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December 10th, 2017 – The Grand Moot Summit

== STORY INFO ==
The Grand Moot Summit
As news spreads like wildfire that a full and viable cure has been found to the creeping corruption, those afflicted begin traveling south to Nightriver and Newhope lands in order to be cured. It will take time to administer the cure to everyone that has fallen ill, especially with the onset of winter, so worry raises over being able to tackle this obstacle in the winter.

In Clan Ironmound territory, the Clanleader Gustav Ironmound has been adamant in being host to a Grand Moot of the ulven people. With the recent dissolution of the Watchwolves Clan into both Clan Grimward and Clan Nightriver and the unknown future of Clan Riverhead, right now stands to be a tipping point in ulven history. Fractured in proud Clans, rocked to the core by the discovery of the Lorespeaker conspiracy, and struggling with cultural identity and living alongside the survivors of Faedrun, the Ulven people have been building to this moment for quite some time. The call has been sent and it has been heard. The Grand Moot will be held at a settlement in Clan Ironmound territory and delegates from every Clan are expected to be present, even if the Clanleaders themselves cannot be.

The settlement itself will be under heavy guard and reserved to the Clanleaders and their delegations. Einar Stonefist, Warleader of Clan Ironmound, is insistent that the level of security by heightened; a summit with all of the leaders of the Ulven could be considered a ripe opportunity to some. However, the outskirts of the settlement are going to be a flurry of activity. Supplies will be coming in by wagon, patrols constantly sent out to secure the local countryside, and smaller meetings will take place before the Grand Moot. Representatives from the colonies and their outlying settlements have been given a general invite to come to the outskirts of the summit and meet with representatives of the Clans. The leaders of the Ulven people wish to know more about the perspectives of the colonists and of current events before they decide the fate of the Ulven people for years to come.

In this scenario event, players will have the chance to play major political leaders of the Ulven people or attempt to sway them to different causes for the upcoming Grand Moot, or fill in as one of the outlying settlement helpers in maintaining security and the logistics of supplies.

== EVENT SUMMARY ==
Movers and shakers from across Mardrun gathered in Ironmound territory, and not even the brisk winter air could calm some of the tempers that began to rage. Old wounds were reopened as the delegates from each clan confronted each other and made their cases; Colborn Whiteoak and Trygvye Axhound clashed as was expected from the old rivals, and arguments erupted between Calder Whitecap of Clan Squallborn, Fritha Stormjarl, and Wargah Grimward, feeling their lands were stolen from them and the culprits could not be trusted with such a major decision. Lines were drawn in the sand early on, and loose alliances were formed both among clan representatives and the many factions across Mardrun taking an interest in the future of the continent, changes which had, in some cases, already taken place. As announced by the acting High Priestess Camilla Birchborne of Clan Riverhead, the traditionalist clan would be dissolved due to their lack of resources to protect themselves from the Mordok, and would be reformed as Pack Riverhead, choosing to join Clan Shattered Spear because of the latter’s dedication to the Ulven way and their ability to grant Riverhead the revenge on the Mordok they so sought. Fortunately, the attendees were conscious of the security present at the event and stayed their blades inside the outpost. As the sun began to set, the delegates returned to the official summit to cast their vote or relay their opinions to their clanleaders. After a great deal of discussion and several nights later, the decision was announced: Each of Mardrun’s great clans would band together and clear the Great Forest and the Great Wolf’s Hackles of the remaining Mordok while the smaller groups would begin defending the border of the swamp. Once the Forest and the Hackles were clear of the beasts, the clans would march on the Dirge Swamp and its inhabitants the likes of which had not been seen in recorded history: Mardrun is going to war.

 

==PHOTOS==

Click here to see photos from this event!

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November 25th, 2017 – The Sum of its Parts

==STORY INFO==

With the recent faction conflict winding down in Clan Nightriver territory, attention has turned back towards the north. Earlier in the year during the summer, groups of adventurers were able to stop the mordok from continuing to establish a foothold in the Great Wolf’s Hackles. Mordok activity has also been more idle after the large force devastated Clan Riverhead but reports from Clan Whiteoak and Clan Shattered Spear say that the mordok have still been active on their northern borders. With the winter fast approaching, it is still unclear as to the goals of the mordok.

