https://wiki.battlemaster.org/api.php?action=feedcontributions&user=Unwin&feedformat=atomBattleMaster Wiki - User contributions [en]2024-03-28T22:47:05ZUser contributionsMediaWiki 1.33.0https://wiki.battlemaster.org/index.php?title=Unit_Settings&diff=184353Unit Settings2016-12-12T10:57:34Z<p>Unwin: /* Police */</p>
<hr />
<div>Unit settings are part of the orders page. Most of what is involved with combat tactics comes down to unit settings, and so marshals will usually issue orders that include the unit settings they feel are ideal for whatever it is they are ordering you to do. There are four "settings" each with 4 or 5 options (though you are rarely ordered a "designation" since it is assumed you are set to "regular army"). The Unit settings can also be viewed on the bottom right hand corner of the scren, e.g. [1 A B]. The number indicates the field position, the first letter is the unit conduct and the final letter is the unit formation.<br />
<br />
== Conduct ==<br />
Conduct help determine whether or not there is a battle and how your unit behaves once on the battlefield. You have five options for settings your unit's conduct: evasive, defensive, normal, aggressive and murderous.<br />
<br />
===Contact===<br />
Whether there is contact and then a battle is determined by diplomatic relations and each unit's conduct. Even some of the oldest and wisest nobles are occasionally surprised at the causes and effects of diplomatic relations. Conduct affects the likelihood of battle as follows:<br />
<br />
* '''evasive''': A unit set on evasive will try to avoid combat or being spotted, however the unit is likely to suffer morale penalties for skulking around, especially for long a long period of time. The larger the unit the greater the chance of getting spotted; it's not easy to hide copious numbers of men.<br />
* '''defensive''' or '''normal''': Combat is largely determined by diplomatic relations, and the effect of the units conduct is mostly limited to their conduct on the battlefield.<br />
* '''aggressive''': Aggressive units come to battle mean and hostile to all those who are not at peace or allied with your realm; often this will result in battles with neutral soldiers. <br />
* '''murderous''': When set to murderous, your unit will engage troops from friendly and even allied realms as if they were enemies. It not a commonly used option and it may cause diplomatic problems, so make sure you know what you're doing before using it.<br />
<br />
===Battlefield Behaviour===<br />
Once on the battlefield, the unit's conduct will also determine their behaviour.<br />
<br />
* '''evasive''': Evasive units will try to avoid combat and may be routed easily.<br />
* '''defensive''': On the battlefield, defensive units will not be as likely to move forward unless the enemy units are far away and are more likely to hold their ground (even under a hail storm of arrows). As well units set on defensive behind fortifications or dug-in will '''usually''' not move forward, preferring the available safety and cover from arrow fire.<br />
* '''normal''': On the battlefield, they will move forward at a normal pace to engage hostile units.<br />
* '''aggressive''' or '''murderous''': On the battlefield your unit will strive to break through battle lines aggressively and are more likely to advance (even into a wall of spears).<br />
<br />
== Unit Designation ==<br />
Unit Designation determines under what circumstances the unit expects to use their training. It can be changed during the day on which you pay your unit.<br />
<br />
You can only change these settings once per day, and not on the same day you recruit a unit.<br />
<br />
=== Regular Army === <br />
Your troops will start out set as Regular Army. You will use this setting most often. A Regular Army unit has balanced defensive and offensive abilities, which can also be enhanced by the Unit Settings (above).<br />
<br />
=== Sentry ===<br />
This is a defensive designation and is helpful for alerting you to enemies in the region. Your men find ways to make themselves more hardy in combat using their knowledge of the lay of the land, creating additional makeshift armour and other things. This increases their defending combat strength by 10% and also requires 20% more gold to pay them, and additional time is required to move from region to region. They also suffer a morale loss when outside of their realm due to uncertain knowledge of outside lands.<br />
<br />
This unit designation is most applicable when you will remain in one region for some time, such as while on a tournament.<br />
<br />
=== Vanguard ===<br />
Vanguard units move faster than other army types, but are not allowed to dig in. <br />
<br />
These units make excellent scouts or fast raiding parties, and Units of over 40 men may often arrive a turn earlier if they are set as Vanguard. Units designated as vanguards lighten their burdens by opting not to bring redundant or excessive equipment, seeking out lighter superior quality replacements. This gives them the advantage of moving quicker. But for all their additional efforts and speed, they require 20% more gold than regular troops.<br />
<br />
=== Mercenary ===<br />
Mercenaries are men hired to fight your war, with no loyalty to you or your realm beyond their pay. Their morale stays high while far from home, but 50% more expensive than regular army (this is the only designation available to [[Class#Trader|traders]]).<br />
<br />
When pursuing your Leader's agenda far from home, a Regular Army will get homesick before the week is out. Their Morale will suffer. When Morale is less than 50%, it can be a real problem. Combat Strength goes down, as does Cohesion. Morale can usually be salved with gold as a Regular Army will get a boost from regular payment. If, however, you discern that this will be a problem again, sooner than would be convenient, the Mercenary setting may be your choice. No morale concerns, so Combat Strength stays high, and your Unit is more effective in battle.<br />
<br />
=== Police ===<br />
Police can search for rebels, raising Loyalty and Morale in a region, as well as hunt for infiltrators committing crimes in that region (to prevent an Infiltrator's deeds, your troops must find him beforehand). This is the only option for [[Class#Bureaucrats|Bureaucrats]].<br />
<br />
A troop leader with a Police Unit can perform [[Police_work|Police Work]] in the region they are in and arrest locals suspected of supporting the independence movement. You can not perform police work if you have less than 15 honor. Be aware that Police Units do not perform well in combat; if they are involved in battles they will suffer morale penalties during battle that will most likely result in significant Morale loss after battles.<br />
<br />
== Formation ==<br />
Formation is the type of line your men deploy into once they are face to face with the enemy.<br />
<br />
* '''Line''': Deploy in a wide line, usually 2-3 ranks deep depending on their number. This is the default setting.<br />
** Normal melee attack<br />
** Normal ranged attack<br />
** Normal melee defense<br />
** Normal ranged defense<br />
<br />
* '''Box''': Deploy in a tight, box-shaped formation with more ranks. Box formations suffer fewer casualties and less disorder from a cavalry charge, and will generally withstand more casualties before panic strikes. The tightness of the formation makes them more vulnerable to archer fire. Due to a narrower front, they are less effective in offense.<br />
** Low melee attack<br />
** Normal ranged attack<br />
** High melee defense<br />
** Low ranged defense<br />
<br />
* '''Wedge''': Deploy in a '''V''' formation, with sharp end of the '''V''' pointed at the enemy. A wedge formation will allow the unit to break into enemy ranks easier, doing more damage than other formations do. However, the unit is also easier to break up and will likely suffer more casualties itself.<br />
** High melee attack<br />
** Normal ranged attack<br />
** Low melee defense<br />
** Low ranged defense<br />
<br />
* '''Skirmish''': Deploy widely, in a loose formation with considerable distance between the men. This makes them less prone to casualties from archer fire and other ranged attacks. However, a skirmish formation is not well suited for close combat and a skirmish unit engaged in melee will take horrible casualties.<br />
** Low melee attack<br />
** Normal ranged attack<br />
** Low melee defense<br />
** High ranged defense<br />
<br />
== Field Position ==<br />
<br />
The battlefield is divided into 11 columns, numbered 1 through 11 from left to right. The attacking army starts on the left, the defending army on the right. If the region has fortifications, then the 5 columns on the right are be colored gray and represent the area of the battlefield behind the fortifications. Units start a battle in column depending upon their field position setting.<br />
<br />
* '''Front''' - When attacking, start in column 5. When defending, column 7.<br />
* '''Middle''' - When attacking, start in column 4. When defending, column 8.<br />
* '''Back''' - When attacking, start in column 3. When defending, column 9.<br />
* '''Rearguard''' - When attacking, start in column 2. When defending, column 10.<br />
<br />
Therefore, columns 1, 6 and 11 are always empty at the beginning of a battle, but they may become occupied as the battle progresses. If the defending units are dug in or are behind fortifications, it is not likely that they will advance from column 7 to column 6 until all the attacking melee units are disabled (i.e. wounded, retreated, etc.). If the region has fortifications, it is very difficult for the attacking units to advance from column 6 to column 7 without siege engines. Ranged units will only advance toward the enemy if there are no enemy units within their range.<br />
<br />
== Withdrawal ==<br />
New to the paperwork section is the setting of a "withdraw after suffering x% casualties" setting. This is the value where your men will be ''ordered'' to retreat. They might still retreat on their own due to fear, panic, low morale and other factors. These factors are totally independent of the value you enter here. The only effect this value has is that if your unit suffers more than this amount of casualties, a retreat will be ''ordered''.<br />
<br />
Every combat turn, units check if they want to retreat. This depends on morale, cohesion, casualties and many other factors. The unit retreats in the round after the casualty rating has been exceeded. Since it doesn't retreat ''during'' the round, the unit could suffer far more casualties than it's casualty rating. For example, if the entire unit gets wiped out in a single round, it never retreats, because it never has the chance.<br />
<br />
===Example===<br />
A 100-men unit with a 60% setting suffers 30 casualties in the first round, 25 in the second and 40 in the 3rd.<br />
* The unit will not retreat due to its casualty rating until the third round (60% casualties reached) with 95% casualties (30 + 25 + 40).<br />
* Depending on morale, cohesion, and other factors, it is possible that the unit would retreat or panic in the 2nd round with 55% casualties, or even, with very low morale and cohesion, in the 1st round, with 30% casualties.<br />
* Prior to this change the unit might have fought on into a 4th round.<br />
<br />
== Hints and Tips ==<br />
<br />
There are no strict guidelines when it comes to unit settings. The Marshal of your army may include the settings in his orders. There are, however, a few things which can be helpful, and some which should be avoided.<br />
<br />
* '''Order in the battlefield'''. There have been battles in which more than 200 units (therefore characters) met each other. Imagine what would happen if everyone was using different settings. To win a battle and minimize casualties everyone will have to agree on what settings will be used. The larger the battle, the greater the need. You don't want to have half of your infantry charge to the enemy, while the rest is watching the massacre from the back lines eating popcorn. And not all archers are as good as Legolas in close combat, so you might want to keep them shooting from the back.<br />
<br />
* '''Strategic Disorder'''. On the other hand, if you have someone organising the battle, like a [[Marshal]] or [[General]], it might make sense to '''not''' have everyone have the same setting. All cavalry on the same row will only produce [[Overkill]]. Staggering the cavalry in two waves can have a much more dramatic impact.<br />
<br />
* '''Avoid setting archers to aggressive'''. If archers don't have enough infantry in front of them to protect them then they might panic and flee from the battle. They will also desert the battlefield if the suffer too many close combat hits. Therefore, it is preferable to have your archers deployed behind the infantry lines, set to either normal or defensive.<br />
<br />
* '''Walls? Defensive!'''. If you have the advantage of fortification, then you will want to set your unit to defensive. Walls reduce the hits inflicted by both archers and close combat units. And setting your unit too aggressively might cause them to leave the protection of the walls.<br />
<br />
* '''Unsure about what to do?''' Then set archers to defensive back, and infantry to aggressive rearguard. The archers will fire until threatened, and pull back. The infantry come into combat as late as possible, the enemy having been thinned by archer fire before closing to melee. This formation doesn't work so well against cavalry though.<br />
<br />
<br />
[[Category: Manual]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Police_work&diff=184352Police work2016-12-12T10:57:10Z<p>Unwin: </p>
<hr />
<div>__NOTOC__<br />
The rain lashes down in sheets, cutting into your body and face as you hurry along the wind-swept street, exhorting your men to greater efforts. You point to an abandoned warehouse, starkly illuminated by a flash of lightning.<br />
<br />
:"Don't forget to check in there too lads! You never know where these damned rebels may be hiding."<br />
<br />
Pulling your cloak more tightly around yourself, you survey the street. Apart from your own men, who seemed to be taking an unholy relish in conducting the raids, there is no-one else in sight. All of the local villagers are cowering inside their homes, fervently praying that their house would be one of the few spared search by the soldiers. You smile to yourself: your troops are good lads, just a trifle over-zealous at times when they are looking for rebels. Sometimes one or two more heads might get bashed than appropriate, but still, it is good to keep the commoners reminded that disloyalty to the realm is never tolerated.<br />
<br />
A shout to your left brings you hurrying over to the warehouse, where your soldiers drag out three men. The men attempt to resist, but it is no use, the soldiers' grips are firmly clamped. You quickly look the captured suspects over.<br />
<br />
:"Excellent work boys! These are the ones we've been looking for. A spell in the castle dungeon will soon teach them not to plot against us, eh? Take them away, and make sure they're treated with all the courtesy that rebels deserve."<br />
<br />
As the prisoners are dragged away, each crying out their own innocence, you turn round and head back to camp. You hadn't recognised them, but anyone hiding out on a night like this was surely up to no good. You smile to yourself again: all in all it had been a most productive evening.<br />
<br />
<br />
----<br />
<br />
Every [[region]] has some level of independence: whether active plotters, or a general feeling that life would be better under different governance. To some extent this can be quelled by a [[judge]] or [[Region_Command|local lord]] holding [[court]], but sometimes it's necessary to put police on the streets.<br />
<br />
Police work can be carried out in any region within the borders of your own [[realm]]. You first need to pay your men, and then you will have the option of turning them into a police [[unit]] in the [[Unit_Settings#Unit_designation|unit settings]] section of your Paperwork centre. Although you can set your unit as police without it, you can't use them for police work until you have enough honour (between 13-15 minimum honour required). [[Class#Bureaucrat|Bureaucrat]]s' units are police by default. Heroes, on the other hand, consider police work beneath them, and cannot command police units. Police units will [[battle|fight]], but at a penalty to combat strength and morale -- they are simply not well-equipped for a pitched battle, and that's not what they're paid for.<br />
<br />
You must have at least 15 honor to perform police work. There are multiple types of police work, mostly under the '''Police Work''' option on the '''Orders''' page:<br />
<br />
==== Patrol the Streets ====<br />
Your unit hits the streets, keeping an eye open for suspicious types. Since they're not really fighting crime, it won't help realm control much, but it makes it much easier to nab infiltrators and other enemy troop leaders who are skulking around your regions.<br />
<br />
==== Normal Police Work ====<br />
Your unit investigates crime and keeps the peace. It serves to both keep the people safe, and remind them of your realm's presence in their region. These both serve to curb thoughts of independence.<br />
<br />
==== Police Raids ====<br />
Your unit takes an active hand in anti-insurgent operations, raiding suspected hideouts and dragging people off for questioning. This works much better than regular police work, but can make the people of the region very unhappy.<br />
==== Arrest Rebels ====<br />
Just like the option to [[hang rebels]] which non-police units get, but less brutal and marginally more fair to the accused. Appears as its own option under '''Orders''', not with the other Police Work options.<br />
<br />
<br />
----<br />
<br />
In addition to the potential of making the people of a region unhappy, police work will affect your unit. Some units actually like the work; it's safe, helps the realm and gives them a bit of authority. Some units hate it; they'd rather be fighting. Only time and experience will tell a troop leader what his troops will think about orders like this.</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Police_work&diff=184351Police work2016-12-12T10:53:12Z<p>Unwin: /* Normal Police Work */</p>
<hr />
<div>__NOTOC__<br />
The rain lashes down in sheets, cutting into your body and face as you hurry along the wind-swept street, exhorting your men to greater efforts. You point to an abandoned warehouse, starkly illuminated by a flash of lightning.<br />
<br />
:"Don't forget to check in there too lads! You never know where these damned rebels may be hiding."<br />
<br />
Pulling your cloak more tightly around yourself, you survey the street. Apart from your own men, who seemed to be taking an unholy relish in conducting the raids, there is no-one else in sight. All of the local villagers are cowering inside their homes, fervently praying that their house would be one of the few spared search by the soldiers. You smile to yourself: your troops are good lads, just a trifle over-zealous at times when they are looking for rebels. Sometimes one or two more heads might get bashed than appropriate, but still, it is good to keep the commoners reminded that disloyalty to the realm is never tolerated.<br />
<br />
A shout to your left brings you hurrying over to the warehouse, where your soldiers drag out three men. The men attempt to resist, but it is no use, the soldiers' grips are firmly clamped. You quickly look the captured suspects over.<br />
<br />
:"Excellent work boys! These are the ones we've been looking for. A spell in the castle dungeon will soon teach them not to plot against us, eh? Take them away, and make sure they're treated with all the courtesy that rebels deserve."<br />
<br />
As the prisoners are dragged away, each crying out their own innocence, you turn round and head back to camp. You hadn't recognised them, but anyone hiding out on a night like this was surely up to no good. You smile to yourself again: all in all it had been a most productive evening.<br />
<br />
<br />
----<br />
<br />
Every [[region]] has some level of independence: whether active plotters, or a general feeling that life would be better under different governance. To some extent this can be quelled by a [[judge]] or [[Region_Command|local lord]] holding [[court]], but sometimes it's necessary to put police on the streets.<br />
<br />
Police work can be carried out in any region within the borders of your own [[realm]]. You first need to pay your men, and then you will have the option of turning them into a police [[unit]] in the [[Unit_Settings#Unit_designation|unit settings]] section of your Paperwork centre. Although you can set your unit as police without it, you can't use them for police work until you have enough honour (between 13-15 minimum honour required). [[Class#Bureaucrat|Bureaucrat]]s' units are police by default. Heroes, on the other hand, consider police work beneath them, and cannot command police units. Police units will [[battle|fight]], but at a penalty to combat strength and morale -- they are simply not well-equipped for a pitched battle, and that's not what they're paid for.<br />
<br />
There are multiple types of police work, mostly under the '''Police Work''' option on the '''Orders''' page:<br />
==== Patrol the Streets ====<br />
Your unit hits the streets, keeping an eye open for suspicious types. Since they're not really fighting crime, it won't help realm control much, but it makes it much easier to nab infiltrators and other enemy troop leaders who are skulking around your regions.<br />
==== Normal Police Work ====<br />
Your unit investigates crime and keeps the peace. It serves to both keep the people safe, and remind them of your realm's presence in their region. These both serve to curb thoughts of independence.<br />
<br />
==== Police Raids ====<br />
Your unit takes an active hand in anti-insurgent operations, raiding suspected hideouts and dragging people off for questioning. This works much better than regular police work, but can make the people of the region very unhappy.<br />
==== Arrest Rebels ====<br />
Just like the option to [[hang rebels]] which non-police units get, but less brutal and marginally more fair to the accused. Appears as its own option under '''Orders''', not with the other Police Work options.<br />
<br />
<br />
In addition to the potential of making the people of a region unhappy, police work will affect your unit. Some units actually like the work; it's safe, helps the realm and gives them a bit of authority. Some units hate it; they'd rather be fighting. Only time and experience will tell a troop leader what his troops will think about orders like this.</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Police_work&diff=184350Police work2016-12-12T10:52:06Z<p>Unwin: /* Normal Police Work */</p>
<hr />
<div>__NOTOC__<br />
The rain lashes down in sheets, cutting into your body and face as you hurry along the wind-swept street, exhorting your men to greater efforts. You point to an abandoned warehouse, starkly illuminated by a flash of lightning.<br />
<br />
:"Don't forget to check in there too lads! You never know where these damned rebels may be hiding."<br />
<br />
Pulling your cloak more tightly around yourself, you survey the street. Apart from your own men, who seemed to be taking an unholy relish in conducting the raids, there is no-one else in sight. All of the local villagers are cowering inside their homes, fervently praying that their house would be one of the few spared search by the soldiers. You smile to yourself: your troops are good lads, just a trifle over-zealous at times when they are looking for rebels. Sometimes one or two more heads might get bashed than appropriate, but still, it is good to keep the commoners reminded that disloyalty to the realm is never tolerated.<br />
<br />
A shout to your left brings you hurrying over to the warehouse, where your soldiers drag out three men. The men attempt to resist, but it is no use, the soldiers' grips are firmly clamped. You quickly look the captured suspects over.<br />
<br />
:"Excellent work boys! These are the ones we've been looking for. A spell in the castle dungeon will soon teach them not to plot against us, eh? Take them away, and make sure they're treated with all the courtesy that rebels deserve."<br />
<br />
As the prisoners are dragged away, each crying out their own innocence, you turn round and head back to camp. You hadn't recognised them, but anyone hiding out on a night like this was surely up to no good. You smile to yourself again: all in all it had been a most productive evening.<br />
<br />
<br />
----<br />
<br />
Every [[region]] has some level of independence: whether active plotters, or a general feeling that life would be better under different governance. To some extent this can be quelled by a [[judge]] or [[Region_Command|local lord]] holding [[court]], but sometimes it's necessary to put police on the streets.<br />
<br />
Police work can be carried out in any region within the borders of your own [[realm]]. You first need to pay your men, and then you will have the option of turning them into a police [[unit]] in the [[Unit_Settings#Unit_designation|unit settings]] section of your Paperwork centre. Although you can set your unit as police without it, you can't use them for police work until you have enough honour (between 13-15 minimum honour required). [[Class#Bureaucrat|Bureaucrat]]s' units are police by default. Heroes, on the other hand, consider police work beneath them, and cannot command police units. Police units will [[battle|fight]], but at a penalty to combat strength and morale -- they are simply not well-equipped for a pitched battle, and that's not what they're paid for.<br />
<br />
There are multiple types of police work, mostly under the '''Police Work''' option on the '''Orders''' page:<br />
==== Patrol the Streets ====<br />
Your unit hits the streets, keeping an eye open for suspicious types. Since they're not really fighting crime, it won't help realm control much, but it makes it much easier to nab infiltrators and other enemy troop leaders who are skulking around your regions.<br />
==== Normal Police Work ====<br />
Your unit investigates crime and keeps the peace. It serves to both keep the people safe, and remind them of your realm's presence in their region. These both serve to curb thoughts of independence. You must have at least 15 honor to perform normal police work.<br />
<br />
==== Police Raids ====<br />
Your unit takes an active hand in anti-insurgent operations, raiding suspected hideouts and dragging people off for questioning. This works much better than regular police work, but can make the people of the region very unhappy.<br />
==== Arrest Rebels ====<br />
Just like the option to [[hang rebels]] which non-police units get, but less brutal and marginally more fair to the accused. Appears as its own option under '''Orders''', not with the other Police Work options.<br />
<br />
<br />
In addition to the potential of making the people of a region unhappy, police work will affect your unit. Some units actually like the work; it's safe, helps the realm and gives them a bit of authority. Some units hate it; they'd rather be fighting. Only time and experience will tell a troop leader what his troops will think about orders like this.</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Unit_Settings&diff=184349Unit Settings2016-12-12T10:48:51Z<p>Unwin: /* Police */</p>
<hr />
<div>Unit settings are part of the orders page. Most of what is involved with combat tactics comes down to unit settings, and so marshals will usually issue orders that include the unit settings they feel are ideal for whatever it is they are ordering you to do. There are four "settings" each with 4 or 5 options (though you are rarely ordered a "designation" since it is assumed you are set to "regular army"). The Unit settings can also be viewed on the bottom right hand corner of the scren, e.g. [1 A B]. The number indicates the field position, the first letter is the unit conduct and the final letter is the unit formation.<br />
<br />
== Conduct ==<br />
Conduct help determine whether or not there is a battle and how your unit behaves once on the battlefield. You have five options for settings your unit's conduct: evasive, defensive, normal, aggressive and murderous.<br />
<br />
===Contact===<br />
Whether there is contact and then a battle is determined by diplomatic relations and each unit's conduct. Even some of the oldest and wisest nobles are occasionally surprised at the causes and effects of diplomatic relations. Conduct affects the likelihood of battle as follows:<br />
<br />
* '''evasive''': A unit set on evasive will try to avoid combat or being spotted, however the unit is likely to suffer morale penalties for skulking around, especially for long a long period of time. The larger the unit the greater the chance of getting spotted; it's not easy to hide copious numbers of men.<br />
* '''defensive''' or '''normal''': Combat is largely determined by diplomatic relations, and the effect of the units conduct is mostly limited to their conduct on the battlefield.<br />
* '''aggressive''': Aggressive units come to battle mean and hostile to all those who are not at peace or allied with your realm; often this will result in battles with neutral soldiers. <br />
* '''murderous''': When set to murderous, your unit will engage troops from friendly and even allied realms as if they were enemies. It not a commonly used option and it may cause diplomatic problems, so make sure you know what you're doing before using it.<br />
<br />
===Battlefield Behaviour===<br />
Once on the battlefield, the unit's conduct will also determine their behaviour.<br />
<br />
* '''evasive''': Evasive units will try to avoid combat and may be routed easily.<br />
* '''defensive''': On the battlefield, defensive units will not be as likely to move forward unless the enemy units are far away and are more likely to hold their ground (even under a hail storm of arrows). As well units set on defensive behind fortifications or dug-in will '''usually''' not move forward, preferring the available safety and cover from arrow fire.<br />
* '''normal''': On the battlefield, they will move forward at a normal pace to engage hostile units.<br />
* '''aggressive''' or '''murderous''': On the battlefield your unit will strive to break through battle lines aggressively and are more likely to advance (even into a wall of spears).<br />
<br />
== Unit Designation ==<br />
Unit Designation determines under what circumstances the unit expects to use their training. It can be changed during the day on which you pay your unit.<br />
<br />
You can only change these settings once per day, and not on the same day you recruit a unit.<br />
<br />
=== Regular Army === <br />
Your troops will start out set as Regular Army. You will use this setting most often. A Regular Army unit has balanced defensive and offensive abilities, which can also be enhanced by the Unit Settings (above).<br />
<br />
=== Sentry ===<br />
This is a defensive designation and is helpful for alerting you to enemies in the region. Your men find ways to make themselves more hardy in combat using their knowledge of the lay of the land, creating additional makeshift armour and other things. This increases their defending combat strength by 10% and also requires 20% more gold to pay them, and additional time is required to move from region to region. They also suffer a morale loss when outside of their realm due to uncertain knowledge of outside lands.<br />
<br />
This unit designation is most applicable when you will remain in one region for some time, such as while on a tournament.<br />
<br />
=== Vanguard ===<br />
Vanguard units move faster than other army types, but are not allowed to dig in. <br />
<br />
These units make excellent scouts or fast raiding parties, and Units of over 40 men may often arrive a turn earlier if they are set as Vanguard. Units designated as vanguards lighten their burdens by opting not to bring redundant or excessive equipment, seeking out lighter superior quality replacements. This gives them the advantage of moving quicker. But for all their additional efforts and speed, they require 20% more gold than regular troops.<br />
<br />
=== Mercenary ===<br />
Mercenaries are men hired to fight your war, with no loyalty to you or your realm beyond their pay. Their morale stays high while far from home, but 50% more expensive than regular army (this is the only designation available to [[Class#Trader|traders]]).<br />
<br />
When pursuing your Leader's agenda far from home, a Regular Army will get homesick before the week is out. Their Morale will suffer. When Morale is less than 50%, it can be a real problem. Combat Strength goes down, as does Cohesion. Morale can usually be salved with gold as a Regular Army will get a boost from regular payment. If, however, you discern that this will be a problem again, sooner than would be convenient, the Mercenary setting may be your choice. No morale concerns, so Combat Strength stays high, and your Unit is more effective in battle.<br />
<br />
=== Police ===<br />
Police can search for rebels, raising Loyalty and Morale in a region, as well as hunt for infiltrators committing crimes in that region (to prevent an Infiltrator's deeds, your troops must find him beforehand). This is the only option for [[Class#Bureaucrats|Bureaucrats]].<br />
<br />
A troop leader with a Police Unit can perform [[Police_work|Police Work]] in the region they are in and arrest locals suspected of supporting the independence movement. You can not perform "Normal Police Work" if you have less than 15 honor. Be aware that Police Units do not perform well in combat; if they are involved in battles they will suffer morale penalties during battle that will most likely result in significant Morale loss after battles.<br />
<br />
== Formation ==<br />
Formation is the type of line your men deploy into once they are face to face with the enemy.<br />
<br />
* '''Line''': Deploy in a wide line, usually 2-3 ranks deep depending on their number. This is the default setting.<br />
** Normal melee attack<br />
** Normal ranged attack<br />
** Normal melee defense<br />
** Normal ranged defense<br />
<br />
