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Nation Building Knight Orders of Ebliera (CS)

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Red Panda Commanda.
Roleplay Type(s)
I will be needing these for certain
Order Emblem:
Order Name:
Order Leader:
Order Proffession: (What are they known for)

More is strongly encouraged, what is listed is the bare bones.

NPC 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 sprung from her hand 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 chapterhouse 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 baptized 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 embued 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 laden 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 particularly the Saints) can bask in her presence.
Ah, the Iron 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 war hammers. 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 Iron 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 Iron 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 inclined to speak. And because of their deeds, the Crown has long ago gifted them a small parcel 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 royal 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 relies 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 Iron 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 current leader of the Iron Sentinels is an older man named Vicktor Von Stupputson. 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.
 
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The Retinue of Torvald Iron-heart, or The White Stag Company

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Company Description: The so-called White Stag Company is a mercenary military group composed of 150 soldiers, their squires and attendants, wives and
Riddegar Knight.jpgchildren. Led by the foreigner, Torvald Iron-heart, the company is made up entirely of seasoned fighting men from the windswept mountain country of Riddegar, far in the frozen north. While they specialize as heavy shock cavalry, riding famed Riddegarian tamed-stags that stand a head taller than the average war horse and are fleeter of foot and deadlier in melee combat, the men of the Company are also accomplished melee fighters, with many of them highly competent with two-handed weapons such as axes, short polearms, and great-swords. They are distinguishable on the battlefield by their simple but recognizable White-Stag banner and their copper-gold colored plate armor. Manufactured in the mountain-forges of Riddegar, their armor is made of pracupric-steel which, while having the durability of normal plate, holds enchantments of a much longer duration and greater potency.

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The Company lacks any specialists with bows or crossbows, and has no accomplished mages, although several healers are in the group. While they offer mercenary services for coin in order to survive, the men of the White Stag Company hope that some enterprising prince will take up the cause of Torvald, their leader, who was stripped of his birthright and banished from Riddegar by the usurper, Clovis Fire-wielder. They are notoriously picky with contracts, only accepting assignments from masters who have a reputation for fairness and magnanimity with their men and with the enemy. They are loyal to Torvald to a fault, and will follow his orders without question or hesitation, believing that it is their sacred duty as former retainers of his father, to see him safely installed as High King of Riddegar.

Company Leader: Torvald Iron-heart

AbelusArkalis.pngPrince of Riddegar, Torvald is the oldest son of Hengiir Iron-heart, who ruled Riddegar for twenty-seven years. In that time, the small and isolated mountain kingdom dealt with internal threats, especially from fae creatures, and put down rebellions by the savage men of the northern ice sheets. Those internal threats extinguished, Hengiir turned his gaze to international affairs, starting a series of successful wars to expand Riddegar's hold on trading in the northern seas. While he was away with the fleet, his brother-in-law, Clovis Fire-wielder, who had distinguished himself as a military mage, seduced the Queen of Riddegar and, by way of arcane laws known only to the oldest of Riddegarian legal obscurists, was able to wrest the throne from Hengiir. While Torvald attempted to intervene on his father's behalf, he was arrested and, with a retinue of household guard to keep him safe (by the Queen's request) he was banished forever from the shores of his homeland. His father, however, was not so lucky as to suffer such a fate. Before Torvald could intercept him, he returned triumphant with the fleet and was led back to his palace to be slaughtered in his own bedroom chamber.

Torvald, dejected, sailed south with his men intending only to secure a comfortable life for them and their families, and perhaps to build a Riddegarian colony on some distant shore. The problem that occurred again and again was their severe lack of funding, so they went back to what they knew best to provide for their wives and little ones: the sword. They hired themselves out as heavy shock cavalry all over the kingdoms and commonwealths of the known world, never staying long in any place, accruing large sums, but loosing them due to misfortune or miscalculation.

As a leader, Torvald is fair and compassionate with his men: but not nice. He has, on two occasions, had his own men put to death in accordance with the ancient laws of his people for plundering temples, even to strange and heathen gods. He is a hidebound disciplinarian, a stickler for the rules, with an outsized sense of duty and honor. To those who know him, he is either refreshingly direct and honor-bound, or frustratingly serious. He is truly an Iron-hearted man, fit to lead a mercenary company.
 
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[div class=boxmain][div class=header]Cult of the Burning Wick[/div]
Order Name: Cult of the Burning Wick/Cult of the Candle

Order Leader: Goddess Vincera

Order Emblem / Banners: Flame and Melting Candle; white on black backdrop

Structure: Ecclesiastic Syndicate - Cult Chapters

Order Headquarter: N/a - Concentrated in Eastern provinces.[/div][/div][/div] [div class=box]
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[div class=boxmain][div class=header]Métier / Services[/div]
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Social Welfare Services
The cult of the burning wick offers a number of personal care services for members of the community who are incapable of affording or otherwise acquiring them. Most shrines will have dedicated beds for sheltering the dying or homeless, offer meals once a day prior to evening services for the hungry, offer basic grooming services in the form of warm water baths, and confidential counselling services in the form of communing with a son or daughter of visions about issues great and small.

Community Initiatives
The cult once dominant in regions will begin to focus on community initiatives. This initiatives are rarely large scale but do include learning drives to encourage the community to learn the basics of literacy and numeracy, coordinated disaster relief efforts in the case of burned down buildings or flood damage, civil rights protests and actions (when regional legislation defies cult teachings), and conversion campaigns to try and convert the nonbelievers.

Religious Services
The cult is known for its religious fanaticism and as such offers many religious services to those in their regions. Regardless of the cult size these services will always be offered by sons and daughters of visions if there is a chapter in any given region. These services include but are not limited to; ceremonies of visions in which fast cooling wax is dripped over the eyes to seal them shut, services to explore the message of Vincera, and crying to spread the message of Vincera.

Contraband Transportation and Acquisition
Contraband can vary from province to province, and from kingdom to kingdom. As such the cult is known to help members in provinces where an item may be outlawed acquire items from provinces where they are not. Many forms of contraband exist and while the cult may have the means to acquire them, they typically focus more on consumable goods such as narcotics.[/div][/div][/div] [div class=box]
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[div class=boxmain][div class=header]Notable Figures[/div]
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Daughter of Visions Dival Izmamnik
A young woman born to the cultist dominated village of Dralen, Dival never had a chance to be anything other than a member of their fanatical faith. Her parents were the subjects of an intense inquiry from the cult chapter and as they maintained their innocence few seemed to be convinced either way. It was suggested to them, once the mother had learned of her pregnancy, that they should volunteer their child for the cult ranks as an instrument of her will. Afraid for their own well beings they agreed with the suggestion and offered their daughter, once born, to the cult leader for whatever purposes he had. She was raised by the priest in a small shrine meeting with her old family once a week at his request. He believed a child should see their parents but knew that the goddess outweighed even the bonds of blood.

As fate would have it, Dival was the most educated and well looked after of her birth family. While they remained illiterate and focused on the stresses of daily livings, it was their donations to the shrine that would pay for the priest's living expenses and in turn Dival's luxurious pursuits of philosophy and the courtly process. It was not a rare sight to see Dival lounging around while others worked hard around the village.
In her early youth she was informed of what her future may hold. The village priest had accepted her as his heir and as such she would need to study the rituals and ceremonies of the cult. Before this could be done however, she had to undergo her first set of wax visions. As the wax was poured over her eyelids she could feel a burning sensation and then bliss. A euphoric sensation that was filled with bright light visuals and a distant whisper of affections from a feminine voice. What felt like mere minutes turned out to be hours and when she broke from her trance she was made to answer questions and write down her experience. These wax visions would be but one of five she underwent in her training and, as the goddess willed it, would leave her without any ill effects.

By the end of her training she was a full fledged priestess who had not only learned all the rituals and ceremonies the cult performed, but had experienced most of them upon herself without any harm befalling her. The priest who had taught her all she knew, not oblivious to the fact this was unusual, decided against his original plan to have her be his replacement. Instead she would spread the word of the faith and do so in a tactful and deliberate manner. Collections from the village were harsh for the coming month but once they'd gathered enough the priest spent it all on fine clothes for Dival. Now looking the part she was informed that she would not be staying in Dralen and instead moved onward to a large city that their cult had just sprouted in.
Her study of the courtly process, and the philosophical interests of her youth, allowed her to masquerade as a courtier and an ethics tutor for lower nobles in the city. Her appearance and knowledge quickly garnered the interest of one of the more influential noble houses around and provided her with an opportunity to seize a solid position within the city's court. With this position she gently began to sow the seeds of doubt for their faiths within each member of the court and is now waiting for the right moment to reap her harvest.

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Ferhan Smit
Born in the city of Khuwair, Ferhan was the first descendant of a wealthy commoner family from Kings state. Growing up in the region he experienced his fair share of harassment from others whose families had not once left the Diba desert. Often they would mock his appearance and claim he wasn't truly one of them despite sharing a name with many of those around. As a child it was hard for him to fit in, and his parents would often describe him as being forlorn and easily disheartened. This would however change as he reached puberty and came into his own.
Ferhan deviated from the fold and in doing so gained attention from others who had decided to 'go their own way'. He was invited to join them and felt hesitant at first, fearful of what his parents might think and do if they learned of his choices, but joined a small time gang anyway. While with the aspiring gang he prowled the streets of Khuwair looking for rich fools or clueless elders to steal from. He was their only pickpocket and while the rest approached most matters like a hammer does a nail, he preferred to try a gentler and more tactful approach. To no one's surprise his approach to most matters ended with him being the only member of the gang to evade the law even when caught red handed. Some in the gang called him gifted, and others called him a rat. After a falling out with the former leader of the gang Ferhan left and took those who liked him with him. From there he began his own gang and as his first act he befriended local law enforcement to sell out his former friends.

