Grailguard Wardens

Grailguard, Clankers, Wardens


“What worth is a sword if it cannot protect?

What worth is a soldier if they cannot save lives?”

-- Cid the Sky Sword

Artwork by Nicco Salonga

Overview

Refugees from the ruins of their stronghold in the far west, the Grailguard are knights and sentinels that resemble ancient pre-Fall warriors rather than post-apocalyptic soldiers. Their heavy armor and sharp swords call to mind a time of honor and chivalry, though they do not shy from auto-pistols and flame-throwers. Though many regard them as inflexible, foolish, and overly stringent, the Grailguard are well-regarded by the communities and villages as protectors, judges and avengers.

Symbol

While each of the Grailic Orders have their own symbol, a simple goblet-style cup is used by most Grailguard. In some instances, it is surrounded by light rays.

Lore Level: Medium

Grailguard lore is more involved, with the traditions and histories of a person’s Order of being prime importance. However, the concept of a knight or a wizard is easy enough to grasp for most players.

Aesthetic: 

The Dusters and the Grailguard ally against the Harbingers.

The Grailguard are immediately recognizable for their distinct armor, fluttering banners, and heraldric shields. That said, they only resemble the warriors and crusaders of old. They are set apart by the scavenged metals that they use, the ballistic arsenals that they employ, and various Eldritch technologies that augment their ranks. Another aspect that sets them apart from their ancient peers is their choice of helmet: Grailguard Wardens prefer headwear that keep their ears and eyes open, using goggles or similar garments instead of greathelms or bassinets.

Clad in steel and honor.

Outlook

Charity: The first of the Axiomatic Virtues, dedicated to compassion, mercy, and helping others. Grailguard who abide by this virtue are willing to lend their aid to those who need it or protect those who cannot protect themselves.

Clarity: This Virtue demands that a Warden speaks no lies or engages in no falsehood with their allies. This usually results in Grailguard being forthright and honest with themselves and with others. Occasionally, it ends up with an individual that is “too honest for their own good” and thus, vulnerable to manipulation. 


Courage: The Virtue of Courage insists that those who follow it must persevere against adversity and face challenges without backing down. Many Grailguard insist on being the last on the field during retreats or the first to meet the enemy in battle. 

Courtesy: This is a Virtue that reflects the rigidity of the Grailguard social structure. It demands that a Warden respect their peers, follow their superiors, and take care of their subordinates. Grailguard are cognizant of the chain of command but are also polite or at least, neutral, to those they meet unless given cause to do otherwise.

Covenant: This is a Virtue of loyalty and commitment. It insists that its adherents protect and nurture their sworn allies and family; betrayal and treason are terrible injustices to humanity. Covenant also demands any oaths and promises must be fulfilled.

Names:

Most of the Grailguard that the world interacts with are of the organization’s warrior ranks. Upon becoming “Anointed”, these individuals assume a new name and the knightly title of “Ser,” in homage to the classical world of ancient Europa from centuries or even millennia past with the few tomes that they have scavenged. Others draw inspiration from the monarchs, heroes, or saints of ancient Asiatic or African cultures instead.

However, even those outside the frontlines of this organization follow a similar pattern if their section within the organization anoints them worthy. Anointed Magi are granted a color or a hue for their achievement, depending on which of the Prismatic Tomes they follow. Anointed Smiths are granted the title of Artificer as well, though often without the epithet than normally suffixes a knightly name.

Example Names:

  • Ser Corinthia the Pure is a Knight-Protector, anointed by the Grailguard for her defense of the innocent and her destruction of horrors. 

  • Bishamon of the Azure Tome has taken up the moniker of an ancient warrior, reflecting his own place as an Arcanist on the frontlines and skills with defensive magics. Some of his allies call him “Blue,” a moniker he dislikes for its brevity and the fact that there are other Azure Magi. 

  • Artificer Titanius is esteemed among his peers for his elixirs and his tonics, though they wonder why he takes up missions far afield with his talents. 



Example Character Ideas:

The following are some character concepts that may be seen from this Free Tribe. If desired, feel free to use or alter one of these for your character.

Librarian of the Tome: The “Grail” sought and protected by the Grailguard is information and knowledge. A key tenet to this purpose is finding, keeping, and understanding these secrets. Librarians of the Tome are responsible for the deciphering and reproduction of technical manuals and other lores of interest. The Grail-Knights sally forth and the Shield-Smiths equip them, but the Librarians are the brains of the Orders and integral to their goal of using this retrieved knowledge to revitalize the World Beyond the Fall. 

Suggested Classes: Arcanist, Counselor

Grail-Magus: Few are the Arcanists among the Grailguard, though they are usually found among the Librarians and Tomekeepers rather than the Knighthood. Grail-magi have chosen a different path from their allies, wielding shield and spell in defense of humanity. Some are Infusers that radiate magical barriers and reinforce their allies. Others utilize the healing magics of the Restoration Sphere to bring their peers back into fighting shape and to save those that have fallen.  

Suggested Classes: Arcanist, Warrior

Knight-Protector: The Grailguard Wardens are known and respected for their impenetrable formations and teamwork. While slaying foes with sword, spear, or pistol, they are able to flow into tight groups and loosen into scattered formations with ease, depending on the thickness of their armor and their mutual cooperation to keep each other safe. This protective mindset is bolstered by the Grailhome Axioms—words that they live by that espouse heroism, selflessness, and compassion. 

Suggested Classes: Counselor, Warrior

Shield-Smith: “A Warden without armor and shield is one ready to fall,” say the Grailhome Axioms. While these words refer to metaphorical vigilance rather than physical accoutrements, it is the task of the Shield-Smiths to keep their peers and superiors ready to face the horrors of the night and the darkness within the Shroud. These individuals are weavers, weaponers, and doctors, capable of supporting their fellows on and off the battlefield. While they are not on the forefront as the Knights and the Paladins of the Grailguard, they are no less important and no less celebrated. 