* '''Box''': Deploy in a tight, box-shaped formation with more ranks. Box formations suffer fewer casualties and less disorder from a cavalry charge, and will generally withstand more casualties before panic strikes. The tightness of the formation makes them more vulnerable to archer fire. Due to a narrower front, they are less effective in offense.<br />
** Low melee attack<br />
** Normal ranged attack<br />
** High melee defense<br />
** Low ranged defense<br />
<br />
* '''Wedge''': Deploy in a '''V''' formation, with sharp end of the '''V''' pointed at the enemy. A wedge formation will allow the unit to break into enemy ranks easier, doing more damage than other formations do. However, the unit is also easier to break up and will likely suffer more casualties itself.<br />
** High melee attack<br />
** Normal ranged attack<br />
** Low melee defense<br />
** Low ranged defense<br />
<br />
* '''Skirmish''': Deploy widely, in a loose formation with considerable distance between the men. This makes them less prone to casualties from archer fire and other ranged attacks. However, a skirmish formation is not well suited for close combat and a skirmish unit engaged in melee will take horrible casualties.<br />
** Low melee attack<br />
** Normal ranged attack<br />
** Low melee defense<br />
** High ranged defense<br />
<br />
== Field Position ==<br />
<br />
The battlefield is divided into 11 columns, numbered 1 through 11 from left to right. The attacking army starts on the left, the defending army on the right. If the region has fortifications, then the 5 columns on the right are be colored gray and represent the area of the battlefield behind the fortifications. Units start a battle in column depending upon their field position setting.<br />
<br />
* '''Front''' - When attacking, start in column 5. When defending, column 7.<br />
* '''Middle''' - When attacking, start in column 4. When defending, column 8.<br />
* '''Back''' - When attacking, start in column 3. When defending, column 9.<br />
* '''Rearguard''' - When attacking, start in column 2. When defending, column 10.<br />
<br />
Therefore, columns 1, 6 and 11 are always empty at the beginning of a battle, but they may become occupied as the battle progresses. If the defending units are dug in or are behind fortifications, it is not likely that they will advance from column 7 to column 6 until all the attacking melee units are disabled (i.e. wounded, retreated, etc.). If the region has fortifications, it is very difficult for the attacking units to advance from column 6 to column 7 without siege engines. Ranged units will only advance toward the enemy if there are no enemy units within their range.<br />
<br />
== Withdrawal ==<br />
New to the paperwork section is the setting of a "withdraw after suffering x% casualties" setting. This is the value where your men will be ''ordered'' to retreat. They might still retreat on their own due to fear, panic, low morale and other factors. These factors are totally independent of the value you enter here. The only effect this value has is that if your unit suffers more than this amount of casualties, a retreat will be ''ordered''.<br />
<br />
Every combat turn, units check if they want to retreat. This depends on morale, cohesion, casualties and many other factors. The unit retreats in the round after the casualty rating has been exceeded. Since it doesn't retreat ''during'' the round, the unit could suffer far more casualties than it's casualty rating. For example, if the entire unit gets wiped out in a single round, it never retreats, because it never has the chance.<br />
<br />
===Example===<br />
A 100-men unit with a 60% setting suffers 30 casualties in the first round, 25 in the second and 40 in the 3rd.<br />
* The unit will not retreat due to its casualty rating until the third round (60% casualties reached) with 95% casualties (30 + 25 + 40).<br />
* Depending on morale, cohesion, and other factors, it is possible that the unit would retreat or panic in the 2nd round with 55% casualties, or even, with very low morale and cohesion, in the 1st round, with 30% casualties.<br />
* Prior to this change the unit might have fought on into a 4th round.<br />
<br />
== Hints and Tips ==<br />
<br />
There are no strict guidelines when it comes to unit settings. The Marshal of your army may include the settings in his orders. There are, however, a few things which can be helpful, and some which should be avoided.<br />
<br />
* '''Order in the battlefield'''. There have been battles in which more than 200 units (therefore characters) met each other. Imagine what would happen if everyone was using different settings. To win a battle and minimize casualties everyone will have to agree on what settings will be used. The larger the battle, the greater the need. You don't want to have half of your infantry charge to the enemy, while the rest is watching the massacre from the back lines eating popcorn. And not all archers are as good as Legolas in close combat, so you might want to keep them shooting from the back.<br />
<br />
* '''Strategic Disorder'''. On the other hand, if you have someone organising the battle, like a [[Marshal]] or [[General]], it might make sense to '''not''' have everyone have the same setting. All cavalry on the same row will only produce [[Overkill]]. Staggering the cavalry in two waves can have a much more dramatic impact.<br />
<br />
* '''Avoid setting archers to aggressive'''. If archers don't have enough infantry in front of them to protect them then they might panic and flee from the battle. They will also desert the battlefield if the suffer too many close combat hits. Therefore, it is preferable to have your archers deployed behind the infantry lines, set to either normal or defensive.<br />
<br />
* '''Walls? Defensive!'''. If you have the advantage of fortification, then you will want to set your unit to defensive. Walls reduce the hits inflicted by both archers and close combat units. And setting your unit too aggressively might cause them to leave the protection of the walls.<br />
<br />
* '''Unsure about what to do?''' Then set archers to defensive back, and infantry to aggressive rearguard. The archers will fire until threatened, and pull back. The infantry come into combat as late as possible, the enemy having been thinned by archer fire before closing to melee. This formation doesn't work so well against cavalry though.<br />
<br />
<br />
[[Category: Manual]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Adventurer&diff=184199Adventurer2016-11-30T18:35:03Z<p>Unwin: /* Overview */</p>
<hr />
<div>== Fair Warnings ==<br />
Before you play an adventurer, or if you have already started one and someone has sent you here due to some IG dispute, please read this entire page thoroughly. Adventurers are Different, and require some special considerations during play.<br />
<br />
=== Family Connections and Commoners ===<br />
Please note that Adventurers are '''commoners'''. They are '''not''' a recognized and acknowledged part of your noble family. If one of your noble characters claims that they have a sister/brother/cousin/son/etc. who is a commoner, you should expect a ''very serious backlash'' against your character and family. Acknowledging a connection between your family and common blood is akin to saying that your brother is an orangutan. Not all of the players in BattleMaster take this aspect of adventurers so seriously, while others do. Some characters will use it to their advantage, as the situation dictates.<br />
<br />
Remember that nobles do not "renounce their birthright" or "prove their worth by living the life of a commoner". They are nobles. You cannot "become a commoner" or "become a noble". You are born a noble/commoner, and you die the same way. When a commoner ascends to nobility, the official story is that they were always nobles, but their nobility was unrecognized until they found a way to prove it.<br />
<br />
This may differ from popular fiction or common fantasy tropes. However, this is the way they are treated in BattleMaster. If you attempt to have your noble characters recognize a familial connection to a commoner (adventurer), ''make sure you are prepared to accept the potential backlash''. This could amount to anything from insults to your character and family, being ignored and shunned, all the way up to banishment from your realm, and possibly even challenges to death duels.<br />
<br />
=== The Adventurer Game is Different ===<br />
The adventurer has less options and less "things to do" than other classes. That's why you can't make one as your first character. To get the most out of an adventurer, you will want to enjoy ''roleplaying'' and plain talking, and leveraging what little you have to maximum effect through the art of personal diplomacy.<br />
<br />
If you're looking for the strategy gaming aspect of BattleMaster, adventurer is the ''wrong'' place to look.<br />
<br />
<br />
== Overview ==<br />
The adventurer is a bastard or disowned family member who is '''not''' enjoying the usual family perks - he will start out alone, without a unit and with no gold or other support. He will have to prove his value and if he succeeds in doing so, he may become a proper noble one day.<br />
<br />
An adventurer character counts against your per-family and per-island character limits. Before you create an adventurer character, you should be aware that playing an adventurer also means missing large parts of what BattleMaster is all about. The adventurer is quite limited in what he can do - but in return there are unique things that only an adventurer can accomplish.<br />
<br />
Your adventurer character will be created in a random region on the island of your choice, and belong to whatever realm rules that region. You can ''not'' choose which realm he belongs to.<br />
<br />
Most important for roleplaying: You are a '''commoner''', not a noble. You will be treated like an animal by nobles, and if you are wise you will address every noble as "Sir" or "Lady" at the very least. At the beginning of every sentence. With additional "I'm unworthy" thrown in between for good measure.<br />
<br />
Because playing an adventurer can be so different and challenging new players are not allowed to create an adventurer character during their first 30 days playing BattleMaster.<br />
<br />
== Player Contributions ==<br />
This page is kept to a minimum intentionally. It only gives you an overview so you can decide whether or not you want to try an adventurer. Check the [[Adventurer Game]] page for contributions, speculations and advice from other players.<br />
<br />
== Game Mechanics Differences ==<br />
Adventurers work much like priests in regards to travel and time - they do not move on the turn, and they do not gain hours on the turn. Instead, travel happens instantly (if enough hours are in the time pool) and they regain one hour per hour of real-life time up to a maximum of 16 hours.<br />
<br />
Adventurers also have to watch out for fatigue. All actions other than resting adds fatigue. Fatigue can be regained by resting. In addition, every hour that passes when an adventurer is at his 16 hour time pool maximum will automatically be spent resting, reducing fatigue by 1/hr.<br />
<br />
There is also hunger, but it's not explicitly tracked. Instead, you will silently pay about 2 silver on food and drinks per day.<br />
<br />
== Hunting / Adventuring ==<br />
Adventurers are the only characters capable of dealing directly with monsters and undead before these form a group/horde and cause trouble in the region they are in. Adventurers can find and eliminate the evil creatures ''before'' they become a problem, and thus are quite valuable to a realm that wants to keep its regions peaceful and trouble-free.<br />
<br />
Adventurers can (and often should) work together to eliminate these foul beasts.<br />
<br />
In addition, by defeating large groups, adventurers can get [[Unique Items]] - and are thusly the ''only'' source for new unique items in the entire game.<br />
<br />
There is one risk to this, though. You can die. Yes, I said ''die'' - what do you think a large, hungry beast will do if you go down fighting it? You're as tasty a snack as the next guy.<br />
<br />
<br />
== Limitations and Disadvantages ==<br />
Lots. You get no taxes, but still pay them, you don't get to command a unit, can be arrested by a noble at any time for no reason at all, and the list goes on and on...<br />
<br />
Adventurers also have limited messaging options - nobles don't listen to common peasants and they don't talk to them, either.<br />
<br />
Finally, as they are but commoners, if they get captured and imprisoned, they can ''almost always'' be banned or executed.<br />
<br />
The major difference is in roleplaying. You are a ''commoner'', someone who - according to the law of most medieval countries - can be beheaded on the spot for insulting his lord. Someone who if a knight kills or wounds you that knight would have to pay for damages ''to your lord'', but never to you.<br />
Heck, we've made a page called [[Adventurer Roleplaying]] to gather these tiny things like class differences that most of us don't know about living in modern times.<br />
Another negative aspect of playing this class is that you are very likely to become target practice for the infiltrators who are around, and you have no means available to protect yourself.<br />
<br />
== Becoming a Knight ==<br />
Adventurers can rise to the ranks of nobility and become true knights, if they can meet all of the following requirements:<br />
* gain 5 prestige<br />
* gain 10 honour<br />
* get at least 3 [[Recommendations]]<br />
<br />
== See Also ==<br />
* [[Adventurer Game]]<br />
* [[Adventurer Hints]]<br />
* [[Adventurer Roleplaying]]<br />
* [[Adventurer Theories]]<br />
* [[Unique Items]]<br />
* [[Adventurer/Items|Common Items]]<br />
<br />
<br />
[[Category: Adventurer]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Class&diff=184197Class2016-11-30T18:30:17Z<p>Unwin: /* Adventurer */</p>
<hr />
<div>{{RightTOC}}<br />
Many are the paths that a character can travel. Many are the choices that determine what destiny the character will fulfill. What destiny will unfold and what myriad roads will one travel? The officious life of a Courtier; lurking in the shadows of government, never seen but one's influence always felt? Maybe an Infiltrator; risking life and limb to be something that too few understand and none bear sympathy for? Or take the path less traveled? Will that make the difference?<br />
<br />
== Main Class and Subclass ==<br />
The class system in BattleMaster is divided into two parts: a "main class" and a "subclass". Every character has a main class. This can be thought of as the character's general occupation.<br />
<br />
To further refine your character, you can add a subclass. Basically, a subclass helps define the way you go about the work implied by your main class. Not all characters will have a subclass, meaning that subclasses are optional. [[Adventurer]]s cannot have a subclass. <br />
<br />
{{Inalienable rights|choosing which class to play as}}<br />
<br />
== Main Classes ==<br />
There are four main classes in BattleMaster:<br />
* Warrior - Focused primarily on combat and warfare.<br />
* Courtier - Focused primarily on the court and non-combat activities, such as government, region maintenance, etc. - also often combined with the diplomat or trader subclass<br />
* Priest - Focused primarily on expanding the influence of their religion.<br />
* Adventurer - Restricted to the special [[Adventurer]] characters.<br />
<br />
=== Warrior ===<br />
Almost all troop leaders start out life as a Warrior. A warrior can hire a [[unit]], and can perform most of the basic actions in the game. This includes the ability to [[Training|train]] their troops. Only characters with Warrior as their main class can train [[Attributes#Skills|swordfighting]]. Many characters spend their entire lives as warriors and are perfectly happy that way. The advantage of being a warrior is that all non-class specific actions are available to you, however other classes may be superior to you in these activities, regardless of experience.<br />
<br />
=== Courtier ===<br />
''"Bring order into the chaos. Concentrate on organisational skill and civil service. It may not bring as much glory, but it is less risky and you can actively improve the realm."''<br />
<br />
Courtiers are the class more focused on peaceful interaction rather than warfare. Characters who were bureaucrats and traders in the old class system are Courtiers in the new system. Courtiers are restricted in the amount of [[Unit|troops]] they can recruit. They cannot recruit cavalry or special forces at all. In addition, courtiers cannot train their troops. Courtiers have the following general abilities:<br />
<br />
* A Courtier's job is to ensure the smooth running of [[realm]] administration. Essentially a clerk, their job is to [[travel]] the realm and improve the stats of [[region]]s.<br />
* Most of the time, Courtiers will have little other than a small bodyguard for a [[unit]].<br />
* Courtiers can not attend [[tournament]]s.<br />
* The main benefit of being a Courtier is the ability to do specialist bureaucratic work, intended to improve [[production]], [[morale]] and [[loyalty]] of a region. Unlike most other kinds of work, this work will not come with a drop in morale for a Courtier's unit.<br />
<br />
Skills:<br />
* All courtiers can perform bureaucratic work regardless of their subclass, if they have one.<br />
* Courtiers cannot train swordfighting.<br />
<br />
Requirements:<br />
* Honor needed: 20<br />
* Prestige needed: 5<br />
* 21 days in realm.<br />
<br />
=== Priest ===<br />
''"An end to war, and a new life. Spread the faith and convert people to your religion while taking care of its temples, shrines and holy sites."''<br />
<br />
A priest is a noble who has dedicated his life to [[Priest Game|religion]]. Priest characters cannot hire troops, and therefore cannot participate in battles at all.<br />
<br />
Becoming a priest opens up a whole new world to you, though it comes at a price. The priest class justifies its own page, because playing a priest is much like playing a whole new game, the [[Priest Game]]. This class is strongly a roleplaying class. There is less to do in game terms than for other classes, but more options for interaction and roleplaying.<br />
<br />
Requirement:<br />
*Must be a full member of a religion.<br />
*Must be in the same region as a medium sized temple of that religion.<br />
<br />
=== Adventurer ===<br />
[[Adventurer]]s are the only characters capable of dealing directly with [[monsters]] and [[undead]] before these form a group/horde and cause trouble in the region they are in. Adventurers can find and eliminate the evil creatures before they become a problem, and thus are quite valuable to a realm that wants to keep its regions peaceful and trouble-free.<br />
<br />
Adventurers can (and often should) work together to eliminate these foul beasts.<br />
<br />
Requirements:<br />
<br />
* Your account must be at least 30 days old<br />
<br />
== Subclass ==<br />
A subclass is a refinement of the main class. It helps define the way you go about your work. Not all characters will have a subclass, meaning that subclasses are optional. [[Adventurer]]s cannot have a subclass.<br />
<br />
There are currently six subclasses:<br />
* Diplomat - Focused primarily on relations with other realms.<br />
* Ambassador - An officially sanctioned diplomat with the power to sign treaties for the realm.<br />
* Trader - Focuses on the food trade, and making money through financial transactions.<br />
* Infiltrator - Spies, saboteurs, bounty hunters, and assassins.<br />
* Cavalier - Highly respected knights that excel at leading cavalry into battle.<br />
* Hero - A knight that has chosen to personally lead his men in battle.<br />
<br />
=== Diplomat/Ambassador ===<br />
''"Represent your realm and deal with foreign nobles. The pen can be mightier than the sword, or its extension. But beware: The intrigue in some courts is more dangerous than the bloodiest battlefield."''<br />
<br />
An Ambassador is simply a Diplomat with official support. Anyone can become a Diplomat, but only the ruler can turn a Diplomat (any Diplomat) into an Ambassador, or an Ambassador into a simple Diplomat again. Only Ambassadors have the abilities associated with treaties as described on the [[Enhanced Diplomacy]] page.<br />
<br />
Diplomats have less troops than most other classes, and can only keep their unit as a police force. They can also spread word among lesser nobles that a realm is good, or bad for that matter. This tends to have an effect on the region, the level of effect as determined by the skill of the diplomat in speaking. It is easier to speak about your own realm, and harder to badmouth a realm that the lesser nobles belong to. An ambassador, due to its official position, is more effective at this than a normal diplomat. Warriors, courtiers, and priests can become diplomats (and ambassadors).<br />
<br />
=== Cavalier (Paladin)===<br />
''"A noble fighter, a knight of the realm. Cavaliers are highly respected knights who subscribe even more to the life of a nobleman."''<br />
<br />
Cavaliers could be considered the advanced version of soldiers. In return for being knighted, by swearing fealty to a liege, one is able to become a cavalier. Cavaliers are able to command more cavalry or special forces than a soldier of the same experience, and earn more [[honour]] in [[battle]]. However, cavaliers are too great to be reduced to [[civil work]] or [[paid work]]; they are unable to do these things.<br />
<br />
Their devotion to Honour is such that they will not [[hunt|hunt a defeated foe]] nor [[Looting|plunder their lands]] - they will only meet them face to face on the battlefield.<br />
<br />
Requirements: 50 Honor, 20 Prestige, 61 days in realm.<br />
<br />
Characteristics:<br />
*Gains a point of honour for every battle you participate, except against peasants.<br />
<br />
=== Hero (Martyr) ===<br />
''"Raise yourself above the ranks of the cannon fodder and become a living legend. Or a dead one, as that is the risk of heroes."''<br />
<br />
The greatest of fighters and a true warrior, the hero is nothing less then a living legend. The trouble is, living legends may die. This is the Achilles' heel: an injury during battle that would only seriously [[wound]] a lesser man would fell a hero. However, once on the path, one may not turn back. Victory and glory or [[death]]; such is the way of a hero.<br />
<br />
Not all men are worthy of becoming heroes. A small amount of [[prestige]] is required to advance to the ranks of a hero; however, if you are determined to follow this path the pittance required should be no trouble. <br />
<br />
As a hero, you join your men in the heat of battle, adding your strength and ability to your [[unit]]. You are also able to inspire your men before battle and on the cold nights on campaign far away from home, raising their [[morale]] and their spirit to continue. Even peasants would welcome you to tell your tale, raising their morale and may even inspire them to greater loyalty and friendliness to your [[realm]]. <br />
<br />
Of course, as the model warrior in your realm, you are respected more than the common rabble. Priests will always bless you in their temples should you come, and no man would expect yourself to lower yourself to do [[civil work]] or [[police work]], nor to relegate your men to sentry duty. Should you be captured, your reputation and status as a hero will even reduce the abilities of your guards, which gives you a chance of escape not afforded to others.<br />
<br />
Occasionally a hero can pick up volunteers from a home or allied region. These people tend to be inspired commoners; as such they tend to lower the training and cohesion value of a unit, but equipment is usually found.<br />
<br />
:''Note: The '''martyr''' subclass does not actually appear in-game, but this is what Priest/Heroes are usually called. The martyr is merely a roleplaying description of the process of a religious noble becoming a hero.''<br />
<br />
Requirements: 25 Honour,10 Prestige, 30 days in game.<br />
<br />
=== Trader ===<br />
''"Become a man of the coin, not the sword. Trading brings wealth and prosperity, if done right. It is also necessary to feed your troops and realm at times."''<br />
<br />
The trader is a noble who invests his time (and [[gold]]) in the movement of [[food]], wood and other goods. Although many traders hope to make a profit by buying and selling for low and high prices respectively, others perform a selfless duty in buying food at any price merely to see that a region's population is supplied with food. <br />
<br />
Like bureaucrats, traders cannot join tournaments, and can command fewer troops. Their units are also automatically set as mercenaries. <br />
<br />
What they gain however the ability to improve their merchant skill at an academy, and the occasional side-profits in luxury goods. As well, trader scouts provide detailed economic information of the regions they investigate, although they will ignore troops, and Traders can chat with merchants to learn valuable market information from all over the continent.<br />
<br />
=== Infiltrator ===<br />
''"A spy, a saboteur, a man of the shadows. Only the most honourable nobles of the realm get away with this, at least for a while."''<br />
<br />
An infiltrator will make the shadows his friend as he sneaks and spreads dissent and chaos throughout the land. This is a career entrusted to only the most experienced of nobles; do not expect to rise quickly. <br />
<br />
Although necessary, such trickery is beneath most nobles, and there is no honour in taking such a path. There will be little fame, gain, or glory on this path, unless the glory one seeks is in doing the job necessary and taking great risks for the greater benefit of one's realm. Infiltrators lead a solitary life, filled with disguise and low profiles. One that chooses this path does not travel it to protect oneself.<br />
<br />
As an infiltrator, one will able to damage the production or fortifications of regions, preparing them for an assault. Infiltrators can break into tax offices to steal a region's gold, carry out assassinations, and even simply play around with road signs and confuse and befuddle those that travel the path.<br />
<br />
Unlike other men, infiltrators are not bound by relationships of the realm or even to one's own countrymen. An infiltrator may attack those that are of allied realms or even their own realm as easily as one would a hated enemy. However, infiltrators can expect to find no mercy should they be captured. It is more common that an infiltrator is first banned for crimes against a realm before being deported or executed. But this is not always true - there are those that become so notorious that they can be executed the same as even the most common of rogues. Therefore, one must be wily, diplomatic, and tread softly; always check that none follow. Paranoia, danger and silence - such is the world of the infiltrator.<br />
<br />
The [[Infiltrator Central]] is a very useful resource that can help aspiring and veteran infiltrators alike build and improve their skills.<br />
<br />
Requirements:<br />
40 Honor, 5 Prestige<br />
<br />
== Old Class System ==<br />
Information regarding the old class system has been archived here: [[Class/Old Class System]].<br />
<br />
[[Category: Manual]]<br />
[[Category: People]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=User:Unwin/coh_ranks&diff=179717User:Unwin/coh ranks2015-02-19T11:03:22Z<p>Unwin: </p>
<hr />
<div>Founder<br />
<br />
Arch Cleric 0/75/15 Oversees the entire church on a continent<br />
<br />
Grand Ecclesiast 0/75/15 Appointed priest in charge of a particular continent/Curacy<br />
<br />
Grand Cleric 0/50/0 Appointed priest in charge of a particular country/See<br />
<br />
Grand Chancellor 0/50/0 Appointed partisan in charge of a particular country/See should there be no qualified <br />
priests<br />
<br />
Grand Templar 0/50/0 Appointed commander of the Templar Order<br />
<br />
Grand Partisan 0/50/0 Appointed representative of the Partisan Order.<br />
<br />
<br />
High Cleric 0/0/0 A respected expert priest<br />
<br />
Templar Marshal 0/25/0 Second in command of the Knights Templar<br />
<br />
High Partisan 40/-20/60 A respected expert of the faith.<br />
<br />
Cleric 0/0/0 A fully trained priest.<br />
<br />
Knight Templar 0/0/0 A fully dedicated knight of the faith.<br />
<br />
Partisan 20/-10/30 An educated Full Member.<br />
<br />
Neophyte 0/0/15 A new priest with much to learn.<br />
<br />
Templar Initiate 0/1/100 A warrior who dedicates his sword to the Church but is still in training.<br />
<br />
Novice 0/-5/15 A new Full member with much to learn.<br />
<br />
<br />
Apostate 10/-5/15 An established noble member of the faith<br />
<br />
Believer 5/-1/4 An established member of the faith<br />
<br />
Initiate 1/0/3 A new member of the faith<br />
<br />
<br />
<br />
<br />
All members of the Church fall under one of three Orders. The core of the faith consists of the Partisan Order. The Partisans are the devout faithful who chose not to be Templars or Priests. The Templar Order is the Church's warrior order and consists of members who have chosen to fight on behalf of the church as necessary. The last order is the Priesthood which consists of all the priests of the Church.<br />
<br />
Members can chose to change from order to order as they desire and will retain the highest rank they have achieved or it's equivalent in other orders - unless that rank has only a limited number of positions. In this case the highest possible rank is given.<br />
<br />
This means that a High Cleric or High Partisan can not join the Templar Order and automatically become the Templar Marshal as only one person can be the Templar Marshal and they are chosen by the Grand Templar. In this cast the High Cleric or High Partisan would become a Knight Templar. Likewise should the Grand Templar chose to become a priest, they would become a High Cleric as there is a limited number of Grand Clerics and they are chosen by the Arch Cleric.</div>Unwinhttps://wiki.battlemaster.org/index.php?title=User:Unwin&diff=179716User:Unwin2015-02-19T11:02:29Z<p>Unwin: </p>
<hr />
<div>[[User:Unwin/sandbox]]<br />
<br />
[[User:Unwin/coh_ranks]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=User:Unwin&diff=179715User:Unwin2015-02-19T11:02:20Z<p>Unwin: </p>
<hr />
<div>[[User:Unwin/sandbox]]<br />
[[User:Unwin/coh_ranks]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=User:Unwin/coh_ranks&diff=179714User:Unwin/coh ranks2015-02-19T11:01:58Z<p>Unwin: Created page with "Founder Arch Cleric 0/75/15 Oversees the entire church on a continent Grand Ecclesiast 0/75/15 Appointed priest in charge of a particular continent/Curacy..."</p>
<hr />
<div>Founder <br />
Arch Cleric 0/75/15 Oversees the entire church on a continent<br />
Grand Ecclesiast 0/75/15 Appointed priest in charge of a particular continent/Curacy<br />
Grand Cleric 0/50/0 Appointed priest in charge of a particular country/See<br />
Grand Chancellor 0/50/0 Appointed partisan in charge of a particular country/See should there be no qualified priests<br />
Grand Templar 0/50/0 Appointed commander of the Templar Order<br />
Grand Partisan 0/50/0 Appointed representative of the Partisan Order.<br />
<br />
High Cleric 0/0/0 A respected expert priest<br />
Templar Marshal 0/25/0 Second in command of the Knights Templar<br />
High Partisan 40/-20/60 A respected expert of the faith.<br />
Cleric 0/0/0 A fully trained priest.<br />
Knight Templar 0/0/0 A fully dedicated knight of the faith.<br />
Partisan 20/-10/30 An educated Full Member.<br />
Neophyte 0/0/15 A new priest with much to learn.<br />
Templar Initiate 0/1/100 A warrior who dedicates his sword to the Church but is still in training.<br />
Novice 0/-5/15 A new Full member with much to learn.<br />
<br />
Apostate 10/-5/15 An established noble member of the faith<br />
Believer 5/-1/4 An established member of the faith<br />
Initiate 1/0/3 A new member of the faith<br />
<br />
<br />
All members of the Church fall under one of three Orders. The core of the faith consists of the Partisan Order. The Partisans are the devout faithful who chose not to be Templars or Priests. The Templar Order is the Church's warrior order and consists of members who have chosen to fight on behalf of the church as necessary. The last order is the Priesthood which consists of all the priests of the Church.<br />
<br />
Members can chose to change from order to order as they desire and will retain the highest rank they have achieved or it's equivalent in other orders - unless that rank has only a limited number of positions. In this case the highest possible rank is given.<br />
<br />
This means that a High Cleric or High Partisan can not join the Templar Order and automatically become the Templar Marshal as only one person can be the Templar Marshal and they are chosen by the Grand Templar. In this cast the High Cleric or High Partisan would become a Knight Templar. Likewise should the Grand Templar chose to become a priest, they would become a High Cleric as there is a limited number of Grand Clerics and they are chosen by the Arch Cleric.</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Church_of_Humanity/Prayers&diff=179712Church of Humanity/Prayers2015-02-19T08:36:44Z<p>Unwin: /* Viaticum Sanctus (Holy Provisions for the Journey or Last Rites) */</p>
<hr />
<div><center><br />
<table border =2><tr><td cellspacing =100 bgcolor = 'black'><br />
<font size = 4 color = 'white'><br />
<center><br />
"Prayer may cleanse the soul,<br />
<br />
but pain cleanses the body.<br />
<br />
Both are necessary for the survival of Humanity."<br />
</center><br />
</font><br />
</td></tr></table><br />
</center><br />
<br />
(Intro)<br />
==Prayers==<br />
===Orationem Fidelium (''Prayer of the Faithful'')===<br />
The Light of the Divine surrounds me.<br><br />
The Love of the Divine enfolds me.<br><br />
The Power of the Divine protects me.<br><br />
The Presence of the Divine watches over me.<br><br />
Wherever I am, the Divine is!<br />
<br />
===Viaticum Sanctus (''Holy Provisions for the Journey'' or ''Last Rites'')===<br />
'''Officiant''': Holy Divine, Creator of All, forgive Your child of his/her sins.<br><br />
