longer, but receive little benefit.
HIGH CONCEPT : The Spirit of Izuran scout the world for those without fear, those worthy of Izuran. Their numbers have grown from their meager six, but it is a slow growing order. Their purpose is more chaotic in nature. They are a self-serving order whose true desires are unknown to outsiders. Only those with long struggle with the beast within seem to know Izuran’s purpose in allowing mortals to merge with his demon servants. The most any old timer has ever said is that he seeks something; though, the beasts within seem to prevent any further information from utterance.
CURRENT LEADER : There are six Sanctive Masters who are the longest lived companionship's. Of those six, the oldest is ranked the highest with each descending in rank in accordance to longevity. If one a Sanctive Master's companionship is with a higher powered demon than the others, they are revered as the better. Those who attain Sanctive Master age are often more monk like in their life style. All things in moderation becomes the only way to balance between their demon within and their mortal sanity.
(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 Rainx Aurus)
Name: Remnants
Brief History: In the past, there was certainly a large, influential kingdom ranging over the vast plains and the mountain range. But as history proven again and again, it was never meant to last. The kingdom's influence, not even by malicious intent, grew smaller and smaller. Perhaps it was because of stronger rising kingdoms. Perhaps it was because of its own negligence, its royalty drunk in deprivation. Regardless of the reasons, what was left was a small kingdom, if it could be even called that. It was merely the size of a dukedom at best, although the ruler was without a doubt a member of the royal blood. And thus, the "kingdom" was forgotten by other reigns, themselves content with staying in the small patch of the forgotten land, free from the continent's raging politics.
What remained was its ancestral knighthood. Although they held certain respect toward their lord, who had so far managed to guide them wisely, it was more like a band of mercenaries at this point. Abandoning its once strict access, the order shaped itself into its current form, taking whoever is willing and able to serve its cause. They wielded their blade no longer for the king, not for royalty, but for the sake of the people of their land.
This order are not reliant on Magic as commoners, whom they had accepted among their ranks, rarely had the affinity to use it. Instead, they relied on small-scale demon summoning to compensate against magical power. The summoned demons are not of high rank, but they formed a strong partnership with their assigned master. Demons summoned by this order takes the form of animals, and they can disguise themselves as such in corporeal form. Being weaker demons, they lack the power to fully materialize. The order devised a ritual to compensate this by linking them with an object the owner hold dear, serving as its true body in the world.
When the plague struck, the order remained calm. Their land was isolated to begin with, and their sense of justice never reached far. They simply watched as other lands decayed, only using force when necessary to protect their own. However, they are always eager to send their manpower if anyone so desired to ask. For a hefty price, of course!
Ranking System: The order is led by a person whose strength is recognized by all the members, given the title of Knight Lord. Every member is free to challenge the Knight Lord, although at the same time other members are also free to defend them. Only those with true strength and charisma could reign over the title for years, a feat only three people including the founder and the current Lord had managed to achieve.
Below the Lord, the order is divided into five groups depending on their summoned demon's affinity: Fire, Water, Earth, Wind, and Wood. Each groups are generally led by a Knight Captain, but the knights are otherwise free to move on their own discretion. It is only the influence of the Knight Lord that united the group together whenever a large goal is at hand.
High Concept: The order valued freedom over all else, although as a knighthood they also cherished justice and bravery. They accepted everyone regardless of their social status, and it is not rare to see them taking in orphans from war-torn lands during their travel.
Current Leader: Jawn the Axe-Lord
Name: Remnants
Brief History: In the past, there was certainly a large, influential kingdom ranging over the vast plains and the mountain range. But as history proven again and again, it was never meant to last. The kingdom's influence, not even by malicious intent, grew smaller and smaller. Perhaps it was because of stronger rising kingdoms. Perhaps it was because of its own negligence, its royalty drunk in deprivation. Regardless of the reasons, what was left was a small kingdom, if it could be even called that. It was merely the size of a dukedom at best, although the ruler was without a doubt a member of the royal blood. And thus, the "kingdom" was forgotten by other reigns, themselves content with staying in the small patch of the forgotten land, free from the continent's raging politics.
