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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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Caius Vallenar

Name: Sergeant Caius Vallenar

Age: 33

Race: Human

Hair: Dark Brown

Eyes: Hazel

Occupation: Former Vandregon Lieutenant – Present New Hope Sergeant, Blacksmith & Bartender

Known Skills: Blacksmithing & Professional Soldier

Birthplace: Kingdom of Vandregon, Year 232

 

History

Caius Vallenar hails from a minor city-state housed in the Kingdom of Vandregon. His father, who was born a mere commoner, dedicated his entire life to the service and protection of a local lord. In exchange for his service he was rewarded with the official bearings of knighthood, and used his noble status to provide for himself and his son. While Caius had the build and untapped skill for combat, his true passion and calling came from the smelting and folding of steel; it surprised all around him when his natural talent for the craft surfaced early on. His father glowed with pride at Caius’ skill, refused to push him towards the life of rank and nobility, and was eager to learn blacksmithing along with his son. Misfortune would not look kindly upon the young smith, however. A large group of cutthroats and bandits invaded their hometown, looting and pillaging anything they could. As the town guard was caught entirely by surprise, initial resistance was scattered and disorganized at best. Upon hearing the screams of his neighbors, Caius instinctively picked up his smith’s hammer and a nearly-finished blade, and ran to their aid with no hesitation. They discovered him kneeling with a great wound to his right shoulder, without making a sound. Upon closer inspection, it seemed he was surrounded by two of the brigands: both were dead, his right hand still holding fast to the forge hammer’s grip.

After some much needed rest and training to restore his shoulder to full strength, his father, recognizing his true potential as a fighter, immediately inquired his opinion of becoming a soldier and protecting those in need. As Caius was already fascinated with the weapons and tools of martial combat, his decision was firm; within months his combat prowess instilled great respect from his peers and set him apart from other members of the military, despite his young age. Caius took training to the utmost importance in addition to honing his skill as a smith. His aspiration: to forge the finest of armor and weapons for himself and those around him; that they may provide the finest protection during their time of need.

At the age of twenty-one, Caius was wed to the love of his life: Silvetta. The two were described as amongst the most honorable and devoted a couple seen throughout the land, and they bore two children in only a few years’ time. Caius, now with a fatherly conviction, continued his life in the military and soared through the ranks, while his wife took care of educating their children and continuing her role as a talented leatherworker.

Little is known of Caius’ life between the years of 255 to 260, save his arrival to Mardrun on one of the few ships successfully completing the voyage from Faedrun in the year 261. Upon landing, he immediately setup his small forge to accommodate the incredibly high demand for a local skilled smith. With the addition of bartending in a local tavern throughout the week, Caius was able to quickly and efficiently establish himself on the new continent. While none would dare speak ill of his work, the locals who know him best are aware of one hard fact:

..The smith came to Mardrun alone.

Caius seldom speaks of his previous life, though no one would dare fault him; people are known to block out the most traumatic and horrific events they have endured. Those who maintain relations with him have tried to appeal to his past; any attempt has been met with silence followed by a cold, hard stare. He maintains a calm, collected demeanor with a hint of ice to his personality, and the local populace respects his trade and his moderately well-known status throughout the city-state of New Hope. While none can say for certain, rumors and theories circulate aplenty: Caius’ family was killed or lost during The Fall, and he shoulders the blame alone for failing to protect what mattered most; for failing to possess the strength to make a difference. Despite his prestigious ranking inside the Vandregon military, he requested to be discharged upon arriving to Mardrun, relinquishing the titles and influence he had earned from years upon years of service.

Over time Caius’ opportunities improved, as he was offered membership in the Vandregon Trade Guild. His duties: mending armor and tending to weapons for the volunteers of Vandregon; individuals who kept the colors alive in the new continent. His duty-bound soul was somewhat at ease, for he was able to supply the Vandregon units with much-needed equipment, and the soldiers frequently spoke to him or petitioned him for advice while he repaired their armor and weapons. Known for his excellent service, Caius accepted a different bartending situation at a tavern in Baroness Catherine’s district of New Hope, though taking care of those who’ve had a bit much to drink would always be in his duties.