One thing is for certain; desperation continues to grow for those that are afflicted by the corruption sickness. Every month the reported death toll continues to rise. It has been a year and half since the emergence of the “incurable” creeping corruption. Many bear the scars and maiming of dangerous attempts at curing and destroying the corruption and many more mourn for those who have died because of it. With the mana construct deciphered, built, and successfully turned over to both the City-State of Newhope and Clan Nightriver, there is hope that a cure is soon to be found.

Word has reached the colonies and Clan Nightriver; Clan Shattered Spear recently pushed back an advance of mordok in their territory. In a remote location in the forests on their northern border, they have come across a corruption idol. While this is not unusual, this idol seems to be infused with the same type of corruption as the potent magic that makes up the creeping corruption. Ulf Mossguard, the Warleader of Clan Shattered Spear, has pledged to keep the area clear of mordok to allow a team of people from the colonies to come and experiment on the corruption idol. The mordok continue to harass and raid the area, seeming intent to recover their lost idol and have been known to slip through the ulven patrols. The nearby ulven warpacks can only maintain the area for so long before they need to regroup in the safety of nearby villages.

This is the best chance to find a cure and help those afflicted before winter. It is a race against time to see if a team of volunteers and scholars can coordinate defenses around the idol and coordinate what must be done to finally create a viable cure to the creeping corruption.

 

==EVENT SUMMARY==

Night fell and anticipation rose as the group of adventurers, scholars, and warriors made their way deep into Shattered Spear territory to the supposed location of a new corruption site. With the new cure in hand, their lone purpose was to test and confirm its viability in the field. Perimeter guards were set soon after arriving at the sight as those with skill in divine magic began to piece together pieces of the puzzle that remained. An ominous fog hung heavy in the night air: shadows jumped and flitted, Mordok could be seen just beyond the tree line, and every failed attempt at completing the ritual seemed to push the reality of the situation further and further to the front of everyone’s mind. Much to everyone’s surprise (and nearly as many individual’s dismay), the Red-Eyed Syndar made an appearance, seeming willing to bargain untold knowledge and power in exchange for information on the ritual. Despite his efforts and the constant threat of a Mordok assault, the scholars from Starkhaven and Newhope managed to connect the final pieces of the ritual to banish the corruption within. Investigating the extent of the ritual’s power also showed that the same ritual can be used to cleanse an individual, which will lead to a great deal of rejoicing across Mardrun as hope begins to burn ever brighter in these dark times.

 

==PHOTOS==

Unfortunately, as this was a night event, there are no photos to share.

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Halvar Longfang

Played By: Brandon Potter
Name: Halvar Longfang
Gender: Male
Class: Warrior
Birth Year: 247
Age: 18
Race: Ulven
Hair: Brown
Eyes: 2
Occupation: Longfang Warrior
Birthplace: Onsallas Village, Longfang Territory, Mardrun
Relationships: Alive: Reyna Longfang (Mother), Ranmir Longfang (Cousin), Rill Longfang (Cousin)
Deceased: Fareth Moonfury (Father), Harlok Longfang (Cousin), Solvig Longfang (Great-Great Aunt), Yawn Longfang (Cousin)

I was born in the fall of the year 248 to Reyna Longfang and Fareth Moonfury. My mother had met my father while she was visiting Moonfury territory and they grew close to each other throughout my mother’s visit, My father accompanied my mother back to Longfang territory knowing she was pregnant with his child, in hopes to become her mate but my mother would not allow it until she finished her studies under her Great-Aunt Solvig Longfang and became a Daughter of Gaia. During my first 6 years of life my father worked on making a place for himself within Pack Longfang as a warrior, while I stayed in the kresh with the other Ulven pups. It wasn’t until about my 5th year of life that I began training with the retired warriors of the pack.

I wanted nothing more than to be like my father and the great Longfang warriors, I had hoped to make my father proud and to have a name worth being heard by the Great Wolf so that someday I may hunt with him in his great hunting grounds. When I turned 6 in the year 254 my mother finished her training under Solvig and officially became my father’s mate in a joining ceremony. 3 years after my parent’s joining my father met his fate in battle and found his place among the Great Wolf’s pack. I had always admired my father and his death left me mourning. It had also left me more determined to be a great Longfang warrior so that someday I may see him again in the Great Wolf’s hunting grounds.

Soon after my father’s death my mother consulted with the Runeseer Solvig Longfang and decided she should leave me to the pack and travel alone to find her own path. I was fatherless and abandoned by my mother to be raised by the kresh. After my mother’s departure I continued training to become a warrior. I enjoyed fighting with a sword and shield and although throughout my training I practiced with many different weapons I excelled with using a dane axe and with sword and shield.