Suggested Classes: Arcanist, Builder

Vindicator-Errant: At the end of the Ember War, a vocal minority of the Grailguard demanded more from their leadership. They wanted to eschew the rest and recovery that the Knight-General decided upon, calling instead to be allowed to expand their operations across the Mid-Atlantic. Whether their demands were made in bloodlust or in compassion, they were ultimately denied. A significant portion of these individuals actually broke from the Grailguard, becoming “Errant,” abandoning most of the Axioms, and slaying horrors whenever they find them, especially those Vindicators that had fallen too far in their pursuit of the Lightless One. 

Suggested Classes: Ranger, Warrior

Leadership:

The Grailguard Wardens follow the leadership of their Grailseeker General and the Chalicine Circle. The General is elected by the members of the Circle, who themselves are rostered by the leaders of the five Grailic Orders. 

Galavan the True is the current Grailseeker General, raised from the Order of the Shielding Palms. At his command, the military might of the Wardens can be mustered and brought to bear. On the other hand, it is tradition that the Chalicine Circle handle most of the Grailguards’ management, especially within their own Order. 

 Grailguard History

Important Events

The Legend of Crosse (15 BTF): Eschewing his previous identity and past, Soren Crosse purges the region of evil with feats of heroism and swordplay. Alongside him are his disciples: the Five of Swords. 

The Five of Swords (35 BTF): After Soren’s death against the Nethalgan Hivequeen, the Five of Swords found the Grailguard Wardens and cement his legacy. From their own disciples, the five Grailic Orders are formed to defend humanity and preserve knowledge. The fortress of Grailhome is built to protect their families, train new recruits, and protect the lores they have retrieved.

The Tower and the Shield (43 BTF): After a decade of fighting, the Grailguard find themselves with little in the way of reinforcements and recruits. The adherents of the Tower fight with the adherents of the Shield regarding their true role in the region and whether they should recruit from the area. After an almost civil war, the Shield prevails but this leaves scars between the two philosophies. 

The Hounds of Hell (56 BTF): The Hellhound Motorgangs swoop in to raid settlements and the Grailguard answer. While the Grailguard can best them in battle, the swift vehicles of the Hellhounds make it impossible to defend against them.


Steel against the Swarm (67 BTF): As if in vengeance for their fallen Hivequeen, the Hivelings mount a massive invasion of Grailguard territory. This war rages for years until the Wardens mount an invasion of their own, crossing the Mississippi Swell and putting the Hivemounds to the sword - the Hivelings are far from eradicated but they are driven west.

The Doom behind the Dustriders (84 BTF): The Astral Tome warns the other Orders of an encroaching threat. The Dustrider Militia arrives to warn the Grailguard of the Harbingers. The next few years are spent preparing their defenses, evacuating personnel, and attempting to gain allies from the other settlements in the Midwest and Mid-Atla. 

The Siege of Grailhome (88 BTF): It is not one Harbinger that attacks the Grailguard but four of these entities. After dozens of brutal battles, the Harbinger Host lays siege to Grailhome. Not long afterward, the fortress’ defenses are unraveled and it is sacked. The region is corrupted with Eldritch energies and turned into a Shroudland. To add insult to this, an extradimensional entity called “the Hagathai” strikes at the Order of the Astral Tome, severely damaging their main library.

The War over Embers (90 BTF): The desperate battles of the Grailguard and Dustriders have given the Free Tribes time and impetus not only to unite but also to join forces with the Illustrados and the Templars. Many Grailguard settlements flee before the Harbinger encroachment. The war stretches across the western portion of Mid-Atla, even reaching the shore at some points. The Harbingers are defeated at the Battle of the Broken Bell in the Libertina ruins. 


The Armistice and the Current Era (99 BTF): The Grailguard joins the Free Tribes to keep watch for any other Harbingers. Their attempts at recovery and reconstruction are assisted by new recruits and help from the other factions. Much of their land is reclaimed except for Grailhome. On the other hand, scores of Grailguard leave the Orders and become “Errant” -- they believe that the leadership has failed them and they wish to help the land in their own way. 

 

Important Persons and Groups

Cartel: aka the Kindly Cartel who comport themselves like businessfolk and corporations of old, but act more like criminals when it suits them. These are part of the Free Tribes. 


Chalicine Circle: The advisory and secondary management body of the Grailguard. They are rostered by the leaders of the Grailic Orders but follow the direction of the Grailseeker General. The Chalicine Circle also chooses the new General when the old one dies or retires. 


Dustrider Militia: A massive group of refugees fleeing the Harbingers’ wrath and their ruined settlements to the southwest. They would have met their end at the Mississippi Swell that cuts the continent in half if they hadn’t encountered the massive Dragonspan bridge built by the Grailguard. 


Five of Swords: The five Disciples of Soren Crosse: Fiora the Teacher, Cid the Sky Sword, Sashi the Painter, Balag Saint-Slayer, and MacBane the Boar


Grailgard Wardens: Soldiers, scholars, and smiths dedicated to protecting humanity and its knowledges. Styling themselves as the honorbound warriors of the ancient eras, they battle monstrosity and raider without doubt or fear. 


Grailic Orders: The Grailguard are divided into five different Orders. Each Order has its own specialty but works with the others. The five Grailic Orders are: the Ardent Forge, the Astral Tome, the Iron Dragon, the Shielding Palm, and the Silver Tower. 


Hellhound Motorgangs: A northern neighbor of the Grailguard that revels in raucous battle and bloodshed. They used to raid the territories around them for supplies or demand tribute from settlements. 


Hivelings/Hivequeen: Monstrous insects the size of humans (or bigger). Some of them are powerful psychics. They nest in towering mounds and raid their environment (and human settlements) for food and building materials. It is rumored that they seek out human brains to expand their psychic power. 


