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Uthyur

PLAYED BY: Mike Hale
CHARACTER NAME: Uthyur
GENDER: male
CLASS: Warrior/mage
AGE: 41
RACE: Human
HAIR: brown
EYES: hazel
OCCUPATION: hunter
KNOWN SKILLS: sword and shield, archery, scanner magics
BIRTHPLACE: unknown
APPEARANCE:
NOTABLE TRAITS:
RELATIONSHIPS:
RUMORS:
SECRET INFO: uses arcane magic defensively and will do what it takes to survive unless it would cause the loss of innocent life.

Uthyur was raised by a warrior father and mage mother. He was brought up in both disciplines, but favored the warrior. He did however do quite well with the magic side as well. It is mainly defensive reactive though. His mother wanted to make sure he had an edge to safe guard his life.
The warrior teachings of his father taught him the meaning of the words courage, honor, and justice and it had become a huge part of his life today, so much so that these words are engraved into the cross guard of his sword.
Because of this teaching, he will follow his conscience and what he believes will let him follow those beliefs, even if it looks as though it isn’t the smart or popular choice.
He isn’t from an overly wealthy family but they were not peasant class either. He will work for his money, but does not fight for it if he believes it to be dishonorable. Mainly he hunts for his profession and is proficient in many types of arms. His father’s teachings oft times left him in the woods to survive by his own devices from an early age. Because of this he is very at home in the woods as well as the city.

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October 266 – News and Rumors

OCTOBER NEWS AND RUMORS

Under constant pressure from the Mordok to the north, Clan Ironmound finally makes their big announcement: In the coming months, a Grand Moot will be called and held. Though the date and location are yet to be determined, clanleaders from every Ulven clan is expected to make an appearance. Notable dignitaries of colonist settlements will also be asked to attend, though their presence will be downplayed in relation to their Ulven counterparts. The stated goal is to determine the course of action of all of Mardrun, to set forth a path that will lead to the destruction of the Mordok and the salvation of the Ulven race and that of their colonist guests.

Warleader Brynjar Riverhead continues his fight against a resilient fever that has rendered him unable to fight or lead his warriors on the battlefield against the Mordok, forcing them to continue their march further and further away from their homeland. With Clanleader Hakon Riverhead slain in the fighting, leadership of the clan has fallen to High Priestess Lyrri Riverhead until a successor can be chosen. The High Priestess’s judgement has been called into question by a number of vocal chieftains, however, accusing her of anything from cowardice to collusion with the Mordok to see herself installed as the acting Clanleader. While she maintains that these claims are baseless, her judgement seems to have been clouded as of recently, with her choices straying further and further from reality and into a nightmare of paranoia. Many of those most vocal against the High Priestess have put forth her former apprentice, Camilla Birchborne, as a replacement.

The situation near the Spire has deescalated greatly following the stand-off that nearly came to a head at the end of the month. With this distraction removed, the allied forces and the colonist settlements have been able to refocus their resources on the still growing corruption that plagues not only the people of Mardrun, but the land herself. Though a cure has been developed and initial tests have been promising, a proper demonstration in the field has yet to be performed. In a bittersweet realization, such an opportunity may come sooner rather than later, as reports of several new corruption sites springing up across the continent have taxed the sleep of many residents of Mardrun. Mainly far to the north, most of these sites reported thus far have come from Shattered Spear territory, though word of similar happenings in Whiteoak lands and as far south as Clan Goldenfield has been noted.

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Playing a Griffin

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Playing a Griffin

Griffins are the minds of the Order. Though they can fight in combat, most often you will see them behind coordinating with other groups or making sure the logistical support is there to keep the front going. Outside of combat, and even outside of events, are where the Griffin play their game. They are the diplomats, the researchers, the resource/skill/lore users that push the Order to greater heights in the world. That means social interactions tend to be a large part of the role. However, one can play a scholarly Griffin to avoid that.

Ideals

Griffin ideal are Honor, Wisdom, and Fury; in other words, all three. They embody the ideals of the Order as a whole and look to spread those ideals. Unlike Lions, they have to look at the soft approaches. Unlike Eagles, they have to interpret what might be going on behind the scenes of the information they receive. As such, they tend to be more even keeled than either of the other two.

A Griffin in battle is often the calm in the storm. Griffin’s most often serve as the Commander or sub-commander in a battle. They relay information to and from the line, adjusting the warriors and getting resources where they are needed. Like all Order Clerics they can fight, and are often equipped similarly to the Eagles.

Outside of battle Griffins work towards the Order’s interests. They are diplomats, working towards better relations with other groups, or getting their support. They lead or support projects and research from Order members and scholars. They speak with Eagles to try to piece together plots and happenings in the world. Finally, they reach out to those who may be interested in joining the Order in Lay or Ecclesiastical positions.

Griffin Requirements

  1. Divine Magic: As a Cleric of Arnath, the Griffin must be able to wield Divine Magic. It is recommended to have at least Divine 2 as Griffins should be able to understand deeper mysteries.
  2. Armor and Shield Proficiency: Griffins still must be able to fight in combat, and that requires having armor and a shield to protect themselves and others. Griffins aren’t required to use a shield, but should be able.
  3. Resource Skill: Griffins work primarily outside of combat. This is symbolized in game by having a resource skill. Typical resource skills can be Divine, or Political, but also others like Gather Information, and Martial.