What remained was its ancestral knighthood. Although they held certain respect toward their lord, who had so far managed to guide them wisely, it was more like a band of mercenaries at this point. Abandoning its once strict access, the order shaped itself into its current form, taking whoever is willing and able to serve its cause. They wielded their blade no longer for the king, not for royalty, but for the sake of the people of their land.
This order are not reliant on Magic as commoners, whom they had accepted among their ranks, rarely had the affinity to use it. Instead, they relied on small-scale demon summoning to compensate against magical power. The summoned demons are not of high rank, but they formed a strong partnership with their assigned master. Demons summoned by this order takes the form of animals, and they can disguise themselves as such in corporeal form. Being weaker demons, they lack the power to fully materialize. The order devised a ritual to compensate this by linking them with an object the owner hold dear, serving as its true body in the world.
When the plague struck, the order remained calm. Their land was isolated to begin with, and their sense of justice never reached far. They simply watched as other lands decayed, only using force when necessary to protect their own. However, they are always eager to send their manpower if anyone so desired to ask. For a hefty price, of course!
Ranking System: The order is led by a person whose strength is recognized by all the members, given the title of Knight Lord. Every member is free to challenge the Knight Lord, although at the same time other members are also free to defend them. Only those with true strength and charisma could reign over the title for years, a feat only three people including the founder and the current Lord had managed to achieve.
Below the Lord, the order is divided into five groups depending on their summoned demon's affinity: Fire, Water, Earth, Wind, and Wood. Each groups are generally led by a Knight Captain, but the knights are otherwise free to move on their own discretion. It is only the influence of the Knight Lord that united the group together whenever a large goal is at hand.
High Concept: The order valued freedom over all else, although as a knighthood they also cherished justice and bravery. They accepted everyone regardless of their social status, and it is not rare to see them taking in orphans from war-torn lands during their travel.
Current Leader: Jawn the Axe-Lord
(By Providence)
Name: Order of Gladiators
Brief History: The Order of Gladiators was raised in the shadows of war and blood. In its most ancient history, before it was known as a knightly order, it was a nation divided by a civil war. With heavy casualties on both sides, the people of Graeca knew that without peace, the country would inevitably collapse. Thus came the invention of The Arena, a circular structure mounting over 70 meters high and with the capacity to hold 500,000 spectators. The first tournament held in the massive building ended Graeca’s state of war, and the civilization united together in a new age of prosperity. Now, the culture of the kingdom is heavily based on The Arena. The building is used for anything from simple celebrations to public criminal executions. Its greatest attraction is the Blood Royale, a tournament held every few years in which contenders overcome a large number of trials within the span of several days. After the initial trials, each competitor engages in a fight to the death that has no rules, with their goal being to eliminate the other combatants. Adventurers and people seeking glory travel from around the world to participate in the Blood Royale, and spectators can enter The Arena for the thrill they gain from watching this epic competition. The people's love for fighting has been recently disturbed by the events of the Plague. The once radiant grasslands surrounding the city have darkened, and the once thriving Arena has become unusually empty of late. Following the previous king's death, the city's slaves are gaining a new hope for freedom, and the peasants are growing in their support of a revolution. With the potential for civil war growing, the knights of the Order are growing ever more protective of their leader, who has increasing paranoia towards his people's illnesses. Despite the Order's age of darkness, the Plague has also brought new waves of twisted beasts that stalk the realm that bring fresh shows of entertainment for the relatively few events that are held in the Arena.