Soren Crosse: A legendary swordsman who was skilled in almost everything, but especially battle. The myths of the Grailguard claimed that he wielded five sorcerous blades and he felled many a horror with the help of his disciples. To become his true self and gain his true strength, he cast aside his previous origins -- he is known to have once been Sarah Crosse, but little else of his origins and technique are known. 


The Free Tribes: A group of communities and tribes based in and around the Mid-Atlantic (aka Mid-Atla) area, but also within the New England, Tidewater, and Midwest regions.


The Harbingers/Harbinger Hosts: Four sorcerous entities of incredible power and the monstrous armies that followed them. They came from the west and savaged their way to Mid-Atla until they were stopped by the combined efforts of the Free Tribes, the Illustrados, and the Temple. 


The Illustrados Union: An Caribbean-based Archfaction known for their technological wonders, their mercantile bent, and their naval prowess


The Temple of the Shattered Mother (aka Templars): An northern Archfaction based on their faith to the God-Empress and dedicated to the destruction of wickedness and eldritch evil.


The Vundarkin Packhunters: The Vundarkin Packhunters are simple and small bands of associated families that wander the wilderness. Many choose a spiritual “Whisper” to follow as a guide.

Grailguard Power Groups

Below are the five Power Groups that maintain and influence the Grailguard: the Grailic Orders. Though united under the leadership of the Grailseeker General, these groups may have rivalries or discontent, but they work as a whole for their cause. 

Player Characters from the Grailguard must belong to one of the groups and switching between Orders is a rare event. That said, despite their prejudices, every member of the Grailic Orders is meant to work with one another for the betterment of humanity. 


The Order of the Ardent Forge: An inventive Grailic Order focused on technologies and practical knowledge.  

The Order of the Astral Tome: A Grailic Order dedicated to the preservation of knowledge as well as the organization of said knowledge. They are also heavily invested in investigating arcane mysteries.  

The Order of the Iron Dragon: An order of monster slayers, front liners, and berserkers. When outsiders think of Grailguard, they often do not consider the fearless, gloryseeking, bloodthirsty Iron Dragons. 

The Order of the Shielding Palm: A popular but overworked Grailic Order that expends immense resources and allocates personnel toward protecting and healing allied settlements.  

The Order of the Silver Tower: A traditionalist, isolationist Order, the Silver Tower desires a noble path for the Grailguard. They had major control of the Grailhome and East Presidium before the Siege. 


The Order of the Ardent Forge

Ardent Forges, Forgewardens

“Destruction is child’s play. 

Creation is the true test of one’s skill”

-- Balag Saint-Slayer


Basic: An inventive Grailic Order focused on technologies and practical knowledge. 

Symbol: A goblet seated by flames. Sometimes, it is a goblet and an anvil side by side, an anvil by itself, or a wreath of flames. 

Territory: To the north and the east of New Presidium and south of the Dragonspire is the Forgehaven, a place of learning and craftsmanship. Many caravans from outside the Grailguard make there way here before they go to East Praesidium. 

Overview: Balag Saint-Slayer was known for many feats of strength and heroism. But foremost was he known as a maker of blades and armor for his compatriots. This skill with anvil and forge was taught to his disciples, who brought the tutelage to other practices and workings. In a similar vein, the Architects of the Ardent Forge are credited for designing and building the various fortresses and towers of the Wardens. In addition, a big part of the Ardent Forge is the maintenance of their farming machines across the Grailguard holdings. The other Orders benefit from these machines as well, though to a far smaller extent. 

Like the other Grailic Orders, their greatest works were lost in the fall of Grailhome. Rumor has it that the gigantic Shroudknights that haunt the roads were corrupted inventions of the Forgewardens. However, much of their efforts are involved not in recovering those lost crafts but recreating them. As a whole, the Ardent Forge looks toward the future even as it builds with the bones and wisdom of the past. 

The Forgewardens have been in the middle of the arguments of Shield and Tower, choosing to focus on “practical concerns” rather than political ones. That said, these Grailguard have immense value placed upon the role of trade in the flow of goods and information to the Orders. This puts them on the side of the Shield rather than the Tower more often than not. 

Indeed, trade with the other Free Tribes and Archfactions have secured them new ideas and new innovations. Moreso than the other Orders, one can expect Forgewarden soldiers to be wielding firearms and siege casters to protect their territories and caravans. One can also expect new innovations with their efforts at construction, farming, and other craft.

Leadership: Marius Arimachus the Club is the Lord-Commander of the Ardent Forge, having served his office for more than 20 years. An Architect before his ascension to Lord-Commander, Marius is not the best of warriors with his accursed leg -- however, his foresight and his management have seen his Order through hardship and famine. 

It was his Order’s expertise that allowed the Grailguard to use the worst of scavenged metals to make incredible armor, weaponry, and machinery. Similarly, it was through his leadership that the Forge improved the Scavver engines to better suit the Grailguard’s functions, including the proliferation of Metabionics to assist maimed Wardens.

The Order of the Astral Tome

Astral Tomes, Starseekers

“Only knowledge and its proper application can truly banish these dark ages”

-- Fiora the Teacher


Basic: A Grailic Order dedicated to the preservation of knowledge as well as the organization of said knowledge. They are also heavily invested in investigating arcane mysteries.  

Symbol: A goblet beneath a star. Sometimes, it is a goblet and three stars side by side, three stars by themselves, or an open book. 

Territory: South and west of East Praesidium is the Fioran Library, squat and wide in the ruins of an ancient school. The Starseekers have since fortified the campus, adding walls and etheric lamps to assist their manned defenses.

Overview: Fiora the Teacher was grace and dignity with her smallsword. However, she was also the most learned among the Five of Swords. Her disciples followed her path in academia and scholarly works, especially in the arcane arts. It was they that took record of the early eras, deciphered the scripts of the ancients, and distributed their knowledge to the other Orders. 