Ferhan's ability to sell out his former friends should have been a sign of how ruthless he would be, and yet no one saw it. His minuscule operation of pick pocketing and charming old hags away from the money quickly became something more. He began poaching from other gangs and convincing aspiring gang seconds to turn on their bosses. Within five short years he went from a no name pickpocket to one of the largest gang bosses in the southern districts of Khuwair. Even still he wanted more. His appetite began to grow and it was then that he realised where the real money was. Thugs earned a decent coin, thieves could too if you knew the right fence, but Opium? That's where the real money was.
He coordinated his gang members to stop with their petty crimes and to focus on contraband production and distribution. He knew he could talk to the local law enforcement and persuade a corrupt few in high places to look the other way but what he didn't know was where to move it and who to sell it to. It was then that the cult of the burning wick revealed itself to him.

Ferhan wasn't a religious man and didn't intend to become one any time soon. However this cult provided him with a perfect supply line to move things around. He feigned interest in the cult's beliefs, seduced the handful of cult agents that had shown their colours, and believed himself to be done with it. Before he could wash his hands of the cult however, they asked for him to join their ranks. He refused, as most do, but was gently reminded of how his new drug empire relied entirely on them.

Not wanting to lose what he'd only just achieved, Ferhan submitted to their demands to undertake the ritual. He was terrified. These zealots burned candles on their eyes and one of them was blind. He had no interest in being blinded but once the wax had hit his closed eyelids it was too late to back out. He sat in silence for an hour, then two, nothing but darkness. He'd played along for long enough and tried to pull the wax from his eyes. Although as he tried he felt as though he had no arms in which to remove the wax. The more he though about it the more he realised he had no body. He felt nothing, saw nothing, but heard a feminine voice in the distance whisper his name. Promises of peace and clarity shot out from the darkness and pierced his soul. By the time the ritual had ended he'd changed. He didn't fully believe, but he did find an authenticity in the cult's practices, aligning himself with their doctrines and slowly coming to regard their religion as the only one with any logical proof.

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Son of Visions Arturo De Luca
Arturo was born at the end of the great conversions in the cultist dominated village of Dralen. As a child the faith was still a new one and many of the converts had fanaticism unmatched by any prior. Even by the time's standards however, his family were hardline. They had been avid worshipers of Estel and in an effort to repent they refrained from indulging any of their appetites, believing themselves unworthy. Many nights were spent fasting and praying to the Goddess for deliverance. While the son of visions at the time told them that this was not the way that Vincera commanded her followers behave, his parents had convinced themselves into believing that this was still what the goddess would want.

Arturo eventually grew tired of his parents constant fear of the Goddess and after his second ceremony of visions he told them that he'd been commanded to swear himself to her service and that in exchange she had promised to forgive them. While he knew that lying about a message from the Goddess was a sin and highly immoral, he couldn't take his parents anymore and believed their sacrificing ways were a sign of irreverence for the tenets of the faith. He informed the village priest of his deception, and then of his plan, to which the priest was firm but understanding. He too had tried to break the spirit of the self punishing family with no avail, and if it took their son becoming a priest to do so then who was he to deny fate.

Arturo spent a number of years learning from the priest who became something of a mentor to him. By the time his training had finished the former village priest had taken ill and not long after was taken away from the land of the living. Arturo, upset and a budding young man, needed time to grieve and did so by travelling - leaving Dralen without a priest. He visited other villages, saw the sacred candlestick to which he felt its majesty and authority, and eventually returned home after accepting his loss. Much to his surprise, without a priest Dralen had remained unchanged. The majority were faithful and had learned their prayers and hymns since birth. While they held no ceremonies and new children needed to undergo their visions, their faith remained strong.

As time went on he lost his mother and father to natural causes, and unlike the death of his mentor he knew that he would need to deal with this loss here. He grew to accept the pain he felt, and took upon himself a vow of celibacy as to not lose another or put this pain he felt onto a child of his own. The Goddess has a will of her own however and as fate would have it his vow of celibacy would lead him to become more profound in his understanding of the faith, more suspicious of others who made claims about the Goddess, and eventually the mentor of a little girl offered by one of the less devoted families in Dralen.
He imparted all the teachings he could upon the girl in a way that would be less than overwhelming, guiding her towards more philosophical schools of thought and encouraging a passion in study. She was to be his replacement and she would be everything he couldn't be. That was until she underwent the ceremonies of the visions.

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Daughter of Visions Vestice Kerekes
Vestice was born one hundred and fourteen years before present in the cult's original home of Lorent, a small village that was once home to the most devoted followers of the old faith. Her mother and father, both to have converted to the cult before she was born and before the cult's influential expansion, were not only among the first members of the cult but were also a mixed race couple leaving their daughter as one of the only half elves in the province of Kingstate.

Growing up was easy for Vestice. She was protected. Not only was she raised with daily exposure to the blessed candlestick that housed their goddess but she was raised around the first child of wax who had, by the times of her first memories, already performed many of his great feats and discovered the sacred ceremony for the wax visions. No one dared to draw a weapon in the village and if they did it wasn't long before the first child of wax cut them down to size. Her memories of him are few and far between but with every meeting he remained silent, stoic, but a pillar of what their cult could bring to lands that were supposedly in a period of spiritual unrest.

Many of the village's wealth was housed in the shrine and when Vestice was offered by her parents to the sons and daughters of visions there, they were able to share in them. Once she had passed the rituals to become a daughter of visions and proved herself devoted to the sons and daughters present, she was officially inducted into the ranks. She was adorned with what jewellery they had spare and shown the luxuries of the learned arts. All was well for a time.
Then came the first deaths. Her mother was a human and thus died first. Before she could finish dealing with the grief she lost one of her closest mentors in the shrine. Others left to undergo missionary work to handle their grief. Some stayed by her side and tended to what impact was left on the community. Then another daughter of visions passed, and eventually even the first child of wax faded into the night. Though she did not attend the funeral of the legendary figure there was much speculation as to his death, claiming they burned him armoured and placed the armour in a vault or that his corpse wasn't even at the burial and that it was just his valuables burned. Whenever Vestice asked she was ushered towards other topics until eventually none who attended were around to clarify.

Vestice practiced her chants and her devotions daily. Eventually losing her eyesight to the ceremony of visions and relying on other sons and daughters of visions to guide her around Lorent for her daily activities. Not long after losing her sight she lost her father and saw to it that he was cremated and his ashes spread with her mothers. With all the loss she experienced she eventually grew numb to the prospect of losing others - accepting that all life is fleeting and the only certainty the goddess grants is a life with enjoyable memories. After resigning herself to this concept she fully embraced the visions. She'd lost her eyesight already, she had little to lose. Ceremony by ceremony she found herself feeling deeper connected to the goddess, so much so that many have come to regard her as an oracle of sorts.

Vestice now wears the jewllery of her long passed compatriots and is rarely seen outside of the shrine for a number of reasons. To those that seek her, she is often forthcoming with information but reluctant to expose secrets that may be the subject of further inquiry into the faith. Some answers she does not know, while others she would prefer no one else knew. As the oldest living member of the cult her mind is regarded as a vault of history, even if the smaller details of stories are subject to change.[/div][/div][/div] [div class=box]
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[div class=boxmain][div class=header]Origins[/div]
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The cult of the burning wick, also known as the cult of the candle, is a newer religion when compared to others but has been around for over a century. It was founded by a single charismatic soul whose revelations are suspected to be one of many which would have aided in the collapse of the old faith. The obscure cult originally rose from the ashes of another, older faith that worshiped a goddess of creation known as Estel. In the fall of the old faith the ambitious cult took it upon itself to enlighten those who still held onto the old ways. With its radical scripture and controversial messages from the dominant religion it was slow to win over friends and believers.

The first followers of the faith were less than subtle in their approach to gather new converts and eventually had to defend themselves from others who sought to spread their faith or take control of the aimless masses by other means. The first followers were scared of losing what little power they'd consolidated until a champion among them, now known as the First Child of Wax, challenged the foreign missionaries and opposing powers to trials of faith and prowess. He summoned forth miracles from the goddess when he prayed, cut down foes who raised arms against the cult, and discovered the ceremony to ensure constant visions from the goddess. It's no secret the majority of the cult's starting success rested upon this one man. When his years caught up to him and the goddess beckoned he join her in the purest of heavens, he obeyed.

In his wake the cult grew weary. It had warriors who followed in his footsteps but none were so capable. Using its wits, the cult hid its presence in regions where it didn't hold a majority. No longer could it afford to rest on the laurels of an infamous champion. In the years to follow the cult adopted a more diplomatic approach to matters. Many of its priests focused on the allure of mystery to intrigue potential new members, while other members of the faith found control over other aspects of life that many had become accustomed to.
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[div class=boxmain][div class=header]Organization[/div]

Total Manpower: ~500
Type: Criminal Syndicate
Deployment Details: Deals and contracts to be negotiated with priests and priestesses.

