The Brotherhood of the Pact

As time and humans have spread so have lycanthropes and the Brotherhood of the Pact.

Entry Rite
This will be a battle to the brink of death for those involved and sometimes those stupid enough to get to close. The ideal is not to kill but to fight until the edge of death. You must be willing to trust your brother with your life and what better way then to prove it then bleeding together. This battle is not for the weak of mind or body. You cannot use any device unnatural to your body. Blows that have the ability to kill in one shoot are pulled in-order to protect our brethren. Some have been known to die because of this rite but the Pact believes those who do not survive were not meant to join. However we do honor their deaths. The Blood-bonding Ritual is performed at the end of all ritual combats including the Entry Rite. Combatants swear eternal honor and loyalty to the Brotherhood of the Pact. No Brethren may harm the other without first making a willpower check at a –12 penalty. Only one person (not necessarily a participant) needs to know this ritual. Participation need not be voluntary. Ritualistic battles will occur before moving up in Rank/Title. During Ritual combat a pact member will never lose his degree, a degree can only increase. If a brother enters ritual combat and wins he gains degrees but the loser does not lose degree status. If the lesser wins the battle it is more like being brought up to a high plane. If a pact member only able to go into ritual combat by a much higher degreed brother he may still be able to gain a degree if he is beaten. When this occurs the much higher ranking may still deem him worthy (GM decision). A good base for much higher is 10+ degrees.

Rank/Title
This system has built in checks and Balances with the exception of the Grand Master. Everyone in a position of power must answer to someone above them and most positions have more then one person they must answer to. This prevents anyone below the Grand Master from gaining more then they’re given power.

Grand Master
Absolute ruler over the Pact

Deputy Grand Master
Acts as both deputy and advisor to the Grand Master
Answers to the Grand master and the Grand Council as a whole

Grand Council
Made up of all the Grand Titles (Grand Warden, Grand Chaplain, Grand Deacon and Grand Secretary) the grand council is not powerful enough to over turn the Grand Master but is there to advise him on his Path. In all honesty in could be disbanded by the Grand Master but has not been to date.

Regional Master
Oversees a region of Midian
Answers to the Deputy Grand Master and the Grand Master

Master
A title that is given for many purposes. They are often leaders amongst their guild or organization within the Brotherhood. The title denotes respect and command over a specific field, such as Master Macian Seneca, the titled leader of the Macian Guild of the Brotherhood.

Grand Warden
Oversees all wardens
Answers to the Deputy Grand Master and the Grand Master

Wardens
In charge of a City/Country inside a Region
Answers to Grand Warden and Regional Master

Grand Chaplain
Spiritual Leader and Advisor to the entire Pact
Oversees all Chaplains
Answers to the Grand Master and Deputy Grand Master

Chaplains
Spiritual leaders over a City or Country inside a given Region
Answers to Grand Chaplain and Regional Master

Grand Deacon
Acts over all Deacons
Answers to the Grand Master and Deputy Grand Master

Deacon
Acts as Priest over an area inside a city or country
There can be many Deacons in a large City or no deacons at all in a small country
Answers to the Grand Deacon and Chaplain of the given City/Country

Grand Secretary
Oversees all the Secretaries
Answers to the Deputy Grand Master and the Grand Master

Secretary
These are the bookkeepers and record keepers of the Pact
They are in charge of keeping track of everything within the Pact of their City/State or Country
Answers to the Grand Secretary and Regional Master or Warden of the State

Commander of Brothers
These are the Highest Ranking Brothers. Each oversees a region of Midian. They are in charge of all brothers within that region during a hostile situation. They are the leaders of War. They answer directly to their Regional Master and the Grand Master. They are often advised by the other Offices but are not controlled by any other office.

Stewards
Highly Regarded/Respected Non-lycans
These titles are awarded and their position is honorary in nature
And Highly limited

Elder Stewards
Highly Regarded/Respected Non-lycans
These titles are awarded and their position is honorary in nature
Acting Stewards after 10+ years
Only One or Two in all of Midian

Brothers
These are the warriors. The brethren are divided into degrees, 1st begin the lowest and 100th begin the highest. To gain degrees you most petition your Game Master, if you are playing by post you will need to petition the Grand Master in the Forums. A higher degree brother is your elder and as such respect is given. This is the benefit of increasing your degree; anyone below you must try to comply with your request. Of course they will be unable to harm another brother and you will be unable to request them to harm them self (blood bonding works here as a protection system from abuse of power). Non-Lycans can become brothers but upper movement is limited to 50th degree.