'''Officiant''': Holy Divine, Great Artisan who crafted Humanity from the soil, bless Your child and weigh his/her soul on their devotion to You.<br><br />
<br />
'''Afflicted''': Holy Divine, guide my soul to Your side.<br><br />
'''Afflicted''': Holy Divine, forgive me my sins for I devote myself to You in death as I do/did in life.<br><br />
'''Afflicted''': Holy Divine, embrace me in Your Light and shield me from the Darkness Eternal.<br><br />
<br />
''Should the Affilicted be unable to speak due to injury, illness, or even death, a Witness may speak the Words for them.''<br><br />
'''Witness''': Holy Divine, guide his/her soul to Your side.<br><br />
'''Witness''': Holy Divine, forgive him/her of his/her sins for he/she devotes himself to You in death as he/she did in life.<br><br />
'''Witness''': Holy Divine, embrace him/her in Your Light and shield him/her from the Darkness Eternal.<br><br />
<br />
''At this point, both the Officiant and the Afflicted (or Witness) speak the following words as the Officiant applies holy water or oils to the brow of the Afflicted in the Symbol of the Divine.''<br><br />
'''All''': For Thou art Ruler of Paridisus - Realm of Light, of Good, of Purity, of Justice.<br><br />
'''All''': Most Holy Divine, take our souls as Yours so that we may reside at Your side infinitium.<br><br />
'''All''': For Thine is the Power and Glory forever. Amen.<br />
<br />
==Benedictions==<br />
===Benedictio Sancte Balkeese (Benediction of Saint Balkeese)===<br />
Spoken to behest the Martyr of Woolton to offer protection to the Faithful.<br />
<br />
'''Officiant''': Venerable Balkeese, guide our shields. <br><br />
'''Adherent''': Sancte Balkeese defende nos.<br><br />
'''Officiant''': Venerable Balkeese, protect our homes.<br><br />
'''Adherent''': Sancte Balkeese defende nos. <br><br />
'''Officiant''': Venerable Balkeese, beseech the Divine to grant our prayers.<br><br />
'''Adherent''': Sancte Balkeese defende nos.<br><br />
'''Officiant''': Venerable Balkeese, give the Divine our praise and defend us against the Darkness.<br><br />
'''Adherent''': Sancte Balkeese defende nos.<br><br />
'''Officiant''': Sancte Balkeese defende nos. Amen.<br><br />
<br />
===Benedictio Sancte Evangeline (Benediction of Saint Evangeline)===<br />
Spoken to behest the Confessor of Zawr to bring forth peace and protect friendships.<br />
<br />
'''Officiant''': Blessed Evangeline, grant us the strength to overcome the tribulations of the Darkness. <br><br />
'''Adherent''': Sancte Evangeline dona nobis pacem.<br><br />
'''Officiant''': Blessed Evangeline, bless us with friendships true and unending.<br><br />
'''Adherent''': Sancte Evangeline dona nobis pacem.<br><br />
'''Officiant''': Blessed Evangeline, gift us with memories unfading so we may always remember our debts.<br><br />
'''Adherent''': Sancte Evangeline dona nobis pacem.<br><br />
'''Officiant''': Blessed Evangeline, unite us forever with our kin, friends, and allies in the Divine's Glory.<br><br />
'''Adherent''': Sancte Evangeline dona nobis pacem.<br><br />
'''Officiant''': Sancte Evangeline dona nobis pacem. Amen.<br><br />
<br />
===Benedictio Sancte Saerden (Benediction of Saint Saerden)===<br />
Spoken to the behest of the First Martyr of Perdan to bring victory and righteousness.<br />
<br />
'''Officiant''': Venerable Saerden, guide our swords to strike clean and true.<br><br />
'''Adherent''': Sancte Saerden dona nobis victoria.<br><br />
'''Officiant''': Venerable Saerden, lead us onward to defeat the Darkness.<br><br />
'''Adherent''': Sancte Saerden dona nobis victoria.<br><br />
'''Officiant''': Venerable Saerden, strengthen our arms in the heat of battle.<br><br />
'''Adherent''': Sanctus Saerden dona nobis victoria.<br><br />
'''Officiant''': Venerable Saerden, grant us the Divine's blessing as we march forth to war..<br><br />
'''Adherent''': Sancte Saerden dona nobis victoria.<br><br />
'''Officiant''': Sancte Saerden dona nobis victoria. Amen.<br><br />
<br />
{{Template:CoHNav}}</div>Unwinhttps://wiki.battlemaster.org/index.php?title=User:Unwin/sandbox&diff=179439User:Unwin/sandbox2015-01-08T13:00:03Z<p>Unwin: </p>
<hr />
<div>= Introduction to Military Leadership =<br />
<br />
== Knowing an Army ==<br />
<br />
It is essential that a Marshal know their army. Generals and good Marshals must to know all the army’s of their realm. At a minimum one must monitor the following factors of an army.<br />
<br />
=== Things to know about an Army ===<br />
<br />
* Location<br />
<br />
: Where is your army? Are they in one spot, split into groups, dispersed?<br />
<br />
* Strength<br />
<br />
: How strong is your army?<br />
<br />
* Composition<br />
<br />
: How much of your armies strength is derived from ranged, melee, mixed and calvary troops?<br />
<br />
* Range<br />
<br />
: What is the maximum, minimum and median range of you ranged troops?<br />
<br />
* Speed<br />
<br />
: How quickly do your troop leaders react?<br />
<br />
* Coordination<br />
<br />
: Do your troop leaders consistently deploy their units as directed?<br />
<br />
* Maneuverability<br />
<br />
: How quickly can your army, as a whole, get from one place to another?<br />
<br />
* Mission<br />
<br />
: What is your army’s mission as determined by the General?<br />
<br />
* Funds<br />
<br />
: How much money is in the war chest? Do your troop leaders have the gold needed to support the unit needed for the army to perform it’s mission?<br />
<br />
=== Sources of Information ===<br />
<br />
* Army Information Report<br />
* Past Battles<br />
* Region Information Reports<br />
* The Counsel of Compatriots (Diplomats, Military Experts, Past Military Leaders, Rulers, Spies)<br />
<br />
== Knowing the Enemy ==<br />
<br />
It is essential that a Marshal consider the enemy. Ideally, a Marshal would know their enemy’s Strength, Composition, Speed, Coordination, Maneuverability and Mission - just as they know their own army. Additionally a Marshal must try and predict the Formation the enemy is most likely to use. This can be based on past observations, educated guesses and even gut feeling. Of course, access to this information is limited and some factors might be unknown or even mere suppositions.<br />
<br />
=== Things to Know about the Enemy ===<br />
<br />
* Location<br />
* Strength<br />
* Composition<br />
* Speed<br />
* Coordination<br />
* Range<br />
* Maneuverability<br />
* Mission<br />
* Formation<br />
<br />
=== Sources of Information ===<br />
<br />
* Scout Reports<br />
* Past Battles<br />
* Region Information Reports<br />
* The Counsel of Compatriots (Diplomats, Military Experts, Past Military Leaders, Rulers, Spies)<br />
<br />
== Moving an Army ==<br />
<br />
Before a battle can commence you must first move your army into position. Generally, this is fairly straight forward but there are many factors to keep in mind.<br />
<br />
=== Things to Know Before Moving ===<br />
<br />
* Your Army (As described above)<br />
* Your Enemy (As described above)<br />
* The Theater<br />
** Regions Information<br />
** Political Border Locations<br />
** Current Political Relations<br />
** Location of Smiths, Banks and Fortifications<br />
** Roads, Ferry Routs, Sea Zones and Travel Times<br />
** Natural Features (Mountains, Rivers, Lakes, Coasts)<br />
<br />
=== Sources of Information ===<br />
<br />
* Scout Reports<br />
* Past Battles<br />
* Maps<br />
* Diplomatic Relations Report<br />
* Region Information Reports<br />
* Realm Leadership<br />
* The Counsel of Compatriots (Diplomats, Military Experts, Past Military Leaders, Rulers, Spies)<br />
<br />
== Deploying An Army ==<br />
<br />
When deploying your army it is important to know if you will be on the defensive or the offensive.<br />
<br />
=== Deploying Dug-In or with Fortifications ===<br />
<br />
This is the ideal defensive state if it can be managed. Only defend on an open field if there are no reasonable alternatives.<br />
<br />
* Consider what you know of the enemy and your army(s)<br />
* All troops aside from those who are meant to sally (typically Calvary) should be in a defensive posture<br />
* All melee troops should be placed on the walls (to the front)<br />
* Archers can be on the walls or be deployed behind them - mind the archers range (Being behind he walls reduce their exposure to melee but make it easier for the enemy to take the walls)<br />
* Sallying troops (like calvary) are placed behind the walls and given enough room to charge (rear-guard position and aggressive posture will usually work)<br />
* If there are no fortifications, all units should dig in<br />
* Sallying troops should be in a normal or aggressive posture or they will not advance beyond the walls<br />
* If you expect your ranged troops to face more melee combat, use the box formation. If you expect your archers face more ranged fire, use the skirmish formation. If you are unsure or expect an equal amount of ranged and melee attacks, use the line formation<br />
* Melee troops can be safely deployed in a line in most cases<br />
* If bolstering melee troops, Calvary and mixed infantry should typically use the same position, formation and posture (aggressive, normal, defensive) as the other melee troops<br />
* If sallying, the calvary should be deployed in a wedge<br />
* If bolstering ranged troops, mixed infantry should typically use the same position, formation and posture (aggressive, normal, defensive) as the other ranged troops<br />
* If deployed independently, place them in a position to launch a volley or two before joining in the melee or place them as a protective screen before your archers<br />
<br />
=== Deploying on an Open Field ===<br />
<br />
Deploying on an open field should only be done while on the offensive or if there is no better position for defense. Without the framework of fortifications, open field battles are generally more complex and more diverse.<br />
<br />
* Consider what you know of the enemy and your army(s) - in the open field this is the only thing that matters<br />
* Troop posture (agressive, normal, defensive) should be set to ensure a battle occurs as planed<br />
* Troop posture (agressive, normal, defensive) should be set enable proper movement<br />
** aggressive advances quickly<br />
** normal advances<br />
** defensive advanced slowly or not at all<br />
* Position your ranged and melee troops so that the ranged troops must never face enemy melee troops alone or (preferably) at all<br />
* Melee troops can be safely deployed in a line in most cases - when facing monsters or undead box works well<br />
* If bolstering melee troops, calvary and mixed infantry should typically use the same position, formation and posture (aggressive, normal, defensive) as the other melee troops<br />
* If charging (preferred), the calvary should be deployed in a wedge and be in an aggressive posture<br />
* If bolstering ranged troops, mixed infantry should typically use the same position, formation and posture (aggressive, normal, defensive) as the other ranged troops If deployed independently, place them in a position to launch a volley or two before joining in the melee or place them as a protective screen before your archers<br />
* If you expect your ranged troops to face more melee combat, use the box formation. If you expect your archers face more ranged fire, use the skirmish formation. If you are unsure or expect an equal amount of ranged and melee attacks, use the line formation<br />
<br />
=== Unit Formation Use by Unit Type ===<br />
<br />
* Ranged<br />
<br />
: If you expect your archers to face more melee combat, use the box formation. If you expect your archers face more ranged fire, use the skirmish formation. If you are unsure or expect an equal amount of ranged and melee attacks, use the line formation.<br />
<br />
* Melee<br />
<br />
: Just use the Line formation unless fighting rouges then use box.<br />
<br />
* Cavalry<br />
<br />
: Just use the Wedge formation.<br />
<br />
* Mixed Infantry<br />
<br />
: Position them either with the melee troops or the ranged troops, whichever is weaker and use that formation. If deploying them independently place them so they may fire off a volley or two before joining the melee or in a position to screen the archers from melee attacks.<br />
<br />
=== Army Coordination ===<br />
<br />
If your army is known to be well coordinated, custom army formations are preferred as they are more flexible, less predictable and do not require academy study. If your army is not well coordinated, it is best to have your command staff enforce the use of standard formations.<br />
<br />
=== Advanced Cases ===<br />
<br />
There are a variety of situations in which advanced unit deployments are used. These can not be elaborated in writing so well and one must learn from experience and respect the counsel of other, more experienced, military leaders. Actively seek the advice of your forerunners.<br />
<br />
== Marshals ==<br />
<br />
As a marshal or vice marshal you should review the following information twice a day. If you find any of this information lacking, it if for you to ensure that it is acquired.<br />
<br />
* All messages - especially those from the General, Ruler, Military Council, other Marshals, Diplomats and Spies<br />
* Army Information Report (make sure you still Know Your Army)<br />
* All scout reports (aids you in Knowing the Enemy)<br />
* Past Battles (aids you in Knowing the Enemy and Knowing Your Army)<br />
* Maps (aids you in Knowing your Theater and Moving and Army)<br />
* Diplomatic Relations Report (Aids you in Knowing Your Theater, Moving an Army and Deploying an Army)<br />
* Region Information Reports (Aids you in Knowing Your Theater and Moving an Army)<br />
<br />
Additionally, Marshals should perform theses tasks, twice daily, if needed based on the information collected above.<br />
<br />
* Issue new orders<br />
** Includes requesting additional information (scout reports, advice, travel times, army statuses)<br />
* Update Standing Orders<br />
* Ensure troops and war chest are requesting/getting needed funding<br />
* Move to best support your army<br />
<br />
== Generals ==<br />
<br />
As a general you must be capable of performing all the duties of a Marshal then do none of them. A General should review the following twice a day.<br />
<br />
* All messages - especially those from the Marshals, Ruler, Military Council, other Generals, Diplomats and Spies<br />
* Army Information Reports<br />
* All Scout Reports<br />
* Past Battles<br />
* Maps<br />
* Diplomatic Relations Report<br />
* Region Information Reports<br />
<br />
Additionally, Generals should perform theses tasks, twice daily, if needed based on the information collected above.<br />
<br />
* Create or update current strategy<br />
* Present new strategy or strategy updates to Marshals, war council<br />
* Issue new orders to the Marshals or other nobles based on the current strategy<br />
** Includes requesting additional information (scout reports, advice, travel times, army statuses)<br />
* Move to best support your strategy<br />
<br />
Generals are also encouraged to empower their Marshal’s as much as possible. This means ensuring they can accomplish the directives you give them autonomously (training or replacing them if needed) and leaving them to do so. It is generally bad form for a general to be constantly giving orders to members of an army directly, though there are exceptions. It is best to enjoy the flexibility that multiple armies brings but each army needs to have the strength necessary to be truly useful.</div>Unwinhttps://wiki.battlemaster.org/index.php?title=User:Unwin/sandbox&diff=179428User:Unwin/sandbox2015-01-07T16:36:17Z<p>Unwin: </p>
<hr />
<div># Introduction to Military Leadership<br />
<br />
## Knowing an Army<br />
<br />
It is essential that a Marshal know their army. Generals and good Marshals must to know all the army's of their realm. At a minimum one must monitor the following factors of an army.<br />
<br />
### Things to know about an Army<br />
<br />
Location<br />
<br />
: Where is your army? Are they in one spot, split into groups, dispersed? <br />
<br />
Strength<br />
<br />
: How strong is your army?<br />
<br />
Composition<br />
<br />
: How much of your armies strength is derived from ranged, melee, mixed and calvary troops?<br />
<br />
Range<br />
<br />
: What is the maximum, minimum and median range of you ranged troops?<br />
<br />
Speed<br />
<br />
: How quickly do your troop leaders react?<br />
<br />
Coordination<br />
<br />
: Do your troop leaders consistently deploy their units as directed?<br />
<br />
Maneuverability<br />
<br />
: How quickly can your army, as a whole, get from one place to another?<br />
<br />
Mission<br />
<br />
: What is your army's mission as determined by the General?<br />
<br />
Funds<br />
<br />
: How much money is in the war chest? Do your troop leaders have the gold needed to support the unit needed for the army to perform it's mission?<br />
<br />
### Sources of Information<br />
<br />
* Army Information Report<br />
* Past Battles<br />
* Region Information Reports<br />
* The Counsel of Compatriots (Diplomats, Military Experts, Past Military Leaders, Rulers, Spies)<br />
<br />
## Knowing the Enemy<br />
<br />
It is essential that a Marshal consider the enemy. Ideally, a Marshal would know their enemy's Strength, Composition, Speed, Coordination, Maneuverability and Mission - just as they know their own army. Additionally a Marshal must try and predict the Formation the enemy is most likely to use. This can be based on past observations, educated guesses and even gut feeling. Of course, access to this information is limited and some factors might be unknown or even mere suppositions.<br />
<br />
### Things to Know about the Enemy<br />
<br />
* Location<br />
* Strength<br />
* Composition<br />
* Speed<br />
* Coordination<br />
* Range<br />
* Maneuverability<br />
* Mission<br />
* Formation<br />
<br />
### Sources of Information<br />
<br />
* Scout Reports<br />
* Past Battles<br />
* Region Information Reports<br />
* The Counsel of Compatriots (Diplomats, Military Experts, Past Military Leaders, Rulers, Spies)<br />
<br />
## Moving an Army<br />
<br />
Before a battle can commence you must first move your army into position. Generally, this is fairly straight forward but there are many factors to keep in mind.<br />
<br />
### Things to Know Before Moving<br />
<br />
* Your Army (As described above)<br />
* Your Enemy (As described above)<br />
* The Theater<br />
* Regions Information<br />
* Political Border Locations<br />
* Current Political Relations<br />
* Location of Smiths, Banks and Fortifications<br />
* Roads, Ferry Routs, Sea Zones and Travel Times<br />
* Natural Features (Mountains, Rivers, Lakes, Coasts)<br />
<br />
### Sources of Information<br />
<br />
* Scout Reports<br />
* Past Battles<br />
* Maps<br />
* Diplomatic Relations Report<br />
* Region Information Reports<br />
* Realm Leadership<br />
* The Counsel of Compatriots (Diplomats, Military Experts, Past Military Leaders, Rulers, Spies)<br />
<br />
## Deploying An Army<br />
<br />
When deploying your army it is important to know if you will be on the defensive or the offensive.<br />
<br />
### Deploying Dug-In or with Fortifications<br />
<br />
This is the ideal defensive state if it can be managed. Only defend on an open field if there are no reasonable alternatives.<br />
<br />
* Consider what you know of the enemy and your army(s)<br />
* All troops aside from those who are meant to sally (typically Calvary) should be in a defensive posture<br />
* All melee troops should be placed on the walls (to the front)<br />
* Archers can be on the walls or be deployed behind them - mind the archers range (Being behind he walls reduce their exposure to melee but make it easier for the enemy to take the walls)<br />
* Sallying troops (like calvary) are placed behind the walls and given enough room to charge (rear-guard position and aggressive posture will usually work)<br />
* If there are no fortifications, all units should dig in<br />
* Sallying troops should be in a normal or aggressive posture or they will not advance beyond the walls<br />
* If you expect your ranged troops to face more melee combat, use the box formation. If you expect your archers face more ranged fire, use the skirmish formation. If you are unsure or expect an equal amount of ranged and melee attacks, use the line formation<br />
* Melee troops can be safely deployed in a line in most cases<br />
* If bolstering melee troops, Calvary and mixed infantry should typically use the same position, formation and posture (aggressive, normal, defensive) as the other melee troops<br />
* If sallying, the calvary should be deployed in a wedge<br />
* If bolstering ranged troops, mixed infantry should typically use the same position, formation and posture (aggressive, normal, defensive) as the other ranged troops<br />
* If deployed independently, place them in a position to launch a volley or two before joining in the melee or place them as a protective screen before your archers<br />
<br />
### Deploying on an Open Field<br />
<br />
Deploying on an open field should only be done while on the offensive or if there is no better position for defense. Without the framework of fortifications, open field battles are generally more complex and more diverse.<br />
<br />
* Consider what you know of the enemy and your army(s) - in the open field this is the only thing that matters<br />
* Troop posture (agressive, normal, defensive) should be set to ensure a battle occurs as planed<br />
* Troop posture (agressive, normal, defensive) should be set enable proper movement<br />
* aggressive advances quickly<br />
* normal advances<br />
* defensive advanced slowly or not at all<br />
* Position your ranged and melee troops so that the ranged troops must never face enemy melee troops alone or (preferably) at all<br />
* Melee troops can be safely deployed in a line in most cases - when facing monsters or undead box works well<br />
* If bolstering melee troops, calvary and mixed infantry should typically use the same position, formation and posture (aggressive, normal, defensive) as the other melee troops<br />
* If charging (preferred), the calvary should be deployed in a wedge and be in an aggressive posture<br />
* If bolstering ranged troops, mixed infantry should typically use the same position, formation and posture (aggressive, normal, defensive) as the other ranged troops<br />
If deployed independently, place them in a position to launch a volley or two before joining in the melee or place them as a protective screen before your archers<br />
* If you expect your ranged troops to face more melee combat, use the box formation. If you expect your archers face more ranged fire, use the skirmish formation. If you are unsure or expect an equal amount of ranged and melee attacks, use the line formation<br />
<br />
### Unit Formation Use by Unit Type<br />
<br />
#### Ranged:<br />
<br />
If you expect your archers to face more melee combat, use the box formation. If you expect your archers face more ranged fire, use the skirmish formation. If you are unsure or expect an equal amount of ranged and melee attacks, use the line formation.<br />
<br />
#### Melee:<br />
<br />
Just use the Line formation.<br />
<br />
#### Cavalry:<br />
<br />
Just use the Wedge formation.<br />
<br />
#### Mixed Infantry:<br />
<br />
Position them either with the melee troops or the ranged troops, whichever is weaker and use that formation. If deploying them independently place them so they may fire off a volley or two before joining the melee or in a position to screen the archers from melee attacks.<br />
<br />
### Army Coordination<br />
<br />
If your army is known to be well coordinated, custom army formations are preferred as they are more flexible, less predictable and do not require academy study. If your army is not well coordinated, it is best to have your command staff enforce the use of standard formations.<br />
<br />
### Advanced Cases<br />
<br />
There are a variety of situations in which advanced unit deployments are used. These can not be elaborated in writing so well and one must learn from experience and respect the counsel of other, more experienced, military leaders. Actively seek the advice of your forerunners.<br />
<br />
## Marshals<br />
<br />
As a marshal or vice marshal you should review the following information twice a day. If you find any of this information lacking, it if for you to ensure that it is acquired.<br />
<br />
* All messages - especially those from the General, Ruler, Military Council, other Marshals, Diplomats and Spies<br />
* Army Information Report (make sure you still Know Your Army)<br />
* All scout reports (aids you in Knowing the Enemy)<br />
* Past Battles (aids you in Knowing the Enemy and Knowing Your Army)<br />
* Maps (aids you in Knowing your Theater and Moving and Army)<br />
* Diplomatic Relations Report (Aids you in Knowing Your Theater, Moving an Army and Deploying an Army)<br />
* Region Information Reports (Aids you in Knowing Your Theater and Moving an Army)<br />
<br />
Additionally, Marshals should perform theses tasks, twice daily, if needed based on the information collected above.<br />
<br />
* Issue new orders<br />
* Includes requesting additional information (scout reports, advice, travel times, army statuses)<br />
* Update Standing Orders<br />
* Ensure troops and war chest are requesting/getting needed funding<br />
* Move to best support your army<br />
<br />
<br />
## Generals<br />
<br />
As a general you must be capable of performing all the duties of a Marshal then do none of them. A General should review the following twice a day.<br />
<br />
* All messages - especially those from the Marshals, Ruler, Military Council, other Generals, Diplomats and Spies<br />
* Army Information Reports<br />
* All Scout Reports<br />
* Past Battles<br />
* Maps<br />
* Diplomatic Relations Report<br />
* Region Information Reports<br />
<br />
Additionally, Generals should perform theses tasks, twice daily, if needed based on the information collected above.<br />
<br />
* Create or update current strategy<br />
* Present new strategy or strategy updates to Marshals, war council<br />
* Issue new orders to the Marshals or other nobles based on the current strategy<br />
* Includes requesting additional information (scout reports, advice, travel times, army statuses)<br />
* Move to best support your strategy<br />
<br />
Generals are also encouraged to empower their Marshal's as much as possible. This means ensuring they can accomplish the directives you give them autonomously (training or replacing them if needed) and leaving them to do so. It is generally bad form for a general to be constantly giving orders to members of an army directly, though there are exceptions. It is best to enjoy the flexibility that multiple armies brings but each army needs to have the strength necessary to be truly useful.</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Scarborn_Family/Adamar&diff=179287Scarborn Family/Adamar2014-12-16T08:58:34Z<p>Unwin: /* People */</p>
<hr />
<div>__NOTOC__<br />
{{#get_external_data:http://battlemaster.org/data/character.php?World=1&Name=Adamar|xml<br />
|continent=continent<br />
|name=name<br />
|family=family<br />
|mainclass=mainclass<br />
|subclass=subclass<br />
|age=age<br />
|honour=honour<br />
|prestige=prestige<br />
|rank=rank<br />
|gender=gender<br />
|region=region<br />
|duchy=duchy<br />
|realm=realm<br />
}}<br />
{{RBTop<br />
|Align = right}}<br />
{{RBTitle<br />
|BackColor=#AAAAAA<br />
|TextColor=#FFFFFF<br />
|Text=Personal Information}}<br />
{{RBDouble<br />
|Left=<b>Name<br>Title<br>Class<br>Age<br>Gender<br>Honour<br>Prestige<br>Continent<br>Realm<br><br />
|Right={{#external_value:name}} {{#external_value:family}}<br>{{#external_value:rank}} of {{#external_value:region}}<br>{{#external_value:mainclass}}{{#if: {{#external_value:subclass}} | /{{#external_value:subclass}} |}}<br>{{#external_value:age}}<br>{{#external_value:gender}}<br>{{#external_value:honour}}<br>{{#external_value:prestige}}<br>{{#external_value:continent}}<br>{{#external_value:realm}}}}<br />
{{RBBottom}}<br />
<br />
==Adamar Scarborn==<br />
<br />
Adamar is the first son of Gavin Scarborn of Aix. Though his father was determined to make a wriiror of Adamar, Adamar, though able, had little interest in such pursuits. Instead, Adamar has dedicated his life to scholorship, oration and religion. Though young, inexperienced and unskilled, Adamar is determined to persue his path to the end. He has devoted himself to the worship of the Divine and to the service of the Church of Humanity. He tends to be a bit wordy and sometimes speaks his mind before fully working through an issue or porblem.<br />
<br />
==Thoughts and Views==<br />
<br />
===People===<br />
<br />
====MieKarra Elvinfir====<br />
<br />
Adamar is unsure what to expect from his new teacher and huide but is excited to move forward within the Church.<br />
<br />
====Dominik Stublic====<br />
<br />
Adamar is somewhat jealous of how often he hears Dominik's name spoken of by the peasantry when the topic of religion comes up. He blames Dominik for subverting the commoners of Perdan and leading many from the true faith. At the same time he believes Dominik to be misguided, savable and a source of knowledge.<br />
<br />
====Franklin Mercer====<br />
<br />
Adamar knows little of Franklin except that he is a member of the Church of Humanity. This alone gives Franklin a favorable light in Adamar's eyes though. Adamar is currently seeking to learn more of the Divine through Franklin.<br />
<br />
====Cotys D'Anglos====<br />
<br />
Ignorant pagan that needs to be shown the light. All the same Adamar realizes that even a Pagan has something to teach.<br />
<br />
====Bronn Karedan====<br />
<br />
Ignorant pagan that needs to be shown the light. All the same Adamar realizes that even a Pagan has something to teach.<br />
<br />
=====Joreb deLacy====<br />
<br />
Ignorant pagan that needs to be shown the light. All the same Adamar realizes that even a Pagan has something to teach.<br />
<br />
===General===<br />
<br />
* Adamar is concerned for the Church of Humanity. He has seen little activity within the church, little preaching withing the lands of Perdan and has had little contact with Church oficials up until now.</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Scarborn_Family&diff=179274Scarborn Family2014-12-12T07:26:58Z<p>Unwin: /* Family Background */</p>
<hr />
<div>__NOTOC__<br />
<br />
{{#get_external_data:http://battlemaster.org/data/family.php?ID=35892|xml<br />
|name=name<br />
|fame=fame<br />
|wealth=wealth<br />
}}<br />
{{RBTop<br />
|Align = right}}<br />
{{RBTitle<br />
|BackColor=#AAAAAA<br />
|TextColor=#FFFFFF<br />
|Text=House {{#external_value:name}}}}<br />
{{RBImage<br />
|Image=scarborn_l.png<br />
|BackColor=#FFFFFF<br />
|TextStyle=normal<br />
|Caption=Scarborn Coat of Arms}}<br />
{{RBDouble<br />
|Left=<b>Fame<br>Wealth</b><br />
|Right={{#external_value:fame}}<br>{{#external_value:wealth}}}}<br />
{{RBBottom}}<br />
<br />
==Family Background==<br />
<br />
The Scarborn family is a small, humble family with big ambitions.The Scarborn family resides in [[Askileon]] as faithful servants of [[Luria Nova]]. Over the years the Scarborn family has served regionally as minor nobility. Recently, under the deft guidance of Hestor Scarborn the Second, the head of House Scarborn, the family has enjoyed a surge of wealth and prestige. Though still a small house with little history amongst the upper nobility, Hestor now sends his children out amongst the most powerful of nobles to further benefit House Scarborn.<br />
<br />
The Scarborn family is a large family. Though headquarter in Luria, Scarborns are known to live in Perdan as well as many other lands across all the continents. This is a result of heroic efforts on the part of Hestor Scarborn the First to repopulate the declining family. Hestor the First is known to have taken 7 wives and to have sired 69 children (42 of which lived on to adulthood).<br />
<br />
Since his son Hestor the Second succeed his rule over the Scarborn family and their headquarters in Luria, many of his siblings have moved to other lands in an attempt to make a name and livelihood for themselves. Most serve amongst the minor nobility of various regions and await the opportunity to move up in station.<br />
<br />
As some find Hestor the First's polygamy distasteful (especially when one realizes that many of his wives were either the lowest of nobles or even commoners with forged documents proclaiming their nobility), Hestor the Second has placed heavy restrictions on marriage practices within the Scarborn family. A Scarborn may take only one wife or husband and the potential spouse must be of verifiable and respectable noble stock. To ensure this happens, all Scarborns that wish to marry must first gain Hestor the Second's permission.<br />
<br />
==Active Nobles==<br />
<br />
===[[Scarborn_Family/Alric|Alric Scarborn]]===<br />
===[[Scarborn_Family/Adamar|Adamar Scarborn]]===<br />
<br />
==Deceased Nobles==<br />
<br />
====None====<br />
<br />
==Family Fame==<br />
<br />
{{Userboxtop|Fame|center}}<br />
----<br />
<center>'''Offices'''</center><br />
<!--{{Fame Ruler 0}}--><br />
<!--{{Fame Ruler 10}}--><br />
<!--{{Fame Ruler 100}}--><br />
<!--{{Fame General}}--><br />
<!--{{Fame Judge|<center>(Cedric)</center>}}--><br />
<!--{{Fame Banker}}--><br />
<!--{{Fame Duke|<center>(Cedric)</center>}}--><br />
<!--{{Fame Lord}}--><br />
<center>'''Sum: <span style="color: green">0/12</span> points'''</center><br />
----<br />
<center>'''Attributes'''</center><br />
<!--{{Fame Prestige 10|<center>(Cedric)</center>}}--><br />
<!--{{Fame Prestige 20|<center>(Cedric)</center>}}--><br />
<!--{{Fame Prestige 50}}--><br />
<!--{{Fame Family Prestige 20}}--><br />
<!--{{Fame Family Prestige 50}}--><br />
<!--{{Fame Family Prestige 100}}--><br />
<!--{{Fame Family Wealth 2000}}--><br />
<!--{{Fame Family Wealth 5000}}--><br />
<center>'''Sum: <span style="color: green">0/8</span> points'''</center><br />
----<br />
<center>'''Events'''</center><br />
<!--{{Fame Trader}}--><br />
<!--{{Fame Palace & Capital}}--><br />
<!--{{Fame Tournament Host}}--><br />
<!--{{Fame Tournament Champion}}--><br />
<!--{{Fame Army Sponsor|<center>(Cedric)</center>}}--><br />
<!--{{Fame Unique Item}}--><br />