Ranking System: The people of the Order serve a king. Their current ruler is King Vanrasil, a monarch obsessed with battle and gore. The descendants of the king are breeds of incest; the kingdom’s highest nobility customarily have children with their siblings. Next in rank are the king’s knights, a collection of the undefeated champions of the Blood Royale. Each gladiator who wins the tournament may choose either to accept a large sum of money, or to spend the rest of their days defending the king and following his commands. Regardless of which option they choose, their names are etched for eternity on the Blood Fountain, a steel fountain held within the dungeons of The Arena where combatants prepare for battle. The Arena is designed to allow the blood of the gladiators to seep underground, and the Blood Fountain was built to hold it. However, the Blood Royale is not the only tourney held within The Arena. Knights from across the realm can be found jousting, and people with a criminal record can be brutally executed by being thrown inside with a fearsome beast. Popular gladiators of these series of minor tourneys can be idolized, and therefore earn a great deal of money. The opposite can also be true; a thief who stretches their luck and emerges from The Arena victorious has no guarantee of safety from the civilians, who might choose to stone them or hang them out of rage. Among the least honored residents of Graeca are slaves. Slaves exist to produce enough raw materials to build gear for the gladiators who choose to equip it. The slave owners, who participate in an organized Slave Trade, buy and sell slaves in order to sell their goods to artisans, who turn the raw materials into weapons and armor. Artisans do not live as luxurious a life as the slave owners, but they are not paid as little as peasants and commoners, who rarely earn enough to sustain themselves. Despite the contrasting conditions of the rich and the poor, all citizens of Graeca are allowed to spectate the events of The Arena depending on the specific event. The people live in varying conditions, but even slaves can fight for their freedom if they participate in trials of combat against other gladiators, creating a sense of pride even in the lowest of society.
High Concept: The Order places a high value on bloody entertainment. Anyone who has seen The Arena’s most exciting battles can become easily addicted to its thrill and suspense, and the people of this nation are obsessed with watching people killing each other. The center of the Order takes place in Graeca, and the attractions of The Arena has formed a highly diverse community. There are people associated with the Order who have wildly different religious beliefs and morals, and the only thing they have in common is their love for combat.
Current Leader: King Vanrasil Gaeleath IV is a monarch born of incest. He lived his childhood in luxury, closely studying his regal duties within his kingdom’s castle. With almost daily visits to The Arena, he grew an early love for the sight of death, and grew to become a tyrannical ruler. The young king is now at the spritely age of 24 due to the previous king’s death from the Black Plague. He has grown used to the sight of death, and is now a sadist who is obsessed with the sight of people killing each other. He is unwise and naive, as he finds unlimited security in the presence of his loyal knights and thinks with a spoiled mind. His naivety has reflected in his rule, as his commands are often cruel or inconsiderate. However, the common people turn a blind eye towards his inability to command; if anything, they are exactly like him due to their obsession with The Arena. The Order of Gladiators seeks to be constantly entertained, and Vanrasil provides that entertainment.
Name: Order of Gladiators
Brief History: The Order of Gladiators was raised in the shadows of war and blood. In its most ancient history, before it was known as a knightly order, it was a nation divided by a civil war. With heavy casualties on both sides, the people of Graeca knew that without peace, the country would inevitably collapse. Thus came the invention of The Arena, a circular structure mounting over 70 meters high and with the capacity to hold 500,000 spectators. The first tournament held in the massive building ended Graeca’s state of war, and the civilization united together in a new age of prosperity. Now, the culture of the kingdom is heavily based on The Arena. The building is used for anything from simple celebrations to public criminal executions. Its greatest attraction is the Blood Royale, a tournament held every few years in which contenders overcome a large number of trials within the span of several days. After the initial trials, each competitor engages in a fight to the death that has no rules, with their goal being to eliminate the other combatants. Adventurers and people seeking glory travel from around the world to participate in the Blood Royale, and spectators can enter The Arena for the thrill they gain from watching this epic competition. The people's love for fighting has been recently disturbed by the events of the Plague. The once radiant grasslands surrounding the city have darkened, and the once thriving Arena has become unusually empty of late. Following the previous king's death, the city's slaves are gaining a new hope for freedom, and the peasants are growing in their support of a revolution. With the potential for civil war growing, the knights of the Order are growing ever more protective of their leader, who has increasing paranoia towards his people's illnesses. Despite the Order's age of darkness, the Plague has also brought new waves of twisted beasts that stalk the realm that bring fresh shows of entertainment for the relatively few events that are held in the Arena.