Possible created Griffin character

Skill Cost Penalty Total Cumulative Total
Armor Proficiency 0 0 0 0
Shield Proficiency 0 1 1 1
Divine 1 10 2 12 13
Meditation 0 3 3 16
Divine 2 10 4 14 30
Resource: 10 5 15 45
Lore: 0 6 6 51

 

A possible Griffin that rose through the ranks

 

Skill Cost Penalty Total Cumulative Total
Armor Proficiency 0 0 0 0
Shield Proficiency 0 1 1 1
Imp Armor Prof 0 2 2 3
Imp Shield Prof 5 3 8 11
Divine 1 10 4 14 25
Meditation 0 5 5 30
Mana Reserves 5 6 11 41
Shield Expert 10 7 17 58
Toughness 5 8 13 71
Imp Toughness 5 9 14 85
Thrusting 5 10 15 100
Mending 10 11 21 121
Divine 2 10 12 22 143
Imp Meditation 5 13 18 161
Imp Mana Reserves 10 14 24 185
Resource: Political 10 15 25 210
Lore: 0 15 15 225
Divine 3 10 15 25 250

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Playing an Eagle

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Playing an Eagle

Eagles in the Order bring much needed skills and abilities. While not as heavily armored as Lions, Eagles are the archers, spears, and skills that keep Lions going. Also, Eagles are the more skirmishing troops. Outside of combat, Eagles are the eyes and ears of the Order. This can be played as traditional scouts/rangers, but also could be spies. Eagles are really flexible in their play and can be a lot of fun.

Ideals

Eagles ideals are honor and wisdom. Unlike the Lion, who is equipped to face any threat, Eagles must approach situations intelligently. Indeed, their job outside the field of combat is intelligence gathering, Eagles must know when to fight and when to run. Young Lions might find this cowardly, but older Lions and the rest of the Order understand that forewarned is forearmed.

In battle, Eagles play flexible roles. Eagles can fight in the line next to Lions, either to fill holes or covers the Lions’ flanks. Eagles can also bring support to the line, either spears to add range or archers to target specific threats like mages. They also work well in broken terrain, being able to skirmish in swamp and mountains where a Lion could not. The common thread in all these fights is using one’s mind to adapt to the differing circumstances.

Outside of battle, Eagles run the array of personalities. They perhaps are more careful in their interactions than their Lion brethren, as they know any information is power. Eagles tend to split their time between honing their martial abilities and socializing. You’ll see an Eagle mingling with Lay and non-Order members more. This is because they are trying to stay abreast of what is going on around the world.

Eagle Requirements

Eagles need have these things:

  1. Divine magic: An Eagle is a Cleric of Aranth. The are His eyes, those who seek out injustice and right it, or bring it to the Order’s attention. As such, they must have at least 1 Divine Magic skill.
  2. Armor and Shield Proficiency : Eagles still must be able to fight in combat, and that requires having armor and a shield to protect themselves and others. Eagles aren’t required to use a shield, but should be able.
  3. Support Skill: Eagles bring different support in combat whether it be different weapons or skills.

While that may seem a lot less than a Lion, the non-required skills will determine more if an Eagle will succeed or not.

A basic Eagle (one created at start) set up could be:

 

Skill Cost Penalty Total Cumulative Total
Armor Proficiency 0 0 0 0
Shield Proficiency 0 1 1 1
Divine 1 10 2 12 13
Meditation 0 3 3 16
Mending 10 4 14 30
Resource: Gather Info 10 5 15 45
Lore: 0 6 6 51
Mana Reserves 5 7 12 63

 

An Eagle that traditionally ranked up through a Lion could be:

 

Skill Cost Penalty Total Cumulative Total
Armor Proficiency 0 0 0 0
Shield Proficiency 0 1 1 1
Imp Armor Prof 0 2 2 3
Imp Shield Prof 5 3 8 11
Divine 1 10 4 14 25
Meditation 0 5 5 30
Mana Reserves 5 6 11 41
Shield Expert 10 7 17 58
Toughness 5 8 13 71
Imp Toughness 5 9 14 85
Thrusting 5 10 15 100
Mending 10 11 21 121
Divine 2 10 12 22 143
Imp Mana Reserves 10 13 23 166
Resource: Gather Info 10 14 24 190
Lore: 0 15 15 205

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Playing a Lion

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Playing a Lion

Playing an Order Lion is a heavy burden, and not only from the armor you must wear. The Lions of the Order are the iconic members. Their heavy armor and blazing red tabard with the Rampant Lion is easy to spot and remember. Many players also remember the Old Worlds with Vandregon, and their roles. As such, it is your job to live up to this reputation.

Ideals

Lions are taught about honor and fury. They are defenders of the helpless and weak. They are the delivers of justice to the wicked. These are their ideals, and what any Lion must live up to. The hold the past deeds of the Order in high esteem.

A Lion in battle is a contradiction. They are disciplined, reserved, and dedicated to completing a mission. This means they can be calm and controlled. However, when the need arises, the inner fury of the Lion bursts forth and they can match any Ulven. They can break any door, wreck any line, destroy any enemy. Their fury has often ignited the passions of those around them, carrying them to victory. However, in fury they still have their honor. They do not jeer, or harass their enemies. They spare the fallen if able. They do not harm those who are weak or helpless.