The other Orders sometimes feel that the Astral Tome is focused overly on the intangible and the etheric rather than the solid and the worldly. And certainly, there is much truth to this -- they boast the lowest numbers in soldiers and they meddle infrequently in the affairs of the Grailic Orders. In tune with this, the Astral Tomes have since become a beacon of wisdom and knowledge among the Grailguard. These are individuals of science and lores whose guidance is unquestionable. An Iron Dragon will listen to war advice when a Starseeker speaks -- perhaps there is some past battle that would counsel the current situation. 

The Order of the Astral Tome has recovered much since the Hagathai Invasion and the Fall of Grailhome, but they are far from truly rejuvenated. The Starseekers continue their efforts of maintaining the Tomehouses, managing records, and the other duties of their Grailic Order. To that end, the Astral Tome proportionally features more Scholars than the other Orders of the Grailguard. Similarly, the Astral Tomes undertake special efforts in researching and refining spellcraft as well as instructing novices. Channelers from every order can boast a Starseeker for a mentor, if only in part. That said, the studies and the arcane experiments within the Order are said to rival the Altar of Air and the Temple.. Some even whisper that the Starseekers have touched “Xeno-Planes”' to contact extradimensional entities -- but these rumors are unsubstantiated.

It is their love of knowledge and study of lores that brings Starseekers out of Grailguard. They send individuals out into Mid-Atla to learn and examine matters of interest. Outsiders can occasionally find a Starseeker out in the wild or deep inside a settlement, writing their findings or preparing for a new expedition. 

Leadership: Like many Lord-Commanders before him, Athenus Isidor of the White Tome was once a Wisdom among the Starseekers. A Seraph Animancer, he spends much of his time fine tuning the management and bureaucracy of the Astral Tomes. Reportedly, he would rather peruse tomes and records. 

Rather than excitement at the prospect of new knowledge, Athenus regards the arcane studies of the other Tribes and Archfactions with suspicion and wariness -- he knows too well the corruptive power of magic use and research. 

The Order of the Iron Dragon

Iron Dragons, Dragonguard

“Glory and honor belongs to the righteous victor!”

- Macbane the Boar


Basic: An order of monster slayers, front liners, and berserkers. When outsiders think of Grailguard, they often do not consider the fearless, gloryseeking, bloodthirsty Iron Dragons. 

Symbol: A sword with a cup-like crossguard. Sometimes, it is a goblet and a sword side by side or any blades or fearsome creatures.

Territory: Where once they held the second most territory among the Wardens, the Iron Dragon Order now hold the second least.  The remainder of Dragonguard holdings brush westward against the accursed realms of the Shroudlands and northward against the anxious peace of the Hellhound Motorgangs. They have moved their headquarters to their northmost outpost, the Dragonspire. At the northern and western borders of their land, they have since built several walled fortifications in that region to ensure that any invasions are stopped, tracked, and/or outflanked.

Overview: Formerly the Iron Boars until they were changed by MacBane’s daughter, the earliest Dragonguard were drawn from the hardiest of folk. Macbane himself was said to be a swordsman of immense appetites, tempered only slightly by Soren Crosse’s discipline. His disciples and scions are people of passion, of grit, and of incredible willpower. These were the ones capable of enduring the worst that MacBane could deliver unto them. These individuals were tasked to war with monsters amidst Magnastorms, hunt prey in the driving rain, and other rigorous activities until they finally gained MacBane’s respect.

In the early days of the Grailguard, Order of the Iron Dragon were tasked with patrolling the fringes of Grailguard territory, dealing with both monster and raider. While the Five of Swords dealt with the worst of monstrosities in the region, the Dragonguard were happy to aid them in their battle or fight the ones beneath their master’s dignity. They embraced challenge and hardship -- farming the least arable land or working on the worst salvaged metals. 

To MacBane and his Dragonguard, the Grail was life itself -- and embracing it involved embracing one’s own passions, emotions, and rage. The Dragonguard openly weep when one of their kin is slain. They cry out in wrath when striking down monsters. They laugh the loudest when a joke is funny.

The Dragonguard and the Towerkeepers suffered the worst during the fall of Grailhome. Much of Grailguard’s western holdings were the Iron Dragons’ and many of their greatest gave their lives in defense of their home. Unsurprising to any that know of their ardor, many more would fall in the Ember War. In addition, much of their number have left rank to become Errant. While the Dragonspire is filled with the sounds of apprentices, the Order can ill afford immense action until they have recovered in a few years. 

The joining of the Free Tribes is one of the greatest boons to their renewal -- knowledge of the Grailguard and their righteous cause has spread across Mid-Atla and the Midwest. Many answer the clarion call to battle, petitioning the Wardens for initiation. The other Orders are more discriminate in recruitment but the Dragonguard choose from the hardiest of Forgelings as well as the most stubborn. But for any who choose the Order of the Iron Dragon, all are welcome so long as they can keep their oaths and pull their weight. Naturally, this horrifies the traditionalists of the Silver Tower and the Astral Tome. 


Leadership: Alexandriana Arissia the Wrathful leads the Dragonguard, surviving her adopted mother as its new Lord-Commander. She is young, but proven time and time again in battle and in leadership. Her uncle Hambir MacBane has come out of convalescence to advise her, but there is only so much he can do. 

Her energy resonates well with the younger and the newer of the Dragonguard. On the rare occasion that she is unburdened with the duties and bureaucracies of leadership, she leads forays into the Shroudland - while the first of these returned with heavy casualties, subsequent attempts have come closer and closer to reaching the ruins of Grailhome. 



The Order of the Shielding Palm

Shielding Palms, Shieldwardens

“What worth is a sword if it cannot protect?

What worth is a soldier if they cannot save lives?”

-- Cid the Sky Sword


Basic: A popular but overworked Grailic Order that expends immense resources and allocates personnel toward protecting and healing allied settlements.  

Symbol: An upright open palm with a goblet on its palm. Sometimes, it is a goblet and an open palm side by side, an open palm/gauntlet by itself, or (flag/banner only) a shield. 