I. Goddess Vincera
There is none greater than, nor are there any equal to, the Goddess within the candlestick. She is the creator of all and by her will may all be undone. She is the voice in the darkness, the giver and taker of sight, and above all else she is the queen of creation.

II. Sons and Daughters of Visions
The sons and daughters of visions are the male priests and female priestesses respectively who lead and maintain the faith of each and every chapter throughout the land. There may be more than one son or daughter of visions to a chapter, but they are to be equals in their service to the Goddess.

III. Congregation
A faith without faithful is like a fish without gills, or a lion without teeth. The congregation are the backbone of the faith and ultimately the reason that the cult may achieve any of their goals.


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Devotions of Vincera

The cult of the Burning Wick earns its name from its unique belief that their deity, a passionate and caring mother known as Vincera, is not only the creator of all existence but that she was also set upon by the only other divine being in all creation. This other divine being is believed to have been a companion or even lover that imprisoned the goddess of creation within an unimposing candlestick and assumed her mantle as the caring creator figure that people have continued to pray to in the form of Estel. In this cult the old goddess Estel has been dubbed the False Mother and the Grand Pretender.

The message of Vincera, as relayed by her cultists, is one of self acceptance and controlled indulgence. In the suffering of Estel's betrayal, Vincera was denied the pleasures of the divine and wishes for her creations to enjoy their earthly appetites as she would have enjoyed her own. She does not believe her suffering should be repeated by her followers and makes it apart of the faith's very core to achieve happiness and pursue it where possible. Her followers will often be seen enjoying expensive foods, partaking in recreational substances, or perhaps acting in favour of their previously repressed sexual appetites.

According to her followers, Vincera's message does however become less accepting when it comes to nonbelievers and the process of conversion. She tells her followers to convert the nonbelievers wherever they may be and to do so quickly. She has taught them that by burning the nonbelievers their disbelief may be burned away with the impurities of the soul and allows the pure soul to be reborn in a healthy body that will believe when given the chance. Because of the promise of rebirth and the goddess' constant references to the purity of fire, her symbolism has shifted more towards the flame and candles that a candlestick would otherwise hold.

Members of the cult often perform ceremonies to the achieve enlightenment and see the goddess for themselves. In cold quiet rooms many will find themselves void of distruptions and be permitted to commune with the goddess directly. With a priest or priestess to guide them and seal their eyes shut with the wax from a ceremonial candle, some spend hours in relative isolation communing with the goddess in the confines of their mind. It is rare for a practitioner to leave a meditation session stressed or with the troubles that plagued them prior. It is also, sadly, very common for those who perform the ceremony more than once or twice, or without the proper candles, to experience permanent eye damage with the more severe cases causing blindness.

[/div][/div][/div][/div] [div class=fyuricredit]code by @Fyuri[/div]
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[div class=boxmain][div class=header]Griffin Maritime League[/div]
Order Name: Griffin Maritime League / Griffin League / Grimale

Order Leader: Grandmaster Sartinen

Order Emblem / Banners: Griffin and Hexagon Emerald; white and grey-olive banners.

Structure: Electorate Syndicate - Pentateuch Council

Order Headquarter: Syrakusa, King's State, Kingdom of Ebliera[/div][/div][/div] [div class=box]
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[div class=boxmain][div class=header]Métier / Services[/div]
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Subsidiary Liaison Services
As per the Mutual Beneficiary Accords, the League will seek to refer their clientele to a specialized guild or other connections - for a small fee. This service is a middleman benefit for both the League and their referred partner, in order to provide a fair share of business opportunities between the two, while helping the League to expand their influence in a soft-spoken manner. The League's shares are negotiated with their benefactor organizations, but usually takes form of marketable influences and information exchange over materialistic compensations. One of the prime example of this case is the League's quasi-localization relationship with the Children of Caliban in the North.

Navigation / Pathfinding Services
The League specializes in charting alternate paths and providing the necessary guidance for their clienteles. After decades of revising maps and trades, the order have established a series of their own navigational courses (shortcuts, hidden paths, etc.). Most of these routes are exclusive to the Griffins personnel, and are usually kept in confidential details and will only be sold, not bargained for. The Griffin Maritime League prides themselves with this particular service, and are on the verge of monopolizing this particular field of interest. Almost.

Merchant Militia Services
For a sum of equivalent expenses, one may inquire of Griffin armed services to provide security or convoy escort. Either at sea, or on land, the client and their goods will be delivered.

Hospital Services
The Griffins' legacy of hospital establishments are kept intact and well-funded throughout the kingdom. Found in their principles and code of conducts, the Griffin Hospitallers provides aid to the weary and wounded, especially among the other guilds and organizations. In return, the League usually abides by the other orders' mutual benefits and commendations, and at times, minor favors where circumstances present itself.[/div][/div][/div] [div class=box]
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[div class=boxmain][div class=header]Notable Figures[/div]
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Grandmaster Sera Sartinen
A proud landowner in southern Ebliera, Sartinen is poised and malleable with her acquaintances. Having served the League for more than a decade, it was by some miraculous ways, that what was once a young Sworn-Sister of a regional hospital was able to secure for herself the emblazoned seat of Grandmaster. Rather, via her eyes, her seat was neither warranted nor ordained, but by her sweat and blood. She knew this, and so does her Deputy Master Ryste, of whom had served alongside her since their enlisted years. Sartinen is keen on expanding the League's influence within Ebliera and if possible, on foreign lands. While the League is carrying out her enacted policies of mutual benefits with the other organizations, her Marshall is bent on "physical" supremacy via force rather than diplomacy.

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Deputy Headmaster Van Ryste
Second-in-command of the Grandmaster, is the venerable and august Headmaster Ryste. Ryste served alongside Sartinen when both were younger. Carrying years of experience on both the field and court politics, the man is appropriately called the "eyes and ears" of the Grandmaster. His loyalty is to the League itself and his dedication is invaluable to both the Grandmaster and the Marshall. As such, he tends to delegate his position to compromise and ease the tension between Sartinen and Envyl. Ryste is a well-known figure in Ebliera court, as he himself is a prominent landowner with extensive ties to the underground networks throughout the kingdom. While he himself is a politic-participatory personnel of interest, he generally tries to broker deals, rather than taking a side on the fence. Ryste is responsible for diplomatic missions with their associates and trading partners.

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Marshall of the League Illyria Envyl
Envyl history as a renowned veteran in the kingdom, as well as her decorated service career in the League speaks for itself when she is addressed. A disciplinary commander, and a soldier at heart, Envyl refuses to burden herself with others' troubles. Despite her visibly calm and collected visage, the Marshall is generally dismissive of any tug-and-pull notions - particularly when politics are involved. She holds a grudge against Sartinen since the last election, having lost by a completely unanimous vote. With every new policies enacted by the Grandmaster, the Marshall would be the first to oppose the notion. If there was someone with enough weight in their name to break the League in two, it would be Marshall Envyl, as she herself has the majority of the League's zealous enlistees sympathetic to her cause.

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Hospitaller Master Sir Oryn Mosley
A renowned Crossholder then Sealander of his time, Sir Mosley served the League long before the Sartinen became Grandmaster. Despite his long history and career services, the man remained as the head of the Hospitallers, overseeing the League's facilities throughout the kingdom. The man harbors no ambitions for the Grandmaster's seat, and only seeks to continue his duties as a hospitaller, much like his earlier days as a field cleric. Despite this, he possesses an array of connections with those sympathetic to the Marshall's cause. However, Envyl recognized the old Crossholder's wishes to remain in service to the League, rather than to any particular members of the Pentateuch Council. The Marshall and the Hospitaller Master are close friends and usually discuss matters pertaining to field treatment and triage procedures, among trivial pastimes.[/div][/div][/div] [div class=box]
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[div class=boxmain][div class=header]History[/div]
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Established on the foundation of seafaring crusades and conquests, the League began its journey as a marine hospital that sought to treat the wounded and afflicted. Over the course of a few decades, the order expanded its field of expertise, shifting from a hospitaller organization to a maritime navigation enterprise. Among these changes, the League found trade opportunities and influential degrees via land and sea navigations. The League, as a result, had grown diverse in its trades and manpower, which in turn would facilitate its marketable trades in the simplest form - directions. The 'when' and the 'where' substituted their thirst for supremacy, or rather, it had taken the form of the 'how'. By investing itself in geographic studies and generalized principles, the League grew out of its conservative conducts, and began to assert its trades among the other guilds and organizations in Ebliera.

The League is currently led by a progressive Satorian Grandmaster Sartinen, whose new policies are evident in their growing presence within the busiest port of Ebliera. In addition, the League is keen on charting new routes to the neighboring kingdoms, in hopes of securing new knowledge and trades. The League is always looking out for business opportunities, and making long-term diplomacy via investments in distant lands. Despite it's diverse fields of trades and crafts, the League is predominantly centralized in its structures with a systematic approach to different circumstances. As such, their power resides in extensive logistical duties and local investments. Due to the organization's nature of trades and support business-centric policies, the League is reliant on good diplomacy and standardized regulations, rather than pushing for quantity. As such, there exists a limited number of trading chapters around the Kingdom of Ebliera - presiding quality over quantity. Regarding their recent market decline in the West, the League is in the process of reforming its trading strategies and budget cuts.

