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==Knights Code==
==Knights Code==
===Common Knights Code===
===Common Knights Code===
All Knights of all Orders are beholden to this Knights Code.
All Knights of all Orders are beholden to this Knights Code. Note, Lothar Common Code alters from other Orders, in that they have exceptions.  
* Loyalty to the Emperor of Regalia, and the Regalian State is required.
* Loyalty to the Emperor of Regalia, and the Regalian State is required, ''-unless the State is blind to Occult Corruption, though the Emperor never is.''
* Knights are disallowed from attacking unarmed or defenseless people.
* Knights are disallowed from attacking unarmed or defenseless people, ''-unless these are the Occult. The Occult are never unarmed, their being is armed.''
* Knights are disallowed from degrading themselves or their Order.
* Knights are disallowed from degrading themselves or their Order, ''-unless doing so results in pacification and lulling safety on part of the enemy.''
* Knights are allowed to enforce Regalian Law, but must abide by it.
* Knights are allowed to enforce Regalian Law, but must abide by it, ''-unless petty and silly rules need to be broken to fight Occult corruption.''
* Knights may not lie, or deceive, but needn't always say everything.
* Knights may not lie, or deceive, but needn't always say everything, ''-unless lying and deceit is needed to fight Occult corruption and malice.''
* Knights are expected to give alms to the poor and protect the weak.
* Knights are expected to give alms to the poor and protect the weak, ''-except the Occult who are never weak and only pretend to be downtrodden.''
===Specific Order Code===
===Specific Order Code===
The following Knights Code applies only to the Lothar Order.
The following Knights Code applies only to the Lothar Order.
Order Functions are a set of roleplay goals and activities that one can engage in while being an Lothar Knight. These are functions more-so than rules, but some rules are implied in the functions. For example, while Lothar Knights are expected to hunt the Occult, a LotharKnight is obviously violating Order conduct if they fraternize and socialize with Vampire lovers, or simply let one of their friends be a Vampire and not do anything about it.
* Lothar Knights are expected to hunt down the Afflicted, Vampires, Cahal, Geists, and Undead present in Regalia.
* Lothar Knights are expected to hunt down and expose any Vampires, Cahal, or Geists that are present in Regalia, communicate this to the rest of the order and publicly expose them, and then hunt them down for killing. While killing is technically the preferred outcome, lacking kill-perms on other player’s characters means that curing must usually suffice. It is recommended to “off-screen” Vampire/Cahal killing in Lore Stories or to imply it happens in dialogue.
* Lothar Knights are expected to publicly unveil hidden Mages and Magic users or hidden Occult who deceive.
* Lothar Knights are expected to publicly unveil hidden Mages and Magic users or any other type of Occult user, and let their judgment be whatever society deems for them.  
* Lothar Knights are expected to spy, sabotage, or otherwise inform themselves about Occult Plots in the Empire.
* Lothar Knights are expected to spy, sabotage, or otherwise inform themselves of the Occult plans and plots (particularly to do with Progressions) and do whatever they can to stop them.  
* Lothar Knights are expected to hunt down illegal Monsters and Collar them to serve the Lothar Order.  
* Lothar Knights are expected to work with the Truth Ministry and act as their military support arm, if they lack the manpower or specialization internally to deal with the Afflicted.
* Lothar Knights are expected to be obstructionist in nearly everything the Aelrrigan Order does in public.  
* Lothar Knights are expected to teach the ignorant the dangers of the Occult, to regale the stories of evil that corruption brings, and the deaths it causes to others around them.  
* Lothar Knights are expected to actively make places of worship for the Void and Ordial hostile to them.
* Lothar Knights are expected to hunt down Vampire or Cahal sympathizers, even if they are Mundane, and teach them a lesson about supporting that which is irredeemable.
* Lothar Knights are expected to track down Arken plots and sabotage them short of throwing one's life away.
* Lothar Knights are expected to be obstructionist in nearly every intention or function of the Aelrrigan Order. Sabotage them. Get in their way. Ruin their work for they are evil.
* Lothar Knights are expected to extoll the virtues of mundaneness, and to speak out against Magical mutation.
* Lothar Knights are expected to assist the [[Reliquary Order]], but only in the protection of Unionist Temples and Holy sites, even if they do not want the help or are actively fighting Lothar Knights.
* Lothar Knights are expected to burn away the physical rot of Magic in the world, by fire or otherwise.
* Lothar Knights are expected to track down Arken/Void God/Exist worship sites (not Estellon temples) and destroy them, or make them inaccessible to their worshipers.  
* Lothar Knights are expected to assist their Grauwald to weaponize Cursed Retainers to fight against Magical rot.
* Lothar Knights are expected to remove bodily corruption from the mutated (mutations), whether that means amputation or burning them away with sword and fire.
Note: A lot of the Lothar interactions with the Occult would normally result in a Lothar person killing a non-Mundane. However, because kill-perms are not granted freely, this is obviously not a very practical ambition to inflict on all opposing characters. In most instances, players are expected to create compromise situations that both result in the Lothar not looking like a fool, but the Occult getting away somehow, with priority on good RP and longer running interactions besides a punish & forget situation.  
* Lothar Knights are expected to hunt down/track Arken and their plots, and get in the way as much as possible, but not to throw one's life away by fighting them directly.
===Monster Hunters===
* Where possible or necessary, State Law trumps Knightly Codes, Functions. If a Knight would be committing a State Crime by following their Code or their Functions, they should refrain and follow State Law instead. There are some exceptions to this expectation, as Lothar Knights play fast and loose with the Law, and Viridians are sometimes compelled to commit Low Law Crimes to protect higher interests like the Princeroyals or the Crown. Where possible, Knights should follow the Law, unless their moral compass dictates that in good faith and good conscience, the Crown will clear them of any blame after the fact. If they cannot be certain the Crown will forgive them, caution is recommended.  
Regalia is full of monsters, most notably the Marken, but other corner cases of Solvaan using Transformations or other such magical appearances being classified as Monsters in the eyes of the Lothar. The Lothar are expected to tread carefully with Solvaan as they are legal, but any other Monster that has abandoned all humanity is fair game. Lothar have special collar equipment that can be applied to a Monster/Marken after it has been defeated in combat that will force them to serve the Lothar Order, and remove their ability to Transform, allowing it only to be commanded by a Lothar Knight. This Monster Collar can be removed by anyone, can only be applied with OOC consent from the subject, and is not the same as mind control, but acts more like a shock collar to paralyze the subject if they refuse to obey.  
 