<!--{{Fame Guild & Religion|<center>(Cedric)</center>}}--><br />
<!--{{Fame Prophet}}--><br />
<!--{{Fame Book}}--><br />
<!--{{Fame Mentor}}--><br />
<!--{{Fame Investment}}--><br />
<!--{{Fame Outcast}}--><br />
<center>'''Sum: <span style="color: green">0/17</span> points'''</center><br />
----<br />
<center>'''Deaths'''</center><br />
<!--{{Fame Death Duel}}--><br />
<!--{{Fame Death}}--><br />
<!--{{Fame Heroic Death}}--><br />
<!--{{Fame Legendary Hero}}--><br />
<center>'''Sum: <span style="color: green">0/6</span> points'''</center><br />
----<br />
<center>'''Unclarities'''</center><br />
<!--{{Fame Exceptional Skill}}--><br />
<center>'''Sum: At least <span style="color: red">0/1</span> point'''</center><br />
----<br />
<center>'''Unknown'''</center><br />
<!--{{Fame Unknown}}--><br />
<center>'''Sum: At most <span style="color: red">0/7</span> points'''</center><br />
----<br />
<center>'''Total: <span style="color: purple">0/51</span> points'''</center><br />
{{Userboxbottom}}<br />
<br />
[[Category: Families]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Scarborn_Family/Alric&diff=179273Scarborn Family/Alric2014-12-12T07:13:07Z<p>Unwin: </p>
<hr />
<div>__NOTOC__<br />
{{#get_external_data:http://battlemaster.org/data/character.php?World=8&Name=Alric|xml<br />
|continent=continent<br />
|name=name<br />
|family=family<br />
|mainclass=mainclass<br />
|subclass=subclass<br />
|age=age<br />
|honour=honour<br />
|prestige=prestige<br />
|rank=rank<br />
|gender=gender<br />
|region=region<br />
|duchy=duchy<br />
|realm=realm<br />
}}<br />
{{RBTop<br />
|Align = right}}<br />
{{RBTitle<br />
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{{RBBottom}}<br />
<br />
==Alric Scarborn==<br />
<br />
Alric is the first son of Hestor Scarborn the Second and the first member of the Scarborn family to have join the ranks Luria Nova's upper nobility. He is setermined and dedicated though young and inexperienced. He forsters a great ambition and is dedicated to the betterment of Luria Nova. He can be touchy when it comes to hs honor but tends not to hold a grudge.<br />
<br />
Not too long ago One of Alric's uncle (the oldest of the bunch) died. There was no love lost between Alric and this uncle. In fact, this uncle had nothing but scathing and hateful words for his nephew. Surpisingly, his uncles passing has affected Alric more than he could imagine or even realize. Alric has become more gruff, agressive and insensitive since his uncles death. Perhaps Alric wants to prove to all that he is more man that his uncle ever gave him credit for?<br />
<br />
==Thoughts and Views==<br />
<br />
===People===<br />
<br />
====Aldrakar Renodin====<br />
<br />
Alric has come to see Aldrakar as wordy, arogant and overly democratic. Still, Aldrakar is also dependable.<br />
<br />
====Idesbald Cuvelier====<br />
<br />
Though Alric gew up in Idesbald's region of [[Askeleon]], he has never had much interaction with the Duke himself aside from seeing him at a few public functions. At the same time Idesbald gave friendly words of encouragement upon hearing of Alric's promotion to knight and thus Alric holds a positive impression of Idesbald.<br />
<br />
===General===<br />
<br />
* Alric grows slightly impatient and frustrated with how silent the realm has been since joining. He desites to be in the mittle of it all and chafes at havng to wait</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Scarborn_Family/Adamar&diff=179272Scarborn Family/Adamar2014-12-12T07:08:01Z<p>Unwin: Created page with "__NOTOC__ {{#get_external_data:http://battlemaster.org/data/character.php?World=1&Name=Adamar|xml |continent=continent |name=name |family=family |mainclass=mainclass |subclass..."</p>
<hr />
<div>__NOTOC__<br />
{{#get_external_data:http://battlemaster.org/data/character.php?World=1&Name=Adamar|xml<br />
|continent=continent<br />
|name=name<br />
|family=family<br />
|mainclass=mainclass<br />
|subclass=subclass<br />
|age=age<br />
|honour=honour<br />
|prestige=prestige<br />
|rank=rank<br />
|gender=gender<br />
|region=region<br />
|duchy=duchy<br />
|realm=realm<br />
}}<br />
{{RBTop<br />
|Align = right}}<br />
{{RBTitle<br />
|BackColor=#AAAAAA<br />
|TextColor=#FFFFFF<br />
|Text=Personal Information}}<br />
{{RBDouble<br />
|Left=<b>Name<br>Title<br>Class<br>Age<br>Gender<br>Honour<br>Prestige<br>Continent<br>Realm<br><br />
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{{RBBottom}}<br />
<br />
==Adamar Scarborn==<br />
<br />
Adamar is the first son of Gavin Scarborn of Aix. Though his father was determined to make a wriiror of Adamar, Adamar, though able, had little interest in such pursuits. Instead, Adamar has dedicated his life to scholorship, oration and religion. Though young, inexperienced and unskilled, Adamar is determined to persue his path to the end. He has devoted himself to the worship of the Divine and to the service of the Church of Humanity. He tends to be a bit wordy and sometimes speaks his mind before fully working through an issue or porblem.<br />
<br />
==Thoughts and Views==<br />
<br />
===People===<br />
<br />
====MieKarra Elvinfir====<br />
<br />
Adamar is unsure what to expect from his new teacher and huide but is excited to move forward within the Church.<br />
<br />
===General===<br />
<br />
* Adamar is concerned for the Church of Humanity. He has seen little activity within the church, little preaching withing the lands of Perdan and has had little contact with Church oficials up until now.</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Scarborn_Family&diff=179271Scarborn Family2014-12-12T06:57:38Z<p>Unwin: /* Active Nobles */</p>
<hr />
<div>__NOTOC__<br />
<br />
{{#get_external_data:http://battlemaster.org/data/family.php?ID=35892|xml<br />
|name=name<br />
|fame=fame<br />
|wealth=wealth<br />
}}<br />
{{RBTop<br />
|Align = right}}<br />
{{RBTitle<br />
|BackColor=#AAAAAA<br />
|TextColor=#FFFFFF<br />
|Text=House {{#external_value:name}}}}<br />
{{RBImage<br />
|Image=scarborn_l.png<br />
|BackColor=#FFFFFF<br />
|TextStyle=normal<br />
|Caption=Scarborn Coat of Arms}}<br />
{{RBDouble<br />
|Left=<b>Fame<br>Wealth</b><br />
|Right={{#external_value:fame}}<br>{{#external_value:wealth}}}}<br />
{{RBBottom}}<br />
<br />
==Family Background==<br />
<br />
The Scarborn family is a small, humble family with big ambitions.The Scarborn family resides in [[Askileon]] as faithful servants of [[Luria Nova]]. Over the uears the Scarborn family has served regionaly as minor nobility. Recently, under the deft guidance of Hestor Scarborn the Second, the head of House Scarborn, the family has enjoyed a surge of wealth and prestiege. Though still a small house with little history amongst the upper nobility, Hestor now sends his children out amongst the most powerful of nobles to further benifit House Scarborn.<br />
<br />
==Active Nobles==<br />
<br />
===[[Scarborn_Family/Alric|Alric Scarborn]]===<br />
===[[Scarborn_Family/Adamar|Adamar Scarborn]]===<br />
<br />
==Deceased Nobles==<br />
<br />
====None====<br />
<br />
==Family Fame==<br />
<br />
{{Userboxtop|Fame|center}}<br />
----<br />
<center>'''Offices'''</center><br />
<!--{{Fame Ruler 0}}--><br />
<!--{{Fame Ruler 10}}--><br />
<!--{{Fame Ruler 100}}--><br />
<!--{{Fame General}}--><br />
<!--{{Fame Judge|<center>(Cedric)</center>}}--><br />
<!--{{Fame Banker}}--><br />
<!--{{Fame Duke|<center>(Cedric)</center>}}--><br />
<!--{{Fame Lord}}--><br />
<center>'''Sum: <span style="color: green">0/12</span> points'''</center><br />
----<br />
<center>'''Attributes'''</center><br />
<!--{{Fame Prestige 10|<center>(Cedric)</center>}}--><br />
<!--{{Fame Prestige 20|<center>(Cedric)</center>}}--><br />
<!--{{Fame Prestige 50}}--><br />
<!--{{Fame Family Prestige 20}}--><br />
<!--{{Fame Family Prestige 50}}--><br />
<!--{{Fame Family Prestige 100}}--><br />
<!--{{Fame Family Wealth 2000}}--><br />
<!--{{Fame Family Wealth 5000}}--><br />
<center>'''Sum: <span style="color: green">0/8</span> points'''</center><br />
----<br />
<center>'''Events'''</center><br />
<!--{{Fame Trader}}--><br />
<!--{{Fame Palace & Capital}}--><br />
<!--{{Fame Tournament Host}}--><br />
<!--{{Fame Tournament Champion}}--><br />
<!--{{Fame Army Sponsor|<center>(Cedric)</center>}}--><br />
<!--{{Fame Unique Item}}--><br />
<!--{{Fame Guild & Religion|<center>(Cedric)</center>}}--><br />
<!--{{Fame Prophet}}--><br />
<!--{{Fame Book}}--><br />
<!--{{Fame Mentor}}--><br />
<!--{{Fame Investment}}--><br />
<!--{{Fame Outcast}}--><br />
<center>'''Sum: <span style="color: green">0/17</span> points'''</center><br />
----<br />
<center>'''Deaths'''</center><br />
<!--{{Fame Death Duel}}--><br />
<!--{{Fame Death}}--><br />
<!--{{Fame Heroic Death}}--><br />
<!--{{Fame Legendary Hero}}--><br />
<center>'''Sum: <span style="color: green">0/6</span> points'''</center><br />
----<br />
<center>'''Unclarities'''</center><br />
<!--{{Fame Exceptional Skill}}--><br />
<center>'''Sum: At least <span style="color: red">0/1</span> point'''</center><br />
----<br />
<center>'''Unknown'''</center><br />
<!--{{Fame Unknown}}--><br />
<center>'''Sum: At most <span style="color: red">0/7</span> points'''</center><br />
----<br />
<center>'''Total: <span style="color: purple">0/51</span> points'''</center><br />
{{Userboxbottom}}<br />
<br />
[[Category: Families]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Unwin_Family&diff=169714Unwin Family2013-04-23T04:34:58Z<p>Unwin: /* Cedric */</p>
<hr />
<div>{{Infobox Family | 33847 | | grey | blue | green | unwin.png | Family Coat of Arms }}<br />
<br />
== House Unwin ==<br />
Long ago,House Unwin was once an influential and prosperous family among the nobility of [[Dwilight]]. Unfortunately, poor management and a great deal of pride reduced this once great House to a state of mediocrity and poverty. After generations upon generations of life amongst the lesser noble families of Dwilight House Unwin has finally managed to recover significantly under the guidance of Lord Adney. Once again, House Unwin has possession of wealth and influence. While still struggling to maintain its newly restored place amongst the greater nobility, House Unwin is ready to show its true worth.<br />
<br />
Balance, honor and integrity are key values Lord Adney, the family patriarch, strives to instill in all Unwins. All Unwin children are taught to read, write and figure, and receive rigorous training in the fields of politics, religion, and war. House Unwin has also maintained many contacts amongst the minor nobles of all continents and sends Unwin children to serve as page and squires under these nobles when lacking more prestigious options. <br />
<br />
===The Living===<br />
<br />
==== Alric ====<br />
<br />
Death Age: 60<br />
<br />
The eldest son of Lord Adney, Alric is arrogant, bloodthirsty, selfish and cruel. He feels entitled to a pleasant life and believes that might makes right and will often use force to get his way. He easily takes affront and seldom forgives. He has little respect for the lives of fellow nobility and no respect for the life of anything else.<br />
<br />
Alric's father did not approve of his young sons tendencies and felt helpless in effecting change in the child. As a last resort, Alric was sent to serve and train under a family friend - a man of the lesser nobility who led militia in Cathay. Alric’s new instructor was tasked with bettering the boy if possible and to delay his release if not. Alric has since become a Troop Leader but he now holds a grudge against his father.<br />
<br />
Alric has found great fortune in Cathay. He has gained a region to rule, marshalship of the Cathayan Army and the mentorship of William Norerel. His time with Duke William has given him taught Alric to show greater restraint. Alric has even begun reading without need and trying to think through his actions a bit. He is still cruel, selfish and arrogant but his ambitions have tempered him a bit.<br />
<br />
====Cedric====<br />
<br />
Death Age: 42<br />
<br />
Cedric has chosen to live a life of a Hedge Knight. He follows a strict code of ethics an believes that it is his responsibility to aid those in need, wherever they may be. He has a love of combat tempered by a generous and kind spirit. He believes in the power of truth and always speaks what he believes to be the truth.<br />
<br />
Cedric served as a page and squire under a minor noble in Easton until he came of age. He has since decided to give his sword in service of Darka, whom he sees as underdogs in the great war of Atamara.<br />
<br />
Cedric and Edgar are twin brothers but have not seen each other since they were seven.<br />
<br />
Cedric follows "The Code" fully and completely.<br />
<br />
The Code:<br />
I shall honor thee Code before all else<br />
I shall serve my Liege by the Code<br />
I shall fight mercilessly against the infidel<br />
I shall never retreat from the enemy<br />
I shall never refuse the challenge of an equal<br />
I shall always speak truly and stand by my given word<br />
I shall champion what is good and combat all evil<br />
I shall defend the week and protect defenseless<br />
I shall generously give to those in need<br />
I shall woo my desired with songs of beauty and poems of love<br />
I shall prove my worth to my desired with great deeds done<br />
I shall respect my desired and remain ever true<br />
<br />
====Edgar====<br />
<br />
Death Age: 70<br />
<br />
Edgar believes that nothing is more important that proper conduct. He highly values honor, integrity and balance. He seeks to serve his chosen realm faithfully though he does nurse a repressed desire for political power. He is a capable warrior but views battle as a last resort.<br />
<br />
Edgar served as page and squire under Armstrong Ironsides of Westmoor. Upon finishing his training Edgar decided to remain in Westmoor.<br />
<br />
Edgar and Cedric are twin brothers but have not seen each other since they were seven.<br />
<br />
====Samuel====<br />
<br />
Death Age: 51<br />
<br />
Samuel claims to the son of Sir Larad, Lord Adney's long lost younger brother. There is no convincing evidence to support his claim. Samuel is currently trying to prove himself in the colonies.<br />
<br />
===The Dead===<br />
<br />
==== Brantley ====<br />
<br />
Brantly was always the favorite of Lord Adney and was the only Unwin child raised by his parents at home. During Brantley’s short life he served a short stint in the Lurian Vesperi military before receiving his call to serve as a priest of the Family religion, Aetheris Pyrism. Brantley rose quickly in the faith and even served as it’s leader for a short time before his death. Brantley never married and had no heirs.<br />
<br />
[[Category: Families]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=User:Unwin/sandbox&diff=169654User:Unwin/sandbox2013-04-16T08:28:29Z<p>Unwin: </p>
<hr />
<div>=Rhyfelism=<br />
==Overview==<br />
Rhyfelism is the worship of Aran - God of Humanity. Aran often has a special interest in War, Victory, Death and Conflict. Aran is the defender of humanity who leads the dead champions of mankind against the Demon hords of The Abyss. Those found worthy by Aran enjoy an afterlife with form and function as Avatars under the leadership of Aran. All others wonder Jietheim as formless, aimless Geists. Rhyfelism teaches that success in war, victory in politics, and dedication to the greater cause of Aran are key factors used for judgement. Weaklings, cowards and true traitors have no place in Haven.<br />
<br />
==Cosmology==<br />
In the center of all creation lies Jietheim, the land of the dead and of great power. Surrounding Jietheim are seven known worlds, including the land of humans - Battlemasterra.Each of the seven known worlds has a border region within Jietheim, a place from which connections can be made from a particular outer world and Jietheim. The region of Jietheim that borders Battlemastara is known as Haven. The region that connects Jietheim to the world from which Jlrx comes is known as the Abyss.<br />
<br />
When a living thing dies Their eternal spirit is transported to Haven in Jietheim. Those found worthy by Aran become Avatars under his rule and enjoy eternal life and great power. Those found unworthy are cast from Haven. Should a living creature of the outer worlds somehow manage to traverse the border to Jietheim, they are granted power beyond mesure. This results in the complete destruction of all but the strongest of beings. Only two greatures are known to have survived the experience, our great god Aran and Jlrx the Overlord.<br />
<br />
==Key Terms==<br />
Aran - God, defender of Haven, humanity and Battlemastara.<br />
Battlemasterra - The land of Humans<br />
Demon - A fearsome creature formed by the Overlord Jlrx<br />
Jietheim - The land of the dead and core of the universe.<br />
The Abyss - Hold of the Demons<br />
Haven - Humanities home<br />
Geist - The formless spirit of the dead.<br />
Avatar - Geists given human form by Aran.<br />
Jlrx - The Overlord of The Abyss and the demons.<br />
<br />
==The Leters==<br />
<br />
===3rd day of Spring in the year of the Hog===<br />
<br />
Aran captured the city of Enecen. Aran and his host had arrived in the last days of summer just before the harvest could be collected and quickly surrounded the city. At first the folk of the country rebelled against this newcomer but Aran ruthlessly halted such notions. By his order Every act of rebellion resulted in the death of a random present. When a Rebell was discovered, the rebel and all relatives were publically tortured and executed. At the same time Aran ensured those commoners obedient to him were adequately cared for. It did not take long for resistance to be quelled.<br />
<br />
With the lands surrounding Enecen under his oppressive thumb, Aran proceeded to attack the great city. He began by launching rotten and diseased corpses into the city. They did no real damage to the fortifications but soon sickness began to spread amongst those within the walls. Aran also used fire to his advantage by constantly bombarding the city with flaming projectiles. In most cases this did no real harm but the occasional fire did break out and the resulting damage was a toll upon the besieged.<br />
<br />
On three occasions the King and his Lords rode forth in an attempt to drive away the armies of Aran. Sadly, each sally resulted in the death or capture of nobles and soldiers alike. The strength of the Enecen’s defenders quickly deteriorated.<br />
<br />
Aran’s armies also suffered. While Aran did manage to capture most of the years harvest, it was barely enough to feed the soldiers and the peasants. Sickness also descended upon those in the camps, though not quite so disastrously in the city. Soldiers grew lazy and undisciplined during the long wait.<br />
<br />
The lmost damaging blow to befall Aran’s army was a flanking attack launched by the Crown Prince and the garison stationed in Heol. The blow came in the fourth month of the siege during in the dead of winter. Aran’s army was disorganized and soft when the attack took place and several regiments were lost before the Prince’s Men were scattered. Throughout the winter the Prince continued to harass Aran’s armies.<br />
<br />
In the last days of winter Aran discovered the Princes whereabouts. That night Aran and his men snuck into the Princes camp and killed nearly every man as they slept. The Prince was captured and held ransom. When the King refused to give Enecen in exchange for his son Aran had the Prince tortured. When the King refused again, Aran sent the Prince, bound in chains, off to a far away land on a slave boat. None know of the man’s fate.<br />
<br />
On the first day of spring Aran launched a full offensive. His men were in fighting trim thanks to the repeated attacks led by the prince and the fair rations provided by supply train and local store. It was not long before the walls were taken. Before we all were taken.<br />
<br />
===3rd Day of Summer in the Year of the Fish===<br />
<br />
I was once the prisoner of the great General Aran. Though I have no doubt that Aran could conquer all the lands and unite them under his rule he does not. He is and always will be a soldier, a leader of men and a winner of wars. A General. Since my release I have chosen to remain by his side as an aide and to record some of this amazing mans life. To date Aran has won over three thousand wars. In each war Aran has lead from the front lines and fought alongside his men. He has become the undisputed master of combat, battle and war.<br />
<br />
In his early years Aran would often leave the field of battle bloodied and injured. Such is no longer the case. Aran’s prowess has grown to an unprecedented level. No blow has made its way through his iron defense since I was a boy. Aran has not been caught by surprise since I was a young ban. The man’s body had become a trim sculpture of muscle and sinew.<br />
<br />
Over the years he has grown impossibly strong and blindingly fast. Though his hair has gone white, age does not weigh on him despite being the oldest man alive. He has not been sick since he was a boy and rumors suggest that even poison can not overcome the man’s inhuman constitution. It seems that every day Aran grows stronger and more competent and every day it is impossible to imagine him growing yet stronger.<br />
<br />
Aran has become more than a hero. He has become the deciding factor in every war. Whenever a kingdom find itself at war, it hastens to gain the services of the world’s greatest Warrior, Marshal and General – Aran. It is well known by now that whomever Aran choses to aid will be the victor.<br />
<br />
===17th day of Spring in the Year of the Oak===<br />
<br />
Two years ago an army of strange creatures appeared in the north. The beasts are slightly larger than a man but of far greater strength and speed. They sport skin in shades of black and red, clawed hands, pointed tails and great horns upon their head. These creatures seem to poses a magical affinity for fire and can even blast fire forth from seemingly nowhere. Some even have great bat-like wings which they use to fly. Aran has come to call theme Demons.<br />
<br />
Since their arrival the Demons have taken control of most of the north. The creatures seem intent on exterminating every man woman and child. Aran has risen to the call of the Kings and Queens of the land and has rode to the north at the head of a great host to confront the Demons. I can only shudder to think of the fate that will befall the Demons.<br />
<br />
===12th day of Winter in the Year of the Oak===<br />
<br />
Aran has returned. He has managed to push the Demons back into their portals but the cost was huge. Only one man returns of every twenty gone north. The victory was not completely hollow though. Aran has captured a demon and hopes to learn much from it. Despite the losses, Aran is flush and excited – giddy like a child that hs just been given the best of gifts. He talks of finally finding a real foe. Aran plans on departing in the coming spring to lead the host through the portals to continue the fight.<br />
<br />
===17th day of Winter in the Year of the Oak===<br />
<br />
Aran has informed us all that humanity, even under his lead, can not defeat the Demons. They are simply too powerful. He has also told us that he has a plan that will provide him with the edge he needs to protect humanity. He will be spending the rest of winter studying the portal, the creatues known as demons, and the land they hail from. He must be ready for the coming spring.<br />
<br />
===2nd day of Spring in the Year of the Dragon===<br />
<br />
Aran returned from the north one week ago. He has become familiar with the realm beyond the portals and calls it the Jietheim. His findings are remarkable.<br />
He tells us that Jietheim is the land of the dead. And that all worlds border Jietheim. He tells us that when an occupant of any of the worlds bordering Jietheim, ours included, dies, they transported to Jietheim. Save for a very few who, like Aran, have gained power beyond measure, it is not possible for a resident of an outer world to travel to Jietheim by any means other than death. He reports that those who die enter Jietheim as formless geists.<br />
<br />
He tells us that if one, like him, can enter Jietheim alive that they gain the powers of a god and can reclaim and shape some of the geists as they enter Jietheim. He reports that a powerful Demon, Jlrx, has managed to enter Jietheim alive many centuries ago and that Jlrx has been building an army of dead, shaped into demons with which he can conquer all the worlds.<br />
<br />
Aran has chosen to travel to Jietheim and establish a stronghold on along the border of Jietheim and Earth. Then, when the dead cross over to Jietheim Aran will select the bravest of warriors and grant them new form. Form like that which they possessed on the earth but far stronger, faster and tougher. These warriors of Haven, to be known as Avatars, will join Aran’s Host and will continue the fight against the Demons.<br />
<br />
===8th day of Spring in the year of the Dragon===<br />
<br />
Aran has departed our world today to enact his plan. It was an amazing thing. Once through the portal, the earth began to shake. Portals throughout the north began disappearing. As each disappeared the portal through which Aran passed through grew larger until it was the sole portal left. The portal was ringed in fire and shadow and through it’s middle one could see clearly into Jietheim. Aran, now twice the size of a man stood on the other side glowing radiantly. He told us that this last gate would be left open to join earth to Haven in Joetheim. It would be known as Deaths Gate. Humanity could gaze through Deaths gate and see the Avatars of known warriors form in Haven and join the Haven’s Host.<br />
<br />
===6th day of Winter in the year of the Mountain===<br />
<br />
I will soon be dead. Of old age or heartbreak. I do not care. Three days past Aran closed Deaths Gate for good. A demon attack on Haven managed to penetrate the outer walls. While Aran and the Avatars defended the breach half a dozen Demons managed to sneak past and pass through the Deaths Gate to earth. It took a score of Avatars to hunt down and kill the demons but the damage done by the demons could not be undone. Aran declared Deaths Gate too much of a risk and sealed the last link between Earth and Haven in Jietheim forever.<br />
<br />
===3rd day of Spring in the year of the Sundering===<br />
<br />
The closing of Deaths gate was accompanied by great earthquake. Much damage was done and many lives lost. We all viewed it as the price of safter. It would appear, however, that the cost was much greater than we had thought. Reports have come in from the west that only ocean exists where land once was. Our great continent is gone and only the Far East portion still exists as an island. Some are urging exploration. The building of ships to traverse the sea. It is pointless. We are alone on this great sea.<br />
<br />
===10th day of Fall in the year of the Sundering===<br />
Our connection with Aran and his Avatars has not been lost! Aran has appeared before us, though not in all his glory. It would appear that portals, like the Deaths Gate, can vary in strength. A strong gate takes a great deal of time to create and allows for the most powerful of Demons and Avatars to cross into our world. lesser portals can be created however. By using such lesser portals it is possible for our God to provide guidance to his people.<br />
<br />
There shall never again be a great portal connecting our world to Haven though. Such portals, once built radiate power and draw the demons like moths to a fire and it takes a great deal of time to close them safely and will cause massive earthquakes in our world should the portal be close in a hurry. They are too risky.<br />
<br />
===13th day of Fall in the year of the Sundering===<br />
<br />
I have learned from our God, Aran, that there may be other powers within Jietheim. One he calls the Wraiths - deadly spirits with an obsession for corpses. Another he calls the Beasts who are primitave, ferocious and ever hungry. He has not seen the lord of either faction however ans suspects that they may simply be strains of deomons lead by Jlrx. Bands of Wights and Beasts have been asailing Haven continuiously. At every oprtunity they create lesser portals to our world. This may explain the walking dead and the feroucious monsters we have fought against for so long.<br />
<br />
[[Category:Rhyfelism]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=User:Unwin/sandbox&diff=169653User:Unwin/sandbox2013-04-16T04:51:11Z<p>Unwin: /* Overview */</p>
<hr />
<div>=Rhyfelism=<br />
==Overview==<br />
Rhyfelism is the worship of Aran - the god of War, Victory and Conflict. Aran is seen as the defender of humanity against the Demons.<br />
<br />
==3rd day of Spring in the year of the Hog==<br />
<br />
Aran captured the city of Enecen. Aran and his host had arrived in the last days of summer just before the harvest could be collected and quickly surrounded the city. At first the folk of the country rebelled against this newcomer but Aran ruthlessly halted such notions. By his order Every act of rebellion resulted in the death of a random present. When a Rebell was discovered, the rebel and all relatives were publically tortured and executed. At the same time Aran ensured those commoners obedient to him were adequately cared for. It did not take long for resistance to be quelled.<br />
<br />
With the lands surrounding Enecen under his oppressive thumb, Aran proceeded to attack the great city. He began by launching rotten and diseased corpses into the city. They did no real damage to the fortifications but soon sickness began to spread amongst those within the walls. Aran also used fire to his advantage by constantly bombarding the city with flaming projectiles. In most cases this did no real harm but the occasional fire did break out and the resulting damage was a toll upon the besieged.<br />
<br />
On three occasions the King and his Lords rode forth in an attempt to drive away the armies of Aran. Sadly, each sally resulted in the death or capture of nobles and soldiers alike. The strength of the Enecen’s defenders quickly deteriorated.<br />
<br />
Aran’s armies also suffered. While Aran did manage to capture most of the years harvest, it was barely enough to feed the soldiers and the peasants. Sickness also descended upon those in the camps, though not quite so disastrously in the city. Soldiers grew lazy and undisciplined during the long wait.<br />
<br />
The lmost damaging blow to befall Aran’s army was a flanking attack launched by the Crown Prince and the garison stationed in Heol. The blow came in the fourth month of the siege during in the dead of winter. Aran’s army was disorganized and soft when the attack took place and several regiments were lost before the Prince’s Men were scattered. Throughout the winter the Prince continued to harass Aran’s armies.<br />
<br />
In the last days of winter Aran discovered the Princes whereabouts. That night Aran and his men snuck into the Princes camp and killed nearly every man as they slept. The Prince was captured and held ransom. When the King refused to give Enecen in exchange for his son Aran had the Prince tortured. When the King refused again, Aran sent the Prince, bound in chains, off to a far away land on a slave boat. None know of the man’s fate.<br />
<br />
On the first day of spring Aran launched a full offensive. His men were in fighting trim thanks to the repeated attacks led by the prince and the fair rations provided by supply train and local store. It was not long before the walls were taken. Before we all were taken.<br />
<br />
==3rd Day of Summer in the Year of the Fish==<br />
<br />
I was once the prisoner of the great General Aran. Though I have no doubt that Aran could conquer all the lands and unite them under his rule he does not. He is and always will be a soldier, a leader of men and a winner of wars. A General. Since my release I have chosen to remain by his side as an aide and to record some of this amazing mans life. To date Aran has won over three thousand wars. In each war Aran has lead from the front lines and fought alongside his men. He has become the undisputed master of combat, battle and war.<br />
<br />
In his early years Aran would often leave the field of battle bloodied and injured. Such is no longer the case. Aran’s prowess has grown to an unprecedented level. No blow has made its way through his iron defense since I was a boy. Aran has not been caught by surprise since I was a young ban. The man’s body had become a trim sculpture of muscle and sinew.<br />
<br />
Over the years he has grown impossibly strong and blindingly fast. Though his hair has gone white, age does not weigh on him despite being the oldest man alive. He has not been sick since he was a boy and rumors suggest that even poison can not overcome the man’s inhuman constitution. It seems that every day Aran grows stronger and more competent and every day it is impossible to imagine him growing yet stronger.<br />
<br />
Aran has become more than a hero. He has become the deciding factor in every war. Whenever a kingdom find itself at war, it hastens to gain the services of the world’s greatest Warrior, Marshal and General – Aran. It is well known by now that whomever Aran choses to aid will be the victor.<br />
<br />
<br />
==17th day of Spring in the Year of the Oak==<br />
<br />
Two years ago an army of strange creatures appeared in the north. The beasts are slightly larger than a man but of far greater strength and speed. They sport skin in shades of black and red, clawed hands, pointed tails and great horns upon their head. These creatures seem to poses a magical affinity for fire and can even blast fire forth from seemingly nowhere. Some even have great bat-like wings which they use to fly. Aran has come to call theme Demons.<br />
<br />
Since their arrival the Demons have taken control of most of the north. The creatures seem intent on exterminating every man woman and child. Aran has risen to the call of the Kings and Queens of the land and has rode to the north at the head of a great host to confront the Demons. I can only shudder to think of the fate that will befall the Demons.<br />
<br />
<br />
==12th day of Winter in the Year of the Oak==<br />
<br />