Movement upwards in itself is a social bonus over those lower in rank. The benchmarks however will gain a minor amount of goodies such as a few hit point (all the battling) and hopefully a few Social bonuses that players can use on non-members as well.

Benchmark Degrees

1st You become a brother.... that’s it but that is still something
5th Blood bonding ritual + 1 Hit point
10th Able to support a new recruit. This does not mean you can enlist a new recruit only that you can bring them in to "try out." + 1 Life Point
16th Known Brother (status), people in your hometown that are not members may very well know that you are. +1 reputation, +1 hit point.
23rd + 2 hit points and 1 Life Point (Ritual Battles have strengthened you).
31st Pact member far and wide may know your name. Social Retest. +3 hp and 1 life point
40th Many ritual battles behind you, now you can nearly sense a hostile act and react to it +2 Initiative.
50th This is the highest rank possible. There are none higher. However, those guys who are standing off by themselves, you know the ones, they still outrank you, alot. During Combat you get a bonus +2 initiative, +3 to hit, +1 to damage. Bear in mind those above have this bonus already, which makes this more useful when fighting those below. At this time it may occur more often then one might think!
61st Now a well-known member of the Pact, those above you know your name and those below you will be honored to be of service, Social retest, +5 reputation, +2 Life points, +2 Hit points.
73rd Regarded as a Hero to your brethren. Ritual Combat has hardened you, + 2 Armour Class, +1 Damage reduction
86th Among the highest member of the Brothers, you may be called on to become a Commander. This is not automatic but you can now "apply" for this title (Seek the Grand Council in the forums).
100th Greatness! +2 Life Points, + 2 hit points, +2 Initiative, +2 to hit, +2 damage. All brothers will know you! You are skilled greatly at one on one combat and are able to better read your opponents movements. Plus 3 Interrupts per fight, win ties.

Notes
Game Masters
Please feel free to use these different positions of authority in your game as you see fit. If you Game is taking place in a given region or state feel free to give names and stats to the Officers you need as NPC however I am developing NPCs to hold the various Grand Offices for the Forums. The rest of the Titles are there for use during tabletop game sessions. I laid out these positions to show the check and balances that the Pact has.

Gamer
Petitioning the GM for increases can occur at anytime. But keep in mind that the GM will decide if anyone is around to battle for that Degree increase and if they like they may assign a new degree and ritual damage or Choose to use a NPC to do dice battle.
Benchmarks are bonuses a pact member is entitled at that mark. A good gamer well remember to petition for extra bonuses along the way. Remember you will be battling plenty as a pact member. It is Brethren tradition… Level increases can also occur while on an adventure matter of fact it should happen often. But there must be the ritual combat either between Player and GM or as numbers passed down by the GM. And it would only occur when the GM saw fit. If no one in the town you are in is fit to battle in ritual combat (based on the GM saying so) then it is impossible for gains in degree. It depends on how much the GM would like to embrace my little PACT here on whether it has spread into their game world or not.

Adytum

Adytum by definition is: a sacred place that the public was forbidden to enter; an inner shrine

For the Brotherhood an adytum is the gathering halls of the brethren. For the major gathering in cities or regions where The Brotherhood has a strong following an adytum is in itself a great hall and important shrine. This is where one will find the officials of the Pact. In rural areas or regions where the Brotherhood is gaining hold the adytum may be as simple as a brother's home that acts as a meeting hall. Any given adytum will have at least one dedicated protector or guardian. As the adytum grows so does the number of dedicated guardians. These guardians are known as Zuijin and they well battle to the death to protect their sacred grounds. The Zuijins are supported by the Therons. Therons are not restricted to protecting an adytum but are commissioned to protect the secrets of the Brotherhood. "They clean-up problems."

Zuijin and Theron will be worked out in a future compendium. The current plan is for them to be a modified class for the brotherhood...

Carvers' Depot

A one stop shop for all you lumber and hardware needs.

The Brotherhood of the Pact & The Carvers' have a chain of lumber yards throughout the Heldannic Confederation. Many of these lumber yards have been in operations for generations. As the Carver Guild spreads so will the "Carvers' Depot"

Educational Institutions

Along with the Guilds, the Brotherhood has and continues to establish or support institutions of formal education. The main purpose for supporting education throughout the reach of the Brotherhood is to improve the overall conditions of life and to better educate their brethren and their own children. The Brotherhood also actively recruit from these schools. They act as a training and proving ground from which the Brotherhood can pull the best candidates.