Years went by. Soldiers came and went. Stories circulated amongst the soldiers, and then to Caius’ ears. The colors of Vandregon were still at the forefront of battles. Their leader: a knight by the name of Sir William, commanded great respect from his men. However, it was not to last: the once-compelling stories heard at the tavern eventually turned to stories of worry and dread from the locals stationed at the nearby barracks.

Vandregon was dying.

The last embodiment of order and solidarity was strung out, low on supplies, and its people beginning to starve. Dismissing such tales at first, Caius would settle the locals, retelling with vigor and pride the stories of prowess he had heard about the Vandregon forces on the continent; the stories of Sir William leading the way, of lighting the ever-darkening path for his brothers and sisters in arms. The travelers and locals always left reassured; perhaps not from the stories themselves, or even the manner in which they were told. Something about the look in Caius’ eyes inspired them; it made them believe.

As time continued to pass, so, too did the tales of worry; this weighed heavily on the smith’s mind. For as the rain heaped down upon the roof of the forge one night, it was simply mirroring the arm of the smith, blow after blow raining down upon the cherry-red steel. Caius’ mind was restless, and the forge was the only place he could collect his thoughts. He worked faster, taking half the time he normally used to heat and pound the steel into its final shape. The hammer soared through the air, resounding with a plethora of ringing throughout the structure. Faster and faster he forged, until finally he made his mistake.

With one final strike of the hammer the blade itself broke in two, shards of metal scattering across the floor of the smithy.

Looking down at his work, he examined the broken half of steel. He wasn’t angry; he was empty. Staring into the distance, his mind could think of nothing but Vandregon.

Picking up the broken piece of metal, he held both halves of the blade in each hand. It was at this moment the zeal returned to him – His brows furrowed, and his eyes were set ablaze. Placing the metal pieces next to each other, he heated them in the forge and began his task; for this next blade would be his own.

For too long had he carried the burden of his family’s fate. He abandoned his pride and his post in Vandregon. He had become the one brand of individual he despised above all others: a coward. As the night went on, each hammer blow to the blazing orange steel further solidified this newfound purpose.

Caius renewed a vow to himself alone: he would reenlist with Vandregon. He would assist in their struggles, protect them from harm, and regain his lost titles. This would be how he honored his family. If they were alive, he would work to find them. If they were dead, he would become a man, a father, and a husband they would be proud of.

Filled again with conviction and purpose, Caius ran out in the middle of the night to reenlist.

Upon his arrival at the Vandregon Headquarters, Caius was astounded by what lay before him: The survivors of the battles were packing up the offices and structures of the Vandregon Headquarters…

The rumors were true in their entirety, and worse than previously imagined.

The people were rioting. All of the supplies were gone; Sir William of Vandregon vanished without a trace. The overwhelming stress and high expectations of his performance had finally bore their way to his mind. Without his guidance and presence, the soldiers lost faith and began leaving the ranks of Vandregon in order to find work elsewhere. Vandregon, and the entirety of its influence on the continent of Mardrun, was dissolved.

Caius stormed back into the smithy, picked up his hammer, and cleanly threw it across the room into a wooden pillar, the scraps of wood splintering across the floor of the workshop. The fire burned deep within him, but now it had changed: a fiery vengeance against one who betrayed his people. How could the one man he could look up to in these dark times, the one whose stories turned fear on its heels in the hearts and minds of the people… How could he turn his back on his own men? Caius gazed across the room, blankly staring into the smooth stone wall. Despite trying desperately to push it from his mind’s reach, the thought finally settled upon him:

He, himself, was no different.

His own men…his own battalion of soldiers; he had abandoned them. The honor, devotion, loyalty and integrity he once stood for meant nothing because of his cowardice.

Kneeling down and firmly grasping the hammer, his will was finally tempered. Fueled now by a reformed sense of purpose and a fury against his previous self, Caius left the Vandregon Headquarters and set his path upon the military barracks of New Hope. Knowing his previous training and rank would never transfer, he refuted the doubt from his mind: he would rise in the ranks and prove to his family, himself, and to the citizens of Mardrun a truly noble cause was still worth believing in.