Aran has returned. He has managed to push the Demons back into their portals but the cost was huge. Only one man returns of every twenty gone north. Aran is flush and excited – giddy like a child that hs just been given the best of gifts. He talks of finally finding a real foe. Aran plans on departing in the coming spring to lead the host through the portals to continue the fight.<br />
<br />
==17th day of Winter in the Year of the Oak==<br />
<br />
Aran has informed us all that humanity, even under his lead, can not defeat the Demons. They are simply too powerful. He has also told us that he has a plan that will provide him with the edge he needs to protect humanity. He will be spending the rest of winter scouting beyond the portal and laying out his plans for the coming spring.<br />
<br />
==2nd day of Spring in the Year of the Dragon==<br />
<br />
Aran returned from the north one week ago. He has become familiar with the realm beyond the portals and calls it the Jietheim. His findings are remarkable.<br />
He tells us that Jietheim is the land of the dead. And that all worlds border Jietheim. He tells us that when an occupant of any of the worlds bordering Jietheim, ours included, dies, they transported to Jietheim. Save for a very few who, like Aran, have gained power beyond measure, it is not possibly for a resident of an outer world to travel to Jietheim by any means other than death. He reports that those who die enter Jietheim as formless geists.<br />
<br />
He tells us that if one, like him, can enter Jietheim alive that they gain the powers of a god and can reclaim and shape some of the geists as they enter Jietheim. He reports that a powerful Demon, Thrlx, has managed to enter Jietheim alive many centuries ago and that Thrlx has been building an army of demons, shaped into demons with which he can conquer all the worlds.<br />
<br />
Aran has chosen to travel to Jietheim and establish a stronghold on along the border of Jietheim and Earth. Then, when the dead cross over to Jietheim Aran will select the bravest of warriors and grant them new form. Form like that which they possessed on the earth but far stronger, faster and tougher. These warriors of Haven, to be known as Avatars, will join Aran’s Host and will continue the fight against the Demons.<br />
<br />
==8th day of Spring in the year of the Dragon==<br />
<br />
Aran has departed our world today to enact his plan. It was an amazing thing. Once through the portal, the earth began to shake. Portals throughout the north began disappearing. As each disappeared the portal through which Aran passed through grew larger until it was the sole portal left. The portal was ringed in fire and shadow and through it’s middle one could see clearly into Jietheim. Aran, now twice the size of a man stood on the other side glowing radiantly. He told us that this last gate would be left open to join earth to Haven in Joetheim. It would be known as Deaths Gate. Humanity could gaze through Deaths gate and see the Avatars of known warriors form in Haven and join the Haven’s Host.<br />
<br />
==6th day of Winter in the year of the Mountain==<br />
<br />
I will soon be dead. Of old age or heartbreak. I do not care. Three days past Aran closed Deaths Gate for good. A demon attack on Haven managed to penetrate the outer walls. While Aran and the Avatars defended the breach half a dozen Demons managed to sneak past and pass through the Deaths Gate to earth. It took a score of Avatars to hunt down and kill the demons but the damage done by the demons could not be undone. Aran declared Deaths Gate too much of a risk and sealed the last link between Earth and Haven in Jietheim forever. Before doing so Aran left us these orders:<br />
<br />
The Earth should ever be at war. Only through war can one hope to become an Avatar and join Havens Hord in Jietheim. For only the best warriors, marshals and generals would be made Avatars. It was essential that there be warriors and for warriors to die so that Haven’s Hord would continue to be strong enough to hold back the Demons. Those who did not dedicate their lives to war would not become Avatars and would be denied entrance to Haven. They would be destined to roam Jietheim as geists at best or turned into Demons by Thrlx at worse. Victory is the key. There are many paths to victory and all are valid. Success in war is the path to Haven.<br />
<br />
[[Category:Rhyfelism]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=User:Unwin/sandbox&diff=169652User:Unwin/sandbox2013-04-16T04:36:17Z<p>Unwin: </p>
<hr />
<div>=Rhyfelism=<br />
==Overview==<br />
Rhyfelism is a school of thought surrounding the concept and history Aran as found in the Anacan Letters discovered by Alric Unwin. These letters, contain a history of Aran that date to a time before the Ibladesh teachings made it's way to the Far East. To date the historical accuracy of the letters is questionable as there are few other historical documents dating so far back. It is important to note the difference in spelling. Anacan scholars suggest that it was common for d's to be used in place of t's in names of the period.<br />
<br />
Still, it is suspected that Rhyfelism existed in the Far East long before the comming of the Ibladesh. It appears that the Ibladesh priests encountered Far East Rhyfelism and incorporated parts of in when establishing the Church of Aran as a way of quickly converting new followers. Upon reading through the Anacan Letters one is left wondering who Aran really was? The Aran of the Ancient Far East? The Aran of Ibladesh? The modern Far East Aran? None of the above? Each will have to read the letter themselves and form their own opinion.<br />
<br />
((OOC: Please note that I wrote all of this rather quickly and in one sitting. Please feel free to correct and refine it if you care to but do not change the meaning!))<br />
<br />
==3rd day of Spring in the year of the Hog==<br />
<br />
Aran captured the city of Enecen. Aran and his host had arrived in the last days of summer just before the harvest could be collected and quickly surrounded the city. At first the folk of the country rebelled against this newcomer but Aran ruthlessly halted such notions. By his order Every act of rebellion resulted in the death of a random present. When a Rebell was discovered, the rebel and all relatives were publically tortured and executed. At the same time Aran ensured those commoners obedient to him were adequately cared for. It did not take long for resistance to be quelled.<br />
<br />
With the lands surrounding Enecen under his oppressive thumb, Aran proceeded to attack the great city. He began by launching rotten and diseased corpses into the city. They did no real damage to the fortifications but soon sickness began to spread amongst those within the walls. Aran also used fire to his advantage by constantly bombarding the city with flaming projectiles. In most cases this did no real harm but the occasional fire did break out and the resulting damage was a toll upon the besieged.<br />
<br />
On three occasions the King and his Lords rode forth in an attempt to drive away the armies of Aran. Sadly, each sally resulted in the death or capture of nobles and soldiers alike. The strength of the Enecen’s defenders quickly deteriorated.<br />
<br />
Aran’s armies also suffered. While Aran did manage to capture most of the years harvest, it was barely enough to feed the soldiers and the peasants. Sickness also descended upon those in the camps, though not quite so disastrously in the city. Soldiers grew lazy and undisciplined during the long wait.<br />
<br />
The lmost damaging blow to befall Aran’s army was a flanking attack launched by the Crown Prince and the garison stationed in Heol. The blow came in the fourth month of the siege during in the dead of winter. Aran’s army was disorganized and soft when the attack took place and several regiments were lost before the Prince’s Men were scattered. Throughout the winter the Prince continued to harass Aran’s armies.<br />
<br />
In the last days of winter Aran discovered the Princes whereabouts. That night Aran and his men snuck into the Princes camp and killed nearly every man as they slept. The Prince was captured and held ransom. When the King refused to give Enecen in exchange for his son Aran had the Prince tortured. When the King refused again, Aran sent the Prince, bound in chains, off to a far away land on a slave boat. None know of the man’s fate.<br />
<br />
On the first day of spring Aran launched a full offensive. His men were in fighting trim thanks to the repeated attacks led by the prince and the fair rations provided by supply train and local store. It was not long before the walls were taken. Before we all were taken.<br />
<br />
==3rd Day of Summer in the Year of the Fish==<br />
<br />
I was once the prisoner of the great General Aran. Though I have no doubt that Aran could conquer all the lands and unite them under his rule he does not. He is and always will be a soldier, a leader of men and a winner of wars. A General. Since my release I have chosen to remain by his side as an aide and to record some of this amazing mans life. To date Aran has won over three thousand wars. In each war Aran has lead from the front lines and fought alongside his men. He has become the undisputed master of combat, battle and war.<br />
<br />
In his early years Aran would often leave the field of battle bloodied and injured. Such is no longer the case. Aran’s prowess has grown to an unprecedented level. No blow has made its way through his iron defense since I was a boy. Aran has not been caught by surprise since I was a young ban. The man’s body had become a trim sculpture of muscle and sinew.<br />
<br />
Over the years he has grown impossibly strong and blindingly fast. Though his hair has gone white, age does not weigh on him despite being the oldest man alive. He has not been sick since he was a boy and rumors suggest that even poison can not overcome the man’s inhuman constitution. It seems that every day Aran grows stronger and more competent and every day it is impossible to imagine him growing yet stronger.<br />
<br />
Aran has become more than a hero. He has become the deciding factor in every war. Whenever a kingdom find itself at war, it hastens to gain the services of the world’s greatest Warrior, Marshal and General – Aran. It is well known by now that whomever Aran choses to aid will be the victor.<br />
<br />
<br />
==17th day of Spring in the Year of the Oak==<br />
<br />
Two years ago an army of strange creatures appeared in the north. The beasts are slightly larger than a man but of far greater strength and speed. They sport skin in shades of black and red, clawed hands, pointed tails and great horns upon their head. These creatures seem to poses a magical affinity for fire and can even blast fire forth from seemingly nowhere. Some even have great bat-like wings which they use to fly. Aran has come to call theme Demons.<br />
<br />
Since their arrival the Demons have taken control of most of the north. The creatures seem intent on exterminating every man woman and child. Aran has risen to the call of the Kings and Queens of the land and has rode to the north at the head of a great host to confront the Demons. I can only shudder to think of the fate that will befall the Demons.<br />
<br />
<br />
==12th day of Winter in the Year of the Oak==<br />
<br />
Aran has returned. He has managed to push the Demons back into their portals but the cost was huge. Only one man returns of every twenty gone north. Aran is flush and excited – giddy like a child that hs just been given the best of gifts. He talks of finally finding a real foe. Aran plans on departing in the coming spring to lead the host through the portals to continue the fight.<br />
<br />
==17th day of Winter in the Year of the Oak==<br />
<br />
Aran has informed us all that humanity, even under his lead, can not defeat the Demons. They are simply too powerful. He has also told us that he has a plan that will provide him with the edge he needs to protect humanity. He will be spending the rest of winter scouting beyond the portal and laying out his plans for the coming spring.<br />
<br />
==2nd day of Spring in the Year of the Dragon==<br />
<br />
Aran returned from the north one week ago. He has become familiar with the realm beyond the portals and calls it the Jietheim. His findings are remarkable.<br />
He tells us that Jietheim is the land of the dead. And that all worlds border Jietheim. He tells us that when an occupant of any of the worlds bordering Jietheim, ours included, dies, they transported to Jietheim. Save for a very few who, like Aran, have gained power beyond measure, it is not possibly for a resident of an outer world to travel to Jietheim by any means other than death. He reports that those who die enter Jietheim as formless geists.<br />
<br />
He tells us that if one, like him, can enter Jietheim alive that they gain the powers of a god and can reclaim and shape some of the geists as they enter Jietheim. He reports that a powerful Demon, Thrlx, has managed to enter Jietheim alive many centuries ago and that Thrlx has been building an army of demons, shaped into demons with which he can conquer all the worlds.<br />
<br />
Aran has chosen to travel to Jietheim and establish a stronghold on along the border of Jietheim and Earth. Then, when the dead cross over to Jietheim Aran will select the bravest of warriors and grant them new form. Form like that which they possessed on the earth but far stronger, faster and tougher. These warriors of Haven, to be known as Avatars, will join Aran’s Host and will continue the fight against the Demons.<br />
<br />
==8th day of Spring in the year of the Dragon==<br />
<br />
Aran has departed our world today to enact his plan. It was an amazing thing. Once through the portal, the earth began to shake. Portals throughout the north began disappearing. As each disappeared the portal through which Aran passed through grew larger until it was the sole portal left. The portal was ringed in fire and shadow and through it’s middle one could see clearly into Jietheim. Aran, now twice the size of a man stood on the other side glowing radiantly. He told us that this last gate would be left open to join earth to Haven in Joetheim. It would be known as Deaths Gate. Humanity could gaze through Deaths gate and see the Avatars of known warriors form in Haven and join the Haven’s Host.<br />
<br />
==6th day of Winter in the year of the Mountain==<br />
<br />
I will soon be dead. Of old age or heartbreak. I do not care. Three days past Aran closed Deaths Gate for good. A demon attack on Haven managed to penetrate the outer walls. While Aran and the Avatars defended the breach half a dozen Demons managed to sneak past and pass through the Deaths Gate to earth. It took a score of Avatars to hunt down and kill the demons but the damage done by the demons could not be undone. Aran declared Deaths Gate too much of a risk and sealed the last link between Earth and Haven in Jietheim forever. Before doing so Aran left us these orders:<br />
<br />
The Earth should ever be at war. Only through war can one hope to become an Avatar and join Havens Hord in Jietheim. For only the best warriors, marshals and generals would be made Avatars. It was essential that there be warriors and for warriors to die so that Haven’s Hord would continue to be strong enough to hold back the Demons. Those who did not dedicate their lives to war would not become Avatars and would be denied entrance to Haven. They would be destined to roam Jietheim as geists at best or turned into Demons by Thrlx at worse. Victory is the key. There are many paths to victory and all are valid. Success in war is the path to Haven.<br />
<br />
[[Category:Rhyfelism]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=User:Unwin/sandbox&diff=169651User:Unwin/sandbox2013-04-16T04:33:00Z<p>Unwin: </p>
<hr />
<div>=Aranism=<br />
==Overview==<br />
Sartanism is a school of thought surrounding the concept and history Sartan as found in the Anacan Letters discovered by Alric Unwin. These letters, contain a history of Sartan that date to a time before the Ibladesh teachings made it's way to the Far East. To date the historical accuracy of the letters is questionable as there are few other historical documents dating so far back. It is important to note the difference in spelling. Anacan scholars suggest that it was common for d's to be used in place of t's in names of the period.<br />
<br />
Still, it is suspected that Sartanism existed in the Far East long before the comming of the Ibladesh. It appears that the Ibladesh priests encountered Far East Sartanism and incorporated parts of in when establishing the Church of Sartan as a way of quickly converting new followers. Upon reading through the Anacan Letters one is left wondering who Sartan really was? The Sartan of the Ancient Far East? The Sartan of Ibladesh? The modern Far East Sartan? None of the above? Each will have to read the letter themselves and form their own opinion.<br />
<br />
((OOC: Please note that I wrote all of this rather quickly and in one sitting. Please feel free to correct and refine it if you care to but do not change the meaning!))<br />
<br />
==3rd day of Spring in the year of the Hog==<br />
<br />
Aran captured the city of Enecen. Aran and his host had arrived in the last days of summer just before the harvest could be collected and quickly surrounded the city. At first the folk of the country rebelled against this newcomer but Aran ruthlessly halted such notions. By his order Every act of rebellion resulted in the death of a random present. When a Rebell was discovered, the rebel and all relatives were publically tortured and executed. At the same time Aran ensured those commoners obedient to him were adequately cared for. It did not take long for resistance to be quelled.<br />
<br />
With the lands surrounding Enecen under his oppressive thumb, Aran proceeded to attack the great city. He began by launching rotten and diseased corpses into the city. They did no real damage to the fortifications but soon sickness began to spread amongst those within the walls. Aran also used fire to his advantage by constantly bombarding the city with flaming projectiles. In most cases this did no real harm but the occasional fire did break out and the resulting damage was a toll upon the besieged.<br />
<br />
On three occasions the King and his Lords rode forth in an attempt to drive away the armies of Aran. Sadly, each sally resulted in the death or capture of nobles and soldiers alike. The strength of the Enecen’s defenders quickly deteriorated.<br />
<br />
Aran’s armies also suffered. While Aran did manage to capture most of the years harvest, it was barely enough to feed the soldiers and the peasants. Sickness also descended upon those in the camps, though not quite so disastrously in the city. Soldiers grew lazy and undisciplined during the long wait.<br />
<br />
The lmost damaging blow to befall Aran’s army was a flanking attack launched by the Crown Prince and the garison stationed in Heol. The blow came in the fourth month of the siege during in the dead of winter. Aran’s army was disorganized and soft when the attack took place and several regiments were lost before the Prince’s Men were scattered. Throughout the winter the Prince continued to harass Aran’s armies.<br />
<br />
In the last days of winter Aran discovered the Princes whereabouts. That night Aran and his men snuck into the Princes camp and killed nearly every man as they slept. The Prince was captured and held ransom. When the King refused to give Enecen in exchange for his son Aran had the Prince tortured. When the King refused again, Aran sent the Prince, bound in chains, off to a far away land on a slave boat. None know of the man’s fate.<br />
<br />
On the first day of spring Aran launched a full offensive. His men were in fighting trim thanks to the repeated attacks led by the prince and the fair rations provided by supply train and local store. It was not long before the walls were taken. Before we all were taken.<br />
<br />
==3rd Day of Summer in the Year of the Fish==<br />
<br />
I was once the prisoner of the great General Aran. Though I have no doubt that Aran could conquer all the lands and unite them under his rule he does not. He is and always will be a soldier, a leader of men and a winner of wars. A General. Since my release I have chosen to remain by his side as an aide and to record some of this amazing mans life. To date Aran has won over three thousand wars. In each war Aran has lead from the front lines and fought alongside his men. He has become the undisputed master of combat, battle and war.<br />
<br />
In his early years Aran would often leave the field of battle bloodied and injured. Such is no longer the case. Aran’s prowess has grown to an unprecedented level. No blow has made its way through his iron defense since I was a boy. Aran has not been caught by surprise since I was a young ban. The man’s body had become a trim sculpture of muscle and sinew.<br />
<br />
Over the years he has grown impossibly strong and blindingly fast. Though his hair has gone white, age does not weigh on him despite being the oldest man alive. He has not been sick since he was a boy and rumors suggest that even poison can not overcome the man’s inhuman constitution. It seems that every day Aran grows stronger and more competent and every day it is impossible to imagine him growing yet stronger.<br />
<br />
Aran has become more than a hero. He has become the deciding factor in every war. Whenever a kingdom find itself at war, it hastens to gain the services of the world’s greatest Warrior, Marshal and General – Aran. It is well known by now that whomever Aran choses to aid will be the victor.<br />
<br />
<br />
==17th day of Spring in the Year of the Oak==<br />
<br />
Two years ago an army of strange creatures appeared in the north. The beasts are slightly larger than a man but of far greater strength and speed. They sport skin in shades of black and red, clawed hands, pointed tails and great horns upon their head. These creatures seem to poses a magical affinity for fire and can even blast fire forth from seemingly nowhere. Some even have great bat-like wings which they use to fly. Aran has come to call theme Demons.<br />
<br />
Since their arrival the Demons have taken control of most of the north. The creatures seem intent on exterminating every man woman and child. Aran has risen to the call of the Kings and Queens of the land and has rode to the north at the head of a great host to confront the Demons. I can only shudder to think of the fate that will befall the Demons.<br />
<br />
<br />
==12th day of Winter in the Year of the Oak==<br />
<br />
Aran has returned. He has managed to push the Demons back into their portals but the cost was huge. Only one man returns of every twenty gone north. Aran is flush and excited – giddy like a child that hs just been given the best of gifts. He talks of finally finding a real foe. Aran plans on departing in the coming spring to lead the host through the portals to continue the fight.<br />
<br />
==17th day of Winter in the Year of the Oak==<br />
<br />
Aran has informed us all that humanity, even under his lead, can not defeat the Demons. They are simply too powerful. He has also told us that he has a plan that will provide him with the edge he needs to protect humanity. He will be spending the rest of winter scouting beyond the portal and laying out his plans for the coming spring.<br />
<br />
==2nd day of Spring in the Year of the Dragon==<br />
<br />
Aran returned from the north one week ago. He has become familiar with the realm beyond the portals and calls it the Jietheim. His findings are remarkable.<br />
He tells us that Jietheim is the land of the dead. And that all worlds border Jietheim. He tells us that when an occupant of any of the worlds bordering Jietheim, ours included, dies, they transported to Jietheim. Save for a very few who, like Aran, have gained power beyond measure, it is not possibly for a resident of an outer world to travel to Jietheim by any means other than death. He reports that those who die enter Jietheim as formless geists.<br />
<br />
He tells us that if one, like him, can enter Jietheim alive that they gain the powers of a god and can reclaim and shape some of the geists as they enter Jietheim. He reports that a powerful Demon, Thrlx, has managed to enter Jietheim alive many centuries ago and that Thrlx has been building an army of demons, shaped into demons with which he can conquer all the worlds.<br />
<br />
Aran has chosen to travel to Jietheim and establish a stronghold on along the border of Jietheim and Earth. Then, when the dead cross over to Jietheim Aran will select the bravest of warriors and grant them new form. Form like that which they possessed on the earth but far stronger, faster and tougher. These warriors of Haven, to be known as Avatars, will join Aran’s Host and will continue the fight against the Demons.<br />
<br />
==8th day of Spring in the year of the Dragon==<br />
<br />
Aran has departed our world today to enact his plan. It was an amazing thing. Once through the portal, the earth began to shake. Portals throughout the north began disappearing. As each disappeared the portal through which Aran passed through grew larger until it was the sole portal left. The portal was ringed in fire and shadow and through it’s middle one could see clearly into Jietheim. Aran, now twice the size of a man stood on the other side glowing radiantly. He told us that this last gate would be left open to join earth to Haven in Joetheim. It would be known as Deaths Gate. Humanity could gaze through Deaths gate and see the Avatars of known warriors form in Haven and join the Haven’s Host.<br />
<br />
==6th day of Winter in the year of the Mountain==<br />
<br />
I will soon be dead. Of old age or heartbreak. I do not care. Three days past Aran closed Deaths Gate for good. A demon attack on Haven managed to penetrate the outer walls. While Aran and the Avatars defended the breach half a dozen Demons managed to sneak past and pass through the Deaths Gate to earth. It took a score of Avatars to hunt down and kill the demons but the damage done by the demons could not be undone. Aran declared Deaths Gate too much of a risk and sealed the last link between Earth and Haven in Jietheim forever. Before doing so Aran left us these orders:<br />
<br />
The Earth should ever be at war. Only through war can one hope to become an Avatar and join Havens Hord in Jietheim. For only the best warriors, marshals and generals would be made Avatars. It was essential that there be warriors and for warriors to die so that Haven’s Hord would continue to be strong enough to hold back the Demons. Those who did not dedicate their lives to war would not become Avatars and would be denied entrance to Haven. They would be destined to roam Jietheim as geists at best or turned into Demons by Thrlx at worse. Victory is the key. There are many paths to victory and all are valid. Success in war is the path to Haven.<br />
<br />
[[Category:Aranism]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Sartanism&diff=169650Sartanism2013-04-16T04:28:57Z<p>Unwin: </p>
<hr />
<div>==Overview==<br />
Some time ago, Alric Unwin presented a collection of documents he called 'The Anacan Letters'. The letters were written in an ancient script with some similarities to the modern day language used throughout the Far East. A translated copy of these letters was provided by Alric to the Church of Sartan and the original documents stored in a Cathayan temple. Alric labeled the concepts presented as 'Sartanism.'<br />
<br />
These letters, supposedly contained a history of Sartan that date to a time before the Ibladesh teachings made their way to the Far East. The creation date of this historical document was questionable as there were few other historical documents dating so far back. It was proposed that Sartanism existed in the Far East long before the coming of the Ibladesh. It was suggested that the Ibladesh priests encountered Far East Sartanism and incorporated parts of this native faith into their teaching when establishing the Church of Sartan in the Far East as a way of quickly converting new followers.<br />
<br />
While some copies of translations sent out by Alric to the Church of Sartan as a whole may still exist, the original documents disappeared from the Cathayan temple that housed them shortly before Alric left the Church of Sartan.</div>Unwinhttps://wiki.battlemaster.org/index.php?title=User:Unwin/sandbox&diff=169649User:Unwin/sandbox2013-04-16T04:15:52Z<p>Unwin: </p>
<hr />
<div>=Sardanism=<br />
==Overview==<br />
Sartanism is a school of thought surrounding the concept and history Sartan as found in the Anacan Letters discovered by Alric Unwin. These letters, contain a history of Sartan that date to a time before the Ibladesh teachings made it's way to the Far East. To date the historical accuracy of the letters is questionable as there are few other historical documents dating so far back. It is important to note the difference in spelling. Anacan scholars suggest that it was common for d's to be used in place of t's in names of the period.<br />
<br />
Still, it is suspected that Sartanism existed in the Far East long before the comming of the Ibladesh. It appears that the Ibladesh priests encountered Far East Sartanism and incorporated parts of in when establishing the Church of Sartan as a way of quickly converting new followers. Upon reading through the Anacan Letters one is left wondering who Sartan really was? The Sartan of the Ancient Far East? The Sartan of Ibladesh? The modern Far East Sartan? None of the above? Each will have to read the letter themselves and form their own opinion.<br />
<br />
((OOC: Please note that I wrote all of this rather quickly and in one sitting. Please feel free to correct and refine it if you care to but do not change the meaning!))<br />
<br />
==3rd day of Spring in the year of the Hog==<br />
<br />
Sardan captured the city of Enecen. Sardan and his host had arrived in the last days of summer just before the harvest could be collected and quickly surrounded the city. At first the folk of the country rebelled against this newcomer but Sardan ruthlessly halted such notions. By his order Every act of rebellion resulted in the death of a random present. When a Rebell was discovered, the rebel and all relatives were publically tortured and executed. At the same time Sardan ensured those commoners obedient to him were adequately cared for. It did not take long for resistance to be quelled.<br />
<br />
With the lands surrounding Enecen under his oppressive thumb, Sardan proceeded to attack the great city. He began by launching rotten and diseased corpses into the city. They did no real damage to the fortifications but soon sickness began to spread amongst those within the walls. Sardan also used fire to his advantage by constantly bombarding the city with flaming projectiles. In most cases this did no real harm but the occasional fire did break out and the resulting damage was a toll upon the besieged.<br />
<br />
On three occasions the King and his Lords rode forth in an attempt to drive away the armies of Sardan. Sadly, each sally resulted in the death or capture of nobles and soldiers alike. The strength of the Enecen’s defenders quickly deteriorated.<br />
<br />
Sardan’s armies also suffered. While Sardan did manage to capture most of the years harvest, it was barely enough to feed the soldiers and the peasants. Sickness also descended upon those in the camps, though not quite so disastrously in the city. Soldiers grew lazy and undisciplined during the long wait.<br />
<br />
The lmost damaging blow to befall Sardan’s army was a flanking attack launched by the Crown Prince and the garison stationed in Heol. The blow came in the fourth month of the siege during in the dead of winter. Sardan’s army was disorganized and soft when the attack took place and several regiments were lost before the Prince’s Men were scattered. Throughout the winter the Prince continued to harass Sardan’s armies.<br />
<br />
In the last days of winter Sardan discovered the Princes whereabouts. That night Sardan and his men snuck into the Princes camp and killed nearly every man as they slept. The Prince was captured and held ransom. When the King refused to give Enecen in exchange for his son Sardan had the Prince tortured. When the King refused again, Sardan sent the Prince, bound in chains, off to a far away land on a slave boat. None know of the man’s fate.<br />
<br />
On the first day of spring Sardan launched a full offensive. His men were in fighting trim thanks to the repeated attacks led by the prince and the fair rations provided by supply train and local store. It was not long before the walls were taken. Before we all were taken.<br />
<br />
==3rd Day of Summer in the Year of the Fish==<br />
<br />
I was once the prisoner of the great General Sardan. Though I have no doubt that Sardan could conquer all the lands and unite them under his rule he does not. He is and always will be a soldier, a leader of men and a winner of wars. A General. Since my release I have chosen to remain by his side as an aide and to record some of this amazing mans life. To date Sardan has won over three thousand wars. In each war Sardan has lead from the front lines and fought alongside his men. He has become the undisputed master of combat, battle and war.<br />
<br />
In his early years Sardan would often leave the field of battle bloodied and injured. Such is no longer the case. Sardan’s prowess has grown to an unprecedented level. No blow has made its way through his iron defense since I was a boy. Sardan has not been caught by surprise since I was a young ban. The man’s body had become a trim sculpture of muscle and sinew.<br />
<br />
Over the years he has grown impossibly strong and blindingly fast. Though his hair has gone white, age does not weigh on him despite being the oldest man alive. He has not been sick since he was a boy and rumors suggest that even poison can not overcome the man’s inhuman constitution. It seems that every day Sardan grows stronger and more competent and every day it is impossible to imagine him growing yet stronger.<br />
<br />
Sardan has become more than a hero. He has become the deciding factor in every war. Whenever a kingdom find itself at war, it hastens to gain the services of the world’s greatest Warrior, Marshal and General – Sardan. It is well known by now that whomever Sardan choses to aid will be the victor.<br />