Outside of battle, their personality is the normal array of people. Lions tend to have a bit more swagger than older Clerics, but that is mostly because they are younger. They also tend to spend more time training than interacting with others as they see fulfilling their martial duties as more important.

Lion Requirements

Lions need have the four things below.

  1. Divine magic: A Lion is a Cleric of Aranth. They are His righteous fury, those who seek out injustice and right it. As such, they must have at least 1 Divine Magic skill.
  2. Heavy armor: All Lions wear heavy plate armor. It is fundamental to their role. In addition, by having full heavy armor with a gambeson, the Lion becomes immune to light wounds from missiles and just takes it at as armor or hitpoint damage. This is a huge boon for them, and anyone they are defending.
  3. Large Shield: Lions all carry tower shield. These are at least 24 inches wide by 36 inches across. This shield is not multipurpose but exists to fight and hold a line. These shields can take four cleaves, and with shield expert, take even a shatterbolt and remain. They also block well for any less protected, or more valuable, people.
  4. Red Lion tabard: This is simply iconic for the Lion to wear. It lets everyone know who they are.

A basic Lion (Cleric) set up would be:

Skill Cost Penalty Total Cumulative Total
Armor Proficiency 0 0 0 0
Shield Proficiency 0 1 1 1
Imp Armor Prof 0 2 2 3
Imp Shield Prof 5 3 8 11
Divine 1 10 4 14 25

 

As can be seen, a Human Cleric could be created by a player after their first event (with a good bio). From there, the player can take the skills they feel like they need for the future play and growth of their character.  

A player looking to stay a Lion permanently, or long term, could looking into Toughness, Shield Expert, Meditation, and Mana Reserves. They may also look into skills like Cleave and Improved Cleave.

A player looking to move up the chain may open it up to others. Increasing their Divine Prowess, picking up increased Mana Reserves and Meditation, and a combat skill like Mending may help.

A possible permanent Lion build:

Skill Cost Penalty Total Cumulative Total
Armor Proficiency 0 0 0 0
Shield Proficiency 0 1 1 1
Imp Armor Prof 0 2 2 3
Imp Shield Prof 5 3 8 11
Divine Magic 10 4 14 25
Meditation 0 5 5 30
Shield Expert 10 6 15 45
Toughness 5 7 12 57
Imp Toughness 5 8 13 70
Greater Toughness 10 9 19 89
Two handed 5 10 15 104
Improved 2 Handed 5 11 16 120
Rage 10 12 22 142
Imp. Rage 5 13 18 160
Greater Rage 5 14 19 179

 

A possible “rising” Lion Build

 

Skill Cost Penalty Total Cumulative Total
Armor Proficiency 0 0 0 0
Shield Proficiency 0 1 1 1
Imp Armor Prof 0 2 2 3
Imp Shield Prof 5 3 8 11
Divine 1 10 4 14 25
Meditation 0 5 5 30
Mana Reserves 5 6 11 41
Shield Expert 10 7 17 58
Toughness 5 8 13 71
Imp Toughness 5 9 14 85
Greater Toughness 10 10 20 105
Thrusting 5 11 16 121
Mending 10 12 22 143
Divine 2 10 13 23 166

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Playing an Order Character

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How does one become an Order Cleric?
Typically on Faedrun, Order Clerics were given to the Order before the age of ten. Orphans were not uncommon, but a number of young men and women were simply given away by their families for the training and return to them fully-trained clerics of the Order. This is a practice that the Order sometimes encouraged; they would provide living quarters and paying work for anyone who gives their child over to them. It was highly unusual, although far from unheard of, for someone to join as a Cleric at a later time; they must display an aptitude for divine magic and have martial prowess.

On Mardrun, while the practice still exists, many more members have come to the Order after the age of ten. Considering the hard life, most have had the necessary martial skills already. The Order is not so imprudent as to turn these away as they rebuild their strength.

What are their ideals?
Members of the Order are brave, loyal, and totally dedicated to the protection of the weak. For this reason, they absolutely despise the undead, which they see as absolute abominations in the eyes of the world. They will investigate any rumor, no matter how small, of the Undead’s movements, and will work with anyone if it means destroying these foul creatures. Order Clerics also hold the Penitent in the same view; they are warped and have betrayed the rest of humanity, and so deserve only to be destroyed.

They have very uneasy relations with the Syndar; their fortress on Faedrun was situated near the territory of the Tribe of the Lost, a group of feral Syndar. The Order was also a major force in the original skirmishes against the Syndar. They have also been involved in a number of ‘misunderstandings’ even after the treaty was established, with both sides losing a number of warriors over the years.

They distrust arcane magic almost to a fault; the Order is all-too-familiar with the number of Undead spellcasters that have plagued them over the years, and believe it to be the main cause of the undead plague that struck Faedrun. While a cleric will not refuse the assistance of a mage in a life-or-death situation, they are generally looked upon warily.

This distrust of the Syndar, and hence Arcane magics, has only slightly lessened on Mardrun. Necessity pushed many different groups together, and have learned to coexist and cooperate. There has still not been a non-human Order Cleric, however.

Also, except for the rare moments where the Undead have been sighted on Mardrun, the Order has been a group in search of a purpose. Without their old foe, some have called for actions against the Mordok. However, being far away and only really a danger to the Ulven, this cry has gone unheeded. Recent development may change this.