===Cursed Retainers===
Lothar Knights of the Grauwald Group exclusively, can retain so called Cursed Retainers, which are self-loathing Mages who have self-reported with the Lothar Order and agreed to work with the Lothar Order to destroy the rotting influence of Magic and its corruption on the world. The Lothar Order provides Cursed Retainers with food and lodgings with the Knights, but treats them as property in all other aspects, with them not having any official rank within the order, and being subject to discipline by Lothar Knights they are assigned to. Cursed Retainers are safe from further prosecution by the Lothar Order, as they do not harm the weapons of the Grauwald Group. It is not permitted to play a Cursed Retainer without a Played Knight Character to be a retainer for, and Cursed Retainers should barely be treated as people within the Order and never given responsibilities.  
==Lothar Order Politics==
==Lothar Order Politics==
The Lothar Order is not one giant homogenous group, rather, they are made up of the Osteiermark based Darkwalds, the Calemberg based Grauwalds, and the Krainivaya Krsnik. Each of these Orders has a slightly altered approach to the Occult and the Corrupted, with a range of extremism on part of the Darkwalds, a more nuanced tone on the Krsnik, and a more liberal approach of the Grauwalds. These sub-groups are never allowed to sabotage or attack each other (even if the Grauwalds allow Magic-users in extremely niche situations in their ranks). It is required for each Lothar Knight to be a member of one of these three groups:
The Lothar Order is not one unified group. It is made up of Tirgunn based Darkwalds, Calemberg based Grauwalds and Krainivaya based Krsnik. The groups are explained below:
* '''The Darkwald Group''' is considered the most radical of the Lothar Knights who accept zero compromise with the Occult and Magical. The Darkwald Group favors extermination over all other options, and actively roams the Regalian Archipelago killing anyone they think has been corrupted, even if the evidence is not water-tight. Darkwald members always favor the most extreme options. Darkwald members are always Dogmatic Unionist, and the majority of the order is male, but women are permitted.
* '''The Darkwald Group:''' Darkwalds are extreme radicals who have unlimited hatred for the Afflicted, and whose entire life is dominated by the hunt and execution of them.  
* '''The Krsnik Group''' is considered more moderate within the Lothar Order. While they have the same extremism against the Occult as the Darkwalds, unlike the Darkwalds, they are more fervently loyal to the Emperor’s ever word, even the ones that demand some concessions to the Occult. This means that while they prefer execution and violence against the Occult, the Krsnik members have the freedom to be pragmatic in any situation where they are forced to ally with an Occult temporarily to defeat a bigger and more evil occult. Krsnik members are always Dogmatic Unionist, and the majority of the order is female, but men are permitted.
* '''The Krsnik Group:''' Krsniks are more religious and Emperor faithful, taking a more priestly approach but still excising the evil they think has gripped society.  
* '''The Grauwald Group''' is considered the more liberal within the Lothar Order. They have similarly anti-Occult views, but consider fighting fire with fire acceptable in some situations. For example, Dogmatic Unionist Calemberg mages who are self-loathing for their Magic and want to purge the world of Magic, are permitted into the Grauwald Group (where they are protected from the Darkwalds and Krsnik in all but words) so long as they have another Grauwald Knight as their retainer, instructed to behead them if they make one wrong move or show one sign of soul corruption. These Mages are not ever considered full-fledged Knights, but are tools for their Grauwald Knight retainer. The Grauwald Group members are more inclined to work with select Occult which they have deemed “in the better interest of cleansing society of its corruption”, but still favor the same cruelty on the Afflicted.
* '''The Grauwald Group:''' Grauwalds are more pragmatic, bellieving that until all Magic can be removed, Magic is like fighting fire with fire and should be used as tools.  
Throughout all Group interpretations, the functions and guidelines of the Order remain the same, Group Membership just means that sometimes the individual Knights behave a little bit differently (and there can also be verbal conflict among them). While a Darkwald will for example never opt to cure a Vampire, a Krsnik is more likely to cure instead of kill, while a Grauwald will first use the Vampire as bait to find more Vampires. Group membership only changes minor interaction nuances, not whole sweeping ideologies.
 
