Founded in arc 611, The Order of the Blooded Heart is a large congregation of soldier-monks that use magic to enhance the effectiveness of their assaults against the forces of the Immortals. It took several years for the first handful of men to grow into a respectable force. And it took the leadership of Ottmar Scherer to do this. Already inclined toward defiance of Immortal tyranny, when he learned that the other mortal races were the results of the Immortals' experiments and conniving, his fury flared into the determination and charisma he needed to devote his life to their undoing. It drove him to seek means beyond normal combat skills, knowing he would be found wanting against the powers wielded by these deities.
His search eventually brought him into contact with a cell of The Seekers. In exchange for a promise to make them aware of any fractures he found in his travels and martial pursuits, they taught him a version of Sovereign that was particularly suited to close combat; one which places the mage/knight's conduit right into the weapon he wields. This enhancement, coupled with the natural increase in impact borne of mounted attacks, make their blows terrible to endure. This is the only arcana The Order uses, both to avoid the possible backlash of rushed and mis-blended powers, and the simple lack of any real need for anything stronger.
Scherer traveled the world, learning a vast array of survival skills, developing his magically bolstered attack style, building his army, learning all he could of the Immortals and their minions, and occasionally relaying the location of a newly discovered fracture to The Seekers. He began to be noticed, his camps being recognized for their efficiency in both defensive layout and ability to facilitate a swift, aggressive response to attack. But still they were in the open, and being marked by their enemies.
In arc-658, a host of Aukari made an attempt to preemptively crush them at the bidding of their patron, Faldrun. The northern minions of the Immortal of Fire swept down upon the tents of the encampment in the night, hoping to take these defiant humans by surprise and burn them alive. Instead, they found tents "manned" only by snares and booby traps that struck back with crippling force. The remaining Aukari regrouped on the nearby open field, making themselves the exact sort of target the Order was designed to wreak havoc upon. Having scouted the approach of these hostiles, the Order had slipped out, leaving their camp unmanned but intact to lure the interlopers in. Now they charged, their focused Sovereign sending their enemies cartwheeling across the ground. Those that evaded immediate injury were still left dazed and vulnerable to the trampling, lancing and swordplay of the Orders' swiftly advancing lines.
Though their camp was now a flaming ruin, the victory secured their reputation and ultimately led them to be embraced by the city of Etzos, its own political view being anti-Immortal as well. In exchange for a tax-funded, and far more secure, base of operations, The Order offered their services as the city's new force of quick-response shock troops. This alliance is not without its detractors, however. Chief among these are the marshalls of the regular Army of the Etzori, who feel upstaged by these newcomers, who
"have never been necessary before, and are not needed now." The army has the support of some of the ministers of the Tower as well, who feel that it is inevitable that this Order will decide some day that the city's zeal is insufficient and stage a coup, ending in a purge.
It did not please Scherer to crush those he felt were the unwitting victims of Immortal manipulation. But the Aukari attacked first, and had always been more willing to blindly follow the directives of their patron deity than most other non-human races. The Order has always been willing to spare
- one time - those that show a willingness to recant any devotion to their Immortal, but they do not allow them into their ranks. They are strictly a human organization.
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Jean-Pierre Duverger
Current Grand Master
Age: 78 arcs
Race: Human
Languages Spoken: Common (Fluent), Rakahi (Fluent), Lorien (Conversational)
Endurance- 65
Etiquette- 54
Writing- 72
Leadership- 95
Linguistics- 53
Combat: Unarmed - 70
Mount: Land - 65
Navigation - 99
Detection - 93
Resistance- 48
Investigation- 45
Tactics- 85
Combat: Shield - 68
Tracking - 68
Gravitation- 73 ? (Old Magic?)
With the inevitable passing of Scherer, and the subsequent assassination of his successor, Martien Cole, who was the Grand Master that actually finalized the arrangement with Etzos, the Order is now headed by Jean-Pierre Duverger, a 78-arc-old veteran recruited personally by Scherer when he was only 20. Having come into power as a result of the unsolved murder of his predecessor has left Duverger with a healthy caution towards his Etzori "allies" and their agendas. He does not yet have proof that anyone in The Tower of Ministers was behind Cole's murder, but assumes that when he finds out who, he will also find out why.
He has seen enough implacable fanaticism in the eyes of his enemies to understand how the Tower could be concerned about such levels of zeal as Scherer and Cole possessed. But Duverger has always tempered his zeal with logic and insight. Logic tells him that since the policies of both The Order and Etzos are based on independence from Immortals, the fact that there is such friction between them strongly suggests hidden agendas. Insight tells him that the key to uncovering them is patience and observation. For now, he could not say whether he will ever feel a need to make an attempt against the Tower. It will most likely hinge upon what measures
they might take first. But you can bet he will already have a contingency plan prepared.