Territory: The Order of the Shielding Palm had its territories and allies among the eastern portions of Grailguard territory, so the fall of Grailhome hurt them less. Steelpost is a major trading post turned stronghold for the Shieldwardens and the main gateway (but not the only one) between Grailguard territory and the rest of Mid-Atla.

Overview: The Shielding Palm was wrought into being by Cid the Skysword and his disciples. These individuals spent more time protecting the people and healing their hurts than avenging their wrongs or hunting down monstrosities. This meant that the Shielding Palm had a fair amount of influence among the allied settlements to the Grailguard at the cost of other Orders’ occasional displeasure. This came to a head in the internal strife of the Shield and the Tower, where the Grailguard’s true role in the world was hotly and nigh-violently debated. While the Palms won the day, the rift between the two Grailic Orders has yet to truly heal. 

Unlike the other Grailic Orders, the Shieldwardens have always been civic minded. Their Smiths and Scholars far outnumber their Soldiers, who themselves are no strangers to craft and trade. If Wardens are encountered on the road protecting a caravan from attack or assisting in a village’s reconstruction, they are more likely Shieldwardens than not. 

Yet, it was the Shielding Palm’s outward facing perspective that led to the eventual cooperation between the Grailguard and the rest of the Free Tribes. With the Dustriders’ help, they and the Cartel spearheaded the diplomatic corps that founded this unlikely alliance that would eventually bring the Harbingers themselves to ruin. Contrary to Silver Tower rumor, their ethos to the Grailguard cause is far from lost. This Order sends their Wardens to other settlements not only to defend them but to retrieve ancient and preserve ancient lores. Indeed, their contacts with the other Free Tribes and Archfactions ensure that their reach is farther than the other Orders.  

That said, Their humanitarian acts have left them overextended and starved, with their new trade routes and contracts still awaiting to give them the resources they need to persist. Since the Palms are not utterly mercenary in their duties, they often accept services or simple barter in exchange for their assistance. Less courteous Grailguard call them “Beggar Wardens” to their backs, due to the state of their gear’s repair.

Leadership: The Shielding Palm is led by Lord-Commander Nakul Rao the Bright, a Psion that is skilled in swordplay and in healing arts. Nakul the Bright is a close friend and former partner to General Galavan, though politics requires that their prior relationships be put aside to ensure impartial judgment. Lord Nakul pours his Order’s resources in recovery and reclamation, not only of their own holdings but in healing the Free Tribes’ settlements. He has even established positive relationships and trading routes with distant communities. 


The Order of the Silver Tower

Silver Towers, Towerkeepers

“Immature strategy is the cause of grief"

-- Sashi the Painter

Basic: A traditionalist, isolationist Order, the Silver Tower desires a noble path for the Grailguard. They had major control of the Grailhome and East Presidium before the Siege. 

Symbol: A tower that looks like a long necked goblet with crenellations. Sometimes, it is a goblet and a tower side by side, a castle by itself, or a crenelated wall. 

Territory: East Praesidium and its finest holdings are the domain of the Silver Tower. Their influence stretches up and down the Goodly River, rich with commerce and life.  

Overview : Sashi the Painter was a perfectionist, possessed of majestic form and precision despite his less than refined demeanor. His disciples on the other hand were studious, meticulous individuals that worked hard to perfect his teachings. It is their particular mindset that allowed the Silver Tower and all of Grailguard to flourish rather than fall apart. While the Ardent Forge may be builders and crafters of incredible merit, the management of resources and personnel is greatly owed to Sashi’s disciples. 

The Shield and the Tower are often mentioned as one of the biggest points of history for the Towerkeepers as their greatest failures. But what outsiders fail to consider is the prominence and influence of this Order in all other aspects of Grailguard society: It was the Silver Tower that brought order and ranks to their organization (which was aped by all the others). It was the Silver Tower that caught and punished the first traitors to the Grailguard. 

No Order but the Silver Tower is as entrenched in the activities of all the others -- indeed, Towerkeeper Inquisitors only answer to their Lord-Commander and the Grailseeker General, superseding all other authorities. They are the main judicial body of the Grailguard, with their Inquisitors having immense authority. Similarly, their Inquisitors and their Lord-Commander oversee many trials and tribunals, especially those of importance enough to reach New Praesidium. They are especially on the lookout for apostates and traitors, almost relishing their sentencing and punishment. 

The Towerkeepers are deeply entrenched in the workings of the Grailseeker General and the organization of the Grailguard themselves. They are the ones who send out messengers or emissaries to the other Orders regarding meetings or happenstances. When the General marches, it is always with a significant contingent of Towerkeepers. 

Leadership: Socrethas Hein the Just leads the Order as its Lord-Commander, having done so for the last 30 years. Socrethas is reportedly as strict and stern as a steel sword and just as unbending. Though she brings fear to the accused and to her enemies, she is a staunch ally to have and a font of wisdom. She surprised many when she supported the ascension of the current Grailseeker General, yet she is often seen as a critic of policy and a finder of fault. 

Grailguard Society


The Grailic Orders

Descended from the Five of Swords that succeeded Soren Crosse, the Five Grailic Orders dominate the life and order of their people. Their leadership rosters the Chalicine Circle that advises and elects the Knight-Commander of the entire Grailguard, usually but not always from their own number. The body of an Order is expected to not only fight the Grailguard’s battles but also maintain holdings, farm their territories, and manage their trades.  

Within each Grailic Order, there are Scholars, Soldiers, and Smiths. These roles designate specializations, though changing roles is an uncommon happenstance. 

Scholar (Magi/Wisdom): These are teachers, historians, Arcanists, mapmakers, tacticians, and philosophers. 

Soldier (Knight/Paladin): These are scouts, hunters, warriors, sentinels, and messengers.

Smith (Practical/Architect): These are farmers, laborers, crafters, custodians, cooks, and brewers. 