==Lothar Order Mechanics==
Because playing a Lothar Knight is difficult, and closes a lot of roleplay avenues, playing a Lothar Knight has certain benefits in roleplay and in progressions that are unique to Lothar Knights.
* Lothar Knights have so-called “Beast-Masters” among them that use special equipment granted to them by Taal, the Unionist Goddess of Purity. This Equipment allows them to collar those who are Marken. Markenism is not considered a curse or Occult by the Lothar Order, though they do recognize that it is uncontrolled violence and a danger to society. When a Lothar Knight succeeds in collaring a Marken (only with express OOC consent), this Marken can no longer involuntarily (or voluntarily) transform into a Marken Beast, but has their agency over their God-Curse lost to the Lothar Knight. The Lothar Knight can force the collared Marken to transform at any time with a command, and will also never be attacked by said collared Marken (due to the effects of the Collar). Beast-Masters are as such Lothar Knights who use Marken to fight on their side, but they are still dangerous because these Marken will only not attack the Lothar Knight, they will still attack the Lothar Knight’s allies, or other Lothar Knights who do not have control over the collar. The Marken in question can also only transform back into non-Marken by command of the Lothar Knight. They will remember everything, but have no control over themselves during that episode. Being a Marken is not permitted among the Knights themselves, however.
* Lothar Knights generally succeed more in Progressions because they can call upon specialized Darkwald hit-squads with unique technology that can instantly vaporize Vampires. If Lothar Knights are on missions to sabotage the work of others relating to Occult plots or schemes, they are generally more successful even if they lack numbers or financial means.
 