While the League remains dormant on the subject of Ebliera's politics and contempt among the feuding Orders, one should not mistake it's quiet nods for weakness. For when the contenders are exhausted from their toils, the lurking griffin will swoop in to claim its prize.[/div][/div][/div] [div class=box]
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[div class=boxmain][div class=header]Organization[/div]

Total Manpower: ~500
Type: Private Armed Force
Deployment Details: Clientele-based details to be processed by acting commander on scene, followed by subsequent allocation of resources and appropriate manpower before commitment of the League's forces.

I. Grandmaster of the League
Voted into office by their Pentateuch peers. This office may not be vacant at any time, as the Grandmaster holds not only administrative and diplomatic powers, but also symbolic. Deputy Master may be sworn-into this office should the Grandmaster be unable to resume their duties - until an emergency meeting regarding the position could be convened and discoursed.

II. Pentateuch Council
The Pentateuch Council consists of five senior Masters, each in charge of their respective roles. The Pentateuch is responsible to advising, convening and at times, exercise universal referendums upon the Grandmaster. The Pentateuch Council consists of:
- Deputy Master of the League
- Marshall of the League
- Hospitaller Master of the League
- Armory Master of the League
- Treasure Master of the League


III. Local Leadership
Local commanders of their respective outposts, colloquially called Chapter Masters for each Chapter they govern. There are five Chapter Masters in total.

IV. Enlisted Ranks
Junior volunteers and members in service of the League. They report directly to their respective Chapter Masters.


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Distinctions of Training

Griffin Sealanders
Hand-picked personnel with extensive combat experiences and terrain training (both on land and sea). Serves as a small, quick-response-force for high-risk operations. Generally lightly armed, but highly mobile. Particularly dangerous to combat in rough terrains.

Crossholders
Decorated veteran combatants with extensive training, experiences and are heavily armed. Generally deployed to supervise and lend their experience to Half and Sworn Brothers. Called Crossholders for their distinctive shields that resembles a cross. They usually are in charge of leading their assigned teams and sections.

Sworn Brothers
The League's "Regular" men-at-arms, sworn into the League. Well-trained and usually better equipped than their Half-Brothers counterparts.

Half Brothers
Freshly trained men-at-arms and volunteers with little to no experience. Gradually developed via missions and sorties.

[/div][/div][/div][/div] [div class=fyuricredit]code by @Fyuri[/div]
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[div class=boxmain][div class=header]Order Information[/div]
Order Name: Order of Hestia

Leader: Grand Commander Victoria “Vic” Holden

Emblem: Crimson shield with a black hearth and flame.

Structure: Episcopal polity; military esque

Headquarters: WIP [/div][/div][/div] [div class=box]
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[div class=boxmain][div class=header]Professions[/div]
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Church of Hestia’s Military Branch
Differing from local militias and peasants who heed the call of arms from the church, members of the order are the church’s elite knights and soldiers. Their duties and missions vary from religious official guarding to religious warfare, though the Church of Hestia rarely wages religious war and prefers religious coexistence. The makeup of the order also varies drastically from differing backgrounds and own paths, but in the end their faiths are one.

Peacekeeping and Public Welfare
The order has also been given the task of settling disputes for the church and their places of worship if the local officials cannot handle the situation. Alongside their unarmed counterparts of the church they primarily focus on providing health services to their believers as well as non - believers which has welcomed many to their faith.
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[div class=boxmain][div class=header]Notable Figures[/div]
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Grand Commander Victoria "Vic" Holden
A mere peasant in the backdrop of the universe turned into a respected and feared official of the church. Being more masculine through the series of events growing up she eventually matured and was recruited into a roaming mercenary band in which she learned and experienced the hardships of warfare and betrayal. The band had been recruited by a local lord to put down a peasant rebellion which was a trap for the lord to win back public approval, who betrayed and massacred the band of which Vic was saved by a young priest of Hestia. Feeling to be in eternal debt she swore herself to the church and welcomed her as a sworn sister amongst the church’s military order due to her background. Over a decade of service landed her at the near pinnacle of the church, second to the pope.

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Deputy Grand Commander Alaric Fourrier
Second-in-command of the order and Vic’s right hand man is Alaric Fourrier. Seeming to balance out the brazen and combat longing Grand Commander, Alaric is more status quo. Starting out in the church at an early age he was quick to officially join the church and became a well respected priest in his community. Opting for a change of pace he opted into joining the order and proved himself as an extremely motivated and faithful paladin in conflicts. Now his war hammer wielding days have come to an end and now serves as the order’s astound diplomat and negotiator.

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Chief Paladin Garen Fowler
Garen arose to fame through his loyal and continuous service to a prominent lord whose conquering ambitions got to the best of him. Formerly a general and a renown swordsman, Garen has found new employment opportunities with the faith and is the order’s top frontline commander.

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[div class=boxmain][div class=header]History[/div]
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The Church of Hestia has survived through the centuries of beliefs not as a prominent major pantheon, but one in the backdrop whose followers are diverse and widespread. It was not until recently that the faith has attracted much traction through the “equality” aspects which allows women to be ordained and become officials of the church. The church revolves around their pantheon, Hestia, who stands for the hearth, home, family, and perhaps the flame to some. The church has become extremely resistant to attempted inquisitions and squashing by other major religions through it’s well trained and experienced retinue of protectors.

The Order of Hestia itself has an undisputed reputation of peace keeping missions and are welcomed by most, even non-believers as they are strong believers against forceful conversions. The order has recently gained controversy in their appointment of the first female high church official, especially due to her controversial background as a mercenary. However, her plans to recruit and train more skilled paladins to fortify churches and places of worship on the frontier in order to compete with other religions in new settlements bring a new light to the faith.
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[div class=boxmain][div class=header]Organization[/div]

Total Manpower: ~500
Type: Private Armed Force
Deployment Details: Detachments of troops are stationed at each church and place of worship to maintain order and defend their assigned post. If needed the main garrison of troops at the headquarters are readily deployable.

In general there are technically two chain of commands for members of the order as they must follow the order’s hierarchy as well as the church’s, however in the end their loyalty should lie with the pope and church.

I. High Command
The positions within this command group are; Grand Commander, Deputy Grand Commander, Chief Paladin, Chief Inquisitor, and Chief Cleric. The Grand Commander has absolute authority over the order with the pope’s discretion and has assistants to maintain control and keep the order running.

II. Command
Members of this group serve under their respective Chief or Commander and help lead and command subordinates. They are a link between the churches and top of the order.

III. Local Church Leadership
Every church is headed by a Bishop who co-exists with a paladin who has subordinates to protect the church and its staff

IV. Sworn Brothers and Sisters
The meat of the order are the sworn brothers and sisters, paladins, etc. that faithfully and diligently perform their duties under their superiors


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Distinctions of Training

Paladins
The highest rating a member of the order could achieve. They serve as the leading example at churches and are heavy armored shielders.

Inquisitors
Lightly equipped and disguised men of the church whose task is to infiltrate and collect information from other religions or organizations.

Sworn Brothers
The regular troops of the order and are trained to the best ability.

Clerics
Field healers and medical professionals assigned to churches.

[/div][/div][/div][/div] [div class=fyuricredit]code by @Fyuri[/div]
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[div class=boxmain][div class=header]The Cihangir Horde[/div]
Order Name: The Cihangir Horde/Horde of Cihangir

Order Leader: Celal Khan

Order Emblem / Banners: Sky blue banners with 3 white stars and the centre symbol of the top view of a hut

Structure: Hereditary rule - The Khan and his council

Order Headquarter: Qosal, Village of the Cihangir, Sarhir Province, Kingdom of Ebliera[/div][/div][/div] [div class=box]
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[div class=boxmain][div class=header]Hizmetler / Services[/div]
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Scouting/Reconnaissance Services
One of the more common jobs of the Horde, and a cheap one is the job of scouting out possible bandit or enemy locations. The noble that desires the service merely pays, states what they need done, and scouting parties will go out and depending on how large the mission is generally have a report ready within 2 weeks. The job isn't long or harsh generally and is good small profit.

Caravan Guarding Services
Another relatively cheap job this is simply hiring the horsemen of the horde to guard merchant caravans passing through the local lands, the Cihangir are quite good at this job and should the caravan be raided in most cases it has made it through with minimal losses to goods or personnel. They've become relatively liked by local merchants as their lands are mostly bandit free and the town of Qosal proves to be a nice little trading hub.

Bounty Hunting Services
A simple job with a simple pay, the Cihangir will accept bounty missions and hunt down whichever poor soul has had a bounty placed upon them. They're quite good at this and use it to help keep their warriors well trained for tracking the enemy.