Caius enlisted as a soldier in the New Hope Army and thus began volunteering for duties and additional training whenever the opportunity presented itself, tackling every challenge or obstacle presented to him; he would become a leader to the people of Mardrun, and shine his light for others in the dark times ahead.

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Starkhaven – History

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HISTORY:

When colonists first arrived on Mardrun, the Order spent immense resources building a full settlement and began production on a keep. This attracted a number of settlers to join them and help their efforts; the benefit of having the disciplined leadership and military might of the Order in charge of the settlement was amicable to some that were lost and in need of a new home. Starkhaven is one of the most most defensive settlements on the continent and resides where the Yurnai river meets the Great Wolf’s Hackles.

Yearly Update – 260 (2011)

The leadership tended 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 Order of Arnath’s Light is a brand new chapter of the Order of Arnath. Led by the new Chapter Master, this group within Starkhaven is pushing for more diplomacy and progressive ideals on the world. This was originally met with resistance as the surviving chapter of the Order of Arnath was the Fist, the most militant chapter of all of the Order of Arnath. The new chapter resides in a part of  Starkhaven. This has caused tension between the two Chapters, and in the settlement itself.

The first action was the Inquisition of Fire. Bos Meszar, the militant wing of the settlement of Serai, was found to be experimenting with Undead. Recalling the fate of Faedrun, both Chapters mobilized, but 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. Unlike the Fist, however, the Chapter of the Light dealt a soft hand to the settlement. Most were captured and given aid. 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.

At the end of the year, the Chapter of the Light overstepped their bounds and welcomed corrupted Ulven into the settlement. The people of Starkhaven complained, but dealt with it. Crisis was closely averted by the help of the Prince of Aldoria, and the Phoenix.

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October 28th, 2017 – Foothills of the Spire

FIRST SCENARIO: AT THE GATES

STORY INFO:
Tension grips Mardrun as a combined force calling themselves the Allied Group has marched to the foothills of the Spire. Home to the Archons, the Spire residents begin to raise concern over an organized force arrived at their doorstep. A treaty has been delivered and verbal exchanges made among the Spire settlement and the Allied Group’s camp. The Archon’s independence from outsiders is threatened as the treaty states several terms, including bringing in a wanted criminal, controlling research, and payment of reparations as a fine. The Allied Group seems steadfast in their treaty details and has given the Archons a timeframe; by the 28th day of October, at noon, the Allied Group expects an answer to be given be the Archons and how they want to proceed. This will give each side of this conflict a chance to negotiate moments before a decision is made.

POST-EVENT STORY INFO:
A counter offer to the Allies’ original treaty had been put forth, and now tension hung in the air as the deadline to accept or refuse drew near. With allied forces waiting just outside the gates and Archon citizens preparing themselves, negotiations between both groups’ leadership were slow-going. Some residents of the Spire chose to accept Vazra as their savior, while others denounced him as a madman but remained proud Archons. Either way, these people would fight for their homes. Slowly but surely, cooler heads grew in number and in volume as the terms of the treaty on both sides were analyzed, explained, and discussed. Claiming his right to the title of Archmagus of the Spire, Faolan led those who would follow him in denouncing the actions of Vazra and beginning their life anew. Only those devoted to their former leader resisted, though Faolan’s magic and the combined numbers of the allied forces and the archons themselves quickly and nonlethally apprehended these protesters. Whether or not this new structure can withstand the trials of Mardrun is yet to be seen, though many feel it is a step in the right direction.

 

SECOND SCENARIO: AT THE FARMS

STORY INFO:
As the events at the gates unfold, the farms of the settlement of the Spire are quiet… for now. The Allied Group has laid siege to the farms, cutting off the farmers from the critical fall harvest. Farmers, Spire defenders, and soldiers of the Allied Group stare each other down quietly but ready to act at a moments notice once a decision is made at the gates. Should the defenders be able to break the siege on the farms, it could allow them to continue harvesting to gather much needed food and supplies.