===Privileges===
Lothar Knights have specific legal privileges that remain active so long as they are not disgraced. You are not permitted to play a disgraced Lothar Knight without express permission from Lore Staff, and characters who are Lothar Knights but become disgraced in the course of RP are expected to be killed off by other Lothar Knights, or leave Regalia.
* Confidants and up have automatic rights to wear armor up to plate quality in the city.
* Confidants and up have automatic rights to bear arms of any kind in the city, and even open-carry such weapons. They must however stand down if commanded by [[State Metropolitan|Metropolitan]]s.
* Only Purgers have automatic rights to receive a Knightly Manor in the Noble District. This Estate is not as large as a Noble Estate, but provided for free in Uptown.
* Only Purgers have automatic access to the Darkwald Libraries in Tirgunn (where in Ticket) they may ask for additional information about specific subjects where applicable.


==Structure==
==Structure==
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===Privileges===
===Privileges===
Privileges are a set of unlockable rewards that can be attained each time a Knight ranks up. The rank up process is evaluated by Lore Staff based on a combination of: adherence to the lore, adherence to the knight's code, activity, consistent character portrayal, good engagement and in some of the higher ranks, leadership. When a rank up is granted, players may choose one of these privileges (each only once) to apply to that rank up, ensuring that the appropriate reward is granted for each milestone. Being expelled from the Order causes the loss of all Privileges, and in some cases, Privileges may also be revoked if a Character is punished by the order for misdeeds, or disciplined by staff for Server Rule breaking.
Privileges are a set of unlockable rewards that can be attained each time a Knight ranks up. The rank up process is evaluated by Lore Staff based on a combination of: adherence to the lore, adherence to the knight's code, activity, consistent character portrayal, good engagement and in some of the higher ranks, leadership. When a rank up is granted, players may choose one of these privileges (each only once) to apply to that rank up, ensuring that the appropriate reward is granted for each milestone. Being expelled from the Order causes the loss of all Privileges, and in some cases, Privileges may also be revoked if a Character is punished by the order for misdeeds, or disciplined by staff for Server Rule breaking.
* '''Privilege 1''' The Knight in question gains Persuasion Dice Rolls at /dice Constitution+Wisdom (see Abilities Page for more information).
* '''Privilege 1''' The Knight in question becomes immune to Affliction Infection, Markenism, Thralling, and Persuasion Rolls.
* '''Privilege 2''' The Knight in question is granted a rent-free Knight's Estate in the Knight Quarter with Staff decoration.
* '''Privilege 2''' The Knight in question is granted a rent-free Knight's Estate in the Knight Quarter with Staff decoration.
* '''Privilege 3''' The Knight in question may multi-class as Tyrian Knight, donning Imperial colors and becoming a Pseudo-Imperial Guard.
* '''Privilege 3''' The Knight when dying, becomes a God Magic Remnant Spirit (using Spirit Traits), which can be revived for 1 Divinium.
* '''Privilege 4''' The Knight in question may consult the Tyrian Archive and Imperial Family archive of Noble/State Knowledge.  
* '''Privilege 4''' The Knight in question may consult the Sarnan Archive and Darkwald archive of Afflicted Knowledge.
* '''Privilege 5''' The Knight in question receives an Artifact designed for their Character that cannot be taken from them.
* '''Privilege 5''' The Knight in question receives an Artifact designed for their Character that cannot be taken from them.  
'''Note:''' Due to the sensitivity of playing a Tyrian Knight, this option is only recommended for players who feel comfortable in deeply understanding both the lore of the Imperial House, and have impeccable obedience to the lore, as well as good rapport with the person(s) playing Imperial Family Characters, since a lot of it will involve guarding for their characters or being assigned to duties by these characters. Please consult in a ticket where you request this Privilege for viability.  