Military and Raid Services
The main reason for the Cihangir being a feared force, the military services are generally the most expensive of all jobs the Cihangir are willing to do. They do not take monetary payment for this job and only accept in being paid land. In exchange the Horde will pledge to serve in the local nobles military campaigns with unwavering loyalty for as long as they stay, joining either the proper armies or raiding enemy lands to wreak havoc upon the foe. Any prisoners they capture are held by the horde itself to either be sold to the nobles for extra profit or to be returned at the end of conflict. For extra land payment the Cihangir will also teach some cavalry units of the local lords armies, to make them a force to be reckoned with.[/div][/div][/div] [div class=box]
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[div class=boxmain][div class=header]Notable Figures[/div]
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Celal Melikzade Khan
The Khan of the Cihangir Horde and first some of Melik Khan, Celal is proud and ambitious. Having been raised all his life to rule and being told the stories of his people Celal has always held a spot for the legends of his hordes former glory in his heart. He campaigned with his horde from the time he reached maturity and when his father died he assumed the title of Khan and continued campaigning leading his horde to glory in their services across Sarhir. Celal has always had a personal wish to see his horde re-united and ruling over its rightful ancestral lands stretching the Seyhan and Tundzha rivers though the situation has not yet allowed for such. Until then he has tasked himself and his people with amassing wealth and skill to assert their local rule, and eventually be prepared enough to venture back across the mountains.

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Hizir Celalzade Noghan
Son of Celal Khan and heir to the Horde, Grand Prince Hizir. He is a bit arrogant and more laid back than his father would like but Hizir will still do whatever job is needed. He has trained for quite a while and proven himself a decent warrior, though he is not to the level of his father or the others who hold the title of Mirza. The prince knows that one day he will succeed his father and have to rule the horde but until that day comes he enjoys the luxuries of the horde and shrugs off some duties. He's well liked in the tribe, being relatively charismatic and lending a helping hand when need be.

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Ekmel Mirza
Good friend of Celal Khan and fellow commander of the hordes army, Ekmel is a cautious counterpart to the Khan. The two have been friends since childhood and served through campaign and campaign with eachother, and as Celal rose to the throne Ekmel pledged his loyalty and was elevated to the commander of the army. A strategic genius Ekmel is always present with Celal on military matters and is the khans most trusted man. Quite a commanding and charismatic person, wise from his military campaigns though also quite well versed in scholarly topics due to his studies with Okan, Celal could not have asked for a better second in command.

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High priest Okan Mirza
The head of the followers of Kayra in the Cihangir's territory, Okan also serves as the chief diplomat to the local nobles or the such. An accomplished scholar he is the high priest of the Followers of Kayra east of the mountains and is one of the most respected elders of the entire horde. Many see him as a father like figure, never shying away from those that need aid and always offering advice where he can. Okan however did not gain his title of Mirza through just diplomacy and knowledge and proved himself a very formidable warrior under the late Melik Khan's rule.
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[div class=boxmain][div class=header]History and Beliefs[/div]

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The History of the Horde can be traced to the uniting of various small clans around the Seyhan river north of the Great Desert by the great Cihangir Khan. The groups around the river formed various hordes and began to spread out or fight for dominance as the river as the populations expanded, and the largest hordes around the river were the Cihangir, Tarsus, Simav, and Amzar. These hordes fought amongest themselves for dominance in endless bloody conflicts, weakening all of them eventually. The Cihangir after suffering a massive defeat at the hand of the Amzar decided to migrate and fled southeast to the Tundzha river. This land proved much more suitable and they remained there until the Tarsus, who had also decided to leave marched south and soon conflict began once more, remembering the casualties of last time the Cihangir once more migrated before large scale conflict could break out, though this time the tribe broke apart as it debated where to go or whom to follow. The current group knwon as the Cihangir Horde fell under the leadership of Melik Khan, who led them across the mountains bordering the Great Desert and to the base of a great river. The horde eventually began to raid and raze various villages near the area, expanding their controlled fields, and they dominated the local armies and militias in combat, only stopped once more regional forces united and inflicted heavy casualties onto the Cihangir. After this a deal was struck that the Cihangir would be able to keep the lands they've settled in if they join the lords in combat and guard merchants passing the area, the Cihangir agreed and things calmed down largely, with conflicts becoming near non existant between the horde and the local rulers.

Melik Khan's rule would be cut short in the end by disease and his son Celal became the Khan. Celal has upheld the agreement his father made and things have continued on to present day. Some whisper in secret that Celal wishes to in the near future march back northward and unite all the hordes either through diplomacy or force and carve a realm in the Seyhan river that his ancestors were pushed out of so long ago, but for now this remains nothing more than rumor and the Cihangir continue to guard caravans and raid the lands of their lords enemies and doing other minor jobs for extra coin.

Beliefs:
The Cihangir believe in a paganistic religion with a large pantheon of gods. There are nine major deities that represent the most important aspects of life with a moderate group of lesser groups representing other aspects and the such. Kayra, god of the Universe and Creator of all is regarded as the King of the Gods, and the other gods and goddess's generally as his sons and daughters or their sons and daughters. Each god adheres to a specific subject or two generally, and it is believed that each has their own plane of existance, and has their own individual blessings. Not all of the gods in the hordes religion are good however and some are considered to be more demonic and evil, and only the depraved seek these deities for their wretched blessing.
Major Gods:
Kayra(God of the Universe, creator of all)
Mergen(God of Wisdom and Time)
Kyzaghan(God of War)
Erlik(God of Death and the Underworld)
Yel Ata(God of the Winds)
Koyash(God of the Sun and Day)
Su Ana(Goddess of Water)
Yer Tanry(Goddess of Earth and Fertility)
Zarlik(God of Judgement and Justice)

Lesser Gods:
Baianai(Goddess of Forests and Joy)
Ay Ata(Goddess of the Moon and Night)
Burkut(God of Eagle and Power)
Od Ata(God of Fire and Light)
Akbugha(God of Medicine and Healing)
Shalyk(God of the Hunt)
Izih(God of wild animals and nature)
Azer Ana(Goddess of the Twilight and Prophecy)
Qovaq(God of Fate, Knowledge, Learning, and Memory)
Azmych(God of Disease and Pestilence)
Khyrtyq(God of Order)
Archura(God of Destruction, Change, and Revolution)
Karakoncolos(God of Madness)
Uylak(God of Deceit, Lies, and Deception)
Zilant(Goddess of Dreams, Nightmares, and Omens)

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[div class=boxmain][div class=header]Organization[/div]

Total Manpower: ~500
Type: Armed Force for "hire"
Deployment Details: Whatever is seen as needed by the Khan or leader on sight.

I. Khan of the Cihangir Horde
Chosen by the current Khan, any of direct male descendants will eligible and one will be chosen to take over, though generally the oldest is preferred. Holds the ultimate power over the horde but generally convenes with council and the hordes elders to decide on matters together.

II. The Council of Elders
Elders of the Horde from all the major families who help the Khan with ruling, organization, and convening to discuss important matters. No set limit but generally around 16 elders, 2 per major family.[/i]


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Ranks of the Horde

Mirza
The best of the best, the hand picked warriors of the Khan. These warriors have experienced much combat and proved themselves over and over to be the best of the horde, and thus have been elevated to the title of "Mirza" or prince in the common language. They serve generally as a royal guard and the elite soldiers of the army, often led into battle by Celal in a devastating charge of arrow and lance. Not only have these men mastered the art of combat and their horses, but they also undertake education and learn to write and read, further elevating their status. The Mirza are equipped with plate and mail armor, being the heaviest armored and most equipped soldiers, generally having both a spear/lance, sabre, and their bow. These warriors are the most skilled combatants the horde has to offer at any time

Ashan-i Hafan
The Ashan-i Hafan are veteran soldiers, not to the level of the Mirza but still an experienced and very deadly force. Often times they serve as leaders of the common military units and help train them, being officers of a sort. The Ashan-i Hafan are almost always equipped with chainmail and metal lamellar armor, as well as metal helms these warriors are heavily armed, also using sabres instead of the spear or axe of the other warriors.

Blood Brothers
The main backbone of the hordes army, not full veterans but well trained warriors nonetheless. Well armed and equipped these make up the fierce bulk of the military, serving across the frontlines. Blood brothers are decently armored, generally having leather Lamellar armor and helms, or chainmail armor with metal helms.

Horsemen
The horsemen have no specific titles, and are the fresh young men of the horde. Usually never having seen combat they are generally given scouting and hunting jobs to develop their horsemenship and aim, to begin preparing them for combat and eventually they will work their way to becoming blood brothers. Generally lightly armored if at all they are quick but lack serious protection.

[/div][/div][/div][/div] [div class=fyuricredit]code by @Fyuri[/div]
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[div class=boxmain][div class=header]The Tenebrous Legion[/div]
Order Name: The Tenebrous Legion AKA The Legion, or Tennies.

Order Leaders: Matriarch Roa and Legion Commander Vernis

Order Emblem / Banners: A dark green Tenebrous clipping encircled by ten silver coins on a light brown background.

Structure: Council

Order Headquarter: Nien Township, Alberdeen Province, Kingdom of Ebliera[/div][/div][/div] [div class=box]
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[div class=boxmain][div class=header]Services[/div]

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Private Security Contracts - Tenen/Legionnaires
This is the main thing that The Legion is known for. Most small scale contracts, such personal and property security, are handled by Tenens. Larger contracts, such a mercenary work, elite bodyguards, and public security are typically handled by Legionnaires. While it is widely known that they operate for profit, and are sticklers for following their contracts to the letter, regardless of its morality.