<br />
<br />
==17th day of Spring in the Year of the Oak==<br />
<br />
Two years ago an army of strange creatures appeared in the north. The beasts are slightly larger than a man but of far greater strength and speed. They sport skin in shades of black and red, clawed hands, pointed tails and great horns upon their head. These creatures seem to poses a magical affinity for fire and can even blast fire forth from seemingly nowhere. Some even have great bat-like wings which they use to fly. Sardan has come to call theme Demons.<br />
<br />
Since their arrival the Demons have taken control of most of the north. The creatures seem intent on exterminating every man woman and child. Sardan has risen to the call of the Kings and Queens of the land and has rode to the north at the head of a great host to confront the Demons. I can only shudder to think of the fate that will befall the Demons.<br />
<br />
<br />
==12th day of Winter in the Year of the Oak==<br />
<br />
Sardan has returned. He has managed to push the Demons back into their portals but the cost was huge. Only one man returns of every twenty gone north. Sardan is flush and excited – giddy like a child that hs just been given the best of gifts. He talks of finally finding a real foe. Sardan plans on departing in the coming spring to lead the host through the portals to continue the fight.<br />
<br />
==17th day of Winter in the Year of the Oak==<br />
<br />
Sardan has informed us all that humanity, even under his lead, can not defeat the Demons. They are simply too powerful. He has also told us that he has a plan that will provide him with the edge he needs to protect humanity. He will be spending the rest of winter scouting beyond the portal and laying out his plans for the coming spring.<br />
<br />
==2nd day of Spring in the Year of the Dragon==<br />
<br />
Sardan returned from the north one week ago. He has become familiar with the realm beyond the portals and calls it the Jietheim. His findings are remarkable.<br />
He tells us that Jietheim is the land of the dead. And that all worlds border Jietheim. He tells us that when an occupant of any of the worlds bordering Jietheim, ours included, dies, they transported to Jietheim. Save for a very few who, like Sardan, have gained power beyond measure, it is not possibly for a resident of an outer world to travel to Jietheim by any means other than death. He reports that those who die enter Jietheim as formless geists.<br />
<br />
He tells us that if one, like him, can enter Jietheim alive that they gain the powers of a god and can reclaim and shape some of the geists as they enter Jietheim. He reports that a powerful Demon, Thrlx, has managed to enter Jietheim alive many centuries ago and that Thrlx has been building an army of demons, shaped into demons with which he can conquer all the worlds.<br />
<br />
Sardan has chosen to travel to Jietheim and establish a stronghold on along the border of Jietheim and Earth. Then, when the dead cross over to Jietheim Sardan will select the bravest of warriors and grant them new form. Form like that which they possessed on the earth but far stronger, faster and tougher. These warriors of Haven, to be known as Avatars, will join Sardan’s Host and will continue the fight against the Demons.<br />
<br />
==8th day of Spring in the year of the Dragon==<br />
<br />
Sardan has departed our world today to enact his plan. It was an amazing thing. Once through the portal, the earth began to shake. Portals throughout the north began disappearing. As each disappeared the portal through which Sardan passed through grew larger until it was the sole portal left. The portal was ringed in fire and shadow and through it’s middle one could see clearly into Jietheim. Sardan, now twice the size of a man stood on the other side glowing radiantly. He told us that this last gate would be left open to join earth to Haven in Joetheim. It would be known as Deaths Gate. Humanity could gaze through Deaths gate and see the Avatars of known warriors form in Haven and join the Haven’s Host.<br />
<br />
==6th day of Winter in the year of the Mountain==<br />
<br />
I will soon be dead. Of old age or heartbreak. I do not care. Three days past Sardan closed Deaths Gate for good. A demon attack on Haven managed to penetrate the outer walls. While Sardan and the Avatars defended the breach half a dozen Demons managed to sneak past and pass through the Deaths Gate to earth. It took a score of Avatars to hunt down and kill the demons but the damage done by the demons could not be undone. Sardan declared Deaths Gate too much of a risk and sealed the last link between Earth and Haven in Jietheim forever. Before doing so Sardan left us these orders:<br />
<br />
The Earth should ever be at war. Only through war can one hope to become an Avatar and join Havens Hord in Jietheim. For only the best warriors, marshals and generals would be made Avatars. It was essential that there be warriors and for warriors to die so that Haven’s Hord would continue to be strong enough to hold back the Demons. Those who did not dedicate their lives to war would not become Avatars and would be denied entrance to Haven. They would be destined to roam Jietheim as geists at best or turned into Demons by Thrlx at worse. Victory is the key. There are many paths to victory and all are valid. Success in war is the path to Haven.<br />
<br />
[[Category:Aetheris Pyrism]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Unwin_Family&diff=169481Unwin Family2013-03-30T08:12:18Z<p>Unwin: </p>
<hr />
<div>{{Infobox Family | 33847 | | grey | blue | green | unwin.png | Family Coat of Arms }}<br />
<br />
== House Unwin ==<br />
Long ago,House Unwin was once an influential and prosperous family among the nobility of [[Dwilight]]. Unfortunately, poor management and a great deal of pride reduced this once great House to a state of mediocrity and poverty. After generations upon generations of life amongst the lesser noble families of Dwilight House Unwin has finally managed to recover significantly under the guidance of Lord Adney. Once again, House Unwin has possession of wealth and influence. While still struggling to maintain its newly restored place amongst the greater nobility, House Unwin is ready to show its true worth.<br />
<br />
Balance, honor and integrity are key values Lord Adney, the family patriarch, strives to instill in all Unwins. All Unwin children are taught to read, write and figure, and receive rigorous training in the fields of politics, religion, and war. House Unwin has also maintained many contacts amongst the minor nobles of all continents and sends Unwin children to serve as page and squires under these nobles when lacking more prestigious options. <br />
<br />
===The Living===<br />
<br />
==== Alric ====<br />
<br />
Death Age: 60<br />
<br />
The eldest son of Lord Adney, Alric is arrogant, bloodthirsty, selfish and cruel. He feels entitled to a pleasant life and believes that might makes right and will often use force to get his way. He easily takes affront and seldom forgives. He has little respect for the lives of fellow nobility and no respect for the life of anything else.<br />
<br />
Alric's father did not approve of his young sons tendencies and felt helpless in effecting change in the child. As a last resort, Alric was sent to serve and train under a family friend - a man of the lesser nobility who led militia in Cathay. Alric’s new instructor was tasked with bettering the boy if possible and to delay his release if not. Alric has since become a Troop Leader but he now holds a grudge against his father.<br />
<br />
Alric has found great fortune in Cathay. He has gained a region to rule, marshalship of the Cathayan Army and the mentorship of William Norerel. His time with Duke William has given him taught Alric to show greater restraint. Alric has even begun reading without need and trying to think through his actions a bit. He is still cruel, selfish and arrogant but his ambitions have tempered him a bit.<br />
<br />
====Cedric====<br />
<br />
Death Age: 42<br />
<br />
Cedric has chosen to live a life of a Hedge Knight. He follows a strict code of ethics an believes that it is his responsibility to aid those in need, wherever they may be. He has a love of combat tempered by a generous and kind spirit. He believes in the power of truth and always speaks what he believes to be the truth.<br />
<br />
Cedric served as a page and squire under a minor noble in Easton until he came of age. He has since decided to give his sword in service of Darka, whom he sees as underdogs in the great war of Atamara.<br />
<br />
Cedric and Edgar are twin brothers but have not seen each other since they were seven.<br />
<br />
====Edgar====<br />
<br />
Death Age: 70<br />
<br />
Edgar believes that nothing is more important that proper conduct. He highly values honor, integrity and balance. He seeks to serve his chosen realm faithfully though he does nurse a repressed desire for political power. He is a capable warrior but views battle as a last resort.<br />
<br />
Edgar served as page and squire under Armstrong Ironsides of Westmoor. Upon finishing his training Edgar decided to remain in Westmoor.<br />
<br />
Edgar and Cedric are twin brothers but have not seen each other since they were seven.<br />
<br />
====Samuel====<br />
<br />
Death Age: 51<br />
<br />
Samuel claims to the son of Sir Larad, Lord Adney's long lost younger brother. There is no convincing evidence to support his claim. Samuel is currently trying to prove himself in the colonies.<br />
<br />
===The Dead===<br />
<br />
==== Brantley ====<br />
<br />
Brantly was always the favorite of Lord Adney and was the only Unwin child raised by his parents at home. During Brantley’s short life he served a short stint in the Lurian Vesperi military before receiving his call to serve as a priest of the Family religion, Aetheris Pyrism. Brantley rose quickly in the faith and even served as it’s leader for a short time before his death. Brantley never married and had no heirs.<br />
<br />
[[Category: Families]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Unwin_Family&diff=168972Unwin Family2013-03-05T11:23:26Z<p>Unwin: </p>
<hr />
<div>{{Infobox Family | 33847 | | grey | blue | green | unwin.png | Family Coat of Arms }}<br />
<br />
== House Unwin ==<br />
Long ago,House Unwin was once an influential and prosperous family among the nobility of [[Dwilight]]. Unfortunately, poor management and a great deal of pride reduced this once great House to a state of mediocrity and poverty. After generations upon generations of life amongst the lesser noble families of Dwilight House Unwin has finally managed to recover significantly under the guidance of Lord Adney. Once again, House Unwin has possession of wealth and influence. While still struggling to maintain its newly restored place amongst the greater nobility, House Unwin is ready to show its true worth.<br />
<br />
Balance, honor and integrity are key values Lord Adney, the family patriarch, strives to instill in all Unwins. All Unwin children are taught to read, write and figure, and receive rigorous training in the fields of politics, religion, and war. House Unwin has also maintained many contacts amongst the minor nobles of all continents and sends Unwin children to serve as page and squires under these nobles when lacking more prestigious options. <br />
<br />
===The Living===<br />
<br />
==== Alric ====<br />
<br />
Death Age: 60<br />
<br />
The eldest son of Lord Adney, Alric is arrogant, bloodthirsty, selfish and cruel. He feels entitled to a pleasant life and believes that might makes right and will often use force to get his way. He easily takes affront and seldom forgives. He has little respect for the lives of fellow nobility and no respect for the life of anything else.<br />
<br />
Alric's father did not approve of his young sons tendencies and felt helpless in effecting change in the child. As a last resort, Alric was sent to serve and train under a family friend - a man of the lesser nobility who led militia in Cathay. Alric’s new instructor was tasked with bettering the boy if possible and to delay his release if not. Alric has since become a Troop Leader but he now holds a grudge against his father.<br />
<br />
Alric has found great fortune in Cathay. He has gained a region to rule, marshalship of the Cathayan Army and the mentorship of William Norerel. His time with Duke William has given him taught Alric to show greater restraint. Alric has even begun reading without need and trying to think through his actions a bit. He is still cruel, selfish and arrogant but his ambitions have tempered him a bit.<br />
<br />
====Cedric====<br />
<br />
Death Age: 42<br />
<br />
Cedric has chosen to live a life of a Hedge Knight. He follows a strict code of ethics an believes that it is his responsibility to aid those in need, wherever they may be. He has a love of combat tempered by a generous and kind spirit. He believes in the power of truth and always speaks what he believes to be the truth.<br />
<br />
Cedric served as a page and squire under a minor noble in Easton until he came of age. He has since decided to give his sword in service of Darka, whom he sees as underdogs in the great war of Atamara.<br />
<br />
Cedric and Edgar are twin brothers but have not seen each other since they were seven.<br />
<br />
====Edgar====<br />
<br />
Death Age: 70<br />
<br />
Edgar believes that nothing is more important that proper conduct. He highly values honor, integrity and balance. He seeks to serve his chosen realm faithfully though he does nurse a repressed desire for political power. He is a capable warrior but views battle as a last resort.<br />
<br />
Edgar served as page and squire under Armstrong Ironsides of Westmoor. Upon finishing his training Edgar decided to remain in Westmoor.<br />
<br />
Edgar and Cedric are twin brothers but have not seen each other since they were seven.<br />
<br />
===The Dead===<br />
<br />
==== Brantley ====<br />
<br />
Brantly was always the favorite of Lord Adney and was the only Unwin child raised by his parents at home. During Brantley’s short life he served a short stint in the Lurian Vesperi military before receiving his call to serve as a priest of the Family religion, Aetheris Pyrism. Brantley rose quickly in the faith and even served as it’s leader for a short time before his death. Brantley never married and had no heirs.<br />
<br />
[[Category: Families]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Unwin_Family&diff=168610Unwin Family2013-02-07T17:47:32Z<p>Unwin: /* Edgar */</p>
<hr />
<div>{{Infobox Family | 33847 | | grey | blue | green | unwin.png | Family Coat of Arms }}<br />
<br />
== House Unwin ==<br />
Long ago,House Unwin was once an influential and prosperous family among the nobility of [[Dwilight]]. Unfortunately, poor management and a great deal of pride reduced this once great House to a state of mediocrity and poverty. After generations upon generations of life amongst the lesser noble families of Dwilight House Unwin has finally managed to recover significantly under the guidance of Lord Adney. Once again, House Unwin has possession of wealth and influence. While still struggling to maintain its newly restored place amongst the greater nobility, House Unwin is ready to show its true worth.<br />
<br />
Balance, honor and integrity are key values Lord Adney, the family patriarch, strives to instill in all Unwins. All Unwin children are taught to read, write and figure, and receive rigorous training in the fields of politics, religion, and war. House Unwin has also maintained many contacts amongst the minor nobles of all continents and sends Unwin children to serve as page and squires under these nobles when lacking more prestigious options. <br />
<br />
===The Living===<br />
<br />
==== Alric ====<br />
The eldest son of Lord Adney, Alric is arrogant, bloodthirsty, selfish and cruel. He feels entitled to a pleasant life and believes that might makes right and will often use force to get his way. He easily takes affront and seldom forgives. He has little respect for the lives of fellow nobility and no respect for the life of anything else.<br />
<br />
Alric's father did not approve of his young sons tendencies and felt helpless in effecting change in the child. As a last resort, Alric was sent to serve and train under a family friend - a man of the lesser nobility who led militia in Cathay. Alric’s new instructor was tasked with bettering the boy if possible and to delay his release if not. Alric has since become a Troop Leader but he now holds a grudge against his father.<br />
<br />
Alric has found great fortune in Cathay. He has gained a region to rule, marshalship of the Cathayan Army and the mentorship of William Norerel. His time with Duke William has given him taught Alric to show greater restraint. Alric has even begun reading without need and trying to think through his actions a bit. He is still cruel, selfish and arrogant but his ambitions have tempered him a bit.<br />
<br />
====Cedric====<br />
<br />
Cedric has chosen to live a life of a Hedge Knight. He follows a strict code of ethics an believes that it is his responsibility to aid those in need, wherever they may be. He has a love of combat tempered by a generous and kind spirit. He believes in the power of truth and always speaks what he believes to be the truth.<br />
<br />
Cedric served as a page and squire under a minor noble in Easton until he came of age. He has since decided to give his sword in service of Darka, whom he sees as underdogs in the great war of Atamara.<br />
<br />
Cedric and Edgar are twin brothers but have not seen each other since they were seven.<br />
<br />
====Edgar====<br />
<br />
Edgar believes that nothing is more important that proper conduct. He highly values honor, integrity and balance. He seeks to serve his chosen realm faithfully though he does nurse a repressed desire for political power. He is a capable warrior but views battle as a last resort.<br />
<br />
Edgar served as page and squire under Armstrong Ironsides of Westmoor. Upon finishing his training Edgar decided to remain in Westmoor.<br />
<br />
Edgar and Cedric are twin brothers but have not seen each other since they were seven.<br />
<br />
===The Dead===<br />
<br />
==== Brantley ====<br />
<br />
Brantly was always the favorite of Lord Adney and was the only Unwin child raised by his parents at home. During Brantley’s short life he served a short stint in the Lurian Vesperi military before receiving his call to serve as a priest of the Family religion, Aetheris Pyrism. Brantley rose quickly in the faith and even served as it’s leader for a short time before his death. Brantley never married and had no heirs.<br />
<br />
[[Category: Families]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Unwin_Family&diff=168605Unwin Family2013-02-07T12:08:00Z<p>Unwin: </p>
<hr />
<div>{{Infobox Family | 33847 | | grey | blue | green | unwin.png | Family Coat of Arms }}<br />
<br />
== House Unwin ==<br />
Long ago,House Unwin was once an influential and prosperous family among the nobility of [[Dwilight]]. Unfortunately, poor management and a great deal of pride reduced this once great House to a state of mediocrity and poverty. After generations upon generations of life amongst the lesser noble families of Dwilight House Unwin has finally managed to recover significantly under the guidance of Lord Adney. Once again, House Unwin has possession of wealth and influence. While still struggling to maintain its newly restored place amongst the greater nobility, House Unwin is ready to show its true worth.<br />
<br />
Balance, honor and integrity are key values Lord Adney, the family patriarch, strives to instill in all Unwins. All Unwin children are taught to read, write and figure, and receive rigorous training in the fields of politics, religion, and war. House Unwin has also maintained many contacts amongst the minor nobles of all continents and sends Unwin children to serve as page and squires under these nobles when lacking more prestigious options. <br />
<br />
===The Living===<br />
<br />
==== Alric ====<br />
The eldest son of Lord Adney, Alric is arrogant, bloodthirsty, selfish and cruel. He feels entitled to a pleasant life and believes that might makes right and will often use force to get his way. He easily takes affront and seldom forgives. He has little respect for the lives of fellow nobility and no respect for the life of anything else.<br />
<br />
Alric's father did not approve of his young sons tendencies and felt helpless in effecting change in the child. As a last resort, Alric was sent to serve and train under a family friend - a man of the lesser nobility who led militia in Cathay. Alric’s new instructor was tasked with bettering the boy if possible and to delay his release if not. Alric has since become a Troop Leader but he now holds a grudge against his father.<br />
<br />
Alric has found great fortune in Cathay. He has gained a region to rule, marshalship of the Cathayan Army and the mentorship of William Norerel. His time with Duke William has given him taught Alric to show greater restraint. Alric has even begun reading without need and trying to think through his actions a bit. He is still cruel, selfish and arrogant but his ambitions have tempered him a bit.<br />
<br />
====Cedric====<br />
<br />
Cedric has chosen to live a life of a Hedge Knight. He follows a strict code of ethics an believes that it is his responsibility to aid those in need, wherever they may be. He has a love of combat tempered by a generous and kind spirit. He believes in the power of truth and always speaks what he believes to be the truth.<br />
<br />
Cedric served as a page and squire under a minor noble in Easton until he came of age. He has since decided to give his sword in service of Darka, whom he sees as underdogs in the great war of Atamara.<br />
<br />
Cedric and Edgar are twin brothers but have not seen each other since they were seven.<br />
<br />
====Edgar====<br />
<br />
Edgar believes that nothing is more important that proper conduct. He highly values honor, integrity and balance. He seeks to serve his chosen realm faithfully though he does nurse a repressed desire for political power. He is a capable warrior but views battle as a last resort.<br />
<br />
Edgar served as page and squire under a noble of Westmoor. Upon finishing his training Edgar decided to remain in Westmoor.<br />
<br />
Edgar and Cedric are twin brothers but have not seen each other since they were seven.<br />
<br />
===The Dead===<br />
<br />
==== Brantley ====<br />
<br />
Brantly was always the favorite of Lord Adney and was the only Unwin child raised by his parents at home. During Brantley’s short life he served a short stint in the Lurian Vesperi military before receiving his call to serve as a priest of the Family religion, Aetheris Pyrism. Brantley rose quickly in the faith and even served as it’s leader for a short time before his death. Brantley never married and had no heirs.<br />
<br />
[[Category: Families]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=File:Unwin.png&diff=168604File:Unwin.png2013-02-07T12:05:42Z<p>Unwin: </p>
<hr />
<div></div>Unwinhttps://wiki.battlemaster.org/index.php?title=Unwin_Family&diff=168603Unwin Family2013-02-07T11:40:34Z<p>Unwin: </p>
<hr />
<div>{{Infobox Family | 33847 | | grey | blue | green }}<br />
<br />
== House Unwin ==<br />
Long ago,House Unwin was once an influential and prosperous family among the nobility of [[Dwilight]]. Unfortunately, poor management and a great deal of pride reduced this once great House to a state of mediocrity and poverty. After generations upon generations of life amongst the lesser noble families of Dwilight House Unwin has finally managed to recover significantly under the guidance of Lord Adney. Once again, House Unwin has possession of wealth and influence. While still struggling to maintain its newly restored place amongst the greater nobility, House Unwin is ready to show its true worth.<br />
<br />
Balance, honor and integrity are key values Lord Adney, the family patriarch, strives to instill in all Unwins. All Unwin children are taught to read, write and figure, and receive rigorous training in the fields of politics, religion, and war. House Unwin has also maintained many contacts amongst the minor nobles of all continents and sends Unwin children to serve as page and squires under these nobles when lacking more prestigious options. <br />
<br />
===The Living===<br />
<br />
==== Alric ====<br />
The eldest son of Lord Adney, Alric is arrogant, bloodthirsty, selfish and cruel. He feels entitled to a pleasant life and believes that might makes right and will often use force to get his way. He easily takes affront and seldom forgives. He has little respect for the lives of fellow nobility and no respect for the life of anything else.<br />
<br />
Alric's father did not approve of his young sons tendencies and felt helpless in effecting change in the child. As a last resort, Alric was sent to serve and train under a family friend - a man of the lesser nobility who led militia in Cathay. Alric’s new instructor was tasked with bettering the boy if possible and to delay his release if not. Alric has since become a Troop Leader but he now holds a grudge against his father.<br />
<br />
Alric has found great fortune in Cathay. He has gained a region to rule, marshalship of the Cathayan Army and the mentorship of William Norerel. His time with Duke William has given him taught Alric to show greater restraint. Alric has even begun reading without need and trying to think through his actions a bit. He is still cruel, selfish and arrogant but his ambitions have tempered him a bit.<br />
<br />
====Cedric====<br />
<br />
Cedric has chosen to live a life of a Hedge Knight. He follows a strict code of ethics an believes that it is his responsibility to aid those in need, wherever they may be. He has a love of combat tempered by a generous and kind spirit. He believes in the power of truth and always speaks what he believes to be the truth.<br />
<br />
Cedric served as a page and squire under a minor noble in Easton until he came of age. He has since decided to give his sword in service of Darka, whom he sees as underdogs in the great war of Atamara.<br />
<br />
Cedric and Edgar are twin brothers but have not seen each other since they were seven.<br />
<br />
====Edgar====<br />
<br />
Edgar believes that nothing is more important that proper conduct. He highly values honor, integrity and balance. He seeks to serve his chosen realm faithfully though he does nurse a repressed desire for political power. He is a capable warrior but views battle as a last resort.<br />
<br />
Edgar served as page and squire under a noble of Westmoor. Upon finishing his training Edgar decided to remain in Westmoor.<br />
<br />
Edgar and Cedric are twin brothers but have not seen each other since they were seven.<br />
<br />
===The Dead===<br />
<br />
==== Brantley ====<br />
<br />
Brantly was always the favorite of Lord Adney and was the only Unwin child raised by his parents at home. During Brantley’s short life he served a short stint in the Lurian Vesperi military before receiving his call to serve as a priest of the Family religion, Aetheris Pyrism. Brantley rose quickly in the faith and even served as it’s leader for a short time before his death. Brantley never married and had no heirs.<br />
<br />
[[Category: Families]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Unwin_Family&diff=168602Unwin Family2013-02-07T11:14:11Z<p>Unwin: </p>
<hr />
<div>== House Unwin ==<br />
Long ago,House Unwin was once an influential and prosperous family among the nobility of [[Dwilight]]. Unfortunately, poor management and a great deal of pride reduced this once great House to a state of mediocrity and poverty. After generations upon generations of life amongst the lesser noble families of Dwilight House Unwin has finally managed to recover signifigantly under the guidance of Lord Adney. Once again, House Unwin has possession of wealth and influence. While still struggling to maintain its newly restored place amongst the greater nobility, House Unwin is ready to show its true worth.<br />
<br />
Balance, honor and integrity are key values Lord Adney, the family patriarch, strives to instill in all Unwins. All Unwin children are taught to read, write and figure, and receive rigorous training in the fields of politics, religion, and war. House Unwin has also maintained many contacts amongst the minor nobles of all continents and sends Unwin children to serve as page and squires under these nobles when lacking more prestigious options. <br />
<br />
===The Living===<br />
<br />
==== Alric ====<br />
The eldest son of Lord Adney, Alric is arrogant, bloodthirsty, selfish and cruel. He feels entitled to a pleasant life and believes that might makes right and will often use force to get his way. He easily takes affront and seldom forgives. He has little respect for the lives of fellow nobility and no respect for the life of anything else.<br />
<br />
Alric's father did not approve of his young sons tendencies and felt helpless in effecting change in the child. As a last resort, Alric was sent to serve and train under a family friend - a man of the lesser nobility who led militia in Cathay. Alric’s new instructor was tasked with bettering the boy if possible and to delay his release if not. Alric has since become a Troop Leader but he now holds a grudge against his father.<br />
<br />
Alric has found great fortune in Cathay. He has gained a region to rule, marshalship of the Cathayan Army and the mentorship of William Norerel. His time with Duke William has given him taught Alric to show greater restraint. Alric has even begun reading without need and trying to think through his actions a bit. He is still cruel, selfish and arrogant but his ambitions have tempered him a bit.<br />
<br />
====Cedric====<br />
<br />
Cedric has chosen to live a life of a Hedge Knight. He follows a strict code of ethics an believes that it is his responsibility to aid those in need, wherever they may be. He has a love of combat tempered by a generous and kind spirit. He believes in the power of truth and always speaks what he believes to be the truth.<br />
<br />
Cedric served as a page and squire under a minor noble in Easton until he came of age. He has since decided to give his sword in service of Darka, whom he sees as underdogs in the great war of Atamara.<br />
<br />
Cedric and Edgar are twin brothers but have not seen each other since they were seven.<br />
<br />
====Edgar====<br />
<br />
Edgar believes that nothing is more important that proper conduct. He highly values honor, integrity and balance. He seeks to serve his chosen realm faithfully though he does nurse a repressed desire for political power. He is a capable warrior but views battle as a last resort.<br />
<br />
Edgar served as page and squire under a noble of Westmoor. Upon finishing his training Edgar decided to remain in Westmoor.<br />
<br />
Edgar and Cedric are twin brothers but have not seen each other since they were seven.<br />
<br />
===The Dead===<br />
<br />
==== Brantley ====<br />
<br />
Brantly was always the favorite of Lord Adney and was the only Unwin child raised by his parents at home. During Brantley’s short life he served a short stint in the Lurian Vesperi military before receiving his call to serve as a priest of the Family religion, Aetheris Pyrism. Brantley rose quickly in the faith and even served as it’s leader for a short time before his death. Brantley never married and had no heirs.<br />
<br />
[[Category: Families]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Aetheris_Pyrism/Ranks&diff=168205Aetheris Pyrism/Ranks2013-01-18T05:30:45Z<p>Unwin: /* Blaze Guides */</p>
<hr />
<div>=Ranks=<br />
This is practical information on the religious hierarchy, shared by [[#Disciple| Disciples]] and higher ranked members of the religion.<br />
<br />
==Rank Order==<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Name<br />
! Level<br />
! Purpose<br />
! Fee<br />
! Grant<br />
|-<br />
| [[#Fire Prophet|Fire Prophet]]<br />
| Founder<br />
| Founder of the Faith <br />
| 0<br />
| 0<br />
|-<br />
| [[#Vicar of Fire|Vicar of Fire]]<br />
| Head<br />
| Leader of the Cult of Fire and Aetheris Pyrism as a whole. <br />
| 0<br />
| 10<br />
|-<br />
| [[#Vicar|Vicar]]<br />
| Head<br />
| Leader and Priest of a Cult. <br />
| 0<br />
| 5<br />
|-<br />
| [[#Fire Keeper|Fire Keeper]]<br />
| Elder<br />
| Elder of the church selected by the Vicar of Fire to ensure proper maintenance of all church property.<br />
| 20<br />
| 0<br />
|-<br />
| [[#Piest of Fire|Priest]]<br />
| Full Member<br />
| Priest of the Cult of Fire.<br />
| 0<br />
| 5<br />
|-<br />
| [[#Devotee of Fire|Devotee]]<br />
| Full Member<br />
| Devoted member of the Cult who chooses to financially support the faith.<br />
| 5<br />
| 0<br />
|-<br />
| [[#Disciple of Fire|Disciple]]<br />
| Full Member<br />
| Dedicated follower of the Cult of Fire.<br />
| 0<br />
| 0<br />
|-<br />
| [[#Seeker of Fire|Seeker of Fire]]<br />
| Aspirant<br />
| Entrance rank.<br />
| 0<br />
| 0<br />
|}<br />
<br />
==Ranking==<br />
It is the responsibility of each Pyrist to ensure that the Elders are aware of their aspirations. Doing so allows the Elders to prepare the noble for advancement and to enact that advancement. In some situations, however, rank will be assigned based on need.<br />
<br />
===Fire Prophet===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Founder of the faith, first to be enlightened by the Gods. Though not infallible, his closer connection with the Holy Ones allows him to guide the Church and resolve polemic matters.<br />
|-<br />
! Duties:<br />
| To provide guidance and leadership to all Pyrists in all matters. To be a living link between the Gods and humanity. To ensure the faith is spread as the Gods demand.<br />
|}<br />
<br />
===Vicar of Fire===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| The Vicar of Fire is a true beacon of light, second only to the Prophet. This position requires advanced theological knowledge, a life dedicated to preaching, and a tangible connection to the Pantheon. Perhaps the most revered position in Aetheris Pyrism, as the Vicar of Fire is the leader of the Cult of Fire and head of Aetheria Pyrism in the absence of the prophet.<br />
|-<br />
! Duties:<br />