How do I play an Order Cleric?
Start by thinking of how your character came to the Order: were they an orphan given to the Order, a child whose family is still with the Order, or a divine caster who joined later in life? Then, think about their training and what they have learned so far – the Order expects their clerics to be skilled both in combat and in divine magic.

Most starting characters are Lions in the service of the Order – you’re still finding your way in the Order, and you’ll be expected to follow the commands of higher-ranking members. Remember that this is a military organization; disobedience is something you’ve forgotten a long time ago. If you’re interested in playing a character from a different portion of the Order, then think of how they got into that branch.

Further, think of what Chapter you may be from. Currently the only player controlled Chapter is of the Light; however, this does not stop you from being a Cleric of the Fist. If you so choose, you will get to play a member that answer to that NPC faction.

After you’ve decided on your backstory, Chapter, and rank, you must have the equipment to fill it. Lions are in full plate and large shields; Eagles often carry bows; Griffins are equipped how they determine is best. Below are a general idea of needs required.

 

Lion: Armor Proficiency, Shield proficiency, Improved Armor Proficiency, Improved Shield Proficiency, Divine Magic, 12 points of armor

Eagle: Armor Proficiency, Shield proficiency, Divine Magic, 6 points of armor, a support skill

Griffin: Armor Proficiency, Shield proficiency, Divine Magic, Improved Divine Magic, 8 points of armor



How do I play a Lay member of the Order?
Start by figuring out how you are connected to the Order. Did you join your town’s guards? Were you raised under the protection of the Order, but lacked the aptitude for divine magic? Do you simply live near the Order and respect the clerics?

Remember to always listen to Order Clerics; they technically outrank you. However, most Clerics take the Lay Orders opinion under advisement.

Can you be kicked out of the Order?
While it is rare, Clerics can be kicked out of the Order under extreme circumstances. This requires a betrayal of the Path of Arnath – normally, desertion in battle, frequent disobedience in a military situation, or willfully aiding the forces of evil and spreading ignorance are seen as reasons to be kicked out.

The process begins with an investigation. If word of a Cleric’s dishonor is heard, then witnesses are gathered. A committee of three Clerics – normally, an Eagle, a Lion, and a Griffin – will then judge the case. If it is ruled that the Cleric has betrayed the Order, then they are captured, stripped of their arms and armor, and branded on the right cheek. This sign points to a Cleric as dishonored in the eyes of the Order; no town under the protection of the Order will give anyone with such a mark aid.

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Order of Arnath – Ranks

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There are various ranks in the Battle Clerics of Arnath. The highest rank is called a Griffin, followed by the Eagles and finally the Lions. Traditionally members start as Lion and work their way up through the ranks. Each rank requires a different skillset and challenges a cleric. Some find their home in a certain rank and do not move from there, or move back to there.

Each of the ranks has a head, referred to as the Master of that rank. They are responsible for the training and upkeep of their members. One does not become a Master by playing politics; it is experience that decides who is the Master.

It is customary for members of each rank to spend time in another rank, that they might understand the hardships their brothers and sisters face. Some choose to change the path of their commitment should they find their calling is closer to that of another of the rank.

 

The Lions: Crusaders

We follow the Lion because someone must. There will be times when the words of the Griffins fall on deaf ears, when the guile of the Eagles is not enough. When Evil is on the move, the Lions march.

Countless servants of darkness have seen their plans for conquest smashed by our maces and spent against our shields. If not for us the Griffins would be mouldering bones in their libraries and labs and the Eagles would have nowhere to call home.” – Commander Cullen, last speach to recruits before Massacre at Helmsgnacht

The Lions are the military arm of the Order, made up of those new to the path, focusing on Honor and Fury. Traditionally they have been armed as heavy infantry with huge tower shields; the terrain of the Orders traditional home makes cavalry unwieldy, and the Eagles fill the need for light infantry and archers.

The first step on the path, the Griffin Officers that lead the Lions often have a hard time tempering the new recruits inner fury and teaching the ways of honor. Getting them to realize that they are not invincible also has tried many an instructor’s patience to the breaking point.

However, once the many months of training, study and discipline take hold, the Lions have proven time and time again to be very difficult to remove from a position, and on the attack they make fearsome shock troops. A line of charging Lions giving into their inner Fury has broken more than one army on Faedrun.

The Lions are often referred to as Crusaders due to their many fights against the undead. Slightly more numerous, these clerics are still hardened veterans. A Lion will normally only be dispatched if reports of something especially unusual are confirmed, for their combat prowess is more often needed patrolling the land for signs of evil. The typical Lion is a heavily-armored and highly skilled combatant, for their training is harsh, with a prospective Lion forced to train for days in their armor beneath the grueling sun. Lions are ostensibly the lowest-ranked members of the Order – all recruits start out as Lions until their superiors believe them capable of handling the guile of the Eagles or the knowledge of the Griffins. Do not let that fool you, however – Lions are well-trained, and frequently receive weapon and armor of far-higher quality than most have seen.

The Rising proved that even the most effective troops can be swamped, and the Lions were almost completely destroyed in the fighting. Though it has been said that those that died took many thousands of dead with them, and allowed thousands more to live, the defeat is undeniable.

