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Gods in a New Age

The Leagues of the Faithful

a part of “Gods in a New Age”, a fictional universe by Bromander Shepard.

Immortal Gods have been ruling over the world of Lorgaine for centuries. Times have changed but the all powerful deities remain ever watchful as they push their own ends. <>Full on Characters, Check back for Chapter 2 Announcements.<>

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This conversation is an Out Of Character (OOC) part of the roleplay, “Gods in a New Age”.
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The Leagues of the Faithful

Tips: 0.00 INK Postby Bromander Shepard on Wed Feb 20, 2013 4:54 pm

This is where we can all outline any mortal organizations, religious groups, knighthoods etc that are worth mentioning. We can assume we all have clerics and those who pray to us but those who want their churches to be unique or serve specific roles other than worshiping you post it here.
I should go.

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Bromander Shepard
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Re: The Leagues of the Faithful

Tips: 0.00 INK Postby fallout539 on Sat Feb 23, 2013 2:30 pm

Catalogers of Librus

The Catalogers are not a religious group per se, just an organization with Librus at their head. They do revere him, but Librus doesn't treat them as simple followers. More or less, he thinks of them as his children or grandchildren, and cares for them deeply.

While every member, once proven to be true to the cause of the organization, can access the Archives, the one to go there the most often is the Arch-Curator. This role is held currently by a human named Deren Foresith. He goes to Librus to obtain updated manifests or objectives to obtain certain texts. In order, here is the hierarchy of the Catalogers:

Librus
Arch-Curator
Vice Curator-Held by elf Cait Feser, female
Event Planner-Manages public appearances and fundraisers-Held by elf De'ith Cether, male
Treasurer -Funds management-Held by human Teresa Dorinth, female
Stock Managers-Make regular checks to make sure the stock of the Catalogers is up to date
Scribe

There isn't too much in power difference between the ranks under Vice Curator. They act as a council really, and talk to the Curators to get things done. Turmoil within the ranks almost never breaks out. The purpose of the organization is to collect all the knowledge possible in Lorgaine so future generations have access to it, and to facilitate innovation. Simple as that.

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Re: The Leagues of the Faithful

Tips: 0.00 INK Postby Bromander Shepard on Sun Feb 24, 2013 12:34 pm

Children of The Bat

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A league of assassins sworn to Revan's service. This organization of deadly, masterfully trained assassins are infamous in their lethality. They are spoken of in hush whispers across the whole of Lorgaine for they fear a visit from one of the shadowy assassins in the night.

The Children of The Bat were originally created as silent avengers of injustice, punishers of the corrupt. They have since become a plague on nearly all of Lorgaine for if they feel you are a criminal than you shall taste their cold steel. They care little for the means in which they take a life, merely that that life is taken. Much like their dark lord they have learned that no price is too great for the eradication of injustice.

Mass murder, torture, collateral damage are all acceptable means of accomplishing their goals. They are some of the finest swordmen and women in all of Lorgaine yet they focus primarily on stealth fighting. They much rather prefer to sneak up behind a target and stab them in the heart as opposed to meeting an opponent head on.

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Re: The Leagues of the Faithful

Tips: 0.00 INK Postby tinker3043 on Sun Feb 24, 2013 10:45 pm

The Council

Order of the Wolf
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The Order of the Wolf is comprised of Guardians, indomitable warriors who’ve pledged their prowess to something greater than themselves. Guardians smite enemies with divine authority, bolster the courage of nearby companions, and radiate as if a beacon of inextinguishable hope. Guardians are transfigured on the field of battle, exemplars of divine ethos in action.
To these guardians is given the responsibility to unflinchingly stand before an enemy’s charge, smiting them with their sword while protecting their allies with their sacrifice. Where others waver and wonder, guardians motivation is pure and simple, and their devotion is Sargons strength. Where others scheme and steal, they take the high road, refusing to allow the illusions of temptation to dissuade them from their obligations. The Order of the Wolf sworn duty is to guard the temples of Sargon. Takeing up blessed sword and sanctified shield, brave warriors of Sargon.

Wolf Pack
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An elite Order within the Council itself, hand picked by the god Sargon. The Wolf is an unfailing assailant; most of his targets never see one, and fewer still survive their first assault. The wolf stays in the shadows until the time is right. When it is, they takes a single step, transporting their way to their target, and unleashes a lethal flurry of attacks before making their way back to safety. Those few that survive this attack are generally unable to find their assassin, who has blended perfectly with the shadows by that point. Even if they do, they may find that he is quite capable of short bursts of hand-to-hand combat - long enough to finish off the weakened foe, but too short for the wolf to take damage. Wolves are spellcasters who use their magics to enhance mobility, concealment, and stealthy close combat. They have a sinister reputation, but an honorable purpose.Wolves rely on stealth to survey routes and opponents, using ranged weapons and skirmish tactics when forced to fight. By contrast with assassins, in combat wolves tend to be cautious and methodical, rather than impulsive. Wolves are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive.


The Rangers
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Rangers are watchful warriors who roam past the horizon to safeguard a region, a principle, or a way of life. Masters of bow and blade, rangers excel at hit-and-run assaults and can quickly and silently eliminate foes. Rangerss lay superb ambushes and excel at avoiding danger. As a ranger, they possess almost supernaturally keen senses and a deep appreciation for untamed wilderness. With knowledge of the natural world, they are able to track enemies through nearly any landscape, using the smallest clue to set a course, even sometimes the calls and songs of beasts and birds. Rangers severe demeanor promises a deadly conclusion to any enemy they hunt. When they catch sight of their quarry, will the transgressor perish by swift bow shots from a distance, or by the twofold blades that glint and glitter in each of their battle-scarred hands?

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