==History==
==History==

Revision as of 03:30, 29 August 2023

Lothar Order
Ggsdsg.png
Order
Pronunciation Lo-thar
Origins Tirgunn
Grandmaster Lothar III Tyrmont zu Tirgunn
Symbols Unionist eye, Crossbow, Black Eagle with White eyes
Colors Black, Dark-Blue, White, Burgundy

Though its modern form is young, the Lothar Order has a colorful, troubled, and storied history. Beginning as the Darkwald Order, its Knights signed an unbreakable bond in blood against the steady encroachment of the Occult across the Regalian Empire, exposing Mages, defeating their supporters, and slaying the Afflicted. Though the Darkwalds were long in demand for their skill at cleansing Vampires and later Cahal, caped squads with tricorne hats thundering across the countryside, their brutal methods eventually fell out of favor. In recent times, the Darkwald Order has joined forces with the Krsnik Union of Kriv Mage-hunters and the Grauwald Brothers of the Waldmark to found the Lothar Order. Each interest group brings its own method to their work, but their shared resolve, their belief in what must be done, is stronger than steel.

Design

The Lothar Order brings the aesthetic of the cloaked Vampire-hunter, normal men who throw themselves into combat against superhuman threats every day. They represent the reactionary forces of the Empire who refuse to change their beliefs or moderate with the times, for what they feel is the ultimate good of the nation. The Lothar are staunch Mage-haters: no matter the dimension, no matter the degree, they believe it an evil, corrupting force that can do no good for the Empire. Interpretations of this vary between the Orders, with the Grauwald keeping repentant Mage retainers to fight fire with fire, the Krsnik keeping the Emperor's word on not hunting Occult for no reason, and the Darkwalds keeping the most hard-line form of extremist violence, but the core idea is the same. Only the Red Hunter Archon of the Dragon Caius are an accepted Occult ally. The Lothar Order permits only Ailor into its ranks. They do not permit the non-Mundane to join, though they have a scant few Unionist God-Magic using members for curse-breaking purposes only. They mostly fight with ranged weapons, including crossbows and muskets as well as longswords up close, and favor only light armor: cloaks and tricorne hats.

Why Play a Knight

Knighthood is a good way to get involved in pre-existing groups and activities. Since it guarantees roleplay, a group, and a reason to log on, it is appealing for everyone from new players to veterans. Knight groups organize their own internal social roleplay and are usually well-received by the player base as pleasant spaces. Knighthood also grants a unique ranking system for Characters to progress up the ladder of their Order and gain privileges for honesty and effectiveness in their Code. Knight roleplay requires reading, however, as Knight characters must follow their Codes or risk expulsion. Lothar Knighthood is recommended for players who are invested in being Afflicted hunters (Vampires, Cahal, Geists, Marken) and opposing the Magical corruption of the Empire. Their aesthetics pair well with Van Helsing style crossbow using Vampire hunters.

Knights Code

Common Knights Code

All Knights of all Orders are beholden to this Knights Code. Note, Lothar Common Code alters from other Orders, in that they have exceptions.

  • Loyalty to the Emperor of Regalia, and the Regalian State is required, -unless the State is blind to Occult Corruption, though the Emperor never is.
  • Knights are disallowed from attacking unarmed or defenseless people, -unless these are the Occult. The Occult are never unarmed, their being is armed.
  • Knights are disallowed from degrading themselves or their Order, -unless doing so results in pacification and lulling safety on part of the enemy.
  • Knights are allowed to enforce Regalian Law, but must abide by it, -unless petty and silly rules need to be broken to fight Occult corruption.
  • Knights may not lie, or deceive, but needn't always say everything, -unless lying and deceit is needed to fight Occult corruption and malice.
  • Knights are expected to give alms to the poor and protect the weak, -except the Occult who are never weak and only pretend to be downtrodden.

Specific Order Code

The following Knights Code applies only to the Lothar Order.

  • Lothar Knights are expected to hunt down the Afflicted, Vampires, Cahal, Geists, and Undead present in Regalia.
  • Lothar Knights are expected to publicly unveil hidden Mages and Magic users or hidden Occult who deceive.
  • Lothar Knights are expected to spy, sabotage, or otherwise inform themselves about Occult Plots in the Empire.
  • Lothar Knights are expected to hunt down illegal Monsters and Collar them to serve the Lothar Order.
  • Lothar Knights are expected to be obstructionist in nearly everything the Aelrrigan Order does in public.
  • Lothar Knights are expected to actively make places of worship for the Void and Ordial hostile to them.
  • Lothar Knights are expected to track down Arken plots and sabotage them short of throwing one's life away.
  • Lothar Knights are expected to extoll the virtues of mundaneness, and to speak out against Magical mutation.
  • Lothar Knights are expected to burn away the physical rot of Magic in the world, by fire or otherwise.
  • Lothar Knights are expected to assist their Grauwald to weaponize Cursed Retainers to fight against Magical rot.