In the year 262 I met and befriended a Daughter of Gaia from Stormjarl by the name of Ulana. She was only a year older than me, she had come to Pack Longfang with her father who was one of the honor bound Stormjarl. Around this same time my mother made her return to the pack with open arms from all except myself. I became very close to Ulana over the next couple of years and I was sure that someday we would become mates. This dream of mine was put to an end when she came with myself and the other warriors on a mordok hunt, she met a cruel fate and was impaled by the spear of a Mordok. I had failed to protect her and I forever blame myself for her death. I realize the true threat to my family, my pack, and the rest of Mardrun is the Mordok and I seek to help put an end to the threat that comes from the dirge.

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Darren Thunder-Hammer

Player Name: Truman Shortridge
Character name: Darren Thunder-hammer
Character age: 16
Gender: Male
Class: Cleric
Race: Human
Occupation: Lion-in-Training of the Order of Arnath’s light
Known Skills: Armor prof, Improved armor prof, Shield prof, Improved shield prof, Divine casting 1, Meditation
Birth Place: One of the last ships from Faedrun

Backstory…

Darren was born on one of the last ships leaving Faedrun. His father, Joseph Thunder-hammer died fighting on the dock as their ship sailed away. He was a well respected cleric and commander for the Order. When Darren was born few members of the Order knew that he was the son of the great warrior, who had just died for them, and that his mother was a Syndar. His mother, Arya Darkwater, who hated the majority of the order, was fierce and led a mutiny against them for the poor conditions she felt her son and brethren didn’t deserve to live under.
While the ship carrying the infant Darren, and his mother arrived on Mardrun they were met by several Lions. But just before their ship was captured Arya strapped a visored helm to her head to hide her ears. The battle was long and hard, however the mutineers were tired from the long voyage and the angry lions had fresh armor and weapons and butchered everyone except Arya, who told them that Joseph was Darrens father and in an effort to save his life gave him to the Lions. Then she slit her own throat and threw herself overboard, and let her chain mail drag her to the bottom of the harbor, Or so he was led to believe by an eagle that was aboard and saw the whole ordeal.
The Lions brought Darren back to Starkhaven where they trained him in the ways of Combat and divine magic. Darren was a very quiet obedient recruit, while the rest of the boys in Starkhaven his age would be getting into trouble and getting flogged for it, Darren would be quietly brooding over books and scrolls. Since he was old enough to pick up a book Darren studied hard and read as much as he could. He would spend days in the library at a time and on more than one occasion he would have to be reminded to eat. Only when it was time to learn to fight would he leave the library. He was not as good at fighting, and the other recruits would mock him for this. Until one night when Darren and the other boys were eight, the other boys decided to sneak out of the keep and go steal some cupcakes from the local market outside the walls of Starkhaven. This was a normal thing that they would do, however they never invited Darren so this night Darren decided to follow them and see where they went. On this very night a group of Mordok had the same idea as the boys, however they weren’t there for cup cakes, and pastries. Darren followed the boys to the bakery where the baker had left the door unlocked, Darren watched from behind a barrel as the four boys snuck in and out of the shop giggling and stuffing their faces with cake. But their glee soon turned to looks of terror as three fully grown Mordok jumped from the roof above them and surrounded the boys. Darren watched in terror as the three massive axe wielding beasts closed in on the four boys who had tormented him his whole life, but he couldn’t sit there and do nothing. In a blinding flare of holy light one of the creatures was sent reeling as Darren leapt over the barrel, hammer in hand and threw himself into one of the Mordok and took it to the ground. As the two grappled they battered each other, although Darren managed to prevail. The four boys surrounded one of the two remaining ones and stabbed it to death with knives then ran back to the keep as Darren fought the last remaining one.
The next morning Darren’s body was found barely alive amidst the three dead Mordok, none of the guards had seen them enter the settlement and the four recruits said nothing about the night before, but they knew that they were alive because of Darren. The clerics were able to nurse Darren back to life.

Six years later Darren Thunder-hammer has redoubled his devotion to become a Lion of the Order of Arnath’s Light. He has since been given a full suit of plate armor and tower shield and has pledged to rid the world of all evil, all he knows of undead are just stories, but he swears to destroy everything that destroyed his father…

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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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