POST-EVENT STORY INFO:
The bandits, led by the man who had previously tried to steal the Mana Construct from Newhope and their scholars, not-so-patiently waited to hear the sweet ring of combat. They had been offered looting rights if they would fight for the Spire, and knew that no fighting meant no looting, and no looting meant no payment. Taking matters into their own hands, the bandits soon turned on their former employers, many of whom were already nervous at the thought of such ruffians protecting them and their belongings. Where they hoped to find a broken, injured people scattered throughout the settlement, however, the bandits soon met a wall of determined archons set on keeping their homes intact. To the surprise and ire of the attackers, these archon forces were reinforced by the very allies they were supposed to be fighting against. Now outnumbered and outmatched, some bandits fled while others still tried to extract their payment. By the time the dust settled, several dozen bandits had met their maker, with a handful more either captured by the allied forces or wounded too severely to continue fighting. This display of unity has led to a glimmer of hope for the future of the Archons and of Mardrun as a whole.

 

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September 15th-16th, 2017 – For the Good of All

Story Information

The people of Mardrun rejoice as news spreads like wildfire across the continent; the means to a cure, a real and full cure, has been found. A scholar in the Chapter of Light District of Starkhaven has uncovered the mysteries of the mana construct. This construct is a unique magic sequence that can be used to create a cleansing ritual that could fight back and destroy the dangerous corruption weapons of the mordok. A vocal proclamation has been made that Starkhaven is going to share this method with both the City-State of Newhope and the leaders of Clan Nightriver. A group of scholars has been dispatched to Starkhaven to get what they need and return to the main colony and begin work on creating a cure.

With a chance to find a cure seemingly on the horizon, word has also reached the ears of desperate people. Refugees afflicted by the corruption or bitter due to recently losing loved ones before a cure was given, have been rumored to be on the road and following the supposed “cure”. People often get desperate and sometimes dangerous when their lives or the lives of their loved ones are on the line.

A tavern located along the newly created roadway of Newhope has heard word that some of the bandits that fled Daven’s Reach have been involved in stirring up some trouble. It is suspected that this group is taking advantage of the refugees and hopes to capitalize on this desperate situation.

The scholars have sent word to Newhope that they are going to wait for an escort back to the main colony and fear for their safety while on the road. Newhope has dispatched a unit of soldiers to reach and escort them, but they will not arrive for two more days. A general call for help has gone out for any people of note and trustworthy factions in the nearby villages and settlements to provide support. The fate of many lives and perhaps that of the entire continent, rests on the mana construct reaching the Newhope colony safely and intact.

POST-EVENT STORY INFO:
Preparing to dig in and wait for reinforcements to arrive, the caravan from Starkhaven happened upon a small farming village along their way whose mayor graciously offered them lodging for the night within his walls. Many of the caravan’s guards remained uneasy and on edge during the night, while others took the chance to let their guards down and relax. Though some of the rougher citizens of the town seemed interested in seeing the visitors off quickly and a number of heated exchanges took place, no harm was actually done. Tensions and tempers rose throughout the evening as strange howling was heard in the woods and a number of mischievous acts took place. As the sun rose the following day, though, the mana construct and its bearer were still safe and accounted for.

Moving out shortly thereafter, a more organized force approached the adventures with their goals clearly laid out: they sought the cure, and they sought coin, and were more than willing to kill for it. To prove this point, they brought forth some hostages they had taken; a cleric of Arnath, a corrupted young mother and her infant child. As the adventurers pressed in to collect the hostages, warnings were shouted and blades were drawn across throats. In the ensuing chaos, the mother nearly bled out before being rescued and tended to by the healers, as was the cleric. The child was not as lucky, succumbing to her wounds in the arms of her captors. The scene appeared to create just enough of a distraction for the bandits, who managed to make off with the mana construct. With the leverage they needed, the bandits were able to keep their would-be attackers at bay, though a traitor in their midst nearly gave his life to return the device to the caravan. Too concerned with the well-being of the mana construct, the bandits were not pursued and remain at large, though their initial plan to take the cure for themselves was thwarted.