Note: A lot of the Lothar interactions with the Occult would normally result in a Lothar person killing a non-Mundane. However, because kill-perms are not granted freely, this is obviously not a very practical ambition to inflict on all opposing characters. In most instances, players are expected to create compromise situations that both result in the Lothar not looking like a fool, but the Occult getting away somehow, with priority on good RP and longer running interactions besides a punish & forget situation.

Monster Hunters

Regalia is full of monsters, most notably the Marken, but other corner cases of Solvaan using Transformations or other such magical appearances being classified as Monsters in the eyes of the Lothar. The Lothar are expected to tread carefully with Solvaan as they are legal, but any other Monster that has abandoned all humanity is fair game. Lothar have special collar equipment that can be applied to a Monster/Marken after it has been defeated in combat that will force them to serve the Lothar Order, and remove their ability to Transform, allowing it only to be commanded by a Lothar Knight. This Monster Collar can be removed by anyone, can only be applied with OOC consent from the subject, and is not the same as mind control, but acts more like a shock collar to paralyze the subject if they refuse to obey.

Cursed Retainers

Lothar Knights of the Grauwald Group exclusively, can retain so called Cursed Retainers, which are self-loathing Mages who have self-reported with the Lothar Order and agreed to work with the Lothar Order to destroy the rotting influence of Magic and its corruption on the world. The Lothar Order provides Cursed Retainers with food and lodgings with the Knights, but treats them as property in all other aspects, with them not having any official rank within the order, and being subject to discipline by Lothar Knights they are assigned to. Cursed Retainers are safe from further prosecution by the Lothar Order, as they do not harm the weapons of the Grauwald Group. It is not permitted to play a Cursed Retainer without a Played Knight Character to be a retainer for, and Cursed Retainers should barely be treated as people within the Order and never given responsibilities.

Lothar Order Politics

The Lothar Order is not one unified group. It is made up of Tirgunn based Darkwalds, Calemberg based Grauwalds and Krainivaya based Krsnik. The groups are explained below:

  • The Darkwald Group: Darkwalds are extreme radicals who have unlimited hatred for the Afflicted, and whose entire life is dominated by the hunt and execution of them.
  • The Krsnik Group: Krsniks are more religious and Emperor faithful, taking a more priestly approach but still excising the evil they think has gripped society.
  • The Grauwald Group: Grauwalds are more pragmatic, bellieving that until all Magic can be removed, Magic is like fighting fire with fire and should be used as tools.

Structure

The Viridian Order has a hierarchical structure that defines ranks within the Order:

  • The Grand Vigil (NPC) is the highest leader of the Lothar Order.
  • The Tirgunn Council (NPC) are the elders and mentors and teachers of the Order.
  • The Bulwark-Knights (Player) are the highest attainable rank of Knight of high prestige and esteem.
  • The Vigil-Knights (Player) are well respected Knights with great sway in the Order.
  • The Hunter-Knights (Player) are the esteemed warriors sent on difficult tasks for the Order.
  • The Purger-Knights (Player) are the formal rank of Knights who get sent on missions.
  • The Confidant-Knights (Player) are the lowest rank of just-graduated Knight in the Order.
  • The Squires (Player) are pre-graduation. Recommended for trying out, with less obligations.

Privileges

Privileges are a set of unlockable rewards that can be attained each time a Knight ranks up. The rank up process is evaluated by Lore Staff based on a combination of: adherence to the lore, adherence to the knight's code, activity, consistent character portrayal, good engagement and in some of the higher ranks, leadership. When a rank up is granted, players may choose one of these privileges (each only once) to apply to that rank up, ensuring that the appropriate reward is granted for each milestone. Being expelled from the Order causes the loss of all Privileges, and in some cases, Privileges may also be revoked if a Character is punished by the order for misdeeds, or disciplined by staff for Server Rule breaking.