Caerwyn - Work In Progress

Caerwyn (White Fortress) is a self-sustaining university in the Heldannic lands. It was founded on the lands of Grimr the great grandfather of Master Marcus Son of Zane Vandilblood. Master Marcus and Caerwyn have become rather wealthy through Marcus' ability to teach, and inspire others. Many well known and notable families of both the Heldannics lands and north Fourmor send their children to be trained within the walls of Caerwyn.
Caerwyn is not free and either the plup or the Guardian/s of the pulp pay for the service provided by Caerwyn. These "payments" vary case by case, often the fees are covered in gold but not always. Other services, trade, & land have also been known to cover expenses. Caerwyn now covers some 2,000 acres, including farm land, which a number of great structures have been built. Buildings are another great example of covering the expense of sending ones offspring to Caerwyn.
One such structure is a Great Adytum of the Brotherhood. The Brotherhood is a known supporter of Caerwyn. This relationship between Caerwyn & the Brotherhood is truly beneficial to both. The Brotherhood has the opportunity to recruit some of the best as new members and Caerwyn guides the support and protection of the Brethren. The Great Adytum of Caerwyn has been used frequently through the years by all the great leaders of the Brotherhood. The natural and structural fortifications of Caerwyn offer great Protection for the Grand Master and Grand Council to meet in safety. Master Marcus is a well known member of the Brotherhood and so are many of his students.
The Heldannic landscape is beautiful and are the inspiration for mush of the artistic works produced by Caerwyn students through the years. In the far distance snow capped mountains can be seen, the home of great Dwarven communities. Between the school and the distant mountains stretches untamed forests. From the mountains and passing through Caerwyn's land is a might river. Deep and wide the river runs clean & cold, fed by the snow fall and iced caps of the mountains.
Marcus is no longer alone in his position as teacher. He has "collected" the help and experience of some of Midian finest educators. There are few, if any, greater schools Caerwyn.

Current Structures of Caerwyn: (The numerical breakdown is in works)
Great Adytum: the meeting hall for the Brethren in/around Caerwyn
Housing: the Housing of Students and Teachers is based on time & Experience.
Classrooms: Students are educated in a variety of fields.
Hospital: this is a glorified clinic.
Mess: Chow Hall
Amphitheater:
Arena: Combat arena
Grain Storage: Silos
Barns:

Guilds of the Pact

The Brotherhood of the Pact is a social organization, it draws its members from all rank and file. This leads to most trades and crafts being able to organize within the Pact. Grand Master Amalric has always acted to support this aspect of the Brotherhood and he pushes it to grow.

Below is a list of guilds and planned guild of the Brotherhood. Those that have been flushed out at all will have their own page/s. Also some of these may never be completely flushed out because of their unlikelihood of ever being used by players. In these cases they are here mainly for GMs and possible pbp games.

Guilds in progress
~Bakers: An organization of food-makers. Specifically those who make baked goods but most and brethren chef is welcome.

~Bowyers (Boyers): The Design & Production of bows. These are the craftsman's counter part to Kyudo also within this organization is a smaller specialization of Fletchers.

~Carpenters: Those who build from wood. The woodsman's counter part of the Macians.

~Carvers

~Ceolsige

~Cobblers: Shoe & boot makers.

~Combatants: An organization of trained fighters. These are the martial artists.

~Distillers: Producers of distilled goods. Mostly alcohol for consumption but also other distilled products. Each major alcohol group will have an organization within this heading. Examples would be vodka, whiskey, beer, wine, and gin. There are far more then that.

~Kyudo

~Macian

~Smiths: The umbrella in which all of the smithing sub:groups will fall. Examples are blacksmiths, armorsmiths, bladesmiths, jewelers, etc.

~Thanian

~Wizards: Another large group composed of sub-groups of the Brotherhood. This group is composed of those trained in the magical or mystical arts.

*Designers notes, all of the guilds of the Pact have insignia that is based on the triple horn of the Brotherhood. If one has not yet been described by me and you (GM) would like to use that portion of the guild please make sure that the triple horn is part of the insignias description. In practice the insignia have been the triple horn and a tool or tools of the trade in question. I can not see me breaking from this tradition because it is both practical and functional. Many NPC & PC of Midian are illiterate and live their lives based on understanding symbols. Common symbols of a trade are often the tools used. This would make a great functional purpose for the insignias of the Pact.