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The Particulars of Membership
Any player can start as an initiate, and the Order will provide an expense-free domicile, an extensive and free education in any combat and survival skills, as well as pseudo-academic skills like land or sea navigation, animal husbandry and training, research and investigation, interrogation and leatherworks and smithing of all sorts. They will provide training in Sovereign, but no other arcana, and only up to high "Expert" level. The narrow focus of its application prevents any further level than this. Any arcana the player elects to start with at character creation
CAN be used, but will be considered in-game to be a violation of the order's rules. It
should be difficult, in-character, for the player to advance any arcana besides Sovereign.
There are three oaths which are taken upon an initiates acceptance into the order:
First, a vow of silence, that none may be distracted by your words and instead only witness the truth of mankind's ascension.
Second, a vow of anonymity (which implies a vow of poverty, where all remaining assets are sold, the money donated to the Order as a whole), that your former life be discarded and your name struck from records. Being seen as dead to those you knew, forsaking a life of toil beneath those who would accept a life of subservience to Immortal tyranny.
Lastly, a vow of service, that any attempts to leave the truth and return to the lies once more will be met with death. For once one has gone back to the filth they have left, there is no further chance at acceptance and redemption.
Essentially, the player begins with the City Dweller package. But the housing is sold back for the money, which is then used to purchase the additional gear that the character "donates" to the Order when accepted as an initiate. When he achieves actual knighthood, this gear will be given back to him, now marked with the colors and emblems of The Order. It will have been upgraded to the standard attire of The Order's fighting men. All knights within the Order wear the same coat of arms, the same battle attire, and the same attire when in their monasteries. A simple white raiment overlays their armor, adorned with the Order's cross, symbolizing their purity of choice and that they stand immersed in the light of knowledge.
The armor itself consisting of a mixture of chain and plate mail. Upon their torso lies a coat of mail to protect against strikes and most blows. This rests atop a padded gambeson. Upon their limbs and head lie the plate components of their armor. Spaulders, Rerebraces, Couters, Vambraces, and Gauntlets upon each arm, as well as the Cuisse for their upper thighs, Poleyns for the knees, Greaves for the lower legs, and Sabatons upon each foot.
But the most iconic part of their armor is the great helm which rests upon each knight's head. Shrouding their faces from observers, their identities blocked and giving the appearance of faceless avatars. Such that mete out punishment to the unrepentant followers of the Immortals, and such that protect mankind from their schemes.
'Initiate' is not a glory rank. The player is the equivalent of a knight's squire. His advancement to
'Knight Brother' is based as much on role-playing his learning as it is on the actual rise in skill levels. This will include learning the sign language and flag signals, as well as the discipline to follow the vow of silence he will be held to. Naturally, the player is free to role-play backsliding on such vows, and mild transgressions will not see him demoted, but probably chastised with work or corporal punishment. Continued violations may well get him kicked back to initiate level, unless the need for vocalizing was a crisis-level necessity. The only level stipulation is reaching 'Competent' in his weapon skill and one other related skill as mentioned above.
The same is true of further advancements in rank, with weapon skill requiring 'Expert' and an additional related skill reaching 'Competent' to rise to the following rank of
'Regent Commander'. Role-playing situations where you demonstrated the ability to take over a squad effectively will be necessary as well. Any such rise in rank will require additional increases in skills and a modded thread.
The squad a 'Regent Commander' controls is made up of 20 Knight Brothers and their Initiates.
After that comes
'Regent Lieutenant', who commands 20 'Regent Commanders', and their attached Knights and Initiates.
These 400 soldiers answer to a
'Knight Commander'. As of the date of "1 Ashan, arc 716" there are 5 'Knight Commanders' in The Order of the Blooded Heart; adding up to 2000 men. These are the field commanders of The Order when on campaign. They alone have standing permission to speak in combat situations.
Above the 'Knight Commanders' is the
'Prior', who is the right hand of the Grand Master himself. He relays the Master's orders to the Knight Commanders, serves as his personal bodyguard, and can act in his stead if the Grand Master is killed or disabled to the point that he can not serve his office. Darvos Trask is the current Prior.
'Grand Master' is the supreme commander of the military and head of The Order in all aspects. Jean-Pierre Duverger is the current Grand Master.
At character creation, the player must devote his starting knowledges in appropriate areas.
Some examples are:
Basic Knowledge:
Layout of Etzos
Policies of Etzos
The Tower of Ministers
The Seekers
Specialized Knowledge:
Kite Shield Use
Weapon-based Arcana Use
Combat and Motion in Plate and Chain Mail
Banner Communication
Details on worship of (name of Immortal) per religious texts