Hostile Beast Removal Contacts - Eidolons
When dangerous beasts encroach on civilization, they often must be killed. That's where Eidolons come in. They handle anything from rat infestations to rabid bears. They even handled fae. However, for major threats, Eidolons work in tandem with Legionnaires and Matrons to deal with it. Contracts are usually handled by the Eidolons themselves or Matrons, but contracts for large or clever fae are handled through the Tenebrous Court via the Legion Commander.

Sanative Services - Matrons
Where ever a Matron Circle is established, their skills in herbs and alchemy are often utilized by the public. These services are available everyone, and Matrons will often accept goods for their services in lieu of currency. While they often don't advertise it, their ritual magic is also available to deal with major health issues, or curses from tricky fae although for a much higher price.

Assassination Contracts - Matrons
Initial contact is done through dead drops. All potential contracts are reviewed by The Tenebrous Court. A non-negotiable price will be set if accepted, and is delivered privately via a Hand Matron. Payment is then delivered to the Legion Commander directly before the assassination will take place. Failure to pay the set price after a set amount time will result in the attempted assassination of the debtor.

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[div class=boxmain][div class=header]Notable Figures[/div]
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Matriarch Roa
A mysterious figure that rarely operates her role as Matriarch in person, preferring to communicate with her Legion through arcane puppets. Only the Legion Commander, her Hand, and select Head Matrons have met her, and her true identity is a closely guarded secret. To the public eye, she is merely the sweet mother of Jank Vernis, despite there not being of any blood relation. She is the one that created the Legion, for the sole purpose of overthrowing the nobility. However, she exercises extreme caution, and has no qualms with accepting payment from the nobles, for she knows they are only helping along their eventual demise. While she is quite of aware of her own mortality, she knows that her "children" will carry on with ideals, even if she may not witness the end of the nobility herself.


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Legion Commander Jank Vernis
To the world at large, Commander Vernis is the sole head of the Legion. In truth, he is the first "son" of the Tenebrous Legion. Found and nursed back to health by the then 'retired' Roa as a young soldier after being left to die by a cowardly noble commander, Vernis came to unwaveringly champions his now Matriarch ideals. It wasn't long after the first potential Matrons were adopted, whom he taught his ever increasing skills to whenever he wasn't making a name for himself on the battlefield. With his hair on the verge of greying, and the second generation of Matrons taking over training, Vernis turned his sights on creating his own martial force for the Legion.



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Matriarch's Hand Ayla
While certainly not the most experienced Matron, nor the oldest, it was blatantly obvious even as a child that she was talented. Orphaned by a noble's seemingly pointless conflict, the spark of hatred bloomed early, and under The Matriarch's tutelage, was forged into the devious flame she is today. Now she's the Matriarch's Hand, a position created solely for the preparation of her eventual ascent.

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[div class=boxmain][div class=header]The Brief History of Tenebrous[/div]
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The Tenebrous Legion is among the newest of the guilds in Ebliera. Having only been active for the last two years, the Legion has made strong showing, largely in part to their Commander, Jank Venris, a charismatic mercenary that had made a name for himself on many battlefields across the Kingdom. Many of his Legionnaires are men that he'd fought with over the years, and those that sought a quieter life, joined as Tenen. Headquartered in the Town of Nein, the Legion's influence is felt heaviest there, as it is becoming increasingly rare to find a shop without a Tenen. A few of the larger villages in the area have even welcomed Matrons and their beast hunting Eidolons into their fold. The Legion is growing.


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[div class=boxmain][div class=header]Organization[/div]

Total Manpower: 455 personnel
Unit Breakdown: 5 Matrons / 50 Legionnaires / 25 pairs (50) of Eidolons / 350 Tenen
Type: Private Security Front

Deployment Details

Tenen are deployed individually per contract basis.

Legionnaires are deployed to areas in platoons (~50) or companies (~150). Battalions (~600) and Regiments (~2400) are only formed when hired for military campaigns.

Eidolons work in pairs, and are deployed per contract basis.

Matron Circles are typically between three to two dozen.

I. The Tenebrous Court
Made of the Legion Commander, the Matriarch, and a revolving membership of Head Matrons and/or Captains based off the locality of the pending issues needing to be addressed.

II. The Matron Circles and Eidolons
Matrons answer to the Matriarch. There is typically only one Head Matrons per town (Cities may have two), and typically have up to two Hand Matrons to delegate to. Each Matron handles at least one pair of Eidolons but typically no more than five. Matron Circles and the Eidolons avoid advertising their allegiance to The Legion, and only work with Legionnaire Command on rare occasions. Tenen, however, receive discounted services and are often quite familiar with their local Matron.

III. Legionnaire Command
Legionnaires fall solely under the Legion Commander's purview. Companies are led by Captains, Platoons by Lieutenants, and squads of ten are led by Sergeants. Battalions and Regiments are lead by Prefect-Captains and Legates respectively. Prefects and Legates are temporary positions that are elected by their peers.

IV. Tenen Command
Groups of seven are under the command of a Sergeant, whom ten of answer to a Prefect-Sergeant. Prefects typically handle contracts while working alongside Administrators who handle logistics. While they are under the Legion Commander's jurisdiction, The Tenebrous Court may issue orders with his seal.


Units

Matron.jpgMatron
Elite assassins that are groomed from talented orphans. Matrons utilize either rituals or martial prowess to exterminate targets. Between contracts, they operate as a hedge witches while acting as a liaison for Eidolons. Most in The Legion are unaware of their true role.

Legionnaire
Heavily armed mercenaries that excel in urban environments. Their shields designed for enclosed spaces, and are meant to serve as disposable coverage when charging across the open spaces of battlefields. Talented legionnaires are taught rituals aimed towards demolition.

Eidolons
Hunters that operate in pairs who are specialized in dealing with dangerous beasts. They take turns discreetly guarding their Matrons when not contracted. Most learn minor rituals for reconnaissance and dealing with weaker fae. Wherever there's a Matron, a pair of her Eidolons are sure to be close by, watching.

Tenen
While the Tenen seems to be attracting mercenaries that wish to retire from battlefield for one reason or another, new recruits are trained to combat the average thief, but not much more than that.

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Keepers of the Guarding Wind
bzA3Ili5r6RKSvue5XS3wZWjoM2JOHSUYwV7NKGdD3yDb9Hew7yXQzyCkA1extGqDD44Aj8Z9dMwTOFDDuTEo4LtLb9IWtOV5EimPPmUalR53iUNyaXoGTX7UXY6Nq3B6RsMBUiX

Order Name: Keepers of the Guarding Wind/Windwalkers

Order Motto: We watch the Watchmen

Order Leader: Gresur Marqasan

Order Emblem / Banners: Wind Seal (above)/Oasis on a Orange Background

Structure: Elected Council- Seats are life commitments, voted in by a Gathering

Order Headquarters: The Sunken Dune, Sidra Desert

Services:

Information: The Windwalkers information network spreads across the deserts, with an agent in most if not all cities and castles. They send regular reports by Dune Hawks to the local Collector, who will compile them and send them to the Records of the Dunes. Most information of low to mid-tier importance is able to be bought, for a high price, from one of them. You contact them simply by waiting in a tavern for a few days, staying in a corner booth and holding a mug full of water, but never drinking. However, if you wish for more ancient, forbidden, or sensitive knowledge, a journey into the desert is required. The Keepers find you, assess your worth, and choose whether to enact a transaction. If one is enacted, you provide payment, and your memories are wiped of your visit to the Sandstone Athenaeum. You may keep your notes, but an agent is assigned to retrieve the information if it is attempted to be recorded, or shared outside of those who need it.

Assasination: The only way to begin a contract on a person is to make a dossier of a person's wrongdoing, go to your city wall, and leave a offering of veal and the papers for the Hawks to find. Return in 3 days, and if it has been accepted, a Walker will be waiting for you to request payment. If a mission fails, then the Walker must have died, and another will take his place. After 3 walkers die, a Dust is sent. There have been 5 recorded instances where the Keepers have failed a contract, and in each case the person died soon later by natural causes.

Significant Figures:
Gresur Marqasan: Currently the 2nd Whispering Lord, Gresur was the one to lead them back out of the desert, and it was his leadership that led to their increase of influence across the desert cities. Born as the first Marqasan to not lead a pampered life, he and his family chipped in like the rest in the building of their small community. He was recognized not only for his family name, but for the sweat and blood he put into the founding of the Guardians. He was instrumental in the organization of the different circles of the wind, and served for a short time as a walker before joining the Council. While a brusk man, he has a kinder heart than many would expect from the leader of a group of assassins, and often questions the morality of his choices. He prefers flowing blue robes, and a blue turban with gold trim. He has olive skin, emerald green eyes, and a short brown beard. Above average in height.

Callum Dayberry: One of the first to be recruited from outside the survivors of the University, he currently acts as the Lord Guardian, and manages recruitment, accounting and the flow of information through the collector chain. He is fiercely loyal to Gresur, as his family was one of the ones that fled their former city. He was chosen as trustworthy due to this, but helped expand the network in his time as collector to anyone who proves their worth. He is almost fanatical in the mission of the Guardians, and sees no issue with how their assassins do their job. “Corruption must be weeded out, whatever the cost.” He has dark, short cut hair, and prefers red Harem pants, with white dress shirts and a green jacket. Dark brown skin, and brown eyes. Fairly short, but never say that to his face.