Ranking System: The people of the Order serve a king. Their current ruler is King Vanrasil, a monarch obsessed with battle and gore. The descendants of the king are breeds of incest; the kingdom’s highest nobility customarily have children with their siblings. Next in rank are the king’s knights, a collection of the undefeated champions of the Blood Royale. Each gladiator who wins the tournament may choose either to accept a large sum of money, or to spend the rest of their days defending the king and following his commands. Regardless of which option they choose, their names are etched for eternity on the Blood Fountain, a steel fountain held within the dungeons of The Arena where combatants prepare for battle. The Arena is designed to allow the blood of the gladiators to seep underground, and the Blood Fountain was built to hold it. However, the Blood Royale is not the only tourney held within The Arena. Knights from across the realm can be found jousting, and people with a criminal record can be brutally executed by being thrown inside with a fearsome beast. Popular gladiators of these series of minor tourneys can be idolized, and therefore earn a great deal of money. The opposite can also be true; a thief who stretches their luck and emerges from The Arena victorious has no guarantee of safety from the civilians, who might choose to stone them or hang them out of rage. Among the least honored residents of Graeca are slaves. Slaves exist to produce enough raw materials to build gear for the gladiators who choose to equip it. The slave owners, who participate in an organized Slave Trade, buy and sell slaves in order to sell their goods to artisans, who turn the raw materials into weapons and armor. Artisans do not live as luxurious a life as the slave owners, but they are not paid as little as peasants and commoners, who rarely earn enough to sustain themselves. Despite the contrasting conditions of the rich and the poor, all citizens of Graeca are allowed to spectate the events of The Arena depending on the specific event. The people live in varying conditions, but even slaves can fight for their freedom if they participate in trials of combat against other gladiators, creating a sense of pride even in the lowest of society.
High Concept: The Order places a high value on bloody entertainment. Anyone who has seen The Arena’s most exciting battles can become easily addicted to its thrill and suspense, and the people of this nation are obsessed with watching people killing each other. The center of the Order takes place in Graeca, and the attractions of The Arena has formed a highly diverse community. There are people associated with the Order who have wildly different religious beliefs and morals, and the only thing they have in common is their love for combat.
Current Leader: King Vanrasil Gaeleath IV is a monarch born of incest. He lived his childhood in luxury, closely studying his regal duties within his kingdom’s castle. With almost daily visits to The Arena, he grew an early love for the sight of death, and grew to become a tyrannical ruler. The young king is now at the spritely age of 24 due to the previous king’s death from the Black Plague. He has grown used to the sight of death, and is now a sadist who is obsessed with the sight of people killing each other. He is unwise and naive, as he finds unlimited security in the presence of his loyal knights and thinks with a spoiled mind. His naivety has reflected in his rule, as his commands are often cruel or inconsiderate. However, the common people turn a blind eye towards his inability to command; if anything, they are exactly like him due to their obsession with The Arena. The Order of Gladiators seeks to be constantly entertained, and Vanrasil provides that entertainment.
Name: Cult of the Skull Thrashers
Brief History:
Long ago, a group of Knights were on a quest; exploration, discovery, plunder treasures from angry natives, that sort of stuff. When they stumbled upon a strange, foreign altar to some forgotten entity. Foolishly, they upturned the entire altar in search of gold and treasure, of which there were plenty.
But as the last coin of gold was taken from its rightful resting place, a devilish figure appeared in the form of a goat-like Great Demon, accompanied by ominous swirling thunderstorms, pouring down scalding hot blood onto the ground below it.
The Demon revealed itself to be Erigon The Unfaithful, an ancient trickster that has existed since time immemorial. He reveals that there once was a rich and powerful civilization where the altar once stood, one which he preyed on. Fearful, the occupants made a deal with him, offering him countless riches, delicacies, and even sacrifices. One by one, the inhabitants were lost; some to insanity, some left in search of help, never to be seen or heard of again, and some just outright disappeared. Soon enough, no one was left, and Erigon went into a deep slumber, waiting for someone foolish enough to awaken him.
The Knights, aggressive as they were, challenged Erigon to a battle, which he intentionally lost, releasing the Knights with their newfound plunder. They had, in fact, fallen right into The Unfaithful's plot, and the Knights were branded with an eternal curse: they shall never die. A curse in the shape of a blessing, for the woes and true dangers of eternal life are overlooked by many, if not all. As they spent the fortune on whatever they fancied; women, wine, whatever, the Knights felt the wine and food dissolve in their own mouths as if they were air, the joys of life slowly becoming hollow, and even the air itself seemingly disappearing. They are Deathless, and they all knew it.