Though these roles are labeled, each individual is expected to be of a diverse proficiency. Scholars are expected to fight, Smiths are expected to study the histories, and Soldiers must perform the labors required of them. Specialization and mastery are the point of these labels -- Soldiers are expected to lead in battle just as the other roles are understood to lead within their fields of expertise.

Each member of the Grailic Order is assigned to their post or position, but those with greater seniority have more flexibility or are given choices as to their place in the Grailguard’s rotations or deployments. Older Grailguard often seek posts at East Praesidium while younger folk tend to be deployed farther out, though this is by no means a hard rule. 

Social Strata

Below are the levels of influence and societal power in the Grailguard, from most significant to least significant. 

  • The Grailseeker General: The military and tactical leader of the Grailguard. Formerly called the Grailkeeper General. Galavan the True is the current holder of this position, raised from the Order of the Shielding Palm. 

  • Chalicine Circle (Lords): The Lord-Commanders of the Grailic Orders 

  • Special Note: This is the highest rank that a Player Character may achieve, but only after retiring. 

  • The Sanctified (Bowls; Wisdom/Architect/Paladin): The highest echelons of the Grailic Orders. Few are certain of where the nickname “Bowl” comes from but some of the Sanctified do not appreciate it. 

    Special Note: This is the highest rank that a Player Character may achieve without retiring. 

  • The Anointed (Tallows; Magi/ Practical/Knight): The experienced and celebrated members of the Grailic Orders, named for the waxy anointing oil that marked their change in status.  

  • The Dedicated (Oafs; Scholar/Smith/Soldier): The rank and file members of the Grailic Orders. Sometimes kindly (or unkindly) called “Oafs”, for the vows they have sworn. 

  • The Apprenticed (Gloss): The novices and trainees of the Grailic Orders. They are sometimes called “Gloss” for their frequent menial duties of polishing or buffing equipment.

  • Forgelings and the Convalesced (Blunted): These are the non-combatants, retirees), and inactive members of society. The able among them work light duties. 

  • The Errant (Ronin/Wavers): These are Grailguard who have left of their own volition. They are regarded better than outsiders but not by much. 

  • Outsiders (Cupless): Anyone outside Grailguard society is treated well and with courtesy, though with some wariness. Less polite Grailguard call them Cupless. 

  • Criminals (Breakers): These are Exiles, Traitors, and Outlaws to the Grailguard. The worst of these are actively hunted down and called “Fellguards”.

Upbringing

A child entering the auspices of the Grailguard is celebrated, whether through nativity or adoption. But with these celebrations come the burden of duty: each soul within the Grailguard is expected to continue in the holy mission of their people. Thus, these “Forgelings” must endure training and education in one of the Tomehouses of East Praesidium. With few exceptions, all but the youngest Forgelings stay in communal housing near the Tomehouse. They live in cells with one other child, though older Forgelings may have a tiny room to themselves -- this arrangement will carry on throughout most of a Grailguard’s life unless they achieve high status. 

Under the purview of caretakers and instructors, they are chosen and trained toward a profession according to their ability. Some become warriors, others find their calling in the lores, while the remainder become craftsfolk. Ultimately, each would-be soldier, scholar, or smith is directed to one of the Grailic Orders to continue their development as apprentices.


Apprenticed: Those who first join an order starts as an Apprentice to a Smith, Scholar, or Soldier. Twelve to thirty six months of achievement and experience will eventually earn an individual their Dedicated status as an official part of a Grailic Order. Training continues “on the job”, although Apprentices are given light duties or routine tasks such as custodial work, weapon maintenance, record keeping, and daytime patrols.

Dedicated: Those who progress past the rigors of Apprenticeship may eventually become Dedicated as a Scholar, a Smith, or a Soldier. These form the majority of the rank and file of the Grailic Orders, being able to operate and function with some autonomy beneath their superiors.

Anointed: Those who perform acts of heroism or excellence become Anointed as Practicals, Magi, or Knights. They are dubbed with their name and title then given greater responsibility but more autonomy to perform their tasks. 

Sanctified: Those who perform exceptionally well and/or long periods of service may end up being Sanctified as Wisdoms, Architects, or Paladins. These individuals are highly revered and well regarded by the rest of the Grailguard, regardless of any differences between the Grailic Orders. 

Runaways and Leavers: Spoken in shame are those children who flee a Tomehouse and disappear into the wilds -- such individuals are sought out but not with the greatest rates of success. For all the suffocating strictures of the Grailguard, the World Beyond the Fall is crueler still. Individuals who wish to escape from the Grailic Orders need only request such when they grow of age (16 years or older), joining with a Scavver Caravan, Vundarkin Pack, or Cartel recruiter that would have them -- provided that one such group passes by East Presidium.  

Stigmata among the Grailguard

For the Grailguard, one’s appearance means little to the greater goal of protecting humanity. Whether unmarked or Stigmatic, all of humanity is invited to their cause, provided that they have the discipline and the will to do so. This open-minded policy also means that the Grailguard have immense variety in their membership, not only when it comes to Stigmata but also other cultures.

There are some among the Wardens that question some of the Grafted Stigmata, such as the Eidolons and the Risen. However, these are in the minority -- the greater whole are more likely to pursue inquiries into the actions of an individual than random circumstance. That said, allowing Eidolonic investiture or allowing a “Sanguineous Embrace” is subject to a fair amount of scrutiny. 

Laws

The Laws of the Grailguard demand that their people follow ironclad codes of conduct that reflects their roles as guardians of humanity. Within their lands and territories, they punish the assault/murder of Grailguard, the theft of legitimate property, the destruction of knowledge, the breaking of sworn oaths, and treason/apostasy. Crimes will sometimes overlap with other categories, increasing the penalties levied against those charged with them. Below are the Cardinal Crimes:

  • Apostasy: This Cardinal Crime covers treason, betrayal, insubordination, and similar offenses. Working against the Grailguard is one of the greatest crimes one can commit and is punished with death. Apostasy also includes those who do not follow lawful orders or those who desert their posts without due cause.