  • Privilege 1 The Knight in question becomes immune to Affliction Infection, Markenism, Thralling, and Persuasion Rolls.
  • Privilege 2 The Knight in question is granted a rent-free Knight's Estate in the Knight Quarter with Staff decoration.
  • Privilege 3 The Knight when dying, becomes a God Magic Remnant Spirit (using Spirit Traits), which can be revived for 1 Divinium.
  • Privilege 4 The Knight in question may consult the Sarnan Archive and Darkwald archive of Afflicted Knowledge.
  • Privilege 5 The Knight in question receives an Artifact designed for their Character that cannot be taken from them.

History

The history of the Lothar Order is mostly shrouded in mystery because the Order has traditionally been very secretive to assist in their clandestine tasks and work. The Darkwald Order was founded by Renault Prendegeist, a noble scion of the family Prendegeist in Osteiermark and Tirgunn. This region at the time was suffering from Vampire infestations, as the dark swampy lands could hide many Vampires, motivating the Duke and his followers to start a region-wide Vampire hunting organization. The Order was initially somewhat effective, but the eventual discovery of the artifact Coraveau and Renault’s wielding of it, spelled doom for the early order. Renault went insane from wielding the Artifact and many of the Order died or were hunted down by Void fanatics.

With the death of House Prendegeist, leadership fell to House Tyrmont, a cadet branch, which re-created the order with even more fervent fanaticism to their ideals, believing that they were being watched by the enemies of purity who were actively trying to corrupt their ranks. For a time, the Darkwalds were both supported and loved by the people, but failed to attain reach beyond Osteiermark and the surrounding regions because they were considered too fanatical. An alliance with the Krsnik followed as soon as the Krainivaya arrived in the Regalian Archipelago. The Krsnik were already an arm of the Krainivaya’s secret service, and had experience with hunting Vampires in their homeland, so compatibility was assured.

The Order became very popular in 279 with the death of Justinian II’s three sons at the hands of the Undead. The sudden heavy swivel into Bulwark-style ideology in the Empire and extreme repression of all things Magical saw the Darkwalds and Krsnik spread far and wide. Eventually however, their success in cleansing much of the unwanted Magic and corruption of the Archipelago, was also their downfall once more. When they were needed less and less, their more fanatical and tyrannical ideology became difficult to swallow for the local peasants who more often than not requested mercy for their afflicted loved ones. Public opinion turned on the Darkwalds largely with the succession of Alexander I who was always more ambivalent to positively inclined to Magic users.

To combat this situation, Grandmaster Lothar Tyrmont managed to unify the Darkwalds, Krsnik and Grauwald Order (which had until that point not associated with the Darkwalds) into one single Order, benefiting the Krsnik and Darkwalds from the political connections of the Grauwald Gruppe. With this Order formalized, it was now also much larger and more politically relevant than it had been in the past, which made it all the more difficult to declare it redundant and revoke the rights of the various members. In the modern day their work is made more difficult due to the public prominence of many Occult members of society, but they still perform their work with a great deal of skill in the provinces, hunting down infestation of Afflicted, taming Marken outbreaks, and generally being a nuisance to pro-Magic forces. Their presence is much stronger in the west and north, even in Drixagh, than it is in the south, as the Lothar Knights find no allies among the Daen and Ithanian peoples of the Empire.

Trivia

  • The Lothar Order takes the inverted crest of House du Briërust as its symbol, both as homage to their origins in Tirgunn but also to mock the last du Briërust Duchess who became a Vampire and was once a Darkwald herself.
  • Lothar members are permitted to be nobles and carry title. Many of the Lothar Knights who are nobles in fact hide their Lothar identity and use their noble connections to discover magical corruption among the peerage. If they are publicly Lothar, however, they must use the Lord-Protector title.
  • Marken who are collared by Lothar beastmasters are fully legal. There is no legal control or prosecution for Marken who are collared by Lothar Knights because the state is satisfied with the level of control applied. Marken who escape Lothar control however, are hunted down as wild animals. Many Marken see submission to the Lothar as a bad thing.

Accreditation
Writers MonMarty
Artists MonMarty
Last Editor MonMarty on 08/29/2023.

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