New World

One of the few bright spots in the exodus to Mardrun is that the Order has been overwhelmed with fresh recruits. Many of the Northern refugee ships had at least one person on board telling stories during the voyage of a thin red line holding back the dead. Some blame the Light for failing them, and see in Arnath a return to the strength of the Old ways. Whatever the reasons, the Lions are rebuilding their strength very quickly, and have begun to expand the Order’s reach from Starkhaven. The Order will not be so easily overwhelmed again.

His Eyes: The Eagles

We follow the Eagle because it finds its home in the wild places. We are the ones that learn of the challenges the Order faces before they march to our gates. We pass the word to the Griffins so they can decide what must be done. We pass the word to the Lions so they don their arms and armor and face down the threat. We allow the Order to function at its best. Not to mention that without us the Griffins would be lose themselves in their books, and the Lions would be chasing their own tails forever.” –  Sergeant Dumat, New Posting: Black Water Peak, Worlds End Mts.

The Eagles are the eyes and ears of the Order, teaching its members of Honor and Wisdom. Being responsible for the Order’s information gathering and news make

s being a tight knit and well-oiled group crucial to the Order’s success: a challenge that the Eagles face with gusto every day. Outside of the Griffins it is not known how many threats have been stopped in their infancy by the watchful eyes and well-aimed arrow of an Eagle, but one thing is certain: in the North, an Eagle rarely pays for their own drinks.

In addition, the Eagles provide much needed support to the Order. Unlike their Lion brethren, Eagles are taught to fight at range with spear, bow, and javelin. In addition, they are more flexible, able to skirmish through the forests as well as stand in the shield wall. Finally, they bring other skills the Order needs: medical service, armor and shield repair, and even arts of subterfuge.

Being second on the Path, young Lions have quite the transition from Heavy Infantry to skirmisher and spy, but their Fury must be tempered before they are lost to it. The Eagles also pound home that Honor is not just found on the battlefield, although getting young and impetuous Lions to understand this can be difficult.

The Eagles have traditionally had excellent relations with whatever organizations in the surrounding nations fulfill the same role as them, often sharing snippets of information. This proved crucial before the Siege of Highever when Vandregon Rangers brought word of an approaching undead attack to the fortress, giving the Lion garrison crucial time to prepare the defenses. Highever was eventually overrun, but not before giving thousands in the surrounding countryside time to flee.

New World

The Eagles took the fewest casualties during the War, and have been crucial to the Orders continued survival on Mardrun. Their policy of sharing relevant intelligence with all has also gone a long way to improving the Orders relations with the Light, and gathering allies in New Hope. They are currently turning most of their assets towards the Mordok. This new enemy, while not as pervasive a threat as the undead, could easily overwhelm Newhope if they ever united, and the Eagles are working hard to ensure such a threat never materializes.

 

His Mind: The Griffins

Without the Griffins’ knowledge, the Eagles would be forever lost, and the Lions would be rent and broken at the Gates. By our efforts the wars and challenges of our past may never be forgotten, and so we are better armed to face the future.” – First Seneschal Martek, Starkhaven Fortress

The Griffins focus on rounding out knowledge of the path of Arnath, focusing on all its steps. They have been the scholarly, diplomatic and command arm of the Order since the Three. Scribe, investigator, alchemist, tactician and diplomat all, the Griffins have perhaps the most varied, and some would say most delicate, duties of all the Orders.

They are also the last Order on the Path, ensuring that only those experienced in the ways of the world guide the Order’s future. During times of open war, Griffins are chosen to be field commanders for the Eagles and Lions, to see that the younger Brothers benefit from their breadth of experience. They worked closely with the Vandregon army in the war against the undead.

They are also the least numerous of the Order – it takes many years to train a Griffin in all the lore and knowledge necessary for their duties. Should the Order need to mass their ranks in diplomacy or politics, it is the Griffins who are sent. Chapter Masters are drawn from the ranks of Griffins

During the years of peace running up to the exodus for Mardrun, the Griffins were also the most prominent branch of the Order, vocally calling on the Arch Lector of the Light to respect the Old Faiths of Faedrun. Their efforts had been met with silence until the Rising, and they turned all their skill and lore to forging alliances and finding weapons against the undead. They failed.

New World

The Griffins have only recently been re-established in the Order’s new Fortress-Monastery at Starkhaven, and are even now working to rebuild the Archives. Lore and knowledge of any kind can fetch a price from the Griffins, particularly anything pertaining to the undead. The Griffins have not forgotten their failure during the War; an answer must be found.

 

His Leaders: Chapter Master

Look to the Chapter Master. He will show us the way.” Brother Amaldus, Lion of Arnath’s Fist after landing on Mardrun for the first time.

The Chapter Masters of the Order of Arnath are his leaders in the world. They oversee their brethren, taking care of their mental, physical, and spiritual health. Most often they are promoted from the ranks of the Griffins as they have proven the necessary skills. However sometimes a prodigious Lion or Eagle will be elevated.

The Chapter Master is the final authority in the Chapter outside of Hand of Arnath. Each Head of the ranks of the Chapter (Lion, Eagle, Griffin) report to him. Chapter Masters may keep their own council, or have a council of Griffins, or even a mixed council. It depends on both the Chapter and the Chapter Master. In addition he leads any forces of the Lay Order assigned to the Chapter.