The group was devastated, and were divided on what to do next. Half suggest they should return to the altar, and bargain with Erigon to release them from this suffering, while the other half wish to live out their undeath however they want, their suffering for themselves. And thus, the group split into half, one side headed towards the origin of the curse, the other half splintering to all corners of the land.
Upon the first group's arrival at the altar, Erigon was seen, already waiting for them. He demanded the impossible: to pay off the debts of their insolence, they must return every dime, every coin, every trinket of what they had taken from the Demon, as well as a personal offering of souls, which doubles the required amount sacrificed per day. The Cursed Knights had seen the futility of bargaining with The Unfaithful. Defeated, they return to their lives, bent on fruitlessly trying to repay the debt.
As time went on, the Accursed of Erigon razed countless settlements, in the name of a debt never to be fully repaid. As time went on, their flesh withered away, leaving desolate skeletons clad in rusting suits of armor, restored even from dust when hit. As time went on, Erigon himself partook in this wild goose chase, picking unfortunate victims at random to be reincarnated as an Accursed One, a near-mindless shambling corpse, their blank minds chained to the service of the Knight Masters. The Unfaithful has granted lesser Demons to the Accursed, and their magical wrath devastated the realm.
Word has also spread that the original Knights who left brought pieces of the cursed treasure with them, mostly as mementos and reminders of their mistakes. And as long as the cursed treasure stays with them, then the Knights will stay undying for all eternity. Search party after search party had been sent, but none have returned. And the hope that the debt might be fully paid off grows dimmer and dimmer with every passing day.
But finally, as fate wills it, the original Knights' bodies have worn down, stuck in an eternal cycle of physical restoration and crumbling into dust, for far too much time has passed, and their bones are now crumbling under their own weight. Though their bodies have failed them, they are revered, and are kept in "worship chambers" in the heart of their Castle, which is merely a fancy way of saying "prison tomb".
And thus, an eternal trickster Demon had worked its way, manipulating the souls of the innocent to do His bidding for all of time, aided by his demonic powers and mindless slaves. Soon enough, an entire Cult was founded, devoted to Erigon The Unfaithful and his Accursed Knight Masters. Immediately attracted by the large, ready amount of souls to absorb, Erigon The Unfaithful took the mantle as the Master of Fate yet again, and grant the power of his lesser Demons to any Cultist who has proved his worth. With a price to pay...
Ranking System:
+ Curselings: Lowest rank of the Order, they are not even the rank an initiate would be entitled to. Mindless undead raised from their graves in unending service of their masters' will until their already rotten bodies fail them yet again. Once, these lowly creatures were let loose on hapless towns, and used as cannon fodder in an assault on a stronghold, but now, with the strength and magical prowess of the Accursed of Erigon worse than ever, all of the Curselings have been retrieved to the Castle in which their original masters reside to suffer. Curselings now serve as a menial workforce, taking care of equipment and food and other necessities of life, as well as dealing with the occasional pest or intruder to the Castle.
+ First Ascendant: A true initiate of the Order. Clad in leather armor, they are merely practitioners in the swordplay and the Demonic magic symbiosis they will soon have to embrace if they truly ascend to Knighthood. If they don't die as cannon fodder first.
+ Ascendant Prime: The final stage of an Ascendant's training, they are the best of the best among the ranks of normal men, and some Ascendant Primes can even go toe-to-toe with Knights if they are brave enough. Clad in lightweight metal armor, they are used mostly as scouts (led by a Specter or Phantom) and expendable shock troops.
+ Hunter: Whispering death in the shape of an archer, these trained Knights lurk insearch of prey, and when the time comes, they snatch its life. Clad in lightweight armor similar to Ascendant Primes, but specialized for archery.
+ Hunter Chief: The most veteran of Hunters can be promoted to Hunter Chief, the leader of a group of Hunters. He is the one who calls the shots, and judges whether a target is worthy or not. Armed with a crossbow.