Weslem Simmons: Born to northern parents, Weslem was approached due to his above average intelligence and love of history. He quickly rose through the ranks of the Keepers, and was directly responsible for the formation of the Seekers. He’s currently in the running for the next Lord of Lore, as the previous one retired to the Council recently. He wears a facsimile of cargo shorts, a dress shirt and a ever present smile. Dark brown eyes, and olive skin. Average Height.

Amara Thera: Current Lady Guard, she was recruited from the black market slave trade as a girl, and has waged a fervent war against the practice. She is the best warrior among the Wind Walkers, and leads the Dust and Walker arms of the organization. While she is aggressive on her stance of corruption, she is very strict on the use of more unsavory methods of ‘information gathering.’ A tall, brown haired figure, she often remains in her black dyed leather armor, and only wears casual clothes when at Black Sands where she feels safe.

History:
The Keepers of the Guarding Wind originated from the Sidra University, that was founded during a time where the vast majority of nobles in the area were corrupt and constantly at war. They attempted to remain a neutral ground, and for many years acted as a beacon of light and knowledge. They were supported by the Marqasan family, and the family city and lands grew rich from the advanced agricultural techniques, and their smiths used metallurgy techniques that lead to the invention of Marqasan steel. It’s unique light yet strong properties, and it’s unique properties led to it being a highly sought after material for martial weapons.

The University supplied only the Marqasan family with it however, and created much ill will towards them for it. It was for this reason that a Coalition led by the Jarques Family razed their city to the ground, and destroyed the University in their desperate search for the secret to the metal. They searched in vain, however, as the schools scholars had ran, with what tomes and records they could save, disappearing into the desert. They harbored the former noble family of Marqasan, and swore revenge on the corrupt and greedy of the world. It was nearly 100 years afterwards that they began to appear from the desert, their scholarly nature tempered now with a burning passion for justice.

Organization:
Recruitment: Most recruits are from plucked from the pools of intelligent peasants, nobles unwanted children, or connected families. Once chosen, you are offered to join the Windwalkers, and if you accept you are bound by Oath the the group. You are sent to train in the Sunken Dunes, then are sent out to your assignments.

Order Headquarters: Officially, the Sunken Dunes is known as The Black Sands Resort. It’s cover is as a hunting lodge/authors retreat, serving wealthy hunters who hope to catch or kill the deserts game, or authors who need isolation to write. Unofficially, they run their operations from the many private residences that make up the “staff’s” population, and keep the path to the Sandstone Athenaeum hidden there. The Sandstone Athenaeum is hidden nearby, and keeps the records of the former university, as well as the intelligence from current agents.

Leaders:
Elder Council: Made up of retired members of the acting service, the Elders council votes on reform to laws of the Guild
The Whispering Lord: Leader of the Council, voted as a type of ambassador/executive leader. They have absolute say on major deals, and act as the tiebreaker in debates. They can also speak for all the Windwalkers, if it is required that someone reveal themselves.

Ranks: Circles of the Wind
Walkers
: Information gatherers and Assassins, Walkers are the most public face of the Organization. Most of the time integrate back into their home city, and use those connections to build a civilian life. Depending on their station, they take jobs where they have access to types of information the organization needs.This could include as a tavern owner, a librarian, or a manservant to an important figure. They are also the first sent on assassination missions, and often rank their skills so the best in the city can do the job, and minimize casualties.

Dusts: The most deadly of Assassins, they are sent to do Jobs that Walkers are unable to do, whether it be due to lack of skill, or importance and security of the target. While Walkers deal with Dukes and Bishops, Dusts deal with Popes and Kings. They are not utilized often, so they are few in number, and their fees are steeper.

Keepers: Guardians of the organization’s information, they chose who can gain access to the Athenaeum, and regulate the movement of information to and from it’s records.

Collectors: Compile and send the reports of information back to the Sunken Dunes, where it is sent on to the Keepers. They also manage the Orders accounts, and ensure isolated groups receive supplies.

Seekers: Acting as the gatherers of lore, they journey the world, looking for lost and interesting knowledge. This can span from temple carvings and ancient historical tomes, to new religions and innovations in industry. They also frequent auctions, buying up old tomes from collectors or marking items they didn’t get for retrieval missions by the walkers. Everything is stored and recorded in some way at the Athenaeum, and non-dangerous information is returned, usually as a copy.

Manpower: ~300
 

The Wetzlendish Brotherhood
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The Brotherhood and The Aufsichtsrat
The Brotherhood

The Wetzlendish Brotherhood is a fraternal community representing a loose collection of associated guilds and companies colloquially referred to as Chapters. While there is not an official governing body, final authority is delegated to the Aufsichstrat. The Aufsichstrat is a council of the heads of the five most influential groups associated with the Brotherhood. The Aufsichstrat is responsible for organizing Brotherhood protocol, public relations, as well as directly dealing with the less savory dealings of the Brotherhood.

Originating from a loose coalition of labor-groups from the city of Wetzle, the Brotherhood’s inception is little more than legend at this point. Over the course of a short couple hundred years the Brotherhood became a fraternal community for aspiring tradesmen and businessmen from across the western coasts. Today it has flourished into a proper brotherhood, representing men from all manners of the upper stratospheres of life, save for the nobility. For many it serves as a vital network to get almost any sort of mundane or extraordinary job done, at a bargain price. Still, members of the Wetzlendish Brotherhood has been rumored to have ties to groups opposed to the monarchy, but such whispers are only hearsay. Hopefully anyways.

The process of becoming a brother is fairly straightforward. One simply has to approach a known Brother, ask to join, and if you are well liked they will refer you to someone at the Sitzungassaal, the closest thing to a home for the Brotherhood. Once a prospective brother arrives, they will essentially perform mundane housekeeping and kitchen work until someone sees fit that they return to society. Usually within this time a Brother who is visiting will take a prospective Brother under their wing and invite them to work with them after their time at the Sitzungassaal is up. But for the unlucky few who nobody picks up are considered unworthy, and are removed from the Brotherhood, with few exceptions. Once all that is said and done, a Brother is born, ready to take on the world, with a few new friends and a great deal more financial backing.

The Aufsichstrat

The Aufsichstrat is akin to a governing board, voting—And in rare cases fighting—on the Brotherhood’s agenda. Generally led by Iann Kelly and Josef Meyer, the Aufsichstrat convenes in the Sitzungassaal, a massive estate which the New Trier Club maintains. Here the Brotherhood hosts gatherings and parties as well as official business dealings. All official contact with organizations on behalf of the Brotherhood is required to be held in the Sitzungassaal, but that rule is rarely followed, especially by the less upper-class Brothers of the Stonemasons Guild.

Factions of the Aufsichstrat

The Stonemasons Guild
Led by Josef Meyer, the Stonemason’s Guild is an organized labor group representing Stonemasons and other associated tradesmen in a few northern cities. While its most profitable activities are legitimate business, the Guild is known to operate racketeering businesses and loansharking operations in the areas it is most powerful. The Stonemason’s Guild earned its place on the Aufsichstrat for their sizable membership of 42 Brothers and the guild’s unity.

The Bergenmann Group
A proper company, the Bergenmann Group holds stakes in several businesses across the north of the Kingdom. However, their primary businesses are loansharking and operating gambling dens on a much larger scale than the Stonemasons. The Bergenmann are led by Hans Meyer, the brother of Josef Meyer. The Bergenmann Group is far more willing to work with illegal or heretical aspects of the kingdom than the rest of the Brotherhood, making them perhaps the most dangerous and opportunistic faction.

The Mantaeic Order
Frequently degraded as cultists by many Brothers, the Mantaeic Oder is a fringe religious group combining the teachings of the Brotherhood with a curious synthesis of both the Originium and various less important faiths. Representing several ranking members of the Originium clergy, the Order is only included in the Aufsichstrat for their influence among northern churches. The Order defers to a fiery priest known only as Brother Baylor, even in official Brotherhood documents. While their agenda is frequently shifting they almost always align with the New Trier Club in matters outside the Brotherhood.

The White Hand
While the Brotherhood is generally associated with business and any matter related to turning a profit, the White Hand is different. An organized company of the most devoted and capable brothers, the White Hand is the military wing of the Wetzle. While only numbering 23 Brothers in size, the White Hand are more than capable of doing whatever business the Brotherhood needs doing. Led by Fritz von Aufsteinlen, the White Hand are mostly present in the north, making sure that important Brotherhood business is secured from both the Nobles and the Frozen Kings.

The New Trier Club
While to outsides the Brotherhood may seem like a cultish and transient collection of rowdy men who are too wealthy for their own good, that is especially true of the New Trier Club. Its members consider themselves something of a new aristocracy, denied their place in the world only by their birth. The Chairman of the New Trier Club is the reclusive Iann Kelly, known to host lavish parties featuring rather high-profile guests from across the kingdom. Numbering 51 strong, the New Trier Club undoubtably leads the Brotherhood, with its members recognized as de facto representatives of the Brotherhood as a whole, for better or for worse.


