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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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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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