+ Specter: A ghost, practically unseen with the untrained eye, not through blatant invisibility magic, but through blending in a crowd, and simply remaining out of sight. Their magic is dedicated to the art of vision, pinpointing targets with stunning accuracy. They have no official garb or uniform, for their job is to blend in.
+ Phantom: Exceptional Specters are promoted to the unenviable position of Phantom, a dedicated espionage role. Masters of infiltration and espionage, they worm their way into the hierarchy of countless organizations and even nations, providing a look into the inner workings of others. Such a role is limited in their capacity to deliver said information to their superiors, or defend themselves if they are caught. Their fate is usually most horrid.
+ Accursed Knight: The main fighting force of the Order, clad in full metal armor and armed with the best available equipment, they ride endlessly to carry out the orders of their masters, and to pursue their own agendas if they so please.
+ Knight Master: The highest rank attainable within the Order, they act as the leading face of the Cult, allegedly leading in the name of their Undying Knight Masters, but their ulterior motive remains clear; they have free reign over the Order, and can do whatever they please. Armed with the best of the best weapons, and clad in the finest armor in all the land, they can and will pursue their targets on the battlefield, if need be.
High Concept: Justified barbarism
Current Leader: Knight Master Horus Lupin
Brief History:
Long ago, a group of Knights were on a quest; exploration, discovery, plunder treasures from angry natives, that sort of stuff. When they stumbled upon a strange, foreign altar to some forgotten entity. Foolishly, they upturned the entire altar in search of gold and treasure, of which there were plenty.
But as the last coin of gold was taken from its rightful resting place, a devilish figure appeared in the form of a goat-like Great Demon, accompanied by ominous swirling thunderstorms, pouring down scalding hot blood onto the ground below it.
The Demon revealed itself to be Erigon The Unfaithful, an ancient trickster that has existed since time immemorial. He reveals that there once was a rich and powerful civilization where the altar once stood, one which he preyed on. Fearful, the occupants made a deal with him, offering him countless riches, delicacies, and even sacrifices. One by one, the inhabitants were lost; some to insanity, some left in search of help, never to be seen or heard of again, and some just outright disappeared. Soon enough, no one was left, and Erigon went into a deep slumber, waiting for someone foolish enough to awaken him.
The Knights, aggressive as they were, challenged Erigon to a battle, which he intentionally lost, releasing the Knights with their newfound plunder. They had, in fact, fallen right into The Unfaithful's plot, and the Knights were branded with an eternal curse: they shall never die. A curse in the shape of a blessing, for the woes and true dangers of eternal life are overlooked by many, if not all. As they spent the fortune on whatever they fancied; women, wine, whatever, the Knights felt the wine and food dissolve in their own mouths as if they were air, the joys of life slowly becoming hollow, and even the air itself seemingly disappearing. They are Deathless, and they all knew it.
The group was devastated, and were divided on what to do next. Half suggest they should return to the altar, and bargain with Erigon to release them from this suffering, while the other half wish to live out their undeath however they want, their suffering for themselves. And thus, the group split into half, one side headed towards the origin of the curse, the other half splintering to all corners of the land.
Upon the first group's arrival at the altar, Erigon was seen, already waiting for them. He demanded the impossible: to pay off the debts of their insolence, they must return every dime, every coin, every trinket of what they had taken from the Demon, as well as a personal offering of souls, which doubles the required amount sacrificed per day. The Cursed Knights had seen the futility of bargaining with The Unfaithful. Defeated, they return to their lives, bent on fruitlessly trying to repay the debt.
As time went on, the Accursed of Erigon razed countless settlements, in the name of a debt never to be fully repaid. As time went on, their flesh withered away, leaving desolate skeletons clad in rusting suits of armor, restored even from dust when hit. As time went on, Erigon himself partook in this wild goose chase, picking unfortunate victims at random to be reincarnated as an Accursed One, a near-mindless shambling corpse, their blank minds chained to the service of the Knight Masters. The Unfaithful has granted lesser Demons to the Accursed, and their magical wrath devastated the realm.