Membership
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Total 315 Brothers
The New Trier Club (51 Brothers)
The Stonemasons Guild (42 Brothers)
The White Hand (23 Brothers)
The Bergenmann Group (6 Brothers)
The Mantaeic Order (5 Brothers)
Unrepresented (188 Brothers)

Significant Figures

Significant Figures

Iann Kelly
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The son of a street urchin, Iann Kelly’s life is rather curious. Nobody knows where or when he was born, and his answer frequently changes, but he bears the making of a northerner. In his early adulthood he was conscripted into the military of some lord but wound up on the southern shores of Ebiera working as a guard for a wealthy family. By his own telling he then works as a deckhand where he befriended a particularly wealthy captain with no family or friends. He attributes his fortune to the money left behind by the captain, but it’s clear that isn’t quite true. The only thing true about Iann is that he is the undisputed leader of the New Trier Club and de facto head of the Wetzlendish Brotherhood, and that he throws lavish parties where all manner of the wealthy and powerful are present.

Josef Meyer
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Josef Meyer was born some 42 odd years ago. The son of a farmer, Josef and his brother were sent to live with their uncle to learn the trade of the stonemasons as young boys. They both showed promise, but it was obvious Josef was destined for the trade. He was well liked by the guild members and rose fairly steadily until he was elected the leader of the guild at 37. Josef surrounds himself with fellow Brothers, making sure to enlist local chapter leaders into the Brotherhood himself. He has also readily embraced using his power and large pool of loyal laborers to involve himself in some less savory activities.

Hans Meyer
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Three years the younger of his brother Josef, Hans Meyer always knew he was the smart kid. He had a talent for math and felt he was meant for bigger things than masonry. After joining the Brotherhood Hans leveraged the connections he made and joined a group of travelling merchants. Through a few cheap tricks and shady dealings, Hans made the troupe rich. They would go on to form the Bergenmann Group, with a man named Berganmann as the original leader. He would meet a tragic fate under questionable circumstances, which conveniently allowed Hans to seize full control of the group’s assets. He prefers a more organized form of crime to that run by the stonemasons, dealing largely in capital-intensive areas.

Minor Figures

Brother Baylor
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Where Iann Kelly is an aloof affluent sycophant, Brother Baylor is an elusive yet curiously public figure. While he keeps no place of worship, he travels frequently, preferring to give impassioned sermons in the public. These draw large crowds, lending to his reputation as a powerful orator. Despite this he is recognized within the brotherhood as their most powerful public figure. The New Trier Club are maligned by the unfortunate, yet paradoxically Brother Baylor is generally adored.

Fritz von Aufsteinlen
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The leader of the White Hand represents a small but dedicated community of Brothers. Entirely unconcerned with the inner politics, Fritz von Aufsteinlen does whatever is asked of him. But he is not above bickering. At discussions he is known to strongly oppose an issue, only to go along with it after the fact. However, recently he has become discontent with the posturing of the likes of Iann Kelly and Brother Baylor, and there are rumblings among Brothers close to him that he would
 
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Children of Caliban
A wolf never hunts alone
Guild Information:
Origins
The Children of Caliban started off as a simple hunting guild in the Northern parts of the Kingdom. The guild was meant to allow those hunting in the northern frontier gather their resources together and help one another hunting the dangerous game during the harsh winters. As more people joined the guild, so did the rise in popularity of an obscure local religion, the worship of the Father of Hunt, Caliban. This in turn lead to the guild being formally called the Children of Caliban.

This religion has been practised by the locals of the North and believes in the preservation and protection of the wilderness while upholding the spirit of an honorable hunt. They believe that every hunt should have meaning and purpose, be it for a warm pelt to insulate from the bitter cold or fresh meat to sate hunger. That being said, poaching and hunting for sport is heavily frowned upon by the Guild with the poachers being hunted in turn.

The Guild, and those who believe in Caliban, follow the tenents as written down in the Hunter's Codex. Both a religious text and an in-depth guide to hunting, the Hunter's Codex is said to contain the knowledge of Caliban himself. The most sacred rule within the Codex is the trust between Hunt Brothers. To betray or harm a fellow Hunt Brother would lead to banishment or having the Wolf's Claw marked upon the person.

Organization
Total manpower: ~500
Type: Specialists for hire
Deployment detail: Depending on the type of service required and by the employer's own discretion. Most Children of Caliban are hired in groups of at least 3 members.

I.Caliban's Chosen Jaegermeister
The highest rank within the Guild and granted to those who have achieved the greatest prize possible, the pelt of a Moonlit Direwolf. The Jaegermeister must prove himself worthy of donning the pelt by being an examplary leader and hunter.

II.The Council of the Oaken Table
A council of high ranking senior members of the Guild. The Council leads, advises, carry out trials, and governs the Guild. Most of its members are retired hunters, usually due to injury or old age, but wish to provide their wisdom for the Guild.

III.The Wolvers
A quasi-independant group within the Guild. The Wolvers work alone in the deepest and northernmost parts of Caliban's Forest. They serve as advanced scouts, trackers, and guardians of the Hallowed Groves. Some Wolvers go the extra mile and never truly return to human settlements, becoming one with the forest they protect.

IV.The Nurturing Willows
The healers and tamers of the Guild. They handle and care for the Guild's ashen wolves, tamed for their loyalty and determined nature as persistance hunters. The Willows also serve as healers, caring for injured and lost travellers found in the unforgiving frontier.

Headquarters
The Ashen Grove.
Located to the north of the town of Crestfall, the Ashen Grove started off as a simple post station catering to huntsmen and traders. As the years went on, more buildings and facilities were added until its essentially a small village in terms of size and population. Its name comes from the old blacksmith's chimney spewing ash when the bellows were used. The name stuck despite that old problem being fixed.

Services
Hunting
A service provided by the Guild even before it became a recognized guild. Hunting services can range from procuring meats and pelts to pest control. Usually done by Initiates with some assistance from the Jaegers, its tough work with a good payoff. If the Initiate knows his lessons by heart.

Pathfinding
Another service provided by the Guild prior to becoming a proper guild. Pathfinders have an intimate knowledge of the forest paths, both manmade and animal trails.

Escort
A relatively new service offered by the Guild. Escorting of caravans and VIP through hostile territory comes naturally for the Guild and is a relatively simple task compared to hunting unless things aren't what they seem. Which is often.

Assassination
Other than animals and wild beasts, the Children of Caliban also hunt the most unpredictable predator, their fellow man. Only the most skilled and trustworthy Jaegers offer assassination services and they only accept the hunting of fugitives and poachers. Unless they can be pursuaded otherwise.

Distinctions
Jaeger
The most skilled of the Children of Caliban. Jaegers are experts in combat, tracking, and hunting. To be anointed as an official Jaeger is a huge honor and they are expected to follow the Hunter's Codex to the letter. That is after the almost 5 years worth of training required. Jaegers can be identified by the red wax dipped raven feather they wear on their cloaks.

Sage
The more spiritually attuned members of the Children of Caliban. Sages act as clerics and offer guidance and advice to those who worship The Great Hunter Caliban. They are also trained in the use of magic and runes. Along with the summoning of the demon known as the Beast of Caliban. Sages can be identified by the white wax dipped raven feathers they wear on their cloaks.

Herbalist
Skilled healers and guardians of the forest. Herbalists are able to identify the many plants and fungi found within the forest and process them into healing salves and tonics. In addition to healing, they are also able to mix various poisons from the very same plants they use to save lives. All herbalists are given a sickle with an antler handle upon completing their training and typically wear a sprig of mistletoe on their cloak.

Initiate
The lowest rank within the Children of Caliban. Every member was an Initiate before branching out to other roles, with potential Initiates being recruited upon reaching a certain age or request. Every Initiate is taught marksmanship, swordsmanship, survival, simple tracking, and pathfinding. After 2 years, an Initiate is given the option to specialize in a particular role within the Guild. Initiates can be identified by the sparrow feather they wear on their cloak.

Notable Guild Members:
Jaegermeister Parcival Holst
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The current leader of the Guild, Parcival joined the Children of Caliban as a child. Rising quickly among his fellow Initiates, he became the first of his batch to be granted the red wax raven feather and being recognized as an official Jaeger. As the years go by, he slowly climbed the ranks and even worked as a Wolver for 5 years before returning with the fresh pelt of a Moonlit Direwolf. This earned him his new post as Caliban's Chosen Jaegermeister.

Runemeister Marshall Bartel
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One of the youngest Sages to be named Runemeister, Marshall Bartel had always aimed to be a Sage since his Initiate days. His aptitude in runes and quick thinking made him a natural in studying magic. He gained the title of Runemeister after summoning and gaining the trust of the Beast of Caliban. The demon was noted for saying, "The most intuitive mind I have seen among your little group."

Quartiermeister Rodrigue Riegan
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The former Jaegermeister of the Children of Caliban, Rodrigue stepped down from that high honor following a hunting incident that crippled his right leg and the return of Parcival from his long watch. He was the one to suggest that Parcival take over the reins before he went on to the dull job as the Guild's Quartiermeister. Now he works the seemlingly simple job of managing the guild's logistics and facilities.

Herbalist Cornelia Holst
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The sole daughter of Parcival and a huntress. Cornelia's mother died when she was very young and her father was rather distant so she focused all her energy on following her mother's footsteps. After her Initiate days, she followed the path of a herbalist before joining the Nurturing Willows. Parcival remains distant but he has been heard saying, "She's becoming like her mother".
 

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