New World  

On Faedrun there were dozens of Chapters. Some were large and others smaller, more focused. The Chapter of the Fist, most recognized on Mardrun, was a smaller chapter focused on military might and a distrust of outsiders. Realizing that the Chapter’s might on Faedrun would be easily spent against the Undead, the Chapter Master eagerly took his Chapter to Mardrun to carve out a foothold for the Order. The plan was to establish a new base with new resources far from the Undead, and supply arms and materials back to Faedrun.

Unfortunately, that never happened. The subsequent conflict with the Ulven delayed the creation of the stronghold Starkhaven, and it was never finished before the end of the war. Gathering the remnants of other chapters together, the Fist exerted their influence over the whole Order. Their conflicts with the New Hope nobility as well as being engaged in the Ulven Civil War drained their forces more. The Order looked to be a spent force on Mardrun.

However, a forward thinking Griffin managed to gather enough support to found a new chapter. The Chapter of the Light,which had a more soft hand approach, advocated for engaging the colonists and the Ulven. The Hand agreed and decided to leave the fate of the Order to fate and faith.

 

His Voice:The Hand of Arnath

The Hand of Aranth is the leader of the Order of Arnath and all of its members, both Ecclesiastical and Lay. In the Order, the Hands word is law. The Hand of Arnath are picked not only for their knowledge and deeds, but also their ability to wield influence both internally and externally. It is the Hand’s duty to lead the Order in the World.

When a Hand passes, the Griffins of the Order are summoned to the Order Headquarters. This Conclave is headed by the senior most Griffin of the Order. That Griffin is consider the Order Chamberlin, and will lead both the voting process for a new Hand, and the Order as a whole until a new Hand is chosen. The Order Chamberlin has 120 days to conduct the votes and elect a new Hand. If not, they are relieved of position and the next senior Griffin is given the job.

Once the Conclave assembles, the Griffins discuss in strict secrecy likely candidates and their merits. Griffins are not the only eligible; any ordained Order Cleric can be elected the Hand. However, tradition dictates it will be a Griffin.

During the Conclave, Griffins reside within the Holy Mount and are not permitted any contact with the outside world. Once the Conclave has begun, the Griffins eat, vote and sleep within closed-off areas until a new pope has been chosen. The process is designed to prevent any of the details of the voting emerging, either during or after the Conclave. The threat of excommunication hangs over anyone tempted to break this silence. To be elected Hand, it requires a two-thirds majority, meaning the person elected is likely to be a compromise candidate.

Secret votes being held four times daily.  The Griffins have the option of holding a single ballot on the afternoon of the first day. From the second day, two ballots are held in the morning and two in the afternoon. After all the votes have been cast, the papers are mixed, counted and opened. After they are counted. The ballot papers are then burned – black smoke indicates there is no choice while white smoke means a new Hand has been chosen. Damp straw is added to the stove to turn the smoke black.

After a Hand is chosen, they are presented in the ceremonial robes and breastplate to the gathered Ecclesiastical and Lay Order.

New World

After the Chapter Master fell on Faedrun defending the last ships, the Order spent many months trying to determine a new Hand. The Fist wanted their Chapter Master raised; however, the remaining members of the Order were wary of the Fist, well aware of their demeanor. Finally, the new Hand was chosen from among the Griffins. His name is Alexandros Makedon, the former Chapter Master of the now extinct Arnath’s Exemplars. His fierceness as a Lion and a champion of right was well known to the Fist while his ability to collaborate with other nations during the Fall made him an appealing choice to the rest. He know has the unenviable job of balancing the factions in the Order while trying to rebuild.

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Starkhaven – Organization

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Organization of the settlement of Starkhaven

Civil

Starkhaven the settlement has a fairly simply organization. It is run by the Mayor of Starkhaven. This man is in charge of all the duties of running a settlement: trade, health, disputes, etc. He functions as the head civil leader for all the peoples of the Starkhaven, and the Lay Order. The Mayor also is in charge of the local Town Guard.

The Mayor of Starkhaven is chosen from amongst the Starkhaven Council. This body is made up of those who meet a certain wealth requirement, whether through property or monetary means. Only one person per immediate family can be on the Council; no husband and wives, or fathers and sons, or any combination for a family to get more votes. That is the only requirement. While majority male, over a third are women.  

After that are the peoples of Starkhaven. Traditionally these have been considered Lay Order members; however, with Starkahven’s growth not all who reside there are officially attached to the Order. Some may be residents. However they all abide by the law.


Military

Despite being a part of the Order of Arnath, the Starkhaven has military forces of its own. Outside of the local Town Guard, which responds to the Mayor, Starkhaven has its own militia unit that responds to the Militia General. In addition, Lay Order Militia attached to the various Chapters actually are on loan from Starkhaven.

Ranks

The Militia is headed by a Militia General. He is in charge of the Lay Order forces, even those on detached duties (technically). In addition, he sees to all the needs of the Militia, but also deals with the politics of the position. He works closely with the Mayor of Starkhaven and the Hand in what is affectionately referred to as the “Iron Triangle”.

Below the General are the Commanders. This rank oversee detachments of Lay Order between 15-40 soldiers. A Commander is in charge of any Militia unit in the field personally (though may be taking orders from a Cleric), and may have other junior Commanders under them. This ranks primary purpose is supervising those under them to make sure the unit is in fighting shape, and to oversee the logistics of the unit. Though in charge in the field, they most often let the lower ranks carry out the orders they issue.

