Post by Myth Weaver on May 18, 2012 16:41:13 GMT -6
The Knightly Order of the Iron Fist or simply The Iron Fist.
The order arose shortly after the Age of Swords and Tears to corral, control and even execute magic users throughout Zetomar and Aesterholm. This order is not known for its love for magic users but for their harsh reprisals and hatred of those with the power over the world's magic. For many years, these knights guarded the non-magically inclined from what they perceived as a very dangerous form of chaos. Magic to the order is a danger to everyone. They are ruthless hunters and many magelings have fallen beneath their blade.
It is ironic, though they hunt mages to this day, they overlook the Order's innate gifts of magic negation. From the High Commander to the lowliest squire, those initiated into the order are taught how to negate the magics used by the most powerful of mages, wizards, warlocks, witches and their like. In their eyes, it is not true magic, but creating order by depriving the magic user the ability to bring their chaos to fruition. However, many magic users recognize this is a form of magic that is completely unavailable to many outside of those who have rose to the ranks of archmage.
To become a knight of the Iron Fist: A squire is selected after a tournament in one of the great capitals of Zetomar and Aesterholm after proving their martial prowess on the field.
Upon being selected they are sequestered in one of the many prestigious barracks where they undergo years of training, both martial and in the art of negation.
- Squire's ability and time in service: Years served in this rank is 4 in game.
- The power of negation is weak. Minor magics of elemental and basic enchantments can be expelled. Area of effect is five (5) feet.
To make a successful negation of anything more powerful the player needs to roll a d100 and beat his appoints overall magical ability. They can only do this once a day. - Knight's ability and time in service - requires in game 5 years of training to gain automatic promotion. This can be played out in the journal section of the site as well as in the character's personal history.
- Though still weak, they are still more powerful than the lowly squire. They have an ability to negate most minor spells from a few of the schools such as enchantment, elemental, personal abjurations of most mages. They also gain the ability to negate magic within ten (10) feet of themselves. Sometimes they do get lucky when hunting a Mage and are able to take on much more powerful mages by rolling a d100 and beating the Mage's overall magical ability. Like the squire they will have only one chance per day to achieve this feat. - Knight Sergeant ability and time in service - requires six years in game time. They are slightly more powerful than the two before them as their training becomes far more intricate and brutal as they learn to battle live magic users during their training. They become more adept at negation while also training in the divine art of healing while in combat.
- Due to this training, they are deemed fit to become true hunters and are given leave to travel in groups of five. They are considerably more powerful than Knights as they are now able to negate more powerful magics as well as heal themselves and others in a combat situation. They are able to negate major magics twice a day with 1d100 with a roll over the magic user's overall magical ability. They can negate most magics within a twenty (20) foot radius of their person. - Knight Master Sergeant ability and time in service: in game this rank is obtained after ten years and they are formidable on the field of battle. Many knights do not make it this far due to maiming or other serious injury that prevents them from continuing their service with the order. The training is difficult and more brutal as they are pitched against more powerful mages. They lead many of the hunts and purges of magic users homes and areas of operations.
- As they are considerably more powerful they have gained the ability to negate much of the magic used against them. Negation radius jumps to a whopping thirty feet from their person and though they still need a d100 with a roll over the magic user's overall magic ability to negate their power for two turns. They too can invoke this twice a day. - Knight Lieutenant ability and time in service. This rank is given after fifteen years in service. If a knight of the order has survived to be promoted, he no longer goes out on hunts but trains those within the order unless there is need for someone who has the ability to take on a Imperian Dragon Guard or an Irasa. They are able to negate majority of magics at will and gain a +5 bonus to all d100 rolls for complete magic negation for one turn of combat three (3) times a day as well as mass healing of those in his company once per day.
- Knight Commanders are NPC only. These members of the order have served faithfully and successfully for twenty-five years and have earned through their vast experiences to assess any and every situation and advise the High Commander of the order, based out of Arsuran, Grunwald on events, intrigues and the running of the order. They are recruiters at the tournaments and judges of the magic users who have broken the Treaty of Arsuran, and amendments to said treaty.
- High Commander Salex Trogean - current high commander and the one woman in Solabren that makes much of the leadership of every nation very uncomfortable. Serving for nearly forty years, she is a hardened warrior of uncompromising principles and a very narrow interpretation of the Treaties set down by her predecessor to maintain the peace with those who choose to uphold their end of the bargain. She opposes the proposed marriage of the Imperian princess Ophelina to the Archduke of Erando for the simple reason it will give the mages she already has to deal with "uppity and inclined to feel entitled." she also has no love for the safe haven that has been created beyond the shores of Imperia and is waiting for the day that she can lead the assault on the former prisoners of the tower of Yesrin.
**NOTE** For each rank, it is required that there be at least three (3) posts in the specified forum for Iron Fist Training with a minimum of 1000 words per post describing training received to achieve the next level. As a player moves up in rank the amount of posts required will be increased by one. Failure to comply with the rules will result in failure to advance in rank. Continuous failure to follow stated rules will mean termination of "contract" with the Iron Fist and the removal of the crest from the character's signature.