Carvers: Logging & Milling Guild

Carvers:

The Grand Master has established an order that decrees the formation of a Logging & Milling Guild from within the Brotherhood. The will work to properly and safely log and mill lumber. The lumber will be used by the Brotherhood and be sold to Nations and Countries throughout Midian.

The Carver's will strive to protect the forests they log and will not practice clear cutting. They will practice reseeding in area they log and will make effort to reforest areas that have been striped by others. In areas where it is possible they will grow fast growing pines, trees that grow to cutting age quickly and make suitable lumber.

The Carver's will use their multi-national connections to set up logging and milling facilities with all major nations. Letters will be sent out to Heads of States to gain their support. A forest logged by the Brotherhood is a forest that will remain healthy for lifetimes to come. Lumber produced by the Brotherhood will be durable and of the greatest quality.

A current long term goal is to spread to Osterre, a land full of trees. First through the Gothic South and possibly the Orckish Northeast.

Carver's insignia will be the traditional tools of the trade, axes crossed or the Brotherhood's Triple Horn. This has been set forth by Master Carver Silvius

Ceolsige: Shipwrights

Ceolsige:

The Grand Master has established an order that decrees the formation of a shipwright’s guild from within the Brotherhood. The first base of operations has been established in Magnus Primera. Plans have been drawn up to build a dry docks, wharfage (Wharves) and piers. The shipwrights’ guild will be known as Ceolsige (Ship-Victory). Ceolsige will act as a school for shipwrights, as a business where ships are built and repaired and as Adytum’s for the Pact.

The Grand Master has decreed that Master Shipwright Okeanos shall lead the Guild of Ceolsige. Master Shipwright Okeanos after assuming control of the guild design the insignia for Ceolsige. The insignia shows a Galleon at full mast in the foregourd and the triple-horn of the Brotherhood in the background.

Kyūdō: Archers

Kyūdō:

By order of the Grand Master Amalric, an academy of Archery shall come to order. The Archers' Academy will be known as Kyūdō. The means the "way of the bow". Grand Master Amalric has ordered Master Archer Teucer to lead the academy.

Teucer, the Kyūdō Master has established the Kyūdō insignia of a bow and arrow in the foreground and the triple-horn of the Brotherhood in the background

Kyūdō will act as a school for archers. These archers will follow a strict technique that is unique to Kyūdō. Kyūdō is a style of shooting on Earth, it requires practice with a certain style of bow on Earth, for Midian it is a Guild and a set of techniques that can be applied to any bow style that is drawn and shoot (no crossbow in Kyūdō).

Kyūdō Technique:
hassetsu

All practitioners of Kyūdō follow this technique every time they shoot. Though at first it may slow a shooter down, with time and practice this technique becomes second nature and the steps are permanently ingrained.

hassetsu

1. Ashibumi: This is proper foot placement. The Archer spreads and places his feet to half his height, yatsuka. Turning his head to the target.
2. Dozukuri: This is positioning the body, make sure that the body is aligned with the feet, waist and shoulders.
3. Yugamae: To prepare the bow.
A. Torikake, the right hand grips the bowstring.
B. Tenouchi, the left hand is on the bow's grip.
C. Monomi, the head faces the target.
4. Uchiokoshi: To raise the bow.
5. Hikiwake: Drawing the Bow.
6. Kai: is the full draw position.
7. Hanare: releasing the string.
8. Zanshin: the body remains in the position reached in Hanare while the mind returns from the shooting state.

Macian: Masons

Macian:

By order of the Grand Master Amalric, a guild of Masons shall come to order. The Masons’ Guild will be known as Macian. The guild is named for Master Macian, the builder of the earliest Adytum which still remains to this day. Grand Master Amalric has ordered Master Mason Seneca to lead the guild.

Master Mason Seneca has established the Mason’s Insignia of a hammer and chisel crossed in the foreground and the triple-horn of the Brotherhood in the background.

Macian will act as a school for masons, they have taken on the role of building the great wharfage, piers, and dry docks for Ceolsige in Magnus Primera.

Thanian: Undertakers

Thanian:

Grand Master Amalric has ordered the formation of an undertakers guild.

Grand Master Amalric has called Marcovan Calaway to lead the Guild. Master Calaway has set order for insignia, a foreground of a closed casket set against the triple horn.