  • Brutality: This Cardinal Crime covers murder, assault, and similar offenses upon the body of another if self-defense cannot be proven. In the lands of the Grailguard, this Law protects all who are not outlaws or criminals. Things are less cut and dry outside Grailguard territory, though an Inquisitor may hold a Warden to this Cardinal Crime if the act is egregious enough. 

  • Devilry: This Cardinal Crime is involved with forbidden knowledge, highly corruptive magics, and similar matters. On a mundane level, Devilry is the misuse of technology to hurt the Grailguard or the misuse of authority to corrupt subordinates. 

  • Perjury (Oathbreaking): This Cardinal Crime covers the breaking of oaths, lying to one’s superiors, and other forms of deception. Even being caught in a mundane lie is a point of great dishonor. An extreme example of Perjury is lying to an Inquisitor.

  • Thievery: This Cardinal Crime features the unlawful taking or destruction of others’ possessions. With this Cardinal Crime in mind, many (but not all) Wardens outside their territories do not confiscate or scavenge from dead Humans except for the purposes of investigation or giving it to their kin or to a righteous cause -- doing so is not a crime but these folk have Grailguard Law firmly ensconced in mind. 



Law Enforcement: 

Within each Order, all individuals are required to assist in maintaining the rule of law and ensuring that it is followed. Their Lord-Commanders ensure that wrong-doers and lawbreakers are caught and sanctioned, temporarily deputizing subordinates as necessary to the task. Usually one or two of the Order’s Paladins is dubbed an Inquisitor and is expected to fulfill the Lord-Commander’s role on most occasions. If the crime requires it, a Lord-Commander may command the detention or suspension of an individual -- usually locking them to their quarters or placing them in a building prepared for such a role. Detention is never the punishment for a crime, merely a place to await the judgment of the Paladin-Inquisitor or Lord-Commander after an investigation of the matter. While detained, the accused can request for an Advocate to assist in proving their innocence. 

Furthermore, the Inquisitors of the Silver Tower are granted special dispensation for greater reach and jurisdiction. These individuals may supersede the judgment of any other Paladin, save for the Grailseeker General.


Punishment:

  • Flogging -- As per its name, this punishment involves the public flogging of an individual’s back. This punishment is less about the pain of the flogging (usually a handful to a dozen strikes) and more about the humiliation of the act. The loss of prestige or even status is part of the sentence. Some floggings are extended, requiring multiple public sessions of the flogging. 

  • Branding -- A few steps up from Flogging,an enspelled burning brand is applied to the offender’s face. Adding to the pain and the humiliation of the act is a continued reminder of the punishment. Such Brands are enspelled to last for a whole year. They can be cured similar to an Anathemic Curse, but doing so is a serious offense to the Grailguard. 

  • Exile — For those whose Crimes have proven them to be unreliable or unfit to stay a Grailguard, an Inquisitor or Lord-Commander may exile an individual from Grailguard territories. This is permanent although certain circumstances or heroic deeds may warrant a return from this punishment. 

  • Execution — Not many individuals warrant Execution but those that do have been deemed too dangerous to live. If captured, these individuals are taken to East Praesidium so that their death is secure and made permanent with the necessary precautions and magics. Certain criminals called “Fellguards” are considered so dangerous that their death is not only called upon by the Wardens, but also rewarded. 

Territories


East Praesidium

The current headquarters for all the Grailic Orders since the fall of Grailhome. It has been fully fortified against further attack from the Shroudlands to the west. It is also the place where Forgelings are housed and where the Chalicine Circle meets. This is the main stronghold for the Order of the Silver Tower. 

Dragonspire

North of East Praesidium and bordering the Hellhound territories, the Iron Dragons lair in this place. It allows the Grailguard to survey the surrounding area and strike out at invading monsters while remaining a buffer between the Wardens and their “new allies”. 

Fioran Library

South and west of East Praesidium is the Fioran Library, squat and wide in the ruins of an ancient school. The Starseekers have since fortified the campus, adding walls and etheric lamps to assist their manned defenses.

Forgehaven

To the north and the east of New Presidium and south of the Dragonspire is the Forgehaven, a place of learning and craftsmanship. Many caravans from outside the Grailguard make there way here before they go to East Praesidium. 

Grailhome and the Shroudlands

The former seat of the Grailguard’s territory. The siege and the magics employed in its fall have poisoned the area around it. A similar poisoning has occurred for the lands west of the ruin. Far west of Grailhome is the Swell, an oversized, nigh impassible river.  

Steelpost

This is a major trading post turned stronghold for the Shieldwardens and the main gateway (but not the only one) between Grailguard territory and the rest of Mid-Atla. 

Grailguard Religions and Rites



Grailguard Faiths

Most of the Grailguard draw faith and virtue from the Axioms, which is more of a philosophy and a code of conduct rather than a typical religion. The Axioms form the cornerstone for the Grailguard’s upbringing and calls them to action in being exemplars of honor.

Naturally, there are exceptions -- there are no few numbers of Grailguard that worship the Whispers of the Wild, owing to some familial custom or tradition. Some have even taken to the faith of the Templars, balancing their loyalty to the God-Empress with their loyalties to the Chalicine Circle. 

  • Axiomites, Axies

    OVERVIEW: The Graelguard believe in the Axioms, a code of conduct and a philosophy that guides their actions and their purpose. Unlike most other faiths, it is without god, deity, or even spirit. Instead, they pray and they meditate on virtue, valor, and sacrifice with a fervor that matches the zealots of the Templar and the Chanters.

    SYMBOLS Five horizontal lines of increasing length, similar to a stairway leading upwards.

    Alternatively, five lines intersecting upon a single axis. Sometimes, it is five swords, spears, or maces.

    SHRINE TYPES: Hallowed Shrines built to the Axioms may be of the following: Ancestral, Primal, Pyre

    TENETS: Below are the tenets of the Axioms, sometimes called the Axiomatic Virtues.