Beneath the Commanders are the Sergeants. These are squad leaders overseeing groups of soldiers of 8-14. These are the backbone of the Lay Order; they focus on the training and equipping of the soldiers. These are veteran soldiers who translate orders into actions, and are given a high degree of autonomy to do so. They serve as tactical leaders on the field.

Beneath them are the Corporals. These are squad leaders of 2-5 soldiers. These men are promoted above their peers when they have shown they can lead. They are charged with keeping their soldiers on task, and making sure they meet continue to adapt to meet their objectives.

Privates are the lowest rank of enlistment in the Lay Order, and are the rank of regular soldiers.

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Chapter of the Fist – History

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Arnath’s Righteous Fist

The history Order of Arnath’s Chapter of the Fist is unimpressive pre-emergence of the Undead. A smaller chapter with only a few dozen clerics, they aware fiercely xenophobic of Syndar, and even non-Order members. This led them to clashes with other nations’ people, the Syndar, the Lay Order, and even their own more tolerant brethren.  The Order as a whole simply bore their presence, as their settlement was in the far western Celestial Mountains where they could do no harm.

It was the Fist who first sent troops to combat the Undead threat. While the rest of Mardrun, and even the Order, moved slowly, the Fist rallied and deployed half of its forces. Meeting the Undead and Penitent with the Vandregonian 5th, they suffered considerable losses but managed to stem the tide. As the returned to the Order of Arnath with their report, the Hand ordered the chapter to rebuild their strength. This was easy as their fame spread; those who saw them wanted to be at the tip of the spear.

As the War dragged on, the Fist went through cycles of deployment and replenishment. Often they would dive into a situation, turning or stemming the tide with great losses. After the first few years, they began to keep half the chapter in reserve to be able to deploy while the other have regained its strength.

On Mardrun

It was after a particular vicious mauling of their troops that the word reached them of the continent of Mardrun. Seeing a chance to exploit a new country far from the Undead and effectively double the Chapter’s size, the Fist began construction of its battle barges. After approval from the Hand, they began to ferry large portions of the Chapter to Mardrun. They had hoped the wild country would be easily tamed. They were wrong.

The Colonist and Ulven War exploded. If there was a fighting force meant for the war it was the battle hardened Fist. They continually threw back the Ulven, making great strides into the continent. They met in a final battle under the Great Wolf’s Hackles where the Yurnai River starts, and in a desperate melee that lasted twelve hours, finally beat the Ulven back. The Fist took it as a sign to build their settlement there.

That year the truce was signed. The Fist immediately began to construct what would become Starkhaven, using their barges to shuttle material and people from Faedrun to Mardrun. They had hoped to finish building and training their forces to send back to turn the tide of the war. It was not to be.

First, the May’Kar Dominion turned. After many years of fighting, the Kingdom of Aldoria was destroyed, starting the Fall. The Order surged forward in that time, buying hope with their lives. Every wave of refugees told stories of the Order holding back a flood of Undead and Penitent. Every wave of refugees held less and less Order members, either the Clerics or their charges. Finally, the boats stopped coming.

The Fist kept building their strength, hoping to gain enough to go back to Faedrun and to the Stronghold in the Celestial Mountains. Those hopes were dashed when the Ulven Civil War erupted, and their battle barges were burned. Loss of a large portion of their forces, their battle barges, and their patron in Baron Richards started the decay of Starkhaven. Colonists fled while the Fist turned inward, ever more resentful of the outside world.

Year 260 (2011)

Starkhaven is almost complete, the first heavily fortified settlement on Mardrun, when the Order slows down construction due to economic strain. The leadership tends to the needs of the people and to expanding supplies for the Order. A few Lions had been sent to investigate what was happening in the rest of the colonies.

Yearly Update – 261 (2012)

Word reached the Order that an undead, a lich, was spotted on Mardrun, Lions were dispatched to track down and kill it. Several groups of Lions and squads of Starkhaven militia were killed trying to defeat this foe, until finally the Coalition helped track it down the northern coast and into Grimward territory. With the help and guidance of the Lions, the lich was cornered and destroyed.

Yearly Update – 262 (2013)

As the Ulven Civil War gains momentum, the Order of Arnath’s Fist is caught in the thick of it. Lions are sent out on patrol, Starkhaven militia protect the roads near their settlement and Daven’s Reach, and the battle barges of the Order sail and patrol the Yurnai river that separates the Grimward and Nightriver lands. Conflict after conflict takes its toll on the Order as the highly skilled and equipped warriors fall one by one, difficult and costly to replace. Months of attrition force the Lions to retreat from the main bulk of the conflict to reinforce and a sneak attack on the Yurnai river by Clan Grimward warriors led to the destruction of the Order’s battle barges and the death of their crews. As winter sets in at the end of the year, the Order is in dire need of supplies and support; their ambitious goals to help the Civil War resulting in a terrible cost for both the Order and the settlement of Starkhaven.

Yearly Update – 263 (2014)

Following the political fallout between the Order of Arnath’s Fist and Baron Richards of Newhope, Starkhaven’s construction ground to a halt and its walls slowly began to fall into disrepair. The already famously xenophobic clerics retreated deeper into their cloistered stronghold, pulling their troops out of the war save for a handful of Lions who were sent to hold the Pass through the Great Wolf’s Hackles.

More and more over the year, Starkhaven patrols stop going out on the roads and the Lions remain stationed at home.