Yes this is a Necro Guild, it is not specifically Necromancers but Necropolitians. It however is possible that some of these Necropolitians are Necromancers

The Brotherhood and Blood-Bonding

Brotherhood & Blood-bonding
All ritual combat within the Pact continues the practice of the blood bonding ritual. When a new member joins the Pact they start with the standard -12 penalty on a willpower check to harm the Pact or a Brother. This protection extends to ordering, paying or even suggesting another to harm the Pact. The Pact itself is comprised of the Brethren, their homes & families, the adytum’s, or other structures of the Pact. Additionally continuous involvement with blood-bonding through ritual combat increases the penalty, one point per even degree.

The Teachings of the Brotherhood.

The Teachings of the Brotherhood

The Pact is accepting of any/all religion as long as they do not conflict with our own teachings. Our Deacons & Chaplains are well versed with various Religions. They avoid conflicting directly with the practices of our Brethren.

What we teach, is from an ancient text. These writing are practiced & passed down through the Brotherhood and an understanding of it is defining character of all brethren.

The Art of War
• War is a matter of vital importance to the state; the province of life or death; the road to survival or ruin. It is mandatory that it be thoroughly studied.
• All warfare is based on deception.
• Victory is the main object in war. If this is long delayed, weapons are blunted and morale depressed. When troops attack cities, their strength will be exhausted.
• For there has never been a protracted war from which a country has benefited.
• Generally in war the best policy is to take a state intact; to ruin it is inferior to this.
• To capture the enemy’s army is better than to destroy it; to take intact a battalion, a company or a five-man squad is better then to destroy them.
• Treat the captives well, and care for them.
• To subdue the enemy without fighting is acme of skill.
• Thus, what is of supreme importance in war is to attack the enemy’s strategy.
• Invincibility lies in defense; the possibility of victory in the attack.
• One defends when his strength is inadequate; he attacks when it is abundant.
• When torrential water tosses boulders, it is because of its momentum;
• When the strike of a hawk breaks the body of its prey, it is because of timing.
• Thus the momentum of one skilled in war is overwhelming, and his attack precisely regulated.
• When the enemy is at ease, be able to weary him; when well fed, to starve him; when at rest, to make him move.
• He whose advance is irresistible plunges into his enemy’s weak position; he who in withdrawal cannot be pursued moves so swiftly that he cannot be overtaken.
• As water has no constant form, there are in war no constant conditions.
• Those who do not use local guides are unable to obtain the advantages of the ground.
• In war, numbers alone confer no advantage. Do not advance on sheer military power.

These are but a few of the ancient Teaching. Our Brethren are thought all of the tactics of “The Art of War.”

Zuijin: Guardian Class

You are assigned to an Adytum which acts as your home. The position is an unpaid post but all of your physical needs are met by the Adytum. The Adytum and the surrounding land becomes you home terrain over the course of the year of training. This becomes a tactical advantage when fighting off outsiders. The post has great benefits but restricts your “freedom” to roam. Your post is a minimum of one year after which one can resign their post, extend the post, or apply for a transfer to another Adytum. All “home terrain” bonuses are lost upon resignation of post. In case of transfer the bonuses are lost but regained over the course of 6 months.

Zuijin:
Training time: 12 months + first year assignment
Skill cost: 16

Requirements:
Brotherhood of the Pact
Minimum Strength: 15
Minimum Will: 12

Bonus backgrounds:
Familiar with Area
Less Sleep II

Bonus traits:
Alert
Heightened Hearing
Light Sleeper

Bonus equipment:
Light Leather Armor
One regular weapon of choice

Skills:
Alertness
Brawling
Disappear
Dodge
Glare
Graceful Avoidance
Hiding
Instant Stand
Melee Weapon IV (select one)
Power Block
Quick Blade
Rear Defense
Sentinel Removal
Sneaking
Take It Like a Man
Wayfarer: Apprentice
Wrestling

Level bonuses:

2. New Skill: Statue
3. Status: Guard. (+2 to initiative on home terrain)
4. +2 to all martial proficiencies
5. +4 to cause fear & intimidation
6. Status: Guardian. (+2 initiative, hit, & damage on home terrain)
7. +1 interrupt, +1D4 hit points
8. Skill: Predation,
9. +1D6 hit points. (+2 initiative, parry, hit, & damage on home terrain)
10. Darksight: can see in darkness, smoke, fog, and magical blindness
11. Signature Combat Move
12. +2 to all proficiencies. (+2 initiative, parry, dodge, hit, & damage on home terrain)
13. Skill: Disappear Advance
14. +1D8 hit points
15. Double damage when on home terrain

Each additional level: +1 hit point
Each additional even level: +1 to all class proficiencies