| In addition to leading the Cult of Fire, the Vicar of Fire leads the church as a whole and provide guidance to all. The Vicar of Fire decides what cults are permitted and which are not. The Vicar of Fire acts as a mediator between the cults should differences of opinion arise. The Vicar of fire is accessible to all regarding any matter. The Vicar appoints all elders of the faith.<br />
|}<br />
<br />
<br />
===Fire Keeper===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| The Fire Keeper is second only to the Vicar of Fire, and an Elder of the Faith. The are chosen by the Vicar of Fire to keep the church in working order.<br />
|-<br />
! Duties:<br />
| To administer, lead and develop the church throughout Dwilight. To oversee the maintenance and expansion of all church property.<br />
|}<br />
<br />
===Vicar===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| A Vicar is the leader of a Cult, a dedicated Priest and an Elder of the faith. This position requires advanced theological knowledge, a life dedicated to preaching, and a tangible connection to their patron God or Goddess.<br />
|-<br />
! Duties:<br />
| To lead their cult and provide all cult members with guidance. TO promote, demote and develope member of their Cult. To aid the Vicar of Fire in leading Aetheris Pyrism as a whole.<br />
|}<br />
<br />
===Priest===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Priests are senior members who have dedicated their lives to Aetheris Pyrism in the most complete way possible. Priests seek to enlighten, teach, and spread the word of Aetheris Pyrism at home and abroad. Priests wield an adept knowledge surrounding the rebirth of the immus flamma in former non-believers and can perform rituals and meditations supporting its preservation.<br />
|-<br />
! Duties:<br />
| To aid in the spreading of the faith. To oversee the progression of all Pyrists of lower rank. To aid in the spiritual development of others. To convert non-believers. To study and advance church theology and official dogma.<br />
|}<br />
<br />
===Devotee===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Devotees are respected members who dedicate their lives to selflessly supporting their Cult and set an example to all below them. They live the faith and have the willingness to provide material support.<br />
|-<br />
! Duties:<br />
| To serve as an example to all others through their selfless conduct.<br />
|}<br />
<br />
===Disciple===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Disciples are full members of the faith and command a solid understanding of faith as a whole and their Cult in particular.<br />
|-<br />
! Duties:<br />
| To promote the faith and support the church. To serve the faith as needed. To perform tasks given by Elders. To continuously tend their Imus Flamma.<br />
|}<br />
<br />
===Seeker of Fire===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Those who seek enlightenment in Aetheris Pyrism. They are members of the Cult of Fire during their studies.<br />
|-<br />
! Duties:<br />
| To learn of the faith and develop their Imus Flamma.<br />
|}<br />
<br />
==Former Elders==<br />
Pyrists that once held an Elder position in the Church.<br />
<br />
===Vicar of Fire===<br />
Brantley Unwin<br />
<br />
===Vicar of the Faith===<br />
Alice Arundel<br />
<br />
===Fire Keper===<br />
Lucini Talratheon<br />
<br />
===Blaze Keeper===<br />
Bipel Coldchest<br />
<br />
===Pyre Patrons===<br />
[[Shenron Family/Shin|Shin Shenron]]<br />
<br />
===Blaze Guides===<br />
[[Tyr-Sog Family|Caldric Tyr-Sog]]<br><br />
[[Madigan Family#Hendrick_Madigan|Hendrick Madigan]]<br><br />
[[Category:Aetheris Pyrism]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Aetheris_Pyrism/Ranks&diff=168204Aetheris Pyrism/Ranks2013-01-18T05:29:59Z<p>Unwin: /* Former Elders */</p>
<hr />
<div>=Ranks=<br />
This is practical information on the religious hierarchy, shared by [[#Disciple| Disciples]] and higher ranked members of the religion.<br />
<br />
==Rank Order==<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Name<br />
! Level<br />
! Purpose<br />
! Fee<br />
! Grant<br />
|-<br />
| [[#Fire Prophet|Fire Prophet]]<br />
| Founder<br />
| Founder of the Faith <br />
| 0<br />
| 0<br />
|-<br />
| [[#Vicar of Fire|Vicar of Fire]]<br />
| Head<br />
| Leader of the Cult of Fire and Aetheris Pyrism as a whole. <br />
| 0<br />
| 10<br />
|-<br />
| [[#Vicar|Vicar]]<br />
| Head<br />
| Leader and Priest of a Cult. <br />
| 0<br />
| 5<br />
|-<br />
| [[#Fire Keeper|Fire Keeper]]<br />
| Elder<br />
| Elder of the church selected by the Vicar of Fire to ensure proper maintenance of all church property.<br />
| 20<br />
| 0<br />
|-<br />
| [[#Piest of Fire|Priest]]<br />
| Full Member<br />
| Priest of the Cult of Fire.<br />
| 0<br />
| 5<br />
|-<br />
| [[#Devotee of Fire|Devotee]]<br />
| Full Member<br />
| Devoted member of the Cult who chooses to financially support the faith.<br />
| 5<br />
| 0<br />
|-<br />
| [[#Disciple of Fire|Disciple]]<br />
| Full Member<br />
| Dedicated follower of the Cult of Fire.<br />
| 0<br />
| 0<br />
|-<br />
| [[#Seeker of Fire|Seeker of Fire]]<br />
| Aspirant<br />
| Entrance rank.<br />
| 0<br />
| 0<br />
|}<br />
<br />
==Ranking==<br />
It is the responsibility of each Pyrist to ensure that the Elders are aware of their aspirations. Doing so allows the Elders to prepare the noble for advancement and to enact that advancement. In some situations, however, rank will be assigned based on need.<br />
<br />
===Fire Prophet===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Founder of the faith, first to be enlightened by the Gods. Though not infallible, his closer connection with the Holy Ones allows him to guide the Church and resolve polemic matters.<br />
|-<br />
! Duties:<br />
| To provide guidance and leadership to all Pyrists in all matters. To be a living link between the Gods and humanity. To ensure the faith is spread as the Gods demand.<br />
|}<br />
<br />
===Vicar of Fire===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| The Vicar of Fire is a true beacon of light, second only to the Prophet. This position requires advanced theological knowledge, a life dedicated to preaching, and a tangible connection to the Pantheon. Perhaps the most revered position in Aetheris Pyrism, as the Vicar of Fire is the leader of the Cult of Fire and head of Aetheria Pyrism in the absence of the prophet.<br />
|-<br />
! Duties:<br />
| In addition to leading the Cult of Fire, the Vicar of Fire leads the church as a whole and provide guidance to all. The Vicar of Fire decides what cults are permitted and which are not. The Vicar of Fire acts as a mediator between the cults should differences of opinion arise. The Vicar of fire is accessible to all regarding any matter. The Vicar appoints all elders of the faith.<br />
|}<br />
<br />
<br />
===Fire Keeper===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| The Fire Keeper is second only to the Vicar of Fire, and an Elder of the Faith. The are chosen by the Vicar of Fire to keep the church in working order.<br />
|-<br />
! Duties:<br />
| To administer, lead and develop the church throughout Dwilight. To oversee the maintenance and expansion of all church property.<br />
|}<br />
<br />
===Vicar===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| A Vicar is the leader of a Cult, a dedicated Priest and an Elder of the faith. This position requires advanced theological knowledge, a life dedicated to preaching, and a tangible connection to their patron God or Goddess.<br />
|-<br />
! Duties:<br />
| To lead their cult and provide all cult members with guidance. TO promote, demote and develope member of their Cult. To aid the Vicar of Fire in leading Aetheris Pyrism as a whole.<br />
|}<br />
<br />
===Priest===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Priests are senior members who have dedicated their lives to Aetheris Pyrism in the most complete way possible. Priests seek to enlighten, teach, and spread the word of Aetheris Pyrism at home and abroad. Priests wield an adept knowledge surrounding the rebirth of the immus flamma in former non-believers and can perform rituals and meditations supporting its preservation.<br />
|-<br />
! Duties:<br />
| To aid in the spreading of the faith. To oversee the progression of all Pyrists of lower rank. To aid in the spiritual development of others. To convert non-believers. To study and advance church theology and official dogma.<br />
|}<br />
<br />
===Devotee===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Devotees are respected members who dedicate their lives to selflessly supporting their Cult and set an example to all below them. They live the faith and have the willingness to provide material support.<br />
|-<br />
! Duties:<br />
| To serve as an example to all others through their selfless conduct.<br />
|}<br />
<br />
===Disciple===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Disciples are full members of the faith and command a solid understanding of faith as a whole and their Cult in particular.<br />
|-<br />
! Duties:<br />
| To promote the faith and support the church. To serve the faith as needed. To perform tasks given by Elders. To continuously tend their Imus Flamma.<br />
|}<br />
<br />
===Seeker of Fire===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Those who seek enlightenment in Aetheris Pyrism. They are members of the Cult of Fire during their studies.<br />
|-<br />
! Duties:<br />
| To learn of the faith and develop their Imus Flamma.<br />
|}<br />
<br />
==Former Elders==<br />
Pyrists that once held an Elder position in the Church.<br />
<br />
===Vicar of Fire===<br />
Brantley Unwin<br />
<br />
===Vicar of the Faith===<br />
Alice Arundel<br />
<br />
===Fire Keper===<br />
Lucini Talratheon<br />
<br />
===Blaze Keeper===<br />
Bipel Coldchest<br />
<br />
===Pyre Patrons===<br />
[[Shenron Family/Shin|Shin Shenron]]<br />
<br />
===Blaze Guides===<br />
[[Tyr-Sog Family|Caldric Tyr-Sog]]<br />
[[Madigan Family#Hendrick_Madigan|Hendrick Madigan]]<br />
[[Category:Aetheris Pyrism]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Aetheris_Pyrism/Ranks&diff=168203Aetheris Pyrism/Ranks2013-01-18T05:29:23Z<p>Unwin: /* Former Elders */</p>
<hr />
<div>=Ranks=<br />
This is practical information on the religious hierarchy, shared by [[#Disciple| Disciples]] and higher ranked members of the religion.<br />
<br />
==Rank Order==<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Name<br />
! Level<br />
! Purpose<br />
! Fee<br />
! Grant<br />
|-<br />
| [[#Fire Prophet|Fire Prophet]]<br />
| Founder<br />
| Founder of the Faith <br />
| 0<br />
| 0<br />
|-<br />
| [[#Vicar of Fire|Vicar of Fire]]<br />
| Head<br />
| Leader of the Cult of Fire and Aetheris Pyrism as a whole. <br />
| 0<br />
| 10<br />
|-<br />
| [[#Vicar|Vicar]]<br />
| Head<br />
| Leader and Priest of a Cult. <br />
| 0<br />
| 5<br />
|-<br />
| [[#Fire Keeper|Fire Keeper]]<br />
| Elder<br />
| Elder of the church selected by the Vicar of Fire to ensure proper maintenance of all church property.<br />
| 20<br />
| 0<br />
|-<br />
| [[#Piest of Fire|Priest]]<br />
| Full Member<br />
| Priest of the Cult of Fire.<br />
| 0<br />
| 5<br />
|-<br />
| [[#Devotee of Fire|Devotee]]<br />
| Full Member<br />
| Devoted member of the Cult who chooses to financially support the faith.<br />
| 5<br />
| 0<br />
|-<br />
| [[#Disciple of Fire|Disciple]]<br />
| Full Member<br />
| Dedicated follower of the Cult of Fire.<br />
| 0<br />
| 0<br />
|-<br />
| [[#Seeker of Fire|Seeker of Fire]]<br />
| Aspirant<br />
| Entrance rank.<br />
| 0<br />
| 0<br />
|}<br />
<br />
==Ranking==<br />
It is the responsibility of each Pyrist to ensure that the Elders are aware of their aspirations. Doing so allows the Elders to prepare the noble for advancement and to enact that advancement. In some situations, however, rank will be assigned based on need.<br />
<br />
===Fire Prophet===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Founder of the faith, first to be enlightened by the Gods. Though not infallible, his closer connection with the Holy Ones allows him to guide the Church and resolve polemic matters.<br />
|-<br />
! Duties:<br />
| To provide guidance and leadership to all Pyrists in all matters. To be a living link between the Gods and humanity. To ensure the faith is spread as the Gods demand.<br />
|}<br />
<br />
===Vicar of Fire===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| The Vicar of Fire is a true beacon of light, second only to the Prophet. This position requires advanced theological knowledge, a life dedicated to preaching, and a tangible connection to the Pantheon. Perhaps the most revered position in Aetheris Pyrism, as the Vicar of Fire is the leader of the Cult of Fire and head of Aetheria Pyrism in the absence of the prophet.<br />
|-<br />
! Duties:<br />
| In addition to leading the Cult of Fire, the Vicar of Fire leads the church as a whole and provide guidance to all. The Vicar of Fire decides what cults are permitted and which are not. The Vicar of Fire acts as a mediator between the cults should differences of opinion arise. The Vicar of fire is accessible to all regarding any matter. The Vicar appoints all elders of the faith.<br />
|}<br />
<br />
<br />
===Fire Keeper===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| The Fire Keeper is second only to the Vicar of Fire, and an Elder of the Faith. The are chosen by the Vicar of Fire to keep the church in working order.<br />
|-<br />
! Duties:<br />
| To administer, lead and develop the church throughout Dwilight. To oversee the maintenance and expansion of all church property.<br />
|}<br />
<br />
===Vicar===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| A Vicar is the leader of a Cult, a dedicated Priest and an Elder of the faith. This position requires advanced theological knowledge, a life dedicated to preaching, and a tangible connection to their patron God or Goddess.<br />
|-<br />
! Duties:<br />
| To lead their cult and provide all cult members with guidance. TO promote, demote and develope member of their Cult. To aid the Vicar of Fire in leading Aetheris Pyrism as a whole.<br />
|}<br />
<br />
===Priest===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Priests are senior members who have dedicated their lives to Aetheris Pyrism in the most complete way possible. Priests seek to enlighten, teach, and spread the word of Aetheris Pyrism at home and abroad. Priests wield an adept knowledge surrounding the rebirth of the immus flamma in former non-believers and can perform rituals and meditations supporting its preservation.<br />
|-<br />
! Duties:<br />
| To aid in the spreading of the faith. To oversee the progression of all Pyrists of lower rank. To aid in the spiritual development of others. To convert non-believers. To study and advance church theology and official dogma.<br />
|}<br />
<br />
===Devotee===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Devotees are respected members who dedicate their lives to selflessly supporting their Cult and set an example to all below them. They live the faith and have the willingness to provide material support.<br />
|-<br />
! Duties:<br />
| To serve as an example to all others through their selfless conduct.<br />
|}<br />
<br />
===Disciple===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Disciples are full members of the faith and command a solid understanding of faith as a whole and their Cult in particular.<br />
|-<br />
! Duties:<br />
| To promote the faith and support the church. To serve the faith as needed. To perform tasks given by Elders. To continuously tend their Imus Flamma.<br />
|}<br />
<br />
===Seeker of Fire===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Those who seek enlightenment in Aetheris Pyrism. They are members of the Cult of Fire during their studies.<br />
|-<br />
! Duties:<br />
| To learn of the faith and develop their Imus Flamma.<br />
|}<br />
<br />
==Former Elders==<br />
Pyrists that once held an Elder position in the Church.<br />
<br />
===Vicar of Fire===<br />
Brantley Unwin<br />
<br />
===Vicar of the Faith===<br />
Alice Arundel<br />
<br />
===Fire Keper===<br />
Lucini Talratheon<br />
<br />
===Blaze Keeper===<br />
Bipel Coldchest<br />
<br />
===Pyre Patrons===<br />
[[Shenron Family/Shin|Shin Shenron]]<br />
<br />
<br />
===Blaze Guides===<br />
[[Tyr-Sog Family|Caldric Tyr-Sog]]<br />
<br />
[[Madigan Family#Hendrick_Madigan|Hendrick Madigan]]<br />
<br />
[[Category:Aetheris Pyrism]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Aetheris_Pyrism/Ranks&diff=168202Aetheris Pyrism/Ranks2013-01-18T05:28:23Z<p>Unwin: /* Fire Prophet */</p>
<hr />
<div>=Ranks=<br />
This is practical information on the religious hierarchy, shared by [[#Disciple| Disciples]] and higher ranked members of the religion.<br />
<br />
==Rank Order==<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Name<br />
! Level<br />
! Purpose<br />
! Fee<br />
! Grant<br />
|-<br />
| [[#Fire Prophet|Fire Prophet]]<br />
| Founder<br />
| Founder of the Faith <br />
| 0<br />
| 0<br />
|-<br />
| [[#Vicar of Fire|Vicar of Fire]]<br />
| Head<br />
| Leader of the Cult of Fire and Aetheris Pyrism as a whole. <br />
| 0<br />
| 10<br />
|-<br />
| [[#Vicar|Vicar]]<br />
| Head<br />
| Leader and Priest of a Cult. <br />
| 0<br />
| 5<br />
|-<br />
| [[#Fire Keeper|Fire Keeper]]<br />
| Elder<br />
| Elder of the church selected by the Vicar of Fire to ensure proper maintenance of all church property.<br />
| 20<br />
| 0<br />
|-<br />
| [[#Piest of Fire|Priest]]<br />
| Full Member<br />
| Priest of the Cult of Fire.<br />
| 0<br />
| 5<br />
|-<br />
| [[#Devotee of Fire|Devotee]]<br />
| Full Member<br />
| Devoted member of the Cult who chooses to financially support the faith.<br />
| 5<br />
| 0<br />
|-<br />
| [[#Disciple of Fire|Disciple]]<br />
| Full Member<br />
| Dedicated follower of the Cult of Fire.<br />
| 0<br />
| 0<br />
|-<br />
| [[#Seeker of Fire|Seeker of Fire]]<br />
| Aspirant<br />
| Entrance rank.<br />
| 0<br />
| 0<br />
|}<br />
<br />
==Ranking==<br />
It is the responsibility of each Pyrist to ensure that the Elders are aware of their aspirations. Doing so allows the Elders to prepare the noble for advancement and to enact that advancement. In some situations, however, rank will be assigned based on need.<br />
<br />
===Fire Prophet===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Founder of the faith, first to be enlightened by the Gods. Though not infallible, his closer connection with the Holy Ones allows him to guide the Church and resolve polemic matters.<br />
|-<br />
! Duties:<br />
| To provide guidance and leadership to all Pyrists in all matters. To be a living link between the Gods and humanity. To ensure the faith is spread as the Gods demand.<br />
|}<br />
<br />
===Vicar of Fire===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| The Vicar of Fire is a true beacon of light, second only to the Prophet. This position requires advanced theological knowledge, a life dedicated to preaching, and a tangible connection to the Pantheon. Perhaps the most revered position in Aetheris Pyrism, as the Vicar of Fire is the leader of the Cult of Fire and head of Aetheria Pyrism in the absence of the prophet.<br />
|-<br />
! Duties:<br />
| In addition to leading the Cult of Fire, the Vicar of Fire leads the church as a whole and provide guidance to all. The Vicar of Fire decides what cults are permitted and which are not. The Vicar of Fire acts as a mediator between the cults should differences of opinion arise. The Vicar of fire is accessible to all regarding any matter. The Vicar appoints all elders of the faith.<br />
|}<br />
<br />
<br />
===Fire Keeper===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| The Fire Keeper is second only to the Vicar of Fire, and an Elder of the Faith. The are chosen by the Vicar of Fire to keep the church in working order.<br />
|-<br />
! Duties:<br />
| To administer, lead and develop the church throughout Dwilight. To oversee the maintenance and expansion of all church property.<br />
|}<br />
<br />
===Vicar===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| A Vicar is the leader of a Cult, a dedicated Priest and an Elder of the faith. This position requires advanced theological knowledge, a life dedicated to preaching, and a tangible connection to their patron God or Goddess.<br />
|-<br />
! Duties:<br />
| To lead their cult and provide all cult members with guidance. TO promote, demote and develope member of their Cult. To aid the Vicar of Fire in leading Aetheris Pyrism as a whole.<br />
|}<br />
<br />
===Priest===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Priests are senior members who have dedicated their lives to Aetheris Pyrism in the most complete way possible. Priests seek to enlighten, teach, and spread the word of Aetheris Pyrism at home and abroad. Priests wield an adept knowledge surrounding the rebirth of the immus flamma in former non-believers and can perform rituals and meditations supporting its preservation.<br />
|-<br />
! Duties:<br />
| To aid in the spreading of the faith. To oversee the progression of all Pyrists of lower rank. To aid in the spiritual development of others. To convert non-believers. To study and advance church theology and official dogma.<br />
|}<br />
<br />
===Devotee===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Devotees are respected members who dedicate their lives to selflessly supporting their Cult and set an example to all below them. They live the faith and have the willingness to provide material support.<br />
|-<br />
! Duties:<br />
| To serve as an example to all others through their selfless conduct.<br />
|}<br />
<br />
===Disciple===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Disciples are full members of the faith and command a solid understanding of faith as a whole and their Cult in particular.<br />
|-<br />
! Duties:<br />
| To promote the faith and support the church. To serve the faith as needed. To perform tasks given by Elders. To continuously tend their Imus Flamma.<br />
|}<br />
<br />
===Seeker of Fire===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Those who seek enlightenment in Aetheris Pyrism. They are members of the Cult of Fire during their studies.<br />
|-<br />
! Duties:<br />
| To learn of the faith and develop their Imus Flamma.<br />
|}<br />
<br />
==Former Elders==<br />
Pyrists that once held an Elder position in the Church.<br />
<br />
===Vicar of Fire===<br />
Brantley Unwin<br />
<br />
===Vicar of the Faith===<br />
Alice Arundel<br />
<br />
===Pyre Keper===<br />
Lucini Talratheon<br />
<br />
===Blaze Keeper===<br />
Bipel Coldchest<br />
<br />
===Pyre Patrons===<br />
[[Shenron Family/Shin|Shin Shenron]]<br />
<br />
<br />
===Blaze Guides===<br />
[[Tyr-Sog Family|Caldric Tyr-Sog]]<br />
<br />
[[Madigan Family#Hendrick_Madigan|Hendrick Madigan]]<br />
<br />
[[Category:Aetheris Pyrism]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Aetheris_Pyrism/Ranks&diff=168201Aetheris Pyrism/Ranks2013-01-18T05:25:57Z<p>Unwin: /* Rank Order */</p>
<hr />
<div>=Ranks=<br />
This is practical information on the religious hierarchy, shared by [[#Disciple| Disciples]] and higher ranked members of the religion.<br />
<br />
==Rank Order==<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Name<br />
! Level<br />
! Purpose<br />
! Fee<br />
! Grant<br />
|-<br />
| [[#Fire Prophet|Fire Prophet]]<br />
| Founder<br />
| Founder of the Faith <br />
| 0<br />
| 0<br />
|-<br />
| [[#Vicar of Fire|Vicar of Fire]]<br />
| Head<br />
| Leader of the Cult of Fire and Aetheris Pyrism as a whole. <br />
| 0<br />
| 10<br />
|-<br />
| [[#Vicar|Vicar]]<br />
| Head<br />
| Leader and Priest of a Cult. <br />
| 0<br />
| 5<br />
|-<br />
| [[#Fire Keeper|Fire Keeper]]<br />
| Elder<br />
| Elder of the church selected by the Vicar of Fire to ensure proper maintenance of all church property.<br />
| 20<br />
| 0<br />
|-<br />
| [[#Piest of Fire|Priest]]<br />
| Full Member<br />
| Priest of the Cult of Fire.<br />
| 0<br />
| 5<br />
|-<br />
| [[#Devotee of Fire|Devotee]]<br />
| Full Member<br />
| Devoted member of the Cult who chooses to financially support the faith.<br />
| 5<br />
| 0<br />
|-<br />
| [[#Disciple of Fire|Disciple]]<br />
| Full Member<br />
| Dedicated follower of the Cult of Fire.<br />
| 0<br />
| 0<br />
|-<br />
| [[#Seeker of Fire|Seeker of Fire]]<br />
| Aspirant<br />
| Entrance rank.<br />
| 0<br />
| 0<br />
|}<br />
<br />
==Ranking==<br />
It is the responsibility of each Pyrist to ensure that the Elders are aware of their aspirations. Doing so allows the Elders to prepare the noble for advancement and to enact that advancement. In some situations, however, rank will be assigned based on need.<br />
<br />
===Fire Prophet===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Expectations:<br />
| None.<br />
|-<br />
! Description:<br />
| Founder of the faith, first to be enlightened by the Gods. Though not infallible, his closer connection with the Holy Ones allows him to guide the Church and resolve polemic matters.<br />
|-<br />
! Duties:<br />
| To provide guidance and leadership to all Pyrists in all matters. To be a living link between the Gods and humanity. To ensure the faith is spread as the Gods demand.<br />
|}<br />
<br />
===Vicar of Fire===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| The Vicar of Fire is a true beacon of light, second only to the Prophet. This position requires advanced theological knowledge, a life dedicated to preaching, and a tangible connection to the Pantheon. Perhaps the most revered position in Aetheris Pyrism, as the Vicar of Fire is the leader of the Cult of Fire and head of Aetheria Pyrism in the absence of the prophet.<br />
|-<br />
! Duties:<br />
| In addition to leading the Cult of Fire, the Vicar of Fire leads the church as a whole and provide guidance to all. The Vicar of Fire decides what cults are permitted and which are not. The Vicar of Fire acts as a mediator between the cults should differences of opinion arise. The Vicar of fire is accessible to all regarding any matter. The Vicar appoints all elders of the faith.<br />
|}<br />
<br />
<br />
===Fire Keeper===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| The Fire Keeper is second only to the Vicar of Fire, and an Elder of the Faith. The are chosen by the Vicar of Fire to keep the church in working order.<br />
|-<br />
! Duties:<br />
| To administer, lead and develop the church throughout Dwilight. To oversee the maintenance and expansion of all church property.<br />
|}<br />
<br />
===Vicar===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| A Vicar is the leader of a Cult, a dedicated Priest and an Elder of the faith. This position requires advanced theological knowledge, a life dedicated to preaching, and a tangible connection to their patron God or Goddess.<br />
|-<br />
! Duties:<br />
| To lead their cult and provide all cult members with guidance. TO promote, demote and develope member of their Cult. To aid the Vicar of Fire in leading Aetheris Pyrism as a whole.<br />
|}<br />
<br />
===Priest===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Priests are senior members who have dedicated their lives to Aetheris Pyrism in the most complete way possible. Priests seek to enlighten, teach, and spread the word of Aetheris Pyrism at home and abroad. Priests wield an adept knowledge surrounding the rebirth of the immus flamma in former non-believers and can perform rituals and meditations supporting its preservation.<br />
|-<br />
! Duties:<br />
| To aid in the spreading of the faith. To oversee the progression of all Pyrists of lower rank. To aid in the spiritual development of others. To convert non-believers. To study and advance church theology and official dogma.<br />
|}<br />
<br />
===Devotee===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Devotees are respected members who dedicate their lives to selflessly supporting their Cult and set an example to all below them. They live the faith and have the willingness to provide material support.<br />
|-<br />
! Duties:<br />
| To serve as an example to all others through their selfless conduct.<br />
|}<br />
<br />
===Disciple===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Disciples are full members of the faith and command a solid understanding of faith as a whole and their Cult in particular.<br />
|-<br />
! Duties:<br />
| To promote the faith and support the church. To serve the faith as needed. To perform tasks given by Elders. To continuously tend their Imus Flamma.<br />
|}<br />
<br />
===Seeker of Fire===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Those who seek enlightenment in Aetheris Pyrism. They are members of the Cult of Fire during their studies.<br />
|-<br />
! Duties:<br />
| To learn of the faith and develop their Imus Flamma.<br />
|}<br />
<br />
==Former Elders==<br />
Pyrists that once held an Elder position in the Church.<br />
<br />
===Vicar of Fire===<br />
Brantley Unwin<br />
<br />
===Vicar of the Faith===<br />
Alice Arundel<br />
<br />
===Pyre Keper===<br />
Lucini Talratheon<br />
<br />
===Blaze Keeper===<br />
Bipel Coldchest<br />
<br />
===Pyre Patrons===<br />
[[Shenron Family/Shin|Shin Shenron]]<br />
<br />
<br />
===Blaze Guides===<br />
[[Tyr-Sog Family|Caldric Tyr-Sog]]<br />
<br />
[[Madigan Family#Hendrick_Madigan|Hendrick Madigan]]<br />
<br />
[[Category:Aetheris Pyrism]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Aetheris_Pyrism/Theology&diff=168195Aetheris Pyrism/Theology2013-01-17T10:10:11Z<p>Unwin: /* Theology */</p>
<hr />
<div>=Theology=<br />
This is very advanced religious study, only accessible to the [[Aetheris Pyrism/Ranks|Vicars]] and higher ranked members of the religion.<br />
<br />
===Oramalogy===<br />
''Main Article: [[Aetheris Pyrism/Visions|Divine Messages]]''<br />
<br />
The study of the divine visions.<br />
<br />
===Federosophy===<br />
<br />
''Main Article: [[/Federosophy/]]''<br />
<br />
The study of the Lesser Spirits.<br />
<br />
===Dysophy===<br />
<br />
''Main Article: [[/Dysophy/]]''<br />
<br />
The study of the Unholy Ones.<br />
<br />
===Theosophy===<br />
''Main Article: [[/Theosophy/]]''<br />
<br />
The study of the Gods and the Higher Spirits.<br />
<br />
===Psychosophy===<br />
''Main Article: [[/Psychosophy/]]''<br />
<br />
The study of the soul (''flamma'').<br />
<br />
[[Category:Aetheris Pyrism]]<br />
<br />
===Ethicosophy===<br />
''Main Article: [[/Ethicosophy/]]''<br />
<br />
The study of ethics, right and wrong.</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Aetheris_Pyrism/Temples&diff=168194Aetheris Pyrism/Temples2013-01-17T10:09:48Z<p>Unwin: /* Temples */</p>
<hr />
<div>=Temples=<br />
This is practical information on the religious structures, shared by [[Aetheris Pyrism/Ranks|Disciples]] and higher ranked members of the religion.<br />
<br />
==Temple Locations==<br />
<br />
===Shinnen Purlieus===<br />
<br />
{|border=1 style="background:maroon; color:white"<br />
|'''Constructed By''': [[D'Arricarrère Family/Torpius|Torpius d'Arricarrère]]<br />
|-<br />
|'''Temple Size''': Small Temple (3)<br />
|}<br />
<br />
===Smokey Hills===<br />
<br />
{|border=1 style="background:maroon; color:white"<br />
|'''Constructed By''': Mormeg Garayoa<br />
|-<br />
|'''Temple Size''': Small Shack (1)<br />
|}<br />
<br />
===Orz===<br />
<br />
{|border=1 style="background:maroon; color:white"<br />
|'''Constructed By''': [[Coldchest Family|Bipel Coldchest]]<br />
|-<br />
|'''Temple Size''': Primitive Temple (2)<br />
|}<br />
<br />
===Grodno===<br />
<br />
{|border=1 style="background:maroon; color:white"<br />
|'''Constructed By''': Siegterm Guldan<br />
|-<br />
|'''Temple Size''': Small Temple (3)<br />
|}<br />
<br />
===Fissoa===<br />
<br />
{|border=1 style="background:maroon; color:white"<br />
|'''Constructed By''': [[Shenron Family|Shin Shenron]]<br />
|-<br />
|'''Temple Size''': Large Temple (5)<br />
|}<br />
<br />
===Maf===<br />
<br />
{|border=1 style="background:maroon; color:white"<br />
|'''Constructed By''': [[Silver Family|Etienne Silver]]<br />
|-<br />
|'''Temple Size''': Small Shack (1)<br />
|}<br />
<br />
===Hele===<br />
<br />
{|border=1 style="background:maroon; color:white"<br />
|'''Constructed By''': Zach Kenwood<br />
|-<br />
|'''Temple Size''': Small Shack (1)<br />
|}<br />
<br />
===Vaal===<br />
<br />
{|border=1 style="background:maroon; color:white"<br />
|'''Constructed By''': Angelique Maxwell<br />
|-<br />
|'''Temple Size''': Small Shack (1)<br />
|}<br />
<br />
===Shinnen===<br />
<br />
{|border=1 style="background:maroon; color:white"<br />
|'''Constructed By''': [[Coldchest Family|Bipel Coldchest]]<br />
|-<br />
|'''Temple Size''': Medium Temple (4)<br />
|}<br />
<br />
===Thar Gortauth===<br />
<br />
{|border=1 style="background:maroon; color:white"<br />
|'''Constructed By''': [[Madigan Family/Hendrick Madigan|Hendrick Madigan]]<br />
|-<br />
|'''Temple Size''': Small Temple (3)<br />
|}<br />
<br />
===Moon Bay===<br />
<br />
{|border=1 style="background:maroon; color:white"<br />
|'''Constructed By''': Rhino Tsoutsoulis<br />
|-<br />
|'''Temple Size''': Small Shack (1)<br />
|}<br />
<br />
===Mellifera===<br />
<br />
{|border=1 style="background:maroon; color:white"<br />
|'''Constructed By''': Zach Kenwood<br />
|-<br />
|'''Temple Size''': Small Shack (1)<br />
|}<br />
<br />
===Aveston===<br />
<br />
{|border=1 style="background:maroon; color:white"<br />
|'''Constructed By''': Mormeg Garayoa<br />
|-<br />
|'''Temple Size''': Small Shack (1)<br />
|}<br />
<br />
===Garuck Udor===<br />
<br />
{|border=1 style="background:maroon; color:white"<br />
|'''Constructed By''': Wilfred Roos<br />
|-<br />
|'''Temple Size''': Primitive Temple (2)<br />
|}<br />
<br />
===Giask===<br />
<br />
{|border=1 style="background:maroon; color:white"<br />
|'''Constructed By''': Fulco D`Este<br />
|-<br />
|'''Temple Size''': Medium Temple (4)<br />
|}<br />
<br />
===Sallowwild===<br />
<br />
{|border=1 style="background:maroon; color:white"<br />
|'''Constructed By''': [[Forbes Family|Kendal Forbes]]<br />
|-<br />
|'''Temple Size''': Closed Temple (0)<br />
|}<br />
<br />
===Santoo===<br />
<br />
{|border=1 style="background:maroon; color:white"<br />
|'''Constructed By''': Trius Arco<br />
|-<br />
|'''Temple Size''': Small Shack (1)<br />
|}<br />
<br />