    — Courage: Face obstacles and adversaries without fear. Tackle difficulties without surrendering

    — Charity: Show mercy to those who deserve it. Grant compassion to those who need it.

    — Clarity: Speak no lie. Know the truth of what is around you.

    — Courtesy: Remember your place in the world. Grant those around you, below you and above you the respect they are due.

    — Covenant: Remember the ties that bind you- Blood, Allegiance, and Faith. Keep oaths and vows that you have sworn.

    SINS AND ATONEMENTS: It is often written within Axiomite meditations that these seven Axiomatic Failings are the common paths with which a righteous individual may fall into ignominy and dishonor. Redeeming one’s self from a failing is a constant struggle through which all Axiomites must persevere. Atonement for a Failing is done through the self, although the ramifications of their actions must go through the proper channels.

    — Avarice: Described as immense attachment to and desire for wealth and possessions.

    — Despair: Characterized not only as hopelessness, but also as apathy against improvement or labor.

    — Envy: Hatred for one’s allies and disdain for their accomplishments.

    — Gluttony: This is overconsumption and intemperance, not only of food, but also of one’s passions.

    — Lust: This is a base, intense longing for flesh, for bloodshed, and for power.

    — Pride: This is an attachment to one’s personal standing and self importance.

    — Wrath: This is an imbalancing anger and hatred for others that affect one’s perspective.

    WORSHIPERS: Followers of the Axioms generally do not announce themselves, since this is largely an internal struggle against one’s self as opposed to the commandments of a divinity. When they must self-identify, they call themselves Axiomites. They dislike the term, but they are colloquially called “Axies” by others.

    CLERGY: Unlike most other faiths, the Axioms do not have clergy. Worshippers of this philosophy are both clergy and follower, guiding each other toward the impossible goal of perfection.

    An Axiomite that has accrued a following because of their reputation, their wisdom, and their experience is often called an “Axiomatic Sage” or “Axomatic Dhruva”.

    LEADERSHIP: This faith has no religious leaders per se, although a few gnostic individuals have achieved a reputation for being its paragons and are sought after for their counsel.

    — Lord Valeria Arcturius the Solemn was one of the Praetor Generals of the Grailgard and an old hand even among their prestigious ranks. With her reputation as a warrior-scholar, Valeria Arcturius is often sought out for her wisdom and her perspective in Axiomite matters. As a “Dhruva”, she is often seen as the last word when it comes to Grailguard tradition.

    — Ser Heimdellan the Hammer is a Metabionic Grailguard with a strange reputation of being both a renegade of order and a paragon of justice. He is one of the Knights Errant, touring the land and righting wrongs personally with his warband and their allies. Though his relationship with the Praetorian sect of the Grailgard is a strained one, even they acknowledge his words and his actions as being within the Axioms. His sermons and his deeds are studied by Axiomites of all dispositions.

    — Magthani Rengala of the Azure Tome comes from the wizardly Tomekeepers of the Grailguard. He is a student of many different philosophies and worldviews. One of the foremost scholars of old world theology, he views and speaks of his faith in a pluralistic and open-minded sentiment. Most of this Psion’s sermons and lessons are said to be infuriating to the direct and forthright Grailguard.

Life Rites

Birth:

The birth of a new child to the Wardens is an event celebrated by a feast and carousing. In leaner times, this feast is far smaller -- only for the parents and children of the newly blessed family. A sword or dagger is crafted to commemorate the event, although a trinket or a tome may be created instead. 

Adulthood:

A Forgeling is considered an adult at 18 years of age or when they become apprenticed to a Grailic Order, whichever happens first. At 18, a Forgeling may choose to leave the Grailguard. 

Dedication:

Another milestone in the life of a Warden, these mark the moment when one’s education truly ends and an individual joins their Grailic Order in full. Achieving one’s Dedication is contingent on passing the tests and trials that their mentors has in store for them. 

Anointing, and Sanctification:

These are not life events that occur to every Grailguard, but they are celebrated and commemorated with feasts and sporting tourneys.

Matrimony:

A relatively uncommon occurrence, Grailguard marriages are private and small affairs between the two spouses. These usually involve the close associates and families of the would-be spouses - their superiors are also invited though they rarely show. 

Convalescence:

When a Grailguard that has been Dedicated (or of higher status) becomes unable to fufill their duties or is tired of them, they may enter Convalescence in East Presidium or any of the other territories. They are considered a Grailguard but they are absolved of any seniority or responsibility. Many still work menial tasks or function as educators to the young.

Funeral:

Funerary services for the Grailguard are matters of solemnity and remembrance. Close associates, family, or officers speak of the fallen’s deeds and virtues. Except in times of battle, there is a fast to commemorate the loss of a comrade. 

View of the Afterlife

For those who follow the Axioms, death is the end. A soul passes on to the great unknown and is never seen again, except through the foulest of Necrotheurgy.  

That said, it is believed that those who pass from this world persist in their works, in their deeds, and in their legacies. Because of this belief, Axiomites do much to record their families, their comrades, and their heroes. They celebrate accomplishments and remember losses. Like the grail of knowledge that the Wardens deem precious, Axiomites treasure the memories of those who have passed.


View of Magic

To Axiomites and Grailguard, magic is considered to be dangerous, moreso than Apextech, Necrotech or Xenotech. Channelers are conduits of power that can set others aflame or alter the minds of their peers. Worse yet, Channeler may become afflicted by Eldritch Corruption or by the madness of Theurgic Anchors. Even the relatively benign Deotheurgic Anchor can lead to fell deeds if the faith it serves is a corrupt one. 

Despite their wariness, the power of magic cannot be denied. Flesh is more easily knit by spellcraft than by med kit. A bombardment of burning acid can be easily negated by shielding spells. They view Talismanry and Animancy as potent disciplines that temper will and counter the worst that magic can inflict -- they have no love for Diablerie, however, just as they disdain the effects of Necrotheurgy and Xenotheurgy"