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Apocrypha

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These writings are of dubious authorship and canon. As it is not in the Order of Arnath’s nature to destroy safe but erroneous texts, they are preserved for reading and contemplation. 

Arnath’s Coming

The Sagas tell us that our people first came to the North of Faedrun during the darkest days of the Sun Wars, trying to find a place to escape the Syndar. Knowing that most Syndar prefer the fertile and temperate lands to the south, one group of refugees turned their attention to the Celestial Mountains in the far north. After many weeks of hard travel, they found a barely navigable pass, which is now called the Blue Flame after the beautiful ice that forms it. The pass led our people into their new home. A valley untouched by Man or Syndar that was rich in game, water, farmland, and ready access to the stone and iron to make their walls strong and their swords sharp.

None thought to ask themselves why such a place was empty.

The first few years went uneventfully, but as time went on the people found more and more evidence that Men had been here before. Old ruins dotted the valley, old fences, graves and the bones of Men. The bones were piled in great heaps and marked with strange runes that made the people uneasy, and looked as though many of had been cracked open for the marrow. None of the people had ever heard of this place, and it seemed like many people had lived here. What had happened to them?

The next summer brought the answer. Out of the highest peaks came throngs of Giants, Jötnar in the Old Tongue. They came to slaughter and burn, for no reason beside that they could. Our people fought like a mother Ice Bear protecting her cubs but were pushed back and back, until there were only three warriors left. Their names have been lost to time, but their valor will live forever. There the Three stood, holding the last door of the building between the Giants their families. The Giants were taking their time on the last door, taunting the warriors, conversing about the foulness they would inflict on the women and children.

Just as the last timber was splintering, the Giants left, screaming back to their mountain lairs. The Three advanced cautiously into the light, confused by their sudden fortune. Standing there was a great White Lion and a jet black Eagle, with two great heads. Before the people’s eyes the two greats beasts became one again, and a creature of legend, a Griffin, stood before them. The Griffin walked towards them, stretching its great wings, and told the Men that all three of the beasts were Arnath, Gatekeeper of Elysium, Defender of the Fallen and Teacher of Man, and that the Giants were his mortal foes. In the stand of those three warriors He had seen courage unknown in these bleak lands of ice and pain and that together they could banish the Giants back the darkness from whence they came!

He then set out to teach the Three the Path, how to master the Fury, Honor and Wisdom within them. How to turn the power that all people have locked within themselves into a tool for the righteous. Only by mastering all three of these very different pieces of themselves could the Three find the strength needed to face down the Giants at His side. After many months of study and training the Three accompanied Arnath into the darkness beneath the Celestials, and sealed the Giants in a great cave with mountains of rock and runes never since equaled.

There they will stay, until the appointed time when they will burst forth from that icy prison to assail the Gates of Elysium during the End times. We stood with Him then, and we will stand with Him at the end too.

In the months and years that followed each of the Three founded the Lions, Eagles and Griffins, thus forming core for Arnaths Hand, now simply known as the Order to friend and foe alike

The Ages Since

Since that day our Order has stood as a bulwark and inspiration to many. We have fought in countless wars, protecting the helpless and allied with others to crush those that used their power for personal gain. The hardest times for us have been since peace reigned in Faedrun and the followers of Light began to spread.

Following Arnath is not easy. There is much expected of us, much we must learn and master within ourselves to become whole, and a new faith that required little sacrifice from its followers was very inviting to many. The turn of the years saw the Order dwindle until just before the Rising there were barely a thousand of us left on the northern half of Faedrun, pressed to the limit just trying to maintain what we had left.

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Order Prayers

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Order Daily Prayer

“We are His Light, a beacon to His Path.
We are his shepherds, protecting His flock from the wolves.
We are His Hammer, the justice which smites the wicked.
We are His Faithful, and in His Light, we are strong.”

 

Lion Battle Prayer
“It is for us to stand when others can’t.”
“It is for us to hold when others run.”
“It is for us to fight when all hope is gone.”
“Such forges the future.”

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