Justicars of Axa
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Revision as of 02:06, 17 April 2016
"Behold! For among you lies the salvation of reality." Lord Knight Martrim Berault
Throughout the ages, the forces of chaos have run rampant across the planes, dominating all that they have encountered. For centuries, these armies of discord were left to sweep through existence like a great sea, and consume the natural order of the cosmos. From their beginnings, these chaotic forces were opposed, first by those seeking to keep a balance, to keep neutrality, but they were fighting a two front war, that against the chaos, and another to stem the battle of good and evil, from destroying all. It was not until three hundred years ago, by human reckoning, that the great lords of law, Axa, Torm and Mithras, had decided to step in on behalf of reality. With the arrival of the lords of law, the forces of chaos prepared for the coming battle, quickly amassing more devotees to their cause, for the road of chaos is easy to travel. Yet those who did not eagerly seek the easiest path found themselves in the arms of Axa the Even-Handed. They were to be the first of the Justicar.
The Justicars of Axa are the most militant of the factions venerating the gods of law. For them, the destruction of all chaos is the ultimate goal, one which can never be reached, but one they continue to strive for regardless. The Justicar are well trained in martial prowess, masters of the unarmed combat known simply as Tsar-Quen. No Justicar is ever without a weapon, as long as they remain faithful to their lord. Even without arms or armour, a Justicar can call upon Axa for divine intervention, which forms the base reason for the pious devotion of the Justicar to the lord of justice.
The price of such power, such righteous might, is not cheap. Upon enlistment with the Justicar, one ceases to be an individual. All the Justicar are a lesser part of a whole, something which is much larger then themselves. Each Justicar is expected to follow the orders of those above them in the chain of command, lest the forces of chaos destroy the order of the Justicar because of unorganization. As a devotee of Axa, the Justicar is expected to maintain impeccable morals, worthy of a pious follower of the god of justice. Failure to do so could result in dismissal of all granted powers or possibly execution for treason. For the Justicar, any sign of chaos must be destroyed. If their own members cannot be trusted to not stray upon the path of discord, how can they expect to ever win their eternal struggle, which will rage forevermore.
See Also: cleanse, justicar combat, consecrate area, craft, deliver judgement, forge, meditate, levels.
Historical Archives: benediction of the scales.
Joining
First you will need to join the Questors of Tyr in Jhan.
After you've become a questor, go to Ivory Tower.
At the top of the tower and speak to Strom Thromgald to join up.
You state, -enlist me with the justicars of Axa- in lyrically-accented Anglic. You hold your round golden steel shield in your right hand.
You are now a first-degree specialist in chaos resistance, courage, eideturgy, invocation, leadership, and shield. [event logged]
Strom Thromgald bows to you.
Strom Thromgald says, -Upon accepting this shield, you pledge to fight in the Even-Handed's name.- in Anglic.
Strom Thromgald says, -Welcome, Volundr, and may the radiance of Axa forever shine upon you.- in Anglic.
Strom Thromgald says, -We will bring order back to this chaotic life.- in Anglic.
Powers
Consecrate area - Level 15
Ralnos explains: All powers in this guild require a smattering of skills, dependant on the skill in question. An example of this is that "meditating upon the glory of Axa" requires a meditation of at least over 50, as well as other skills, I'm sure, alongside a level requirement. Also. It's far easier to forge weapons at first than craft armour, so keep that in mind. Crafting any form of armor requires more skills than forging basic weapons.
Specialty Access
To include access from Questors, as it is a requirement.
Skill Access Level Anatomy 5 Anglic 5 Animal Lore 1 Appraisal 1 Archery 6 Armour Lore 6 Armour Use 10 Artillery 8 Athleticism 10 Awareness 6 Axe 10 Balance 4 Blindfighting 4 Bludgeon 10 Brawling 12 Break Fall 4 Breath Control 1 Calligraphy 5 Carpentry 1 Carving 1 Centering 1 Channeling 1 Chirurgery 1 Climbing 2 Combat Reflexes 10 Concentration 12 Courage 22 Crossbow 6 Dagger 10 Dancing 6 Demolition 1 Dethek 5 Diplomacy 6 Dirty Fighting 1 Discipline 2 (Min. 1) Dodge 6 Drawing 1 Eideturgy 22 (Min. 1) Elude Pursuit 5 Equestrian 6 Equipment Maintenance 10 Exaltation of Law 22 (Min. 1) Finance 5 Find Weakness 10 Firefighting 8 First Aid 6 Flail 10 Fortitude of Law 22 (Min. 1) Gambling 1 Gem Lore 2 Haggling 2 Hammer 10 Hardiness 6 Heraldry 5 History 6 Insect Lore 1 Instant Stand 4 Intelligence Analysis 5 Intimidation 2 Invocation 22 (Min. 1) Jumping 2 Killer Instinct 1 Lack of Weakness 6 Law 22 (Min. 1) Leadership 20 (Min. 1) Leatherworking 1 Legend Lore 2 Literacy 6 Load Bearing 4 Logistics 5 Manipulation 1 Martial Arts 10 Masonry 1 Massive Blow 10 Massive Exertion 6 Meditation 5 Memory 2 Metallurgy 6 Mineral Lore 4 Mounted Combat 6 Orienteering 1 Ownership 4 Pain Tolerance 5 Piety 22 (Min. 1) Plant Lore 1 Pole Arm 10 Politics 2 Practice 6 Precision Strike 6 Prose 5 Quickness 4 Recuperation 6 Resilience 6 Rhetoric 4 Riding 6 Rune Lore 6 Running 2 Savoir Faire 6 Scholarship 1 Sculpture 5 Shield 20 (Min. 1) Sling 6 Smithing 6 Spear 10 Sperethiel 5 Staff 10 Stamina 6 Steadiness 10 Strategy 10 Subordination 22 (Min. 1) Swimming 2 Sword 12 Tactics 12 Tanning 1 Telesmatic Weapon 4 Theology 5 Throwing 6 Torture 4 Training 2 Tumbling 4 Unarmed Combat 10 Vocalization 2 Weapon Lore 6