Word has also spread that the original Knights who left brought pieces of the cursed treasure with them, mostly as mementos and reminders of their mistakes. And as long as the cursed treasure stays with them, then the Knights will stay undying for all eternity. Search party after search party had been sent, but none have returned. And the hope that the debt might be fully paid off grows dimmer and dimmer with every passing day.
But finally, as fate wills it, the original Knights' bodies have worn down, stuck in an eternal cycle of physical restoration and crumbling into dust, for far too much time has passed, and their bones are now crumbling under their own weight. Though their bodies have failed them, they are revered, and are kept in "worship chambers" in the heart of their Castle, which is merely a fancy way of saying "prison tomb".
And thus, an eternal trickster Demon had worked its way, manipulating the souls of the innocent to do His bidding for all of time, aided by his demonic powers and mindless slaves. Soon enough, an entire Cult was founded, devoted to Erigon The Unfaithful and his Accursed Knight Masters. Immediately attracted by the large, ready amount of souls to absorb, Erigon The Unfaithful took the mantle as the Master of Fate yet again, and grant the power of his lesser Demons to any Cultist who has proved his worth. With a price to pay...
Ranking System:
+ Curselings: Lowest rank of the Order, they are not even the rank an initiate would be entitled to. Mindless undead raised from their graves in unending service of their masters' will until their already rotten bodies fail them yet again. Once, these lowly creatures were let loose on hapless towns, and used as cannon fodder in an assault on a stronghold, but now, with the strength and magical prowess of the Accursed of Erigon worse than ever, all of the Curselings have been retrieved to the Castle in which their original masters reside to suffer. Curselings now serve as a menial workforce, taking care of equipment and food and other necessities of life, as well as dealing with the occasional pest or intruder to the Castle.
+ First Ascendant: A true initiate of the Order. Clad in leather armor, they are merely practitioners in the swordplay and the Demonic magic symbiosis they will soon have to embrace if they truly ascend to Knighthood. If they don't die as cannon fodder first.
+ Ascendant Prime: The final stage of an Ascendant's training, they are the best of the best among the ranks of normal men, and some Ascendant Primes can even go toe-to-toe with Knights if they are brave enough. Clad in lightweight metal armor, they are used mostly as scouts (led by a Specter or Phantom) and expendable shock troops.
+ Hunter: Whispering death in the shape of an archer, these trained Knights lurk insearch of prey, and when the time comes, they snatch its life. Clad in lightweight armor similar to Ascendant Primes, but specialized for archery.
+ Hunter Chief: The most veteran of Hunters can be promoted to Hunter Chief, the leader of a group of Hunters. He is the one who calls the shots, and judges whether a target is worthy or not. Armed with a crossbow.
+ Specter: A ghost, practically unseen with the untrained eye, not through blatant invisibility magic, but through blending in a crowd, and simply remaining out of sight. Their magic is dedicated to the art of vision, pinpointing targets with stunning accuracy. They have no official garb or uniform, for their job is to blend in.
+ Phantom: Exceptional Specters are promoted to the unenviable position of Phantom, a dedicated espionage role. Masters of infiltration and espionage, they worm their way into the hierarchy of countless organizations and even nations, providing a look into the inner workings of others. Such a role is limited in their capacity to deliver said information to their superiors, or defend themselves if they are caught. Their fate is usually most horrid.
+ Accursed Knight: The main fighting force of the Order, clad in full metal armor and armed with the best available equipment, they ride endlessly to carry out the orders of their masters, and to pursue their own agendas if they so please.
+ Knight Master: The highest rank attainable within the Order, they act as the leading face of the Cult, allegedly leading in the name of their Undying Knight Masters, but their ulterior motive remains clear; they have free reign over the Order, and can do whatever they please. Armed with the best of the best weapons, and clad in the finest armor in all the land, they can and will pursue their targets on the battlefield, if need be.
High Concept: Justified barbarism
Current Leader: Knight Master Horus Lupin
((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.
As stated, this is a reboot. The links provided are to everywhere but the CS page because if you go to the OOC or the previous IC, there's a link to the CS. The IC will give you an idea of what I'm looking for in posting quality. And as you can see, you can create your own Knightly Order if you so wish. Express interest here, and maybe make a knight/knightly order if you're up for it.
Reis
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