Frustration began to build as signs of corruption and foul play were discovered inside Starkhaven itself while the Lions in the Pass, expecting and awaiting reinforcements, seemed to have been forgotten by their allies. The year culminates in a decision made on behalf of Starkhaven, to be revealed early in the following year.

Yearly Update – 264 (2015)

Beginning on a sour note, the Order of Arnath’s Fist started the year by informing the Coalition of their decision to pull their troops out of the pass through the Great Wolf’s Hackles in order to return home and help tend their fields. Feeling betrayed and ignored by those who called them allies, Starkhaven had been hoping for some form of aid or support in the pass, but received none. Although weakened, a handful of Lions and Starkhaven militia flew their banners and marched alongside Coalition and Clan Nightriver allies… although none of them survived to return home. It is unknown if the Order will continue to remain reclusive after the Civil War had taken such a heavy toll on them.

Yearly Update – 265 (2016)

After years of decay and financial distress, the once great settlement of Starkhaven had descended into near ruin. Many settlers fled to other colonies. Although the military might of the Order of Arnath has never recovered from the initial conflict with the Ulven and the recent Ulven Civil War, a handful of the Fist chapter members maintain control of Starkhaven and can be seen periodically. They have become more reclusive now, choosing to stay inside their crumbling keep and keep to their ideals and themselves instead of getting involved in the world at large. This had concerned members of the Order and also some of the people of Starkhaven, and a Griffin stepped forward to push for a reform. A new direction was presented and the Hand of Arnath listened; although the Order of Arnath’s Fist would remain the primary chapter of the Order on Mardrun, a new settlement and some of the existing military units were re-purposed with aiding the efforts of this new chapter. The Fsit resisted this, citing the weakening of their Chapter. The Hand overruled them.

The Fist were called into action to support their brother chapter during the Inquisition of Fire. Bos Meszar, the militant wing of the settlement of Serai, was found to be experimenting with Undead. Both Chapters mobilized with the Light was in the lead. The Chapter of the Light and Bos Mezsar came to blows, but their militia was no match for the highly trained Order militia. However, a rampaging Mordok horde pressed both Chapters hard. With Serai no longer having a military force, the town swore fealty to the Order. The Fist currently patrols and safeguards the settlement.

 

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Arnath – Religion and Beliefs

Members of the Order of Arnath are expected to not only have faith in Him, but also be able to channel divine energy. In addition, members are expected to emulate His deeds, fighting evil and protecting others.

An ordained member of the Order is said to be following the Path of Arnath – a set of goals and personal guidelines by which each member lives. They do so with different ways – as one wise cleric said, “Arnath trode a wide path, and there are many ways to walk along it. We may take wives and husbands, we may live forever alone. In the end, all of us seek to emulate His glory”.

Worship

Following Arnath is not blind obedience. Arnath taught that by mastering the Path one can reach their true potential in this life, and thus be best able to do what must be done. Whether it is done or not is up to them.

The Path

Arnath sees the world as challenges for those who battle for justice and defend the weak and innocent. His followers should always act with honor and chivalry, and to uphold justice. Danger is to be faced head-on, with calm and resolve. Those who defeat evil are rewarded with Glory, while those who uphold the tenets are rewarded with Virtue. Arnath’s teachings have been codified in a chivalric code known as the the Path.

The Path consists of three sets of duties:

Duty to the People: This duty stresses courage, justice, mercy, valor, and protection of the weak.
Duty to Arnath: This duty stresses obedience to Arnath himself, devotion to the teachings, generosity, and championing good against evil.
Duty to the Order: This duty stresses loyalty and obedience to the Order, discipline, courage, and service.

There are 11 virtues, or signs on the path of Arnath

  1. Thou shalt not give into sways of great emotion, but allow them to further thyself.
  2. Thou shalt carry forward on all thy endeavors, even through hardship
  3. Thou shalt understand that all things come with time
  4.  Thou shalt respect all weaknesses, and shalt constitute thyself the defender of them.
  5. Thou shalt not recoil before thine enemy.
  6. Thou shalt never lie, and shalt remain faithful to thy pledged word.
  7.  Thou shalt be generous, and give largesse to everyone.
  8. Thou shalt be always the champion of the Right and the Good against Injustice and Evil
  9. Thou shalt treat all with the love you would treat thyself
  10. Thou shalt remain humble even if thy do great deeds, for it is the Path that matters most.
  11. Thou shalt honor your friends, Order, and country.

Scriptures and Services

Each Cleric, once ordained, has a Tome of Valor started for them that includes their deeds. These Tomes are stored in the Order library after their deaths.

For those non-Ordained followers of Arnath, the major holy scripture is The Path of Arnath. This book, usually around 20 pages long, explains in plain, simple language the tenets of Arnath. While there is some room for worshippers to find their own path, the major themes of being a good person, obeying the law, and making common sense, decisive decisions is prevalent. Those who are struggling are advised to turn to their fellows, and any clerics, for support. Copies are usually written with simple, easy to read block letters and basic illustrations.   

Services to Aranth contain strong, spirit lifting songs as well as introspective hymns. The first part covers a section of the tenets of Arnath while the later brings up examples of situations that Clerics have faced, and what a proper response to them was/may have been.

Temples

Arnath’s temples are decorated with red and gold trappings, and often scenes of legendary Clerics triumphant in stained glass along with other engravings of Clerics doing humble work.

 

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