===Askileon===<br />
<br />
{|border=1 style="background:maroon; color:white"<br />
|'''Constructed By''': [[Jadewarrior Family|Zena Jadewarrior]]<br />
|-<br />
|'''Temple Size''': Primitive Temple (2)<br />
|}<br />
<br />
===Ciarin Tut===<br />
<br />
{|border=1 style="background:maroon; color:white"<br />
|'''Constructed By''': [[Duvaille Family|Francoise Duvaille]]<br />
|-<br />
|'''Temple Size''': Small Shack (1)<br />
|}<br />
<br />
==Temple Structures==<br />
Temples are divided into chapels. The central chapel, directly accessible from the outside world, is dedicated to the Cult of Fire. In the Chapel of Fire all gods are worshiped. From Chapel of Fire one can directly access the Chaple of all other cults.<br />
<br />
===Holy Flames===<br />
Temples may have several different altars, constituted by different fire settings defined by their intents.<br />
<br />
'''Bustum''' is a ceremonial furnace in where the deceased are sent back to the gods and cremated. When the local temple has such an altar, they offer the community the crematory service, along with the funeral rites. The furnace tends to be located in a room to accommodate the mourning family, allowing them to make their final sacrifices to the altar. When '''Busta''' are unavailable, funeral pyres replace the furnace.<br />
<br />
'''Coctum''' is an oven for ceremonial preparations of food.<br />
<br />
'''Igneum''' is a lamp or a candle used in ceremonies in the dark to provide light.<br />
<br />
'''Turibulum''' is censer in which offerings are made, usually consisting of small flammable substances, like a piece of cloth or a small wooden figure, though, unsurprisingly, incense is a popular choice. Such altars are usually simply made of a recipient with live coal in it, though more refined versions of them exist. They can be found in almost every temple in both small and large sizes, and even in personal shrines.<br />
<br />
[[Category:Aetheris Pyrism]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Aetheris_Pyrism/Practices&diff=168193Aetheris Pyrism/Practices2013-01-17T10:09:05Z<p>Unwin: /* Practices */</p>
<hr />
<div>=Practices=<br />
This is practical information on the religious life, shared by [[Aetheris Pyrism/Ranks|Disciples]] and higher ranked members of the religion.<br />
<br />
==Customs and Traditions==<br />
[[File:Aetheris Pyrism Banner 2.png|thumb|300px|right|]]<br />
===Honor the "Elders"===<br />
Whenever a man has to dwell in the underground, usually miners, he never mentions the name of a Holy One after having entered cave, mine or other underground building. As he is entering a territory controlled by the Unholy Ones, the custom is to make an offering to try to appease them, chanting some prepared ritualistic invocation and addressing them as the "Elders", never by their names or epithets. The offerings are usually composed of sinful objects, like alcohol, dirty money, stolen goods, blood and such.<br />
This custom, though tolerated in the underground by the secular authorities, who value more the profit of the mining than the ''flammas'' of the commoners, is met with swift repression when seen on the daylight, as has been reported by authorities on small groups of brigands and other kinds of criminal organizations. For these death by torture is the sentence.<br />
<br />
===Honorable Professions===<br />
Among the commoner followers of Aetheris Pyrism, professions related to fire are better seen than other ordinary ones. That way, it is not uncommon to see Smiths or even Bakers with the dignity of spokesperson of small communities, when the local Lords demand representation of the common problems.<br />
<br />
==Popular Rites==<br />
<br />
===Death Communion===<br />
When for any reason a man is in the desperate position in which he decides to risk his soul in exchange of favors from the Undead Lord, possibly to try to cast away the mortal sickness of a familiar, or the plague of a region, he can turn to the Death Communion. This is a very unholy ceremony in where the requester goes out to a deserted region in the middle of a starless night, usually (but not always) with a spiritual guide, and makes an offer to the Lord of the Undead after some rituals, sacrificing (or promising to sacrifice) something very valuable to him, in order to get his favors. The Church has caught, tortured and executed enough practitioners of the dark arts to classify this ceremony as a usual heresy.<br />
<br />
===Lover's Rite===<br />
The Lover's Rite is, as the name implies, a celebration of the reciprocal love between two individuals. It is an originally secular custom that gained its way into the religious traditions.<br />
It is usually performed by a Priest, who is not unusually accompanied or even replaced by an elder of the family, and it represents the publicity of the affair, and approval of the family, church and community.<br />
Normally performed in a celebration of the same occasion, it consists roughly of the receiving of the individual blesses from those close and above the lovers. Familiars take the chance to congratulate and approve them, vassals to pay tribute and renew their oaths, and priests, elders and suzerains to bless them.<br />
<br />
While the ceremony of a powerful Lord is more of a display of his power, and a procession of tribute and oath offerings, a ceremony of a relatively-powerful commoner or low noble might look more like a family celebration, with the blessing of the lovers given by the suzerain Lord, who will be heavily praised and celebrated in the ceremony, often to the point of eclipsing the lovers and becoming the center of the attentions.<br />
<br />
==Temple Rites==<br />
<br />
===Purification Rite===<br />
When one has committed a very serious sin, or some kind of very condemnable act, he can participate in a ceremony for the purification of his soul and forgiving in the eyes of the Gods. It consists of four basic steps that can be completed in different orders. In the ''mea culpa'' step, while wearing at most only a white sheet covering his naked body, the penitent proceeds to soil all his body with dirt (paying special attention to the hair). If the crime is specially serious, cutting or even shaving the head is required. It symbolizes the regret in the eyes of the Gods. The ''exuraro'' step consists on taking off the worn clothes, usually the white sheet employed in the ceremony, sometimes not even clothes at all but some other belonging, and then throwing them to the flames, symbolizing the fire purging and exorcising the repented sins. The ''purgare'' step is performed by taking a hot bath in the pools of the temple and ritually cleaning himself up, symbolizing washing away all the involuntary impurities. The ''expiare'' step requires placing a monetary value in an altar, symbolizing the proof, through sacrifice, of real and true intent of seeking purification. Such value is considered an offering to the Gods, and is calculated to be equal or similar to the amount required to compensate the offended. After the ceremony is complete and the offended has received the judged compensation, the penitent subject is considered to be free of sin, with his soul clean.<br />
<br />
Even by not having explicitly sinned, it is advised that everyone participates in a yearly Purification Ceremony. These much softer ceremonies usually consist of only dirtying a bit a sheet worn over the clothes, burning it and lightly wetting the head, before placing an offering in the temple.<br />
<br />
In large enough temples, nobles have access to artificially heated baths, and private quarters to perform the ceremonies only accompanied by the priests and those they want to be with. Commoners tend to perform them on summer, collectively, on large groups in the open fields, near water sources, usually with a few or a single priest supervising them.<br />
<br />
===Wedding Rite===<br />
In Aetheris Pyrism a wedding is considered the holiest ceremony of fertility possibly made, a contract that cannot be broken without very serious consequences. Nobody is forced to wed, but doing so greatly testifies for one's respect for the divine, and is a major honor source.<br />
<br />
The wedding ceremony is divided in three steps:<br />
The contract phase involves the elaboration and temple approval of each party's promises. Those can range from eternal or temporal union, one or as many children as possible, or other more refined dealings. Peasants are usually only allowed to sign a standard contract of union until death or infertility, and envisioning as many offspring as possible.<br />
The celebration phase is an event for the publicity of the union (and often a display of power), with public banquets by wealthy nobles, larger-than-usual family reunions by commoners, festivals for important Lords, or simply a private gathering with friends by co-conspirators.<br />
The last phase is the consumption of the love. After a short ceremony performed by a priest, the lovers are left alone to consume the act in a pool, symbol of purification. Wealthy nobles can enjoy artificially heated indoor pools in large enough temples, or an improvised and consecrated ambient for the same purposes in the lack of it. Peasants on the other hand are left to less dignified ceremonial places, like a local river, spring or generic water-source, and in the lack of it a simple home-bath or even just a short water-spraying symbolic ritual.<br />
<br />
The Wedding Rite should not be confused with the Lover's Rite. Its objective must always be that one of procreation and child-bearing. It is not as much a contract of love, as it is a contract of fertility and lineage preservation. The weds should not necessarily be in love, or be exclusive lovers, as long as they do perform their reproductive and child-support obligations.<br />
<br />
==Spiritual Exercises==<br />
<br />
===Prayer, Study and Meditation===<br />
<br />
{| style="margin: 1px 1px 1px 1px; Padding: 5px 5px 5px 5px; border: 1px solid #CCCCCC; background:#E9E9E9"<br />
|-<br />
|<br />
t could be said that our spiritual search was born to seek answers to the mysteries the world holds: Why does fire ''burn'' while water ''wets''? Where does everything come from and where are we heading? What is our calling?<br />
<br />
To find such answers we have focused on three simple methods recommended to every follower seeking spiritual enlightenment: study, prayer and meditation.<br />
There is truth to be found in many beliefs, and the Divine permeates everything around us, so it is no wonder to find its influence in many forms of knowledge. Thus, keeping an open mind and learning to discern the messages from Above from the mundane are fundamental skills for the first method, the one of study.<br />
Through revelations and Divine manifestations we have learned that each of us has a calling, which should we choose over chaos may bring us many boons. It is with the help of those that have transcended and those whose purpose we fulfill that we are able to securely trail such path. That is the way of the prayer.<br />
Our relationship with the Holy is one of constant communication, even if not at an easily comprehensible level. One must learn to attune itself with that which is beyond him, learning not only about the other, but also about himself. It is through meditation that such is achieved.<br />
|}<br />
<br />
[[Category:Aetheris Pyrism]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Aetheris_Pyrism/Mythology&diff=168192Aetheris Pyrism/Mythology2013-01-17T10:08:30Z<p>Unwin: /* Mythology */</p>
<hr />
<div>=Mythology=<br />
This is the lore of Aetheris Pyrism, vaguely known by the full members and accessible to the [[Aetheris Pyrism/Ranks|Disciples]] and higher ranked members.<br />
<br />
==Creation Myth==<br />
''How the world and the things we know came into existence.''<br />
<br />
=== Charkh's Age ===<br />
<br />
Also known as the ''First War of the Gods''.<br />
<br />
In a time our insignificance can give itself the luxury to call it the First Age, but for the immortal ones it was hardly so, the universe was ruled by a single god. His name was Charkh, the Executioner. In order to acquire such power he had made a pact with Fz'Ar, the Foul, Lord of the Demons, who acted as his Viceroy.<br />
<br />
These situations might last for very long, but they never last forever. In the midst of all the pain and suffering such a regime would be fated to bring, specially with the alliance with the damned ones, a Hero was born. His name was Vlander, the Hellborn. He commanded a great rebellion uniting a great number of Gods against the Tyrant, his loyal followers and the Demons.<br />
<br />
The war didn't end with either of the leaders' victories, but with the loss of both to the betraying forces of Fz'Ar. Having slain both and deceived the rest of the gods, he inherited Charkh's reign and ruled supreme over a fractured land for long, turning Hell into something indescribable, which our comprehension does not allow to fully understand.<br />
<br />
=== Demon's Reign ===<br />
<br />
Also known as the ''Second War of the Gods'' and the ''First Conclave''.<br />
<br />
During the Age of the Demons Lords, the universe was controlled by these creatures of chaos. Constant rivers of blood flowed while pain was the normal currency. On the other hand, Fz'Ar, the Demon King, had failed to gather as much support as his predecessor, so the seed of rebellion had already been planted. And he acted accordingly, burning and salting the earth whenever he saw the possibility of such happening, either true or just imaginary.<br />
<br />
It was in that period that a great conclave of gods gathered in secret. They tried to set aside their differences to combat the greater evil that was reigning free. Such, for a long time was not possible, for the gods are as diverse as the drops of water that make the oceans. In order to force the other Gods into a consensus, one of them secretly betrayed the conclave, letting the Demons know about its location. That God was Nalucht, the Sweet Tongue, and it set in motion the destruction of the Demons.<br />
<br />
As the Demons arrived to the hidden conclave, the rival Godly factions had no option but to unite against the common enemy. The Demons, as is in their nature, had overextended their chaotic dominion and grew overconfident and arrogant with their supremacy. They proved little match against the banded gods. However, they did not fall without spilling the divine blood of many, but over time their inevitable defeat forced them to disperse. From this time on, a faction of the Gods arose over the others, and started governing the rest into a new era of prosperity, stability, and joy. They were known as the Warriors of Peace.<br />
<br />
=== The Golden Age ===<br />
<br />
Also known as the ''Third War of the Gods''.<br />
<br />
This Age was marked by the summary prohibition of violence of any kind throughout the world. Such thing greatly displeased many violent Gods and was abominated by the Demons. Any aggressor was swiftly dealt with no compassion by the group of governing Gods. Ruling them all were three Goddesses, making the Peace Council: Nasla, the Lioness; Tyka, the Barbarian; and Waren, the Princess. Nasla distributed the justice, Tyka led the warriors to the battles and Waren organized the good working of the whole system.<br />
<br />
Major focuses of organized rebellion were vanquished, and for once a considerable number of gods were pleased and supported the regime. The Demons were too weak and scattered to present any real threat. That forced the small groups opposing the rule of the Council to seek further alternatives. A small number of which went further than the rest, communing with a utterly dark power, corrupting themselves in the process. From they the first Undead were born, and plagued and ravaged the Universe in uncountable numbers.<br />
<br />
Once again, there was war. Corrupt Gods, changed beyond recognition, along with their allied abominations destroyed and slew much in its way, until it met the full force of the united Gods, having conflicted with even some Demons. The war was cruel, long, and changed the world forever. This new corruption on the land had changed things, and fighting it did nothing but to weaken the threads of destiny. After the legions of chaos were defeated and scattered, the Gods decided to have a second conclave.<br />
<br />
=== The Quest ===<br />
<br />
Also known as the ''Second Conclave''<br />
<br />
Time urged the forces of evil to regroup. Though defeated, the Undead were quickly reformed - as was their nature. Meanwhile the malicious Demons planned on taking advantage of the gods' weakened state to overthrow them. Their counterparts however caught win of the situation; feuding Gods were forced together once again, save that they had two higher evils to extinguish. As expected, the arguing of tactics took longer than it should have, before a mysterious figure took the right to speak before the conclave. The figure was Nalucht, the Sweet Tongued. Though extremely distrusted by many, his power forced respect over many. He revealed to them a plan of his own to save them from untimely destruction.<br />
<br />
As some Gods had dealt with an elemental power greater than themselves, they had forever changed their reality. This new scenario didn't favor them, and should they let it continue, the result would be the victory of chaos and an end to all of their ambitions. The only way would be to seek commune with a higher power again, but in an inward fashion. Instead of hungering for power egocentrically, they would each make an altruistic sacrifice. Each of them would lend part of their power, their own ''essence'', and create a new reality that reflected their own, on a smaller scale, and it would represent each of them as well as the world they were part of.<br />
<br />
Having created this new reality we mortals call the world, the Gods followed Nalucht's advice and tricked the Undead and Demon Lords into this new reality, imprisoning them. Unaware they are in a godly prison, they are not able to make as much damage to the universe as they could were they free. This required, in order to maintain the illusion, that the Gods restrain themselves from walking along with men, and forced them to act in subtle and indirect ways to shape the lands and minds according to their will. For such it is that the Divine Messages are usually subtle and deceiving. This way humanity bears the duty to guard the universe against the forces that try to destroy it, maintaining the creation of the Gods and following their wills, as to preserve the reality of everything that is - or rather, everything that is not nothing - through peace and justice. <br />
[[Category:Aetheris Pyrism]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Aetheris_Pyrism/Cults/CultFire&diff=168191Aetheris Pyrism/Cults/CultFire2013-01-17T10:08:02Z<p>Unwin: /* The Cult of Fire */</p>
<hr />
<div>= The Cult of Fire =<br />
This is practical information on the religious life, shared by [[Aetheris Pyrism/Ranks|Disciples]] and higher ranked members of the religion.<br />
<br />
== Overview ==<br />
The first, central and ruling cult of Aethris Pyrism is the Cult of Fire. The Cult of Fire, exceptionally, focuses on the worship of all the gods and goddesses. All Pyrists start as members of the Cult of Fire and have the option of joining other cults once they are no longer Aspirants. The head of Aetheris Pyrism is also the head of the Cult of Fire. The Cult of Fire is also responsible for maintaining all church property. This task is given to the Keeper of Fire, an elder chosen by the Vicar of Fire. Pyrists are assumed to belong to the Cult of Fire unless they join another cult.</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Aetheris_Pyrism/Cults&diff=168190Aetheris Pyrism/Cults2013-01-17T10:07:40Z<p>Unwin: /* Cults */</p>
<hr />
<div>= Cults =<br />
This is practical information on the religious life, shared by [[Aetheris Pyrism/Ranks|Disciples]] and higher ranked members of the religion.<br />
<br />
== Overview ==<br />
Aeheris Pyrism is a polytheistic religion consisting of many Gods and Goddesses. It is not uncommon for a Pyrist to have a patron Deity and to focus their worship on this Diety. Rather than fight this natural occurance, the Church has chosen to embrace it and allow the formation of official cults within the church.<br />
<br />
== Organization ==<br />
<br />
The first, central and ruling cult of Aethris Pyrism is the Cult of Fire. The Cult of Fire, exceptionally, focuses on the worship of all the gods and goddesses. All Pyrists start as members of the Cult of Fire and have the option of joining other cults once they are no longer Aspirants. The head of Aetheris Pyrism is also the head of the Cult of Fire. The Cult of Fire is also responsible for maintaining all church property. This task is given to the Keeper of Fire, an elder chosen by the Vicar of Fire. Pyrists are assumed to belong to the Cult of Fire unless they join another cult.<br />
<br />
Each additional cult is lead by a Priest dedicated to the cults patron Diety. This cult leader is an Elder of the faith and will be known as Vicar of Diety and act as an authprity within their cult and the Church as a whole. While a priest of follower of a specific diety does indeed maintain a strong focus, none forget that it is but one of many dieties within the Pyrist pantheoneo.<br />
<br />
== The Cults ==<br />
[[/CultFire/|The Cult of Fire]]<br />
<br />
[[Category:Aetheris Pyrism]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Aetheris_Pyrism/Cults&diff=168189Aetheris Pyrism/Cults2013-01-17T10:07:05Z<p>Unwin: </p>
<hr />
<div>= Cults =<br />
This is practical information on the religious life, shared by [[Aetheris Pyrism/Ranks|Ember Seekers]] and higher ranked members of the religion.<br />
<br />
== Overview ==<br />
Aeheris Pyrism is a polytheistic religion consisting of many Gods and Goddesses. It is not uncommon for a Pyrist to have a patron Deity and to focus their worship on this Diety. Rather than fight this natural occurance, the Church has chosen to embrace it and allow the formation of official cults within the church.<br />
<br />
== Organization ==<br />
<br />
The first, central and ruling cult of Aethris Pyrism is the Cult of Fire. The Cult of Fire, exceptionally, focuses on the worship of all the gods and goddesses. All Pyrists start as members of the Cult of Fire and have the option of joining other cults once they are no longer Aspirants. The head of Aetheris Pyrism is also the head of the Cult of Fire. The Cult of Fire is also responsible for maintaining all church property. This task is given to the Keeper of Fire, an elder chosen by the Vicar of Fire. Pyrists are assumed to belong to the Cult of Fire unless they join another cult.<br />
<br />
Each additional cult is lead by a Priest dedicated to the cults patron Diety. This cult leader is an Elder of the faith and will be known as Vicar of Diety and act as an authprity within their cult and the Church as a whole. While a priest of follower of a specific diety does indeed maintain a strong focus, none forget that it is but one of many dieties within the Pyrist pantheoneo.<br />
<br />
== The Cults ==<br />
[[/CultFire/|The Cult of Fire]]<br />
<br />
[[Category:Aetheris Pyrism]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Aetheris_Pyrism/Ranks&diff=168188Aetheris Pyrism/Ranks2013-01-17T10:05:54Z<p>Unwin: </p>
<hr />
<div>=Ranks=<br />
This is practical information on the religious hierarchy, shared by [[#Disciple| Disciples]] and higher ranked members of the religion.<br />
<br />
==Rank Order==<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Name<br />
! Level<br />
! Purpose<br />
! Fee<br />
! Grant<br />
|-<br />
| [[#Fire Prophet|Fire Prophet]]<br />
| Founder<br />
| Founder of the Faith <br />
| 0<br />
| 0<br />
|-<br />
| [[#Vicar of Fire|Vicar of Fire]]<br />
| Head<br />
| Leader of the Cult of Fire and Aetheris Pyrism as a whole. <br />
| 0<br />
| 5<br />
|-<br />
| [[#Vicar|Vicar]]<br />
| Head<br />
| Leader and Priest of a Cult. <br />
| 0<br />
| 5<br />
|-<br />
| [[#Fire Keeper|Fire Keeper]]<br />
| Elder<br />
| Elder of the church selected by the Vicar of Fire to ensure proper maintenance of all church property.<br />
| 20<br />
| 0<br />
|-<br />
| [[#Piest of Fire|Priest]]<br />
| Full Member<br />
| Priest of the Cult of Fire.<br />
| 0<br />
| 5<br />
|-<br />
| [[#Devotee of Fire|Devotee]]<br />
| Full Member<br />
| Devoted member of the Cult who chooses to financially support the faith.<br />
| 5<br />
| 0<br />
|-<br />
| [[#Disciple of Fire|Disciple]]<br />
| Full Member<br />
| Dedicated follower of the Cult of Fire.<br />
| 0<br />
| 0<br />
|-<br />
| [[#Seeker of Fire|Seeker of Fire]]<br />
| Aspirant<br />
| Entrance rank.<br />
| 0<br />
| 0<br />
|}<br />
<br />
==Ranking==<br />
It is the responsibility of each Pyrist to ensure that the Elders are aware of their aspirations. Doing so allows the Elders to prepare the noble for advancement and to enact that advancement. In some situations, however, rank will be assigned based on need.<br />
<br />
===Fire Prophet===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Expectations:<br />
| None.<br />
|-<br />
! Description:<br />
| Founder of the faith, first to be enlightened by the Gods. Though not infallible, his closer connection with the Holy Ones allows him to guide the Church and resolve polemic matters.<br />
|-<br />
! Duties:<br />
| To provide guidance and leadership to all Pyrists in all matters. To be a living link between the Gods and humanity. To ensure the faith is spread as the Gods demand.<br />
|}<br />
<br />
===Vicar of Fire===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| The Vicar of Fire is a true beacon of light, second only to the Prophet. This position requires advanced theological knowledge, a life dedicated to preaching, and a tangible connection to the Pantheon. Perhaps the most revered position in Aetheris Pyrism, as the Vicar of Fire is the leader of the Cult of Fire and head of Aetheria Pyrism in the absence of the prophet.<br />
|-<br />
! Duties:<br />
| In addition to leading the Cult of Fire, the Vicar of Fire leads the church as a whole and provide guidance to all. The Vicar of Fire decides what cults are permitted and which are not. The Vicar of Fire acts as a mediator between the cults should differences of opinion arise. The Vicar of fire is accessible to all regarding any matter. The Vicar appoints all elders of the faith.<br />
|}<br />
<br />
<br />
===Fire Keeper===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| The Fire Keeper is second only to the Vicar of Fire, and an Elder of the Faith. The are chosen by the Vicar of Fire to keep the church in working order.<br />
|-<br />
! Duties:<br />
| To administer, lead and develop the church throughout Dwilight. To oversee the maintenance and expansion of all church property.<br />
|}<br />
<br />
===Vicar===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| A Vicar is the leader of a Cult, a dedicated Priest and an Elder of the faith. This position requires advanced theological knowledge, a life dedicated to preaching, and a tangible connection to their patron God or Goddess.<br />
|-<br />
! Duties:<br />
| To lead their cult and provide all cult members with guidance. TO promote, demote and develope member of their Cult. To aid the Vicar of Fire in leading Aetheris Pyrism as a whole.<br />
|}<br />
<br />
===Priest===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Priests are senior members who have dedicated their lives to Aetheris Pyrism in the most complete way possible. Priests seek to enlighten, teach, and spread the word of Aetheris Pyrism at home and abroad. Priests wield an adept knowledge surrounding the rebirth of the immus flamma in former non-believers and can perform rituals and meditations supporting its preservation.<br />
|-<br />
! Duties:<br />
| To aid in the spreading of the faith. To oversee the progression of all Pyrists of lower rank. To aid in the spiritual development of others. To convert non-believers. To study and advance church theology and official dogma.<br />
|}<br />
<br />
===Devotee===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Devotees are respected members who dedicate their lives to selflessly supporting their Cult and set an example to all below them. They live the faith and have the willingness to provide material support.<br />
|-<br />
! Duties:<br />
| To serve as an example to all others through their selfless conduct.<br />
|}<br />
<br />
===Disciple===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Disciples are full members of the faith and command a solid understanding of faith as a whole and their Cult in particular.<br />
|-<br />
! Duties:<br />
| To promote the faith and support the church. To serve the faith as needed. To perform tasks given by Elders. To continuously tend their Imus Flamma.<br />
|}<br />
<br />
===Seeker of Fire===<br />
<br />
{| style="width: 75%; margin: 1px" border="1" cellpadding="2" cellspacing="0"<br />
|-<br />
! Description:<br />
| Those who seek enlightenment in Aetheris Pyrism. They are members of the Cult of Fire during their studies.<br />
|-<br />
! Duties:<br />
| To learn of the faith and develop their Imus Flamma.<br />
|}<br />
<br />
==Former Elders==<br />
Pyrists that once held an Elder position in the Church.<br />
<br />
===Vicar of Fire===<br />
Brantley Unwin<br />
<br />
===Vicar of the Faith===<br />
Alice Arundel<br />
<br />
===Pyre Keper===<br />
Lucini Talratheon<br />
<br />
===Blaze Keeper===<br />
Bipel Coldchest<br />
<br />
===Pyre Patrons===<br />
[[Shenron Family/Shin|Shin Shenron]]<br />
<br />
<br />
===Blaze Guides===<br />
[[Tyr-Sog Family|Caldric Tyr-Sog]]<br />
<br />
[[Madigan Family#Hendrick_Madigan|Hendrick Madigan]]<br />
<br />
[[Category:Aetheris Pyrism]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Aetheris_Pyrism/Cults/CultFire&diff=168187Aetheris Pyrism/Cults/CultFire2013-01-17T09:00:26Z<p>Unwin: </p>
<hr />
<div>= The Cult of Fire =<br />
This is practical information on the religious life, shared by [[Aetheris Pyrism/Ranks|Ember Seekers]] and higher ranked members of the religion.<br />
<br />
== Overview ==<br />
The first, central and ruling cult of Aethris Pyrism is the Cult of Fire. The Cult of Fire, exceptionally, focuses on the worship of all the gods and goddesses. All Pyrists start as members of the Cult of Fire and have the option of joining other cults once they are no longer Aspirants. The head of Aetheris Pyrism is also the head of the Cult of Fire. The Cult of Fire is also responsible for maintaining all church property. This task is given to the Keeper of Fire, an elder chosen by the Vicar of Fire. Pyrists are assumed to belong to the Cult of Fire unless they join another cult.</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Aetheris_Pyrism/Cults/CultFire&diff=168186Aetheris Pyrism/Cults/CultFire2013-01-17T09:00:03Z<p>Unwin: /* The Cult of Fire */</p>
<hr />
<div>== The Cult of Fire ==<br />
This is practical information on the religious life, shared by [[Aetheris Pyrism/Ranks|Ember Seekers]] and higher ranked members of the religion.<br />
<br />
== Overvire ==<br />
<br />
== Overview ==<br />
The first, central and ruling cult of Aethris Pyrism is the Cult of Fire. The Cult of Fire, exceptionally, focuses on the worship of all the gods and goddesses. All Pyrists start as members of the Cult of Fire and have the option of joining other cults once they are no longer Aspirants. The head of Aetheris Pyrism is also the head of the Cult of Fire. The Cult of Fire is also responsible for maintaining all church property. This task is given to the Keeper of Fire, an elder chosen by the Vicar of Fire. Pyrists are assumed to belong to the Cult of Fire unless they join another cult.</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Aetheris_Pyrism/Cults&diff=168185Aetheris Pyrism/Cults2013-01-17T08:59:24Z<p>Unwin: </p>
<hr />
<div>= Cults =<br />
This is practical information on the religious life, shared by [[Aetheris Pyrism/Ranks|Ember Seekers]] and higher ranked members of the religion.<br />
<br />
== Overview ==<br />
Aeheris Pyrism is a polytheistic religion consisting of many Gods and Goddesses. It is not uncommon for a Pyrist to have a patron Deity and to focus their worship on this Diety. Rather than fight this natural occurance, the Church has chosen to embrace it and allow the formation of official cults within the church.<br />
<br />
== Organization ==<br />
<br />
The first, central and ruling cult of Aethris Pyrism is the Cult of Fire. The Cult of Fire, exceptionally, focuses on the worship of all the gods and goddesses. All Pyrists start as members of the Cult of Fire and have the option of joining other cults once they are no longer Aspirants. The head of Aetheris Pyrism is also the head of the Cult of Fire. The Cult of Fire is also responsible for maintaining all church property. This task is given to the Keeper of Fire, an elder chosen by the Vicar of Fire. Pyrists are assumed to belong to the Cult of Fire unless they join another cult.<br />
<br />
Each additional cult is lead by a Priest dedicated to the cults patron Diety. This cult leader is an Elder of the faith and will be known as Vicar of Diety and act as an authprity within their cult and the Church as a whole. While a priest of follower of a specific diety does indeed maintain a strong focus, none forget that it is but one of many dieties within the Pyrist pantheoneo.<br />
<br />
== The Cults ==<br />
[[/CultFire/|The Cult of Fire]]</div>Unwinhttps://wiki.battlemaster.org/index.php?title=Aetheris_Pyrism/Cults/CultFire&diff=168184Aetheris Pyrism/Cults/CultFire2013-01-17T08:58:31Z<p>Unwin: </p>
<hr />
<div>== The Cult of Fire ==<br />
This is practical information on the religious life, shared by Ember Seekers and higher ranked members of the religion. <br />
<br />
== Overview ==<br />
The first, central and ruling cult of Aethris Pyrism is the Cult of Fire. The Cult of Fire, exceptionally, focuses on the worship of all the gods and goddesses. All Pyrists start as members of the Cult of Fire and have the option of joining other cults once they are no longer Aspirants. The head of Aetheris Pyrism is also the head of the Cult of Fire. The Cult of Fire is also responsible for maintaining all church property. This task is given to the Keeper of Fire, an elder chosen by the Vicar of Fire. Pyrists are assumed to belong to the Cult of Fire unless they join another cult.</div>Unwin